Elda's Encyclopedia of Erudite Knowledge

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Elda's Encyclopedia
of Erudite Knowledge

Table of Contents

Alternate Class Features

Classes

This document provides playtest options for every class in the Player’s Handbook. Each class in Dungeons and Dragons gains features at particular levels. Have you ever wanted an alternative to one of those features? Or do you have a feature that gives you options to choose from and you’d like more options? If your answer is yes to either of those questions, the following class feature variants are for you. Here you’ll find features that replace or enhance the normal features of your character’s class. The class feature variants each specify which feature they replace or enhance. If a feature is replaced, you gain no benefit from it and don’t qualify for anything in the game that requires it. If a feature is enhanced, you continue to enjoy its benefits but now with new capabilities.

All Classes

The following variant is available to every class in the game.

Proficiency Versatility

4th-level and higher feature (enhances Ability Score Improvement)


Whenever you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace need not be from the class). This change represents one of your skills atrophying as you focus on a different skill.

Class Feature Variants Table
Class Level Feature Variant Change
All Classes 4th+ Ability Score Improvement Proficiency Versatility Enhancement
Barbarian 2nd Danger Sense Survival Instincts Replacement
3rd Frenzy Frenzied Rage Enhancement
5th Fast Movement Instinctive Pounce Replacement
Bard 1st Bardic Inspiration Magical Inspiration Enhancement
1st Spellcasting Spell Versatility Enhancement
1st Spellcasting Bard Spells Enhancement
Cleric 1st Spellcasting Cantrip Versatility Enhancement
1st Spellcasting Cleric Spells Enhancement
2nd Channel Divinity Channel Divinity: Harness Divine Power Enhancement
8th Divine Strikes Blessed Strikes Replacement
8th Potent Spellcasting Blessed Strikes Replacement
Druid 1st Spellcasting Cantrip Versatility Enhancement
1st Spellcasting Druid Spells Enhancement
2nd Wild Shape Wild Companion Enhancement
Monk 1st Martial Arts Monk Weapons Enhancement
2nd Ki Ki-Fueled Strike Enhancement
2nd Ki Ki Features Enhancement
Paladin 2nd Fighting Style Fighting Style Options Enhancement
2nd Spellcasting Paladin Spells Enhancement
2nd Divine Smite Smite Enhancement
3rd Channel Divinity Channel Divinity: Harness Divine Power Enhancement
3rd Sacred Oaths Oath Changes: Devotion, the Ancients, Vengeance, Oathbreaker, the Crown, Conquest Enhancement
6th Aura of Protection Aura of Protection Enhancement
10th Aura of Courage Aura of Courage Enhancement
11th Divine Strikes Divine Strikes Enhancement
14th Cleansing Touch Cleansing Touch Enhancement
Ranger 2nd Spellcasting Ranger Spells Enhancement
Rogue 2nd Cunning Action Cunning Action: Aim Enhancement
Sorcerer 1st Spellcasting Sorcerer Spells Enhancement
Warlock 1st Spellcasting Warlock Spells Enhancement
Wizard 1st Spellcasting Cantrip Versatility Enhancement
1st Spellcasting Wizard Spells Enhancement

Barbarian

A barbarian has access to the following features.

Survival Instincts

2nd-level barbarian feature (replaces Danger Sense)


You become proficient in your choice of two of the following skills: Animal Handling, Medicine, Nature, Perception, or Survival. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Frenzied Rage

3rd-level barbarian feature (enhances Frenzy)


When your frenzied rage ends, you lose one unspent hit die. If you don't have any hit dice remaining, you instead suffer one level of exhaustion.

Instinctive Pounce

5th-level barbarian feature (replaces Fast Movement)


When a creature ends its turn within 15 feet of you, you can use your reaction to move up to half your speed to a space closer to the creature. This movement doesn’t provoke opportunity attacks.

Bard

A bard has access to the following features.

