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Level Zero

Some DMs may want to begin a campaign with the players as commoners or other similarly
weak individuals, either for narrative reasons or to further simplify gameplay to better teach the
core mechanics. Players at 0th-level have the following features:

You begin play with -100 XP


Do not choose a class: you begin play with only your racial and background features.
You have 1d6 Hit Dice. Your maximum hit points is equal to 6 + your Constitution modifier.
Your proficiency bonus is +1
You begin only with the equipment granted by your background, or 4d4 gp.
When you reach 0 XP, you gain 1st level in a class. That class' Hit Dice replaces your existing
1d6 HD, and the classes "Hit Points at 1st Level" replaces your maximum hit points.
In most cases, you do not start with any weapon proficiencies (the exception is if you are an elf
or a dwarf, or a human with the weapon master feat).

XP Thresholds
A Dungeon Master creating a combat encounter for a party of 0th-level characters should use
the following XP Thresholds (DMG p. 82)

Character Level Easy Medium Hard Deadly


0th 10 25 50 75

Ignited and Soaked Conditions (5e Variant Rule)


This variant rule is used to supplement existing conditions with the two conditions below. Unlike
most conditions, an object can become ignited or soaked as well as a creature.

Any DM using this variant rule is encouraged to have fiery spells and effects cause the ignited
condition, and water spells and effects cause the soaked condition. Homebrew spells may
invoke these conditions as well.

As a general rule, any effect which ignites or soaks certain fragile objects, like parchment, would
immediately destroy the objects beyond repair.

Ignited
Any object or creature that resists fire damage or has no flammable parts cannot be ignited.

At the end of each of its turns, an ignited creature takes 1d6 fire damage (or more as specified
by the DM, or what effect caused the condition).
This condition ends if the ignited creature uses an action to end it, if an adjacent creature uses
such an action, if the target becomes soaked, or if the target takes cold damage. The DM may
judge the fire can be extinguished by other means.
Soaked
It can be assumed that any object or creature submerged in water would be soaked upon
emerging from it. Creatures sensitive to water may be vulnerable to any damage which causes
the soaked condition, subject to DM discretion.

If the target takes acid or fire damage, it takes 1 less damage for each die rolled. (E.g., if
subjected to a 3rd-level fireball, the target takes 8d6 - 8 damage.) This adjustment comes
before damage resistance.
If the target takes cold or lightning damage, it takes 1 extra damage for each die rolled. (E.g., if
subjected to ray of frost from a 5th-level wizard, the target takes 2d8 + 2 damage.) This
adjustment comes before damage resistance.
If the target would be ignited, both conditions end abruptly.
The soaked condition ends after 1 minute. The DM may judge that some effects, such as the
prestidigitation spell, can dry the target faster.

Large Player Characters


The races presented in the Player's Handbook are all Small or Medium sized, and the weapons
and combat rules presented therein are designed around those sizes. Until official Large-sized
player races come out, the following rules can be used to better represent them in combat.

Weapons
Large-sized creatures can use Large-sized weapons (DMG p. 278). This significantly increases
damage output, and might be considered disruptively overpowered for a player character. When
using Medium-sized weapons, use the following rules for weapon properties:

Large creatures can't wield Hidden and Undersized weapons.


Large creatures struggle with Light weapons, and have disadvantage on attack rolls with them.
One handed weapons without the "versatile" trait are treated as light weapons for the purpose of
qualifying for two weapon fighting.
Weapons with the "versatile" trait deal the damage given in parenthesis even if wielded in only
one hand.
Two-handed melee weapons can be wielded in one hand
Centaurs, Drider and other Hybrid Large Creatures
If your Large PC race has a regular Medium-sized humanoid upper torso, it might be worth
explicitly stating that the race treats weapons as though it were a Medium creature.

Optional Rule: Oversized Weapons


Consider using the homebrew Oversized weapons variant rule.
Two-handed melee weapons can be wielded in one hand if it is not also Oversized.
Optional Rule: Unarmed Strikes
A Large creature's unarmed strike might deal 2 bludgeoning damage (instead of 1).
Carrying Capacity
As noted in the PHB p. 176, Large creatures have double the carrying capacity.
Consumables
Based on the food and water needs (DMG p. 111), Large creatures require four times as much
food and water per day.

Cover
It should be harder for a Large creature to find cover (PHB p. 196). The DM will adjudicate this,
but roughly speaking where a Medium creature would find total cover, a Large creature might
only receive three-quarters cover; where a Medium creature finds three-quarters cover, a Large
creature might only receive half cover; and where a Medium creature finds half cover, a Large
creature might find none.

Glide Speed
Some creatures or vehicles are powered simply by the aerodynamics of their shape and
possess no ability to maintain their altitude as they move through the air. These creatures/
objects possess a glide speed. A glide speed assumes that the creature/ vehicle falls by 5 feet
every turn, and must move their full glide speed movement. The creature/ pilot can choose to
dive by converting horizontal movement into downward movement.

Example.
A gnomish tinkerer is testing his new glider, by jumping from a 100-foot cliff. His glider has a
glide speed of 30 feet. Each turn he descends 5 feet but moves forward 30 feet. 2 minutes later
he lands, 600 feet away. On his second test as he glides he spots a hippogriff swooping on him,
and makes an emergency dive. He nose dives, avoiding the attack, but descending 35 feet that
turn. 1 minute and 24 seconds after he starts he lands, 420 feet away.

Expanded Interactions
Currently, characters can make a single interaction with an object or with the environment on
their turn, in tandem with their action or movement, such as drawing their sword or opening a
door. This mechanic has been dubbed "Object Interactions", or simply, your "Interaction".
Interacting with a second object requires you to use your action to take the Use an Object action
(or bonus action if you are a Thief Rogue).

So if you open a door, you can't close it unless you want to give up all of your attacks that turn.
If you want to pull out your second sword without waiting for your next turn, you have to give up
your attacks (until you reach level 4 and your DM allows you to give up your Ability Score
increase just so you can use both of your hands to get the Dual Wielder feat).

Your Interaction and Using Movement to Take Object Interactions


Using this variant rule, creatures have one Interaction on each of their turns, like they currently
do. A creature can use its interaction to interact with an object as described in the Player's
Handbook (see the above description and links) as usual.
Interacting with additional objects, however, only uses 5 feet of movement. This means if your
speed is 0, you can't make additional object interactions, and taking the Dash action allows you
to make more object interactions. This makes gameplay smoother and allow for fun, cinematic
experiences without adding anything else to keep track of, as players already track their
movement on their turn.

This maintains realism, as it makes sense to be able to open a door, walk through, and close it
behind you, at the cost of moving slightly slower. You can pull several weapons or items from
your satchel, but you can't move as efficiently while you reach for it. You can pick up a dropped
item as you run by stooping down, moving slightly slower as you do so. If I want to pull that level
12 times, I can, but I can't move anywhere while I spend the time doing it. The DM may still
require some object interactions to require your interaction or even your action as it makes little
sense to be able to "drink all the ale in a flagon" twelve times in a single turn.

Using Your Interaction to Take the Use an Object Action


Most players will agree that making an attack seems far more useful than pouring out a bag of
ball bearings, and deciding to use a potion instead of attacking usually ends in not using the
potion. While this helps balance the game, the metagame gets in the way of creativity.

In this sub-variant rule, a creature can also use their interaction to take the Use an Object Action
(such as to pour out a bag of ball bearings or use a healer's hit), don or doff a shield, or take the
Use a Magic Item action to drink a potion. A creature cannot take these actions by using 5 feet
of movement, only by using its interaction or action (or bonus action if that creature is a Thief
Rogue).

Movement and Interactions During Readied Actions


In this sub-variant rule, when you use your reaction to take a readied action, you can use any
movement left over from your turn in addition to your readied action. This movement can be
used to make object interactions, and you can use your interaction during this time.

This allows for more cinematic sequences, usually outside of the rules as written, such as
jumping out from behind furniture to fire your crossbow, or moving from behind the corner to
slash as the goblin when it comes through the door, or dumping ball bearings on the hallway
floor when the kobold gets near before blasting him with thunderwave before turning to run.

Levels of Insanity
Being an adventurer can be hard, and sometimes certain creatures and events can have a great
effect on your mental health such as:

Witnessing a friend’s violent death


Seeing a ghoul
Meeting someone you know to be dead
Finding a mangled human corpse
Undergoing severe torture
Seeing an evil deity
Surprised to find mangled animal carcass
Finding a stream flowing with blood
Seeing a corpse rise from its grave
When going through such encounters, your DM may ask you to make a Wisdom saving throw
with a DC determined by your DM. On a failure, you increase a Level of Insanity. and a critical
failure increases your Levels of Insanity by 2.

Levels Of Insanity
Level Effect
1
Disadvantage on Mental Ability checks and spells.

2
You will become frightened of random creatures, places and objects determined by your DM.

3
Disadvantage on Attack rolls, skill checks and Saving Throws.

4
Every hour, you must make a DC 12 Wisdom saving throw or be affected with Short-Term
Madness for 1d10 minutes.

5
Upon reaching level five, you become mentally Paralyzed. If you are still at Level 5 of Insanity
after 1d4 days, you progress to Level 6.

6
You go permanently insane and fall under the DM's control. A character with permanent insanity
may be reduced to a raving lunatic or may be outwardly indistinguishable from a normal person:
either way, they may never go back to who they once were.

Treating Insanity
There are multiple ways to decrease a characters levels of insanity. A Lesser Restoration spell
will remove 1 level of Insanity while a Greater Restoration spell will remove 2. Other spells and
effects (such as medicinal herbs, greater potion of healing) that boost Wisdom, Charisma and
general health may also remove a level, but at your DM discretion.

