Nerdy's House Rules

by NerdyGeek01

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Contents

Playtest Material

This compendium of character options and alternative rules is presented for playtesting and to spark your imagination. These game mechanics are in draft form, usable in your campaign, but not refined by design iterations or full game development. This compendium is not officially part of the game. For these reasons, it is not legal in D&D Adventurers League events or any other public D&D events.

Use this compendium by your own discretion and that of your Dungeon Master's.










Open for Feedback!

Hey there! See anything interesting in here? Of course, the content in this compendium is almost entirely playtest material, not quite a finished product, but you know the benefit of that? Well, you still get to playtest it!

As you might see, I try to continue updating this guide as often as I can, until I can get a final product available for use in most games. That being said, I am always taking commentary as to how to make it better.

If you have a suggestion: something to add, take away, modify, or just general feedback, all would be appreciated! Just make sure to contact me and I can take care of that! Or, if you just are confused about something and need some clarifying, you can ask any question you have as well!

So, for those of you with feedback, you can email me at aidantegm@gmail.com. Hope to hear from you with any questions, comments or concerns!

Updates

If you would like to check out what's new and what kind of progress is being made, check out the updates page in the back!

Part 1: Character Options

Races

Races are the different beings that make up the world of D&D. For example: humans, gnomes, elves and dwarves are each their own race. They have their own unique physical traits, and their own cultural differences."

Most races in this section can be found in the Player's handbook, and are kept mostly the same. There are some tweaks to a few (such as the Dragonborn and Halfling), and they are noted in this section. These races can be used as is in standard character creation, or you may use the Flexible Build system outlined at the end of the section. The system allows you to create more diverse characters by mixing cultures and physical traits, an alternative Ability Score Increase, and options for creating half-breeds.

In addition to these new and expanded options, additional races and subraces haev been added. They can be found in this section alongside any tweaks I have made, and can be used under normal circumstances.

Most of these classes can be found in the Player's Handbook. For the base build of the race, reference the official 5e race. Races that are not included in the Player's Handbook are referenced here in the house rules.

For a general idea of what has been added (and for page reference), see the following tables organized by rarity. Note that while these may not be organized by the same standards many other people use, this will be the rarity of said races in most settings I will run in.

Common Races
Race Subraces Page Number
Dwarf          Dream, Wild -
Elf Grugach, Lythari                          -
Halfling Tallfellow -
Human -variant- -
Uncommon Races
Race Subraces Page Number
Dragonborn -variant- -
Firbolg -
Gnome Deep, Whisper -
Half-elf
Half-orc
Tabaxi Hillrunner, Pridemarked,           
Timberwalker
-
Rare Races
Race Subraces Page Number
Aasimar Fallen, Protector, Scourge -
Genasi Air, Earth, Fire, Storm, Water -
Goliath Cloud, Fire, Frost, Hill, Stone, Storm -
Tiefling Abyssal, Infernal -

Dwarf

Dream Dwarf (R)

Dream dwarves are an ordinary looking, but mystically gifted subset of the stout-folk who possess ethereal sight. They share a profound connection with the earth around them, and are able to enter a trance they call the earth dream, which allows them to learn through the earth by accessing a sort of collective consciousness. Dream dwarves are a rare sight, and most can’t tell them apart from a hill dwarf.

Ability Score Increase. Your Wisdom or Intelligence score increases by 1.

Ethereal Sight. You can use your bonus action to enter a state that allows you to see into the Ethereal plane for 30 feet around you. You can easily differentiate the Ethereal and Materialplanes, as objects and creatures on the ethereal plane appear translucent. This benefit lasts until you end the effect as a bonus action, or until you are incapacitated.

Earth Dream. Once per day, when you take a long rest in a natural environment, you can enter a trance-like state where the earth speaks to you through your dreams. This feature doesn't function where nature has been replaced by construction, such as in dungeons and towns.

At the end of your rest, you instantly gain knowledge of one fact of your choice about one of the following subjects as it relates to the area within 500 feet of you: terrain and bodies of water; prevalent plants, minerals, animals, or peoples; or buildings

Wild Dwarf (U)

Wild dwarves, who call themselves “dur Authalar” (the People), are primitive inhabitants of Chult and the deep jungles of the realms. They have largely rejected the culture of their cousins, choosing instead to live in hunting bands with ever-shifting memberships. Dur Authalar have more in common with the beasts of the jungle than they do with their dwarven kin, viewing life as an endless hunt and each day a struggle to kill or be killed. Wild dwarves are dark-skinned, short, and stout, with dark brown eyes. Their heavily tattooed bodies are covered with grease to ward off insects and make them hard to hold. Wild dwarves wear little except their long, woven hair, which serves as adequate clothing.

Altered Base Statistics. Wild Dwarves do not gain the Stonecunning or Tool Proficiency traits. They have left the crafting and smithing aspects of dwarven life behind.

Ability Score Increase. Your Strength and Wisdom scores each increase by 1.

Wild Training. You are proficient with the poison kit, nature skill, and blowgun.

Slick Skin. If you are wearing a salve for insect repellent or at least 1/10 of a flask of oil, and you are not wearing armor, you have advantage on attempts to escape a grapple.

In addition, you can use your action to make a DC 15 sleight of hand check to escape from nonmagical restraints, such as manacles or a rope bound around your limbs.

Toughened Resillience. You have advantage on saving throws against disease.

Shifted Focus. Whenever you make an Intelligence (Nature) check related to the identification of plants or animals, you are considered proficient in the Nature skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.































   Wild Nature. You have proficiency in one of the following skills: Athletics, Intimidation, Survival.

Elf

Tweaks: Replaced the High Elf's Cantrip feature with the Wizard Initiate feature.

Wizard Initiate. You know one cantrip of your choice from the wizard spell list. In addition, you know one 1st-level spell from the wizard spell list. You can cast this spell once, regaining the ability to cast it when you complete a long rest. Intelligence is your spellcasting ability for these spells.

Grugach (U)

The grugach of the world of Greyhawk shun contact with other folk, preferring the solace of the deepest forests and the companionship of wild animals. Even other elves draw their suspicion. The grugach tend toward chaos and neutrality. They feel no special duty to anyone beyond their own folk and the forest that is their home. Troubles beyond their borders are best kept there. At the same time, they harbor little ambition beyond a peaceful coexistence with nature.

Ability Score Increase. Your Strength score or Wisdom score increases by 1.

Grugach Weapon Training. You are proficient with the spear, shortbow, longbow, and net.

Druidic Talent. You know the druidcraft cantrip. Once you reach 3rd level, you can cast the entangle spell once per day as a 1st-level spell using this trait. Wisdom is your spellcasting ability for this spell.

Languages. You can speak, read, and write Sylvan. In addition, you can choose not to speak, read, or write Common and instead speak, read, and write one additional language of your choice.

Lythari (R)

Lythari are true lycanthropes, elves given the ancient curse of the werewolf through a ritual of transformation, or a birth to lycanthropic parents. Unlike their parents, Lythari do not transform into a hybrid of humanoid and wolf, instead possessing a true wolf form. Lythari are almost exclusively found in wood elf lands roaming in packs. Lythari have shaggier hair, sharper teeth, and more pointed ears, making them more animalistic looking than their wood-elf cousins. Though they may share in the curse of lycanthropy, unlike a werewolf or similar creature, the bite of the lythari does not spread their curse.

Elven Weapon Training. You are proficient with the longsword, shortsword, shortbow and longbow.

Wolf Shape. You can use your action to polymorph into a medium wolf, or back into your true form. Your statistics are the same in each form, except your wolf form’s AC is equal to 10 + your Dexterity modifier. Any equipment you are wearing or carrying transforms with you, becoming part of your wolf form, and your corpse transforms back into your true form if you die while in your wolf shape. You cannot speak or cast spells while transformed.

While transformed, your sharp teeth become a natural weapon, which you can use to make unarmed strikes. If you hit with your bite you deal 2d4 piercing damage and if the target is large or smaller you can use your bonus action to force the creature to make a Dexterity saving throw or fall prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. The damage of your bite increases to 2d6 at 11th level.

Languages. You can speak, read, and write Gnoll.