Bard Spells

1st-level bard feature (enhances Spellcasting)


The following spells expand the bard spell list

1st Level
  • Cause fear (Xanathar’s Guide)
  • Color spray
  • Command
2nd Level
  • Aid
  • Enlarge/reduce
  • Mind spike (Xanathar’s Guide)
  • Mirror image
  • Phantasmal force
3rd Level
  • Mass healing word
  • Slow
  • Tiny servant (Xanathar’s Guide)
4th Level
  • Phantasmal killer
5th Level
  • Contact other plane (ritual)
  • Rary’s telepathic bond (ritual)
6th Level
  • Heroes’ feast
  • Mental prison (Xanathar’s Guide)
  • Scatter (Xanathar’s Guide)
  • Tenser’s transformation (Xanathar’s Guide)
7th Level
  • Power word pain (Xanathar’s Guide)
  • Prismatic spray
8th Level
  • Antipathy/sympathy
  • Maze
9th Level
  • Prismatic wall

Magical Inspiration

1st-level bard feature (enhances Bardic Inspiration)


If a creature has a Bardic Inspiration die from you, the creature can roll that die and add the number rolled to one damage or healing roll, in addition to the normal uses of Bardic Inspiration. The Bardic Inspiration die is then lost.

Spell Versatility

1st-level bard feature (enhances Spellcasting)


Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the bard spell list. The new spell must be the same level as the spell you replace.

Cleric

A cleric has access to the following features

Cantrip Versatility

1st-level cleric feature (enhances Spellcasting)


Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the cleric spell list.

Cleric Spells

1st-level cleric feature (enhances Spellcasting)


The following spells expand the bard spell list

1st Level
  • Cause fear (Xanathar’s Guide)
2nd Level
  • Healing spirit (Xanathar’s Guide)
4th Level
  • Phantasmal killer
5th Level
  • Skill empowerment (Xanathar’s Guide)
  • Wall of light (Xanathar’s Guide)
9th Level
  • Power word heal

Channel Divinity: Harness Divine Power

2nd-level cleric feature (enhances Channel Divinity)


You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.

Blessed Strikes

8th-level cleric Divine Domain feature (replaces Divine Strike or Potent Spellcasting)


In battle, you are blessed with divine might. When a creature takes damage from one of your spells or weapon attacks, you can also deal 1d8 radiant damage to that creature. Once you deal this damage, you can’t use this feature again until the start of your next turn.

Druid

A druid has access to the following features.

Cantrip Versatility

1st-level druid feature (enhances Spellcasting)


Whenever you gain a level in this class, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the druid spell list.

Druid Spells

1st-level druid feature (enhances Spellcasting)


The following spells expand the druid spell list

Cantrip (0th-level)
  • Acid Splash
1st Level
  • Ceremony (ritual, Xanathar’s Guide)
  • Protection from evil and good
2nd Level
  • Augury (ritual)
  • Continual flame
  • Enlarge/reduce
3rd Level
  • Elemental weapon
  • Revivify
  • Thunder step (Xanathar’s Guide)
  • Wall of sand (Xanathar’s Guide)
4th Level
  • Divination (ritual)
  • Fire shield
5th Level
  • Cone of cold
  • Dawn (Xanathar’s Guide)
  • Immolation
6th Level
  • Flesh to stone
7th Level
  • Symbol
8th Level
  • Incendiary cloud
9th Level
  • Mass polymorph (Xanathar’s Guide)
  • Power word heal

Wild Companion

2nd-level druid feature (enhances Wild Shape)


You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level.

Fighter


The Fighter is replaced by the following brew.

Monk

A monk has access to the following features.

Monk Weapons

1st-level monk feature (enhances Martial Arts)


You can use this feature to define your monk weapons, rather than using the definition in Martial Arts. You practice your martial arts with specially chosen weapons, which become monk weapons for you. You can choose a number of weapons to be your monk weapons equal to 5 + your Wisdom modifier (minimum of five weapons). The chosen weapons must each meet the following criteria:

  • The weapon must be a simple or martial weapon.
  • You must be proficient with the weapon.
  • The weapon must lack these properties: heavy, special, or two-handed.

Ki-Fueled Strike

2nd-level monk feature (enhances Ki)


If you spend 1 ki or more as part of your action on your turn, you can then immediately make one unarmed strike as a bonus action.

