Zman's 5e Tweaks v2.0
Updated 9-16-17
Preface Half-Elf
Change Darkvision to Inferior Darkvision: Thanks to
Ilove 5e, but here are a couple of things that bother your Elf blood, you have superior vision in dark and dim
me and could use tweaking. I'm not trying to reinvent conditions. You can see in dim light within 30' of you as if
the wheel or rewrite the game. These tweaks are it were bright light, and in darkness as if it were dim light.
meant to be easy to apply patches that enhance Change to Skill Versatility: You gain proficiency in one
balance and gameplay while simultaneously opening skill of your choice.
up more viable options. There is also some new
content in the form of New Feats meant to fill some Half-Orc
missing niches and give a few more options. Think of it as a Change to Inferior Darkvision: Thanks to your Orc blood,
balance patch meant to iron out a few wrinkles and I you have superior vision in dark and dim conditions. You
welcome feedback. can see in dim light within 30' of you as if it were bright
light, and in darkness as if it were dim light.
Love 5e, but wish it was a touch more balanced? Wish
some things made a bit more sense? Wish some options were Tiefling
more viable or others less no-brainers? Give Zman's 5e *No Change
Tweaks a look. Take caution when applying any individual
Tweak as they are intended to function as a whole. Currently Abilities
only for the PHB. Additionally there is a Weapons and Armor
Tweak, as well as an E10 Variant. There may exist a couple of Intelligence
references in this document to those documents. Characters can learn a number of additional languages
equal to their Intelligence Modifier at character creation
Races as well as when a character's Intelligence Modifier
permantly increases.
Dwarf In addition, at character creation a character learns a
*No Changes number of additional skills and tool proficiencies equal to
their Intelligence Modifier. Skills are drawn from their
Elf class list. Anytime a character's Intelligence modifier
Elf Weapon Training: You have proficiency with the "Elven increases they learn an additional skill or tool proficiency
Longblade, Elven Shortblade, shortbow, and longbow. and are not limited to their class list. Half, rounded down,
of the proficiencies gained through Intelligence must be
Halfling taken as Tool Proficiencies.
*No Changes
Human
Add Skill Versatility: You gain proficiency in two skills
of your choice.
Remove Variant Human
Dragonborn
Breath Weapon: You can use your bonus action to
exhale...
Add Darkvision: Thanks to your Draconic blood, you have
superior vision in dark and dim conditions. You can see in
dim light within 60' of you as if it were bright light, and in
darkness as if it were dim light.
Gnome
*No Change
Feats You never let an opportunity pass you by, gain the following
benefits:
Each character gains an additional feat at 1st level.
Alert When a creature that is within 5 feet of you attacks an an
Always on the lookout for danger, you gain the following ally instead of you or attacks you while suffering
benefits: disadvantage you can use your Reaction to make an attack
against them. The attack must use a finesse or a light
You gain a +5 bonus to initiative. weapon and is made with advantage.
You can’t be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls Crossbow Expert
against you as a result of being hidden from you. Thanks to extensive practice with the crossbow, you gain the
Athlete following benefits:
You have undergone extensive physical training to gain the
following benefits: Gain proficiency with all Crossbows.
Increase your Strength or Dexterity score by 1, to a You ignore the loading quality of crossbows with which
maximum of 20. you are proficient.
Gain proficiency with Athletics. Being within 5 feet of a hostile creature doesn’t impose
When making an Athletics check, gain advantage. disadvantage on your ranged attack rolls made with
When you are prone, standing up uses only 5 feet of your crossbows.
movement. When you use the Attack action and attack with a one-
Climbing doesn’t halve your speed. handed weapon, you can use a bonus action to attack with
You can make a running long jump or a running high jump a loaded hand crossbow you are holding.
after moving only 5 feet on foot, rather than 10 feet.
Defensive Duelist
Actor Prerequisite: Dexterity 13 or higher
Skilled at mimicry and dramatics, you gain the following
benefits: When you are wielding a finesse weapon with which you
are proficient and another creature hits you with a melee
Increase your Charisma score by 1, to a maximum of 20. attack, you can use your reaction to add your proficiency
You have advantage on Charisma (Deception) and bonus to your AC for that attack, potentially causing the
Charisma (Performance) checks when trying to pass attack to miss you.
yourself off as a different person. Gain the Dueling Fighting Style available to Fighters.
You can mimic the speech of another person or the Defensive Duelist can be used with any ability that
sounds made by other creatures. You must have heard the grants additional reactions or opportunity attacks,
person speaking, or heard the creature make the sound, such as Lighting Reflexes.
for at least 1 minute. A successful Wisdom (Insight) check Desperate Spellcaster
contested by your Charisma (Deception) check allows a Prerequisites: The ability to cast at least one spell of 1st level
listener to determine that the effect is faked. or higher. You are desperate enough to tap the weave within
yourself to fuel your magics, gain the following benefits:
Close Quarters Archer Gain one spell slot for each spell level you are capable of
Entering a melee with your bow is of little concern, gain the casting lower than your highest level spellslot. This cannot
following benefits: grant spell slots of 5th level or higher.
When you expend one of these spell slots, make a
Being within 5 feet of a hostile creature doesn’t impose Constitution save equal to 10+ spell slot level, if you fail,
disadvantage on your ranged attack rolls. gain one level of exhaustion.
Targets do not benefit from cover for being engaged in Once you expend one of these spell slots you must finish a
melee. long rest before you can use them again.
When you make a ranged attack against a hostile creature
within 5 feet of you, you don’t provoke opportunity attacks
from that creature for the rest of the turn, whether you hit
or not.
When you make a ranged attack against a hostile creature
within 5 feet of you, you can use a bonus action to make a
melee attack with a piece of ammunition or part of your
ranged weapon. This weapon has Finesse and the damage
die for this attack is a d4 plus your ability modifier and
deals piercing or bludgeoning damage.
Cunning Opportunist
Dual Wielder Expertise
You master fighting with two weapons, gaining the following You reach mastery of a skill, gain the following benefits:
benefits:
Increase your Strength, Dexterity, Constitution,
You gain a +1 bonus to AC while you are wielding a Intelligence, Wisdom, or Charisma score by 1, to a
separate melee weapon in each hand. maximum of 20.
You can use two-weapon fighting even when the one- Pick one of your skill proficiencies. Your proficiency bonus
handed melee weapons you are wielding aren’t light. is doubled for any ability check you make that uses the
chosen proficiency. This bonus does not stack with the
Dueling Master Bard or Rogue abilities of the same name.
Unparalleled in single combat, gain the following benefits:
Fighting Style Expert
You gain a +1 bonus to AC while you wield a one handed You are brutally effecient in your chosen combat style, gain
weapon or versatile weapon and no other weapons or a the following benefits:
shield.
While you wield a one handed weapon or versatile Increase your Dexterity or Strength score by 1, to a
weapon and no other weapons or a shield, you can use a maximum of 20.
bonus action to make an additional attack, the attack must Gain one Fighting Style available to Fighters.
be one handed if the weapon is versatile. You don't add
your ability modifier to the damage of the bonus attack, Grappler
unless that modifier is negative. Prerequisite: Strength 13 or higher
Dungeon Delver You’ve developed the skills necessary to hold your own in
Alert to the hidden traps and secret doors found in many close-quarters grappling. You gain the following benefits:
dungeons, you gain the following benefits:
Increase your Strength score by 1, to a maximum of
Gain proficiency with Thieve's Tools 20.
