5e House Rules: Difference between revisions

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By and large, the worship of Alexandria is universal among the so-called [[Goodly Races]], although the [[Sidhe]] (Elves) might be an exception to this rule. (Metagame: They are.) Despite the numerous cultural and linguistic differences, the one steadfast commonality of the continent is [[Alexandrianism]], or [[Alexandrian Orthodoxy]], a monotheistic faith centered upon the dramatic intervention of its eponymous mortal-turned-deity into the world's affairs roughly a millennium and a half ago. As Alexandria's power and existence are a matter of known fact rather than blind faith, all of the [[Goodly Races]] venerate her to one degree or another. However, the particulars of that veneration are in no way universal, and the people are in no way united in their beliefs. In the decades after her [[Martyrdom]] and Ascension, competing theologies developed, each aggressively promoted  by one of her mortal followers (the [[First Stand]]). Within a couple of centuries, three distinct and organized strains of Alexandrianism had developed.
By and large, the worship of Alexandria is universal among the so-called [[Goodly Races]], although the [[Sidhe]] (Elves) might be an exception to this rule. (Metagame: They are.) Despite the numerous cultural and linguistic differences, the one steadfast commonality of the continent is [[Alexandrianism]], or [[Alexandrian Orthodoxy]], a monotheistic faith centered upon the dramatic intervention of its eponymous mortal-turned-deity into the world's affairs roughly a millennium and a half ago. As Alexandria's power and existence are a matter of known fact rather than blind faith, all of the [[Goodly Races]] venerate her to one degree or another. However, the particulars of that veneration are in no way universal, and the people are in no way united in their beliefs. In the decades after her [[Martyrdom]] and Ascension, competing theologies developed, each aggressively promoted  by one of her mortal followers (the [[First Stand]]). Within a couple of centuries, three distinct and organized strains of Alexandrianism had developed.