A character may also take some personal time to refresh their mental state. Similar to a long
rest, if interrupted by conditions that increase mental stress such as combat or damage, then
the effects are not applied.This does not apply to 5th or 6th Levels of Insanity.
Mental Health
Level Amount of Time Nessesary
1
1-2 days

2
3-5

3
7-10 days

4
2-5 weeks

Permanent Insanity. Permanent Insanity is the most difficult to cure. It may be cured through
powerful magical and other effects determined by your DM.

Custom Weapon Design


Don’t let the weapon list get in the way of awesome! According to the Player's Handbook, the
mace costs 5 gp and does 1d6 damage. That's it. The spear costs 1 gp and does 1d6 damage,
can be thrown, and can be two-handed for 1d8 damage. This variant rule is meant to fix that,
allowing you to create your own weapons, flavored how you want to while taking advantage of
the benefits only select weapons usually grant.

This system was crafted around the weapons list, so nearly every weapon can be recreated
accurately, and more. Because of this, custom weapons made with this system should be about
as balanced as those found on the weapons list.

With this variant rule, all characters have proficiency with all simple weapons. If you have
proficiency with at least one martial melee weapons, you are considered to have proficiency
with all martial melee weapons. If you have proficiency with at least one martial ranged weapon,
you are considered to have proficiency with all martial ranged weapons.

Suggested Pricing
Weapon Price
Simple melee 1 gp
Simple ranged 25 gp
Martial melee 25 gp
Martial ranged 50 gp
Weapon Creation
1. Choose a melee or ranged weapon:

Melee weapon. 1d4 damage.


Ranged weapon. 1d4 damage. Ammunition (range 30/120). Loading. Two-handed.
2. Choose whether the weapon is a simple or martial weapon.

3. Choose bludgeoning, piercing, or slashing damage.

4. Select three properties from the list below.

Weapon Properties
Each property may only be selected once unless it says otherwise. Some properties have an
"Optional Limitation", an optional rule that restricts the use of the properties to match how they
are used in weapons list. Your DM decides whether or not you must use the Optional Limitation
rules when selecting properties.

Brutal. Increase the damage die from d4 to d6. You can select this property again to increase
the damage die of a ranged weapon or a martial weapon to a d8.

Finesse. (Melee only.) You use your choice of your Strength or Dexterity modifier for the attack
and damage rolls. You must use the same modifier for both rolls. Optional Limitations: This
property cannot be combined with the Heavy or Versatile properties. This property cannot be
combined with the brutal property when applied to a simple weapon.

Heavy. (Martial only.) Increase the damage die from a d4 to a d8, a d6 to a d10 or a d8 to d12.
This weapon gains the Two-handed property if it didn't have it already. Small creatures have
disadvantage on attack rolls with this weapon. Optional Limitation: This property cannot
increase a ranged weapon's damage dice to a d12.

Light. (Melee only.) This weapon is ideal for two-weapon fighting. This cannot be combined with
the heavy property. Optional Limitation: This property can only be applied to weapons with a
damage die of d4 or d6. This property can't be combined with the versatile property.

One-handed. (Ranged only.) Remove the Two-handed property. Optional Limitation: This
counts as two properties for a simple ranged weapon.

Rapid-fire. (Ranged only.) Remove the Loading property.

Reach. (Martial melee only.) Your reach increase by 5 feet when using the weapon. Optional
Limitation: This counts as two properties unless the weapon has the Heavy property.

Sniping. (Ranged only.) Increase the range of a simple ranged weapon to 80/320. Increase the
range of a martial ranged weapon to 150/600.

Thrown. (Melee only.) You can throw this weapon to make a ranged attack with a range of
20/60. You use the same ability modifier for that attack roll and damage roll that you would use
for a melee attack with the weapon. You can select this property again to increase the range to
30/120. Optional Limitation: This can only be applied to weapons with a damage die of d4 or d6.

Versatile. (Melee only.) This weapon can be used with one or two hands. Increase the damage
die for melee attacks when wielded with two hands from a d4 to a d6, from a d6 to a d8, or from
a d8 to a d10. This cannot be combined with the Heavy property.

Property Reference
These describe other properties that are referenced. You do not select these properties.

Ammunition. You can use a weapon that has the ammunition property to make a ranged attack
only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you
expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other
container is part of the attack. At the end of the battle, you can recover half your expended
ammunition by taking a minute to search the battlefield. If you use this weapon to make a melee
attack, you treat the weapon as an improvised weapon.

Loading. You can fire only one piece of ammunition from it when you use an action, bonus
action, or reaction to fire it, regardless of the number of attacks you can normally make.

Two-handed. This weapon requires two hands to use.

Example Weapons
Recreations
These are examples of weapons recreated exactly using this system, simply to help show the
balance of it.

Dagger. 1d4 piercing damage. Finesse, light, thrown (range 20/60).


(Simple melee weapon: Finesse, Light, Thrown)
Spear. 1d6 piercing damage. Thrown (range 20/60), Versatile (d8).
(Simple melee weapon: Brutal, Thrown, Versatile)
Longsword. 1d8 slashing damage. Versatile (d10).
(Martial melee weapon: Brutal, Brutal, Versatile)
Crossbow, light. 1d8 piercing damage. Ammunition (range 80/320), loading, two-handed.
(Simple ranged weapon: Brutal, Brutal, Sniping)
Longbow. 1d8 piercing damage. Ammunition (range 150/600), heavy, two-handed.
(Martial ranged weapon: Heavy, Rapid-fire, Sniping)
Reimagined
These are examples of weapons recreated using this system, without using the Balance Variant
property rules. They are slightly more powerful than their original versions, but it makes
character builds that usually perform poorly a more viable option.

Sling. 1d6 bludgeoning damage. Ammunition (range 30/120).


(Simple ranged weapon: Brutal, Rapid-fire, One-handed)
Whip. 1d6 slashing damage. Finesse, reach.
(Martial melee weapon: Brutal, finesse, reach)
Longsword. 1d8 slashing damage. Light.
(Martial melee weapon: Brutal, brutal, light)
Flail. 1d8 bludgeoning damage. Reach.
(Martial melee weapon: Brutal, brutal, reach)
Quarterstaff. 1d6 bludgeoning damage. Finesse. Versatile (d8).
(Simple melee weapon: Brutal, Finesse, Versatile)
Battleaxe. 1d8 slashing damage. Thrown (20/60).
(Martial melee weapon: Brutal, Brutal, Thrown.
New Weapons
These are examples of new weapons, made with new combinations of weapon properties that
allow for unique options.

Scythe. 1d10 slashing damage. Heavy, finesse, two-handed.


(Martial melee weapon: Brutal, Heavy, Finesse)
Longspear. 1d8 piercing damage. Heavy, reach, thrown (20/60), two-handed.
(Martial melee weapon: Heavy, reach, thrown)
Crossbow, great. 1d12 piercing damage. Ammunition (range 30/120), loading, two-handed.
(Martial ranged weapon: Brutal, Brutal, Heavy)
Shuriken. 1d4 piercing damage. Finesse. Thrown (30/120)
(Simple melee weapon: Finesse, Thrown, Thrown)
Atlatl/Spear-thrower. 1d6 piercing damage. Ammunition (range 80/320), loading.
(Simple ranged weapon: Brutal, One-handed, Sniping)

Improvised Weapons
This adds rulings for adjusting base weapon statistics for improvised weapons.

Improvising With a Weapon.

Any weapon which is used in a manner it was not intended becomes an improvised weapon.
Hitting someone with a bow, or throwing a great sword, are good examples.
Improvised Throws.

Any object which is thrown, but lacks the thrown property, is an improvised weapon, and can
only be thrown a distance equal to your speed. This throw is made with disadvantage.
Additionally, especially non-aerodynamic objects, such as a chair, drop down a damage die
size.
Bits and Pieces.
Broken objects, such as a table leg or smashed bottle, are already damaged and likely to break
further. On a hit dealing damage greater than half the weapon's damage die, the weapon
breaks.
Riot Weapons.

Implements and tools are equivalent to weapons, and are given stats equal to a similar weapon,
as per the PHB, however they lose the thrown tag if the base weapon had it.
Deweaponized.

Improvised weapons are not made for combat, and so attack rolls made against armored
combattants are made at disadvantage. (IE: A pitchfork is not shaped nor tempered to spit mail
links or pierce plate.) An unintended use for an actual weapon, (such as bashing a guy over the
head with the pommel of your sword) may be exempt from this, depending on the use.

Jumping Speed
A jumping speed is an additional form of movement which supplements the forms of movement
listed in the SRD. It is intended to help stat creatures that can make incredible leaps, often
further or faster than they can walk.

A creature that has a jumping speed can use all or part of its movement to jump. For every foot
of its movement allowance that the creature spends, it can jump up to 1 foot horizontally and up
to six inches (1/2 a foot) vertically without needing to make an ability check. The creature's
jumping distance is not halved when it makes a standing jump. Additionally, a creature with a
jumping speed subtracts its speed in feet from the height of a fall for the purposes of
determining how much falling damage it takes.

Language Throws
This optional rule attempts to address the true variety of language without inhibiting functional
gameplay as severely as language impacts reality. This is for players who are looking to make a
deeper, richer world with more complex social enviroments, and to bring language forward as a
meaningful gameplay element. It does this by approaching the problem the same way 5e
approaches other old gameplay impediments: we make a game out of it!

Characters each know two or three "languages" granted by their character templates, as per
usual. Consider these languages as language groups from now on. For instance, all Western
languages have similar structures, so "Western" would be an equivalent "language" by this
system.

