Rules Overview

All official Source books are fair game.
Campaign settings and adventure books are are probably ok, but check in first.

Optional Homebrew

  1. My content - Enduring HumansπŸ”— and a half-fey race, the FeybloodπŸ”— are available.

  2. The Blood HunterπŸ”—** and PsionπŸ”—, and Soul BinderπŸ”— classes are available

  3. The Demi DragonπŸ”—, a combined race and class. (latest updates on GM BinderπŸ”—)

  4. πŸ“• Children of the DragonπŸ”— a homebrew book.

  • A Half-dragonπŸ”— race, more akin to half-elf or half-orc.
  • many dragon themed subclasses and options.
  • see Character OptionsπŸ”— for more info
  1. A very small list of rule changes noted below.

Inspiration for your Character

Multi classing your thing? Tasha's adds a handful of feats for mini-multi classing. Mix in a bit of warlock or artificer for the low cost of 1 feat.
Other worldly Influence? Tasha's fey touched and shadow touched are great for fey themed characters. Telekinetic and telepathic add a bit of psychic ability.
Racial feats in Xananathar's guide one way to double down on your heritage.
Dragons! Fizban's three Gift of the Dragon feats inject a bit of dragon magic. The Children of the Dragon book above adds a dragon themed subclass as well a few other interesting options.
Subclasses? The Player's Handbook, Xanathar's Guide, and Tasha's Couldron cover most of the options. The Guide to Ravenloft and Fizban Treasury each add a couple options as well.

Character Creation Rules

Ability scores will be the standard array or 27 point buy. You may choose move your racial ability score bonuses to another score but cannot combine them. See the ability score section of Tasha's CauldronπŸ”—.

Some minor changes to classes have been made, all in the interest of making the game more enjoyable. Additionally, some of the optional class options from Tasha's CauldronπŸ”— are available. See below for details.

Hit points can be taken as the default or rolled. If a character chooses to roll HP, all 1's are rerolled.

Half-Dragon Feyblood Demi-Dragon Blood Hunter Psion Soul Binder
Half-Dragon Feyblood Demi-Dragon Blood Hunter Psion Soul Binder
A race with draconic heritage, akin to half-orc and half-elves, A fey touched race, inspired by tieflings and aasimar A mortal who has permanently transformed into a dragonic form. Warriors driven by an unending determination to destroy evils. Wielders of psionic powers such as telepathy, psychokinetics, and precognition Magically bound to another creature. They will stand together, always, two against the world.
Race Race Race and Class Class Class Class

Heritage / Race Rules

The following races are available for characters:

  • Core races. Dwarf, Elf, Gnome, Halfling, Half-elf, Half-orc, Human and Enduring HumansπŸ”—
  • Planetouched races. Aasimar, Genasi, and Tiefling
  • Fey races. Fairy, FeybloodπŸ”—, Firbolg, and Owlin
  • Addtional races. Aarakocra, Dragonborn, Goliath, Kenku, Leonin, Loxodon, Shifter, and Tabaxi
  • Deep races. drow elves, deep gnomes, duergar dwarves
  • Border races. Goblin, Lizardfolk, and Kobold
  • πŸ“• Children of the Dragon. Half-Dragon, Dragonborn(revised), Kobold(revised), and Lizardfolk(revised)

Unavailable.
traditionally monstrous races (bugbear, hobgoblin, minotaur, orc, yuan-ti)
races which do not fit (changeling, centaur, dragonmarked subraces, gith, kalashtar, ravenloft lineages, satyr, symic hybrid, triton, vedalken, warforged).

Rule changes

Dragonborn

Breath weapon: If you take the attack action you can replace one of your attacks with this ability.

Draconblood and Ravenite variant dragonborn from Explorer's Guide to WildemountπŸ”—.

Chromatic, Gem, and Metallic Dragonborn from Fizban's Treasury of Dragons.

Planetouched races

None are viewed as inherently negative, but they lack a common bond that many of the other races share. They frequently grow up feeling apart from their youthful peers and seek bonds with others of their same heritage.

Feyblood

Feybloods are characters who have a fey bloodline somewhere in their past, similar to tieflings and aasimar. Your appearance is strongly fey and your role in society is similar to how the other planar touched races are viewed. Your character might have exaggerated ears, wooden horns sprouting flowers, skin that appears wood like or coarse stone, leaflike hair, delicate wings, or other fey-like features.

Tieflings

Variant tieflings from Sword Coast Adventurer's Guide and Mordenkainen's Tome of Foes are available.

