Compiled House Rules v0.75 Munem
Compiled House Rules v0.75 Munem
Compiled House Rules v0.75 Munem
General Changes: The following traits have been changed for all races that have them:
● Ability Scores. The Ability score improvements of Ancestries/Races have been moved to the Custom
Background, and as such any Ancestry/Race that provided an ability score improvement no longer
does.
● Powerful Build. Races with Powerful Build are also considered one size larger for the purposes of
grappling and shoving.
● Spellcasting. If your race grants you spellcasting, you can choose which ability score you use for
casting between Wisdom, Intelligence, and Charisma. Additionally, you can cast those spells using any
spell slots your character may have.
● Speed. All races with less than a 30 ft. base walking speed now have a 30 ft. walking speed, unless
they are small in size. Any special speeds the race possesses are now equal to their walking speed. In
addition, a creature cannot use its flying speed if they are wearing medium or heavy armor, or using a
heavy shield.
● Sunlight Sensitivity. This trait is removed from any race that has it.
● Language. Ancestries/Races no longer provide languages, they are gained through the custom
background.
Proficiency Swapping. Some races and subraces grant proficiencies. You can replace each of those proficiencies
with a different one of your choice, following the restrictions on the table listed below:
Proficiency Swapping
Proficiency Replacement Proficiency
Armor Martial/Simple Weapon, Heavy/Medium/Light Shield, or Tool
Martial Weapon Martial/Simple Weapon, Medium/Light Shield, or Tool
Simple Weapon Light Shield, Simple Weapon, or Tool
Skill Skill, or Tool
Tool Simple Weapon, or Tool
Custom Lineage Additions and Changes
Ability Scores. The Ability Score Improvement provided by Custom Lineage has been moved to the Custom
Background feature.
Creature Type. You are a humanoid, and can pick a race for the purposes of racial feat prerequisite. You
determine your appearance and whether you resemble any of your kin.
Speed. Your base walking speed is 30 feet if you are medium, or 25 feet if you are small.
Lineage Feat. You gain one feat of your choice for which you qualify.
Variable Ancestry. You gain one of the following options of your choice:
● Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if
it were dim light.
● Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition
on yourself
● Natural Talent. You are proficient in one of the following skills of your choice; Athletics, Acrobatics,
Subtlety, Stealth, Insight, Perception, Survival, Deception, Intimidation, Performance, Persuasion.
● Powerful Build. You count as one size larger when determining your carrying capacity and the weight
you can push, drag, or lift, and for the purposes of grappling and shoving.
Custom Background Additions and Changes
Instead of using a premade background use the rules below to create a custom background for your character.
Ability Score Improvements. When you determine your character’s ability scores choose one of the following
options to improve them:
● You increase one ability score by 3.
● You increase one ability score of your choice by 2, and a separate ability score by 1.
● You increase three separate ability scores by 1.
Background Proficiencies. Your background grants you a certain number or proficiencies based on the
following options;
● Skill Proficiencies or Expertise. You can either choose two Skills that your character is proficient with,
or you can choose one skill that your character has expertise with.
● Item Proficiencies. You can pick on item proficiency from these item lists: Artisan's Tool, Gaming Sets,
Musical Instruments, Mounts, Vehicles, or Other Tools and Kits.
● Language Proficiencies. Your character begins knowing at least two or three languages: The Common
language, and then you can either pick two languages from the Standard Language table or one from
the Non-Standard Language table.
Languages table
Standard Languages Non-Standard Languages
Common Abyssal
Dwarvish Celestial
Elvish Deep Speech
Giant Draconic
Gnomish Infernal
Goblin Primordial (Pick one dialect: Aquan, Auran, Ignan, Terran, or Old Primordial)
Halfling Secret Language (Pick one specific secret language: Druidic, Thieves Tongue…)
Orc Sylvan
Sign Language Undercommon
Background Feat. You gain one feat of your choice for which you qualify, and that fits your cultural,
professional, or regional background.
Background Equipment. You gain the following equipment as a part of your background:
● Basic Gear. You gain an Adventure Pack, in addition you can pick three additional items from
Adventuring Gear, consult the DM if the item might be restricted or not.
● Heritage Magic Item. You gain one Common magic item, and one trinket.
● Wealth. A pouch with 10 gold. For each additional item not taken add an additional 5 gold to this
amount.
Personal Characteristics. These personal characteristics flesh out your character's personality and identity, and
they will help you bring them to life as you play the game. Four categories of characteristics are presented
below:
● Personality Trait. This describes the things your character likes, his or her past accomplishments,
things your character dislikes or fears, your character's self-attitude or mannerisms, or the influence of
his or her ability scores.
● Character Ideal. Your ideals are the things that you believe in most strongly, the fundamental moral
and ethical principles that compel you to act as you do.
● Character Bond. Bonds represent a character's connections to people, places, and events in the world.
They tie you to things from your background. They might inspire you to heights of heroism, or lead
you to act against your own best interests if they are threatened.
● Character Flaw. Your character's flaw represents some vice, compulsion, fear, or weakness—in
particular, anything that someone else could exploit to bring you to ruin or cause you to act against
your best interests.
Character Secret. Create one secret for your character that the other players don’t know, this secret will come
into play in the game, it might apply a restriction or consequence to your character during play, this secret also
provides an additional positive benefit for your character. Discuss with the DM what this secret is, how it
affects your character, and what positive benefit it provides.
Physical Description. Write a short, up to 125 words, Physical Description of your characters mentioning some
basic physical traits and one unusual or distinctive physical feature.
Character Backstory. Write a short, up to 250 words, backstory for your character, providing some info on their
life before they started adventuring.
Classes and Subclasses General Additions and Changes
Class Features. All classes can use the Optional Class Features from Tasha's Cauldron of Everything unless
otherwise stated in the changes presented below.
Ability Score Improvement. Is replaced by Adventuring Boon, and it has been converted to a feat. Whenever
you gain the Ability Score Improvement feature from your class, you instead increase one ability score of your
choice by 1, and you can also take a feat. As normal, you can't increase an ability score above 20 using this
feature.
Custom Spellcasting Ability. When you first gain the Pact Magic or Spellcasting feature, you can choose to have
a different spellcasting ability than the one that is listed in the feature description. The variant spellcasting
ability must be a mental ability score (Intelligence, Wisdom, or Charisma), and it must be given a sufficient
thematic reason to justify its deviation from the normal spellcasting ability score, as judged by the DM.
It then replaces all instances of the previous spellcasting ability score within that class, subclass and its
features.
Extra Attack. If you would gain the extra attack feature from a different class or feature, you instead can pick
one additional feat.
Multiclassing. You are only allowed to multiclass into one additional class. You still need to meet the standard
multiclass requirement.
Ritual Casting. If you have a Spell prepared that has the Ritual tag, you can cast that Spell as a Ritual,
additionally any character that knows a spell with the ritual tag can cast it as a ritual.
Spellcasting lists. All Classes use the extended spellcasting lists from Tasha's Cauldron of Everything unless
otherwise stated in the changes presented below.
Starting Ability Scores. Your starting ability scores are generated using the standard array 15, 14, 13, 12, 10, 8,
and then adding any other custom background/feat ability score improvements to the selected scores.
Starting Hit Points. For your first level Hit Points you add your constitution score to your classes maximised hit
die.
Hit Points at Higher Levels. You either roll your Hit Dice or take the average roll of that Hit Dice + your
Constitution modifier for each level after the first. If you choose to roll your health you are allowed to reroll 1
one the Hit Dice, but must keep the second roll.
Starting Equipment. Instead of using the standard starting equipment provided by each class use the unified
class starting equipment option listed below, other equipment is provided by the characters background:
● Armor and Shield Proficiency. If your class provides you with an Armor or Shield proficiency you gain
them as items in the following fashion: You can either gain the second to lowest tired Armor from the
highest Armor weights category you are proficient with, or you can gain the lowest tired Armor from
the highest Armor weights category you are proficient with, and a shield from the highest Armor
weight category that you are proficient with.
● Weapon Proficiency. If your class provides you with Weapon proficiencies you gain them in the
following fashion: You gain two weapon options, pick either first do you want either a Melee or
Ranged options: For the Melee option you can pick either one Two-Handed weapon or two
One-Handed weapons. For the Ranged option pick a one Ranged weapon and you will additionally
gain 20 pieces of ammunition and the weapons ammunition container.
● Spellcasting Proficiency. If your class provides spellcasting, then the character gains an appropriate
spellcasting focus or a component pouch with enough components for 50 spell castings. They also gain
any additional spellcasting they require, such as a spell book, holy amulet, or druidict implement.
● Tool Proficiency. If your class provides you with a tool proficiency, you gain that tool item as well.
Artificer Additions and Changes
Skill Proficiencies: Choose 2 from Arcana, Engineering, History, Investigation, Medicine, Nature, Perception,
and Subtlety.
Rage. 1st-level barbarian feature, works as-written with the following change:
On your turn, you can enter a rage as a bonus action, or as a reaction when you take damage.
Frenzy. 3rd-level barbarian - path of the berserker replacement feature, now reads:
Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the
duration of the rage you can make a single additional melee weapon attack the first time you take the attack
action on each of your turns. When your rage ends, you suffer one level of exhaustion. While you are raging,
you do not suffer any of the ill effects of exhaustion. The effects return when your rage ends.