You have advantage on Wisdom(Perception) and You have advantage on attack rolls against a creature you
Intelligence(Investigation) checks made to detect the are grappling.
presence of secret doors. You can use your action to try to pin a creature grappled
You have advantage on saving throws made to avoid or by you. To do so, make another grapple check. If you
resist traps. succeed, your speed becomes 0 and the creature is
You have resistance to the damage dealt by traps. restrained until the grapple ends. When a pinned
You can search for traps while traveling at a normal pace, creature succeeds in escaping a grapple, they are no
instead of only at a slow pace. longer pinned, but remain grappled.
Durable Creatures that are one size larger than you don’t have
Hardy and resilient, you gain the following benefits: advantage on checks to escape your grapple.
Increase your Constitution score by 1, to a maximum of
20. Great Weapon Master
Gain Advantage on Death Saving Throws. You’ve learned to put the weight of a weapon to your
When you roll a Hit Die to regain hit points, the minimum advantage, letting its momentum empower your strikes. You
number of hit points you regain from the roll equals twice gain the following benefits:
your Constitution modifier (minimum of 2).
Elemental Adept On your turn, when you score a critical hit with a melee
Prerequisite: The ability to cast at least one spell weapon or reduce a creature to 0 hit points with one, you
When you gain this feat, choose one of the following can make one melee weapon attack as a bonus action.
damage types: acid, cold, fire, lightning, or thunder. Spells Once per turn before you make a melee attack with a
you cast ignore resistance to damage of the chosen type. heavy weapon that you are proficient with, you can choose
In addition, when you roll damage for a spell you cast that to take a -5 penalty to the attack roll. If the attack hits, you
deals damage of that type, you can treat any 1 on a add +10 to the attack’s damage.
damage die as a 2. You can select this feat multiple times.
Each time you do so, you must choose a different damage Hardened
type. You've learned to to shake off just about everything that has
come your way, gain the following benefits:
Gain a bonus equal to one half your proficiency
bonus(rounded up) to any save you are not proficient in.
Healer Intimidating Presence
You are an able physician, allowing you to mend wounds Prerequisite: Strength 13 or higher
quickly and get your allies back in the fight. You gain the
following benefits: Increase your Strength score by 1, to a maximum of 20.
You may use Strength instead of Charisma for
Increase your Wisdom score by 1, to a maximum of 20. Intimidation checks.
Gain advantage on Wisdom(Medicine) checks. As a bonus action, you may attempt to intimidate a
When you use a healer’s kit to stabilize a dying crea- ture, creature. Make an Intimidation(Strength) check opposed
that creature also regains 1 hit point. by either a Strength check or an Intimidation check, if
As an action, you can spend one use of a healer’s kit to your total is greater than the target's, they are frightened
tend to a creature and restore 1d6 + 4 hit points to it, plus until the end of their next turn. This ability can only be
additional hit points equal to the creature’s max- imum used to target a creature once, and any creature that can
number of Hit Dice. The creature can’t regain hit points see or hear a failed Intimidating Presence attempt is
from this feat again until it finishes a short or long rest. immune to the effects of Intimidating Presense for 24hr.
Heavily Armored Intuitive Defense
Prerequisite: Proficiency with medium armor You know where attacks will be and simply aren't there, gain
the following benefits:
You have trained to master the use of heavy armor, gaining
the following benefits: Increase your Wisdom score by 1, to a maximum of 20.
Gain Unarmored Defense: While you are wearing no
Increase your Strength score by 1, to a maximum of 20. armor and not wielding a shield, your AC equals 10 + your
You gain proficiency with heavy armor. Dexterity modifier + your Wisdom modifier.
Heavy Armor Master Keen Mind
Prerequisite: Proficiency with heavy armor You have a mind that can track time, direction, and detail
with uncanny precision. You gain the following benefits.
You can use your armor to deflect strikes that would kill
others. You gain the following benefits: Increase your Intelligence score by 1, to a maximum of 20.
You have advantage on Intelligence checks involving
Increase your Strength score by 1, to a maximum of 20. Knowledge and Reasoning.
When you wear heavy armor you can add 1 to your AC You have advantage on Intelligence Saving Throws.
if you have a Dexterity of 12 or higher. You always know which way is north.
While you are wearing heavy armor, as a reaction you You always know the number of hours left before the next
can reduce the bludgeoning, piercing, and slashing sunrise or sunset.
damage from a weapon attack by 1d6 + Proficiency You can accurately recall anything you have seen or heard
Modifier. within the past month.
Inspiring Leader Large Build
Prerequisite: Charisma 13 or higher Prerequisites: Small size. Strength 13 or higher. May only be
Increase your Charisma score by 1, to a maximum of taken at 1st level. You are one of the largest of your kind,
20. nearly as large as most humanoids, gain the following
You can spend 10 minutes inspiring your companions, benefits:
shoring up their resolve to fight. When you do so, choose Increase your Strength Score by 1, to a maximum of 20.
up to six friendly creatures (which can include yourself) You count as one size larger when determining your
within 30 feet of you who can see or hear you and who carrying capacity and the weight you can push, drag, or
can understand you. Each creature can gain temporary hit lift.
points equal to your level + your Charisma modifier. A You may choose to count as one size larger whenever it
creature can’t gain temporary hit points from this feat would be beneficial. This allows small creatures to ignore
again until it has finished a short or long rest. the Heavy weapon property.
Light Armor Master
You know how to get the most out of light armors, gain the
following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
Increase the AC granted by light armors by 1.
Lightly Armored Magic Initiate
You have trained to master the use of light armor, gaining the Choose a class: bard, cleric, druid, sorcerer, warlock, or
following benefits: wizard. You learn two cantrips of your choice from that
class’s spell list.
Increase your Strength or Dexterity score by 1, to a In addition, choose one 1st-level spell from that same list.
maximum of 20. You learn that spell and can cast it at its lowest level. Once
You gain proficiency with light armor. you cast it, you must finish a long rest before you can cast
it again.
Lightning Reflexes Your spellcasting ability for these spells depends on the
Prerequisites: Dexterity 15 or higher. You are preternaturally class you chose: Charisma for bard, sorcerer, or warlock;
quick, gain the following benefits: Wisdom for cleric or druid: or Intelligence for wizard.
Gain Advantage on Initiative Rolls Martial Adept
Gain a second reaction each turn, this reaction can only You have martial training that allows you to perform special
be used for Opportunity Attacks. combat maneuvers. You gain the following benefits:
Linguist You learn two maneuvers of your choice from among
You have studied languages and codes, gaining the following those available to the Battle Master archetype in the
benefits: fighter class. If a maneuver you use requires your target to
make a saving throw to resist the maneuver’s effects, the
Increase your Intelligence score by 1, to a maximum of 20. saving throw DC equals 8 + your proficiency bonus + your
You learn three languages of your choice. Strength or Dexterity modifier (your choice).