Within each language "known" by a character, there are many independent "dialects". In this
case, we are using the word dialect in a manner akin to its meaning in regards to Chinese,
where there are hundreds of fully incompatible dialects which, to a Western understanding of
language, would be considered independent regional languages. For example, if Western was a
language, it would have English, French, German, Spanish, and Italian as its major dialects.
Within any given dialect, there may also be occasional accents which are difficult to understand.
For instance, with English as a dialect of Western, you would have accents for British,
Australian, and American.

There are also Exotic dialects. An exotic dialect is where a chatacter's native tongue does not
match what they are speaking. For instance, a man who speaks Western French would speak
Western English with a french accent. This would be treated as an exotic accent, rather than as
an independent accent in its own right.

Each language is assumed to have a pidgin language or trade tongue, and anyone who knows
the language should know that dialect (unless they're an NPC). This ensures the party can at
least communicate among themselves.

Whenever a character first encounters a tongue they have not encountered before, they must
make a language check. The check is made using INT or CHR, whichever is higher. The DC is
as follows:

10 for an accent of a known dialect


15 for a dialect of a known language
+5 if spoken with an exotic accent.
+5 if the tongue is secret, archaic, or dead.
If they succeed, it is assumed that the character knows and understands the tongue from then
on, and it should be noted on their character sheet. For example, a party of adventurers are
trying to leave the country to chase down a mysterious villain, when they are stopped by the
guards of the neighboring nation at the border gates. Though they all speek common, the
neighboring nation has its own dialect. The party makes their rolls, and as it turns out, only the
bard can understand them! The bard now must negotiate the whole situation.

Written language operates under the same rules, with the exception of accents, which are not
expressed in any normal script. Rather, a particularly unusual hand or very bad chicken scratch
warrants the same DC modification as an exotic accent, but is only meaningfully applicable to
the writing of a single individual.

Example Language Tree


Western (Language)
English (Dialect)
British (Accent)
Australian (Accent)
American (Accent)
French (Dialect)
Metropolitan (Accent)
Meridional (Accent)
Belgian (Accent)
Swiss (Accent)
Aostan (Accent)
Quebec (Accent)
Acadian (Accent)
Levantine (Accent)
German (Dialect)
Low Franconian (Accent)
Low Saxon (Accent)
High Franconian (Accent)
High Saxon (Accent)
Spanish (Dialect)
Hispanic (Accent)
Old World (Accent)
Italian (Dialect)
Tuscan (Accent) (Dead)
Gallo-Rhaetian (Accent)
Gallo-Italic (Accent)
Italo-Dalmatian (Accent)
Sardinian (Accent)
Scots (Dialect)
Insular (Accent)
Northern (Accent)
Central (Accent)
Southern (Accent)
Irish (Dialect)
Dublin (Accent)
Southwestern (Accent)
Northern (Accent)

Partial Armor
Partial armor only grants its AC bonus if you are wearing light or no armor. If you are wearing
only one piece of partial armor, you are still considered to be wearing your base armor type (e.g.
no armor or light armor). If you are wearing two or three pieces of partial armor, you are
considered to be wearing the heaviest type among the armor pieces you are wearing (e.g.
medium or heavy armor). You cannot benefit from wearing four or more pieces of partial armor.

Notes
Characters who are proficient in heavy or medium armor but who choose to wear light armor or
no armor can mitigate the AC loss by wearing partial armor.

Partial Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Medium Armor
Bulletproof Leg Guards — +2 (partial armor) — — 10 lb.
Bulletproof Shoulder Guard — +2 (partial armor) — — 5 lb.
Combat Helmet — +2 (partial armor) — — 3 lb.
Sports Helmet — +1 (partial armor) — — 2 lb.
Gauntlet 5 gp +1 (partial armor) — — 2 lb.
Leather Shoulder Guard 10 gp +1 (partial armor) — — 4 lb.
Leather Belt 15 gp +1 (partial armor) — — 2 lb.
Mail Coif 30 gp +1 (partial armor) — — 5 lb.
Wolf Jaw 30 gp +1 (partial armor) — — 3 lb.
Bear Pelt 50 gp +1 (partial armor) — — 5 lb.
Leather Duster 20 gp +1 (partial armor) — — 20 lb.
Gambeson 60 gp +2 (partial armor) — — 10 lb.
Heavy Armor
Hard Armor Leg Guards — +3 (partial armor) Str 13 Disadvantage 15 lb.
Hard Armor Shoulder Guard — +3 (partial armor) Str 13 Disadvantage 10 lb.
Heavy Combat Helmet — +3 (partial armor) Str 13 Disadvantage 10 lb.
Space Combat Helmet — +3 (partial armor) Str 13 Disadvantage 7 lb.
Crested Helmet 15 gp +1 (partial armor) Str 13 — 5 lb.
Great Helmet 30 gp +2 (partial armor) (Special) Str 15 Disadvantage 10 lb.
Plate Shoulder Guard 45 gp +2 (partial armor) Str 15 Disadvantage 18 lb.
Spongia 60 gp +2 (partial armor) Str 13 Disadvantage 7 lb.
Sabatons 200 gp +2 (partial armor) Str 15 Disadvantage 40 lb.
Mercenary Armor 400 gp +3 (partial armor) Str 15 Disadvantage 15-50 lb.
Chain Cloak 40 gp +2 (partial armor) Str 15 Disadvantage 15 lb.
Diving Helmet 100 gp +2 (Partial Armor) (Special) Str 15 Disadvantage 55 lb.

Fantasy Firearms
So, picture this. You're playing D&D. The guy next to you has a sword, the gal on your right
uses her fists, and the friend of loosely-defined gender who sits across from you wields arcane
magic of destructive potential. You? You've got a gun. Now, if you're playing in a fantasy
setting... hey, maybe guns don't fit the tone. But, in a world with enchanted weaponry, undead,
and whatever the heck Flumphs are, it's not unreasonable to say some gnome or dwarf had the
idea of making fantasy-gunpowder from dragon bone or fairy dust or something. So even in the
most Tolkien-esque settings, there may be a place for it.

That said, the DMG does give rules for weaponry for renaissance, modern, and futuristic
settings. Unfortunately, said weapons are not balanced for the traditional high-fantasy settings
most are used to. So, this page will categorize, instead, firearms (or firearm-adjacent creations)
that could conceivably fit in your run-of-the-mill D&D campaign.

The Reload (X) Property


Currently, there's three types of vanilla D&D ranged weapons: Bows, Crossbows, and Thrown
Weapons. Bows are two-handed weapons, with no restrictions to how often you can fire them.
Crossbows have the loading property, preventing the user from firing them more than once per
round (or requiring them to take the Crossbow Mastery feat), but many have more damage or
are one-handed to compensate. Thrown weapons are just disposable melee weapons.

To differentiate firearms from these types of weapons, they can receive a "Reload" property.
Weapons with the reload property can hold a certain amount of ammo, e.g. a Revolver with 6
rounds. So, unlike crossbows, firearms can be fired more than once per round. However, when
they run out of rounds, the weapon cannot be fired again until you use an action to reload it.
Then, just like crossbows, they can come in one-handed or two-handed varieties. A firearm user
does not need to invest in a feat to take advantage of any extra attack class features they get,
over a crossbow user, but then has to deal with needing to spend a turn in "down-time" every
now and then. A weapon with a Reload(2) or even a Reload(1) property would be really rough!

Categorized List
Feel free to put the [[Category:Fantasy Firearms]] onto any firearm page that meets the
following criteria:
1) It uses the Reload property
2) It is balanced alongside other vanilla D&D weapons, as opposed to the anachronistic
weapons listed in the DMG or on this site.
3) The fluff for the page works for a fantasy setting, even if it uses copious amounts of Magitek.
(If magic can create a wall of pure force or cross dimensions, it can also create an enchanted
weapon that can accelerate a metal slug at relativistic speeds...)
Mundane Firearms
Fantasy Firearm Cost Damage Weight Properties
Alchemic Bullets
Bayonet Rifle, Variant 70 gp 1d10 piercing / 1d6 piercing 10 lb. Ammunition (range 60/200),
heavy, reload (3 shots), special, two-handed
Bayonet Rifle 95 gp 1d10 piercing / 1d4 piercing 12 lb. Ammunition (range 100/400), heavy,
reload (4 shots), special, two-handed
Drake Cannon 250 gp 2d6 piercing 4 lb Ammunition (range 25/40), reload (2), special
Hand Cannon 50 gp 2d6 bludgeoning 20 lb. Ammunition (range 20/60), heavy,
two-handed
Heavy Cannon 300 gp 2d8 bludgeoning 40 lb Ammunition (range 50/150), heavy,
reload(1), two-handed
Revolver, Variant 150 gp 1d10 piercing 2 lb Ammunition (range 25/100), light, reload (6
shots)
Rifle, Variant 90 gp 1d12 piercing 11 lb. Ammunition (range 125/500), heavy, reload (4
shots), two-handed
Simple Pistol 100 gp 1d10 piercing 0.5 lb. Ammunition (range 25/75), hidden, light, reload (1),
special
Magic Firearms
Firearm Rarity Type
Deus Ex Calibre very rare Simple Pistol
Devil's Chamber very rare revolver
Quickdraw Revolver rare revolver

Pregnancy
When a mature male and a mature female humanoid have sexual intercourse, there is a chance
that the female may become pregnant.

Fertility Check. To determine if a female becomes pregnant, two separate rolls are needed. The
first is made by the female, and is a straight 1d20 roll, with the results of this role determining
that female's level of fertility, as determined on the following tables, based on the mother's race:

Highly Fecund Race (e.g. goblins, kobolds)

Conception
Roll on 1d20 Fertility DC
1-4 Infertile
5-8 DC 20
9-12 DC 15
13-16 DC 10
17-20 DC 5
Moderately Fecund Race (e.g. humans, orcs)

Conception
Roll on 1d20 Fertility DC
1-5 Infertile
6-10 DC 20
11-15 DC 15
16-19 DC 10
Natural 20 DC 5
Less Fecund Race (e.g. dwarves, elves)

Conception
Roll on 1d20 Fertility DC
1-10 Infertile
11-15 DC 20
16-18 DC 15
19-20 DC 10
The second roll, to determine if conception happens, is made by the male, and is a straight
Constitution check, with the DC of the check determined by the Fertility DC on the table above.
This check is modified as follows:
Highly Fecund Race: +2
Moderately Fecund Race: +0
Less Fecund Race: -2
If both are actively trying to conceive, they both receive advantage on their rolls.

