When creating a mage that uses a spellcasting ability, you can choose any mental ability stat ( Intelligence, Wisdom, Charisma ) for its spellcasting ability.
This rule removes the Constitution Sorcerer option.
When creating a mage that uses a spellcasting ability, you can choose any mental ability stat ( Intelligence, Wisdom, Charisma ) for its spellcasting ability.
This rule removes the Constitution Sorcerer option.
When creating a martial character and its magics require you to use a mental ability such as the Eldritch Knight or Arcane Trickster, you can also choose to use your Constitution ability for your magics instead.
Whenever an attack hits your AC exactly, the damage is halved. This is also another stack on top of resistances and saving throws.
Whenever you want to use an ability that has no charges ( Charges, Points, Dice, Rage, etc. ) you can expend another use of that ability by taking exhaustion levels per charge/resource used for the ability.
The required time to pull and quaff a potion changes from one action to one bonus action. This enables many classes, especially more melee/combat focused classes, the ability to down a healing potion or enhancing liquid without sacrificing their entire round of attacks.
Administering a potion to an unconscious character still requires an action. Handing off a potion to another individual already in hand only uses your movement and a free action as long as you are within 5 ft of the target.
Taking an action to take a potion will result in maximum healing.
Choose one of the three types of ways to roll hit dice during a campaign. Once chosen notate on character sheet. This choice will be used for the character for the rest of the campaign.
A weapon with the Throwing/Pulling property uses 'Dexterity or Strength'. A weapon that uses the loading property, such as a crossbow, only uses 'Dexterity'.
Taking a view of your surroundings is a quick visual of the current state of the battlefield or encounter. During initiative, a character may make one Wisdom [Perception] check during their turn using a free action to do so. If a character uses a free action to do so, they cannot relay the information from the perception check on that turn as another free action unless it can be relayed in one or two words.
Should a check be requested that does not require physical interaction, it is left up to the Dungeon Master's discretion if this will be allowed as a free action.
A long rest is never mandatory, but going without sleep does have its consequences.
Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion.
It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.
Magic Item attunement is no longer limited to only 3 attuned items. Item attunement is unlimited but once a creature not built to handle multiple attunements beyond 3 might start seeing magical side effects of being over attuned.
A variation of this spell is to limit attunement slots up to your proficiency bonus.
Using a variant System to cast spells from a pool of points gained after a long rest. This is a variant option in the 5e Fifth edition DMG.
By the DMG you can only cast a 6th level or higher spell once per day using this spell casting method. The rule instead is you may cast any spell of 6th level or higher multiple times. Each time you cast a 6th level or higher spell beyond the first of its level the amount of spell points required to cast it again double each time you cast it beyond the first. This cost increases exponentially for all spells cast beyond their normal spell slot limitations (1 per level of 6th, 7th, 8th & 9th).
If you are a prepared caster if you don't plan on changing any spells after a long rest the spell list that was already prepared previously is already available to the character. Otherwise any spell change will require a character to perform the preparation requirements.
Additionally, if a prepared caster does not wish to prepare all of their spells they can leave any number of prepared slots open to be prepared at a later time.
Rangers and Paladins can now select two cantrips when taking the first level in either class.
All druids can assign a specific Wild Shape as considered to be a "Signature Wild Shape". This "Signature Wild Shape" is always prepared and doesn't count toward the amount of wild shapes you know.
This "Signature form" can apply the character's proficiency bonus to all stats that the form and the character are proficient with. If the stat or ability is higher for either the highest is taken.
If a druid would like to change the "Signature Wild Shape" to a new form this can be changed at a level up.
Artificers can read and cast a spell scroll from any list. In that same vein an Artificer with the right skills can copy any spell scrolls that they have access to. The duplication of any scroll only ever copies the scroll of that level and can not be changed. (PHB 2024 pg. 233) This uses the scroll creation table listed in the 2024 Players Handbook.
| Spell Level | Time | Cost |
|---|---|---|
| Cantrip | 1 day | 15 GP |
| 1 | 1 day | 25 GP |
| 2 | 3 days | 100 GP |
| 3 | 5 days | 150 GP |
| 4 | 10 days | 1,000 GP |
| 5 | 25 days | 1,500 GP |
| 6 | 40 days | 10,000 GP |
| 7 | 50 days | 12,500 GP |
| 8 | 60 days | 15,000 GP |
| 9 | 120 days | 50,000 GP |
Lore: There is a gnome tree village within the world and their community goal is to obtain all levels of all scrolls ever created.
Whenever a player now hits with a critical strike against an opponent, the amount of damage that would initially be rolled is now instead maxed out. The additional dice that would be rolled is still rolled and added to the maxed damage.
Bleed
Whenever you take bleed damage, record it on your character sheet. At the start of your turn you take bleed damage equal to the score. Healing reduces that score by that amount and you heal by that much. Additionally Bleed damage can stack even from multiple sources.