You can learn a new language by studying or being If you already have superiority dice, you gain two
exposed to it for three days. more; otherwise, you have two superiority dice, which
You can ably create written ciphers. Others can’t decipher are a d6. This die is used to fuel your maneuvers. A
a code you create unless you teach them, they succeed on superiority die is expended when you use it. You regain
an Intelligence check (DC equal to your Intelligence score your expended superiority dice when you finish a short or
+ your proficiency bonus), or they use magic to decipher it. long rest.
Lucky Martial Artist
You have inexplicable luck that seem s to kick in at just the You are trained as an unarmed combatant, gain the following
right moment. benefits:
You have 1 luck point. Whenever you make an attack roll, Increase your Strength or Dexterity score by 1, to a
an ability check, or a saving throw, you can spend one luck maximum of 20.
point to roll an additional d20. You can choose to spend Your unarmed strike uses a d4 for damage. If your
one of your luck points after you roll the die, but before the unarmed strike already deals a d4 or large damage die,
outcome is determined. You choose which of the d20s is increase the die by one size d4>d6>d8>d10>d12.
used for the attack roll, ability check, or saving throw. Your unarmed strike gains the Offhand propery and can
You can also spend one luck point when an attack roll is be used for two-weapon fighting.
made against you. Roll a d20, and then choose whether When performing a Grapple or Shove you may use a
the attack uses the attacker’s roll or yours. Dexterity(Acrobatics) check instead of a
If more than one creature spends a luck point to influence Strength(Athletics) check.
the outcome of a roll, the points cancel each other out; no
additional dice are rolled. Medium Armor Master
You regain your expended luck point when you finish a Prerequisite: Proficiency with medium armor You hav
short or long rest. practiced moving in medium armor to gain the following
Mage Slayer benefits:
You have practiced techniques useful in melee combat
against spellcasters, gaining the following benefits: Increase your Strength or Dexterity score by 1, to a
When a creature within 5 feet of you casts a spell, you can maximum of 20.
use your reaction to make a melee weapon attack against Wearing medium armor doesn’t impose disadvantage on
that creature. your Dexterity (Stealth) checks.
When you damage a creature that is concentrating on a When you wear medium armor, you can increase the
spell, that creature has disadvantage on the saving throw it maximum Dexterity Modifier allowed by the armor by
makes to maintain its concentration. 1.
You have advantage on saving throws against spells cast
by creatures within 5 feet of you.
Mobile Prerequisites: Medium size. Strength 15 or higher. May only
You are exceptionally speedy and agile, you gain the following be taken at 1st level. You are one of the largest of most
benefits: impressive of your species, gian the following benefits:
Your speed increases by 10 feet. You count as large size when determining your carrying
When you use the Dash action, difficult terrain doesn’t capacity and the weight you can push, drag, or lift.
cost you extra movement on that turn. You may treat one-handed weapons as light for the
When you make a melee attack against a creature, you purposes of two-weapon fighting.
don’t provoke opportunity attacks from that creature for You use Versatile weapons dealing their two handed
the rest of the turn, whether you hit or not. damage one handed. Verstaile weapons do not count as
light weapons when wielded this way.
Moderately Armored You may choose to attack with two-handed weapons you
Prerequisite: Proficiency with light armor are proficient with using only one hand, but you may only
add one half your proficiency bonus(rounded up) to the
You have trained to master the use of medium armor and attack instead of your full proficiency bonus and two-
shields, gaining the following benefits: handed weapons cannot be used for two weapon fighting.
Increase your Strength or Dexterity score by 1, to a Powerful Persona
maximum of 20. The sheer power of your personality protect you, gain the
You gain proficiency with medium armor and shields. following benefits:
Mounted Combatant Increase your Charisma score by 1, to a maximum of 20.
You are a dangerous foe to face while mounted. While you are Gain Unarmored Defense: While you are wearing no
mounted and aren’t incapacitated, gain the following benefits: armor and not wielding a shield, your AC equals 10 + your
Dexterity modifier + your Charisma modifier.
You have advantage on melee attack rolls against any
unmounted creature that is smaller than your mount. Resilient
You can force an attack targeted at your mount to target Choose one ability score. You gain the following benefits
you instead.
If your mount is subjected to an effect that allows it to Increase the chosen ability score by 1, to a maximum of
make a Dexterity saving throw to take only half damage, it 20.
instead takes no damage if it succeeds on the saving You gain proficiency in saving throws using the chosen
throw, and only half damage if it fails. ability.
Observant Ritual Caster
Quick to notice details of your environment, you gain the Prerequisite: Intelligence or Wisdom 13 or higher
following benefits:
You have learned a number of spells that you can cast as
Increase your Intelligence or Wisdom score by 1, to a rituals. These spells are written in a ritual book, which you
maximum of 20. must have in hand while casting one of them.
If you can see a creature’s mouth while it is speaking a When you choose this feat, you acquire a ritual book
language you understand, you can interpret what it’s holding two 1st-level spells of your choice. Choose one of
saying by reading its lips. the following classes: bard, cleric, druid, sorcerer, warlock,
You have a +5 bonus to your passive Wisdom (Perception) or wizard. You must choose your spells from that class’s
and passive Intelligence (Investigation) scores. spell list, and the spells you choose must have the ritual
tag. The class you choose also determines your
Polearm Master spellcasting ability for these spells: Charisma for bard,
You can keep your enemies at bay with reach weapons. You sorcerer, or warlock; Wisdom for cleric or druid; or
gain the following benefits: Intelligence for wizard.
If you come across a spell in written form, such as a
When you take the Attack action and attack with only a magical spell scroll or a wizard’s spellbook, you might be
glaive, halberd, quarterstaff, spear, or trident, you can able to add it to your ritual book. The spell must be on the
use a bonus action to make a melee attack with the spell list for the class you chose, the spell’s level can be no
opposite end of the weapon. The weapon’s damage die for higher than half your level (rounded up), and it must have
this attack is a d4, and the attack deals bludgeoning the ritual tag. The process of copying the spell into your
damage. You don’t add your ability modifier to the ritual book takes 2 hours per level of the spell, and costs
damage of the bonus attack, unless that modifier is 50 gp per level. The cost represents material components
negative. This attack cannot benefit from the Heavy you expend as you experiment with the spell to master it,
weapon property. as well as the fine inks you need to record it.
While you are wielding a glaive, halberd, pike,
quarterstaff, spear, or trident, you may make an attack
as a reaction on a creature when they enter your reach.
Powerful Build
Savage Attacker While fighting defensively the AC bonus granted by your
Increase your Strength score by 1, to a maximum of Bladed or Spiked Buckler/Targe is increased by 1.
20. Skilled
Once per turn when you roll damage for a melee weapon Increase your Strength, Dexterity, Constitution,
attack, you can reroll the weapon’s damage dice and use Intelligence, Wisdom, or Charisma score by 1, to a
either total. maximum of 20.
You gain proficiency in any combination of three skills or
Sentinel tools of your choice.