*[[Alexandrian Orthodoxy]] : Most of her followers went on to develop a highly centralized and hierarchical supra-national church under the direction of [[Steros Merroand]] and [[Mythrian Arabelle]], and this has since to become the largest faith in the mainland.
*[[Alexandrian Orthodoxy]] : Most of her followers went on to develop a highly centralized and hierarchical supra-national church under the direction of [[Steros Merroand]] and [[Mythrian Arabelle]], and this has since to become the largest faith in the mainland. Since the [[Scism War]], Orthodoxy has actually split into two radically different sects.
**[[Eastern Alexandrianism]] : A sect of the Alexandrian faith formed after the [[Scism War]]. Highly centralized and hierarchical, it claims legitimacy from its direct connection to Sterros and the founding of the [[Arch-Warden]] position. Followed primarily in [[Gildenhome]], [[Fresia]], and [[Hakan]], it also has a great many adherents in [[Flannary]] and [[Celstia]]. Investiture is exclusively granted by church authorities. 
**[[Western Alexandrianism]] : A sect of the Alexandrian faith formed after the [[Scism Wars]]. This faction of the faith is almost entirely human in makeup and derives its legitimacy from local authority. This sect of the faith has no central authority -- instead, various areas are under the auspices of regional [[Hadriarchs]] with little to no coordination or cooperation. It is most strongly adhered to in [[Odessa]], [[Wydmoor]], and [[Ubrekt]]. Additionally, it is the dominant faith in to some degree in all of the Human kingdoms other than [[Fresia]]. Investiture generally involves the input of some level of secular authority, but not exclusively so.  
*[[Peteran Heresy]] : A highly ethnocentric take on the Alexandrian narrative, informed by the writings of [[Sayid ibn Maimun]] and practiced by the people of the [[Peteran Empire]]
*[[Peteran Heresy]] : A highly ethnocentric take on the Alexandrian narrative, informed by the writings of [[Sayid ibn Maimun]] and practiced by the people of the [[Peteran Empire]]
*[[Zupanism]] : Spread by Sayid's adopted son and designated heir, [[Mikos Lygit]], after he was forced into exile among the [[Ulan]]. The most decentralized of all the Alexandrian faiths, many sages suggest that Zupanism should be understood best as an umbrella term for a family of rituals, traditions, and beliefs.
*[[Zupanism]] : Spread by Sayid's adopted son and designated heir, [[Mikos Lygit]], after he was forced into exile among the [[Ulan]]. The most decentralized of all the Alexandrian faiths, many sages suggest that Zupanism should be understood best as an umbrella term for a family of rituals, traditions, and beliefs.
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Parties tend to be made up of extraordinary individuals and they will tend to face extraordinary tests. "Routine" encounters are not part of the average adventurer's lifestyle and every combat is potentially lethal and mis-speaking in certain social situations can be just as deadly. [[The Veil]] means that outside extremely rare exceptions the dead stay dead and the fate of "souls" after death is a mystery. Adventurers might make choices in RP situations or combat that get them into fights that they can not win. Experience will likely be accrued faster than treasure and gold is always in short supply or spent quickly. Players generally must excel on the strengths of their character rather than their bank accounts. Outside of low-level magic potions and scrolls, which are likely to be available in larger settlements, magical items will be extremely rare and not simply available for purchase.
Parties tend to be made up of extraordinary individuals and they will tend to face extraordinary tests. "Routine" encounters are not part of the average adventurer's lifestyle and every combat is potentially lethal and mis-speaking in certain social situations can be just as deadly. [[The Veil]] means that outside extremely rare exceptions the dead stay dead and the fate of "souls" after death is a mystery. Adventurers might make choices in RP situations or combat that get them into fights that they can not win. Experience will likely be accrued faster than treasure and gold is always in short supply or spent quickly. Players generally must excel on the strengths of their character rather than their bank accounts. Outside of low-level magic potions and scrolls, which are likely to be available in larger settlements, magical items will be extremely rare and not simply available for purchase.
It is preferred that new groups begin with agreed upon connections and backstory between PCs rather than the generic strangers getting hired in a smokey tavern.


=Classes (and Subclasses)=
=Classes (and Subclasses)=
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*[http://dnd.wizards.com/products/tabletop-games/rpg-products/rpg_playershandbook Core PHB]
*[http://dnd.wizards.com/products/tabletop-games/rpg-products/rpg_playershandbook Core PHB]
*[http://dnd.wizards.com/products/tabletop-games/rpg-products/xanathars-guide-everything Xanathar's Guide to Everything]
*[http://dnd.wizards.com/products/tabletop-games/rpg-products/xanathars-guide-everything Xanathar's Guide to Everything]
*[https://dnd.wizards.com/products/tabletop-games/rpg-products/tashas-cauldron-everything Tasha's Cauldron of Everything]
*[https://dnd.wizards.com/products/tabletop-games/rpg-products/tashas-cauldron-everything Tasha's Cauldron of Everything] (Including the class and race variant rules.)
*[https://dnd.wizards.com/articles-tags/unearthed-arcana Unearthed Arcana], although a lot of UA material is superseded by the play-tested material in official supplements, and some of it isn't play-worthy (when in doubt, ask the GM).
*[https://dnd.wizards.com/articles-tags/unearthed-arcana Unearthed Arcana], although a lot of UA material is superseded by the play-tested material in official supplements, and some of it isn't play-worthy (when in doubt, ask the GM).
*Selected Homebrew Materials, TBD.
*Selected Homebrew Materials, TBD.
*Fizban's Dragon Thing
*Also Giants
*NOT Spelljammer. NOT Dragonlance. NOT Ebberon. NOT Penny Arcade. NOT Wildemont. NOT MtG Sources (except where specifically listed)