Halfling

Tweaks: Added the Halfling Resilience feature to the base. In addition, the Weightless Step and Hearty Supper features have been added to the Lightfoot Halfling and Stout Halfling respectively.

Halfling Resilience. You gain a +1 bonus to each of your saving throws.

Weightless Step. While you are hidden your footsteps make no noise. In addition traps whose triggers are pressure or weight activated do not activate if you cross them at half your base speed or slower.

Hearty Meal. You gain proficiency with cook’s utensils. During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it gains 2 temporary hit points at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.

Tallfellow (U)

Tallfellow Halflings are the descendants of a mixed-elf bloodline. They are slightly taller than their cousins, averaging a little over 4’ in height. Tallfellows are even more slender and light- boned however, weighing little more than theaverage Lightfoot. They enjoy the company of elves, and most Tallfellow villages will be found nearby populations of sylvan folk, with a flourishing trade between the two peoples.

Ability Score Increase. Your Intelligence score increases by l .

Schooled Language. Tallfellows spend years studying their elven heritage and reading old works. You can speak, read, and write Elvish.

Honed Shooter. You gain proficiency in slings and spears. When using a sling or spear, attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.

Keen Senses. You have proficiency in the Perception skill.

Human

Human Variant 2

Instead of the PHB variant Human traits, you may replace the standard Human’s Ability Score Increase with all of these traits.

Ability Score Increase. One ability score of your choice increases by 2, and two other ability scores of your choice increase by 1 each.

Human Versatility. You gain proficiency with one set of tools, one melee weapon, and one simple or special ranged weapon. You can speak, read, and write one extra language of your choice.

Inborn Prowess. Many humans are trained to excel in one role. Choose one of your skill proficiencies and one of your proficiencies with a set of tools or an instrument. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. The skill or tool you choose must be one that is not already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Dragonborn

Tweaks: Replaced the Dragonborn's Ability Score Increase with the one listed below. In addition, the Draconic Fortitude and Dragon's Claws features have been added to the base.

Ability Score Increase. Your Strength Increases by 2, and your Constitution increases by 1.

Draconic Fortitude. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Dragon's Claws. Your hands grow sharp claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Dragonborn Variant

You can choose one of the following Breath Weapon effects. Alternatively, at the time of character creation you can choose to keep the ordinary Breath Weapon effect; if you do so, you can activate your breath weapon bonus action instead of as an action.

Black / Copper Breath

Your breath weapon is a 5 by 30 ft. line (Dex. save) which deals Acid damage. If a creature fails its saving throw by 5, it also is corroded by your acid. At the end of each of its turns, the target repeats the saving throw. It takes 1d4 acid damage on a failed save, and the effect ends on a successful one. If the creature fails 3 saves consecutively, it is also blinded until it succeeds a saving throw.

Blue / Bronze Breath

Your breath weapon is a 5 by 30 ft. line (Dex. save) which deals Lightning damage. If a creature fails its saving throw, it can't take reactions until the start of its next turn. If there is only a single creature in your line, and that creature fails its saving throw by 5, it is also stunned until the start of its next turn.

Brass / Gold / Red Breath

Your breath weapon is a 15 ft. cone (Dex. save) which deals Fire damage. If a creature fails its saving throw by 5, the creature (or a part of it) also lights aflame. A burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 1d6 fire damage on a failed save, and the effect ends on a successful one.

Green Breath

Your breath weapon is a 15 ft. cone (Con. save) which deals Poison damage. If a creature fails its saving throw by 5, it is also poisoned. At the end of each of its turns, the target repeats the saving throw. The effect ends on a successful one.

Silver / White Breath

Your breath weapon is a 15 ft. cone (Con. save) which deals Cold damage. If a creature fails its saving throw by 5, the creature is covered in a frost, and their movement speed is reduced by half. At the end of each of its turns, the target repeats the saving throw. The effect ends on a successful one.

Firbolg

Traits

Your firbolg character has the following racial traits.

Ability Score Increase. Your Wisdom score increases by 2, and your Strength score increases by 1.

Age. As humanoids related to the fey, firbolg have long lifespans. A firbolg reaches adulthood around 30, and the oldest of them can live for 500 years.

Alignment. As people who follow the rhythm of nature and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usually the sworn enemies of the rest of their kind.

Size. Firbolg are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Firbolg Magic. You can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can’t cast them again until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.

Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.

Firbolg (continued)

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of Beast and Leaf. You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Languages. You can speak, read, and write Common, Elvish, and Giant.

Gnome

Tweaks: Added the Wilderness Tracker feature to the Forest Gnome subrace and the Whatever's at Hand feature to the Rock Gnome.

Wilderness Tracker. Forest gnomes are protective of the places they live, and can tell when even a twig is out of place. You gain proficiency in the Nature and Survival skills. You have advantage on Wisdom (Survival) checks made to track a creature in forest, grassland, hill or jungle terrain.

Whatever's at Hand. You have Proficiency with improvised weapons, and your damage die when striking with an improvised weapon becomes a d6, instead of a d4.

Deep Gnome (R)

Deep gnomes survive in domains that are populated by dangerous foes. The two most hated by the deep gnomes are the kuo-toa and the dark elves, who continually seek to drive these gnomes from territory they consider rightfully theirs. To escape from the threats of the underdark, Deep gnomes have developed many ways to stay hidden in the cavernous darkness. Their skin is rock-colored, most often brown or gray. Their eye color is always a shade of gray, sometimes so dark as to be almost black.

Ability Score Increase. Your Dexterity score increases by 1.

Superior Darkvision. Your darkvision increases to 120 feet.

Stone Camouflage. You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Mask of the Deep. You can cast the disguise self spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest. If you are in direct sunlight, enemies have advantage on rolls made to see through your disguise. Intelligence is your spellcasting ability for this spell.

Extra Language. You can speak, read, and write Undercommon.

Whisper Gnome (U)

Whisper gnomes may look much like common gnomes, but these gnomes are quiet, suspicious sorts who have a limited control over sound and silence, using it mostly to communicate. Wherever they are found, whisper gnomes are seen by others as spies, informants and recluses. Whisper gnomes are skinny, almost gaunt creatures, and their skin ranges in color from light gray to light green, with dark brown or black hair.

Ability Score Increase. Your Dexterity or Charisma score increases by 1.

Gnomish Whisper. Your mastery of gnomish whispering makes you able to silently communicate. You know the message cantrip, and you can cast it as a bonus action.

Whisper Magic. Once you reach 3rd level, you can cast the silence spell centered on yourself once per day as a 2nd-level spell. Wisdom is your spellcasting ability for this spell.

Half-Elf/Orc

No tweaks or adjustments have been made to either of these races. You may play them as is.

Tabaxi

Traits

Your tabaxi character has the following traits.

Ability Score Increase. Increase your Dexterity by 2

Age. Katlan have lifespans equivalent to humans.

Size. Katlan are taller on average than humans and relatively slender. Your size is Medium.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Feline Stealth. You have proficiency in the Stealth skill.

Languages. You can speak, read, and write Common, and one other language of your choice.

Timberwalker

Timberwalkers have the following traits in addition to those of the tabaxi's.

Ability Score Increase. Increase your Wisdom by 1

Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Keen Eye. You have proficiency in the Perception skill.

Quickened Slash. You can use your Dexterity Modifier in place of Strength for your Cat's Claws attacks.

Hillrunner

Hillrunners have the following traits in addition to those of the tabaxi's.

Ability Score Increase. Increase your Strength by 1

Fleet of Foot. Your movement speed increases by 5.

Pounce. As an action, you can move up to your speed toward a hostile creature of your choice that you can see or hear and make one unarmed strike against it. If this attack hits, the target is knocked prone, and you may use your bonus action to grapple the target.

Tracker. You have proficiency in the Survival skill.

Hunter's Claws. Your claws are longer and tougher than those of other Katlan. Your unarmed strike deals slashing damage equal to 1d6 + your Strength modifier.

Pridemarked

Pridemarked have the following traits in addition to those of the tabaxi's.

Ability Score Increase. Increase your Charisma by 1

Hunter's Pride When a friendly creature you can see scores a critical hit with a weapon attack, you have advantage on all attack rolls you make against that target on your next turn.

Presence. You have proficiency in the Intimidation skill.