You have mastered techniques to take advantage of every
drop in any enemy’s guard, gaining the following benefits: Skulker
Prerequisite: Dexterity 13 or higher
When you hit a creature with an opportunity attack, the
creature's speed becomes 0 for the rest of the turn. You are expert at slinking through shadows. You gain the
Creatures within 5 feet of you provoke opportunity attacks following benefits:
from you even if they take the Disengage action before
leaving your reach. Increase your Dexterity score by 1, to a maximum of
When a creature within 5 feet of you makes an attack 20.
against a target other than you (and that target doesn’t You can try to hide when you are lightly obscured from the
have this feat), you can use your reaction to make a melee creature from which you are hiding.
weapon attack against the attacking creature. When you are hidden from a creature and miss it with a
Sharpshooter ranged weapon attack, making the attack doesn't reveal
You have mastered ranged weapons and can make shots that your position.
others find impossible. You gain the following benefits: Dim light doesn’t impose disadvantage on your Wisdom
Double the short range of your ranged weapon attacks. (Perception) checks relying on sight.
Your ranged weapon attacks ignore half cover and
count three-quarters cover as half cover. Spell Savant
Once per turn before you make an attack with a ranged Prerequisite: The ability to cast at least one spell.
weapon that you are proficient with, you can choose to
take a -5 penalty to the attack roll. If the attack hits, you Increase your Intelligence, Wisdom, or Charisma score by
add +10 to the attack’s damage. 1, to a Maximum of 20.
Gain an additional spell slot of the highest level available
Shield Master to you. If your highest level spell slot increases your Spell
You use shields not just for protection but also for offense. Savant spell slot increases to match your new highest
You gain the following benefits while you are wielding a level spell slot. This spell slot cannot be 6th level or higher.
shield: Once you cast it, you must finish a long rest before you
can cast it again.
If you take the Attack action on your turn, you can use a
bonus action to try to shove a creature within 5 feet of you Spell Sniper
with your shield. Prerequisite: The ability to cast at least one spell
If you aren’t incapacitated, you can add your shield’s AC
bonus to any Dexterity saving throw you make against a You have learned techniques to enhance your attacks with
spell or other harmful effect that targets only you. certain kinds of spells, gaining the following benefits:
If you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half dam- age, you can When you cast a spell that requires you to make an attack
use your reaction to take no damage if you succeed on the roll, the spell’s range is doubled.
saving throw, interposing your shield between yourself and Your ranged spell attacks ignore half cover and count
the source of the effect. three-quarters cover as half cover.
You learn one cantrip that requires an attack roll. Choose
Shield Weapon Specialist the cantrip from the bard, cleric, druid, sorcerer, warlock,
You fight as deftly using a shield as a weapons as most do a or wizard spell list. Your spellcasting ability for this
sword or spear, gain the following benefits: cantrip depends on the spell list you chose from:
Charisma for bard, sorcerer, or warlock; Wisdom for cleric
The damage die of Bladed or Spiked Buckler/Targe or druid; or Intelligence for wizard.
becomes a d6.
At the start of your turn, before you move or take any
actions, you must choose to fight offensively or defensively
with a Bladed or Spiked Buckler/Targe, the effects last
until the start of your next turn.
While fighting offensively you no longer suffer
disadvantage when attacking with a Bladed or Spiked
Buckler/Targe.
Spellslinger You find avoiding attacks is better than withstanding them,
Prerequisite: The ability to cast at least one spell. gain the following benefits:
Yoru spells always seem to have a little bit extra, gain the Increase your Dexterity Score by 1, to a maximum of 20.
following benefits: While Unarmored your AC is equal to 13 + your Dexterity
Modifier.
Increase your Intelligence, Wisdom, or Charisma score by
1, to a Maximum of 20. Volatile Spellcaster
You can add your Spellcasting modifier modifier to the Prerequisite: The ability to cast at least one spell.
damage roll of any spell you cast. The damage bonus
applies to one damage roll of a spell, not multiple rolls and You push your spells to the brink of your control and
cannot be used to increase the damage dealt to a single sometimes past, gain the following benefits:
creature by an amount greater than your spellcasting
modifier. When you cast a spell that deals damage you can choose
to increase the size of the damage die one
Tactician step(d4>d6>d8>d10>d12>2d8). Upon choosing to cast a
You don't have to be the fastest or the toughest, just the volatile spell that is not a cantrip, roll a d20, on a roll of a 1
smartest, gain the following benefits: gain one level of exhaustion, on a roll of a 20 cast the spell
at its next highest level.
Increase your Intelligence score by 1, to a maximum of 20. Warcaster
Gain Unarmored Defense: While you are wearing no Prerequisite: The ability to cast at least one spell.
armor and not wielding a shield, your AC equals 10 + your You have practiced casting spells in the midst of combat,
Dexterity modifier + your Intelligence modifier. learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that
Tavern Brawler you make to maintain your concentration on a spell when
Accustomed to rough-and-tumble fighting using whatever you take damage.
weapons happen to be at hand, you gain the following You can perform the somatic components of spells even
benefits: when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an
Increase your Strength or Constitution score by 1, to a opportunity attack from you, you can use your reac- tion to
maximum of 20. cast a spell at the creature, rather than making an
Your unarmed strike uses a d4 for damage. opportunity attack. The spell must have a casting time of 1
When you hit a creature with an unarmed strike or an action and must target only that creature.
improvised weapon on your turn, you can use a bonus Weapon Master
action to attempt to grapple the target. Prerequisites: Proficiency in Simple and Martial Weapons.
Thrown Weapon Expert You are considered a master of your chosen weapon, gain
You always hit your mark, gain the following benefits: the following benefits:
Attacking at long range doesn't impose disadvantage on Chose one type of weapon, it is your specialized weapon
your thrown weapon attack rolls. type.
Your thrown weapon attacks ignore half cover and treat Increase the damage dealt with your specialized weapon
three-quarters cover as half cover. by 1d4.
You can draw weapons with the thrown property as a free Reroll any attack roll of a 1 made with your specialized
action and can make as many attacks in a round as you weapon.
have attacks and weapons available. When attacked by a weapon of the same weapon range
As a bonus action you may draw and throw a light or and damage type, increase your AC by 1 against that
finesse thrown weapon so long as you have at least one attack. ie a Longsword is a Melee Slashing weapon.
free hand. Weapon Specialist
Tough You have practiced extensively with a variety of weapons,
You are just plain tough, you gain the following benefits: gaining the following benefits:
Your hit point maximum increases by an amount equal to Increase your Strength or Dexterity score by 1, to a
twice your level when you gain this feat. Whenever you maximum of 20.
gain a level thereafter, your hit point maximum increases You gain proficiency with all Simple and Martial
by an additional 2 hit points. Weapons.
When hit with an attack you may as a Reaction gain
resistance to all damage except radiant, necrotic, and
psychic damage until the end of your next turn. Once
used this ability cannot be used until after you've
finished a long rest.
Unarmored Fighter
Racial Feats Bountiful Luck
Prerequisite: Halfling
Cookie Tastiness
Your luck naturally rubs off on those around you, gain the
Race Feat following benefits:
Dragonborn Dragon's Frightful Presence Whenever an ally you can see within 30 feet of you rolls a
1 on the die for an attack roll, an ability check, or a saving
Dragonborn Dragon Hide through, you can use your reaction to let the ally reroll the
die. the ally must use the new roll.