==Classes in the Mainland==
==Classes in the Mainland==
==='''Artificer'''===
==='''[[Artificer]]'''===
Magical crafters exist in small numbers among all nations, but the most renowned are the dwarves of [[Gildenhome]] for their magical weapons and armors and the gnomes of [[Hakan]] for their wondrous items and trinkets. The brewing of magical potions is very common across the mainland and any town large enough to appear on a map probably has someone who brews and sells potions though in some cases the "potions" may be nothing besides mundane traditional medicine.
Magical crafters exist in small numbers among all nations, but the most renowned are the Dwarves of [[Gildenhome]] for their magical weapons and armors and the Gnomes of [[Hakan]] for their wondrous items and trinkets. The brewing of magical potions is very common across the mainland and any town large enough to appear on a map probably has someone who brews and sells potions though in some cases the "potions" may be nothing besides mundane traditional medicine.
*Alchemist: Many alchemists are trained as apprentices to existing potion makers in smaller communities and may only receive very limited magical education, but more formal education options are available such as the [[University of Wydmoor]] which was founded with a focus on Alchemy.
*Alchemist: Many alchemists are trained as apprentices to existing potion makers in smaller communities and may only receive very limited magical education, but more formal education options are available such as the [[University of Wydmoor]] which was founded with a focus on Alchemy.
*(NPC-only) Magical Crafter: the extremely rare and skilled creators of magical items. Most common among the Dwarves and Gnomes who live long enough to master the several complex skills required to permanently imbue magic into masterwork creations and only occurring in the shorter-lived races as unique or singular geniuses, mad scientists, and savants.
*Other subclasses: ''discouraged and disallowed for PCs without prior GM approval.'' magical mechanical constructs are very rare and usually very expensive and powerful on the Mainland so things such as the Battlesmith steel defender or Artillerist cannons or force blasting armors for low-level PCs are out of place
*Other subclasses: ''discouraged and disallowed for PCs without prior GM approval.'' magical mechanical constructs are very rare and usually very expensive and powerful on the Mainland so things such as the Battlesmith steel defender or Artillerist cannons or force blasting armors for low-level PCs are out of place
==='''Barbarian'''===
==='''Barbarian'''===
Tribal nomadic bands of humans and half-orcs exist in the [[Ulan]] and small tribes of [[Wild Gnomes]] still roam the wilds of [[the Scar]] outside of what is generally regarded as civilization. Occasionally one of them may wind up as an adventurer. In addition most of "civilization" still has many people who may live hard or reckless lives along the edges of society.  
Tribal nomadic bands of humans and half-orcs exist in the [[Ulan]] and small tribes of [[Wild Gnomes]] still roam the wilds of [[the Scar]] outside of what is generally regarded as civilization. Occasionally one of them may wind up as an adventurer. In addition most of "civilization" still has many people who may live hard or reckless lives along the edges of society.  
==='''Bard'''===
==='''Bard'''===
Bards exist in small numbers throughout the Mainland though mostly in the larger cities and among halflings they are fairly common. Many bards are self-taught or learned from only 1 or 2 teachers growing up, but formal training programs are also available and some states and other powers recruit and train bards to use as spies, diplomats, or other types of agents.
Bards exist in small numbers throughout the Mainland though mostly in the larger cities and among halflings they are fairly common. Many bards are self-taught or learned from only 1 or 2 teachers growing up, but formal training programs are also available and some states and other powers recruit and train bards to use as spies, diplomats, or other types of agents.
==='''Cleric'''===
==='''Cleric'''===
The [[Alexandrian Church | Alexandrian faith]] is the only organized religion of the Mainland and the sole option for PCs. Following the [[Calamity]] there are now many varied sects and [[Protest Stands | heterodox offshoots]] so being formally ordained by an accepted episcopacy and remaining in good standing with a central church authority is no longer required. The eastern Mainland nations including [[Gildenhome]] do still generally maintain a centralized system under an [[Arch-Warden]] but in the west or in the wilder areas smaller and fringe religious groups are more common and provide formal training and independent ordination/investiture of power for new clerics. Clerics can find many paths to follow and any subclass/domain is allowed though Knowledge, Life, and Order are the most common.
