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Miscellaneous rules
This section covers various house rules
Standing up
• Standing up from the prone position now provoke attack of opportunity, unless the disengage action is used.
Potions
• You can prepare a single potion in your belt using an action. A prepared potion only takes a bonus action to
be drank.
• You can attune to a number of magic items equal to your proficiency bonus instead of just 3.
Falling unconscious
• Each time you drop to zero hp and fall unconscious you add one level of exhaustion, regarding if you manage
to return to 1 hp or more and stand up.
• When you attack with a melee weapon that you are wielding with two hands, you add 1.5 you strength
modifier to damage, rounded up.
• You gain a +1 to attack and damage rolls you make with ranged weapons
Defence
• When a creature you can see attacks you or a target other than you that is within 5 feet of you, you can use
your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
FEATS VARIANT HOUSE RULE
This rule takes all the feat and turn them into a “half” feats, reducing them in power but giving them in larger amounts
to compensate;
This is accomplished by removing the ability bonus increase from feats which implemented it, and by splitting the other,
more powerful feats, in two different, less powerful feats that can be selected individually.
Some feats have also been reworked, especially the weaker ones, to put them on par with the others.
When a level gives a character an ability score increase you can select either:
Fighters are an exception as they gain additional feats at levels: 2, 5, 9, 13, 17, 20
CROSSBOW EXPERT
BONTIFUL LUCK
• You ignore the loading quality of crossbows
Prerequisite: Halfling with which you are proficient.
• Being within 5 feet of a hostile creature
• Your people have extraordinary luck, which
doesn’t impose disadvantage on your ranged
you have learned to mystically lend to your
attack rolls.
companions when you see them falter. You're
not sure how you do it; you just wish it, and it
happens. Surely a sign of fortune’s favor!
When an ally you can see within 30 feet of HAND CROSSBOW MASTERY
you rolls a 1 on the d20 for an attack roll, an • When you use the Attack action and attack
ability check, or a saving throw, you can use with a one-handed weapon, you can use a
your reaction to let the ally reroll the die. The bonus action to attack with a hand crossbow
ally must use the new roll. You can't use this you are holding. This is an offhand attack so
ability again until you complete a short or a you do not add dexterity to the attack
long rest. damage.
• Increase the damage you do with a hand
crossbow to 1d8.
CHARGER
CHEF
• When you roll a Hit Die to regain hit points, Prerequisite: elf or half-elf
the minimum number of hit points you regain
• Whenever you have advantage on an attack
from the roll equals twice your Constitution
roll using Dexterity, Intelligence, Wisdom, or
modifier (minimum of 2).
Charisma, you can reroll one of the dice once.
EXPERT
DWARVEN FORTITUDE
• Prerequisite: human, half-elf, half-orc
Prerequisite: Dwarf • You gain one skill proficiency of your choice
• Choose one skill in which you have
• Whenever you take the Dodge action in
proficiency. You gain expertise with that skill,
combat, you can spend one Hit Die to heal
which means your proficiency bonus is
yourself. Roll the die, add your Constitution
doubled for any ability check you make with
modifier, and regain a number of hit points
it. The skill you choose must be one that isn't
equal to the total (minimum of 1).
already benefiting from a feature, such as
Expertise, that doubles your proficiency
bonus.
ELDRITCH ADEPT
Prerequisite: Proficiency with martial weapons • When you engage in two-weapon fighting,
you can add your strength modifier, or
• When you are wielding a melee weapon in dexterity if you are using finesse weapons, to
one hand and no other weapons, you gain a the damage of the second attack.
+2 bonus to damage rolls with that weapon.
Prerequisite: Ranger
POWER ATTACK
• You learn two cantrips of your choice from
Prerequisite: Strength 15 or higher
the Druid spell list. They count as ranger
spells for you, and Wisdom is your • Before you make a melee attack with weapon
spellcasting ability for them. Whenever you that you are proficient with, you can choose
gain a level in this class, you can replace one to lose your proficiency bonus to the attack
of these cantrips with another cantrip from roll. If the attack hits, you add double your
the Druid spell list. proficiency bonus to the attack’s damage.
• This feat cannot be used with light or finesse
weapons.
FLAMES OF PHLEGETHOS • Monks can use this feat with unarmed attacks
if they use strength for their attack bonus.
Prerequisite: thiefling
MAGIC INITIATE
LINGUIST
OBSERVANT
EXPERT POISONER
• If you can see a creature's mouth while it is
speaking a language you understand, you can Prerequisite: poisoner
interpret what it's saying by reading its lips.
• You have a +5 bonus to your passive Wisdom • When you make a damage roll, you ignore
(Perception) and passive Intelligence resistance to poison damage.
(Investigation) scores. • You can coat a weapon in poison as a bonus
action, instead of an action.
ORCISH FURY
POLEARM MASTER
Prerequisite: half-orc
• When you take the Attack action and attack
• When you hit with an attack using a simple or with only a glaive, halberd, pike, quarterstaff,
martial weapon, you can roll one of the or spear, you can use a bonus action to make
weapon’s damage dice an additional time and a melee attack with the opposite end of the
add it as extra damage of the weapon’s weapon. This attack uses the same ability
damage type. Once you use this ability, you modifier as the primary attack. The weapon's
can't use it again until you finish a short or damage die for this attack is a d4, and it deals
long rest. bludgeoning damage.
• Immediately after you use your Relentless
Endurance trait, you can use your reaction to
make one weapon attack.
HOLD THE LINE
SHIELD MASTER • You can try to hide when you are lightly
obscured from the creature from which you
• If you aren't incapacitated, you can add your are hiding.
shield's AC bonus to any Dexterity saving • Dim light doesn't impose disadvantage on
throw you make against a spell or other your Wisdom (Perception) checks relying on
harmful effect that targets only you. sight.
• If you are subjected to an effect that allows • When you are hidden from a creature and
you to make a Dexterity saving throw to take miss it with a ranged weapon attack, making
only half damage, you can use your reaction the attack doesn't reveal your position.
to take no damage if you succeed on the
saving throw, interposing your shield
between yourself and the source of the
SLASHER
effect.
• Once per turn when you hit a creature with target must succeed on a Strength saving
an attack that deals slashing damage, you can throw (DC 8 + your proficiency bonus + the
reduce the speed of the target by 10 feet ability modifier of the score increased by this
until the start of your next turn. feat) or be moved 5 feet toward or away from
• When you score a critical hit that deals you. A creature can willingly fail this save.
slashing damage to a creature, you grievously
wound it. Until the start of your next turn, the
target has disadvantage on all attack rolls TELEPATIC