DnD House Rules 5e
This is a collection of House Rules for 5e Dungeons and Dragons.
Combat
Initiative
At the start of combat the DM will specify 2+ skills which could be used. Choose one of the skills with you highest bonus and roll that.
Normally when exploring a dungeon or wilderness this will be Wisdom(Perception) or Dexterity(Stealth) checks.
If it is a combat that rises from a conversation it may be Wisdom(Insight) or Charisma(Deception)
Intelligence(Investigate) is a possibility if you are searching the combat area.
Holding Your Action
On your turn, you may hold your action moving down the initiative order for the rest of the combat. You must clearly express when in the round you would like to go usually in the form of "right after X" like right after someone's turn in the initiative. If it does not happen you will get a final chance to take your turn at the end of the turn, if you don't your turn will end and you will remain in your original spot in the initiative order. If multiple characters are all holding their action, they will all be given their final chance to act in reverse initiative order.
For example, a rogue could on his turn state he wants to hold his action until the wizard casts haste on him. If the wizard does cast haste on him, his order in initiative would be right after the wizard on this round and future rounds in this combat. If the wizard instead held his action as well, at the bottom of initiative order the wizard would get a last chance to act, and if he takes it or not the rogue would get a last chance to act. if the rogue takes it, the rogue will go last in future rounds. if not he loses hi chance t act this round and next round will get his turn based on his original initiative order.
Initial Ability Scores
You have 27 points to spend on your 6 Ability Scores.
| Cost | Score | Modifier |
|---|---|---|
| - | 1 | -5 |
| - | 2-3 | -4 |
| - | 4-5 | -3 |
| - | 6-7 | -2 |
| 0 | 8 | -1 |
| 1 | 9 | -1 |
| 2 | 10 | +0 |
| 3 | 11 | +0 |
| 4 | 12 | +1 |
| 5 | 13 | +1 |
| 7 | 14 | +2 |
| 9 | 15 | +2 |
| - | 16-17 | +3 |
| - | 18-19 | +4 |
| - | 20-21 | +5 |
| - | 22-23 | +6 |
| - | 24-25 | +7 |
| - | 26-27 | +8 |
| - | 28-29 | +9 |
| - | 30 | +10 |
Standard Arrays
- 15,14,13,12,10,8
- 13,13,13,12,12,12
- 14,12,12,12,12,12
- 15,15,15,8,8,8
- 15,15,11,10,10,10
- 15,14,13,10,10,10
Races
Non-Humans
Replace all ability score adjustments with:
- The "class" Ability Score Improvement feature
- You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- NOTE: ASI can be traded for a feat
- A different ability score of your choice increases by 1 or proficiency in one skill, language or tool
Humans
- The "class" Ability Score Improvement feature
- You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
- note ASI can be traded for a feat
- A different ability score of your choice increases by 1 or proficiency in one skill, language or tool of you choice
- You gain one feat of your choice
Basic Variant
- Your ability scores each increase by 1
- Your base walking speed is 30
- You can speak, read, and write Common and one extra language
Racial Re-skins
Languages
You can swap your 2 starting languages for more appropriate options.
Small Variant
A Medium race can be made Small as part of a re-skin. Reduce your speed by 5 feet to a maximum of 25 feet.
Large Variant
A Small race can be made Medium as part of a re-skin. Increase your speed by 5 feet to a maximum of 30 feet.
Darkvision
You can trade your 1 point ability score increase for 60 feet darkvision.
Orc
Same stats as Half-Orc.
Dragon Born
Draconic Ancestry: Dragon Turtle
- Breath Weapon & Damage Resistance
- None
- Natural Armor
- You have a thick, leathery shell. When you are not wearing armor, your AC is 13 + Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
Elf
Subrace: Half-Human
Replaces Half-Elf. Works as subrace for Dwarf or Halfling as well.
- Ability Score Increase
- One other ability score of your choice increases by 1. NOTE: This is replaced by the ability score increase changes.
- Bonus Proficiency
- You gain proficiency in two weapons, skills, tools or languages of your choice
- Bonus Language
- You gain proficiency in one extra language of your choice
Subrace: Tiefling Lower Plane Touched
- Ability Score Increase
- Your Charisma score increases by 1. NOTE: This is replaced by the ability score increase changes.