Form of the Beast. 3rd-level barbarian - Path of the Beast replacement feature, now reads:
At 3rd level, when you enter your rage, you can transform, revealing the bestial power within you. Until the
rage ends, you manifest a natural weapon. It counts as a simple melee weapon for you, and you add your
Strength modifier to the attack and damage rolls when you attack with it, as normal.
You choose the weapon's form each time you rage:
● Bite. Your mouth transforms into a bestial muzzle or great mandibles (your choice). It deals 1d10
piercing damage on a hit. Whenever you hit with an attack using this bite, you gain a number of
temporary hit points equal to half the damage you dealt.
● Claws. Each of your hands transforms into a claw, which you can use as a weapon if it's empty. You can
engage in two-weapon fighting with your claws, treating them as light weapons, and they deal 1d8 +
your strength modifier slashing damage on a hit. In addition, if you choose to use your reckless attack
feature with these claws, you can use your bonus action to not gain the advantage but instead go into
a bestial frenzy and attack two additional times. If you choose to use this additional part you gain a
level of exhaustion at the end of your rage.
● Tail. You grow a lashing, spiny tail, which deals 1d12 or 2d6 piercing damage on a hit and has the
reach (5) property. If a creature you can see within your reach hits you with an attack roll, you can
make an opportunity attack against that creature, reducing the amount of damage the target's attack
deals by the damage you dealt to it.
Magic Awareness. 3rd-level barbarian - Path of Wild Magic feature, works as-written with the following
change:
The effect now lasts for one minute instead until the end of your next turn.
Bolstering Magic. 6th-level barbarian - Path of Wild Magic feature, works as-written with the following change:
The dice you roll to harness your wild magic is a D4 instead of a d3.
Rage Beyond Death. 14th-level barbarian - path of the zealot feature, works as-written with the following
changes:
Being knocked to 0 hit points doesn't inflict additional levels of exhaustion if you are raging.
Bard Additions and Changes
Weapon Proficiencies: All Simple Weapons, Light Melee weapons (melee weapons with the Light property),
and Crossbows (ranged weapons with the Loading property).
Bardic Inspiration: 1st-level bard new feature, works as-written with the following changes and additions:
You may use your reaction to provide baric inspiration to a creature as long as you have not used bardic
inspiration within the last turn.
Cleric Additions and Changes
Weapon Proficiencies: All Simple Weapons.
Skill Proficiencies: Choose 2 from Culture, History, Insight, Medicine, Persuasion, and Religion.
Channel Divinity Options. 2nd-level cleric feature, works as-written with the following changes and additions:
Turn Undead renamed to Turn Evil and Good. As an action, you present your holy symbol and speak a prayer
censuring undead and extraplanar creatures, using your Channel Divinity. Each celestial, fiend, or undead of
your choice that can see or hear you within 30 feet of you must make a Wisdom saving throw. If a creature fails
its saving throw, it is turned for 1 minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move
to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try
to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the
Dodge action.
Divine Insight. You can use your Channel Divinity to change the spells that you have at your disposal. After
spending 1 minute praying or meditating, you can expend one use of your Channel Divinity to replace one
cleric spell you have prepared with a different one from the cleric spell list.
Druid Additions and Changes
Weapon Proficiencies: All Simple Weapons.
Skill Proficiencies: Choose 2 from Arcana, Culture, Insight, Medicine, Nature, Perception, Religion, and Survival.
Wild Shape. 2nd-level druid feature, works as-written with the following changes:
● Multiattack. You can't use multiattack in your wild shape until you are a 5th-level druid.
● Wild Bestiary. As a druid, you can shapeshift into a number of different wild shapes. This collection is
called your wild bestiary. Your bestiary can hold a total number of shapes equal to your druid level
plus your wisdom modifier.
To add a new shape to your bestiary (or replace an existing one), you must closely observe a live beast
to study it. This requires 1 hour of focus per CR of the beast (minimum 1 hour), during which you
develop a primal understanding of the creature's essence. If the beast is friendly, reduce the required
time by half, but if it is acting hostile, double the time.
If your efforts are significantly interrupted, the beast escapes, you fall asleep, a combat encounter
begins, etc. You lose your focus and must start your observations again from the beginning.
Fighter Additions and Changes
Weapon Proficiencies. Simple and Martial Weapons, except Firearms (weapons with the Ammunition:
Smokepowder and Misfire properties).
Skill Proficiencies: Choose 2 from Acrobatics, Athletics, Engineering, History, Insight, Intimidation, Perception,
Survival, and Warfare.
Fighting Style. 1st-level fighter feature, works as-written with the following additions and changes:
● Archery renamed to Long Range. You gain a +2 bonus to attack rolls you make with ranged weapons.
In addition, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
● Close Range. You gain +2 bonus to damage rolls you make with ranged weapons. When making a
ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the
attack roll.
● Defense. While you are wearing armor, you gain a +1 bonus to your Armor Class and Saving Throws.
● Dirty Fighting. You are considered proficient with improvised weapons. Additionally, whenever you
use a piece of adventuring gear that forces a target to make a saving throw, you can add your
proficiency bonus to the saving throw DC.
● Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon. If no other creatures are within 5 feet of you or the target,
this bonus increases to +4.
● Gunslinger. You are proficient with firearms (weapons with the Ammunition: Smokepowder and
Misfire properties) and can ignore the Loading quality of firearms.
● Opportunistic. You gain one more reaction action that you can only use to make an opportunity
attack, the first opportunity attack you make during a round has a +2 to its attack roll bonus.
● Versatile Weapon Master. When wielding a versatile weapon in one hand you get a +2 bonus to your
attack rolls. When wielding a versatile weapon in two hands, you gain +2 bonus to your damage rolls.
Second Wind. 2nd-level fighter feature, works as-written with the following changes:
Second Wind now restores more hit points as your fighter class level increases.
Second Wind
Fighter Level Hit Points Restored
1st 1d10 + Fighter Level
3rd 2d10 + Fighter Level
10th 3d10 + Fighter Level
7th 4d10 + Fighter Level
15th 5d10 + Fighter Level
18th 6d10 + Fighter Level
Maneuver. You learn two maneuvers of your choice. You learn additional maneuvers as you level up as a fighter
at 5th, 7th, 9th, 11th, 13th, 15th, 17th, 20th level. Many maneuvers enhance an attack in some way. You can
only use one maneuver per attack. Whenever you gain a level in this class, you can replace one maneuver you
know with a different one.
Superiority Dice. You have two superiority dice, which are d6s. A superiority die is expended when you use it.
You regain all of your expended superiority dice when you finish a short or long rest. You gain an additional
superiority die at 6th, 10th, 14th, and 17th levels. Your superiority dice turn into d8s at 5th level, d10s at 9th
level, and d12s at 13th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's
effects. The saving throw DC is calculated as follows.
Maneuver Save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Student of War. 3rd-level fighter - battlemaster replacement feature, now reads:
You gain proficiency with one skill and one tool of your choice.
Improved Combat Superiority. 3rd-level fighter - battlemaster replacement feature, now reads:
You gain two additional superiority dice, and whenever you finish a long rest, you can replace any maneuver
you know with any other maneuver of your choice.
Know Your Enemy. 7th-level fighter - battlemaster replacement feature, now reads:
You learn one additional maneuver of your choice and you gain one additional superiority dice. Additionally if
you spend at least 1 minute observing or interacting with another creature outside combat, you can learn
certain information about its capabilities compared to your own. The DM tells you if the creature is your equal,
superior, or inferior in regard to two of the following characteristics of your choice: Strength score, Dexterity
score, Constitution score, Armor Class, Current hit points, Total class levels (if any), Fighter class levels (if any)
Bonus Damage
Fighter Level Damage Increase
3rd 1d4
10th 1d6
15th 1d8
20th 1d10
Martial Arts. 1st-level monk feature, works as written with the following changes:
The Martial Arts dice increases in size from 1d4 to 1d6 on 5th level, 1d6 to 1d8 on 9th level, 1d8 to 1d10 on
13th level, 1d10 to 1d12 at 17th level.
Elemental Spellcasting. 3rd-level monk path of the four elements new feature:
Beginning at 3rd level, you can harness your ki into spells.
Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer
cantrip at 10th level.
Spell Slots. The Way of the Four Elements Spellcasting table shows how many spell slots you have to cast your
spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher.
You regain all expended spell slots when you finish a long rest.
Spells Known of 1st-Level and Higher. You know two spells of your choice from the sorcerer spell list.
The spells known column of the Way of the Four Elements Spellcasting table tells you when you learn more
spells of 1st level or higher. Each of these spells must be a sorcerer spell and must be a level for which you have
slots.
Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your
choice. The new spell must be of a level for which you have spell slots, and it must be a sorcerer spell.
Spellcasting Ability. Wisdom is your spellcasting ability, as your spells are the result of years harnessing your ki
into elemental energy. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition,
you use your Wisdom modifier when setting the saving throw DC for a four elements spell and when making an
attack roll with one.
Equipment and Spellcasting. Though you cast spells similar to a sorcerer, you use simplified components that
are easier to perform. Armor does not restrict the spellcasting of the spells you know from this class.
Additionally, you can use your limbs and monk weapons as an arcane focus for your sorcerer spells.