The [[Alexandrian Church | Alexandrian faith]] is the only organized religion of the Mainland and the sole option for PCs. Following the [[Calamity]] there are now many varied sects and [[Protest Stands | heterodox offshoots]] so being formally ordained by an accepted episcopacy and remaining in good standing with a central church authority is no longer required. The eastern Mainland nations including [[Gildenhome]] do still generally maintain a centralized system under an [[Arch-Warden]] but in the west or in the wilder areas smaller and fringe religious groups are more common and provide formal training and independent ordination/investiture of power for new clerics. Clerics can find many paths to follow and any subclass/domain is allowed though Knowledge, Life, and Order are the most common.
*War: Some countries, most prominently [[Odessa]], train and ordain clerics as part of military units to provide both magical healing/support and destructive firepower.
*War: Some countries, most prominently [[Odessa]], train and ordain clerics as part of military units to provide both magical healing/support and destructive firepower.
==='''[[Druid]]'''===
==='''[[Druid]]'''===
Druids are most common on the Mainland among the lizardfolk, wild gnomes, halflings, Ulani, and other less urban groups, but exist in smaller numbers across all nations. As in earlier periods druids are mostly small independent members of their society, though small regional circles or gatherings do occur and larger groups and networks of communication have been rumored to exist. Outside of the druids themselves most are unaware of these groups and their motives or actions.  
Druids are most common on the Mainland among the lizardfolk, wild gnomes, halflings, Ulani, and other less urban groups, but exist in smaller numbers across all nations. As in earlier periods druids are mostly small independent members of their society, though small regional circles or gatherings do occur and larger groups and networks of communication have been rumored to exist. Outside of the druids themselves most are unaware of these groups and their motives or actions.  
==='''Fighter'''===
==='''Fighter'''===
Somebody trained with weapons can be found just about anywhere whether they serve in a guard or militia or are just a simple backcountry hunter.  
Somebody trained with weapons can be found just about anywhere whether they serve in a guard or militia or are just a simple backcountry hunter.  
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*Eldritch Knight: While fighters typically spend their time focused on the specific application of physical force, there is the occasional fringe practitioner who is willing to put in the hours to gain an elementary understanding of magic. An organized company would be very expensive for a marginal increase in capability, so all known examples on the Mainland are lone practitioners, like bounty hunters and high-end body guards.
*Eldritch Knight: While fighters typically spend their time focused on the specific application of physical force, there is the occasional fringe practitioner who is willing to put in the hours to gain an elementary understanding of magic. An organized company would be very expensive for a marginal increase in capability, so all known examples on the Mainland are lone practitioners, like bounty hunters and high-end body guards.
*Samurai/Cavalier/Knight: Most often the well-trained members of upper society who act as the leaders and elites of various nations' militaries. Different countries have different specializations such as [[Flannary]]'s Cavaliers or [[Odessa]]'s [[Field Marshal|Field Marshals]]
*Samurai/Cavalier/Knight: Most often the well-trained members of upper society who act as the leaders and elites of various nations' militaries. Different countries have different specializations such as [[Flannary]]'s Cavaliers or [[Odessa]]'s [[Field Marshal|Field Marshals]]
==='''Monk'''===
==='''Monk'''===
''disallowed for PCs without prior GM approval.'' Unknown for most of Mainland history, monastic martial arts were still practiced among the hobgoblins in the far south of the Ulan. A [[Order of the Red Door|monastic order]] has been founded in [[Monster Town|what was once part of Fresia]], but it is not well known outside of its mostly [[servitor]] followers and a few halflings.
''disallowed for PCs without prior GM approval.'' Unknown for most of Mainland history, monastic martial arts were still practiced among the hobgoblins in the far south of the Ulan. A [[Order of the Red Door|monastic order]] has been founded in [[Monster Town|what was once part of Fresia]], but it is not well known outside of its mostly [[servitor]] followers and a few halflings.
==='''Mystic'''===
 
