Test 


Test 


Test

Official Options

  • Multiclassing As Listed in PH.
  • Feats As Listed in PH.
  • More Difficult Magic Item Identification:  DMG Link.

Actions

  • Bonus Action:  Drink a potion (administer potion still an action)
  • Bonus Action: Don a shield.

Flavor

  • Wizard Arcane Tradition: Order of Scribes:  Change the "Awakened Spellbook"  feature to "Bonded Spellbook".
  • Sorcerer Class: Change the name for Sorcerer to Adept in game lore/use. ("Sorcery" is a term for controlling various types of spirits, mainly demons, but also elementals etc.  Commonly used for evil fiendish summoning/binding)

Variant Rules

  • New Rest Period:  Extended Rest is a week long, used for downtime or slow to recharge abilities/items.
  • Sorcerers know 2 additional spells above what is listed in the PH chart under spells known, the additional spells must match their theme.
  • Ranger Favored Enemy: Hunter's Mark (1st level) applies to Favored Enemy for free.
  • Bladesinging works with Elven chain.
  • Add Int (Profession) as an INT based knowledge skill.
  • Attunement Slots = Proficiency Bonus
  • Wild Magic rolls 1d20 for surge every non-cantrip spell cast, surges on level of spell or lower. Using Tides of Chaos causes next non-cantrip spell cast to surge, and Tides of Chaos is regained.
  • Dual Weapon Fighting: if you have the feat, or the fighting style, the extra attack no longer requires a bonus action, and is instead part of the attack action. This easily fixes a lot of my issues with dual wielding: Rogues can dual wield and use cunning action. Fighters get 2 off hand attacks when they action surge as opposed to 1 currently. Classic dual wielding Rangers can cast spells and dual wield.  Hasted characters can dual wield and take their extra haste attack.
  • Bladesinging is a bard subclass.
  • Mage Slayer attack is classified as an Opportunity Attack.

Rules

  • Adepts (Sorcerers) don’t need material components  (except maybe the costly material ones that a focus doesn’t replace)
  • Arcane Archer: amount of Arcane Shots equal to your INT modifier.
  • If both combatants are in an area of darkness, and neither can see the other, then all attacks are at disadvantage, barring special circumstances.
  • Tattoos don’t require attunement.
  • Counterspell always requires a roll, if counterspelled you do not lose the slot.
  • You can jump farther than your STR.  The DC is the distance you are trying to reach. If the total roll (Athletics) takes you above your Strength score, you succeed and that roll is how far you managed to jump in feet (max 2x STR) . If you roll below your Strength, then you made your usual long jump instead.  Advantage for a 30 foot plus run up.  If you fail by 5 or less, you can make a STR Saving throw to grab the edge, and your movment stops with you hanging on.
  • Ghost touch: weapons treated as "magical" for the purposes of affect incorporeal creatures, like specters, ghosts, and wraiths.
  • Level Drain (Undead): requires a Lesser Restoration instead of a Long Rest.

Spells

  • (draft) Etherealness is 6th level, and allows to walk into the Deep Ethereal.
  • (draft) Witch Bolt grapples target using spellcasting stat.

Notes