Way of the Four Elements Spellcasting
Monk Level Cantrips Known Spells Known 1st 2nd 3rd 4th
1st — — — — — —
2nd — — — — — —
3rd 2 2 2 — — —
4th 2 3 3 — — —
5th 2 3 3 — — —
6th 2 3 3 — — —
7th 2 4 4 2 — —
8th 2 4 4 2 — —
9th 2 4 4 2 — —
10th 3 5 4 3 — —
11th 3 5 4 3 — —
12th 3 6 4 3 — —
13th 3 6 4 3 2 —
14th 3 7 4 3 2 —
15th 3 7 4 3 2 —
16th 3 8 4 3 3 —
17th 3 8 4 3 3 —
18th 3 9 4 3 3 —
19th 3 9 4 3 3 1
20th 3 10 4 4 3 1
Elemental Discipline. 3rd-level monk path of the four elements new feature:
You focus your discipline into one element: fire, water, air, or earth. You gain a feature at 3rd, 6th, 10th, and
17th level based on your choice.
● Fire. When you use the Attack action on your turn, you can spend 1 ki point to cause tendrils of flame
to stretch out from your fists and feet. Your reach with your unarmed strikes increases by 10 feet for
that action, as well as the rest of the turn. A hit with such an attack deals fire damage instead of
bludgeoning damage, and if you spend 1 ki point when the attack hits, it also deals an extra 1d10 fire
damage.
● Water. Whenever you take the attack action, you can spend 1 ki point in place of an attack to create a
whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is
within 30 feet of you must make a Dexterity saving throw. On a failed save, the creature takes 2d10
bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend,
and you can either knock it prone or pull it up to 30 feet closer to you. On a successful save, the
creature takes half as much damage, and you don't pull it or knock it prone.
● Air. You can create a blast of compressed air that strikes like a mighty fist. Whenever you take the
attack action, you can replace one attack to spend 1 ki point and choose a creature within 30 feet of
you. That creature must make a Strength saving throw. On a failed save, the creature takes 2d10
bludgeoning damage, plus an extra 1d10 bludgeoning damage for each additional ki point you spend,
and you can push the creature up to 20 feet away from you and knock it prone. On a successful save,
the creature takes half as much damage, and you don't push it or knock it prone.
● Earth. Whenever you take the attack action, you can replace one attack and spend 1 ki point to create
a wall of earth that sprouts out of the ground within 30 ft. of you. If the wall cuts through a creature's
space when it appears, the creature is pushed to one side of the wall (your choice). The wall is up to
10 ft. high, 5 ft. wide, 3 inches thick, plus 5 ft. in either height or width (your choice) for each
additional ki point that you spend. A 5 ft. section of the wall has an AC of 12 + your Wisdom modifier,
has hit points equal to 10 + half your monk level, and is immune to poison and psychic damage. The
wall lasts for 1 minute, until you are incapacitated, or until you create another wall this way.
Elemental Attunement. 6th-level monk path of the four elements new feature:
At 6th level, you gain a feature corresponding with your chosen element:
● Fire. You gain resistance to fire damage and fire damage you deal ignores resistance. Additionally, you
can learn any spell that deals fire damage whenever you would normally learn a sorcerer spell of 1st
level or higher. Each of these spells must be of a level for which you have spell slots and they are
considered sorcerer spells for you.
● Water. You gain resistance to cold damage. Additionally, you can learn any spell which restores hit
points to a creature whenever you would normally learn a sorcerer spell of 1st level or higher. Each of
these spells must be of a level for which you have spell slots and they are considered sorcerer spells
for you.
● Air. Whenever a creature within 30 ft. of you falls from a great height, you can use your reaction and
choose up to 6 creatures within 30 ft. Those creatures have their fall damage reduced by an amount
equal to five times your monk level as you create orbs of air that soften their fall.
● Earth. You can now have a number of earthen walls up simultaneously equal to your Wisdom modifier
(minimum 2.) If you create more than your limit, the oldest wall crumbles and disappears.
Primordial Energy. 10th-level monk path of the four elements new feature:
Whenever you cast a spell with a casting time of 1 action, you can spend 2 ki points to change the casting time
to 1 bonus action for this casting.
Master of Elements. 17th-level monk path of the four elements new feature:
At 17th level, you gain a feature corresponding to your chosen element:
● Fire. Whenever you deal fire damage, you can instead choose to deal lightning damage. This damage
ignores resistance to lightning damage. Additionally, you can spend 5 ki points to cast flame strike
without expending a spell slot, treating it as a sorcerer spell.
● Water. You learn how to manipulate the water within a creature's body. Whenever a creature fails
their save against your stunning strike class feature, you can instead choose to control them. On the
target's next turn, you can force it to move up to its speed in a straight line in any direction of your
choosing, and for them to take a single action of your choice. This ability has no effect on undead or
constructs. Additionally, you can spend 5 ki points to cast maelstrom without expending a spell slot,
treating it as a sorcerer spell.
● Air. You gain a fly speed equal to your walking speed. Additionally, you are aware of the presence of
any creature within 30 ft. of you that is on the same plane of existence, even if they are invisible, and
they gain no benefit of that invisibility against you. Finally, you can spend 5 ki to cast the cone of cold
spell without expending a spell slot, treating it as a sorcerer spell.
● Earth. You gain a burrow speed equal to your walking speed and you gain tremorsense out to a range
of 30 ft. Additionally, you can spend 5 ki to cast the wall of stone spell without expending a spell slot,
treating it as a sorcerer spell.
Paladin Additions and Changes
Weapon Proficiencies. Simple and Martial Weapons, except Firearms (weapons with the Ammunition:
Smokepowder and Misfire properties).
Skill Proficiencies: Choose 2 from Athletics, Culture, Insight, Intimidation, Medicine, Persuasion, Religion, and
Warfare.
Lay on Hands. 1st-level paladin feature, works as-written with the following additions:
You can expend 5 hit points from your pool of healing to cure the target of one disease or poison affecting it, or
an effect causing the poisoned condition.
You can cure multiple diseases and neutralise multiple poisons with a single use of Lay on Hands, expending hit
points separately for each one.
Fighting Style. 2nd-level paladin feature, works as-written with the following additions:
This Fighting Style is added to the option list: Versatile Weapon Master.
Channel Divinity Options. 2nd-level paladin feature, works as-written with the following additions:
Divine Insight. You can use your Channel Divinity to change the spells that you have at your disposal. After
spending 1 minute praying or meditating, you can expend one use of your Channel Divinity to replace one
cleric spell you have prepared with a different one from the cleric spell list.
Divine Smite and Improved Divine Smite. 2nd and 11th -level paladin feature, works as-written with the
following additions:
Both Divine Smite and Improved Divine Smite work with any melee weapon attack, including unarmed strikes.
Ranger Additions and Changes
Weapon Proficiencies. Simple and Martial Weapons, except Firearms (weapons with the Ammunition:
Smokepowder and Misfire properties).
Skill Proficiencies: You are proficient with the Survival skill and you choose 2 from Athletics, Acrobatics,
Engineering, Insight, Investigation, Nature, Perception, Stealth, Subtlety, and Warfare.
Range Class Changes. The ranger uses all the new options presented in Tasha's Cauldron of Everything instead
of the ones presented in the Player Handbook.
Preparing Spells. You prepare the list of ranger spells that are available for you to cast, choosing from the
ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + your
ranger level (minimum of one spell). The spells must be of a level for which you have spell slots.
Fighting Style. 2nd-level ranger feature, works as-written with the following additions:
These Fighting Styles are added to the option list: Close Range, Gunslinger, Opportunistic.
Additionally, you can use more than one metamagic option on the same casting of a spell. When you do so, the
cheapest metamagic option that you apply does not cost sorcery points.
Archetype 1st Level 2nd Level 3rd Level 4th Level 5th Level
Dominate Beast Polymorph and
Command and Dragon's Breath
Draconic Fear and Fly and Elemental Summon Draconic
Chromatic Orb and Hold Person
Bane Spirit
Hunger of Hadar Shadow of Moil Enervation and
Arms of Hadar and Shadow Blade and
Shadow and Summon and Evard's Black Negative Energy
Ray of Sickness Darkness
Shadowspawn Tentacles Flood
Thunderwave and Gust of Wind and Call Lightning and Storm Sphere and Control Winds and
Storm
Witch Bolt Shatter Lightning Bolt Watery Sphere Maelstrom
Chaos Bolt and Blur and Mirror Blink and Confusion and Modify Memory
Wild
Colour Spray Image Counterspell Polymorph and Synaptic Static
Wild Magic Surge. 1st-level wild magic feature, works as-written with the following additions:
If your roll doesn’t activate the wild magic surge, the threshold on your next wild magic surge increases by one.
This happens each time you do not activate wild magic surge, (from 1 to 2, from 2 to 3, and etc.). Once you do
activate wild magic surge the threshold resets back to 1.
Warlock Additions and Changes
Skill Proficiencies: Choose 2 from Arcana, Culture, Deception, Engineering, History, Intimidation, Investigation,
Nature, Religion, and Warfare.
Eldritch Invocations. 2nd-level warlock feature, works as-written with the following changes and additions:
● General change. All Prerequisites that specify levels now specify warlock levels.
● Spell Casting Invocations. Eldritch invocations that allow you to cast a spell once per day using a
warlock spell slot no longer expand that spell slot, and you can add any spell that you are able to cast
in this way your known spells if/or when you have a high enough spell slot to cast it normally.