- Infernal Legacy
- As Tiefling Trait
| Level | Spell |
|---|---|
| 1st | Thaumaturgy |
| 3rd | Hellish Rebuke once per day |
| 5th | Darkness once per day |
- Bonus Language
- You gain proficiency in Infernal
Subrace: Aasimar Higher Plane Touched
- Ability Score Increase
- Your Charisma score increases by 1. NOTE: This is replaced by the ability score increase changes.
- Celestial Legacy
- As Tiefling Infernal Legacy Trait, but different spells
| Level | Spell |
|---|---|
| 1st | Thaumaturgy |
| 3rd | Divine Favor once per day |
| 5th | Zone of Truth once per day |
- Bonus Language
- You gain proficiency in Celestial
Backgrounds
Well-Traveled (Custom Background 1)
- Skills: Choose any 2 Skills
- Language: Choose 1
- Tools: Choose any 1 or another Language
- Equipment: A set of common clothes, a trinket chosen or rolled by the DM, and a pouch containing 10 gp
- if you chose proficiency in an artisan's tools, + a set of artisan's tools
- if you chose proficiency in a musical instrument, + a musical instrument
- if you chose proficiency in a gaming set, + a set of dice or a deck of cards and 10gp
- if you chose a 2 Languages, + 5 gp
- Feature: Contact
- Choose any sensible Personality Trait, Ideal, Bond and Flaw
Homebody (Custom Background 2)
- Skills: Choose any 2 Intelligence or Wisdom Skills
- Tools: Choose any 2 Tools or Languages
- Equipment: A set of common clothes, a trinket chosen or rolled by the DM, and a pouch containing 5 gp
- if you chose proficiency in at least one artisan's tools, + a set of artisan's tools and 5gp
- if you chose proficiency in at least one musical instrument, + a musical instrument and 5gp
- if you chose proficiency in at least one gaming set, + a game set and 5gp
- For each language proficiency, + 5 gp
- Feature: Modest Lifestyle at home
- Choose any sensible Personality Trait, Ideal, Bond and Flaw
Athlete (New Background)
- Skills: Athletics plus Choose 1 from Bend Bars, Acrobatics, Sleight of Hand, Perception, Animal Handling
- Language: Choose 1 language or gaming set
- Tools: Choose any Artisan's Tools that has a relevant ability of Strength or Dexterity, Vehicle, Instrument or Language
- Equipment: A set of common clothes, a set of Artisan's tools (if selected), a small competition trophy and a pouch containing 10 gp
Acolyte
- Skills: Choose 2 from Insight, Religion, Medicine, or Nature
Charlatan
- Spy, Swindler
- Skills: Deception plus Choose 1 from Sleight of Hand, Gather Information or Persuasion
Criminal
- Burglar, Cutpurse, Fence, Smuggler, Spy, Thug
- Skills: Choose 2 from Deception, Sleight of Hand, Stealth, or Bend Bars
Entertainer
- Acrobat, Circus Performer, Magician, Story Teller
- Skills: Performance plus Choose 1 from Acrobatics, Bend Bars, Sleight of Hand, or History
Folk Hero
- Bounty Hunter, Investigator, Guard, Laborer/Housekeeper, Peasant
- Skills: Choose 2 from Animal Handling, Survival, Athletics, or Nature
Guild Artisan
- Skills: Choose 2 from Insight, Persuasion, Linguistics, or Investigation
Hermit
- Skills: Choose 2 from Medicine, Religion, Nature, or Insight
Noble
- Skills: Choose 2 from History, Persuasion, Deception, or Gather Information
Outlander
- Skills: Survival plus Choose 1 from Athletics, Acrobatics, or Nature
Sage
- Skills: Any 2 Intelligence skills
Sailor
- Buccaneer, Pirate, Smuggler
- Skills: Choose 2 from Athletics, Perception, Insight, or Persuasion
Soldier
- Bounty Hunter, Investigator, Guard
- Skills: Choose 2 from Athletics, Perception, Strength Feat, or Credibility
Urchin
- Skills: Choose 2 from Sleight of Hand, Stealth, Insight, or Persuasion
Skills and Tools
Checks Without Rolls
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions and eliminate the luck factor.
Taking 10/Passive Checks
When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.
Taking 1
On any check, even in combat or under stress, you may forgo rolling take a 1 on the d20 roll ignoring critical failure cases, that may arise.