Prideful Roar. As an action, you can make an Intimidation check to unleash a mighty roar to strike fear into your enemies' hearts. Each hostile creature within 15 feet of you that can hear you must make a Wisdom saving throw, using the Intimidation roll as the DC . On a failed save, a creature is frightened of you until the end of your next turn.

Once you use this feature, you must finish a short or long rest before you can do so again.

Aasimar

Traits

Your aasimar character gains the following traits.

Ability score increase. Your Charisma score increases by 2

Age. Aasimar mature at about the same rate as humans, but can usually can live up to about 160 years.

Alignment. Most aasimar remain aligned with thir heritage, leaning towards good, however sometime an aasimar may lean neutral or even turn evil.

Languages. You can speak, read and write Common and Celestial.

Size. Aasimar share the same height and weight as humans. Your size is Medium.

Speed. Your base walking speed in 30 feet.

Dark vision. You have the superior vision even in the dark and dim conditions too, you have to thanks to your celestial heritage. You can able to see in the dim light within the 60 feet of you like if it was the bright light and in the darkness like if it was dim light. You can’t discern the color in the darkness and only shades of the gray.

Celestial Resistance. You have resistance to necrotic and radiant damage.

Healing Hands. As an action, you may touch a creature and cause it to regain hit points equal to your level. Once you use this trait you must finish a long rest before you can use it again.

Light Bearer. You know the Light cantrip. Charisma is your spell casting ability for it.

Protector Aasimar (C)

Protector aasimar are charged by the powers of good to guard the weak, to strike at evil wherever it arises and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives from a patron angel that urge it to stand against evil.

Ability Score Increase. Your Wisdom score increases by 1.

Radiant Soul. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each your your turns, you can deal extra radiant damage to one target when you deal damage with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Scourge Aasimar (R)

Scourge aasimar result from a ritualistic bond with celestial archons. The new dual-souled children are imbued with an unstable divine energy that blazes intensely within them. It feeds a powerful desire to destroy evil- a desire that is, at best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only in battle. Scourge aasimar are found almost exclusively in Danasia among the Jiéshù rì cult.

Ability Score Increase. Your Constitution score increases by 1.

Radiant Consumption. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.

Your transformation lasts for one minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or spell. The radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Fallen Aasimar (U)

Fallen aasimar are commonly the offspring of one of the celestial followers of Ashmedai, similar to their Tiefling cousins. These aasimar rarely bother to differentiate between good and evil, living follow the will of Ashmedai. Fallen aasimar despise demons of all kinds and commonly act on the material or umbreal plane as spies, informants or emissaries of their diabolic patron. Alternatively, a fallen aasimar can form when a protector aasimar is touched by evil and rejects their divine patron.

Ability Score Increase. Your Strength score increases by 1.

Necrotic Shroud. Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each your your turns, you can deal extra necrotic damage to one target when you deal damage with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.
















Genasi

As a genasi character, you gain the following traits.

Ability Score Increase. Your Constitution score increases by 2.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Languages. You can speak, read, and write Common and Primordial.

Air Genasi

Quick of speech and of gait, Air Genasi are prone to flights of fancy and rapid changes in mood. They drift from one emotion to the next, though most have an ever-present air of carelessness about them. Air Genasi don’t form strong attachments, at least not without great reason, and as a result they are seen as loners and drifters. Likewise, Air Genasi are among the most adaptive, and they can take whatever comes their way with aplomb.

Ability Score Increase. Your Dexterity score increases by 1. Unending Breath. You can hold your breath indefinitely while you’re not incapacitated.

Mingle with the Wind. You know the gust cantrip and can cast the levitate spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Wind Strike. Whenever you make a melee attack, as a bonus action you can use the gust cantrip against the target of your melee attack, sending out a wave of magical wind with your strike.

Airborne Leap. Your long jump is up to 30 feet and your high jump is up to 10 feet, with or without a running start. In addition, you may fall from heights of up to 50 feet without taking damage.

Earth Genasi

Earth Genasi are stubborn and immovable, proud and confident, and sometimes this spills over into vanity. They are strong like mountains and they know it. Of all the genasi elemental manifestations, Earth Genasi come the closest to possessing patience and engaging in true contemplation. However, the true strength of all Earth Genasi becomes clear when anyone tries to push them in a direction they do not want to go. When this happens, Earth Genasi resist with the might of the stone and the earth, and they knock down anyone that stands in the way.




















Ability Score Increase. Your Strength score increases by 1.

Earth Walk. You can move across difficult terrain made of earth or stone without expending extra movement.

Stone Skin. Your stone exterior lends you rock-hard natural armor. Your AC can't be less than 12 + your Constitution modifier, regardless of what kind of armor you are wearing

Earthbreaker. You know the mold earth cantrip and can have up to three of its non-instantaneous effects active instead of two.

When you reach at 3rd level you may cast the earth tremor spell centered on yourself once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these

Fire Genasi

Of all the genasi manifestations, Fire Genasi are the most aggressive, most impulsive, and the easiest to anger. They are also the most in tune with the raw power of their elemental heritage. Fire genasi feel the raw energy at their fingertips and are among the most eager to use it. The tempers of firesoul genasi burn hot, but also burn out quickly, and once the heat of the moment has passed, they are just as likely to jump from rage to elation in a matter of seconds.

Ability Score Increase. Your Intelligence score increases by 1.

Darkvision. You have darkvision to a range of 60 feet. Your ties to the Elemental Plane of Fire make your darkvision unusual: everything you see in darkness is in a shade of red.

Fire Resistance. You have resistance to fire damage.

Reach to the Blaze. You know the produce flame cantrip. You also know the control flames cantrip and can have up to four of its non-instantaneous effects active instead of three.

Once you reach 3rd level, you can cast the burning hands spell once with this trait as a lst-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Storm Genasi

Wild and powerful as a sudden thunderstorm, Storm Genasi can be a terrible sight to behold, lashing out at those that trouble them, like a lightning strike that is accompanied by a roar of thunder. Storm Genasi in the grip of their own emotions can be extremely unpredictable, since once they reach the point of unleashing their rage, they will do so until their wrath has run its course.

Ability Score Increase. Your Charisma score increases by 1.

Lightning Resistance. Electric energy flows through your body without you being shocked. You have resistance to lightning damage.

Predict Weather. Once per day you can create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. This effect persists for 1 round.

Lightning’s Swiftness. Your base walking speed increases by 5 feet. Whenever you use your action to take the Dash action, this bonus increases to 15 feet until the end of your turn.

Fury of the Storm. You know the thunderclap cantrip. Once you reach 3rd level, you can cast the witch bolt spell once with this trait as a lst-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Water Genasi

Water Genasi are strongly independent and determined to make their way on their own. Feeling close ties to rivers and oceans, they see themselves as possessing the same deep strength as those great bodies of water. Since they can live both on land and beneath the sea, unlike any of their kin, they feel empowered by the ability to determine their own path in life.

    Ability Score Increase. Your Wisdom score increases by 1.

Acid Resistance. You have resistance to acid damage.

Amphibious. You can breathe air and water.

Swim. You have a swimming speed of 30 feet. Call to the Wave. You know the shape water cantrip, and you can have up to four of its non-instantaneous effects active instead of three.

When you reach 3rd level, you can cast the create or destroy water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Goliath

As a goliath character, you gain the following traits.

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.

Age. Goliaths have lifespans comparable to humans. They enter adulthood in their late teens and usually live less than a century.

Alignment. Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self-sufficiency and personal accountability, pushes them toward neutrality.

Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Natural Athlete. You have proficiency in the Athletics skill.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Mountain Born. You're acclimated to high altitude, including elevations above 20,000 feet. You're also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master's Guide.

Languages. You can speak, read, and write Common and Giant.

Cloudborn Goliath (U)

Descended from the cloud giants, cloudborn goliaths feel most comfortable in the highest reaches of the tallest mountains, where the cold and thin air would make it impossible for most creatures to survive. Few cloudborn goliaths ever leave their mountain homes, but those that are struck with wanderlust have been known to become captains of renown, or warriors of great strength. Cloudborn have pale tones of grey or blue skin, vibrant blue eyes and walk with a light, almost regal step, compared to the heavy footsteps of most goliaths.