Class Changes

Subclasses

Fighters, Paladins, and Rangers each have a a new fighting style.
See the Appendix below for tweaks to rules.

Monks

Way of the Four Elements: Every discipline costs 1 less (minimum 1).

Ranger

Rangers may select alternate abilities.
Some subclasses gain extra spells.

Sorcerer

Wild Magic will not be used.

Feats

Player's Handbook, Xanathar's Guide, and Tasha's Cauldron feats are available as well as feats printed in Children of the Dragon.

  • Lucky will not be used.
  • Ritual Caster: Each time your proficiency bonus increases, you may add one spell to the book, unless you've added a spell to the book since the last time your bonus increased. You must have a spell slot to cast the spell and the spell level must be less than your new proficiency bonus (max 5th).

Rules

Actions

Helping and Skill Checks

In general the player that prompts the check makes the roll.

See Skill check and Dogpiling

Improvise Action

When a character tries something interesting during combat it will cost either an action or bonus action but only if it is successful. If the check fails, it costs nothing. In general there is no penalty for failure though risky actions may incur things like falling prone or taking falling damage.

Mechanics

Death Saves

Death Saves are made by the player behind the DM screen. Only the player and the DM know the results.

Spellcasting

less pedantic
If you have a free a free hand and component pouch or are holding a spell focus you can cast any spell with material or somatic components. Otherwise you can only cast spells with verbal components.

Appendix

❇️ - New features or abilities.
πŸ’₯ - Improvements to existing abilities


πŸ– Barbarian


Rage can be treated as martial focus, with no mechanical changes.

Berzerker

πŸ’₯ When you use your bonus action to enter a frenzied rage, you can immediately make a single melee attack. Additionally, when in a frenzy you ignore the effects of exhaustion.


βš”οΈ Fighter


❇️ Superior Technique fighting style: You learn one maneuver of your choice. You gain one superiority die, which is a d6, and regain your expended superiority dice when you finish a short or long rest.

❇️ Additional maneuver options πŸ”—. Ambush, Bait and Switch, Brace, Commanding Presence, Grappling Strike, Quick Toss, and Tactical Assessment.

Arcane Archer

πŸ’₯ When you use Second Wind you regain one usage of Arcane Shot.


πŸ‘ŠπŸ½ Monk

Way of the Four Elements

πŸ’₯ The Elemental Attunement discipline does not count against the number of known disciplines.


πŸ›‘οΈ Paladin


❇️ Blessed Warrior fighting style. You learn two cantrips of your choice from the cleric spell list.

❇️ All oath's level 20 abilities change to: Once you use this feature, you can't use it again until you finish a long rest, unless you expend a 5th-level spell slot to use it again.


🏹 Ranger


❇️ Druidic Warrior fighting style: You learn two cantrips of your choice from the druid spell list.

❇️ Spellcasting Focus Starting at 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells.

πŸ’₯ Primeval Awareness This feature no longer uses a spell slot and can be used an number of times equal to your proficiency bonus. It also reveals the rough direction (ex: north, southwest) of the largest group.

πŸ’₯ Tasha's Cauldron

This book has alternate options for several of the Ranger abilities which maybe be more interesting.

  • See the Optional Class FeaturesπŸ”— for details.
  • Deft Explorer (1st-level ranger feature, which replaces the Natural Explorer feature)
  • Favored Foe (1st-level ranger feature, which replaces the Favored Enemy feature)
  • Primal Awareness (3rd-level ranger feature, which replaces the Primeval Awareness feature)
  • Nature's Veil (10th-level ranger feature, which replaces the Hide in Plain Sight feature)

Beast Master

❇️ You may use the rules for Primal CompanionsπŸ”—.

Extended Spells

πŸ’₯ Starting at 3rd level, you learn an additional spell when you reach certain levels in this class. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.

Beast Master:

3rd heroism, 5th warding bond, 9th haste, 13th death ward, 17th awaken

Hunter

3rd snare, 5th see invisibility, 9th nondetection, 13th find greater steed , 17th hold monster

Drake Warden

3rd absorb elements, 5th dragon's breath, 9th elemental weapon, 13th elemental bane, 17th immolation


πŸ•΄ Rogue

❇️ Cunning action: Aim You reduce your speed to 0 and use your bonus action to select a creature. You may apply your sneak attack to that creature even if you do not have advantage and no ally is within 5'.


πŸ”₯ Sorcerer

Wild Magic

This subclass will not be used.


πŸ–€ Warlock

πŸ’₯ Book of Ancient Secrets: Each time your proficiency bonus increases, you may add one spell to the book.