Rules Overview
All official Source books are fair game.
Campaign settings and adventure books are are probably ok, but check in first.
Optional Homebrew
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My content - Enduring Humansπ and a half-fey race, the Feybloodπ are available.
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The Blood Hunterπ** and Psionπ, and Soul Binderπ classes are available
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The Demi Dragonπ, a combined race and class. (latest updates on GM Binderπ)
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π Children of the Dragonπ a homebrew book.
- A Half-dragonπ race, more akin to half-elf or half-orc.
- many dragon themed subclasses and options.
- see Character Optionsπ for more info
- 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 Cauldronπ.
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 Cauldronπ 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 |
|---|---|---|---|---|---|
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| 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 Humansπ
- Planetouched races. Aasimar, Genasi, and Tiefling
- Fey races. Fairy, Feybloodπ, 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
- π 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 Wildemountπ.
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.
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
βοΈ - New features or abilities.
π₯ - Improvements to existing abilities
π Barbarian
Rage can be treated as martial focus, with no mechanical changes.
Berzerker
π₯ 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.
βοΈ Fighter
βοΈ 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.
βοΈ Additional maneuver options π. Ambush, Bait and Switch, Brace, Commanding Presence, Grappling Strike, Quick Toss, and Tactical Assessment.
Arcane Archer
π₯ When you use Second Wind you regain one usage of Arcane Shot.
ππ½ Monk
Way of the Four Elements
π₯ The Elemental Attunement discipline does not count against the number of known disciplines.
π‘οΈ Paladin
βοΈ Blessed Warrior fighting style. You learn two cantrips of your choice from the cleric spell list.
βοΈ 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.
πΉ Ranger
βοΈ Druidic Warrior fighting style: You learn two cantrips of your choice from the druid spell list.
βοΈ Spellcasting Focus Starting at 2nd level, you can use a druidic focus as a spellcasting focus for your ranger spells.
π₯ 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.
π₯ Tasha's Cauldron
This book has alternate options for several of the Ranger abilities which maybe be more interesting.
- See the Optional Class Featuresπ 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
βοΈ You may use the rules for Primal Companionsπ.
Extended Spells
π₯ 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
π΄ Rogue
βοΈ 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'.
π₯ Sorcerer
Wild Magic
This subclass will not be used.
π€ Warlock
π₯ Book of Ancient Secrets: Each time your proficiency bonus increases, you may add one spell to the book.