Ancestral Mist. By focusing yourself, you can make the air near you fill with clouds. You can cast the fog cloud spell once with this trait, requiring no material components. You regain the ability to cast it this way when you finish a short or long rest.

Unclouded Vision. Living in the highest peaks has trained your eyes to see beyond the fog that would mar other's sight. You can see through an area covered in fog or mist as though it were only lightly obscured, provided that the mist is natural or originates from a spell you are casting.

Softened Descent. As you fall, you may use your reaction to make clouds materialize beneath you, slowing your descent. You fall at a rate of 120 feet per round and have resistance to falling damage for 1 minute.

Nimbus Resistant. Cloudborn Goliaths can withstand a thunderstorm while inside the cloud itself. You have resistance to thunder damage.

Fireborn Goliath (U)

Owing their fiery hair and skin markings to fire giant ancestors, Fireborn Goliaths are often militaristic and wild, forging tools of war and battling for the right to be the most respected warrior in the clan. Fireborn are at home in both warm and cold climates through a kind of internal heat that sustains them. Most Fireborn have grey, brown, or reddish skin, burning orange or red eyes and feel warm to the touch.

Heatforged Talent. You gain proficiency in smith's tools and either longswords or greatswords.

Return Fire. When you take fire damage you may use your reaction to absorb some of its elemental essence and use it to incinerate an enemy. You gain resistance to fire damage until the end of your next turn. Also, your next melee weapon attack deals 1d6 additional fire damage on hit. You can use this trait a number of times equal to your Constitution modifier (minimum of 1) per long rest.

Counterflare. When you reach 3rd level, you can cast the hellish rebuke spell as a 1st-level spell once with this trait, and you regain the ability to cast it this way when you finish a short or long rest. Constitution is your spellcasting ability for this spell.

Frostborn Goliath (U)

Born in the coldest highlands, the progeny of frost giants, Frostborn Goliaths are even among goliaths particularly well suited to extreme cold. The icy, thick white hair and blue-white skin of the Frostborn lends them great resillience to the chill winds of the northlands, and too the beasts and warrior clans that patrol it. When a Frostborn Goliath focuses their energy, their cold skin rapidly hardens up and creates a sharp chill that surrounds its body.

Cold Resistance. Your frost giant ancestry and life in the frigid highlands has given you resistance to cold damage.

Icewalker. You can move across difficult terrain made of ice or snow without expending extra movement.

Glacial Durability. If an enemy within 5 feet of you hits you with a melee attack and you take damage, you can use your reaction to reduce the damage by a number equal to your Constitution Modifier and reduce the enemy's movement speed by half until the end of their next turn. You can use this trait a number of times equal to your Constitution modifier (minimum 1) per long rest.

Hillborn Goliath (R)

Standing with a gaping, dripping mouth, and often eating anything that will come close enough, Hillborn Goliaths are the least trusted of goliaths, and are the most common type to leave the tribes, whether by choice or by force. Hillborn Goliaths often find their way to the city to enjoy good food, good company, and a good fight. They have tan or brown skin, dark brown eyes and hair and are known to devour creatures and objects alike.

Universal Digestion. Your hill giant heritage gives you advantage on saving throws against poison and disease. You may also consume most items as though they were food. You can eat 1lb of items per round. For every 4lbs of items you eat, you gain the effects of having eaten 1lb of food and must make a DC 10 Constitution saving throw to not become poisoned until you finish a long rest. You cannot digest magic items.

Dripping Maw. Your ancestry manifests as an unhinged jaw that can open wide and bite deep into your enemy. Your bite is a natural weapon, which you can use to make unarmed strikes. If you hit with it you deal 1d4 piercing damage and deal additional acid damage equal to your Constitution modifier (minimum 1) instead of the bludgeoning damage normal for an unarmed strike.

Hungry Jaws. In battle, you can throw yourself into a vicious feeding frenzy. As a bonus action, you can make a special attack with your Dripping Maw. If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Stoneborn Goliath (C)

Sturdy, unwavering, and nigh immovable, stoneborn are a force to be reckoned with on their homeland in the mountains or any battlefield littered with stones. Their rough, deep gray skin is the sturdiest of all goliaths, and their empty gray-white eyes leave many haunted. Tossing stones at a distance, then rolling large boulders down a mountainside to crush a foe is their favored tactic.

Stonebound Footing. While standing, if you would be pushed or pulled, you may instead move 10 fewer feet in the direction you were being moved.

In addition, while standing you have advantage on saving throws against being knocked prone, pushed, or pulled.

Stone's Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a dl2. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest.

Boulder Toss. If you make an improvised ranged weapon attack with a stone you can lift, you may add your proficiency bonus to that attack. Use your Strength modifier instead of Dexterity for ranged attacks and damage when attacking with a stone. Use the following table to determine how far you can throw a stone, and the damage it deals. You can wield stones up to 50 lbs. with one hand-- this increases to 150 lbs. at 8th level.

Radius in Inches Approx Weight Throw Distance Damage
20 600 0/10 2d6+2
18 500 5/10 1d12
15 300 10/20 1d10
10 150 15/30 1d8
5 50 25/50 1d6
Smaller 15-45 40/80 1d4

Stormborn Goliath (R)

Raised in the chill waters of the northern seas, stormborn, with their green-tinged hair and solid green eyes often rise quickly through the clan’s leadership, and most think themselves superior to all other goliaths. Their bravery in combat is nearly unmatched and stormborn chieftains will fight alongside their brothers and sisters in battle, leading the charge with speed, and a sword of lightning.

Lightning Quickness. Your base walking speed increases by 5 feet.

Storm's Fury. If a creature within 30 feet of you hits you with an attack, you can use your reaction to strike at them with a bolt of lightning. The creature must make a Dexterity saving throw. On a failed save the creature takes damage equal to 1d6 + your Wisdom modifier, or half as much on a successful save. The creature has disadvantage on the save if it is wearing metal armor. You can use this trait a number of times equal to 1 + your Wisdom modifier (minimum 1) per long rest.

Storming Weapon. If at least one of your hands is free you can use your action to create a weapon made of wind or lightning, it lasts 1 minute or until you dismiss it as a bonus action. You are proficient when using these weapons. You may use your Wisdom modifier for your attacks with these weapons. These weapons do not count as magic weapons for purposes of overcoming resistance. A weapon created using this feature cannot be wielded by another creature and disappates into mist when a creature tries to do so.

Once you create a weapon with this feature, you cannot do so again until you finish a short or long rest.

Lightning Sword - Versatile, deals 1d8 / 1d10 + your Wisdom modifier lightning damage on hit.

Wind Javelin – Light, thrown (60/120), deals 1d6 + your Wisdom modifier thunder damage on hit.

Tiefling

Tweaks: replaced Ability Score Increase and Languages with those below. The rest of the Tiefling's features are discarded to allow the following subraces.

Ability Score Increase. Your Charisma score increases by 2.

Languages. You can speak, read and write Common.

Abyssal Tiefling

All abyssal tieflings trace their bloodline to the demons of the Abyss. These tieflings have the following additional features.

Ability Score Increase. Your Wisdom or Constitution score increases by 1.

Abyssal Arcana. Each time you finish a long rest, you gain the ability to cast cantrips and spell randomly determined from a short list. At 1st level, you can cast a cantrip. When you reach 3rd level, you can also cast a 1st-level spell. At 5th level, you can cast a 2nd-level spell.

You can cast a spell gained from this trait only once until you complete your next long rest. You can cast a cantrip gained from this it at will, as normal. For 1st-level spells whose effect changes if cast using a spell slot of 2nd level or higher, you cast the spell as if using a 2nd-level slot. Spells of 2nd level are cast as if using a 2nd-level slot.

At the end of each long rest, you lose the cantrips and spells previously granted by this feature, even if you did not cast them. You replace those cantrips and spells by rolling for new ones on the Abyssal Arcana Spells table. Roll separately for each cantrip and spell. If you roll the same spell or cantrip you gained at the end of your previous long rest, roll again until you get a different result.

d6 1st Level 3rd Level 5th Level
1 Dancing Lights Charm Person Darkness
2 True Strike Magic Missile Invisibility
3 Light Cure Wounds Levitate
4 Message Tasha's Hideous Laughter Mirror Image
5 Spare the Dying Thunderwave Spider Climb
6 Prestidigitation Burning Hands Alter Self

Abyssal Fortitude. Your hit point maximum increases by half your level (minimum of 1). In addition, you have advantage on saving throws made to resist the effects of poison and disease.

