Optional Gameplay Rules

by dualdot

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Optional Rules


You may use these if you wish.

  1. Races
  2. Weapons
  3. Feats
  4. Spells
    a. Cantrips
    b. 1st level
    c. 2nd level
    d. 3rd level
    e. 4th level
    f. 5th level
    g. 7th level

Damage Type Interchangeability

When you gain an ability or a spell with a specific damage type, you can decide to learn it with a different damage type instead. When you do so, you can pick a damage type within the same row or of a row below the original damage type.

Damage Type
Force, Radiant
Psychic, Thunder, Acid, Necrotic
Fire, Cold, Lightning, Bludgeoning, Piercing, Slashing
Poison

General Gameplay

At level-up, if you roll your HP and get a 1, treat it as 2.

Conceding

In combat, you do not need to fight to your death or sacrifice one PC while the others flee. You can concede.

When you concede, you are removed from combat and lose the encounter, but your character does not die. You give up the story goal to save your PC. Conceding is a decision made "out-of-character". It can be made by a single player, several players or the whole party.

Example: You have been hired to protect a princess while she goes on a romantic midnight stroll to the famed wishing spring in the forest. On the way, werewolves ambush you and request the princess for themselves. Combat breaks out after negotiation has failed. The fight is brutal and you realize that you're in over your head. As a party, you decide to concede. The combat ends. You wake up, the werewolves have beaten you to an inch of death, taken your weapons and left your for dead. The Princess is gone. -Credit FATE rpg

Disarm

As an action, you can attempt to force a target to drop a carried object. Make an unarmed strike versus the target's Strength (Athletics) check or Dexterity (Acrobatics) check (their choice). If successful, the target drops the object in their space.

  • You have advantage on the attempt if you are larger than the target.
  • You have disadvantage if you are smaller than the target.
  • You have disadvantage on the attempt if the item is securely held such as with two hands or tied.
  • Delicate items may break.
Fleeing

A party that wants to flee a fight can do so. At the top of the next round, combat ends and a new fleeing scene begins.

Overrun

As an Action or Bonus Action you can attempt to push through an unwilling creature’s space once during your turn. Make a Strength (Athletics) check versus the creature's Strength (Athletics) check. You have advantage if you are larger than the hostile creature and disadvantage if your are smaller. Their space remains difficult terrain.

Shove

You can also push the target 5 feet aside or diagonally.

Tumble

As an action or bonus action you can attempt to tumble through an unwilling creature’s space once during your turn. Make a Dexterity (Acrobatics) check versus the creature's Dexterity (Acrobatics) check. You have advantage if you are smaller than the hostile creature and disadvantage if your are larger. Their space remains difficult terrain.

Weapons

Reskinning Weapons

You can reskin any weapon and its damage type so long as you keep a valid combination of damage die and properties. Pick a weight that best fits the flavor. For example, a 1d12 maul, a 2d6 greataxe, light hammers with the dagger properties, a falchion with shortsword properties, a warglaive with rapier properties, etc.

Expanded Weapon List

The following list provides additional weapon choices. Brutal: On a critical, the additional weapon damage die is maxed.
Special:
Caestus: Donning and Doffing requires 1 action and 2 free hands. A hand donning a Caestus is considered free except for wielding a weapon or shield.
Double Sided Spear: Requires 11 STR.
Two-handed Curved Sword: Requires 11 STR.

Training Type Damage Properties Cost Weight
Simple Club 1d4 Light,
Versatile (1d6)
1sp 3 lb.
Simple Sickle 1d4 Light, Finesse, Brutal 1gp 2 lb.
Simple Caestus 1d4 Light, Special 1sp 1 lb.
Simple Mace 1d6 Brutal 5gp 4 lb.
Simple Greatclub 1d8 Two-handed, Heavy, Brutal 2sp 10 lb.
Martial Whip 1d4 Finesse, Reach, Brutal 1gp 2 lb.
Martial Curved Sword 1d6 Finesse, Versatile (1d8) 5gp 4 lb.
Martial Trident 1d8 Thrown
(range 30/120)
10gp 4 lb.
Martial Flail 1d8 Brutal 3gp 3 lb.
Martial Warhammer
Longsword
Battleaxe
1d8 Versatile (1d10) 10gp 4 lb.
Martial Morningstar
Spiked Flail
2d4 - 8gp 5 lb.
Martial Double Sided Spear 2d4 Finesse
Two-handed
Thrown (range 20/60)
Special
20gp 3 lb.
Martial Battle Scythe 1d10 Two-Handed
Brutal
20gp 4 lb.
Martial Two-handed Curved Sword 1d10 Finesse, Two-handed
Special
20gp 4 lb.
Martial Greatmace
Greataxe
1d12 Heavy, Two-handed
Brutal
20gp 9 lb.