Skills with Different Abilities
The Ability Score listed with the skill and tool proficiencies are the normal use case associated Check, but the DM may call for or allow a different combination, in some situations.
Skill List
- Strength(Athletics)
- Climb
- Jump
- Swim
- Move Fast (win a foot race)
- Dancing
- Strength(Bend Bars/Lift Gates)*
- Classic feats of raw strength
- Bend Bars
- Lift gates
- Break shackles
- Open Heavy or Stuck Doors
- Tear a book in half
- Intimidate
- Available to Fighters, Warrior Monks, & Rogues
- Dexterity(Acrobatics)
- Balance
- Tumbling
- Dancing
- Dexterity(Sleight of Hand)
- Unchanged
- Dexterity(Stealth)
- Unchanged
- Intelligence(Arcana)
- Unchanged
- Intelligence(History)
- Unchanged
- Intelligence(Investigation)
- Search
- Appraise
- Architecture and Engineering
- Intelligence(Nature)
- Unchanged
- Intelligence(Religion)
- Unchanged
- Intelligence (Linguistics)*
- Read Lips
- Communicate with a creature you don't share a language with
- Decipher the meaning of a written language or symbol
- Available to Wizards, Warrior Monks, & Rogues
- Wisdom(Animal Handling)
- Unchanged
- Wisdom(Insight)
- Read Lips
- Get a rough understanding of what a creature you don't share a language with is saying
- Unchanged
- Wisdom(Medicine)
- Unchanged
- Wisdom(Perception)
- Unchanged
- Wisdom(Survival)
- Unchanged
- Charisma(Deception/Credibility)
- Convince someone you are telling the truth.
- Intimidation
- Authority
- ~Charisma(Intimidation)~
- Deleted
- Use Bend Bars, Persuasion or Credibility instead
- Charisma(Performance)
- Unchanged
- Dancing
- Charisma(Gather Information)*
- Collects News, Rumors, Gossip
- Find best person to help in a crowd
- Available to Warrior Monks & Rogues
- Charisma(Persuasion/Negotiation)
- Unchanged
Tool Proficiencies
| Item | Cost | Weight | Relevant Ability |
|---|---|---|---|
| Artisan’s tools | |||
| Alchemist’s supplies | 50 gp | 8 lb. | Intelligence |
| Brewer’s supplies | 20 gp | 9 lb. | Intelligence |
| Calligrapher's supplies | 10 gp | 5 lb. | Wisdom |
| Carpenter’s tools | 8 gp | 6 lb. | Strength |
| Cartographer’s tools | 15 gp. | 6 lb. | Intelligence |
| Cobbler’s tools | 5 gp | 5 lb. | Dexterity |
| Cook’s utensils | 1 gp | 8 lb. | Intelligence |
| Glassblower’s tools | 30 gp | 5 lb. | Intelligence |
| Jeweler’s tools | 25 gp | 2 lb. | Dexterity |
| Leatherworker’s tools | 5 gp | 5 lb. | Intelligence |
| Mason’s tools | 10 gp | 8 lb. | Strength |
| Painter’s supplies | 10 gp | 5 lb. | Wisdom |
| Potter’s tools | 10 gp | 3 lb. | Dexterity |
| Smith’s tools | 20 gp | 8 lb. | Strength |
| Tinker’s tools | 50 gp | 10 lb. | Intelligence |
| Weaver’s tools | 1 gp | 5 lb. | Intelligence |
| Woodcarver’s tools | 1 gp | 5 lb. | Dexterity |
| Forager's tools | 1 gp | 8 lb. | Wisdom |
| Woodcutter's tools | 1 gp | 5 lb. | Strength |
| Agriculture supplies | 1 gp | 10 lb | Intelligence |
| Fishing supplies | 1 gp | 8 lb. | Wisdom |
| Miner's Geology Tools | 10 gp | 8 lb. | Wisdom |
| Sewing tools | 1 gp | 5 lb. | Dexterity |
| Rope Use | See Rope | Dexterity | |
| Gaming sets | |||
| Dice set | 1 sp | — | Charisma |
| Playing card set | 5 sp | — | Charisma |
| Musical instruments | |||
| Bagpipes | 30 gp | 6 lb. | |
| Drum | 6 gp | 3 lb. | |
| Dulcimer | 25 gp | 10 lb. | |
| Flute | 2 gp | 1 lb. | |
| Lute | 35 gp | 2 lb. | |
| Lyre | 30 gp | 2 lb. | |
| Horn | 3 gp | 2 lb. | |
| Pan flute | 12 gp | 2 lb. | |
| Shawm | 2 gp | 1 lb. | |
| Viol | 30 gp | 1 lb. | |
| Other Tools | |||
| Disguise Kit | 25 gp | 3 lb. | Charisma |
| Forgery Kit | 15 gp | 5 lb. | Dexterity |
| Herbalism Kit | 5 gp | 3 lb. | Intelligence |
| Navigator’s tools | 25 gp | 2 lb. | Intelligence |
| Poisoner’s Kit | 50 gp | 2 lb. | Wisdom |
| Thieves’ tools | 25 gp | 1 lb. | Dexterity |
| Vehicles(land) | See Carts | Dexterity | |
| Vehicles(water) | See Boats | Dexterity | |
| Trap Kits | X gp | X lb. | Dexterity |
Classes
Multiclassing
Unarmored Defense
You may only use one Unarmored Defense at a time. If you take the new version, you lose your old version. You can use a shield and still gain this benefit if you are proficient with shields.