Devil's Discretion. You have proficiency in the Deception skill.

Languages. You can speak, read and write Abyssal.

Infernal Tiefling

An infernal tiefling draws upon the power of the Nine Hells and its diabolic masters. These tieflings have the following additional features.

Ability Score Increase. Your Wisdom or Intelligence score increases by 1.

Hellish Resistance. As described in the Player’s Handbook.

Infernal Legacy. As described in the Player’s Handbook.

Uncanny Sense. You have proficiency in the Perception skill.

Languages. You can speak, read and write Infernal.

Flexible Build System

The concept behind the flexible build system is quite simple actually. First, you will determine your base race. This will determine it's favored ability score, along with any core physical traits they have. Afterwards, you will then assign your Ability Score Increase, and then use RP points to "purchase" additional traits.

Make sure to always check it in with me with your new race for approval and for any tweaks.

Ability Score Increase

Similar to the one you would normally gain from reaching 4th level in any class, you can increase one ability score of your choice by 2 or increase two ability scores of your choice by 1.

Should you choose to increase your race's favored ability by one or more, you may increase that ability by one more point.

Alternatively, you may select a racial feat instead using this feature. You must fit it's prerequisites.

Expanded Options

Another source of racial traits can be found in the Pathfinder Reference Document. Note that the traits listed are meant to be used in accordance with the d20 system, and will have to be converted to 5th Edition.


Racial Traits

The available racial traits and their point cost (along with any prerequisites) are as follows.

Ability Score Increase, Minor (1 RP)

One of your ability scores is increased by 1.

You may take this trait more than once, each time selecting a different ability.

Agility (0.5 RP)

Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Airborn Leap (0.5 RP)

Your long jump is up to 30 feet and your high jump is up to 10 feet, with or without a running start. In addition, you may fall from heights of up to 50 feet without taking damage.

Amphibious (0.5 RP)

You can breathe air and water.




Base Features
Race Favored Starting Features RP Available
Aasimar Charisma Innate Magic [Cleric (any domain)]; Necrotic Shroud, Radiant Consumption, or Radiant Soul 5
Dragonborn Strength Breath Weapon, Innate Magic [Sorcerer], or Natural Weapons [claws] + Toughness, Lesser; Damage Resistance 5.5
Dwarf Constitution Darkvision; Lessened Speed; Poison Resilience or Toughened Resilience 6.5
Elf Dexterity Darkvision, Fey Ancestry, Trance 5.5
Firbolg Wisdom Powerful Build; Speak with Small Beasts or Speech of Beast and Leaf 6
Genasi Constitution Innate Magic [Sorcerer] 6
Gnome Dexterity Cunning 5
Goliath Strength Powerful Build 6.5
Half-elf Charisma Fey Ancestry 6.5
Halfling Dexterity Lucky, Resilient 5.5
Half-orc Strength Relentless Endurance 6
Human Any None 7
Tabaxi Dexterity Darkvision, Natural Weapons [claws] 6
Tiefling Charisma Innate Magic [Warlock (any patron)] 6

Armor Training (0.5 RP)

You gain proficiency in light, medium, or heavy armor, or shields.

You may take this trait more than once, each time selecting a different proficiency.

Boulder Toss (0.5 RP)

If you make an improvised ranged weapon attack with a stone you can lift, you may add your proficiency bonus to that attack. Use your Strength modifier instead of Dexterity for ranged attacks and damage when attacking with a stone. Use the following table to determine how far you can throw a stone, and the damage it deals. You can wield stones up to 50 lbs. with one hand-- this increases to 150 lbs. at 8th level.

Radius in Inches Approx Weight Throw Distance Damage
20 600 0/10 2d6+2
18 500 5/10 1d12
15 300 10/20 1d10
10 150 15/30 1d8
5 50 25/50 1d6
Smaller 15-45 40/80 1d4

Bound Footing (0.5 RP)

While standing, if you would be pushed or pulled, you may instead move 10 fewer feet in the direction you were being moved.

In addition, while standing you have advantage on saving throws against being knocked prone, pushed, or pulled.

Brave (0.5 RP)

You have advantage on saving throws against being frightened.

Breath Weapon (1 RP)

You can use your bonus action to exhale destructive energy. This produces a 5 by 30 foot line or a 15 foot cone, your choice. The type of damage dealt may be any one of the following: acid, cold, fire, lightning, poison. The choices you make must be done at character creation, and cannot be changed later on.

When you use your breath weapon, each creature in the area of the exhalation must make a Dexterity saving throw (or Constitution if your breath weapon deals poison or cold damage). The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Cantrip (0.5 RP)

You know one cantrip of your choice from a spell list of your choice. Your spellcasting ability for it is the same as that class' spellacsting ability.

Cunning (2 RP)

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Darkvision (0.5)

You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Damage Resistance (0.5 RP)

You have resistance to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder.

You may take this trait up to two times.

Damage Vulnerability (-1 RP)

You have vulnerability to one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder.

You may take this trait up to two times.

Durability (1 RP)

If an enemy within 5 feet of you hits you with a melee attack and you take damage, you can use your reaction to reduce the damage by a number equal to your Constitution Modifier and reduce the enemy's movement speed by half until the end of their next turn. You can use this trait a number of times equal to your Constitution modifier (minimum 1) per long rest.

Earth Dream (0.5 RP)

Once per day, when you take a long rest in a natural environment, you can enter a trance-like state where the earth speaks to you through your dreams. This feature doesn't function where nature has been replaced by construction, such as in dungeons and towns.

At the end of your rest, you instantly gain knowledge of one fact of your choice about one of the following subjects as it relates to the area within 500 feet of you: terrain and bodies of water; prevalent plants, minerals, animals, or peoples; or buildings

Endurance (0.5 RP)

When you take damage, you can use your reaction to roll a dl2. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can't use it again until you finish a short or long rest

Ethereal Sight (0.5 RP)

You can use your bonus action to enter a state that allows you to see into the Ethereal plane for 30 feet around you. You can easily differentiate the Ethereal and Materialplanes, as objects and creatures on the ethereal plane appear translucent. This benefit lasts until you end the effect as a bonus action, or until you are incapacitated.

Extra Language (0.5 RP)

You can speak, read, and write one extra language of your choice.

Extra Movement (0.5 RP)

Your base walking speed increases by 5 feet, you gain a climbing speed of 20 feet, or you gain a swimming speed of 30 feet.

This trait may be taken multiple times, each time selecting a new effect.

Feat (4 RP)

You gain one feat of your choice.

Fey Ancestry (0.5 RP)

You have advantage on saving throws against being charmed and magic can’t put you to sleep.

Healing Hands (0.5 RP)

As an action, you may touch a creature and cause it to regain hit points equal to your level. Once you use this trait you must finish a long rest before you can use it again

Hearty Meal (0.5 RP)

You gain proficiency with cook’s utensils. During a long rest, you can prepare and serve a meal that helps you and your allies recover from the rigors of adventuring, provided you have suitable food, cook’s utensils, and other supplies on hand. The meal serves up to six people, and each person who eats it gains 2 temporary hit points at the end of the long rest. In addition, those who partake of the meal have advantage on Constitution saving throws against disease for the next 24 hours.

Hidden Step (0.5 RP)

As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can’t use it again until you finish a short or long rest.

Honed Shooter (0.5 RP)

Choose two simple ranged weapons, or weapons with the thrown property. Attacking at long range with those weapons does not impose disadvantage on your ranged weapon attack rolls.

Hungry Jaw (0.5 RP)

As a bonus action, you can make a special attack with your Natural Weapon (provided it is a "bite" weapon). If the attack hits, it deals its normal damage, and you gain temporary hit points (minimum of 1) equal to your Constitution modifier, and you can't use this trait again until you finish a short or long rest.

Hunter's Pride (0.5 RP)

When a friendly creature you can see scores a critical hit with a weapon attack, you have advantage on all attack rolls you make against that target on your next turn.