Ki Features

2nd-level monk feature (enhances Ki)


When you gain the Ki feature at 2nd level, you get access to the following features.

Distant Eye

When you make a ranged weapon attack, you can spend 1 ki point to prevent attacking at long range from imposing disadvantage on your attack rolls until the end of the current turn.

Quickened Healing

As an action, you can spend 2 ki points and roll a Martial Arts die. You regain a number of hit points equal to the number rolled.

Pinpoint Strike

5th-level monk feature (enhances Stunning Strike)


You can make pinpoint attacks to debilitate your opponent. When you make an unarmed strike or an attack with a monk weapon on your turn, you can spend 1 ki point to make a pinpoint strike. When you make a pinpoint strike. When you make a pinpoint strike, you make your attack roll against one of the target's ability scores instead of its AC. On a hit, the target suffers the attacks normal effects, and is subjected to an effect depending on the chosen ability score, as described below

Any creature immune to the effects of exhaustion are immune to the effects of this feature

  • Strength. On a hit, the target can't make more than one melee or ranged attack per turn, regardless of its features, abilities and magic items.
  • Dexterity. On a hit, the target's speed is reduced to zero and they can't take reactions, until the end of its next turn.
  • Constitution. On a hit, the target automatically fails any Strength and Dexterity saving throws it makes until the end of its next turn.
  • Wisdom. On a hit, the target has disadvantage on Wisdom saving throws and ability checks until the end of its next turn.
  • Intelligence. On a hit, the target has disadvantage on Intelligence saving throws and ability checks until the end of its next turn.
  • Charisma. On a hit, the target has disadvantage on Charisma saving throws and ability checks until the end of its next turn.

Paladin

A paladin has access to the following features.

Fighting Style Options

2nd-level paladin feature (enhances Fighting Style)


When you gain the Fighting Style feature, you get access to the variants in the “Fighting Styles” section (see page 12). The Blessed Warrior style is also added to the list of style options available to you.

Blessed Warrior

You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

Divine Sense

1st-level paladin feature (replaces Divine Sense)


Holy and unholy influences register on your senses, and your touch reveals the presence of otherworldly or wicked beings. You automatically know when you step into or out of an area that is consecrated or desecrated, such as by the hallow spell, or when you are within 5 feet of an object that is consecrated or desecrated. Additionally, as an action, you can open your awareness. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).

Divine Smite

2nd-level paladin feature (replaces Divine Smite)


Starting at 2nd level, once per turn when you hit a creature with a weapon attack, you can expend a spell slot to deal extra damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level slot, plus 1d8 for each spell-level higher than 1st, to a maximum of 6d8. Choose two creature types that are not beast or humanoid. The damage increases by 1d8 if the target is one of these creature types (This can exceed the maximum). The extra damage is your Oath damage type.

Paladin Spells

2nd-level paladin feature (enhances Spellcasting)


The following spells expand the paladin spell list.

1st Level
  • Healing word
2nd Level
  • Enhance ability
  • Gentle repose
  • Prayer of healing
  • Warding bond
3rd Level
  • Life transference (Xanathar’s Guide)
  • Mass healing word
  • Spirit guardians
5th Level
  • Dawn (Xanathar’s Guide)
  • Flame strike

Channel Divinity: Harness Divine Power

3rd-level paladin feature (enhances Channel Divinity)


You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended 1st-level spell slot.

Aura of Protection

6th-level paladin feature (enhances Aura of Protection) Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.


The range of this aura increases as you gain levels in this class: 20 feet at 12th level and 30 feet at 18th level.

Aura of Courage

10th-level paladin feature (enhances Aura of Courage) Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.


The range of this aura increases as you gain levels in this class: 20 feet at 12th level and 30 feet at 18th level.

Divine Strikes

11th-level paladin feature (enhances Divine Strikes)


At 11th level, you can charge your attacks with divine fury, increasing their power. At the end of each long rest you take, you can choose a strike damage type from one of your Oath damage types. When you hit with a melee weapon attack, you can deal an extra 1d8 damage of the chosen type.