Monk Martial Arts
If you have the Monk Martial Arts Fighting Style. Total the levels of all classes that have selected a Martial Arts Fighting Style when determining martial arts dice. Unless explicitly stated other weapon and armor proficiencies do no change the limitation of what can or cannot be used with martial arts.
| Level | Dice |
|---|---|
| 1-4 | 1d4 |
| 5-10 | 1d6 |
| 11-16 | 1d8 |
| 17-20 | 1d10 |
Superiority Dice
Your initial superiority dice count does not combine. Each time any class grants an additional superiority die add that to the total count. The type of dice is the highest of any individual class. They can be spent on any maneuvers from any class.
So a 7th level Battle Master/ 9th Level Swashbuckler would have 6 superiority dice, that are d8s
Fighter
New fighting styles
- Unarmored Defense (Con, Int or Wis)
- When you are not wearing any armor, your Armor class equals 10 + your Dexterity modifier + your Constitution, Intelligence or Wisdom modifier. You can use a shield and still gain this benefit if you are proficient with shields.
- Martial Arts
- As Lvl 1 Monk
- Your class levels now add with your Monk levels for determining martial arts dice
- Self Defense
- Unarmored Defense(Wis)
- Your unarmed strikes are treated as 1d4 bludgeoning light finesse non-lethal melee weapons.
- It follows that, if not using a shield, you may make an unarmed attack as a bonus action
- Your class levels now add with your Monk levels for determining martial arts dice
- Cantrips, Primal (Wis casting)
- Druidcraft plus 2 Cantrips from Guidance, Mending, Poison Spray, Produce Flame, Resistance, Shillelagh, Shocking Grasp, Thorn Whip
- Cantrips, Divine (Wis casting)
- Thaumaturgy plus 2 Cantrips from Guidance, Light, Mending, Resistance, Sacred Flame, Shocking Grasp, Spare the Dying, Vicious Mockery
- Cantrips, Arcane (Int casting)
- Prestidigitation plus 2 Cantrips from the Wizard List
- Cantrips, Elemental (Int or Wis casting)
- Attune Elements plus 2 Cantrips from Poison Spray, Ray of Frost, Magic Stone, Shillelagh, Shocking Grasp, Fire Bolt, Produce Flame, Acid Splash
- Mounted Combat
- TBD
Berserker Archetype
You are always ready to heed the call to the chaos of battle. That chaos feeds back to you creating a cycle of destruction.
Berserker Rage works while in heavy armor if proficient.
Level 3
Rage 3/+2 + (Frenzy or Reckless Attack)
Level 7
Rage 4/+2 + (Mindless Rage or Feral Instinct)
Level 10
Rage 4/+3 + (Brutal Critical or Intimidating Presence)
Level 15
Rage 5/+3 + (Brutal Critical 2 or Relentless Rage or Retaliation)
Level 18
Rage 6/+4 + (Brutal Critical 3 or Persistent Rage or Rage Recovery)
Berserker Abilities
As Barbarian Or Path of the Berserker Ability A later choice can be used to select an ability that was not chosen at an earlier level. For example a 7th Level Berserker who chose Frenzy at level 3 could select Reckless Attack instead of Mindless Rage or Feral Instinct.