● Agonizing Blast. Once on each of your turns when you deal damage with a cantrip, or with a weapon
attack while you are wielding your pact weapon, you can add your Spellcasting modifier to the
damage roll.
● Beguiling Influence. You gain proficiency in the Deception and Persuasion skills. Choose one of those
skills, you can double your proficiency bonus for any check made using that skill.
● Blademasters Secrets. (Prerequisite: Pact of the Blade) Choose a fighting style from the fighter's list.
While your pact weapon is on your person, you gain the benefits of that fighting style. Whenever you
gain a level in this class, you can replace this fighting style with another one. (Dueling, Great Weapon
Fighting, Two-Weapon Fighting, Versatile Weapon Master)
● Chain Master's Whip. (Prerequisite: 5th Level Warlock, Pact of the Chain) If your familiar takes any
damage while you are on the same plane of existence, you can substitute your own hit points for the
familiars and vice versa. If this reduces one of you to 0 hit points, any excess damage carries over to
the other. This damage cannot be prevented or reduced in any way.
● Cloak of Insects. (Prerequisite: 5th Level Warlock) As a bonus action, you can surround yourself with a
magical aura that looks like insects. The aura extends 5 feet from you in every direction, but not
through total cover. It lasts for one minute, or until you're incapacitated, or you dismiss it as a bonus
action. The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all
other Charisma checks. Any creature of your choice that starts its turn in the aura takes necrotic
damage equal to your Spellcasting modifier (minimum of 1 damage).
● Eldritch Spear. Whenever you cast a cantrip with a range of at least 30 ft., its range increases to 300 ft.
● Eldritch Stead. (Prerequisite: 5th Level Warlock) You can cast phantom steed at will. Your summoned
steed takes on an unusual appearance based on your patron, such as that of a nightmare, a unicorn,
or a tendril-covered abomination. You can only have one of these steads active at a time.
● Devour Magic. (Prerequisite: 5th Level Warlock) You can cast counterspell once without expending a
spell slot. You regain the ability to cast the spell in this way when you finish a long rest. If you
successfully counter a spell when casting the spell in this way, you gain temporary hit points equal to 3
times the level of the countered spell (minimum 3 temporary hit points).
● Dread Note. (Prerequisite: 5th Level Warlock, and Pact of the Tome) As an action, you can write the
name of a humanoid you can see into your Book of Shadows. If you write that creature’s true name, as
determined by the DM, and that creature has hit points equal to or less than your warlock five times
your warlock level, it dies. You cannot use this feature again until you finish a long rest.
● Fell Flight. (Prerequisite: 15th Level Warlock) You gain a flying speed equal to your walking speed.
● Forbidden Knowledge. (Prerequisite: Pact of the Tome) You have proficiency in two skills or tools of
your choice while your tome is on your person. Whenever you complete a long rest, you can switch
any of these skills or tools out for another.
● Grasp of Hadar. Once on each of your turns when you deal damage with a cantrip, or or with a
weapon attack while you are wielding your pact weapon, you can move that creature up to 10 feet
horizontally.
● Lance of Lethargy. Once on each of your turns when you deal damage with a cantrip, or with a
weapon attack while you have your pact weapon on you, you can reduce that creature's speed by 10
feet until the end of your next turn.
● Lifedrinker. (Prerequisite: 11th level Warlock, Pact of the Blade) Once per turn, when you hit a
creature with your pact weapon, the creature takes extra necrotic damage equal to your Spellcasting
modifier (minimum of 1), and you gain temporary hit points equal to the necrotic damage you dealt.
● Master of Myriad Forms. (Prerequisite: 7th level Warlock) You can cast alter self at will, without
expending a spell slot.
● Occult Knowledge. You gain proficiency in two of the following skills; Arcana, Culture, Engineering,
History, Medicine, Nature, Religion, or Warfare skills. Choose one of those skills; you can double your
proficiency bonus for any check made using that skill.
● Otherworldly Leap. (Prerequisite: 5th Level Warlock) You are constantly under the effects of the jump
spell and you can cast feather fall on yourself at-will.
● One With Shadows. (Prerequisite: 7th level Warlock) When you are in an area of dim light or darkness,
you can use your action to become invisible. This ends early if you are no longer in an area of dim light
or darkness, take an action, or use a reaction.
● Repelling Blast. Removed
Signature Spells. 20th-level wizard feature, works as-written with the following changes:
You can cast your signature spells at will, rather than once each per short or long rest.
Potent Cantrip. 6th-level wizard school of evocatio replacement feature, now reads:
Whenever you use your action to cast a cantrip, you can use your bonus action to cast the same cantrip again,
but against different targets.
Carrying Capacity Additions and Changes (Note Used in Magefall)
Carrying Capacity. You can carry items that fill a number of Inventory Slots equal to your Strength score
without penalty, and it can be modified by your character Size, and some other modifiers.
Inventory Slots. When you carry an object, you add it to your Equipment Inventory. Write in the number of
Inventory Slots the item uses, according to the object's weight and size. To determine the amount of Inventory
Slots an item uses, use the table below.
Extremely Small Objects. Some items are especially small and easy to pack together, like pins, coins,
paperclips, etc. It takes 100 of these items to fill one Inventory Slots.
Extremely Large Objects. If you need to assign a number of Inventory Slots to extremely large or heavy objects,
use a multiple of 18 for the number of slots (18/36/54/72).
Encumbrance. If you carry more than your Carrying Capacity, you are Encumbered, dropping your out of
combat speed by 10 feet.
If you carry more than twice your Carrying Capacity, you are Heavily Encumbered, dropping your total speed
by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength,
Dexterity, or Constitution.
You cannot carry more than three times your Carrying Capacity. These limits are doubled for Large creatures
and halved for Tiny creatures.
Push, Drag, or Lift. You can push, drag, or lift up to twice your Heavily Encumbered carrying capacity. While
pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
Equipped Items. Larger Equipped Items, like Armor’s, Shields, Weapons, and Spellcasting Focuses, etc. Only
take up half the amount of their normal Inventory Slots while they are equipped by a character. Smaller
Equipped Items like Amulets, Rings, Belts, Cloaks, and etc. do not take up any Inventory Slots while equipped.
Magical Containers. On your adventures, you may find magical containers that can change their Carrying
Capacity far beyond the normal:
● Pouch of Accessibility. (1 Slot) Has a Carrying Capacity of 18 Inventory Slots, with a 1-foot opening.
● Bag of Holding. (2 Slot) Has a Carrying Capacity of 36 Inventory Slots, with a 2-foot opening.
● Handy Haversack. (3 Slots) Has a total Carrying Capacity of 74 Inventory Slots. Two 18 Slots side
pouches, with a 2-foot opening, and the main 36 Slot compartment, with a 3-foot opening.
● Portable Hole. (1 Slot) Has no Carrying Capacity for weight. The hole itself is 6 feet in diameter, and
has a depth of 10 feet.
Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the
armour’s use know how to wear it effectively.
If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or
attack roll that involves Strength or Dexterity, you can't cast spells, and you do not gain any additional benefits
the armor provides.
Armor Class (AC). Armor protects its wearer from attacks. The armor you wear determines your base Armor
Class.
Strength Requirement. If the Armor table shows a number value in the Strength column for an armor type, the
armor reduces the wearer's speed by 10 feet unless the wearer has a Strength score equal to or higher than
the listed number.
Stealth. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on
Dexterity (Stealth) checks while wearing that armor.
Cost. This is the average cost of this armor or shield, depending on the material, quality of work or seller the
cost may vary.
Weight. This is the average weight of this armor or shield, depending on the material or quality of work.
Light Armor. Made from supple and thin materials, usually leather or cloth, with maybe a few pieces of metal
gear.
Medium Armor. Made using metal rings, scales or even plates, but doesn't cover the entire body, will often use
leather and cloth as padding or to protect exposed joints.
Heavy Armor. These full suits of armor cover the entire body in metal or other strong material, and are
designed to stop a wide range of attacks.
Shields. Shields are made of different sturdy materials that are strong enough to deflect blows. Wielding a
shield increases your Armor Class by its armor value. You can benefit from only one shield at a time.
Spiked Armor and Shields. Adding spikes to a suit of armor or shield costs one half the base cost. This
represents the raw materials as well as the expertise needed to add the spikes without hindering the
functionality of the armor.
On your turn, if you successfully grapple a creature within your reach while wearing spiked armor, or if a
creature successfully grapples you, you deal 1d4 piercing damage to that creature.
On your turn, if you successfully shove a creature within your reach with your spiked shield, you also deal 1d4
piercing damage to the shoved target.