''disallowed for PCs without prior GM approval.'' Psionic powers are exceptionally rare on the Mainland and virtually unheard of outside of [[Hakan]] where an occasional gnome with odd and powerful mental magical abilities may be born every few generations.
==='''Paladin'''===
==='''Paladin'''===
Like clerics, traditionally paladins were all part of a well-organized centrally-controlled church hierarchy. While those traditional orders such as the [[Travelers]] do still exist, paladin orders who act as state elite security forces or smaller issue-focused orders such as the [[Guardians of the Word |Couriers]] or [[Followers of the Green]] that have no ties to a church are increasingly common.
Like clerics, traditionally paladins were all part of a well-organized centrally-controlled church hierarchy. While those traditional orders such as the [[Travelers]] do still exist, paladin orders who act as state elite security forces or smaller issue-focused orders such as the [[Guardians of the Word |Couriers]] or [[Followers of the Green]] that have no ties to a church are increasingly common.
* Oath of Lunacy homebrew (90% Oath of Ancients)
==='''Ranger'''===
==='''Ranger'''===
Outside of cities and towns the Mainland is still often a wild and dangerous place. Even well-traveled roads may have vicious beasts, strange monsters, or bloodthirsty bandits prowling alongside. Rangers can often be found serving as guides and guards for caravans, or scouts and trackers in city or state forces, or as traveling monster hunters.
Outside of cities and towns the Mainland is still often a wild and dangerous place. Even well-traveled roads may have vicious beasts, strange monsters, or bloodthirsty bandits prowling alongside. Rangers can often be found serving as guides and guards for caravans, or scouts and trackers in city or state forces, or as traveling monster hunters.
*Gloom Stalker: Some dwarves of Gildenhome specialize in exploring and hunting in the dark depths of abandoned Dwarven ruins or protecting active mines which sometimes dig too deep and discover deadly creatures.
*Gloom Stalker: Some dwarves of Gildenhome specialize in exploring and hunting in the dark depths of abandoned Dwarven ruins or protecting active mines which sometimes dig too deep and discover deadly creatures.
==='''Rogue'''===
==='''Rogue'''===
Absolutely everywhere. While there are plenty of thieves, burglars, and pickpockets throughout the the world, rogues are more frequently professionals and merchants.
Absolutely everywhere. While there are plenty of thieves, burglars, and pickpockets throughout the the world, rogues are more frequently professionals and merchants.
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==='''Sorcerer'''===
==='''Sorcerer'''===
Most common among halflings and gnomes, but occasionally will popup spontaneously among all populations.
Most common among halflings and gnomes, but occasionally will popup spontaneously among all populations.
====Draconic Bloodline====
You learn additional spells when you reach certain levels in this class, as shown on the Draconic bloodline table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
{| class="wikitable"
|+Draconic Ancestor, Acid
|-
! Sorcerer Level ||Spells
|-
|1st||''caustic brew'', ''earth tremor''
|-
|3rd||''acid arror'', ''Dragon's Breath (acid only)''
|-
|5th||''erupting earth'', ''fly''
|-
|7th||''Elemental Bane (acid only)'', ''vitriolic sphere''
|-
|9th||''Summon Draconic Spirit ([chromatic OR metallic]; acid only)'', ''cone of acid*''
|}
* As Cone of Cold, except acid damage and a creature killed by this spell is dissolved, as is any non-magical equipment, instead of freezing.
{| class="wikitable"
|+Draconic Ancestor, Cold
|-
! Sorcerer Level ||Spells
|-
|1st||''fog cloud'', ''ice knife''
|-
|3rd||''Dragon's Breath (cold only)'', ''binding ice''
|-
|5th||''fly'', ''sleet storm''
|-
|7th||''Elemental Bane (cold only)'', ''ice storm''
|-
|9th||''([chromatic OR metallic]; cold only)'', ''cone of cold''
|}
{| class="wikitable"
|+Draconic Ancestor, Fire
|-
! Sorcerer Level ||Spells
|-
|1st||''burning hands'', ''faerie fire''
|-
|3rd||''Dragon's Breath (fire only)'', ''scorching ray''
|-
|5th||''fireball'', ''fly''
|-
|7th||''Elemental Bane (fire only)'', ''Wall of Fire''
|-
|9th||''Summon Draconic Spirit ([chromatic OR metallic]; fire only)'', ''Immolation''
|}
{| class="wikitable"
|+Draconic Ancestor, Lightning
|-
! Sorcerer Level ||Spells
|-
|1st||''Storm's Rebuke*'', ''fog cloud''
|-
|3rd||''Dragon's Breath (lightning only)'', ''gust of wind''
|-
|5th||''lightning bolt'', ''fly''
|-
|7th||''Elemental Bane (Lightning Only)'', ''storm sphere''
|-
|9th||''Summon Draconic Spirit [chromatic OR metallic]; lightning only)'', ''Storm Wave*''
|}
* As Hellish Rebuke, except lightning damage.
* As Destructive Wave, except the damage types are Thunder & Lightning
{| class="wikitable"
|+Draconic Ancestor, Poison
|-
! Sorcerer Level ||Spells
|-
|1st||''Create/Destroy Water (destroy only)'', ''Ray of Sickness''
|-
|3rd||''Dragon's Breath (poison only)'', ''Protection from Poison''
|-
|5th||''Animate Dead'', ''Stinking Cloud''
|-
|7th||''blight'', ''hallucinatory terrain''
|-
|9th||''Summon Draconic Spirit (chromatic & acid only)'', ''Cloudkill''
|}


