My name is Sam, and I apologize in advance for the ludicrous length of this book. I've been playing since 2017, almost exclusively in 5th edition. I've played in well over a dozen campaigns, most lasting over a year, while DMing for about four years myself. Before I learned how to actually play, I was given the PDFs for the core rulebooks to look over. Due to the lack of initial interest from my friend groups, I read the rule books for about half a year multiple times each, which helped develop a noteworthy memory of most rules. Ever since then, I've spent some of my downtime looking over official classes, subclasses, spells, and races, to the point where I have most of all of them down to memory. Just because I know a lot of the rules doesn't mean I agree with all of them. At first, there were a small number of things I wanted to change. Unlike other DMs I've played with, who will play with a half dozen unwritten home rules, I wanted to have mine written down in one place. I've had some DMs throw out their own rules (standing up from prone takes your full turn) right in the middle of combat, without prior notice. I want to avoid that. I prefer to play things as written (the internet would call me a RAW DM or rules lawyer). This doesn't mean I don't homebrew the shit out of everything, it just means if I change anything, it needs to be written down. After the list of usable content (something I suggest every DM should try making) is the most important part of the book: the balance changes. I really love most of the rules of this game. The issues I have are mostly with individual character options, not overall rules. Some of the things I've changed are for the sake of making less appealing options more useful. I like some weaker character options, like trickery cleric, battlerager barbarian, and storm sorcerer, to name a few. I've played some of these options, and I could often feel wishing I had picked a more useful option, as my abilities aren't doing as much as a different subclass. The other main type of change in that section is simple flavor options. War clerics get guns, arcane tricksters can have their sneak attack damage be force damage, paladins can smite with unarmed strikes, some spells have their schools changed. The third and least common type of change is reducing the power of certain options. I hesitate to do that, however when shown things such as the peace domain, I would rather alter it to make it worse than fully ban it. The rest of the book is dedicated to new things. Whenever I make something, the main thing that I think of is "what would I want a spell to do that none do already" or "I wish my character in this other campaign could do this". \columnbreak New races, like the rare hybrid genasi and the shadowfell people. New subclasses, for clerics who want to gamble their prepared spells or warlocks who don't know their patron. New spells, because there were no ranged lightning, thunder, or poison cantrips. Like, seriously, there's over 80 new spells and about half are cantrips. New weapons tables, because historic greatswords would function closer to polearms than mauls, clubs should be finesse because funy, strength based characters deserve better thrown options like the more damaging buffed trident or the longer range chakram, and more double bladed weapons. New feats, for if you want every kill to explode like a Fallout game, warp your flesh at will, or be able to move allies around the battlefield. New optional class features, some of which are free and some which replace other features if you want it. Expanded spell lists, because artificers should have got *blade ward*, druids deserve *fly*, rangers get a lot out of *find familiar*, and I always assumed warlocks got *message*. This is only the surface of what's in store, and I hope you find at least something to enjoy, even if it's just hand crossbows being 10 gp cheaper. I try to make things I would want to use, and things that seem fun and useful. Hopefully this wall of text helps you understand the intent of my massive book. This is truly a labor of love, I enjoyed making every piece of mechanical content here. The lore was not as fun to write, since it's not as easy to write with my thought process, but I had no choice with how necessary it was to write. So that's the preface. My name is Sam. I've been playing my favorite game since 2017, working on this book since 2020. My favorite classes are sorcerer, bard, and monk thematically but cleric, rogue, and warlock mechanically, my favorite cantrip is *thaumaturgy*, and my favorite skill is Deception. My first character was a human bard who shared my name, as many first characters did. My favorite color is light blue, my favorite video game is Earthbound, and my favorite movie is Treasure Planet.
Here is a list of content that is usable. First is a short list, followed by a fuller, in-depth list.
You don't have to read the whole thing, just the things that matter to you.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to your level in this class.
Spells listed as "Event Only" are either subclass exclusive (animate familiar) or ancient spells lost to history (grayscale). These spells are not eligible for feats such as Shadow Touched or Magic Initiate.
These spells are only added to that subclass's spell list, not added to a list of spells always prepared. This is more meant to expand options and give some subclasses more flavor, but I made sure to avoid giving strong subclasses spells that would make them too strong when combined with class features, like Tempest cleric with lightning bolt. God, imagine that. There are a few subclasses that were plenty powerful on their own, but a little variety never hurts. Like the genie warlocks, base warlock gets a pitiful number of elemental spells, and while genie is already one of the best patrons, it's just some more fun options for flavor. The spells are sorted by Level first.
I combined the normal spell lists, the spells from less popular other books, the spells I made, and the expanded spell lists I made. Two classes won't share the same page to make it better to print. I also included things like invocations. Hopefully this makes everything easier.
Lyle's Hat from Another World: 1 Minor Positive, 1 Minor Negative
+1 shield: 1 Minor Positive
After taking a poll from players, a reincarnate table weighted towards common races, like the official one, is less fun than one where rare races have a similar chance to pop up. Only races that occur naturally are here, so no hexblood or fallen aasimar. If you roll a race with an asterisk, roll on the Mortal Heritage table to determine what race your mortal half is (this has no affect on your stats, other than size).
The trinkets on this table include the tables in official books, plus a few of my own. Feel free to take one at character creation. If you are a halfling, your trinket could be your lucky charm.
Most of these images were not ethically sourced. I do not care, this is a personal project for like 10 people that will make zero dollars. Normally I am against things like AI images and art thieft but I don't care in this case. It isn't for profit and so few people will see this book that it doesn't matter. Images are listed in order of appearance. Descriptions are obviously not what the artist named the image, but how I describe it describing what's on the page.
Don't tell anybody about what you found here! Well, you scrolled to the bottom. And you kept going. Thanks for that, means a decent bit to me. Since you did, here are the spells I made as a joke for various reasons. You shouldn't take the spells, but if you want, you can.