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Inspiration Classes
Replaced by Action points.
- You can spend one action point as a Ranger
free action on any turn. Ranger has the following changes:
- You start with 1 action point.
- You gain 1 action point when you Bonus spells
reach a milestone (two encounters,
The rangers chosen subclass each grant a set
not only combat).
of known bonus spells. These may not be
- After you take an extended rest, you
traded for other spells at any time, but do not
lose any unspent action points, but
count towards the rangers limit of known
you start fresh with 1 action point.
spells.
An action point can be used to do the
Hunter
following:
3 - Hunter’s Mark
- Impose advantage/disadvantage to
5 - See Invisibility
anyone in the room to any d20 roll.
9 - Nondetection
- Use a plot twist card.
13 - Locate Creature
17 - Hold Monster
Ability score:
- Point buy 29 pts 15 max before racial, Beastmaster
no limit to lowest. 3 Beast Bond
- For each bonus in intelligence you can 5 - Enhance Ability
choose one free profficiency with 9 - Conjure Animals
either 13 - Polymorph
o an instrument 17 - Awaken?
o a tool
o a language
Sorcerer
o a vehicle of your choice.
Bonus Spells
Natural 1/20 The Sorcerous bloodlines each grant a set of
Skills: A natural 20/1 has no additional effects known bonus spells. These may not be traded
on a skill check other than being a high or low for other spells at any time, but do not count
number. Not a homebrew rule, but still worth towards the sorcerers limit of known spells.
mentioning.
Combat: Roll double the amount of dice
Draconic:
granted by weapon/spell attack and sneak
attack. Level 1: Command
1 = auto miss. Level 3: Dragon’s Breath
Level 5: Fly
Level 7: Elemental Bane (with poison added as
Feats
an option)
Yes
Level 9: Dominate Person
Shadow:
Level 1: Bane
Level 3: (Eyes of the Dark feature)
Level 5: Vampiric Touch
Level 7: Shadow of Moil
Level 9: Negative Energy Flood?