Inborn Prowess (0.5 RP)

Many humans are trained to excel in one role. Choose one of your skill proficiencies and one of your proficiencies with a set of tools or an instrument. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. The skill or tool you choose must be one that is not already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Innate Magic (1 RP)

You know one cantrip of your choice. When you reach 3rd level, you can cast a level 1 spell of your choice once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast a level 2 spell of your choice once with this trait and regain the ability to do

so when you finish a long rest. Each spell must be from the same spell list. Your spellcasting ability is the same as that class' spellcasting ability, or your race's favored ability.

Spells must be chosen during character creation, and cannot be changed later on.

Lessened Speed (-0.5 RP)

Your base walking speed decreases by 5 feet.

You may take this trait up to two times.

Lightning Strike (1 RP)

If a creature within 30 feet of you hits you with an attack, you can use your reaction to strike at them with a bolt of lightning. The creature must make a Dexterity saving throw. On a failed save the creature takes damage equal to 1d6 + your Wisdom modifier, or half as much on a successful save. The creature has disadvantage on the save if it is wearing metal armor. You can use this trait a number of times equal to 1 + your Wisdom modifier (minimum 1) per long rest.

Lucky (0.5 RP)

When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.

Magic Strike (0.5 RP)

Whenever you make a melee attack, as a bonus action you can use one cantrip of your choice, granted by your race, against the target of your melee attack.

Natural Armor (0.5 RP)

You have a natural armor bonus of +1. When unarmored, your AC is equal to 10 + your natural armor bonus + your dexterity modifier.

You may take this trait up to 4 times. Each bonus stacks, up to a maximum of a +4 bonus.

Naturally Stealthy (1 RP)

You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Natural Weapon (0.5 RP)

You are proficient with your unarmed strikes, which deal 1d4 bludgeoning, piercing, or slashing damage on a hit. You must choose the damage type at the beginning of character creation.

Natural Weapon, Improved (1 RP)

You are proficient with your unarmed strikes, which deal 1d6 bludgeoning, piercing, or slashing damage on a hit. You must choose the damage type at the beginning of character creation.

Necrotic Shroud (1 RP)

Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, once on each your your turns, you can deal extra necrotic damage to one target when you deal damage with an attack or a spell. The extra necrotic damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Nimble (0.5 RP)

You can move through the space of any creature that is of a size larger than yours.

One with Nature (0.5 RP)

Whenever you make an Intelligence (Nature) check related to the identification of plants or animals, you are considered proficient in the Nature skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Poison Resilience (0.5 RP)

You have advantage on saving throws against poison, and you have resistance against poison damage.

Pounce (0.5 RP)

As an action, you can move up to your speed toward a hostile creature of your choice that you can see or hear and make one unarmed strike against it. If this attack hits, the target is knocked prone, and you may use your bonus action to grapple the target.

Powerful Build (0.5 RP)

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Predict Weather (0.5 RP)

Once per day you can create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. This effect persists for 1 round.

Radiant Consumption (1 RP)

Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.

Your transformation lasts for one minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or spell. The radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Radiant Soul (1 RP)

Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back.

Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you have a flying speed of 30 feet, and once on each your your turns, you can deal extra radiant damage to one target when you deal damage with an attack or a spell. The extra radiant damage equals your level.

Once you use this trait, you can't use it again until you finish a long rest.

Relentless Endurance (1 RP)

When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Resilient (1 RP)

You gain a +1 bonus to each of your saving throws.

Return Damage (1 RP)

Choose one energy damage type of your choice. When you take this damage you may use your reaction to absorb some of its elemental essence. You gain resistance to this damage until the end of your next turn. Also, your next melee weapon attack deals 1d6 additional damage on hit (the type being the one selected). You can use this trait a number of times equal to your Constitution modifier (minimum of 1) per long rest.

Roar (0.5 RP)

As an action, you can make an Intimidation check to unleash a mighty roar to strike fear into your enemies' hearts. Each hostile creature within 15 feet of you that can hear you must make a Wisdom saving throw, using the Intimidation roll as the DC . On a failed save, a creature is frightened of you until the end of your next turn.

Once you use this feature, you must finish a short or long rest before you can do so again.

Savage Attacks (0.5 RP)

When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Skill Proficiency (0.5 RP)

You have proficiency in one skill of your choice.

This trait may be taken up to three times.

Slick Skin (0.5 RP)

If you are wearing a salve for insect repellent or at least 1/10 of a flask of oil, and you are not wearing armor, you have advantage on attempts to escape a grapple.

In addition, you can use your action to make a DC 15 sleight of hand check to escape from nonmagical restraints, such as manacles or a rope bound around your limbs.

Softened Descent (0.5 RP)

As you fall, you may use your reaction to make clouds materialize beneath you, slowing your descent. You fall at a rate of 120 feet per round and have resistance to falling damage for 1 minute.

Speak with Small Beasts (0.5 RP)

Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.

Speech of Beast and Leaf (0.5 RP)

You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Stable Walk (0.5 RP)

You can move across difficult terrain made of earth, ice, or other material of your choice without expending extra movement.

Stone Camouflage (0.5 RP)

You have advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Stonecutting (0.5 RP)

Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.

Storming Weapon (1 RP)

If at least one of your hands is free you can use your action to create a weapon made of wind or lightning, it lasts 1 minute or until you dismiss it as a bonus action. You are proficient when using these weapons. You may use your Wisdom modifier for your attacks with these weapons. These weapons do not count as magic weapons for purposes of overcoming resistance. A weapon created using this feature cannot be wielded by another creature and disappates into mist when a creature tries to do so.

Once you create a weapon with this feature, you cannot do so again until you finish a short or long rest.

Lightning Sword - Versatile, deals 1d8 / 1d10 + your Wisdom modifier lightning damage on hit.

Wind Javelin – Light, thrown (60/120), deals 1d6 + your Wisdom modifier thunder damage on hit.

Superior Darkvision (0.5 RP)

Your darkvision has a radius of 120 feet.

Sunlight Sensitivity (-0.5 RP)

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Swift (0.5 RP)

Whenever you use your action to take the Dash action, your speed increases by 10 feet until end of turn.

Tool Proficiency (0.5 RP)

You gain proficiency with one set of artisan's tools or one instrument of your choice.

This trait may be taken up to three times.

Toughened Resilience (0.5 RP)

You have advantage on saving throws against disease.

Toughness (1.5 RP)

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Toughness, Lesser (0.5 RP)

Your hit point maximum increases by half your level (minimum of 1).

Trance (0.5 RP)

You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Unclouded Vision (0.5 RP)

You can see through an area covered in fog or mist as though it were only lightly obscured, provided that the mist is natural or originates from a spell you are casting.

Universal Digestion (0.5 RP)

You may also consume most items as though they were food. You can eat 1lb of items per round. For every 4lbs of items you eat, you gain the effects of having eaten 1lb of food and must make a DC 10 Constitution saving throw to not become poisoned until you finish a long rest. You cannot digest magic items.

Weapon Training (0.5 RP)

You have proficiency with 4 weapons of your choice (at least one must be a simple weapon).

Weightless Step (0.5 RP)

While you are hidden your footsteps make no noise. In addition traps whose triggers are pressure or weight activated do not activate if you cross them at half your base speed or slower.

Whatever's at Hand (0.5 RP)

ou have Proficiency with improvised weapons, and your damage die when striking with an improvised weapon becomes a d6, instead of a d4.

Wilderness Tracker (0.5 RP)

You gain proficiency in the Nature and Survival skills. You have advantage on Wisdom (Survival) checks made to track a creature in forest, grassland, hill or jungle terrain.

Wolf Shape (1 RP)

You can use your action to polymorph into a medium wolf, or back into your true form. Your statistics are the same in each form, except your wolf form’s AC is equal to 10 + your Dexterity modifier. Any equipment you are wearing or carrying transforms with you, becoming part of your wolf form, and your corpse transforms back into your true form if you die while in your wolf shape. You cannot speak or cast spells while transformed.

While transformed, your sharp teeth become a natural weapon, which you can use to make unarmed strikes. If you hit with your bite you deal 2d4 piercing damage and if the target is large or smaller you can use your bonus action to force the creature to make a Dexterity saving throw or fall prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. The damage of your bite increases to 2d6 at 11th level.

Classes

Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against."