Races

Flexible Racial Ability Scores

A race's as published ability score gaining +2, gains +1 instead. You choose into which abilities to attribute two +1's. An ability's bonus can be a maximum of +2. Spellcasting features tied to an ability can be tied to a different ability (CHA, INT or WIS) at character creation.

Example: as published, a High Elf gets +2 DEX, +1 INT and a cantrip tied to INT. Instead, they get +1 DEX and you choose which ability(ies) get two +1 bonuses, say +2 WIS. The cantrip can be tied to WIS.

Aarakocra

+Avian Direction: Advantage on Wisdom (Perception) checks related to sight in Bright light. Always know where north is.

Dragonborn

+Breath weapon is a bonus action
+Breath weapon recharges on 5 or 6 as well as on rests
+Natural Armor: 13 + DEX mod

Dwarf, Mountain

-The ability score bonuses are two +1s of choice and either   +1 CON or +1 STR

Elf, Sea

+Swim speed of 30 ft

Genasi

Air
+Lightning Resistance
+You know the Toll the Dead cantrip. Once you reach 3rd level, you can cast the Feather Fall spell once as a 1st-level spell. Once you reach 5th level, you can cast the Levitate spell once as a 2nd-level spell. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells.
+In tune with the Wind: You can sense the slightess draft and always know when a storm is approaching


Earth
+Lightning Resistance
+You know the Mold Earth cantrip. Once you reach 3rd level, you can cast the Earth Tremor spell once as a 1st-level spell. Once you reach 5th level, you can cast the Maximillian's Earthen Grasp spell once as a 2nd-level spell. You must finish a long rest to cast these spells again with this trait. Constitution is your spellcasting ability for these spells.
+An ear to the ground: If you are touching the ground, you can spend an action to focus your senses and feel for the slightest tremor in a 30 ft sphere centered on you.

Gnome

+Nimbleness (See Halfling)


Rock
+Tinker is replaced by:
You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny device (AC 5, 1 hp). When you construct a device, it performs one specific effect from the druidcraft, prestidigitation, or thaumaturgy cantrips. A character can use this device with the Use an Object action. You can maintain up to three such devices at a time, and each device stops functioning after 24 hours away from you. You can dismantle the device to reclaim the materials used to create it.

Human

+Human Determination: When you make an attack roll, an ability check, or a saving throw, you can decide to do so with advantage before rolling. Once you use this ability, you can’t use it again until you finish a short or long rest.
+Choice of 1 skill proficiency.
+Choice of 1 tool proficiency.
~Ability Score bonuses remain +1 to all abilities.

Kalashtar

+Ability score bonuses are +1 WIS, +1 CHA, +1 of choice.

Kenku

+Beak: Your beak is a natural weapon, which you can use to make an unarmed strike. If you hit with it, you deal piercing damage equal to 1d6 + your Dexterity modifier.

Kobold

+Ability score bonuses are +1 Dex and two +1 of choice.

Lizardfolk

-Natural Armor is 12 + Dex if using flexible racial ability score bonuses.

Minotaur

+Ability score bonuses are +1 STR, +1 CON, +1 of choice. +Powerful Build.

Orc

+Relentless Endurance: (Refer to published Half-Orc).
+Savage Attacks (Refer to published Half-Orc).

Shifters

Beasthide
+Shifting: Additional Temp HP is your character level instead of 1d6.


Longtooth
+Shifting: Natural weapon damage die is a d8.

Tiefling

Ability score bonuses are two +1s of choice and either
+1 DEX or +1 CHA.


Winged
+Once you reach 3rd level, you can cast Expeditious Retreat once per long rest.


Triton

+Ability score increases are three +1s of choice.  
 