Radiation
Whenever you take Radiation damage, record it on your character sheet. At the start of your turn you take radiation damage equal to the score and then double it. Healing gets rid of the score but does not increase your hit points. Additionally Radiation damage can stack even from multiple sources.
Sleep
Whenever you take Sleep damage, record it on your character sheet. It lasts until the end of your next turn and while you do not take damage that affects your HP pool. If you take sleep damage equal to or more than your Current HP you fall unconscious until someone uses an action to wake you or you take damage. If you take damage that affects your HP pool and have sleep damage, your sleep damage gets reduced to 0.
When gaining multiple advantages and disadvantages you start gaining a +1 to the dice roll for every advantage beyond the first source and the adverse for disadvantage. If there are multiple sources giving both Advantage and Disadvantage they continue to negate each other until the sources give a positive or negative effect to the roll.
The Fighter Arcane Archer's arcane shots are now equal to the character's proficiency bonus. Using a bonus action once per round if you do not use an arcane shot, you may imbue your ammunition to gain a +1 to the attack and the ammunition is considered magical. This can only be added to non-magical ammunition.
Instead of by the book only being allowed to hold an action during combat you can elect to hold your turn but can only be triggered by using your reaction to later trigger your held turn. When a player elects to hold their turn they must give a DM trigger to allow their turn to be triggered later on.
Exhaustion is now 1-10 giving all d20 rolls -1 per exhaustion up to 9. When you gain your 10th exhaustion point you die.
You can now use your whole turn to use the Escape action which grants you the Dash, Dodge and Disengage action on the turn to flee an enemy, battle or encounter.
A character can cast any spell beyond its normal max level but when doing so the amount to cast the spell costs double the amount of spell points the spell would normally cost in order to cast the spell and they gain an exhaustion point per spell level by a character's max spell level.
Initiatives are still rolled at the beginning of battle but that only determines which character is going first. Each player involved in battle (Including any number of DM monster initiatives) are then selected by the current player to go next on initiative.
The DM has reserved the right to jump into an initiative count for any reason.
At level 9 you have the ability to take one class feature you don't already have from a class you have levels in. The feature can only be from the level you have that level of a class in or lower.
You gain another one at 13th level and 17th level.
A dice-based method to show progression in your character's skills or projects they may be working on. As a GM, determine whether it will take days, weeks, months, or years to accomplish this goal (a period) at the end of which the PC will roll a skill, tool, or ability check.
Depending on the roll, the player will then roll the Progression die; any roll is added to the previous roll if they have worked towards this goal before (be sure to have them mark this somewhere in their notes).
When the PC has a score greater than or equal to 100, they are now proficient in that skill/tool or have completed their project.
(Optional Expertised): It is possible to use this system to become expertise but must be discussed with DM on how to do so.
| D20 Test (Straight D20 Roll [No Modifiers]) | Progression Die | Stat Modifier | Flair/Training |
|---|---|---|---|
| Bad (5 or lower) | 1x d10 | 1 + Stat Modifier | DM Discretion |
| Average (6-10) | 1x d20 | 1 + Stat Modifier | DM Discretion |
| Good (11-15) | 2x d20 | 1 + Stat Modifier | DM Discretion |
| Fantastic (16-19) | 3x d20 | 1 + Stat Modifier | DM Discretion |
| Heroic (Natural 20) | 1d100 | 1 + Stat Modifier | (33) DM Discretion |
When a player is hit by a critical hit, if they are wielding a shield, they may use their reaction to cause that attack to be a non-critical hit instead. Their shield's AC bonus is then decreased by 1. If the shield's bonus is reduced to 0, the shield is broken.
A nonmagical shield can be repaired with an appropriate tool check and the required materials. A magical shield can be repaired by sacrificing 50 gp per AC bonus lost.
Critical Deflection: As a reaction, when you are hit by a critical hit, you can choose to take the normal amount of damage in exchange for your shield's AC bonus being reduced by 1 till it is repaired.
| Name | AC | Requirements | Bonus |
|---|---|---|---|
| Buckler/Hide (weapon - d4) | +1 | Light armor proficiency. | It can be used while wielding a 2-handed weapon. It cannot be used with the Critical Deflection reaction. |
| Kite/Round (weapon - d6) | +2 | Strength score of 13. | You can use a bonus action to make a bash attack, using your Strength Modifier + your Proficiency Bonus, at a creature within 5 ft to deal an additional 1d6 + strength modifier and shove the creature up to 5ft away. |
| Tower (weapon - d8) | +3 | Strength score of 15. | Gives Half Cover to creatures 5ft behind you. You cannot make Opportunity Attacks while wielding it. |
If strength requirements are not met then you are unable to utilize the Critical Deflection or shield bonuses associated with a shield. This does not effect the bonus granted to AC innately.