Frenzy
As Path of the Berserker Ability Additionally if you go into the frenzy, all exhaustion effects and penalties are suspended for the duration of the rage.
Brutal Critical
As Barbarian Ability Brutal Critical 2 or Brutal Critical 3 replace earlier versions of Brutal Critical allowing an additional selection. For example a Level 15 Berserker who chose Brutal Critical at level 10 could upgrade it to Brutal Critical 2 and still choose Relentless Rage or Retaliation
Rage Recovery
When you Short Rest, recover up to 2 expended Rages. Recover up to 2 levels of exhaustion caused by Frenzy.
Rogue
Adventurer Archetype
Focused on dungeon exploration, this is just a re-skinned Thief archetype.
Charming Rascal Archetype
A charisma based rogue that relies heavily on charm, fast-talking and deception.
Misdirection
At 3rd Level, you can use your Cunning Action to Distract a target. Distracting a target has one of the following effects:
- advantage on your next attack or ability check against the target,
- an ally has advantage on their next attack or ability check against the target,
- the target has disadvantage on their next attack
If it doesn't trigger before the end of your next turn, the effect ends. The target can maintain focus by making a Wisdom saving throw vs your Charisma(Deception).
Save DC = 8 + Charisma(Deception)
Charmer
Starting at 3rd Level, you can attempt to charm a creature you are able to see. You must speak to it in a language it understands for 10 minutes, a pleasant conversation or stirring monologue. After which the creature must make Wisdom saving throw vs your Charisma(Deception). If it fails it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance.
At 9th level, you may use this ability to try to charm up to two creature at once. Up to 4 creatures at once at level 13. At level 17, you may try to charm a number of creatures equal to half your rogue level rounded down.
Infiltration Expert
Starting at 9th Level, As Assassin
Use Magic Device
At 13th Level, As Thief
Imposter
When you reach 17th Level, As Assassin
Swashbuckler Archetype
The Battle Master Rogue a student of martial prowess focused on maintaining combat superiority
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options.
- Archery
- As Fighter
- Dueling
- As Fighter
- Two Weapon Fighting
- As Fighter
- Shield Proficiency
- You gain proficiency with a shield
- Unarmored Defense (Int or Wis)
- When you are not wearing any armor, your Armor class equals 10 + your Dexterity modifier + your Intelligence or Wisdom modifier. You can use a shield and still gain this benefit if you are proficient with shields.
Combat Superiority
- Maneuvers
- You learn 3 maneuvers of your choice. You learn 2 additional maneuvers at 9th, 13th and 17th level.
- Superiority Dice
- You have 4 superiority dice, which are d6s. You gain another superiority die at 9th, 13th and 17th level.
- Saving Throws
- Maneuver DC = 8 + your proficiency bonus + your Dexterity Modifier
Know Your Enemy
Starting at 9th Level, As Battle Master Fighter
Relentless
Starting at 13th Level, when you roll initiative and have no superiority dice remaining you regain 1 superiority die.
Extra Attack
Beginning at 17th Level you can attack twice, instead of once, whenever you take the Attack action on your turn.
Arcane Companion Archetype
Alternate to Arcane Trickster.
- Replace Mage Hand with Find Familiar
- Doesn't get Mage Hand as cantrip. Has 1 less cantrip
- Gets Find Familiar as an extra spell known
- Replace Mage Hand Legerdemain with Shared Skills instead
- Replace Versatile Trickster with Shared Cunning instead
Shared Skills
At 3rd level, your familiar can use your bond to access your skills. When your familiar makes a ability check, it can use your bonus instead of its own.
Shared Cunning
At 13th level, when you use your Cunning Action to take a bonus action your familiar can take the same action, either immediately as a reaction or on its next turn as a bonus action.
Wilderness Companion Archetype
Variant of Arcane Companion Archetype
- Spells
- Caster Stat: Wis
- Use Druid Cantrip List
- Replace Illusion/Enchantment Wizard list with Ranger List
- Replace Full Wizard List with Ranger + Druid List
Jack Of All Trades Archetype
The Jack of All Trades combines a sharp mind with a broad range of experiences to be ready for any situation.
The Jack of all Trades Archetype Rogue does NOT get additional Expertise at 6th Level. See Technical Aptitude instead.