There is an abundance of classes out there, including a lot of homebrew that I think is pretty okay. For that reason, I do not want to take up a lot of space in this section going through each class, listing their features, along with the features of their expansive archetypes. Instead, when determining what class you would like to play, consult the table covering the next few pages. Listed will be every approved class (that I have so far) and their archetypes, along with their reference (a link if it's a homebrew class).

Don't feel overwhelmed by the abundance of options, if you would like something simpler, just stick with the PHB options, or discuss your character idea iwth me and I can help find the best fit for you. Alternatively, if there is a class you would like to use that is not on this list, bring it up to me and I can view it over. Then, it can perhaps be tested and afterwards deemed acceptable (or not) in future adventures.

Proceeding the table will be section covering any tweaks I have made to the classes and their features (these tweaks also cover any homebrew items featured). These tweaks will also feature new additions that can be used as well, such as Pact Boon features for the Warlock.

In addition, options from the UA Class Feature Variants document that would replace an already existing ability may be used (not any that enchance existing features)

Class Tweaks
Class Tweaks Page Number
Artificer
Barbarian
Bard Expertise, Song of Rest
Cleric Channel Divinity
Druid
Fighter Action Surge, Fighting Style
Monk
Paladin Lay on Hands, Fighting Style
Psion
Ranger Fighting Style
Rogue Expertise
Sorcerer Spellcasting
Warlock
Wizard

Acceptable Classes

Class/Subclass Reference Notes
Artificer
Alchemist ERLW
Artillerist ERLW
Battle Smith ERLW
KibblesTasty KibblesTasty
Barbarian
Berserker PHB
Totem Warrior PHB Extra Totem Options in SCAG
Battlerager SCAG
Ancestral Guardian XGTE
Storm Herald XGTE
Zealot XGTE
Bard
Lore PHB All Colleges: Extra Instrument choices in SCAG
Valor PHB
Glamour XGTE
Swords XGTE
Whispers XGTE
Satire UA Kits of Old
Cleric
Knowledge PHB
Life PHB
Light PHB
Nature PHB
Tempest PHB
Trickery PHB
War PHB
Death DMG Villainous Class Options, Pg 97.
Arcana SCAG
Forge XGTE
Grave XGTE
Protection UA Cleric
Order UA Order Domain
Druid
Land PHB
Moon PHB
Class/Subclass Reference Notes
Dreams XGTE
Shepherd XGTE
Twilight UA Druid
Spores UA Three Subclasses
Fighter
Champion PHB
Battle Master PHB
Eldritch Knight PHB
Purple Dragon Knight SCAG Also Known as Banneret outside of the Forgotten Realms
Arcane Archer XGTE
Cavalier XGTE
Samurai XGTE
Scout UA Kits of Old Not to be confused with the Rogue Scout subclass
Knight UA Fighter
Sharpshooter UA Fighter
Monster Hunter UA Gothic
Brute UA Three Subclasses
Psi Knight UA Psionic Options Revisited
Monk
Open Hand PHB
Shadow PHB
Four Elements PHB
Long Death SCAG
Sun Soul SCAG Reprinted in XGTE with no changes
Drunken Master XGTE
Kensei XGTE
Tranquility UA Monk
Paladin
Devotion PHB
Ancients PHB
Vengeance PHB
Oathbreaker DMG Villainous Class Options, Pg 97.
Class/Subclass Reference Notes
Crown SCAG
Conquest XGTE
Redemption XGTE
Treachery UA Paladin
Corsair laserllama
Inquisition laserllama
Solidarity laserlamma
Psion
KibblesTasty KibblesTasty
Ranger
Hunter PHB
Beast Master PHB
Gloom Stalker XGTE Based on Deep Stalker from UA Underdark
Horizon Walker XGTE
Monster Slayer XGTE
Primeval Guardian UA Ranger & Rogue
Revised Ranger
Beast UA Revised Ranger
Hunter UA Revised Ranger
Deep Stalker UA Revised Ranger
Horizon Walker UA Ranger & Rogue Slight Changes provided for Revised Ranger
Primeval Guardian UA Ranger & Rogue Slight Changes provided for Revised Ranger
Monster Slayer UA Trio of Subclasses Slight Changes provided for Revised Ranger
Rogue
Thief PHB
Assassin PHB
Arcane Trickster PHB
Mastermind SCAG Reprinted in XGTE with no changes
Swashbuckler SCAG Reprinted in XGTE with no changes
Inquisitive XGTE
Scout XGTE Not to be confused with the Fighter Scout subclass
Soulknife UA Psionic Options Revisited
Class/Subclass Reference Notes
Sorcerer
Draconic Bloodline PHB
Wild Magic PHB
Storm Sorcery SCAG Reprinted in XGTE with no changes
Divine Soul XGTE Based on Favored Soul from UA Sorcerer
Shadow XGTE
Phoenix Sorcery UA Sorcerer
Sea Sorcery UA Sorcerer
Stone Sorcery UA Sorcerer
Psionic Soul UA Psionic Options Revisited
Warlock --------------- Additional Eldritch Invocations in XGTE
Archfey PHB
Fiend PHB
Great Old One PHB
Undying SCAG
Celestial XGTE Based on Undying Light from UA Underdark
Hexblade XGTE
Seeker UA Faithful
Raven Queen UA Warlock & Wizard
Wizard --------------- ------------------------------------
Abjuration PHB
Conjuration PHB
Divination PHB
Enchantment PHB
Evocation PHB
Illusion PHB
Necromancy PHB
Transmutation PHB
Bladesinging SCAG
War Magic XGTE
Artificer UA Eberron Not to be confused with the Artificer Class
Theurgy UA Wizard Revisited Originally in UA Faithful
Lore Master UA Warlock & Wizard
Invention UA Three Subclasses

Barbarian

Rage

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack, you gain a bonus to the damage roll equal to your proficiency modifier.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged you must then finish a short or long rest before you can rage again.

Beginning at 6th level, you can rage twice between rests, and beginning at 17th level, you can rage three times between rests. When you finish a short or long rest, you regain your expended uses.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.


Bard

Expertise

At 3rd level, You gain proficiency in any four subskill specializations from skills in which you are already proficient in.

Song of Rest

When you use your Song of Rest feature, a character can choose not to regain HP and instead remove 1 level of exhaustion.


Cleric

Channel Divinity: Energy Transfer

Another use of your Channel Divinity allows you to gain 1 level of exhaustion to remove 1d4 levels of exhaustion from all other creatures within 30'.

Fighter

Action Surge

Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Alternatively, You can use your action surge to remove all levels of Exhaustion from your character, half of which will return after a short or long rest.

Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Combat Superiority

At 2nd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers

You learn two maneuvers of your choice, which are detailed on the Manuevers List appendix at the end of this compendium, and you earn more at higher levels, as shown in the Maneuvers Known column of the fighter class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn.

Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Dice Number column of the fighter class table. This die changes as you gain fighter levels, as shown in the Dice Size column of the fighter class table. 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.

Saving Throws

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Fighting Style Mastery

Beginning at 3rd level, you master a particular style of fighting as your specialty. Choose one of the Fighting Style Mastery options, detailed in Chapter 6. You can’t take a Fighting Style Mastery option more than once, even if you later get to choose again.

Extra Attack

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn.

Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

The Fighter
Level Dice Size Dice Number Maneuvers Known
2nd d4 1 2
3rd d4 1 2
4th d4 1 2
5th d4 1 3
6th d4 1 3
7th d4 1 3
8th d4 1 3
9th d6 2 4
10th d6 2 4
11th d6 2 4
12th d6 2 4
13th d6 2 5
14th d6 2 5
15th d6 2 5
16th d6 2 5
17th d8 3 6
18th d8 3 6
19th d8 3 6
20th d8 3 6

Martial Archetype: Battle Master

Improved Combat Superiority

When you choose this specialty at 3rd level, your tactical skill in combat improves, granting bonuses to your Combat Superiority.

  • You learn two additional maneuvers of your choice, and you earn more at higher levels, as shown in the Battle Master table.
  • You have two additional superiority dice, and you earn more at higher levels, as shown in the Battle Master Dice Number column of the fighter class table.
  • You superiority dice grows more rapidly as you gain fighter levels, as shown in the Dice Size column of the Battle Master table.

Signature Maneuver

At 3rd level, you choose a maneuver as your signature maneuver. Whenever you use that maneuver, you can use a Superiority Dice without expending it. You may only use this feature once per turn.