====Shadow Sorcerer====
====Shadow Sorcerer====
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|-
|-
|9th||''negative energy flood'', ''enervation''
|9th||''negative energy flood'', ''enervation''
|}
====Storm Bloodline====
You learn additional spells when you reach certain levels in this class, as shown on the Storm bloodline table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.
{| class="wikitable"
|+Storm Sorcerer
|-
! Sorcerer Level ||Spells
|-
|1st||''fog cloud'', ''thunderwave''
|-
|3rd||''dust devil'', ''warding wind''
|-
|5th||''lightning bolt'', ''sleet storm''
|-
|7th||''ice storm'', ''storm sphere''
|-
|9th||''control winds'', ''Freedom of the Winds''
|}
|}


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Hated and hunted by groups such as the [[Wytchfinder Family]]. Most try to pass themselves off as some other sort of caster, an easy enough task since it is theorized that the vast number of warlocks make their pacts to bolster their magical talents in other areas.
Hated and hunted by groups such as the [[Wytchfinder Family]]. Most try to pass themselves off as some other sort of caster, an easy enough task since it is theorized that the vast number of warlocks make their pacts to bolster their magical talents in other areas.


==='''Wizard'''===
====[[Maiden of the Moon Patron]]====
A homebrew archfey patron option
 
==='''[[Wizard]]'''===
Wizards learn magic through intense study and practice which few have a proficiency for and even fewer still ever have a chance to learn. Areas with better childhood education produce more wizards and Hakan is known for identifying and advancing promising potential wizards from a young age. While an occasional solitary wizard who teaches an apprentice may be out there, becoming a well-trained wizard usually means spending years and money at one of the major [[Universities]].
Wizards learn magic through intense study and practice which few have a proficiency for and even fewer still ever have a chance to learn. Areas with better childhood education produce more wizards and Hakan is known for identifying and advancing promising potential wizards from a young age. While an occasional solitary wizard who teaches an apprentice may be out there, becoming a well-trained wizard usually means spending years and money at one of the major [[Universities]].
*Bladesinging: ''elf or half-elf only''.