Jack of All Trades
At 3rd Level, As Bard Ability
Linguistic Immersion (Decipher Script)
At 3rd level you have encountered enough languages in your travels to have a broader understanding of linguistics.
You gain proficiency in a number of languages equal to your Intelligence(History) modifier.
By spending 1 minute with up to 1 page of text you understand its literal meaning.
If the text is an activated spell item such as a scroll, and the spell's level is no higher than half your level (rounded up), you can cast it.
??If you come across a spell in written form, such as a magical spell scroll or a wizard's spell book, you might be able to copy it into a spell book. The spell's level can be no higher than half your level (rounded up). The process of copying the spell takes 2 hours per level of the spell, and costs 50 gp per level.??
Technical Aptitude (Disable Device)
At 6th Level, You are familiar with how a lot of things in this world work and how to break them. You are quite skilled at disabling devices, disarming traps, opening locks and even disrupting magical effects.
You gain proficiency or expertise in a number of tools equal to 1 + your Intelligence modifier.
You can use your intelligence in place of any ability score when using any tool or skill to craft, disable, repair or bypass any trap, device or effect.
You can take the Repair Action in combat to temporarily repair a broken item. Requires a Intelligence(appropriate tools) check. The DC is 13 for most items. The temporary repair will last for 1 minute of use after which is cannot be temporarily repaired again.
You can spend 10 minutes to Dispel Magic on one creature, object, or magical effect within reach. For each spell on the target, make an Intelligence(Arcana) ability check. The DC equals 12 + the spell's level. On a successful check, the spell ends.
Once per long or short rest you can use the bonus action granted by your Cunning Action to rapidly perform one of the above disable/dispel/bypass actions or make a temporary repair. This single use only gets expended if the action is successful, even partially.
Experienced Combatant (Combat Expertise)
By 9th Level, you have experienced a broader range of fighting styles and incorporated elements to help keep you safe.
Choose two of the following options.
- Medium Armor Proficiency
- You gain proficiency with medium armor
- Shield Proficiency
- You gain proficiency with shields
- Unarmored Defense(Int)
- When you are not wearing any armor, your Armor class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit if you are proficient with shields.
- Weapon Proficiency
- You gain proficiency with a weapon. You can choose this multiple times selecting different weapons.
- Hide in Plain Sight
- You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
- Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are.
- If you make a DC 10, Intelligence(Nature)check, you are effectively Invisible, to find you takes an action and is minimum DC 25 Intelligence(Investigation) check in well lit conditions with a natural terrain matching the camouflage.
- Once you attack, cast a spell or move more than 15 feet in a turn, you must camouflage yourself again to gain this benefit.
Use Magic Device
By 13th level, As Thief
Bonus Proficiencies
At 13th Level, you gain proficiency or expertise in a number of languages, skills or tools equal to your Intelligence modifier.
Seen it All (Slippery Mind)
By 17th level, you have heard or seen every trick and con. You can see through any illusion and are immune to Illusion, Fear and Charm effects.
You have also heard every story and legend. You can recall any of them as if casting Legend Lore without need for components.
Athletic Thug Archetype
Every thieves guild needs a guy who can take a hit that is you.
Remarkable Athlete
Beginning when you choose this archetype at 3rd Level, as Champion Fighter
Combat Brute
- Proficiency in Medium Armor and Shields
- Can sneak attack with all melee and thrown weapon attacks with which you are proficient
- Can use your Cunning Action to expend a hit dice to heal as if in a short rest.
- As a Cunning Action you can target a creature within 60 feet. It must make a Wisdom save, DC = 8 + Strength(Intimidation), or be frightened of you until the end of your next turn.
Improved Critical
Starting at 9th Level, your weapon attacks score a critical hit on a roll of 19 or 20.
Quick Recovery
At 13th level, you regain all expended hit dice on a short rest.
Superior Critical
Starting at 17th level, your weapon attacks score a critical hit on a roll of 18–20.
Acrobat Archetype
A movement themed Rogue build focused on keeping moving.
| Rogue Level | Tumbles | Speed | Feature |
|---|---|---|---|
| 3-8 | 3 | +10ft | Floor Routine/High Wire Act |
| 9-12 | 5 | +15ft | Big Finish |
| 13-16 | 7 | +20ft | True Freedom |
| 17-19 | 9 | +25ft | High Flying Act |
| 20 | 10 | +30ft |
Floor Routine
Tumble
At 3rd Level, you fight while constantly on the move. You can begin tumbling while moving at least 5'.