Student of War, Know Your Enemy

See Player's Handbook pg. 73.

The Battle Master
Level Dice Size Dice Number Maneuvers Known
3rd d4 2 4
4th d4 2 4
5th d6 3 6
6th d6 3 6
7th d6 3 6
8th d6 3 6
9th d8 4 8
10th d8 4 8
11th d8 4 8
12th d8 4 8
13th d10 5 10
14th d10 5 10
15th d10 5 10
16th d10 5 10
17th d12 6 12
18th d12 6 12
19th d12 6 12
20th d12 6 12

Greater Signature Maneuver

At 10th level, you can choose a second signature maneuver.

Relentless

See Player's Handbook pg. 74.

Master of Battle

At 18th level, once per round, if you would roll a superiority die, you can instead take the maximum


Monk

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:

  • You treat monk weapons as unarmed strikes. If the weapon's damage die is smaller than your unarmed strike damage die, use your unarmed strike damage die.
  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and for athletics checks to grapple, shove, trip or disarm.
  • You learn Brawling Fighting Style.

At 5th level, you learn Brawling Mastery. Additionally, your unarmed strike damage die increases to a d8 at 9th level, d10 at 13th level and d12 at 17th level.

Ki

Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points equal to your level + your Wisdom modifier.

Monastic Tradition: Four Elements

Disciple of the Elements

You know the Elemental Attunement discipline and a number of other elemental disciplines equal to your level plus your wisdom modifier. Spell disciplines cast a number of ki points equal to their spell level to cast. Your maximum spell level is equal to your level divided by two (round up).


Paladin

Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one

poison affecting it. Or 10 points from your pool of Healing to remove a level of Exhaustion from the target. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.

This feature has no Effect on Undead and Constructs.


Rogue

Expertise

At 3rd level, You gain proficiency in any four subskill specializations from skills in which you are already proficient in.


Sorcerer

Spellcasting

Spells Known

You know a number of sorcerer spells equal to your Constitution modifier + your sorcerer level (minimum of one spell). The spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.


Warlock

Pact Magic

Spells Known

You know a number of warlock spells equal to your Charisma modifier + half your warlock level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Eldritch Invocations

In your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. Your invocation options are detailed on the Eldritch Invocations appendix at the end of this compendium. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Pact Boon

At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade, Pact of the Chain, and Pact of the Tome can be found in the PHB and remain as is, with no changes.

Pact of the Deck

At 1st level, your patron has blessed you with a magical deck of cards that contains chaotic and awesome power. The deck is bound to you and can not be used by anyone else other than you, and you can shunt or recall the deck to and from an extra-dimensional space at will, requiring no action. You may also use the deck as your spellcasting focus. You can determine the general appearance of the deck, as well as the images displayed upon the cards. If the deck is ever more than 10 feet away from you, it is shunted away to its extra-dimensional space.

Whenever you roll a d20, you may replace the value of that roll with a card from your Deck of Fate. Draw a card and use the value on it, with Aces, Jacks, Queens, and Kings all counting as a 20. You may use this feature after seeing the initial roll, but before knowing the outcome, and you must use the outcome indicated by the card. Afterwards, shuffle your pact deck.

You have a number of uses for this feature equal to your Charisma modifier (minimum of 1). You replenish any lost uses whenever you finish a long rest.

   You gain proficiency with playing cards. Your proficiency bonus is doubled for any ability check you make that would use that proficiency.

If the deck is ever destroyed, it bursts into bright purple flames and turns to ash, unable to be used. You must spend one hour and 10 gold worth of high-quality paper and adornments to conduct a ritual to recreate your Deck of Fate.

Pact of the Talisman

Your patron gives you a special amulet, a talisman that can acts as a conduit for your eldritch power. You can cast any of your known warlock spells through your talisman, and your talisman serves as an arcane focus. Whenever you cast a spell through it, the spell's range is determined from its location instead of your own. You can target the spell's effects


as normal if the target is within your line of sight. Otherwise, any spell cast through your talisman without any targets within your line of sight will be unguided, and will instead be cast at a valid target or area nearest to the talisman following the spell's behaviour, or at the DM's discretion. If an unguided spell has no valid targets, the spell is wasted.

In addition, you can use this talisman to aid you, or anyone else who wears it, when the need is great. When the wearer makes an ability check with a skill in which they lack proficiency, they can add a d4 to the roll.

You can summon this talisman back to your hand as a bonus action. You always know the distance and direction between you and your talisman.

Other Rules

Alternate Spellcasting

For any and all adventures I run, the Sorcerer's spellcasting ability is Constitution. This is to symbolize the Sorcerer's innate source of power, and durability needed to exert their will around their environment.

Along those same lines, there may be times where other spellcasters may use different abilities for their spells. For instance, the spellcasting ability for the Warlock is Charisma. How I explain this is the Warlock must bargain for their power, and convince their patron to bestow upon them magic. Charisma makes sense in this case.

However, what if your patron is already close to you? The parent of your tiefling character perhaps? There's no need to bargain for power at that point, but perhaps you must convince them other ways. Perhaps your parent believes that the strong are meant to rule, and that he will only deem worthy those who are strong enough to accomplish his desires. In this case, it might make sense to change your spellcasting ability to Strength.

Sounds kinda weird, huh? But, that's because this isn't the normal way of doing things, and thus you should only consider this option if it fits your character. Should you think it best to change your character's spellcasting ability, provide me with an explanation and I'll go over it with you.

Branching Archetypes

Branching archetypes allows you to progress through a single class, but through multiple archetypes; it is similar to multiclassing in a way. Whenever your class would grant you an archetype feature, you may choose to forgo the feature you would normally gain from an archetype you have already progressed in and take the first feature of another archetype as if you had selected that archetype to begin with. Should you advance levels with multiple archetype specializations, you may only choose to advance in one of them and not both, taking the next feature that would be granted to you.

However, you may only branch into one additional archetype. Once you have, you are considered to be part of both archetypes and can advance as such, but you may not begin taking features from additional archetypes.




   For instance: Bradinoff, is a level 6 Champion Fighter, who has recently just defeated an evil vampire lord and has leveled up. At level 7, he may choose to continue down the path of the champion, taking the Remarkable Athlete feature. Alternatively, he chooses to branch out into the Battle Master archetype, and take the Improved Combat Superiority and Signature Maneuver features, forgoing Remarkable Athlete.

Months later as a level 9 character, Bradinoff emerges from a brutal journey through a dark dungeon, and levels up again. Now, since he has already branched archetypes, he has only two options: continue down the path of the Battle Master and grab the Student of War and Know your Enemy features, or return to the Champion path and finally take the Remarkable Athlete feature.

Class Proficiencies

Anytime you would gain a proficiency from your class, you may instead choose to gain two sub-skill specializations. These specializations must come from skills included in your options. However, they do not have to be from skills in which you are already proficient in, only from those included as options.

Personality and Backgrounds

Perhaps the most important part of creating your character is not only determining what they are or what they do as a living, but who they are. However, that is not entirely what this section is for. For that however, I would recommend the This is Your Life sections of Xanathar's Guide to Everything for newer players, or for those who just want something quick and simple. For aid in roleplaying these characters, p. 49 of Grit and Glory has a useful tool called the Personality Profile that may be used as well.

Anyways, this section instead includes rules and features that may be used in my adventures to make things a little more interesting, as they stem off your character's background and previous/current life. Please look through this, as it also includes rules for the final piece of character creation: backgrounds.

Ingenious Proficiency

When creating a character, you gain a number of points equal to your Intelligence modifier (minimum of 0). These points can be spent on any of the following benefits, or saved until later. You may only spend these points during a Full Rest should you choose to save them for later in the game.

Benefit Cost
Additional Class or Background skill Proficiency 2
Subskill in a skill you are proficient in 1
Learn an additional language 1
Tool proficiency 1
Double proficiency for a tool you are proficient in 2
Proficiency in 3 simple or 2 martial weapons 1
Classing into an Intelligence base casting class 2
Selecting an Intelligence based casting archetype 1

When you permanently increase your Intelligence modifier, you may spend additional points as normal. Proficiencies learned by spending points cannot be lost once gained.

 

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