=Race and Nationality=
=Race and Nationality=
Unless otherwise specified, sub-races are more cultural/background than actual distinct speciation, so for example the child of 2 Road Halflings would still be River halfling if raised that way.
Unless otherwise specified, sub-races are more cultural/background than actual distinct speciation, so for example the child of 2 Road Halflings would still be River Halfling if raised that way. The variant rules under "Customizing Your Origin" from Tasha's are allowed, so ability score adjustments can be adjusted and are not fixed, but gm approval will likely be required for "Custom Lineage" characters.  


=='''[[Dwarf]]'''==
=='''[[Dwarf]]'''==
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**+1 Intelligence OR +1 Wisdom
**+1 Intelligence OR +1 Wisdom
** Elven Weapon Training
** Elven Weapon Training
** You are proficient in saving throws against death. One per short rest, you may remove one death-save failure as a bonus action. You need not be conscious to activate this ability.
** You are proficient in saving throws against death. If you fail a death save, you may choose to ignore the failure. Once used, this ability cannot be used again until the next short or long rest.
** no more [[Silver Swan]] wondrous items.  
** no more [[Silver Swan]] wondrous items.


=='''[[Gnome]]'''==
=='''[[Gnome]]'''==
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=Feats=
=Feats=
* Allowed in place of ability score increases at sufficient level or at character creation for variant humans
* Allowed in place of ability score increases at sufficient level or at character creation for variant humans
** Base set, Xanathar's, or Unearthed Arcana feats <b>only</b>: [https://media.wizards.com/2017/dnd/downloads/RJSJC2017_04UASkillFeats_24v10.pdf UA Racial Feats] (PDF), [https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf UA Skill Feats] (PDF), [https://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf UA Feats v1] (PDF), [https://media.wizards.com/2020/dnd/downloads/UA2020_Feats.pdf UA 2020 Feats] (PDF)
** Base set, Xanathar's, Tasha's, or Unearthed Arcana feats <b>only</b>: [https://media.wizards.com/2017/dnd/downloads/RJSJC2017_04UASkillFeats_24v10.pdf UA Racial Feats] (PDF), [https://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf UA Skill Feats] (PDF), [https://media.wizards.com/2016/downloads/DND/UA-Feats-V1.pdf UA Feats v1] (PDF), [https://media.wizards.com/2020/dnd/downloads/UA2020_Feats.pdf UA 2020 Feats] (PDF)


=Spells=
=Spells=
* Spells from Core Rule Books, Sword Coast Adventurer's Guide, Unearthed Arcana, Xanathar's '''only'''.
* Spells from Core Rule Books, Sword Coast Adventurer's Guide, Unearthed Arcana, Xanathar's, or Tasha's '''only'''.
* Healing Spirit, following the 2020 corrections is now allowed.
* Healing Spirit, following the 2020 corrections is now allowed.
* Most planar travel and high level planar summoning spells unlikely to work.
* Most planar travel and high level planar summoning spells unlikely to work.
* The dead usually stay dead - restrictions on Raise Dead and similar spells: they mostly do not work at all. Even the ones that are possible are only usable within a few hours of death and in cases where the body is mostly intact. Revivify does work as it must be cast within 1 minute but the the 300gp diamond which the spell will consume is required to have been already purchased and accounted for on a character sheet prior to casting.
* The dead usually stay dead - restrictions on Raise Dead and similar spells: they mostly do not work at all. Even the ones that are possible are only usable within a few hours of death and in cases where the body is mostly intact. Revivify does work as it must be cast within 1 minute but the the 300gp diamond which the spell will consume is required to have been already purchased and accounted for on a character sheet prior to casting. Gentle Repose only lasts for one day (but can be recast to refresh).


=Sage Advice=
=Sage Advice=
1,476

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