Weapons
Weapon Table
Damage Properties Cost Weight
Simple Melee Weapons
1d4 Finesse, Light. 1 gp. 1,S
1d4 Finesse, Light, Thrown (20/60). 5 sp. 0.2,T
1d4 Finesse, Thrown (30/90). 4 sp. 1,S
1d4 Light. 2 gp. 1,S
1d4 Light, Thrown (30/90). 1 gp. 0.2,T
1d6 —. 2 gp. 1,S
1d6 Finesse. 2 gp. 1,S
1d6 Reach, Two-Handed. 3 gp. 3,L
1d6 Thrown (40/120). 2 gp. 1.S
1d6 Thrown (30/60), Versatile (1d8). 3 gp. 2,M
1d6 Versatile (1d8). 2 gp. 2,M
1d8/2d4 Two-Handed. 3 gp. 3,L
Simple Ranged Weapons
1d4 Ammunition: Projectile, Range (40/160). 5 sp. 0.2,T
1d6 Ammunition: Projectile, Finesse, Range (60/320), Two-Handed. 15 gp. 2,M
1d6 Ammunition: Projectile, Range (60/240), Two-Handed. 10 gp. 2,M
1d8/2d4 Ammunition: Projectile, Loading, Range (80/320), Two-Handed. 15 gp. 2,M
Martial Melee Weapons
1d4 Finesse, Reach. 5 gp. 1,S
1d4 Light, Reach. 5 gp. 1,S
1d6 Finesse, Light. 2 gp. 1,S
1d6 Finesse, Thrown (30/90). 1 gp. 1,S
1d6 Light. 5 gp. 1,S
1d6 Light, Thrown (30/90). 5 gp. 1,S
1d8 —. 5 gp. 1,S
1d8/2d4 Finesse. 5 gp. 1,S
1d8/2d4 Double (1d4), Two-Handed. 50 gp. 3,L
1d8/2d4 Reach, Two-Handed. 15 gp. 3,L
1d8/2d4 Thrown (40/120). 5 gp. 2,M
1d8/2d4 Thrown (30/60), Versatile (1d10). 10 gp. 2,M
1d8/2d4 Versatile (1d10). 10 gp. 2,M
1d10 Heavy, Reach, Two-Handed. 25 gp. 3,L
1d10 Two-Handed. 25 gp. 3,L
1d12/2d6/3d4 Heavy, Two-Handed. 50 gp. 3,L
Martial Ranged Weapons
1d4 Ammunition: Projectile, Light, Range (30/120). 1 gp. 0.2,T
1d6 Ammunition: Projectile, Light, Loading, Range (30/120). 15 gp. 2,M
1d6 Ammunition: Projectile, Range (80/320). 10 gp. 2,M
1d8 Ammunition: Projectile, Finesse, Range (160/640), Two-Handed. 30 gp. 3,L
1d8 Ammunition: Projectile, Loading, Range (160/640). 30 gp. 2,M
1d8 Ammunition: Projectile, Range (120/480), Two-Handed. 20 gp. 3,L
Ammunition: Smokepowder, Light, Loading, Misfire (2), Range
1d8 150 gp. 1,S
(40/160).
Ammunition: Smokepowder, Misfire (4), Range (160/640),
1d10 200 gp. 3,L
Two-Handed.
1d10 Ammunition: Projectile, Loading, Range (80/320), Two-Handed. 60 gp. 3,L
Ammunition: Smokepowder, Loading, Misfire (6), Range
1d12 400 gp. 3,L
(320/1280), Two-Handed.
Weapon Properties. Many weapons have special properties related to their use, as shown in the Weapons
table:
● Ammunition: Projectile. You can use a weapon that has the ammunition property to make a ranged
attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon,
you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container
is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle,
you can recover half your expended ammunition by taking a minute to search the battlefield.
● Ammunition: Smokepowder. These weapons utilise a volatile powder as a propellant to fire
projectiles or explode. They cannot be used underwater unless properly shielded against liquid
(increases the cost of each weapon by one quarter its normal price), and ammunition from these
weapons cannot be reused. When you make an attack, the weapon flashes, expels smoke, and creates
a bang that can be heard within 300 feet. It takes an action to load a gunpowder weapon like with
normal ammunition weapons, which consumes both a charge of powder and piece of ammunition.
● Double. These weapons are built with a weapon on each end. When you take the Attack action and
attack with a double weapon, you can use a bonus action to make another attack with the other end
of the weapon, dealing damage equal to the value in parentheses, on the property description.
● Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or
Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
● Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. Heavy
weapons are always wielded in two hands.
● Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two
weapons. Light weapons are always one-handed.
● Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition
from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks
you can normally make.
● Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than
the weapon's Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used
again until you spend an action to try and repair it. To repair your firearm, you must make a successful
Artisan Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must
be repaired out of combat at half the cost of the firearm. Creatures who use a firearm without being
proficient increase the weapon's misfire score by twice its base amount.
● Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after
the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal
range in feet, and the second indicates the weapon's long range. When attacking a target beyond
normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's
long range.
● Reach. This weapon adds the number listed of feet to your reach when you attack with it. This
property also determines your reach for opportunity attacks with a reach weapon.
● Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If
the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll
that you would use for a melee attack with the weapon.
● Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack
with the weapon, not when you simply hold it.
● Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears
with the property-the damage when the weapon is used with two hands to make a melee attack.
Cost. This is the average cost of this weapon, depending on the material, quality of work or seller the cost may
vary.
Weight. This is the average weight of this weapon, depending on the material or quality of work.
Improvised Shields and Weapons
Sometimes characters don't have their shield or weapon and have to defend or attack with whatever is close at
hand. An improvised shield or weapon includes any object you can wield in one or two hands, such as a barrel
lid, broken glass, chairs, a table leg, a frying pan, a wagon wheel, or a dead goblin.
In many cases, an improvised shield or weapon is similar to an actual shield or weapon and can be treated as
such. For example, a table leg is akin to a club. At the DM's option, a character proficient with a weapon can
use a similar object as if it were that weapon and use his or her proficiency bonus.
An object that bears no resemblance to a shield or weapon, provides +1 bonus to the armor class, or it deals
1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to
make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4
damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. Improvised
shields or weapons that require two hands to be used provide +2 bonus to the armor class, or they deal 1d8
damage (the DM assigns a damage type appropriate to the object).
Adventure Gear
Adventure Packs. All the Adventurer Packs (Burglar's Pack, Diplomat's Pack, Dungeoneer's Pack, Entertainer's
Pack, Explorer's Pack, Monster Hunter's Pack, Priest's Pack. Scholar's Pack), are replaced by the Adventurer
Pack (15 gp).
The Adventurer Pack (15 gp) contains all a travelling adventurer might need:
● A Set of Common Clothes,
● A Backpack,
● A Bedroll,
● A Tinderbox,
● A Waterskin (Full),
● 5 Rations (One day),
● A Mess Kit,
● A Small Axe,
● A Small Hammer,
● 50 Feet of Hempen Rope,
● 10 Pitons,
● 5 Torches.
Feat Additions and Changes
These are the general changes to all feats:
● Spellcasting and Feat Spells. If your feat grants you spellcasting, you can choose which ability score
you use for casting between Wisdom, Intelligence, and Charisma. Additionally, you can cast those
spells using any spell slots your character may have.
● Other Character Creation Options. Some of the Other Character Creation Options have been
converted into feats, they are listed below amongst the feats. The ones that have not been converted
cannot be taken, other than the Dark Gifts from Van Richten's Guide to Ravenloft.
Alchemist. You have studied the secrets of alchemy and are an expert in its practice, gaining the following
benefits:
● Increase your Intelligence score by 1, to a maximum of 20.
● You gain proficiency with alchemist's supplies. If you are already proficient with them, you add double
your proficiency bonus to checks you make with them.
● As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the
liquid for this benefit to work.
● Over the course of any short rest, you can temporarily improve the potency of one potion of healing
of any rarity. To use this benefit, you must have alchemist's supplies with you, and the potion must be
within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature
drinking the potion can forgo the potion's die roll and regain the maximum number of hit points that
the potion can restore.
Anvilwrought. You were created to have remarkable fortitude, and your appearance bears a metallic sheen and
visible joints, represented by the following traits.
● You have advantage on saving throws against being poisoned, and you have resistance to poison
damage
● You don't need to eat, drink, or breathe, and you are immune to disease.
● You don't need to sleep, and magic can't put you to sleep. When you take a long rest, you must spend
at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert,
but it doesn't render you unconscious, and you can see and hear as normal.
Barbed Hide. One of your ancestors was a barbed devil or other spiky fiend. Barbs protrude from your head.
You gain the following benefits:
● Increase your Constitution or Charisma by 1, to a maximum of 20.
● As a bonus action, you can cause small barbs to protrude all over your body or cause them to retract.
At the start of each of your turns while the barbs are out, you deal 1d6 piercing damage to any
creature grappling you or any creature grappled by you.
● You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you add double
your proficiency bonus to checks you make with it.
Charger. You gain the following benefits, instead of the ones listed on the feat:
● You also gain the benefits of this feat if your mount satisfies its conditions .
● When you take the Dash Action, your Speed increases by 10 feet for that Action.
● If you move at least 10 feet in a straight line immediately before hitting with a melee attack as part of
the Attack Action on your turn, choose one of the following effects: gain a +1d8 bonus to the attack’s
damage roll, or push the target up to 10 feet, provided the target you want to push is no more than
one Size larger than you. You can use this benefit only once on each of your turns.
Crossbow Expert. You gain the following benefits, instead of the ones listed on the feat:
● You ignore the loading quality for crossbows (range weapons with the loading property, but no A with
which you are proficient.
● Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
● When you make the extra attack of the Light weapon property, you can add your Ability Modifier to
the damage of the extra attack if that attack is with a weapon with the Loading property that also has
the Light property.
Defensive Duelist. You gain the following benefits, instead of the ones listed on the feat:
● Increase your Dexterity or Strength score by 1, to a maximum of 20.