If conception is successful, have one of your players roll a percentile dice. If is equals is is lower
than the percentile, the conception will result in twins.

Conception
Type Rate of Twins
Highly fecund race (goblins, kobolds, lizard folk) 20%-1%
Moderately fecund race (centaurs, humans, orcs) 15%-1%
Less fecund race (dwarves, elves, halflings) 5%-1%
If twins result, have your players roll a percentile die to determine the type.

Conception
% Twin Table
1-50% Non-identical twins
51-99% Identical twins
100% Identical triplets or more*
(*) Rates can be adjusted for races that have higher rates of multiple births.

Prevention. To prevent conception, the participants may use some form of birth control. Choose
one participant to role a percentile die. If they equal or exceed the percentile, they role for
conception.

Prevention
Quality Type Protection
Best Magical, most effective means 95% protection
Moderate Alchemical, highly effective means 75% protection
Minor Common herbal and other methods 50% protection
Poor Rhythm and coitus interruptus 25% protection
Pregnancy. The parent will be pregnant for around 9 months, where they will go through three
trimesters. Each trimester brings new changes to the carrying parent. Since a wide variety of
fantasy races exist, the carrying parent will not always be female; these rules, however, cover
the basics for any race that gestates in a womb. Many changes do not need mechanics to
govern them; they can be described by the DM or decided by the player. While they can be the
source of jokes and fun, they should not be used to ridicule characters. As the body transforms
to give birth, major shifts will affect a character in notable physical ways. If you wish to add
mental/emotional changes and the group is on board, you may do so, but be aware that such
mechanics can make a character into a caricature quickly and can make the player feel stymied
in their ability to participate.
First Trimester. Sex begins to form in offspring of human-like races at the end of the first
trimester; divination methods used before then are notoriously unreliable. Nausea may strike at
inopportune moments. Each week, roll a DC 15 Constitution check; failure indicates that nausea
will be a problem that week. The character will make the same Constitution check at random
each day, but not more than 1d4 times. Failure means the character is nauseated for 1d20
rounds. Each successful check grants a +2 bonus on the next roll. At the start of the second
trimester, the check should be made again. If the roll is a 1, then nausea will continue to be a
problem into the second trimester. Otherwise, it will fade away.
Second Trimester. The character’s movement rate is reduced by a quarter and a -2 penalty
applies to Dexterity as the body takes on weight and their center of gravity shifts. The character
will also has disadvantage on all saving throws. Magic can be used to ease or negate these
penalties, but they will recur once the magic fades.
Third Trimester. The character’s movement rate is reduced by half. They also suffer a -4 penalty
to Dexterity and -2 to Strength. The character will also has disadvantage on all saving throws.
These penalties do not stack with those from previous trimesters and can be affected by magic,
but they will automatically recur when the magic fades.
At the end of the third trimester, the character will give birth. Roll a percentile die to see what the
child's gender is. If there are non-identical twins, roll twice for each child. If gender does not
apply to the parents, do not role.

Conception
% Gender
1-50% Male
51-100% Female
Variant: Egg Laying Species. Humanoids that lay eggs go through a slightly different
reproduction process. Post intercourse, instead of becoming pregnant as other races do, they
lay an egg. A male and a female of that race will go through the normal fertilization process and
roll on the fertilization table. They have different rates of producing eggs and incubation times.

Egg Laying Races


Race FertilityTime Between Fertilization and Egg Laying Quantity Incubation Time
Additional Information
Aarakocra Highly Fecund Race Forty-Eight to Sixty-Two Hours Post Fertilization (1d4)
Eggs) Two to Three Weeks For reproduction, Aarakocra have a cloaca. Female Aarakocra will
still lay eggs, every forty-eight to sixty-two hours, even though they are unfertilized once they
have reached maturity. Additionally, Aarakocra breasts do not function the same way that other
humanoid's breasts function. Female Aarakocra will produce a type of sudo-milk which will be
stored in special sacks on their chest. Then, to feed their young, they will regurgitate this
sudo-milk into the mouths of their young.
Dragonborn Moderately Fecund Race Three to Five Weeks Post Fertilization (1d4 -
1) Eggs - Won't be Less Than One Three to Four Months For reproduction, Dragonborn have
a cloaca. Many people believe that Dragonborn breast feed due to the female Dragonborn
having the appearance of having breasts. Instead they have a reinforced sternum that covers
the upper chest, and when they stand up straight it protrudes in such a way that it gives the
profile of breasts. It supports the female's lungs to permit their breath attack. Male Dragonborn
do not have them due to their larger muscles in their upper bodies.
Kenku Highly Fecund Race Forty-Eight to Sixty-Two Hours Post Fertilization (1d4) Eggs)
Two to Three Weeks For reproduction, Kenku have a cloaca.. Female Kenku will still lay eggs,
every forty-eight to sixty-two hours, even though they are unfertilized once they have reached
maturity. Additionally, Kenku breasts do not function the same way that other humanoid's
breasts function. Female Kenku will produce a type of sudo-milk which will be stored in special
sacks on their chest. Then, to feed their young, they will regurgitate this sudo-milk into the
mouths of their young.
Kobold Highly Fecund Race About Two Weeks (1d8 + 16) About 60 days For
reproduction, Kobolds have a cloaca. Male Kobolds are much more common than female
Kobolds. Use these statistics for determining a the Kobold's gender. 88% Male - 12% Female
Lizardfolk Moderately Fecund Race Three to Five Weeks Post Fertilization (1d4 +
2) Eggs Three to Four Months For reproduction, Lizardfolk have a cloaca. Male Lizardfolk
eggs in unfavorable conditions will switch their gender to female while still in the egg. They still
appear male, but are able to produce offspring, laying twice as much eggs as a normal female.
Additionaly, Lizardfolk eggs have a leathery shell rather than the hard shells that other races
and creatures lay.
Merfolk - Merfolk don't have intercourse in the same way most humanoids do. They
essentially have large reproductive, orgy parties. Once every few years, the Merfolk will all
gather, in which the female Merfolk will release their eggs and the males would swim up
alongside them and release their sperm. (1d8 + 50) Eggs, but only about 10% are either
fertilized or able to survive in open water Three to Four Months Merfolk have internal
reproductive parts in order to produce offspring. Before hatching, the male Merfolk will
safeguard the eggs until they hatch. Female breasts have scales spaced out in a way to allow
for the secretion of a mucus-like milk where then the Merfolk young may feed on the mucus
secretions coating their breast.
Tortle Moderately Fecund Race Female Tortles only reproduced near the end of their
natural lifespans. After sexual intercourse, they store the male sperm inside their body to
fertilize their eggs. They will do this with multiple partners, usually 5-6 so that they may diversify
their offspring A Tortle will lay (1d8 + 12) fertilized eggs Two to Four Months For
reproduction, Tortles have a cloaca.. Before laying a clutch of eggs, the female Tortle will first
need to find a suitable nesting site. They prefer areas with a lot of sunshine and well drained
earth. Upon finding a suitable location, they will dig a hole in which they lay a clutch of eggs in,
before covering the hole back up and waiting for the eggs to hatch. When their young hatched
from their eggs, they spent the remainder of their lives sharing all their life experiences and
teaching survival skills. Young Tortles would become orphans after about one year, by which
time they were expected to be able to fend for themselves.
Yuan-Ti Pureblood Moderately Fecund Race Three to Five Months Post Fertilization
(1d4 + 3) Two to Three Months For reproduction, Yuan-Ti have a cloaca. When Males are
in short supply, mature female Yuan-Ti are capable of fertilizing their own eggs. But sexual
reproduction with a male is still preferred. Additionally, Yuan-Ti breasts are only remnants form
their human origins and have no functional purpose other then assisting them in blending in with
society.

Primitive Weapons
Primitive weapons are made from bone, stone, obsidian, flint, wood and other pre-bronze-age
materials. They are common in regions (or worlds) where metal is rare or non-existent.

They are not as durable as metal weapons, or tempered wood. They have a tendency to break,
but such an imprecise strike can still lead to a wound.

When you roll to hit with a primitive weapon and the d20 roll is a 1, you can choose to treat it as
a hit instead of a miss. This destroys the weapon.

List of Primitive Weapons


Primitive weapons use the same statistics as a weapon listed in the PHB, except they cost half
as much. The following are examples.

Ankylosarus tail – morningstar


Bone club – club
Raptor claw – sickle
Tooth dagger – dagger
Triceratops horn – short sword

Quadruped Races
Hey all, here's some help developing Quadruped Races. In general, quadruped races have their
own traits (Which you'd put on their individual pages), but have a few traits that are general to all
of them, displayed here to make things easier for DMs looking to use them. As the DM, you can
use some or all of these traits or make your own based off them to enhance the game. If making
pages on this wiki for a quadruped race, you can link this page to avoid having to restate
anything redundant on it.

Squeezing: Quadruped races usually can't crouch easily or otherwise make the actions that let
them squeeze, so if using the squeezing rule (Wherein characters can enter areas one size
smaller than their own but with penalties related to it), than quadruped races cannot squeeze,
except to get low to the ground and crawl under objects. Openings that aren't lowered ceilings
(Or the like) that require squeezing can't be traveled through by quadruped races, and certain
quadruped races (Such as horses or giraffes, but why though?) can't even do that.