Dragonborn Draconic Flight
Critter Friend
Dwarf Dwarven Resiliance Prerequisite: Gnome(Forest)
Dwarf Grudge-Bearer Your friendship with animals mystically deepens, gain the
following benefits:
Dwarf Squat But Strong
You gain proficiency in the Animal Handling skill. If you're
Elf Elven Alacrity already proficient in it, you rproficiency bonus is doubled
for any check you make with it.
Elf(Drow) Drow High Magic You learn the Speak with Animals spell and can cast it at
will, without expending a spell slot. You also learn the
Elf(High) Fey Teleportation Animal Friendship spell, and you can cast it once with this
feat, without expending a spell slot. you regain the ability
Elf(Wood) Wood Elf Magic to cast it in this way when you finish a long rest.
Intelligence is your spellcasting ability for these spells.
Gnome Fade Away
Draconic Flight(Dragon Wings)
Gnome Squat But Nimble Prerequisite: Dragonborn, May only be taken at 1st level.
Gnome(Forest) Critter Friend You've grown draconic wings, gain the following benefits:
Increase your Constitution score by 1, up to a maximum of
Gnome(Rock) Wonder Maker 20.
With your wings, you have a flying speed of 30 feet if you
Half-Elf Elven Accuracy aren't wearing heavy armor and aren't exceeding your
carrying capacity. You can use your wings for a number
Half-Elf Everybody's Friend of rounds equal to your constitution modifier. At 5th
level you can use your wings for a number of minutes
Half-Elf Prodigy equal to your constitution modifier, and at 11th level
you can use your wings for a number of hours equal to
Half-Orc Orcish Agression your constitution modifier. Once you have used your
wings for their full duration, you cannot use them
Half-Orc Orcish Fury again until you've finished a short or a long rest.
Dragon's Frightful
Halfling Bountiful Luck Presence(Dragon Fear)
Prerequisite: Dragonborn
Halfling Second Chance When angered, you radiate menace, gain the following
benefits:
Halfling Squat But Nimble Increase your Strength or Charisma score by 1, up to a
maximum of 20.
Human Human Determination Instead of exhaling destructive energy, as an action you
can roar and expend a use of your breath weapon to force
Human Prodigy each creature of your choice within a 30 feet cone of you
to make a Wisdom saving throw (DC 8 + your proficiency
Tiefling Barbed Hide bonus + your Charisma modifier). A target automatically
succeeds if it can't hear or see you. On a failed save, a
Tiefling Flames of Phlegethos target becomes frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its turns,
Tiefling Infernal Constitution ending the effect on itself on a success.
Barbed Hide
Prerequisite: Tiefling
One of your ancestors was a Barbed Devil or other spiky
fiend. Barbs protrude from your head, gain the following
benefits:
Increase your Consititution or Charisma score by 1, up 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 deel 1d6
piercing damage to any creature grappling you or any
creature grappled by you.
You gain proficiency in the Intimidation skill. If you're
already proficient in it, your proficiency bonus is doubled
for any check you make with it.
Dragon Hide Everybody's Friend
Prerequisite: Dragonborn Prerequisite: Half-Elf
You inherited the might and majesty of your dragon You develop your magnetic personality to ease your way
ancestors. You gain the following benefits: through the world, gain the following benefits:
Increase your Strength, Constitution, or Charisma score Increase your Charisma score by 1, up to a maximum of
by 1, up to a maximum of 20. 20.
You grow retractable claws from the tips of your fingers. You gain proficiency in Deception and Persuasion skills. If
Extending or retracting the claws requires no action. The you're already proficient in one skill, your proficiency
claws are natural weapons, which you can use to make bonus is doubled for any check you make with that skill. If
unarmed strikes. If you hit with them, you deal slashing you're already proficient in both skills, choose one,
damage equal to 1d4 + your Strength or Dexterity your proficiency bonus is doubled for any check you
modifier, instead of the bludgeoning damage normal for an make with that skill.
unarmed strike.
Your scales harden; While you are not wearing any Fade Away
armor, your Armor Class equals 10 + your Dexterity Prerequisite: Gnome
modifier + your Constitution modifier. You can use a
shield and still gain this benefit. If you are wearing You can draw on your magical heritage to escape danger,
armor and your amor class would be worse, use your gain the following benefits:
Dragon's Hide armor class instead.
Increase your Intelligence score by 1, up to a maximum of
Drow High Magic 20.
Prerequisite: Elf(Drow) When you take damage, you can use a reaction to
magically become invisible until the end of your next turn
You learn more of the spells typical for your peopole, gain or until you attack, deal damage, or force someone to
the following benefits: make a saving throw. Once you use this ability, you can't
do so again until you finish a short or long rest.
You learn detect magic and can cast it at will, without
expending a spell slot. You also learn levitate and dispel Fey Teleportation
magic, each of which you can cast once without expending Prerequisite: Elf(High)
a spell slot. You regain the ability to cast the spell in this
way when you finish a long rest. Charisma is your Drawing on your fey ancestry, you have learned how to
spellcasting ability for these spells. teleort, gain the following benefits:
Dwarven Resilience(Dwarf Increase your Intelligence score by 1, to a maximum of 20.
Resiliance) You learn the misty step spell and can cast it once without
Prerequisite: Dwarf expending a spell slot. You regain the ability to cast it in
this way when you finish a short or long rest. Intelligence
You have the blood of dwarven heroes flowing through your is your spellcasting ability for this spell.
veins, gain the following benefits: Plames of Phlegethos
Prerequisite: Tiefling
Increase your Constitution score by 1, to a maximum of You learn to call on hellfire to seve your commands, gain
20. the following benefits:
Whenever you take the Dodge action in combat, you can Increase your Intelligence or Charisma score by 1, to a
spend one Hit Die to heal yourself. Roll the die, add your maximum of 20.
Constitution modifier, and regain an umber of hit points When you roll fire damage for a spell you cast, you can
equal to the total(minimum of 1). reroll any roll of a 1 on the fire damage dice, but you must
Elven Alacrity(Elven Accuracy) use the new roll, even if it is another 1.
Prerequisite: Elf or Half-Elf Whenever you cast a spell that deals fire damage, you can
You have uncanny aim, gain the following benefits: cause flames to wreathe you until the end of you rnext
Increase your Dexterity score by 1, to a maximum of 20. turn. The flames don't harm you or your possessions, and
Whenever you have disadvantage on an attack roll, you they shed bright light out to 30 feet and dim light for an
can reroll one of the dice once. additional 30 feet. While the flames are present, any
creature within 5 feet of you that hits you with a melee
attack takes 1d4 fire damge.
Grudge-Bearer Orcish Fury
Prerequisite: Dwarf Prerequisite: Half-Orc
You have a deep hatred for a particular kind of creature. Your furty burns tirelessly, gain the following benefits:
Choose your foes, a type of creature to bear the burden of Incrase your Strength or Constitution score by 1, to a
your wrath: aberrations, beasts, celestials, constructs, maximum of 20.
dragons, elementals, fey, fiends, giants, monstrosities, oozes, When you hit with an attack made with a simple or
plants, or undead. Alternatively you can chose two races of martial weapon, you can roll one of the weapon's damage
humanoid(such as gnolls and orcs). Gain the following dice an additional time and add it as extra damage of the
benefits: weapon's damage type. Once you use this ability, you can't
use it again until you finish a short or long rest.
