Rules
General
Recap
At the start of the session, if a player recaps the group on the last session they are awarded an inspiration point. If they already have an inspiration point, it can be given to a player without one.
Potions
Drinking a potion takes a Bonus Action instead of an Action as long as that potion is on the character's belt. A character can have up to 3 potions on their belt.
If a character chooses to use an Action to drink a healing potion, they regain the maximum number of hit points possible, instead of rolling.
Legendary Resistance
If the creature would make a saving throw, it can choose to succeed instead (before rolling).
Death Saving Throw
Death Saving Throws are rolled only in front of the DM and their results are kept hidden from the rest of the table.
Poisons
Additional Uses
Poisons applied to weapons or ammo, have 3 uses instead of 1.
Refinement
Using two doses of a poison, you can attempt to refine it down, making it more potent. The process takes an hour for each dose. At the end of each hour, you need to make Poisoner's Kit check, (DC = Poison's Current DC).
On success, the poison's DC increases by 1 and any damage it deals, increases by 1 die.
On failure, both doses of the poison are lost and you need to make a Saving Throw against the poison's effect.
A poison can be refined a maximum of 3 times.
Further Additions
The documents below, can help with extraction of poisons. Some of what is in these documents is usable, but the contents are old and some wildly unbalanced. Intended to serve more are ideas and guides, than as complete items:
Spells
Dispel Magic
Can be also used on non-spell magical effects, DC up to DM’s discretion.
Counterspell
Cannot be counterspelled.
Silvery Barbs
Banned.
Poisons
Additional Uses
Poisons applied to weapons or ammo, have 3 uses instead of 1.
Refinement
Using two doses of a poison, you can attempt to refine it down, making it more potent. The process takes an hour for each dose. At the end of each hour, you need to make Poisoner's Kit check, (DC = Poison's Current DC).
On success, the poison's DC increases by 1 and any damage it deals, increases by 1 die.
On failure, both doses of the poison are lost and you need to make a Saving Throw against the poison's effect.
A poison can be refined a maximum of 3 times.
Further Additions
The documents below, can help with extraction of poisons. Some of what is in these documents is usable, but the contents are old and some wildly unbalanced. Intended to serve more are ideas and guides, than as complete items:
Class Specific
Bard
7th Level: Countercharm
Source: One D&D
You can use musical notes or words of power to disrupt mind-influencing effects. If you or a creature within 30 feet of you fails a saving throw against an effect that applies the Charmed or Frightened condition, you can use your Reaction to cause the save to be rerolled, and the new roll has Advantage.
Fighter
2nd Level: Martial Exploits
A full list of the exploit options is available in the sources.
Source: Alternate Fighter, Alternate Fighter: Expanded
At 2nd level, you begin to learn techniques that enhance your martial skill in and out of battle. You gain the features below:
Exploit Dice
The Fighter table shows the number of Exploit Dice you have to perform any Exploits you know. Most Exploits require you to expend these Dice in order to use them. You can only use one Exploit per attack, ability check, or saving throw, and you regain all Exploit Dice when you finish a short or long rest.
Your Exploit Dice begin as d6s and increase in size as you gain levels in this class, as indicated in the Fighter table.
Exploits Known
You know two Exploits of your choice from the list at the end of this class. The Exploits Known column of the Fighter table shows when you learn more Exploits of your choice. To learn an Exploit you must meet any prerequisites it may have, like a minimum Ability Score or a minimum Fighter level.
Whenever you gain a Fighter level, you can replace one of the Exploits you know with another Exploit of your choice.
Saving Throws
If one of your Exploits requires a creature to make a saving throw, your Exploit saving throw DC is calculated as follows:
Exploit save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
2nd Level: Tactical Mind
Source: One D&D
You have a mind for tactics and getting the upper hand on and off the battlefield. When you fail an ability check, you can expend a use of your Second Wind to push yourself toward success. Rather than regaining Hit Points, you roll 1d10 and add the number rolled to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.
3rd Level: Know Your Enemy
Source: Alternate Fighter
Beginning at 3rd level, you can evaluate the potential of others with a glance. As an action, choose one creature you can see within 60 feet. You learn if it is your equal, superior, or inferior in one of the following attributes:
Armor Class | Strength Score |
Current Hit Points | Dexterity Score |
Hit Point Maximum | Constitution Score |
Walking Speed | Exploits Known |
Once you use this feature to learn something about a creature, you can't use it on that creature again until you complete a short or long rest.