Encumbrance: To make it simple, regardless of how inventory is managed, quadruped races


are always able to carry twice as much as non-quadruped races of the same Strength score and
size. However, this is only partially true. Many quadruped races can't easily manipulate items
placed in things like saddlebags and the like that are on them, and usually don't have pockets of
their own. Unless otherwise stated on the individual race's page, assume that items that aren't
already out of their bags can't be reached by them, unless if the bag is explicitly made to allow
them access. This is because normally those types of bags are built to be opened at the top, not
the side, which requires awkward reaching and messing about. Such races CAN still mess with
their inventory, but have to take the bags in question off first.

Size: Size category for quadruped races is measured from the most forward point on the head
to the most backward part of their other end, usually a tail, though some creatures (We'll use
horses again for the example, but I'm not making a horse race. Heh, horse race. Comedy gold,
that one.) may not have solid tails that would make sense to measure. This measurement is
considered similar to height in measuring for size categories, though keep in mind that 5e
doesn't have a hard limit on what makes each size category (There might be one, but I haven't
seen it stated). Measuring weight is basically unchanged, though quadrupeds tend to be a little
heavier than bipedal creatures of the same size.

Manipulating Objects: Assuming you're playing a sentient creature, you can still manipulate
weapons, tools, and objects with your mouth or front limbs. However, if these front limbs
wouldn't be able to hold items (Such as if their hooves, and not claws or hands), then even if the
race is sentient you should not be able to wield and use them (Though you may still understand
how they work if you're sentient). However, if your race is sentient AND has front limbs with
digits, congratulations, you can use things like anyone else. However, without opposable
thumbs, this is much more difficult unless the tool, weapon, or other item has been explicitly
made to accommodate this difference. This doesn't necessarily ruin your skill with them in any
way, but makes it take longer to perform any action with them. Any such use that takes a bonus
action instead takes an action, and any that takes an action would instead take either your
action and movement, OR you action and bonus action. You can use your reaction for the round
to avoid this penalty once. However, unless otherwise stated, if you have starting equipment,
ALL of it is made to accommodate this difference. Any weapons, tools, kits, if it's yours, it is built
to be used by either your mouth or your specific "hands" (Claws, probably). The exceptions to
this are obvious, things like money and the like won't be different, and your bags to store all your
gubbins aren't custom-made to let you grab them easily. Any such equipment built to be used by
you does NOT take longer than normal to use.

Radiation
Radiation is a common fixture of post-holocaust campaigns, but it's hardly limited to the genre.
An enterprising referee can surprise unsuspecting players by throwing radioactive places and
objects into any campaign. Like any other rule it can be tons of fun in the right hands.

Mechanics of Radiation
Radiation can come in the form of solar flares, cosmic rays, nuclear accidents, radioactive
materials, and nuclear weapons. In a fantasy campaign, you should also consider that the
experiments of wizards might leave radioactive byproducts. Just something to keep in mind next
time the player characters feel like snooping around a wizard's laboratory.
Radiation works by ionizing flesh. It's like a poison, and for game purposes it should be treated
as such. A creature who enters a radioactive area must make a Constitution saving throw with a
DC listed on the following chart. On a failed saving throw, the creature takes poison damage
based on the radiation's intensity and its hit point maximum is reduced by an amount equal to
the damage taken. This reduction lasts as long as long as the character remains ionized. A
creature who fails the initial saving throw is allowed to make a new saving throw after an
amount of time passes equal to the listing under the "Saving Throw" Column. If the creature fails
this new saving throw, the creature continues to take damage and lose maximum hit points.

Other Effects: Higher intensities of radiation can cause different effects besides simple poison
damage.

Poisoned: The creature suffers from the poisoned condition as long as it remains ionized.
Weakened: The creature's movement speed is halved. Additionally, the creature only deals half
damage with a weapon attack or an unarmed strike. These effects last as long as the creature
remains ionized.
Blinded: The creature suffers from the blinded condition as long as it remains ionized.
Drained: Roll a six-sided die. On a roll of 1-2, the creature permanently loses 2 points of
Strength. On a roll of 3-4, the creature permanently loses 2 points of Dexterity. On a roll of 5-6,
the creature permanently loses 2 points of Constitution.
Table: Radiation Gauge Chart
Intensity Save DC Poison Damage Other Effects Saving Throw
Very Low 10 1d6 1/hour
Low 13 2d6 1/hour
Medium 15 4d6 Poisoned 1/day
Heavy 18 6d6 Poisoned, Weakened 1/day
Very Heavy 20 8d6 Blinded, Poisoned, Weakened 1/week (7 days)
Deadly 25 10d6 Blinded, Drained, Poisoned, Weakened 1/month (30 days)
Curing Radiation
The effects of radiation can be cured early with the use of magic. Radiation poisoning caused by
radiation no worse than Medium in intensity can be cured by any spell or other magical effect
which can neutralize poison or end the poisoned condition, such as lesser restoration. Radiation
poisoning caused by radiation of Heavy or worse intensity is much more difficult to cure; Only a
spell cast with a spell slot of 5th level of higher, such as greater restoration will successfully cure
the effects.

Mutations (Optional)
Optionally, if a creature succeeds on a saving throw against radiation by matching the exact DC
of the radiation, it might become mutated. For example, if a creature makes a saving throw
against Heavy Radiation and rolls a modified 18 exactly, no higher and no lower, it might
become mutated. The creature must make another Constitution saving throw against the
original DC. On a failed save, instead of suffering from the radiation's effects, the creature
becomes mutated. Whenever a creature is mutated, roll a six-sided die: On a 1-3, roll on the
negative mutation chart to determine what happens. On a 4-6, roll on the positive mutation
chart.

(Yes, I realize this is a variant rule for an already variant rule... sorry.)
A note on psionic powers: In all cases, Charisma is the mutant's spellcasting ability modifier.
Table: Negative Mutation Chart
D20 Result Effect
1 Ability Score Decrease The mutant’s Strength score decreases by 2.
2 Ability Score Decrease The mutant’s Dexterity score decreases by 2.
3 Ability Score Decrease The mutant’s Constitution score decreases by 2.
4 Ability Score Decrease The mutant’s Intelligence score decreases by 2.
5 Ability Score Decrease The mutant’s Wisdom score decreases by 2.
6 Ability Score Decrease The mutant’s Charisma score decreases by 2.
7 Severely Deformed The mutant has disadvantage on all Charisma checks except to
intimidate.
8 Crippled The mutant’s speed is reduced by 10 feet, to a minimum of 15 feet.
9 Damage Vulnerability The mutant becomes vulnerable to a random type of damage. Roll
a d10 to determine which: 1 is acid,
2 is cold, 3 is fire, 4 is force, 5 is lightning, 6 is necrotic, 7 is poison, 8 is psychic, 9 is radiant,
and 10 is thunder.

10 Sunlight Sensitivity While in sunlight, the mutant has disadvantage on attack rolls, as
well as on Wisdom (Perception) checks that rely on sight.
11 Blinded The mutant becomes permanently blinded.
12 Defened The mutant becomes permanently deafened.
13 Berserker Whenever a hostile creature damages the mutant, it must succeed on a
DC 15 Wisdom saving throw or go berserk.
14 Easily Confused Whenever the mutant rolls for initiative, it must succeed on a DC
15 Wisdom saving throw or be suffer from the effects of the confusion spell for 1 minute.
15 Mentally Disordered The mutant suffers from disadvantage on all Intelligence checks.
16 HungryThe mutant's food requirements are tripled.
17 Thirsty The mutant's water requirements are tripled.
18 Decreased Coordination Whenever the mutant takes the dash action, it must
succeed on a DC 15 Dexterity saving throw or fall prone.
19 Susceptibility Towards Magic The mutant suffers from disadvantage on saving throws
against spells and other magical effects.
20 Nuked The mutant becomes immune to radiation.
However, at the start of each of its turns, each creature within 10 feet of the mutant is exposed
to Medium intensity radiation.

Table: Positive Mutation Chart


D20 Result Effect
1 Ability Score Increase The mutant’s Strength score increases by 2, to a maximum of 22.
2 Ability Score Increase The mutant’s Dexterity score increases by 2, to a maximum of 22.
3 Ability Score Increase The mutant’s Constitution score increases by 2, to a maximum of
22.
4 Ability Score Increase The mutant’s Intelligence score increases by 2, to a maximum of
22.
5 Ability Score Increase The mutant’s Wisdom score increases by 2, to a maximum of 22.
6 Ability Score Increase The mutant’s Charisma score increases by 2, to a maximum of 22.
7 Natural Armor The mutant's AC while not wearing armor is equal to 13 + its Dexterity
modifier.
8 Natural Weaponry The mutant’s unarmed strikes now deal 1d6 points of bludgeoning,
piercing, or slashing damage.
9 Minor PsionicsThe mutant can innately cast a sorcerer, warlock, or wizard cantrip of the
referee's choice at will, requiring no components.
10 Major Psionice The mutant can innately cast dominate person three times per
day, requiring no components.
11 Major Psionice The mutant can innately cast telekinesis three times per day,
requiring no components.
12 Major Psionice The mutant can innately cast modify memory three times per day,
requiring no components.
13 Major Psionice The mutant can innately cast dimension door three times per day,
requiring no components.
14 Telepathy The mutant can innately cast detect thoughts at will, requiring no
components, and it also gains telepathy to a range of 100 feet.
15 Aquatic Adaption The mutant can breathe underwater, and it gains a swim speed
equal to its walking speed.
16 Jumper The mutant's jump distance is tripled.
17 Damage Resistance The mutant becomes resistant to a random type of damage. Roll a
d10 to determine which: 1 is acid,
2 is cold, 3 is fire, 4 is force, 5 is lightning, 6 is necrotic, 7 is poison, 8 is psychic, 9 is radiant,
and 10 is thunder.