Increase your Strength, Constitution, or Wisdom score by Immediately after you use your Relentless Endurance
1, to a maximum of 20. trait, you can use your Reaction to make one weapon
During the first round of any combat against your chosen attack.
foes, your attack rolls agains tany of them have advantage.
When any of your chosen foes makes an opportunity Prodigy
attack against you, it makes the attack roll with Prerequisite: Half-Elf or Human
disadvantage.
Whenever you make an Intelligence(Arcana, History, You have a knack for learning new things, gain the
Nature, or Religion) check to recall information about your following benefits:
chosen foes, you add double your proficiency bonus to the
check, even if you're not normally proficient. Increase one ability score of your choice by 1, to a
maximum of 20.
Human Determination You gain one skill proficiency of your choice, one tool
Prerequisite: Human proficiency of your choice, and fluency in one language of
your choice.
You are filled with a determination that can draw the
unreachable within your reach, gain the following benefits: Second Chance
Prerequisite: Halfling
Increase one ability score of your choice by 1, to a
maximum of 20. Fortune favors you, gain the following benefits:
When you make an attack roll, an ability check, or a saving Increase your Dexterity, Constitution, or Charisma score
throw, you can do so with advantage. Once you use this by 1, to a maximum of 20.
ability, you can't use it again until you finish a short or long When a creature you can see hits you with an attack roll,
rest. you can use your reaction to force that creature to reroll.
Once you use this ability, you can't do so again until you
Infernal Constitution finish a short or long rest.
Prerequisite: Tiefling Short But Nimble(Squat
Nimbleness)
Fiendish blood runs strong in you, you gain the following Prerequisite: Gnome or Halfling
benefits: You are uncomonly nimble for your race, gain the following
benefits:
Increase your Constitution score by 1, up to a maximum of Increase your Dexterity score by 1, to a maximum of 20.
20. Increase your walking speed by 5 feet.
You have resistance to cold and poison damage. You gain proficiency in the Acrobatics skill. If you're
You have advantage on saving throws against being already proficient in the skill, your proficiency bonus is
poisoned. doubled for any check you make with it.
Orcish Aggression Short But Strong(Squat
Prerequisite: Half-Orc Nimbleness)
Your Orcish blood boils driving you towars your foe, gain Prerequisite: Dwarf
the following benefits: You are uncomonly strong and athletic for your race, gain
Increase your Strength or Constitution score by 1, to a the following benefits:
maximum of 20. Increase your Strength score by 1, to a maximum of 20.
As a bonus action, you can move up to your speed toward Increase your walking speed by 5 feet.
an enemy of your choice that you can see or hear. You You gain proficiency in the Athletics skill. If you're already
must end this move closer to the enemy than you started. proficient in the skill, your proficiency bonus is doubled for
any check you make with it.
Wonder Maker
Prerequisite: Gnome(Rock)
You master the tinker techniques of your people, gain the
following benefits:
Increase your Dexterity or Intelligence score 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 ptions 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 creatures 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 itsuser 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.
Wood Elf Magic
Prerequisite: Elf(Wood)
You learn the maic of the primeval woods, gain the
following benefits:
You learn on edruid cantrip of your choice. You also learn
longstrider and pass without trace, each of which you can
cast once without expending a spell slot. You regain the
ability to cast the spell in this way when you finish a long
rest. Wisdom is your spellcasting ability for these spells.
Feats Removed
Charger(Included in Variant Rules)
Feats Changed
Athlete
Crossbow Expert
Defensive Duelist
Dual Wielder
Dungeon Delver
Durable
Grappler
Great Weapon Master
Healer
Heavy Armor Master
Inspiring Leader
Keen Mind
Linguist
Lucky
Martial Adept
Medium Armor Master
Polearm Master
Savage Attacker
Sharpshooter
Skilled
Skulker
Spell Sniper
Tough
Weapon Specialist(Weapon Master)
Feats Added
Close Quarters Archer
Cunning Opportunist
Desperate Spellcaster
Dueling Master
Expertise
Fighting Style Expert
Hardened
Intimidating Presence
Intuitive Defense
Large Build
Light Armor Master
Lightning Reflexes
Martial Artist
Powerful Build
Powerful Persona
Shield Weapon Specialist
Spell Savant
Spellslinger
Tactician
Thrown Weapon Expert
Unarmored Defense
Volatile Spellcaster
Weapon Master
Classes Starting at 10th level, you can transform into a Beast with a
challenge rating as high as your Druid level divided by 3,
Barbarian rounded down.
Path of the Berserker Fighter
Frenzy: Add "While in a Frenzy, every attack is a Reckless Fighting Style
Attack."
Remove "When your rage ends, you suffer one level of Archery: Change to "You gain a +1 bonus to attack rolls
exhaustion(as described in appendix A). and a +1 to Weapon Damage rolls you make with ranged
Add "You cannot enter another Frenzy until you've or thrown weapons."
completed a Short or Long Rest." Dueling: Change To "When you are wielding a melee
weapon in one hand and no other weapons or a versatile
Path of the Totem Warrior weapon in two hands, you gain a +2 bonus to damage rolls
with that weapon."
Totem Spirit(Bear): Change "While raging, you have Great Weapon Fighting: Change to "When you roll one or
resistance to all damage except psychic damage." To more weapon dice for an attack with a melee weapon you
"While raging, you have resistance to all damage except are using in two hands, you can can reroll any of the dice
Radiant, Necrotic, and psychic damage." and must use the new roll. The weapon must have the
Bard versatile or two handed property for you to gain this
*No Change benefit."
Monk
Cleric
*No Change Lvl 10
Druid Add Ability Score Improvement
Wild Shape Lvl 11
Add "You must return to your natural form before Add Extra Attack(2)
transforming into another form unless you are expending
a use of Wild Shape to maintain your form. You cannot Extra Attack
revert to your natural form and take another form within
the same turn, you must wait until your next turn to Beginning at 5th level, you can attack twice, instead of
assume a new shape." once, whenever you take the Attack action on your turn.
Add "You may transform into another form without The number of attacks increases to three when you
expending a use of Wild Shape, doing so increases your reach 11th level in this class.
exhaustion level by 1 unless you pass a DC5 Constitution
Saving throw. Each time you transform without expending Stunning Strike
a use of Wild Shape before taking a long rest the Save DC
increases by 5. If changing shape expends more than one Starting at 5th level, you can interfere with the flow of ki in
use of wild shape the saving throw is made at an opponent’s body. Once per turn, when you hit another
disadvantage." creature with a melee weapon attack, you can spend 2 ki
point to attempt a stunning strike. The target must
ArchDruid succeed on a Constitution saving throw or be stunned
until the end of your next turn.
Change to "At 20th level you can use your Wild Shape an
unlimited number of times to transform into any beast Way of the Four Elements
that has a challenge rating of 2 or lower.
Reduce Ki cost of Elemental Disiplines by 1.