 
 


Feats


Various Feats have been improved.

Charger
  • Increase Strength by 1, to a maximum of 20.
  • When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
  • If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack's damage roll (if you chose to make a melee attack and hit) or push the target up to 10 feet away from you (if you chose to shove and you succeed).
Defensive Duelist

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. You can also move 10 feet without incurring an attack of opportunity from this attacker.

Durable
  • Increase your Constitution score by 1, to a max of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • You gain one additional hit die from the class of this level.
Elemental Adept

Choose one of the following damage types: acid, cold, fire, lightning, poison or thunder.

  • Spells you cast of the chosen type ignore resistance.
  • You can reroll 1's or treat them as a 2.
  • After casting a spell of the chosen element, you gain resistance against the element until the next instance of damage of this type for up to one minute.
  • You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Grappler
  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, the creature is restrained until the grapple ends or you move.
  • Moving a grappled creature equal to your size or smaller doesn't cost twice the movement.
Healer
  • When you use a healer's kit to stabilize a dying creature, that creature regains 1 hit point.
  • As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
  • You can spend 1 minute to tend to a creature that has suffered a lingering injury in the last minute to help them avoid worst of the lingering injury. Roll a Medicine check (Wisdom or Intelligence) against a DC 16. On a success, the lingering injury heals naturally after 1d4 Long Rests.
Heavy Armor Master
  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take is reduced by your proficiency bonus.
  • Your speed is not reduced by wearing heavy armor.
Inspiring Leader
  • You can spend 10 minutes inspiring up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature gains temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.
  • When an ally within 30 feet of you that you can see is targeted by a fear effect, you can spend your reaction to shore up their resolve with words of encouragement. If they can understand you, they get advantage on the initial saving throw against the effect.
Mage Slayer
  • When a creature within the reach of your melee weapon casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Martial Adept
  • You learn two maneuvers of your choice from among those available to the Fighter: Battle Master subclass. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
  • You gain one superiority die, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Orcish Fury - Prerequisites: Orc
Savage Attacker (Reworked)
  • When you score a critical hit with a weapon, the weapon's damage dice is maxed (ex. a dart deals 4 + 1d4, a greatsword 12 + 2d6). Rider effects are unaffected (sneak, smite, maneuvers, etc).
  • After you've hit a creature with a weapon attack, you can declare it a critical hit. You can use this feature once per long rest.
Skilled
  • Increase Intelligence or Wisdom by 1, to a maximum of 20.
  • You gain proficiency in any combination of three skills or tools of your choice.
Spell Sniper
  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover becomes half-cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. When you critically hit with the cantrip, the cantrip's damage is maxed (i.e. 1d8 becomes 8+1d8 instead of 1d8+1d8).
Squat Nimbleness
  • Increase your Strength or Dexterity by 1, to a maximum of 20.
  • Increase your walking speed by 5 feet.
  • You gain proficiency in the Acrobatics or Athletics skill (your choice).
  • You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.
  • The space of allied creatures that are of size medium or larger is not difficult terrain for you.
Tavern Brawler
  • Increase your Strength or Constitution by 1, to a maximum of 20.
  • You are proficient with improvised weapons.
  • Improvised weapons weighing 3 pounds or less are considered to have the "light" property.
  • Your unarmed strikes use a d4 for damage and are considered to have the "light" property.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Weapon Master (Reworked)
  • You gain proficiency with one weapon type of your choice.
  • Weapons of this type can be your spellcasting focus. You must spend a short rest modifying such a weapon as befits a focus for your spellcasting domain.
  • When you roll a 1 on an attack roll with this weapon type, you can reroll the die.
  • With the chosen weapon type, you can aim and time your attacks to ensure they deal damage. When you attack a target that does not have full cover, you can forego your attack and damage rolls and instead deal half of the weapon's damage die (i.e. dart = 2, greatsword = 6) plus any magical modifiers (+1, 2, 3). Your ability modifier does not apply but magical modifiers (+1, 2, 3) and other effects do. These attacks can trigger features that occur on a hit (i.e. Arcane Shot, Sneak).
Whip Master (New)
  • Increase Strength or Dexterity by 1, to a maximum of 20.
  • You gain proficiency with whips.
  • Whips are considered to have the light property.
  • When you attack with a whip, you can attempt to trip or pull a target instead of dealing damage. When tripping a target, they must make a dexterity saving throw against your attack roll or fall prone. When pulling a target, they must make a strength saving throw against your attack roll or be pulled 5 feet towards you if the space is free.
  • You can attempt to grab an untended object up to 5 pounds with your whip. Make an attack roll with your whip against a DC determined by the DM. If you do not have a free hand to catch the item, it falls to the ground in your space. Delicate items may break. Failure to grab the item with the whip might send it flying.
Mount (New)