Acrobat weapons are short-swords and any simple melee weapons that don't have the Two-Handed or Heavy property.
While tumbling, you gain the following benefits while unarmed or wielding acrobat weapons, if you aren’t wearing armor or wielding a shield:
- You have advantage on Strength(Athletics), Dexterity checks and Dexterity saving throws.
- Your movement is unaffected by difficult terrain.
- Other creatures have disadvantage on opportunity attacks against you.
- You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed strikes or acrobat weapon.
- You can Sneak Attack with Unarmed strikes and acrobat weapons.
- Your unarmed strikes and acrobat weapons do 1d6 damage.
- When you use the Attack action, you can make one unarmed strike as a bonus action.
If you are able to cast spells, you can’t cast them or concentrate on them while tumbling.
Your tumble lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t moved at least 5' since your last turn. You can also end your tumble on your turn as a bonus action.
Once you have tumbled the number of times shown for your rogue level in the Tumbles column, you must finish a long rest before you can tumble again.
Unarmored Movement Speed
At 3rd Level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Rogue levels, as shown in the table.
Unarmored Defense(Con or Wis)
At 3rd Level, When you are not wearing any armor, your Armor class equals 10 + your Dexterity modifier + your Constitution or Wisdom modifier. You can use a shield and still gain this benefit if you are proficient with shields.
High Wire Act (Second-Story Work)
When you choose this archetype at 3rd Level, As Thief Second-Story Work
Big Finish
By 9th Level, You always land on your feet. You and one ally you can touch ignore the first 30' when falling, and are resistant to fall damage. You can get up from prone for the cost of 10' of movement.
Whenever you hit a creature with an unarmed strike while tumbling, you can choose to immediately end your tumble imposing one of the following Effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take Reactions until the end of your next turn.
- It takes Sneak Attack damage on the hit as if you had Advantage.
Save DC = 8 + Dexterity(Acrobatics)
True Freedom
At 13 Level, While tumbling your movement is unaffected by difficult terrain, and spells and other effects can neither reduce your speed nor cause you to be paralyzed or restrained.
You can also spend 5 feet of movement to automatically escape from non-magical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on your movement or attacks.
High Flying Act
At 17th level, you have a fly speed equal to your current walking speed. This works only in short bursts. You fall if you end your turn in the air with nothing holding you aloft.
Cleric, Druid, Paladin, Monk
See Warrior Monk Class
Sorcerer
Psionic Origin
Your innate magic comes from the raw power of your mind. You may be able to trace your ancestry back to a mind flayer or similar aberration, one of their cruel experiments, You may have been granted an evolutionary quirk, or unlocked the minds potential through focus and dedication.
Awakened Mind
The aberrant nature of your mind gives you the ability to touch the minds of other creatures. You can communicate telepathically with creatures within 30 feet of you. You don't need to share a language, but the creatures must be able to understand a language.
Eschew Materials
At 1st level, you can cast your spells without most material components as if you had an arcane focus even if you do not have one.
Any spell you cast is a psionic effect as well as other types.
Telepathic Discipline
At 6th level, you can cast spells only thinking the verbal components. Spells you cast no longer have verbal components. Even the instructions for spells such as Suggestion can be issued telepathically in silence.
The range of Awakened Mind extends to 120 feet.
Thought Shield
Starting at 14th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Effectively reflecting half all psychic damage.
Mind Alone
At 18th level, you can cast spells without gestures. Spells you cast no longer have somatic components. If you have selected Subtle Spell as a metamagic ability, you may swap it for another metamagic ability.
You cast Detect Thoughts at will without spending a spell slot.
The range of Awakened Mind extends to unlimited as long as you are familiar with them and.they are in the same plane.
Wizard
School of Hermetic Lore
This scholar studies the most arcane secrets of magic.These magical secrets may come from a number of places: "lost" ancient lore, secrets hidden in the study of the divine or primal, or maybe you are just an unorthodox prodigy able to pull together spells beyond what tradition schools present.
Blessings of Knowledge
At 2nd Level, you learn 2 languages of your choice. You gain proficiency and expertise in 2 of the following skills: Arcana, History, Nature or Religion
Magical Secrets
At Level 2, you can add 2 spells from any spell list of your choice to your spell book for free. These count as wizard spells for you, but they are not necessarily added to your known/prepared spell knowledge. Note there is no limit on spell level, but you may not be able to copy or cast the spell until you are higher level.