Circle of the Moon
Combat Wild Shape(Add)
Additionally, while you are transformed by Wild Shape,
you can add your Proficiency Bonus to your first melee
damage roll per turn. While Wild Shaped your AC equals
10 + the form's Dexterity Modifier and Natural Armor +
your Proficiency Bonus and cannot exceed 20.
Circle Forms(CHANGE)
The rites of your circle grant you the ability to transform into
more dangerous animal forms. Starting at 2nd level, you
can transform into a beast with a challenge rating as high
as 1/2(you ignore the Max CR column of the Beast Shapes
table, but must abide by the other limitations there).
Starting at 4th level, you can transform into a beast with a
challenge rating as high as your Druid level divided by 4,
rounded down.
Paladin The attack must use a finesse or a ranged weapon. You
don’t need advantage on the attack roll if another enemy of
Fighting Style the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on the
Dueling: Change To "When you are wielding a melee attack roll. The amount of the extra damage increases as
weapon in one hand and no other weapons or a versatile you gain levels in this class, as shown in the Sneak Attack
weapon in two hands, you gain a +2 bonus to damage rolls column of the Rogue table.
with that weapon." Sorcerer
Great Weapon Fighting: Change to "When you roll one or
more weapon dice for an attack with a melee weapon you Spells Known of 1st Level and Higher
are using in two hands, you can can reroll any of the dice
and must use the new roll. The weapon must have the Add "In addition to the number of spells listed in the
versatile or two handed property for you to gain this Spells Known column of the Sorcerer's table you know
benefit." additional spells equal to your Cha Modifier."
Divine Smite Font of Magic
Sorcery Points
Change to "Starting at 2nd level, when you hit a creature
with a melee weapon attack, you can expend one paladin Regain 2 expended sorcery points whenever you finish a
spell slot to deal radiant damage to the target, in addition short rest. Regain all of your sorcery points when you finish
to the weapon’s damage. The extra damage is 2d8 for a a long rest.
1st-level spell slot, plus 1d8 for each spell level higher
than 1st, to a maximum of 6d8. The damage increases by Sorcerous Restoration
1d8 if the target is an undead or a fiend."
Ranger At 20th level, you regain 4 additional expended sorcery
points whenever you finish a short rest."
Fighting Style
Wild Magic
Archery: Change to "You gain a +1 bonus to attack rolls Wild Magic Surge
and a +1 to Weapon Damage rolls you make with ranged
or thrown weapons." Replace with "Starting when you choose this origin at 1st
Dueling: Change To "When you are wielding a melee level, your Spellcasting ability can unleash surges of untamed
weapon in one hand and no other weapons or a versatile magic. Once per turn, roll a d20 immediately after you cast a
weapon in two hands, you gain a +2 bonus to damage rolls sorcerer spell of 1st or higher. If you roll a 20, the spell slot is
with that weapon." not expended. If you roll a 1, roll on the Wild Magic Surge
table to create a magical effect. If that effect is a spell it is too
Foe Slayer wild to be affected by your Metamagic, and if it normally
requires concentration, it doesn't require concentration in
Change "Once on each of your turns, you can add..." to this case, the spell lasts for its full duration."
"You can add..."
Warlock
Hunter
Pact of the Chain
Whirlwind Attack. You can use your action to make a
melee attack against any number of creatures within 10 Add "Add your proficiency bonus to the familiar's AC,
feet of you, with a separate attack roll for each target. attack rolls, and damage rolls, as well as to any saves or
skills it is proficient in. It's hit point maximum equals the
Beast Master hit point number in its stat block or four times your
Warlock level, whichever is higher."
Animal Companion: You can use your bonus action to Change "Additionally, when you take the Attack action, you
verbally command it to take the Attack, Dash, Disengage, can forgo one of your own attacks to allow your familiar to
Dodge, or Help action. make one attack of its own with its reaction." To
Exceptional Training: Beginning at 7th level, on any of "Additionally, as a bonus action, you can instruct your
your turns when your beast companion doesn’t attack, you familiar to make one attack with its reaction."
can command the beast, at no action cost, to take the
Dash, Disengage, Dodge, or Help action on its turn." Pact of the Blade
Rogue
Add "Gain proficiency in Medium Armor. Your hit point
Sneak Attack maximum increases by 3 and increases by 1 again
whenever you gain a level in this class."
Beginning at 1st level, you know how to strike subtly and
exploit a foe’s distraction. You can deal an extra 1d6 Pact of the Tome
damage to one creature you hit with an attack if you have
advantage on the attack roll, once you've dealth sneak Add "In addition to adding the spells on your Patron's
attack damage you cannot do so again until the start of expanded spell list to the Warlock spell list treat them as
your next turn. additional spells known for you."
Eldritch Invocations
Agonizing Blast
Change to "When you cast eldritch blast, add your
Charisma modifier to the damage it deals on a hit. Apply
this bonus damage only once per target."
Repelling Blast
Change to "When you hit a creature with eldritch blast,
you can push the creature up to 10 feet away from you in a
straight line. Apply this effect only once per target."
Wizard
Skills
Choose one from Arcana, History, Insight, Investigation,
Medicine, and Religion
Empowered Evocation
Beginning at 10th level, you can add your Intelligence
modifier to the damage roll of any wizard evocation spell
you cast. The damage bonus applies to one damage roll
of a spell, not multiple rolls and cannot be used to
increase the damage dealt to a single creature by an
amount greater than your Intelligence modifier.
Variant Classes
Spell-less Ranger
Lose Spellcasting as a 2nd level class feature, gain Martial
Aptitude instead at 2nd level.
Primeval Awareness can be used once per short/long rest
without exending a spell slot and lasts one minute.
Martial Aptitude
You learn maneuvers that are fueled by special dice called
superiority dice.
Maneuvers
You learn three maneuvers of your choice from among
those available to the Battle Master archetype in the
fighter class.
You learn an additional maneuver of your choice at 5th,
9th, 13th, and 17th level. Each time you learn a new
maneuver, you can also replace one maneuver you know
with a different one.
Superiority Dice
You have three 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 5th
level, 9th level, 13th level, and 17th level.
Saving Throws
Some maneuvers require your target to make a saving
throw to resist the maneuver’s effects, the saving throw
DC equals 8 + your proficiency bonus + your Strength or
Dexterity modifier (your choice).
Variant Rules Resting in Armor
Ability Checks If a character takes a long rest while Medium or Heavy
armor that imposes disadvantage on Stealth is donned,
Ability Checks use 2d10 instead of a 1d20 to determine upon finishing their long rest they must make a
your result. When making an Ability Check with Constitution Save of DC 10 or the Strength Requirement
Advantage roll 3d10 and choose the highest two dice to of the Armor, whichever is greater. If they fail this save,
add together to determine your result. When making an increase their level of exhaustion by one, this cannot
Ability Check with Disadvantage roll 3d10 and choose the cause a creature's exhaustion level to exceed 2.
lowest two dice to add together to determine your result.
Lifting and Carrying
Why
Carrying Capacity
By adding a bell curve to Ability checks a large amount of
the swingyness of 5e skills will be mitigated, it greatly Your carrying capacity is your Strength score multiplied
increases the importance of the raw Ability Score. Skills by 15. This is the weight (in pounds) that you can carry,
and ability checks become more reliable and less which is high enough that most characters don’t usually
dependent on the whim of the dice. No required changes have to worry about it.
to Skill DCs.