● If you are hit by a melee weapon attack while holding a melee weapon with the Finesse property, you
can use your reaction to add your proficiency bonus to your armor class, potentially causing the attack
to miss.
● If the attack misses because of the increased armor class and the creature that attacked you is within
your reach, you can make an opportunity attack with a melee weapon with the Finesse property you
are holding against that creature as part of the same reaction.
Durable. The Durable has been merged with the Tough feat.
Dual Wielder. You gain the following benefits, instead of the ones listed for the feat:
● You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
● You can use two-weapon fighting even when the one-handed melee weapons you are wielding do not
have the Light property.
● You can draw or stow two one-handed weapons when you would normally be able to draw or stow
only one.
● When you attack a creature with a melee weapon during your turn using two-weapon fighting and
miss, you can use your bonus action to make another attack with the weapon against the same
creature.
Elemental Adept. (Spellcasting or Pact Magic Feature) You gain the following benefits, instead of the ones
listed for the feat:
● Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
● Choose one of the following Damage Types: Acid, Cold, Fire, Lightning, or Thunder. Spells you cast
ignore Resistance to damage of the chosen type. In addition, when you roll damage for a Spell you
cast that deals damage of that type, you can treat any 1 on a damage die as a 2. You can select this
feat multiple times. Each time you do so, you must choose a different damage type.
Elven Accuracy. (Prerequisite: Elf or Half-elf) You gain the following benefits:
● Increase your Dexterity, Intelligence, or Charisma by 1, to a maximum of 20.
● Whenever you have advantage on an attack roll using Dexterity, Intelligence, or Charisma, you can
reroll one of the dice once, and pick the higher number. You can use this feature once per turn.
Fighting Initiate. Gains the Weapon Master feat trait and the following new benefits:
● Increase your Strength or Dexterity by 1, to a maximum of 20.
● You gain proficiency with all martial weapons other than firearms (weapons with the
Ammunition: Smokepowder and Misfire properties).
● You learn one Fighting Style option of your choice from the fighter class. If you already have a
style, the one you choose must be different.
Grappler. Gains the following two new traits:
● When you successfully pin a creature you are grappling, you aren't restrained. Instead, your speed
becomes 0 for the duration.
● When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can
deal damage to the target and also grapple it. You can use this benefit only once per turn.
Great Weapon Master. When you use the last benefit to augment an attack, you suffer a minus equal to your
proficiency bonus to the attack roll, and you gain two times your proficiency bonus to the attack's damage roll
if you hit.
Healer. You gain the following benefits, instead of the ones listed for the feat:
● You gain proficiency in the Medicine skill. If you are already proficient in the skill, you add double your
proficiency bonus to checks you make with it.
● If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as
an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature
regains a number of Hit Points equal to the roll plus your Proficiency Bonus.
● Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this
feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.
Heavy Armor Master. The amount of damage reduced by the trait is equal to your proficiency modifier.
Heroic Destiny. Great deeds lie in your future, and it will take extraordinary effort to kill you before you
accomplish those deeds. You gain the following traits:
● Increase one of your Ability Scores by 1, to a maximum of 20.
● When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the
number rolled, and reduce the damage by that total. After you use this trait, you can't use it again
until you finish a short or long rest.
● When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once
you use this trait, you can't use it again until you finish a long rest.
Hollow One. Death did not collect your soul, as such you have reawoken to this new half life, gaining the
following traits:
● You don't age, and effects that would cause you to age don't work on you.
● When you make a death saving throw and roll 16 or higher, you regain 1 hit point.
● As an action, you can unsettle a creature you can see within 15 feet of you. The target has
disadvantage on the next saving throw it makes within the next minute. Constructs, undead, and
creatures that can't be frightened are immune to this feature. Once you use this feature, you can't use
it again until you finish a long rest.
Inscrutable. (Prerequisite: Wisdom score of 13+) Like a sphinx, you have a mind like a maze, impenetrable to
mortal scrutiny. You gain the following trait:
● You have resistance to psychic damage.
● You are immune to any effect that allows other creatures to sense your emotions or read your
thoughts, you can allow this effect or any other mind reading effect to happen.
● Wisdom (Insight) checks made to ascertain your intentions or sincerity have disadvantage.
Inspiring Leader. You gain the following benefits, instead of the ones listed on the feat:
● Increase your Wisdom or Charisma score by 1, to a maximum of 20.
● At the end of a Short Rest or a Long Rest, you can give an inspiring performance: a speech, a song, or a
dance. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet
of you who witness the performance. The chosen creatures each gainTemporary Hit Points equal to
2d4 + your Proficiency Bonus.
Light Armor Master. (Prerequisite: Proficiency with light armor) You have practiced moving in light armor to
gain the following benefits:
● Increase your Dexterity by 1, to a maximum of 20.
● Your speed increases by 5 feet while you aren't wearing medium or heavy armor.
● Once on each of your turns, you can choose for a 5-foot portion of your movement to not provoke
opportunity attacks.
Lucky. You gain the following benefits, instead of the ones listed on the feat:
● You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the
benefits below, and you regain your expended Luck Points when you finish a Long Rest.
● Immediately after you roll a d20 for a d20 Test, you can spend 1 Luck Point to give yourself Advantage
on the roll.
● When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose
Disadvantage on that roll.
● For each point you spend the DM receives one point they can spend on a d20 roll, they cannot use this
new luck roll to effect the roll that provided the point, or against a roll affected by a luck point.
Martial Adept. This feat grants two superiority dice, rather than just one.
Medium Armor Master. You gain the following benefits, instead of the ones listed on the feat:
● Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20.
● Wearing light or medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. Also,
you can sleep in medium or light armor without penalty.
● When you wear medium armor, you can add one additional point of Dexterity to your AC if you have a
Dexterity of 16 or higher.
Mounted Combatant. You gain the following benefits, instead of the ones listed on the feat:
● While mounted, you can use your Reaction to force an attack that hits your mount to hit you instead.
● While mounted, you have Advantage on Attack Rolls against any creature that is within 5 feet of your
mount and at least one Size smaller than it.
● If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half
damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
For your mount to gain this benefit, you must be riding it, and neither of you can be Incapacitated.
Oracle. You possess a precious gift coveted not just by mortals but by the gods themselves: the gift of clear
communication between the mortal and divine realms. You gain the following traits:
● You can speak, read, and write Celestial.
● When you make an ability check, you can roll a d10 and add the number rolled to the check. You can
wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM
says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a
short or long rest.
● You can cast the Augury spell, requiring no spell slot or components, and you must finish a long rest
before you can cast it this way again. Pick between Wisdom, Intelligence, and Charisma, this is your
spellcasting ability for the spell. If you have spell slots of 2nd level or higher, you can cast this spell
with them.
Orcish Waywardness. (Prerequisite: Orc or Half-orc) You gain the following benefits:
● Increase your Strength, Constitution, Wisdom by 1, to a maximum of 20.
● Whenever you inflict disadvantage upon another creature's attack roll using Strength,
Constitution, or Wisdom, you can force them to reroll one of the dice and pick the lower
number. You can use this feature once per turn.
Polearm Master. You gain the following benefits, instead of the ones listed on the feat:
● As a bonus action, you can extend the reach of a two-handed weapon, you’re wielding by 5 feet until
the end of your turn.
● While you are wielding a two-handed weapon that has the reach property, other creatures provoke
an opportunity attack from you when they enter the reach you have with that weapon.
● When you take the Attack action and attack with a two-handed weapon that has the reach property,
you can use a bonus action to make a melee attack with the opposite end of the weapon; this attack
uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4,
and the attack deals bludgeoning damage.
Ritual Caster. Prerequisite: Intelligence or Wisdom 13 or higher You gain the following benefits, instead of the
ones listed on the feat:
● Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
● When you choose this feat, you acquire a ritual book holding two 1st-level spells of your choice.
Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose
your spells from that class's spell list, and the spells you choose must have the ritual tag. The Spells’
Spellcasting Ability is the ability increased by this Feat.
● If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you
might be able to add it to your ritual book. The spell must be on the spell list for the class you chose,
the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The
process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp
per level. The cost represents material components you expend as you experiment with the spell to
master it, as well as the fine inks you need to record it.
● With this benefit, you can cast a Ritual Spell that you have prepared using its regular casting time,
rather than the extended time for a Ritual. Doing so doesn’t require a Spell Slot Once you cast the
Spell in this way, you can’t use this benefit again until you finish a Long Rest.
Savage Attacker. You gain the following benefits, instead of the ones listed on the feat:
● Increase your Strength or Dexterity by 1, to a maximum of 20.
● When you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use
either total.
● When you miss with a melee weapon attack, you can use your reaction to reroll the attack roll and to
take the second result. Once you use this ability, you can't do so again until you finish a short or long
rest.
Sharpshooter. When you use the last benefit to augment an attack, you suffer a minus equal to your
proficiency bonus to the attack roll, and you gain two times your proficiency bonus to the attack's damage roll
if you hit.
Tough. Gains the Durable feats trait lines, and as such reads as follows:
Durable and Tough, you gain the following benefits:
● Increase your Constitution score by 1, to a maximum of 20.
● Your hit point maximum increases by an amount equal to twice your level when you gain this feat.
Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
● When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the
roll equals twice your Constitution modifier (minimum of 2).