Cleansing Touch

14th-level paladin feature (enhances Cleansing Touch)


Beginning at 14th level, you can use your action and spend 5 points from your Lay on Hands pool of healing to end one spell on yourself or on one willing creature that you touch.

Oath Changes

Oath of Devotion

Oath Damage types: Your Oath Damage types is Radiant and your choice of Bludgeoning, Slashing and Piercing.


Devoted Hands. Also at 3rd level, your divine touch can also be used to bolster creatures' fortitude. When you use Lay on Hands to restore hit points, you can choose to grant the creature the same amount of temporary hit points instead of healing it.

Oath of the Ancients

Oath Damage type: Your Oath Damage type is Radiant and Force


Touch of Regrowth Also at 3rd level, your touch can magically regrow lost body parts. You can use your action to touch a creature and spend points from your Lay on Hands pool, causing one lost body part of your choice to regrow. The original body part crumbles to dust afterward. Consult the regrowth table below to determine the cost of regrowth.

Points Spent Part Regrown
5 A tiny body part, such as a finger or an ear
20 A small body part, such as a forearm or a lower leg
40 An entire extremity or organ

This feature cannot restore a torso or a head, but it can heal severe damage to the torso if the heart is intact, or to the head if the brain is intact.

Oath of Vengeance

Oath Damage type: Your Oath Damage type is Radiant and Psychic


Lay on Brands. Also at 3rd level, you can inflict divine punishment on a creature with your touch. You can use your bonus action and spend 5 points from your Lay on Hands pool to make a melee spell attack against a creature within 5 feet of you. On a hit, choose one of your Oath Damage types. You deal 5 damage of the chosen type to the target.

Oathbreaker

Oath Damage types: Your Oath Damage type is Necrotic and your choice of Acid, Cold, Fire, Lightning and Thunder.


Draining Touch Also at 3rd level, your touch can drain the life of others. You can use your action to make a melee spell attack against a creature within 5 feet of you. On a hit, you can spend points from your Lay on Hands pool to deal necrotic damage to the target equal to the number of points spent. You regain hit points equal to half the amount of damage dealt. You can spend no more than half of the maximum amount of points in your pool, or your remaining amount of points, whichever is smaller, each time you use this feature.

Oath of the Crown

Oath Damage types: Your Oath Damage type is Radiant and Psychic


Seal of Loyalty Also at 3rd level, your touch can protect a creature's mind. You can use your action to touch a creature and expend 5 points from your Lay on Hands pool to grant it immunity to being charmed for 10 minutes. Any existing effects that charm the target are suspended for the duration.


Divine Allegiance Starting at 7th level, you and your allies who start their turn within 10 feet of you gain temporary hit points equal to your Charisma modifier.


The range of this aura increases as you gain levels in this class: 20 feet at 12th level and 30 feet at 18th level.

Oath of Conquest

Oath Damage type: Your Oath Damage type is Radiant and Psychic.


Hand of Conquest Also at 3rd level, you can exude a crushing influence through your touch, subjugating your foes. You can use your bonus action and expend 5 points from your Lay on Hands pool to attempt to grapple a creature within 5 feet of you. You must have a hand free to do so.

Oath of Redemption

Oath Damage type: Your Oath Damage type is Radiant and your choice of Bludgeoning, Slashing and Piercing.


Redeeming Hands Also at 3rd level, your dedication to peace allows you to use divine healing more efficiently. You can use your Lay on Hands feature as a bonus action.


Aura of the Guardian Starting at 7th level, you can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn't transfer any other effects that might accompany the damage, and this damage can't be reduced in any way.


The range of this aura increases as you gain levels in this class: 20 feet at 12th level and 30 feet at 18th level.

Ranger

The Ranger class is replaced by this brew.

A ranger has access to the following features.

Fighting Style Options

2nd-level ranger feature (enhances Fighting Style)


When you gain the Fighting Style feature, you get access to the variants in the “Fighting Styles” section (see page 12). The Druidic Warrior style is also added to the list of style options available to you.