You can add 2 more spells, at 6th, 10th and 14th level.
You can also replace any Ability Score Increase you would get from the Wizard class with additional Magical Secrets, adding 2 more spells to your spell book.
School of Alchemical Elements
This school approaches schools of magic from a materialistic philosophy perpendicular to the traditional arcane schools. This school may be the common view in a foreign land or may be a group of free thinkers trying to up end the current magical beliefs.
Elemental Savant
Beginning when you select this school at 2nd level, the gold and time you must spend to copy an Elemental spell into your spellbook is halved.
All spells on the Elemental Spell list count as wizard spells for you.
At the DM's option, You do not have a classical understanding of schools as presented in the PHB. Any attempt to identify or manipulate schools (such as Detect Magic, or Arcana checks) will be interpreted by you as a "school" of : - one element - two or more overlapping elements, - a Positive element for Meta-magical effect, Radiance, Force or the upper planes - a Void element for spells focused on Darkness, absence, undead or the lower planes.
Sculpt Spells
Beginning at 2nd level, you can create pockets of relative calm within the effects of your Elemental spells. When you cast an Elemental spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Transmuter's Stone
As school of Transmutation, but changes effect when you cast Elemental spells instead of all transmutation spells.
Focused Elemental Mind
As school of Conjuration, "Focused Conjuration", but works with Elemental spells instead of all conjuration spells.
Master Transmuter
As school of Transmutation
Equipment
Weapons
Light Weapons
All light weapons also count as finesse weapons. Meaning they can be used with Dexterity instead of Strength or to sneak attack. Note: Not all finesse weapons are light weapons.
Weapon table
| Name | Type | Cost | Damage | Weight | Properties |
|---|---|---|---|---|---|
| Little Club / Baton | Simple Melee | 1 sp | 1d4 bludgeoning | 2 lb. | Light |
| Quarterstaff | Simple Melee | 2 sp | 1d6 bludgeoning | 4 lb. | Versatile(1d8) |
| Big Club / Cudgel | Simple Melee | 15 cp | 1d8 bludgeoning | 4 lb. | Two-Handed |
| Greatclub | Simple Melee | 3 sp | 1d10 bludgeoning | 10 lb. | Heavy, Two-Handed |
Spear and Versatile Weapons Lunge Attack
The spear can be wielded as a Heavy, Reach Weapon when used one handed.
Any Versatile weapon with a sharp point (swords, spears, etc) can be wielded as a 1d6 Heavy, Reach, Piercing Weapon when used one handed.
Any Versatile weapon with out a sharp point (Quarterstaffs, etc) can be wielded as a 1d4 Heavy, Reach, Bludgeoning Weapon when used one handed.
Gear
| Item | Cost | Weight |
|---|---|---|
| Firewood 1hr/60-foot | 1 cp | 10 lb. |
| Forager's tools | 1 gp | 8 lb. |
| Woodcutter's tools | 1 gp | 5 lb. |
Feats
Changed Feats
Sentinel
You have mastered techniques to defend locations and allies, taking advantage of an opponent's focus on anything other than fighting you, gaining the following benefits:
When you hit a creature with an opportunity attack it can only use it's remaining movement to move toward you for the rest of the turn.
Creatures within your reach provoke opportunity attacks from you when they make an attack (including grab, shove, etc) against a target that doesn't have this feat (you have this feat, inanimate objects do not) or if they move away from you even if they take the Disengage action or are not moving out of reach. Creatures within your reach know this.
New Feats
Versatile Weapon Master
When using a versatile weapon one handed to make an attack without reach, you can use the versatile die instead of the normal die for damage.
Before you make a melee attack with a versatile weapon that you are proficient with wielded in two hands, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
If you take the Attack action on your turn with a versatile weapon used with 2 hands, you can use your bonus action to make an unarmed attack.
Weapon and Shield Master
You master fighting with a one handed weapon and a shield, gaining the following benefits:
You can draw or stow a one-handed weapon and a shield when normally you would only be able to draw or stow a single weapon.
If you take the Attack action on your turn you can use a bonus action to make a melee attack with the shield. The damage for this attack is 1d4 bludgeoning damage.
Spells
See Elemental Spells or Warrior Monk