Weapon Master. The Weapon Master feat has been merged with the Fighting Initiate feat.
Wondermaker. (Prerequisite: Gnome) You master the tinker techniques of your people. You gain the following
benefits:
● Increase your Dexterity or Intelligence by 1, to a maximum of 20.
● When you make a check using your proficiency with tinker's tools, you add double your proficiency
bonus to the check.
● When you make a device with your Tinker trait, you have the following additional options for what you
make:
● Alarm. This device senses when a creature moves to within 15 feet of it without speaking aloud a
password chosen when you create it. One round after a creature moves into range, the alarm makes a
shrill ringing that lasts for 1 minute and can be heard from up to 300 feet away.
● Calculator. This device makes doing sums easy.
● Lifter. This device can be used as a block and tackle, allowing its user to hoist five times the weight the
user can normally lift.
● Timekeeper. This pocket watch keeps accurate time.
● Weather Sensor. When used as an action, this device predicts weather conditions in a 1-mile radius
over the next 4 hours, showing one symbol (clouds, sun/moon, rain, or snow) for each hour.
Skill Additions and Changes
Assistance. You can only assist another creature in an ability, skill or tool check if you yourself are proficient
with it.
Passive Skills. Passive skills no longer exist, if something was providing a bonus to your passive checks you now
receive a +2 bonus to your active check.
Animal Handling. The Animal Handling skill has been merged into the Survival skill. if an ability or feature
mentions the Animal Handling replace it with the Survival skill.
Culture, Engineering, Warfare. Three new skills have been added (Culture, Engineering, Warfare) to better
define and expand on a character’s knowledge and abilities.
● Culture – Your Intelligence (Culture) check measures your familiarity with a broad range of customs
and properties in various societies. Any time you might gain proficiency in the History or the Religion
skill, you may instead choose to gain proficiency in Culture.
● Engineering – Your Intelligence (Engineering) check measures your ability to recall lore, the inner
workings, and the repair of architecture, fortifications, and other technological subjects contemporary
to the campaign's setting. Any time you might gain proficiency in the Arcana or the Nature skill, you
may instead choose to gain proficiency in Engineering.
● Warfare – Your Intelligence (Warfare) check measures your familiarity with tactics and strategies, as
well as the known capabilities of the campaign setting's militaries. Any time you might gain proficiency
in History you may instead choose to gain proficiency in Warfare.
Sleight of Hand. Sleight of Hand has been renamed to Subtlety to fit its broader implications.
Stealth. Stealth checks are rolled only when there is a chance for a character or group of characters to be
detected.
Actions in Combat Additions and Changes
Disengage. Can also be used to stand up from the prone condition without provoking opportunity attacks.
Help. To be able to provide the Help Action to another creature you have to be proficient with the same skill,
tool, or action that is being used by the creature you are trying to help.
Rapid Quaffing. You can use a bonus action to drink a potion yourself. It still requires an action to administer a
potion to another creature.
Two-Weapon Fighting. When you take the Attack Action on your turn and attack with a Light weapon in one
hand you can make one extra attack as part of the same Action. That extra attack must be made with a
different Light weapon on the other hand, and you don’t add your Ability Modifier to the extra attack’s
damage. You can make this extra attack only once on each of your turns.
If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
Short and Long Rest Additions and Changes
Short Rest. The characters can take two 10-minute short rests, before they need to take a long rest. Any ability
that requires the standard length of short rest is now reduced to 5 minutes. During a short test a character
does nothing more strenuous than eating, drinking, reading, and tending to wounds.
A character can spend one or more Hit Dice at the end of a short rest, up to the character's maximum number
of Hit Dice, which is equal to the character's level. The first Hit Dice spent this way resorts to the characters first
level health.
For each additional Hit Die spent in this way, the player rolls the die and adds the character's Constitution
modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to
spend an additional Hit Die after each roll.
Condition Additions and Changes
Exhaustion. While you are subjected to the Exhausted Condition, you experience the following effects:
● Each time you receive it, you gain 1 level of exhaustion. You die if your exhaustion level exceeds 10.
● When you make a d20 Test, you subtract your exhaustion level from the d20 roll.
● Subtract your exhaustion level from the Spell save DC of any Spell you cast.
● Exhaustion Level 3. Your Speed is halved.
● Exhaustion Level 6. You have Disadvantage on ability checks, attack rolls and saving throws.
● Exhaustion Level 9. Your Speed is reduced to 0.
Ending the Condition. Finishing a Long Rest removes one of your levels of exhaustion. When your exhaustion
level reaches 0, you are no longer Exhausted.
Gain a point of exhaustion whenever you come back from death saving throws.
Flanking. When a creature and at least one of its allies are adjacent to an enemy they can see and on opposite
sides or corners of the enemy's space, they are flanking that enemy:
● A creature that is flanking another creature gains a +2 bonus to attack rolls against that creature,
unless they themselves are being flanked.
At the DM's discretion, creatures that are not disadvantaged by multiple opponents due to their type (like
oozes) are immune to being flanked.
Forced Movement. If an effect pushes a target into a solid surface, then they take d4 damage for every full 10'
increment they are unable to be moved.
Massive Damage. When a creature takes damage from a single source equal to or greater than half its hit point
maximum. It must succeed on a DC 15 Constitution saving throw or it suffers one of the following effects:
● If the creature fails, it can't take reactions and has disadvantage on attack rolls and ability checks until
the end of its next turn.
● If the creature fails this save by 3 or more, it is stunned until the end of its next turn.
● If the creature fails this save by 6 or more, it drops to 0 hit points but is stable.
● If the creature fails this save by 9 or more, it drops to 0 hit points.
Maximised Critical Hits. When you score a critical hit, you automatically deal maximum damage with the
attack, instead of doubling the damage dice. Extra damage dice added to critical hits by features like Brutal
Critical are rolled normally.
Prone. Standing up from the prone condition, unless by the use of the disengage action, provokes opportunity
attacks.
Alternative Resurrection Rules
Character death often becomes no more than a minor inconvenience in some campaigns. Once an adventuring
party reaches a certain level, the spells available to return fallen comrades from the afterlife—including
revivify, raise dead, and resurrection—make death no more than a temporary setback, potentially undermining
one of the most significant elements of danger and threat in the campaign story. For players and GMs who
wish to elevate the gravity of character death, the optional rules in this section offer three different
approaches.
Fading Spirits. If magic is used to bring a character back from the dead, except for the revivify spell, everyone
present becomes part of a resurrection ritual. Up to three characters present for the ritual—typically members
of the deceased's adventuring party—can contribute to the ritual by attempting to call their ally's spirit back.
This could involve delivering a stirring speech, playing a song from their shared childhood, goading a rival back
with a display of sword skills, confessing undying love for them, or anything else that the players or the GM
consider emotionally stirring.
Participating in the Ritual. Each of the participating characters makes an ability check. A player can tell the GM
what kind of check they want to make, but ultimately the GM decides what check is appropriate based on the
character's contribution to the ritual. The baseline DC of this check is 15, but the GM can raise or lower the DC
(typically anywhere between 10 and 20) if the contribution seems particularly appropriate or particularly
insincere.
Resurrection Check. After all the characters' contributions are completed, the GM rolls a single, final
resurrection check with no modifier. The base DC of this check is 10, but it is modified in three ways:
● The DC is increased by 1 for every time the character has returned to life before, as the soul's
connection to this world is slowly eroded by repeatedly dying and returning.
● The DC is reduced by 3 for each successful contribution from the other participants in this ritual.
● The DC is increased by 1 for each failed contribution to the ritual.
If the resurrection check is successful, the character's soul is returned to their body (if the soul is willing, as
usual). If the check fails, the soul does not return—and the character is permanently unable to be raised from
the dead.
True Miracles. If a character is brought back from the dead by the true resurrection or the wish spell, or by a
god, they instantly return to life without the need for a resurrection ritual. Additionally, if a character has been
permanently lost due to a failed resurrection ritual, the GM can allow a casting of true resurrection or wish to
begin a last-chance resurrection ritual—one that can't be repeated if failed.
Revivify. If a spell with a casting time of 1 action is used to restore life to a creature, no one but the caster can
participate in the resurrection ritual. The caster makes a quick resurrection check by rolling a d20 and adding
their spellcasting ability modifier, against a DC equal to 10 + 1 for every time the character has returned to life
before. On a failure, the character's soul is not lost, but the resurrection fails and increases the DC of any future
resurrection checks by 1. Further attempts to bring the character back to life must involve a spell with a casting
time longer than 1 action.
Cantrip and Spell Additions and Changes
All Cantrips that do not inflict direct damage, or add damage after being cast to an attack, or reduce damage in
combat, can be cast as an action or as a bonus action.
Cantrips
Blade Ward can be cast as a reaction to an attack. If it is cast in this way, you are not able to cast it again for
one minute.
Booming Blade is renamed to Weapon of Lighting and Thunder, you can choose to do either Thunder or
Lightning damage with the cantrips effect, and it works within the melee weapons reach instead of within 5
feet.
Create Bonfire does not require concentration, but it ends early if you cast the spell again.
Dancing Lights no longer requires concentration, but its effects end early if you cast it again.
Green-Flame Blade is renamed to Weapon of Flame or Frost, you can choose to do either Fire or Cold damage
with the cantrips effect, and it works within the weapons reach instead of within 5 feet.