When you reach 14th level, you can use this feature to learn of your foe's strengths through battle. Once per turn, you can use this feature when you hit with a weapon attack, and you can use this feature to learn three things about a creature between each short or long rest.
5th Level: Tactical Shift
Whenever you activate your Second Wind with a Bonus Action, you can move up to half your Speed without provoking Opportunity Attacks.
9th Level: Indomitable
If you fail a saving throw, you can reroll it with a bonus equal to your Fighter level. If you do so, you must use the new roll, and you can’t use this feature again until you finish a Long Rest. You can use this feature twice between Long Rests starting at level 13 and three times between Long Rests starting at level 17.
Ranger
Nothing from Alternate Ranger: Expanded is currently used but may change in the future.
2nd Level: Favored Foe
Source: Alternate Ranger
You hunt as the creatures of the wild. Beginning at 2nd level, you can use a bonus action to mark a creature you can see as your Favored Foe, granting you the benefits below for 1 hour, until the creature is slain, or you mark another creature:
- Each time you hit the creature with a weapon attack you deal bonus damage equal to your Favored Foe die. This die begins as d4 and changes as you gain Ranger levels, as shown in the Favored Foe column of the Ranger table.
- You have advantage on Wisdom (Perception) and Wisdom (Survival) checks you make to locate or track the creature.
You can mark a creature this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. If you have no uses of this feature remaining, you can expend a spell slot of 1st-level or higher to use this feature one additional time.
At certain Ranger levels, the duration of your Favored Foe mark increases: at 6th level (8 hours), 10th level (24 hours), 14th level (1 week), and finally at 17th level (indefinite).
3rd Level: Gathered Swarm (Updated Swarmkeeper Feature)
Source: Alternate Ranger
Once per turn, after you hit a creature with a weapon attack, your swarm can assist you in one of the following ways:
- It takes piercing damage equal to your Favored Foe die.
- It must succeed on a Strength saving throw against your Spell Save DC or be moved up to 15 feet horizontally.
- You move 5 feet horizontally in a direction of your choice.
11th Level: Mighty Swarm (Updated Swarmkeeper Feature)
Source: Alternate Ranger
Your Gathered Swarm grows mightier in the following ways:
- If a creature fails its saving throw against being moved by your Gathered Swarm, you can also knock it prone.
- When you are moved by your Gathered Swarm, you gain the benefits of half cover until the start of your next turn.
Rogue
Additional subclass-specific Cunning Strike options could be given. Extra Sneak attack damage is being considered.
3rd Level: Steady Aim
Source: One D&D
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
5th Level: Cunning Strike
Source: One D&D
You have developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forego to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling. If a Cunning Strike effect requires a saving throw, the DC equals 8 + your Proficiency Bonus + your Dexterity modifier.
- Disarm (Cost: 1d6). The target must succeed on a Dexterity saving throw, or it drops one item of your choice that it’s holding.
- Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target can repeat the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person.
- Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
- Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attack
Homebrew Races
Clockwork
Ability Score Increase: Cha +2, Str +1
Size: Small or Medium
Speed: 30ft
Age. Clockwork constructs do not age conventionally, They usually last around 500 years and can undergo procedures to change their appearance.
Alignment. The alignment of a clockwork construct tends towards the alignment of its creator.
Darkvision. Due to your Constructed nature, you have improved vision in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it was dim light. You can't distant colours only shades of blue.
Living Construct. Even though you were constructed you are still considered to be living and thus have a soul. You don't need to eat or breathe, and you are also immune to disease and poison. While humans need sleep, you enter a hibernation state, lasting only 6 hours but giving the same effect as a 8 hour sleep would give; however, meaning that health potions and most healing magic won't work.
Arcane Heart. You Know the Mending Cantrip. When you reach 3rd level you can cast Magic Missile as a 2nd-level spell once with this trait and regain the ability to so when you finish a long rest. When you reach 5th level, you can instead cast Magic Missile as a 3rd-level spell twice with this trait and regain the ability to so when you finish a long rest.
Mutual Arcane Destruction. When you fall unconscious, if this was due to a spell or magical effect your core starts to destabilise. If you die, each creature within 30ft must make a Dexterity saving throw DC 15 taking a number of d6 force damage equal to your total character level on a failed save or half as much on a success.
Languages. You can speak, read, and write Common and one additional language.
Born Tinkerer. You gain proficiency with Tinker tools.