Prerequisite: Powerful Build or 4 legs:

  • Carrying a Small creature does not reduce your speed.
  • With the proper saddling, you become an independent mount for a creature of size small.
  • While mounted:
    • The mounted creature has advantage on dexterity saving throws against effects for which you are simultaneously targets.
    • You count as Large against grappling and shoving.
    • You cannot be moved against your will by Medium or smaller creatures.
    • Your AC increases by 1.

Spells


In this section, I propose improvements to the spells many players find underwhelming. Where spell information is not reproduced, it remains as published in addition.

Cantrips

Blade Ward

Abjuration Cantrip
Casting Time: 1 action
Range: 30 ft
Components: V, S
Duration: Concentration, up to 1 round


You extend your hand and trace a sigil of warding in the air. The target has resistance against bludgeoning, piercing, and slashing damage from non-magical weapons until the spell ends.
The cantrip does not require concentration if cast on self.

Sword Burst

Spectral blades sweep around you. Each creature within range, other than you, must succeed on a Dexterity saving throw or take force damage of 1d4 + your spell casting modifier. This spell's damage increases by 1d4 when you reach 5th level (2d4+mod), 11th level (3d4+mod), and 17th level (4d4+mod).

Thunderclap

You stomp the ground and thunder erupts. It can be heard 300 feet away. Each creature within the spell's Range, other than you, must succeed on a Constitution saving throw or take 1d8 thunder damage and be deafened until the end of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

True Strike

You point at a target in range. Your magic grants them insight into the immediate future. The target has advantage on their next attack roll made before the spell ends.

Level 1 Spells

Resistance

1st level Abjuration spell
Casting Time: Special Range: 30 ft
Components: V, S, M (A miniature cloak)
Duration: Concentration, up to 1 minute


1 Reaction, which you take when one creature you can see within range is targeted by a spell requiring a saving throw.

Once before this spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Witch Bolt

1st level Evocation spell
Casting Time: 1 action
Range: 30 ft
Components: V, S, M (a twig from a tree that has been struck by lightning)
Duration: Concentration, up to 1 minute


A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack. On a hit, the target takes 1d12 lightning damage. On each of your subsequent turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever more than 30 feet away from you or gets total cover from you.


At higher levels
When you cast this spell using a spell slot of 2nd level or higher, damage instances increase by 1d12 for each slot level above 1st.

Wild Cunning

1st-level transmutation
Casting Time: 1 action (ritual)
Range: 120 feet
Components: V, S
Duration: See effect

You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects. Only one effect can be active at a time:

  1. If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour.
  2. If there is edible forage within range, you know it and where to find it.
  3. If there is clean drinking water within range, you know it and where to find it.
  4. If there is shelter for you and your companions within range, you know it and where to find it.
  5. Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. Over the next 10 minutes, the spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.
  6. Have the spirits break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish. Takes 10 minutes.

Level 2 Spells

Barkskin

Casting Time: 1 Action
Range: Touch
Components: V, S, M (Some oak bark)
Duration: 1 minute


You touch a willing creature. Until the spell ends, their skin has a rough, bark-like appearance, and their AC can’t be less than 16, regardless of armor or shield is worn.


At higher levels
When cast using a spell slot of a higher level, the spell's duration increases. 1 hour for a 3rd level slot. 8 hours for a 4th level slot or higher.

Blindness/Deafness

The creature has disadvantage on the saving throw to recover from the condition if, since their last turn:

  • They were affected by the same condition from a different source
  • They took lightning damage (blinded)
  • They took thunder damage (deafened)

Continual Flame

Is a ritual.