18 Invisibility The mutant gains the ability to turn invisible as an action. Anything it is
wearing or carrying becomes invisible with it. The mutant remains invisible until it
attacks or casts a spell, or until it uses a bonus action to become visible again.

19 Magic Resistance The mutant has advantage on saving throws against spells and
other magical effects.
20 Quickened The mutant's speed increases by 15 feet.

Regeneration (5e Variant Rule)


Regeneration is the ability to regain lost hit points every turn. While this is straightforward for
monsters, it works a little differently if you are a Player Character. Unrestricted regeneration
would remove the need for Hit Dice: you would just take a short rest to recover all your hit
points. Clearly some modification is required. Therefore this rule allows a player to effectively
spend their Hit Dice in advance to create a pool of hit points from which regeneration is drawn.

Regeneration Points
When you have the regeneration trait, you draw on a pool of regeneration points to regain hit
points at the start of your turn.
When you first make your character, and at the end of each long rest, you can spend any
number of your Hit Dice. For each Hit Dice spent, roll the die and add your Constitution modifier
to it. You gain regeneration points equal to the total.
At the start of your turn you spend regeneration points as specified by the trait that grants you
regeneration. You regain an equal number of lost hit points. Excess regeneration points are
retained. You lose unused regeneration points when you generate a new pool at the end of a
long rest.
Regeneration and Death
If massive damage would normally kill you instantly, and you have regeneration points left and
are able to regenerate, you remain alive but unconscious. When you regenerate at the start of
your turn, instead of regaining hit points, the remaining damage is reduced by the same amount.
When the remaining damage is reduced to 0 you regain consciousness.

If at any point you are at 0 hit points and are unable to regenerate, then you are truly slain.

Thermal Vision (5e Variant Rule)


You can see in dim light within X feet of you as if it were bright light, and in darkness as if it were
dim light, in addition to being able to see through objects in this range. You can see different
colors, the hotter the object the more on the warm spectrum of the color wheel it will be.

Taunt Condition
This condition is meant for those that want to add a new twist to the popular charmed condition.
In a way, this condition is the reversed version of the charmed condition in terms of functionality.
While this may seem like a detrimental condition to have, many enemies and players alike can
use this condition to their advantage. For example, PCs and enemies with a high AC and hit
points could take advantage of this condition to focus all damage on them to protect their more
vulnerable allies.

Taunted
A taunted creature loses concentration on their spells and must target the taunter for all attacks,
harmful abilities, and magical effects.
All actions, attacks, spells, features, and abilities that the creature uses must target the taunter
or they cannot be used.
The taunter has disadvantage on any ability check to interact socially with the creature.
Thin Armor
At your DM's option, you may purchase or start out with a set of thin armor instead of normal
armor. Thin armor can be applied to any armor that is Medium or Heavy.

Medium thin armor is 3 lb lighter. If it gives you Disadvantage on Stealth, it no longer does. The
base armor class is reduced by 1. For example, if it is normally 13+Dex (maximum 2), then it
would be 12+Dex (maximum 2).

Heavy thin armor is 5 lb lighter. You cannot gain Disadvantage on Stealth by wearing Heavy
thin armor. The base armor class is reduced by 1. For example, is it is normally 17, then it would
be 16. If you have proficiency in Medium armor, you count as having proficiency with Heavy thin
armor.

All thin armor is 2 times as expensive as the normal equivalent, because of the skilled labor
required to make effective armor with less material.

Three-Quarters Spellcaster
In the Player's Handbook there are three progressions of spellcaster:

"Full" spellcasters that can cast up to 9th level spells.


"Half" spellcasters that can cast up to 5th level spells. These are spellcasters that primarily have
a combat role.
"Third" spellcasters that can cast up to 4th level spells. These are class archetypes that add a
little sprinkle of magic without competing with other spellcasters.
The names are so-called because of their contribution towards spell slots when multiclassing
(PHB p. 165).

There is design space for a "three-quarters" spellcaster. As a 3/4 spellcaster you would be able
to cast up to 7th level spells, and contribute 3/4 of their levels when determining spell slots when
multiclassing.

This would be useful for homebrew classes that are primarily spellcasters, but are more
competent in other areas such as combat. They would have access to some of the "big hitter"
spells (6th and 7th level) without competing with a cleric or wizard, and it frees up some space
for other features.

Three-Quarters Spellcaster: Spell Slots per Level


The table also shows how many spell points the class would have if using the optional spell
points rule (DMG p. 289). The "spells known" table is used if the class must learn spells from
their class spell list.

Spell Slots per Level


Lvl. Spells Known 1st 2nd 3rd 4th 5th 6th 7th Spell Points
1st 2 2 — — — — — — 4
2nd 3 3 — — — — — — 6
3rd 4 4 2 — — — — — 14
4th 5 4 3 — — — — — 17
5th 5 4 3 — — — — — 17
6th 6 4 3 2 — — — — 27
7th 7 4 3 3 — — — — 32
8th 7 4 3 3 — — — — 32
9th 8 4 3 3 1 — — — 38
10th 9 4 3 3 2 — — — 44
11th 9 4 3 3 2 — — — 44
12th 10 4 3 3 3 1 — — 57
13th 11 4 3 3 3 2 — — 64
14th 11 4 3 3 3 2 — — 64
15th 12 4 3 3 3 2 1 — 73
16th 12 4 3 3 3 2 1 — 73
17th 12 4 3 3 3 2 1 — 73
18th 13 4 3 3 3 2 1 1 83
19th 13 4 3 3 3 2 1 1 83
20th 13 4 3 3 3 2 1 1 83
One-Quarter Spellcaster
Similarly, a "one-quarter" spellcaster can cast 1st, 2nd or 3rd level spells: fewer even than the
eldritch knight or arcane trickster. A one-quarter spellcaster contributes 1/4 of their levels to
determine spell slots when multiclassing.

One-Quarter Spellcaster: Spell Slots per Level


The table also shows how many spell points the class would have if using the optional spell
points rule (DMG p. 289)

Spell Slots per Level


Lvl. Spells Known 1st 2nd 3rd Spell Points
3rd 2 2 — — 4
4th 3 2 — — 4
5th 4 3 — — 6
6th 4 3 — — 6
7th 4 3 — — 6
8th 4 3 — — 6
9th 5 4 2 — 14
10th 5 4 2 — 14
11th 6 4 2 — 14
12th 6 4 2 — 14
13th 7 4 3 — 17
14th 7 4 3 — 17
15th 8 4 3 — 17
16th 8 4 3 — 17
17th 9 4 3 2 27
18th 9 4 3 2 27
19th 10 4 3 2 27
20th 10 4 3 2 27

Tiny Player Characters


The races presented in the Player's Handbook are all Small or Medium sized, and the weapons
and combat rules presented therein are designed around those sizes. Until official Tiny player
races come out, the following rules can be used to better represent them in combat.

Weapons
Tiny player races have special rules for weapons with the following properties:

Tiny races do not benefit from the Light property, so these weapons cannot be used in the
off-hand for two-weapon fighting. But they are still a one-handed weapon
Versatile weapons must be wielded in two hands, and deal their basic damage rather than their
versatile damage
Tiny creatures have disadvantage on attack rolls with Two-handed weapons.
Heavy weapons cannot be wielded by a Tiny races at all
All other one-handed weapons must be wielded in two hands
Tiny races do not benefit from the Finesse property, unless the weapon is also light
To support Tiny PCs who wish to engage in two-weapon or ranged fighting, a new weapon
property – Undersized – can be used. A list of undersized weapons can be found on that page.

Other Equipment
Other equipment typically work the same as normal when shrunk down to an appropriate size
for the character. Tiny equipment will weigh 1/8 of medium counterparts and cost 1/4 when
made by tiny crafters. Getting a larger creature to make tiny equipment normally costs the same
as normal sized equipment due to the difficulty in crafting something so small.

Spacing and Movement


Although they cannot deal as much damage with weapons, Tiny creatures enjoy some benefits
due to their size. As a Tiny race, you can:

Squeeze into smaller spaces – as small as 15 inches


Make better use of cover – in general, where another PC would gain half cover or three-quarters
cover, you gain three-quarters cover and total cover respectively. You can also gain half cover
from objects that would otherwise be considered incidental, such as rocks or tree saplings
Occupy the same space as another Tiny or larger creature.
Encumbrance
Per PHB p.176, note that a Tiny creature's carrying and lifting capacity is half the normal for
their Strength.

However:

The DM may ask you to make Strength (Athletics) checks to move through terrain that other
PCs would consider difficult terrain (such as travelling up stairs); and otherwise incidental terrain
may be difficult terrain for you. A mount or larger PC could carry you!

Underwater Combat
The standard 5e rules for underwater activity and combat seem to lack the tension and flavor
that adventures in this environment deserve. I developed these homebrew rules from various
sources, google searches on holding your breath, a bit of math, and playtesting. These rules
should give a great roleplaying experience for almost all water situations, such as traversing
underwater tunnel, fight with creature trying to drag you under, falling into the water while in
armor, etc.

Doing Stuff Underwater


Movement
Unless you have a swim speed, swimming is treated like difficult terrain effectively halving
movement. Your underwater swimming speed is the same as your surface swimming speed.
Your armor and encumbrance will have an uncontrolled affect on your swim speed and
direction. In addition to the intended, spent, movement that the character does, the character
will also move straight down at 5 feet per round if holding the equivalent of light armor, or 15
feet per round if holding the equivalent of medium armor, or 25 feet per round if holding the
equivalent of heavy armor. An athletics (swim) check of DC equal to the character’s AC (without
magic bonuses, but with disadvantage if armor gives the stealth disadvantage) will half this
sinking movement. This will likely require the character to spend some, if not all, their movement
to counter the downward sinking movement, or speed their descent if this is their desired
movement direction.