Push, Drag, or Lift
Adventuring
You can push, drag, or lift a weight in pounds up to twice
Damage and Recovery your carrying capacity (or 30 times your Strength score).
While pushing or dragging weight in excess of your
Dropping to 0 Hit Points carrying capacity, your speed drops to 5 feet.
Add Regaining Hit Points: When a character that has Size and Strength
been dropped to 0 Hit Points and regains hit points that
character gains 1 level of exhaustion. Larger creatures can bear more weight, whereas Tiny
creatures can carry less. For each size category above
Instant Death Medium, double the creature’s carrying capacity and the
amount it can push, drag, or lift. For each size category
If you take damage from a single source equal to your hit below Medium, halve these weights.
point maximum and it drops you to zero hit points, take a
Con Save DC = 1/2 Damage taken or die. Encumbrance
If you carry weight in excess of 5 times your Strength
Massive Damage score, you are encumbered, which means your speed
drops by 5 feet. If you carry weight in excess of 10 times
If you take damage equal to half your hit point maximum your Strength score, up to your maximum carrying
or greater from a single source roll on the System Shock capacity, you are instead heavily encumbered, which
Table. means your speed drops by 15 feet and you have
disadvantage on ability checks, attack rolls, and saving
System Shock 1d10 throws that use Strength, Dexterity, or Constitution.
Roll Strength Requirement of Armor and
1d10 Result Shields
1 Con Save DC= 1/2 Damage Taken; On a success, If you are wearing armor or a shield with a Strength
fall to 0 HP(Stable). On a failure, death. Requirement and fail to meet that requirement, reduce
your speed by 5 feet for each point you fail to meet that
2-3 Fall to 0 HP(Stable) requirement by.
4-10 Disadvantage on saves, attack rolls, and ability
Worn Armor
checks till end of your next turn.
Reduce the effective weight for worn armor by half when
Rest and Recovery determining encumberance.
Breather: A Breather is a period of brief respite between
encounters. So long as the character is not in imminent
danger they can spend one Hit Dice. A character cannot
benefit from another Breather until they've finished a
Short or Long Rest.
Short Rest: A short rest is a period of downtime, at least 5
minutes long, during which a character does nothing
more strenuous than eating, drinking, reading, and
tending to wounds and is not in immediate danger. A
character can spend....
Short Rest: Add "You may take a maximum of two short
rests between long rests."
Long Rest: Remove "At the end of a long rest, a character
regains all lost hit points."
Combat
Flanking
Change grants Advantage to a +1 Bonus to hit for each
ally engaged with an enemy while it is flanked to a
maximum of +3. A creature is considered flanking when
an ally is threatening the same target from behind(the
opposing three hexes/squares in a grid/hex).
Threatened Space
Moving through a threatened space costs double
movement. You may choose to move through threatened
space without doubling the movement cost, doing so
provokes an Attack of Opportunity.
Ranged Attacks into Close Combat
A creature engaged in melee is granted half cover against
ranged attacks.
Grappling
Escaping a Grapple: A grappled creature can use its
action to escape. To do so, it must succeed on a Strength
(Athletics) or Dexterity (Acrobatics) check contested by
your Strength (Athletics) check, a Creature that is larger
than the creature grappling it has advantage on this
check.
Spellcasting While Grappled: A grappled creature must
pass a DC10 Concentration Save to avoid having the spell
they are casting that has material or somatic components
interrupted, if they fail the spell fails and the slot is not
expended. A grappled spellcaster must also must pass a
DC10 concentration save to maintain concentration on a
spell while grappled.
Charge
When you use your action to Dash, you can use a bonus
action to make one melee weapon attack or to shove a
creature. If you start the turn at least 30 feet away from
the creature and move at least 15 feet in a straight line
immediately before taking this bonus action, you either
gain a +5 bonus to the attack’s damage roll (if you chose to
make a melee attack and hit) or gain advantage on your
shove to push the target up to 10 feet away from you (if
you chose to shove and you succeed).
Two Weapon Fighting
Add "Upon reaching 8th level, if your have the Extra
Attack class feature you may make two attacks with your
bonus action when attacking with a different light weapon
in your other hand."
Add "You can draw or stow two one-handed weapons
when you would normally be able to draw or stow only
one."
Knocking a Creature out
Replace with "A character may declare a non lethal attack
before they strike a creature with a melee attack. Doing so
causes the attack to be made with disadvantage unless it
was an unarmed strike or weapon with non lethal special
rule. When a crature's hitpoints are reduced to 0 from a
non lethal attack they do not make death saving throws
and are automatically stabilized.
Character Creation
Point Buy: Expanded PHB Pointbuy
Point Buy: 42 Points
Score Cost Score Cost Score Cost
6 0 10 4 14 9
7 1 11 5 15 11
8 2 12 6 16 14
9 3 13 7 17 17'
'Subject to DM approval
NOTES
It is essentially a PHB Pointbuy of 30, but adjusted to start at 6, and offer 16 and 17 options.
Rolling Method: Example: Buy/Sell/Trade
2d6+4EighteenRoller
Player A wants to play a Wizard, and rolls an initial
Initial Roll array with a 14 Srength, but only an 8 Intelligence.
Player B wants to play a Fighter but rolls a
Each player rolls 2d6+4 six times and assigns them in substantial 16 Intelligence but only a 10 Strength.
order to Str, Dex, Con, Int, Wis, Cha. This is their base Since each player's array is of more initial value to
array. each other, Player A offers to trade arrays, Player B
declines because they know the 16 Intelligence in
Improvement Rolls their array is worth much more than the array with
a 14 Strength being offered. Player A counters by
Each player has a pool of 12 additional 2d6+4 rolls. They offering two of their Improvement Rolls in addition
verbally declare which ability they are trying to improve to the full array swap. Player B can accept or
before they roll and then roll 2d6+4. If the new roll is decline. If Player B accepts they will have 14
higher than the previous roll it replaces it. The player Improvmeent rolls to attempt to improve the array
repeats this process for each of their 12 additional rolls. they got from Player A, and Player B will have only
10 rolls to improve their array, but won't have to
Minimum Improvement worry about improving their Intelligence.
The lowest an improved score can be is 8+the number of Edit Log 3-2-18 Removed Spell Scatter Added Non Lethal
improvement attempts for that ability score, this cannot be Attack
used to raise the ability higher than a 14.
Need to add spells
Buy/Sell/Trade
Alternatively, after the Initial Roll, but before any
Improvement Rolls are made players can attempt to trade
their Initial Rolls with another player. If a player is
unwilling to trade the player can attempt to purchase the
other player's starting array by offering a number of their
Improvement Rolls. Only entire arrays can be traded or
sold, not individual ability scores.
DM Intervention
If a player's final array does not have at least a total of
modifiers of +6 or greater, the DM intervenes and rolls a
straightset of six 2d6+4 scores, if any of them are greater
than the final score the player rolled it improves it. If the
final array still does not have a total of modifiers of +6 or
greater the DM can choose to repeat the process.