Find Traps

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes


Trapped areas or objects up to 30 feet away and within your line of sight faintly shimmer to your eyes. For the purpose of this spell, a trap is a hazard meant to inflict an undesirable effect to a trespasser. The spell reveals areas or objects trapped by effects such as the alarm spell, a glyph of warding, a mechanical trap or the purposely frayed rope of a rope bridge. It does not reveal naturally occurring hazards behind which there is no harmful intent such as weakness in the floor, an unstable ceiling, the thorns of a vine or a rope too weak to hold a heavy individual.


At higher levels
When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases. Up to 1 hour for a 3rd level slot. Up to 8 hours for a 4th level slot. Up to 8 hours without concentration for a 5th level slot.

Summon Lesser Demons

Spell is 2nd level instead of 3rd level.
d6 / Demons Summoned
1–2 / 2 demons of challenge rating 2 or lower
3–4 / 4 demons of challenge rating 1 or lower
5–6 / 8 demons of challenge rating 1/2 or lower


At higher levels
When cast using a spell slot of 3rd level or higher, the challenge rating of summoned demons increases by one CR tier for each slot level above 2nd.

Level 3 Spells

Crusader’s Mantle

In addition, weapon attacks influenced by the effect are magical for the purpose of overcoming resistances.

Flame Arrows

3rd level Transmutation spell
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hour


You touch a quiver of arrows or bolts enchanting it. When a target is hit by an ammunition from the quiver, it takes an extra 1d8 fire damage. The spell’s magic ends on the ammunition after the attack, regardless of it hits or misses. These arrows ignite flammable objects. __
At higher levels
The damage die size increases +2 for each additional spell level (d8>d10>d12>d14 ...) or duration increases 2x for each additional spell level = 2hrs at lvl 4, 4 hrs at lvl 5. These can be combined (i.e. d10's for 2 hrs by casting at 5th level).

Wall of Sand

You conjure a wall of swirling sand on the ground at a point you can see within range. You can make a 10 foot high wall, 10 feet thick and up to 30 feet long or 15 feet thick by 20 feet long. The wall is a heavily obscured space until the spell ends and the sand settles. The wall has the following features:

  • Moving inside the wall costs 3 feet per foot of movement.
  • Creatures inside are Blinded and checks related to hearing are rolled at disadvantage.
  • Ranged weapon attacks passing through any part of the wall are rolled at disadvantage.

Wall of Water

You conjure a wall of water up from the ground at a point you can see within range. You can make a 1 foot thick wall, 10 feet high and up to 60 feet long or a 20 feet high, 20 feet diameter ring. The wall vanishes when the spell ends. The wall has the following features:

  • The wall’s space is difficult terrain.
  • Weapon attacks passing through the wall are rolled at disadvantage.
  • Magical fire damage is halved if the fire effect passes through the wall to reach its target.
  • Natural fire touched by the wall is put out.
  • Spells passing through the wall that deal cold damage freeze the area (at least a 5-foot section is frozen). Each frozen 5-foot section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.

Wind Wall

Creatures failing the save also fall prone.

Level 4 Spells

Blight

The damage die are d10.

Enervation

A tendril of inky darkness reaches out from you, touching a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 3d12 necrotic damage, and the spell ends. On a failed save, the target takes 5d12 necrotic damage, and until the spell ends, you can use your action on each of your turns to automatically deal 5d12 necrotic damage to the target. The spell ends if you use your action to do anything else, if the target is ever outside the spell’s range, or if the target has total cover from you. Whenever the spell deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes (after any reductions).


At higher level When you cast this spell using a spell slot of 6th level or higher, the damage instances increase by 1d12 for each slot level above 5th.

Stoneskin

Duration: 1 minute


At higher levels
When cast using a spell slot of a higher level, the spell's duration increases. 1 hour for a 5th level slot. 8 hours for a 6th level slot. 24 hours for a 7th level slot.

Grasping Vine

Does not require concentration.
In addition, a creature pulled back by the vine generates opportunity attacks.

Level 5 Spells

Wall of Light

The damage instances are 5d8 instead of 4d8.

Level 7 Spells

Mordenkainen’s Sword

When the sword appears, you make two melee spell attacks against target(s) of your choice within 5 feet of the sword. On a hit, targets take 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 30 feet to a spot you can see and make two more melee spell attacks.

 

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