Druidic Warrior

You learn two cantrips of your choice from the druid spell list. They count as druid spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Ranger Spells

2nd-level ranger feature (enhances Spellcasting)


The following spells expand the ranger spell list

1st Level
  • Entangle
  • Healing word
2nd Level
  • Aid
  • Gust of wind
  • Magic weapon
  • Enhance ability
  • Warding bond
3rd Level
  • Meld into stone
  • Revivify
  • Tongues
4th level
  • Death ward
  • Dominate beast
5th level
  • Awaken
  • Greater restoration

Rogue

A rogue has access to the following feature.

Cunning Action: Aim

2nd-level rogue feature (enhances Cunning Action)


You gain an additional way to use your Cunning Action: carefully aiming your next attack. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Sorcerer

The Sorcerer class is replaced by this brew

A sorcerer has access to the following features.

Sorcerer Spells

1st-level sorcerer feature (enhances Spellcasting)


The following spells expand the sorcerer spell list.

Cantrip (0th level)
  • Primal savagery (Xanathar’s Guide)
1st Level
  • Grease
  • Protection from evil and good
2nd Level
  • Flame blade
  • Flaming sphere
3rd Level
  • Vampiric touch
4th Level
  • Fire shield
5th Level
  • Flesh to stone
8th Level
  • Demiplane
9th Level
  • Foresight

Warlock

A warlock is replaced by the following brew

Warlock Spells

1st-level warlock feature (enhances Pact Magic)


The following spells expand the warlock spell list.

1st Level
  • Thunderwave
2nd Level
  • Knock
3rd Level
  • Animate dead
  • Life transference (Xanathar’s Guide)
4th Level
  • Greater invisibility
  • Phantasmal killer
5th Level
  • Mislead
  • Modify memory
  • Planar binding
  • Teleportation circle
6th level
  • Create homunculus (Xanathar’s Guide)
  • Magic jar
7th level
  • Project image
8th Level
  • Abi-Dalzim’s horrid wilting (Xanathar’s Guide)
9th Level
  • Gate
  • Shapechange
  • Weird

Wizard

A wizard has access to the following feature.

Cantrip Malleability

1st-level wizard feature (enhances Spellcasting)

Whenever you take a long rest, you can replace one cantrip you learned from this Spellcasting feature with another cantrip from the wizard spell list.

Wizard Spells

1st-level wizard feature (enhances Spellcasting)


The following spells expand the wizard spell list

2nd Level
  • Augury (divination, ritual)
  • Enhance ability (transmutation)
3rd Level
  • Speak with dead (necromancy)
4th Level
  • Divination (divination, ritual)

Extra Attack

Here is a remade Extra Attack feature for the barbarian, paladin, and ranger

Extra Attack (Revised)

Barbarian, paladin, and ranger


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Additionally, if you take the Dash action on your turn, you can make one melee weapon attack or the Shove action as a bonus action.

Extra Attack, Fighter (Revised)

5th-level fighter feature


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Additionally, if you take the Dash action on your turn, you can make one melee weapon attack or the Shove action as a bonus action.

Fighting Styles

Here are new ways to use the Fighting Style feature of the fighter, paladin, and ranger.

Martial Versatility

Fighter, paladin, and ranger feature (enhances Fighting Style)


Whenever you gain a level in a class that has the Fighting Style feature, you can replace a fighting style you know with another style available to your class. This change represents a shift of focus in your martial training and practice, causing you to lose the benefits of one style and gain the benefits of another style.

Style Options

Fighter, paladin, and ranger feature (enhances Fighting Style)


When you choose a fighting style, the following styles are added to the list of options.

Battle Vigor

Whenever you roll initiative, you gain temporary hit points equal to your level + your proficiency bonus. These temporary hit points fade at the end of your next turn.

Blind Fighting

Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.

Interception

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Power Attack

When you make a melee attack, before you make the attack roll, you can choose not to add your proficiency bonus to the attack roll. If the attack hits, you deal an additional die of damage. You cannot do this if you are using the finesse property of the weapon.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Racial Revisions

Why do this? (Credit Goes to James Haeck)

I don’t like the way that races in D&D get numerical bonuses to their ability scores. I think it’s unnecessarily limiting. There are over 1,000 unique race/class combinations in fifth edition D&D, but only a small handful of them are worth playing from a character optimization standpoint. Not everyone feels the need to play optimal characters, and would instead rather play characters for their roleplay potential than their mechanical viability, but I don’t see why we can’t have both.