Combat
Melee attacks are made at disadvantage underwater, unless using dagger, javelin, spear, or
trident.

Ranged attacks are made at disadvantage underwater, unless throwing any of the weapons
listed in Melee attacks above or while using a crossbow. Ranged weapons cannot go past their
“normal” range bracket.

Armor
If you are in water with your armor, likely you will want to take it off. The don/doff table for PHB
146 lists doff time (converted to rounds). This could be halved if you have assistance. You can
attempt to remove your armor in the water, but you may not use your move during this time and
it counts as doing your action (using up “breath” if submerged). If you have something sharp,
you may attempt to cut your armor off with a successful DC 15 Dexterity (Acrobatics) check to
cut the doff time in half.

Category Don Doff


Light Armor 10 rounds 10 rounds
Medium Armor 50 rounds 10 rounds
Heavy Armor 100 rounds 50 rounds
Cloths 5 rounds 5 rounds
Backback 1 round 1 round
Shield 1 action 1 action
Holding Your Breath
Each character has a number of rounds of “breath” equal to 5xCON+20. If you spend 10
consecutive rounds breathing deeply (as your action), you may add 10 rounds of breath. While
underwater, certain activities will expend extra rounds of “breath” from your reserve:

Taking an action expends ½ round of “breath”


Doing a move to swim expends ½ round of “breath”
Moving at 5’ swim rate expends no extra rounds of “breath”
If you take damage while underwater, you must make a CON based concentration check or
loose 1 round of “breath”
Once you run out of “breath”, you must make a CON save vs:

DC = 10 + #rounds out of breath + damage taken/10 + 1/move + 1/action


Fail: lose ½ total max HP (or auto death save if already dead) and disadvantage on next CON
save (due to taking in water)
It takes an action to take a breath, which restores 5 rounds of “breath”

Gestalt
In this high-powered campaign variant, characters essentially take two classes at every level,
choosing the best aspects of each. The process is similar to multiclassing, except that
characters gain the full benefits of each class at each level. if the two classes you choose have
aspects that overlap (such as Hit Dice, skills, and class features common to more than one
class), you choose the better aspect. The gestalt character retains all aspects that don’t overlap.

The gestalt character variant is particularly effective if you have three or fewer players in your
group, or if your players enjoy multiclassing and want characters with truly prodigious powers.
This variant works only if every PC in the campaign uses it, and it results in complicated
characters who may overwhelm newer players with an abundance of options.
Building Gestalt Characters
To make a 1st-level gestalt character, choose two standard classes. Build your character
according to the following guidelines.
Hit Dice
Choose the larger hit die. For example, a ranger/rogue gestalt would use the Ranger’s d10 hit
die instead of the Rogue’s d8 hit die, and as such would have 10+Con hit points at level 1.

Proficiency Bonus
Your proficiency bonus is based on your character’s level as normal.

Skill Proficiencies
Choose your skills from the skill lists of both classes. Whichever class gives the greater number
of skills, you choose that number of skills. For example, a fighter/ranger can choose 3 skills,
picking from both the Fighter skill list and the Ranger skill list.

Proficiencies
You gain the armor, weapon, tool, and saving throw proficiencies of both classes.

Starting Equipment
Rather than using the starting equipment under the “equipment” section of your class
description, instead refer to the starting wealth table on page 143 of the Player’s Handbook. You
have the maximum amount of starting wealth of the wealthier of your two classes. For example,
a barbarian/rogue would start with 160 gp (the maximum amount of money a Rogue can start
with at level 1).

Class Features
You get the class features of both classes. A 1st-level monk/ranger, for example, gets both the
Monk’s Unarmored Defense and Martial Arts features, and the Ranger’s Favored Enemy and
Natural Explorer features. Class- and ability-based restrictions (like a druid’s inability to wear
metal armor) apply normally to a gestalt character, regardless of what the other class is.

Ability Score Improvement


The Ability Score Improvement feature gained at class levels 4, 8, 12, 16, and 19 can increase
only one ability score by 1. Gaining a feat requires exchanging two instances of the Ability Score
Improvement feature as opposed to one. The Ability Score Improvements gained at fighter
levels 6 and 14 and at rogue level 10 are unaffected by this change and function as normal.

Extra Attack
If you gain the Extra Attack feature from more than one of your classes, they don’t add together
(except for the Fighter’s Extra Attack adding to itself). Instead, if you gain the Extra Attack
feature from both of your classes, you may exchange one instance of Extra Attack for a feat.
Additionally, the Warlock’s eldritch invocation Thirsting Blade doesn’t grant an additional attack
if you also have Extra Attack.

Spellcasting
Treat both classes of the gestalt separately when it comes time to determining spell slots, spells
known, and cantrips known, and add them all together. For example, a 5th-level Ranger/Wizard
would have from the Ranger class four 1st-level spell slots and two 2nd-level spell slots, and
would know 4 Ranger spells. From the Wizard class, he or she would have four 1st-level spell
slots, three 2nd-level spell slots, and two 3rd-level spell slots, knowing four Wizard cantrips and
having 14 spells in his or her spellbook from leveling. These spell slots would be added
together, and this character would end up with eight 1st-level spell slots, five 2nd-level spell
slots, and two 3rd-level spell slots, which can be used to cast any of the 4 ranger spells he or
she knows, or any of the 6+their Intelligence modifier wizard spells he or she has prepared.

Multiclassing
Multiclassing functions normally, with each "side" of the gestalt being treated separately. For
example, if the aforementioned 5th-level Ranger/Wizard wanted to multiclass to Cleric and
Fighter upon reaching 6th level, he or she would have to decide which “side” of the gestalt to
apply the new classes to. If this character became a Ranger 5/Fighter 1//Wizard 6, the regular
multiclass spell level rules apply, and the Ranger/Fighter half would have four 1st-level spell
slots and two 2nd-level spell slots, and the Wizard half would have four 1st-level spell slots,
three 2nd-level spell slots, and three 3rd-level spell slots. This has the side effect of restricting
characters from later on leveling only one “side” of the gestalt. The Ranger/Fighter//Wizard,
upon reaching 7th-level, would be prohibited from leveling both the Fighter and Ranger classes
because they are on the same “side” of the gestalt.

Fully Customizable Backgrounds (5e Variant Rule)


D&D 5e's background feature, while it helps encourage roleplaying, has the unintended side
effect of pigeonholing adventurers into similar archetypes. If you're the type of player that writes
a backstory and character concept before ever touching a game mechanic, you may not find a
suitable background. While there are rules for customizing backgrounds, the game requires you
to either take a feature from another background or homebrew a feature yourself. That's a lot of
work for a backstory, not to mention there's no guarantee of balance.

These rules are for fully customizable backgrounds. They allow you adapt a background for any
character, without needing to homebrew something from scratch, all while ensuring it stays
balanced with the "vanilla" backgrounds.
Equipment
As part of your background, you are granted one or two items of your choice and a belt pouch
containing 10 gp. The items must be things that does not have any mechanics attached to it,
including weight and cost. The Noble's scroll of pedigree, the Guild Artisan's letter of
introduction, and the Soldier's insignia of rank would be suitable choices for an item; a weapon
would not. You are also granted either a weapon or a tool related to your background, and a set
of clothes.

Proficiencies
As part of your background, you may choose any two skills, as well as a total of two tools or
languages to gain proficiency in. You may choose to gain a language and a tool if you want.

Personality Traits, Ideals, Bonds and Flaws


Because these rules are aimed toward players that are unable to find a background for their
character, it's assumed you already have an idea of your character's personality. Instead of
choosing from lists, write a (brief!) summary of your character's traits, ideals, bonds and flaws.
This is less for you and more for your DM; you're giving a picture of how your character will act
during play, independent of your backstory.

Features
Choose one of the features below. If you are unable to fit your background into one of these
features, you may be granting yourself too many bonuses in your backstory.

Backing of an Organization
You are a member of or have backing from a reasonably powerful entity, such as a church,
army, or guild. Your organization will do what it can to support you when requested, such as
granting shelter in their buildings, sending agents to assist the party, or lobbying a local
government. In turn, you are expected to carry out the wishes of your organization; a
conscripted soldier might be called in to battle bandits without pay, a trader may need to pay
dues as requested, a magician might be required to share details of their studies, and so on.
Failure to support your organization will result in you getting kicked out. Your DM has authority
to determine what benefits and demands your organization provides.

As a general rule, the greater the assistance you can expect from your organization, the greater
the demands it puts on you. A small trading guild has less power than large guild, but the larger
guild will likely require heavier dues. A rank-and-file grunt may have less pull than a special
forces soldier, but the grunt is required to do much less dangerous assignments. A lowly priest
may not have the influence of a god's chosen champion, but the champion will need to perform
much greater acts in their god's name.

Steady Employment
Your particular set of skills is always in demand. Whatever your line of work is, someone looking
for your services is willing to provide lodging and food in exchange for your work. Your
recommendation for others of your profession carries a good deal of weight, potentially letting
you extend employment to your party. A musician may be able to play for their stay at a tavern,
or a sailor may be able to secure passage on a ship. Your DM has authority to determine
whether someone is willing (or able) to hire your services.

Only take this feature if your line of work has barriers to entry. Anyone can be a musician, but
few can say they are a musician by trade. Anyone can be a soldier, but few can say they are an
experienced mercenary. If your already employed as part of your backstory, consider taking the
Backing of An Organization feature instead.
Uncommon Knowledge
You have knowledge of something that most people of your land don't know. This knowledge is
something of significant power, such as the identity of a king's assassin, the steps to contact the
black market, or the chemical recipe for gunpowder. Obtaining this knowledge usually comes at
a high cost, and thus normally cannot be acquired during play. If your knowledge is significantly
dangerous, it may even make you a target! Your DM has authority over the effects of your
knowledge on the world.