Guidance has its range increased 30 ft. and it can be cast as a reaction to an ability check. If it is cast in this
way, you are not able to cast it again for one minute.
Infestation deals piercing damage and lets you choose the direction the target moves.
This spell's damage increases by 1d6 lightning damage when you reach 5th level (2d6), 11th level (3d6), and
17th level (4d6).
Mage Hand can carry more weight when you reach higher levels: 5th level 10lb, 11th level 20lb, and 17th level
40lb.
Magic Stone is renamed to Magic Projectile, and it can enchant any non-magical object that fits in your palm
and weighs less than 1/2 of a pound.
Primal Savagery deals bludgeoning, slashing, or piercing damage, instead of acid damage, and the damage is
magical.
Sapping Sting damage die increased to a d6 and the range increased to 60 feet.
Shape Water specifies that freezing the water does not deal damage to objects.
Shillelagh now works with all simple melee weapons, increasing their damage die by one step, and the
duration increases to 10 minutes.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Resistance no longer requires concentration, but its effects end early if you cast it again. It can also be cast as a
reaction to an attack. If it is cast in this way, you are not able to cast it again for one minute.
Divine Favour can be upcast to increase its duration. At Higher Levels. When you cast this spell using a spell
slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a
spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
When you cast Faerie Fire using a spell slot of 2nd level or higher, the dimensions of the cube increase by 5 feet
for each slot level above 1st.
Enlarge/Reduce the increase in damage for Enlarge is a 1d6 per size category above medium, and the Reduce
decrease in damage is 1d6 per size category until small, then it is a 1d4, and tiny creatures only deal 1 damage
with their weapons.
When you cast Grease using a spell slot of 2nd level or higher, the dimensions of the square increase by 5 feet
for each slot level above 1st.
Hex and Hunter's Mark have an improved effect, when the target of this spell dies, you may move it to a new
target within range that you can see. The target makes their saving throw normally as if the spell has been cast
on the for the first time. The spell's duration is not refreshed.
Ice Knife initial damage changed to 2d6 (from 1d10). Area damage deals half on a successful save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both damage rolls increase by
1d6 for each slot level above 1st.
Identify has added rules to use gems as material for identification of magic items and as such the the spells
text now reads as such:
Components: V, S, M (a pearl worth at least 100 gp and an owl feather, optionally a gemstone worth at least 10
gp which is consumed by the spell)
You choose one object that you must touch over the course of one minute throughout the casting of the spell.
If it is a magic item of Common rarity or some other magic-imbued object, you learn its properties and how to
use them, whether it requires attunement to use, and how many charges it has, if any.
Magical items and objects of higher magnitudes of power and rarity require more expensive gemstones to be
sacrificed.
Casting Identify without a sufficient gemstone reveals only that the item is too powerful for the consumed
gemstone.
You also learn whether any spells are affecting the item and what they are. If the item was created by a spell,
you learn which spell created it.
Mage Armor also provides proficiency in one ability saving throw during its duration. Its duration is reduced to
4 hours.
Shield of Faith can be upcast to target more creatures. At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Witch Bolt on hit requires a bonus action, not an action, to deal damage to the target after it is initially cast. Its
range is 60 feet.
Wristpocket no longer requires concentration, but ends early if you cast it again.
At Higher Levels. When you cast this Spell using a Spell Slot of 3rd level or higher, you can target one additional
willing creature for each slot level above 2nd.
Cloud of Daggers lets you move the cloud as a bonus action on your turn.
Crown of Madness does not require you to use your action on subsequent turns to maintain control over the
target.
Dust Devil damage dice are d10s, instead of d8s; it deals damage at the start of a creature's turn, instead of at
the end of it.
The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8
for every two slot levels above 2nd.
Ray of Enfeeblement now applies to all weapon damage, instead of just ones made with Strength.
Skywrite does not require concentration, but it ends early if you cast the spell again.
When you cast Web using a spell slot of 3rd level or higher, the dimensions of the cube increase by 5 feet for
each slot level above 2nd.
Wither and Bloom damage changed to 1d8 + your spellcasting ability modifier. Upcasting lets you pick more
targets to heal and the spell dispels spells that create plant life (like spike growth)
Call Lightning's cloud shrinks to fit in enclosed areas. Subsequent lightning strikes only require a bonus action.
Conjure Animals reworked to be more in line with the Tasha's summoning spells:
You summon fey spirits that take the form of beasts and appear in unoccupied spaces that you can see within
range. Choose one of the following options for what appears:
● One greater conjured animal
● Two conjured animals
● Three lesser conjured animals
Whenever you cast the spell also choose Air, Land, or Water. If you summon more than one spirit animal, you
can choose the same or different options for each creature. The creature resembles an animal of your choice
that is native to the chosen environment, which determines certain traits in its stat block. The creature
disappears when it drops to 0 hit points or when the spell ends.
Any creature summoned by the spell is an ally to you and your companions. In combat, the creature shares
your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action
required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level wherever
the spell's level appears in the stat block.
Lesser Conjured Animal – Tiny beast
Armor Class 11 + level of the spell (natural armor)
Hit Points 15 (Land or Water only) 10 (Air only) + 5 for each spell level above 3rd
Speed 40 ft., climb 40 ft. (land only), swim 40 ft. (water only), fly 60 ft. (air only)
STR 8 (-1) DEX 11 (+0) CON 14 (+2) INT 4 (-3) WIS 14 (+2) CHA 5 (-3)
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Flyby (Air Only). The animal doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Pack Tactics (Land and Water Only). The animal has advantage on an attack roll against a creature if at least
one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Water Breathing (Water Only). The animal can breathe only underwater.
Actions – Maul. Melee Weapon Attack: your spell attack modifier to hit, 5 ft., one target. Hit: 1d4 + the spell's
level piercing damage
Elemental Weapon has a bonus action cast time. Can be used on a magical weapon but forfeit its bonus.
When you cast Protection from Energy using a spell slot of 4th level or higher, you can target 1 additional
creature for each slot level above 3rd.
Conjure Woodland Beings reworked to be more in line with the Tasha's summoning spells:
You call forth fey creatures in occupied spaces within range. Choose one of the following options for what
appears:
● One greater woodland being
● Two woodland beings
● Three lesser woodland beings.
This corporeal form uses the corresponding woodland being stat block. When you cast the spell, choose a
season: Spring, Summer, Autumn, or Winter. The creature resembles fey creatures or animals of your choice
marked by the chosen season, which determines the traits in their stat blocks, including what damage type
they deal and are immune to. A creature disappears when it drops to 0 hit points or when the spell ends.
The creatures are allies to you and your companions. In combat, the creatures share your initiative count, but it
takes their turns immediately after yours. They obey your verbal commands (no action required by you). If you
don't issue any, each creature takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever
the spell's level appears in the stat block.
Stoneskin now applies to both Magical and Non-Magical Bludgeoning, Piercing and Slashing damage, and no
longer requires concentration.
5th level Spells
Animate Objects reworked to be more in line with the Tasha's summoning spells:
Objects come to life at your command. Choose one of the following options below:
● You animate up to 3 medium objects within range.
● You animate up to 2 large objects within range.
● You animate 1 huge object within range.
● You animate at least 10 and up to 40 small or tiny objects in a 20-foot radius within range, creating a
swarm of animated objects.
Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit
points. The creatures are allies to you and your companions. In combat, the creatures share your initiative
count, but it takes their turn immediately after yours. They obey your mental commands (no action required by
you). If you don't issue any, each creature takes the Dodge action and uses its move to avoid danger.
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. It
is immune to poison and psychic damage, and is immune to the following conditions: blinded, charmed,
deafened, exhausted, frightened, paralyzed, petrified, poisoned. Its Constitution is 10 and its Intelligence and
Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use
for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a
surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30
feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original
object form, and any remaining damage carries over to its original object form.
If you animate a swarm, it is also immune to the grappled and prone conditions, and can occupy another
creature's space and vice versa. The swarm can also move through any opening large enough for each
individual object, and the swarm can't regain hit points or gain temporary hit points. The swarm's size is also
determined by how many objects you animate; medium for 10, large for 20, huge for 30, and gargantuan for
40.
If you command an object to attack, it can make attacks as described in its statistics. It makes a slam attack with
an attack bonus equal to your spell attack bonus and damage determined by its size. The DM determines the
damage type of the attack, such as bludgeoning for a broom, slashing for a knife, or fire for a torch. If it deals
bludgeoning, piercing, or slashing damage, the damage is considered magical.
Cloudkill poisons creatures for 1 round when they fail their save against it.
Conjure Volley's attacks trigger when you cast the spell as well.
Dawn damage increased to 5d10 (from 4d10) and the range increased to 120 feet (from 60 feet). You no longer
have to be within 60 feet of the effect to move it.
Immolation's initial damage increased by 2d6 to 10d6, and its ongoing damage by 1d6 to 5d6. A creature
affected by the spell cannot benefit from being invisible.
Skill Empowerment no longer has concentration. Also gives advantage on the chosen skill.
Flesh to Stone no longer requires a save against the initial restrained condition (still must make saves on
subsequent turns as normal). No longer need to concentrate for the full duration to permanently petrify.
Primordial Ward casting time changed to one bonus action. No longer required concentration. Gives you
immunity to all listed damage types on the reaction (instead of just one).
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