Halfling rogues are a classic class combination, for example, because they’re an optimal combo for all three pillars of D&D. Ever since The Hobbit, the idea of halflings being small and sneaky has been a staple of fantasy, giving us prime examples of how one might explore, fight, or interact with people as a halfling rogue. And D&D lets you do all that because of supremely synergistic racial ability score increases, racial traits, and the somewhat more ephemeral idea of being fun to roleplay. On the other hand, class combinations like a half-orc wizard have always been a harder sell. In previous additions, a half-orc’s penalty to Intelligence made being a wizard incredibly hard—and even in fifth edition D&D, the fact that the half-orc race doesn’t get a bonus to Intelligence makes it hard to excel as a wizard because you’ll always have a subpar spell attack bonus and saving throw DC.

Step One: Remove Racial Ability Score Increases

The first step of this house rule is tremendously easy. Simply remove the Ability Score Increase trait from your character’s race and subrace, if applicable. In the case of the so-called “monstrous races” of orcs and kobolds from Volo’s Guide to Monsters, this removes their ability score reductions, as well.

If you’re worried about this making your character’s race irrelevant, or making the various fantasy races of D&D too homogeneous, don’t worry. Each race still has plenty of traits that help make them unique. For example, tieflings still have the Darkvision, Hellish Resistance, and Infernal Legacy traits, all of which make them unique and fantastical—and more importantly, these traits are interesting in a way that numerical stat bonuses just aren’t. Even without racial ability score increases, half-orcs are still strong and tough by virtue of their Relentless Endurance and Savage Attacks traits, and dwarves are still sturdy and martially adept, thanks to their Dwarven Resilience and Dwarven Combat Training traits.

There are few exceptions to this houserule for races and subraces that are highly impacted by their ability score increases. These are:


Human: The variant human presented in the Player’s Handbook is the default example of the human race while using this house rule.


Mountain Dwarf: Since the mountain dwarf subrace gains a +2 bonus to Strength in place of another trait, they gain a new trait in its place:

  • Martial Aptitude. Once per turn, when you hit with a martial melee weapon, you can roll an additional 1d4 and add it to the damage.

Half-Elf: Since half elves gain more ability score increases than most other races, they gain a new trait in its place. With this house rule, the SCAG variants for Half-Elves are banned:

Elven Heritage. You possess one of the following traits:

  • Drow Descent. You choose the drow's Drow Magic, Drow Weapon Training, or an additional 30 feet of darkvision.
  • Eladrin Descent. Once per long rest, you can teleport up to 10 feet as a bonus action, or you gain one of the following cantrips: Produce Flame, Chill Touch, Friends, or Ray of Frost. You can change which cantrip you know at the end of a long rest. Charisma is your spellcasting ability for that cantrip.
  • High Elf Descent. You can choose the High Elf's Elf Weapon Training or Cantrip.
  • Shadar-Kai Descent. Once per long rest, you can teleport up to 10 feet as a bonus action, or you gain resistance to necrotic damage.
  • Sea Elf Descent. You choose the Sea Elf's Sea Elf Training, Extra Language (Aquan), or you gain a swimming speed of 30 feet.
  • Wood Elf Descent. You choose the Wood Elf's Elf Weapon Training, Fleet of Foot, or Mask of the Wild.

Step Two: Reassign Ability Score Increases

Now that you’ve severed ability score increases from races, it’s time to relink them somewhere else in the system. Since almost every race in D&D gains a +2 bonus to one ability score and a +1 bonus to another, a total bonus of +3 should be assigned to all characters.

When you choose your class, assign a +2 to one ability score available to your class (or two +1s to two ability scores available to your class). Then, when you choose your background, assign a +1 to the ability score specified by your background. Since some backgrounds let you choose between two ability scores to increase, you can choose either of them. You cannot apply an ability bonus to a score more than once.

Class Increase

You gain the Ability Score Increase feature when you choose your class at 1st level. If you gain levels in another class using the optional Multiclassing rules, you don’t gain this feature again.