If your knowledge is tied to your line of work, consider taking the Steady Employment feature
instead. If your knowledge involves the interacting with the world around you, consider taking
the Experience feature instead. Take this feature if your knowledge is of significant weight to the
world, and thus carries power.

Reputation
You are a well-known figure. People may come up to you on the street and ask for an
autograph, or flee in terror as you approach. Whatever your reputation, you can use your fame
as leverage to secure favors from others. You might be able to secure a place to stay from a
local, or drop your name in an effort to get out of a crime. You choose exactly what you are
reputable for; your DM chooses how people perceive you. You might be known as a noble,
causing certain peasants to defer to your wishes while some willingly defy your commands. Or
you might be known as a hero, gaining favor with those that support your cause but gathering
hate from your enemies. Or you might just be very dangerous, causing people to act with
caution around you.

If your reputation is limited to your field of employment, consider taking the Steady Employment
feature instead. Take this feature if it's reasonably likely a random stranger knows your name.

Experience
You have lived long enough in a certain environment, such as a city, ocean, or forest, that you
can navigate it more easily than most, moving faster in cities, surviving off seafood, finding
position by the stars, etc. Your experience also allows you to lead your allies, granting them the
same benefits.

If your experience is in navigating a trade, consider taking the Steady Employment feature
instead. Take this feature if you can fend for yourself in the world, and take others with you.

Unusual Dice
Sometimes, certain homebrew items will require special dice. Some of them are simply
unusually-numbered dice, while others give strange letters or symbols. Note: at the time of
writing this, no homebrew content actually requires these; they are completely optional, and can
be used for things like deciding a character's name or birthday.
Alphabetical Die (a20 or a26)
The alphabetical die is used to determine a letter of the alphabet. The a20 removes the six least
common letters, while the a26 contains all the letters (though it is more complicated to use). For
instance, an attack may require you to roll a vowel to succeed.

a20
d20 Letter d20 Letter
1 A 11 M
2 B 12 N
3 C 13 O
4 D 14 P
5 E 15 R
6 F 16 S
7 G 17 T
8 H 18 U
9 I 19 W
10 L 20 Y
a26
5d6 Letter 5d6 Letter
5 Q 18 T
6 J 19 O
7 V 20 N
8 P 21 H
9 G 22 D
10 W 23 C
11 U 24 M
12 L 25 F
13 R 26 Y
14 S 27 B
15 I 28 K
16 A 29 X
17 E 30 Z
Zodiac Die (z12)
The zodiac die is used to determine zodiac symbols, their elements, and their dates. For
instance, an attack may require you to roll a water symbol or a player's birth sign to succeed.

z12
d12 Symbol Symbol Name Element Date
1 ♈ Aries Fire Mar. 21 - Apr. 20
2 ♉ Taurus Earth Apr. 21 - May 21
3 ♊ Gemini Air May 22 - Jun. 21
4 ♋ CancerWater Jun. 22 - Jul. 23
5 ♌ Leo Fire Jul. 24 - Aug. 23
6 ♍ Virgo Earth Aug. 24 - Sep. 23
7 ♎ Libra Air Sep. 24 - Oct. 23
8 ♏ Scorpio Water Oct. 24 - Nov. 22
9 ♐ Sagittarius Fire Nov. 23 - Dec. 21
10 ♑ Capricorn Earth Dec. 22 - Jan. 20
11 ♒ Aquarius Air Jan. 21 - Feb. 19
12 ♓ Pisces Water Feb. 20 - Mar. 20
Mathematical Die (m6)
The mathematical die uses the numbers and symbols most often seen in mathematics. For
instance, an attack may require you to roll an imaginary number (i) to succeed.

m6
d6 Symbol Value
1 1 1
2 0 0
3 i √-1
4 ϕ 1.61803
5 e 2.71828
6 π 3.14159
Additional Dice (d3, d5, d7, d9, d11, d16, d24, d30, d32, d36, d48, d60, d120, d144, d1000,
d1000000)
These dice are simple numerical dice, designed to measure from one to the number shown. For
instance, an attack may deal 3d9 fire damage or 2d24 radiant damage. It should be noted that
many of these are actual dice that can be found in game stores or online.

d3, d5, d7, d9, d11


Roll a die with a number of sides just above the one you want to use (for example, using a d8
for a d7). If you roll the highest number on that die, reroll until you get a valid number.

d16
1d16 is [(1d4-1)×4]+1d4.

d24
1d24 is [(1d6-1)×4]+1d4.

d30
1d30 is [(1d3-1)×10]+1d10.

d32
1d32 is [(1d4-1)×8]+1d8.

d36
1d36 is [(1d4-1)×9]+1d9.
d48
1d48 is [(1d6-1)×8]+1d8.

d60
1d60 is [(1d6-1)×10]+1d10.

d120
1d120 is [(1d12-1)×10]+1d10.

d144
1d144 is [(1d12-1)×12]+1d12.

d1000
1d1000 is [(1d10-1)×100]+1d100.

d1000000
1d1000000 is [(1d10-1)×100000]+[(1d10-1)×10000]+[(1d10-1)×10000]+1d1000.

Multi-Subclassing Rules
Chapter 6: Customization Options of the D&D Player's Handbook 5e provides guidance on
options to fine-tune your character with the DM's permission to go a step further. This Radical
Rule allows your character to maintain the same class, but pickup different Subclass abilities.
This Radical rule uses the established rules of multiclassing with additional rules added in to
help preserve character balance. Important rules of Multi-Subclassing: -When your character
changes subclass that subclass starts over from level 1. -You will not pickup Features that have
already been achieved with your other subclass, except for Ability Score Improvement.

Prerequisites
Since your character is not changing classes you will not have to worry about meeting various
Ability Score Minimums found in Chapter 6: Customization. However, since your character will
be training in multiple subclasses your character will require to meet a higher Ability Score
Minimum. The new requirement is the Class Ability Score Minimum +2.

Example: Bard Charisma:15, Fighter Strength:15 or Dexterity:15, Ranger Dexterity:15 and


Wisdom:15
Experience Points
There are no changes to this rule from the standard Player's Handbook 5e Chapter 6. Your
character level will always follow the Character Advancement table in Chapter 1.

Hit points and Hit Dice


Since your character is not changing classes the Hit Points and Hit Dice will be based off of your
character's level for that class and follow the standard Class Features.

Example: A Fighter who is of character level 20 and achieved Champion level 5, then chose
to change subclass and achieved Battle Master level 15 will still have
Hit Dice: 1d10 per character level so 20d10.
Hit Points at 1st level 10 + your Constitution modifier
Hit Points at Higher Character Level 1d10 (or 6) + your Constitution modifier per
character level after 1st.
Proficiency Bonus
There are no changes to this rule from the standard Player's Handbook 5e Chapter 6.
Proficiency Bonus is always based on your total character level.

Proficiencies
There are no changes to this rule from the standard Player's Handbook 5e Chapter 6. You do
not gain additional proficiencies when you begin your character archetype over at level 1.

Class Features
A very important rule of Multi-subclassing is that your class level starts over at level 1. You do
not gain any class features previously earned, with the exception of Ability Score Improvement.
*NOTE*:Because Multi-Subclassing grants extra features related to an archetype your character
will not achieve some higher level class features.

Example: A Rogue of Character level 20 has Multi-Subclassed Thief 4/Assassin 16. This
character will not achieve class features above level 16, but will have a Proficiency Bonus +6,
Sneak Attack 10d6 (both based off of character level) and the following class features
Level 1 Thief: Expertise, Sneak Attack, Thieves' Cant
Level 2 Thief: Cunning Action
Level 3 Thief: Roguish Archetype: Thief (Fast Hands, Second-Story Work)
Level 4 Thief: Ability Score Improvement

Level 1 Assassin: No Features granted


Level 2 Assassin: No Features granted
Level 3 Assassin: Roguish Archetype: Assassin (Bonus Proficiencies:
disguise/poisoner kit, Assassinate)
Level 4 Assassin: Ability Score Improvement
Level 5 Assassin: Uncanny Dodge
Level 6 Assassin: Expertise
Level 7 Assassin: Evasion
Level 8 Assassin: Ability Score Improvement
Level 9 Assassin: Roguish Archetype: Assassin (Infiltration Expertise)
Level 10 Assassin: Ability Score Improvement
Level 11 Assassin: Reliable Talent
Level 12 Assassin: Ability Score Improvement
Level 13 Assassin: Roguish Archetype: Assassin (Imposter)
Level 14 Assassin: Blindsense
Level 15 Assassin: Slippery Mind
Level 16 Assassin: Ability Score Improvement
Channel Divinity
There are no changes to this rule from the standard Player's Handbook 5e Chapter 6. Channel
Divinity will gain new features based upon your subclass, but it will not grant extra uses. You
gain additional uses only when your highest class level explicitly grants them to you.

Extra Attack
There are no changes to this rule from the standard Player's Handbook 5e Chapter 6. Extra
Attacks are only granted based upon your highest class level.

Unarmored Defense, Martial Arts Damage, Ki Points, Unarmored Movement


Unarmored Defense is granted only once. The benefits are not granted again when starting your
subclass over again at level 1. Martial Arts Damage, Ki Points and Unarmored Movement are
granted based upon your character level.

Spellcasting
There are no changes to this rule from the standard Player's Handbook 5e Chapter 6. Spells
known, Cantrips, Cantrip strength, Spell Slots per Spell Level are granted based upon your
character level.

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