Ability Score Increase (Barbarian). The ability scores you can increase using this feature are Strength, Dexterity, Wisdom, or Constitution.

Ability Score Increase (Bard). You can increase any ability score using this feature.

Ability Score Increase (Cleric). The ability scores you can increase using this feature are Strength, Dexterity, Charisma, Constitution, or Wisdom.

Ability Score Increase (Druid). The ability scores you can increase using this feature are Dexterity, Intelligence, Wisdom, or Charisma.

Ability Score Increase (Fighter). You can increase any ability score using this feature.

Ability Score Increase (Monk). The ability scores you can increase using this feature are Strength, Dexterity, Constitution, or Wisdom.

Ability Score Increase (Paladin). The ability scores you can increase using this feature are Strength, Dexterity, Constitution, or Charisma.

Ability Score Increase (Ranger). The ability scores you can increase using this feature are Strength, Dexterity, Constitution, or Wisdom.

Ability Score Increase (Rogue). You can increase any ability score using this feature.

Ability Score Increase (Sorcerer). The ability scores you can increase using this feature are Dexterity, Constitution, or Charisma.

Ability Score Increase (Warlock). The ability scores you can increase using this feature are Intelligence, Wisdom, Dexterity, Constitution, or Charisma.

Ability Score Increase (Wizard). The ability scores you can increase using this feature are Dexterity, Constitution, or Intelligence.

Background Increase

You gain the Ability Score Increase feature based on your background. This list includes the backgrounds from the Player’s Handbook. If you choose a background from a different book, consult with your Dungeon Master to determine which ability scores you can apply bonuses to.

Ability Score Increase (Acolyte). The ability scores you can increase using this feature are Intelligence, Wisdom or Charisma

Ability Score Increase (Charlatan). The ability score you can increase using this feature is Charisma

Ability Score Increase (Criminal). The ability scores you can increase using this feature are Strength, Dexterity, or Charisma

Ability Score Increase (Entertainer). The ability score you can increase using this feature is Charisma

Ability Score Increase (Folk Hero). The ability scores you can increase using this feature are Strength, Dexterity, or Wisdom

Ability Score Increase (Guild Artisan). The ability scores you can increase using this feature are Intelligence or Charisma

Ability Score Increase (Hermit). The ability scores you can increase using this feature are Intelligence or Wisdom.

Ability Score Increase (Noble). The ability scores you can increase using this feature are Intelligence or Charisma.

Ability Score Increase (Outlander). The ability scores you can increase using this feature are Strength or Dexterity.

Ability Score Increase (Sage). The ability scores you can increase using this feature are Intelligence or Wisdom.

Ability Score Increase (Sailor). The ability scores you can increase using this feature are Strength or Dexterity.

Ability Score Increase (Soldier). The ability scores you can increase using this feature are Strength, Dexterity or Constitution.

Ability Score Increase (Urchin). The ability scores you can increase using this feature are Strength, Dexterity or Constitution.

Racial Revisions

Race is a core part of your character's identity. These racial features have been amended for balance, and to better facilitate fun.

Dragonborn

Breath Weapon: You may use your breath weapon as a bonus action instead of a full action. Alternatively, if you can attack multiple times during the Attack action, you may use your breath weapon as one of these attacks.

After you use your Breath Weapon, you can't use it again until you complete a short or long rest.

Halfling

Lucky: After you use Lucky, you can't use it again until you complete a short or long rest or you roll a natural 20 on an attack roll, ability check, or saving throw.

Lizardfolk

Hungry Jaws: Replace your existing Hungry Jaws ability with the following trait.

Hungry Jaws

Race (Lizardfolk), Trait


As a bonus action, or as one attack during an Attack action, you can make a bite attack against an adjacent target. If the attack hits, it deals 1d6 + STR damage. If the target is a living, blooded creature, you also gain temporary hit points equal to the damage dealt. The damage increases to 2d6 + STR at 6th level, 3d6 + STR at 11th level, and 4d6 + STR at 16th level.

After you use Hungry Jaws, you can't use it again until you complete a short or long rest.

Subclasses

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