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5e Errata

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David Sager
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0% found this document useful (0 votes)
95 views2 pages

5e Errata

Uploaded by

David Sager
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Optional Rules

The following Optional Rules will be used in this game from the Dungeon Master’s Workshop (DMG):
Spell Points* Gritty Realism Speed Factor Initiative Overrun
Flanking** Firearms*** Climb onto a Bigger Creature Shove Aside
Healing Surges Explosives Disarm Tumble
Cleaving Through Creatures Lingering Injuries

General
• Races that include natural flight will not be permitted without explicit GM permission.
• In order to realise their benefits, characters must do no more than 2 hours of light activity during a short rest, and no more than 2
days of light activity during a long rest.
• Inspiration can now be awarded once per session by the playing group to a PC if they are outside of combat. PCs are able to retain
1 inspirational die between sessions. In additional to their normal use, Inspirational Die can be used to reset one short rest ability.
• For crafting magic items: the character must have the tool proficiency required to create the item and the Arcana skill; Arcana
check for a Minor Magic item of Common rarity is Easy, and for a Major Magic item of Common rarity is Hard; each higher level
of rarity adds 5 DC to the check;
• Potions can take either an action or a bonus action to consume as long as they are easily accessible by the user.
• Oversized weapons will follow the Monster rules.
• ***Simple, Martial and Firearms from Valda’s Spire of Secrets will be used.
• **The optional Flanking rule will be used, except it will apply a +2 attack bonus instead of Advantage.
• The Expanded Two Weapon Fighting from Alkander’s Almanac will be used.
• Abilities and effects that enable the user to see an invisible creature remove the invisible condition for that user.
• Diseases that previously had a time interval of a long rest now enjoy a short rest.
• A Poisoned character has Disadvantage on Death Saves.
• The Medicine Help Check from Alkander’s Almanac will apply.
• Lingering Injuries are caused when a character fails a Death Saving throw by 5.
• Failed Death Saving Throws earn a level of Exhaustion on a failed DC15 Constitution Save, and reset on a Long Rest.
• Resurrection follows the rules from Critical Role here -
https://static1.squarespace.com/static/534c20fae4b057a498df4d47/t/594171774402431cd2e979be/1497461112005/THE+FAD
ING+SPIRIT+–+ALTERNATIVE+RESURRECTION+RULES.pdf
• Mounted Combat operates as per Treantmonk’s interpretation here - https://www.youtube.com/watch?v=o3EBXS54skw
• Specific Character options for Eberron can be found here -
https://www.dropbox.com/scl/fo/njwxavliwrs61qxa74hfw/h?dl=0&rlkey=nga99ufjj0kpyf7z1210j75vj
• All spells under 6th level may be cast as Ritual spells as long as they conform to the requirements of a Ritual spell and the
necessary Dragonshard is used in the casting (Eberron: Abjuration, Divination, Evocation, Illusion; Kyber: Conjuration,
Enchantment, Transmutation, Necromancy). Any spell that lacks the Ritual property takes 1 hour to cast.

Classes
• If a class grants the Extra Attack ability, that class may as part of the Attack action take a penalty of -5 to attack in return for
+10 damage if that attack is successful. Feats that provide a similar ability will now be half feats, providing +1 to either Strength or
Dexterity. Note that this option is unavailable if a character is employing two weapon fighting.
• A levelled spell gained through a class may only be cast with Unarmored Defense ability, armour or shield equipped if that class
provides the proficiency for that armour or shield.
• Unarmored Defense ability calculations now include that character’s Proficiency Bonus.
• *Spell casters that do not use preparation use the Spell Points variant rules system in place of Spell Slots (Bards, Rangers,
Sorcerers, etal).
• All classes and subclasses from Valda’s Spire of Secrets will be available for players to select apart from the Craftsman class.

Alchemist
• Hit Die is now d8.
• Priming Bombs progression is now 4th (2d10), 8th (3d10), 12th (4d10), 16th (5d10), and 20th (6d10).
• Alchemists gain insight into magical item formulae for potions, oils and elixirs as they grow in experience, gaining a number of
formulae equal to their new level as they level up.
• Alchemists can ignore the Arcana DC check when crafting magical items for potions, oils and elixirs.
• Alchemists can ignore the Arcana DC check when crafting potions, oils and elixirs, and reduce the cost/time for such items by 3x
Alchemist level.

Artificer
• Artificers gain insight into magical item formulae as they grow in experience, gaining a number of formulae equal to their new level
as they level up.
• Artificers can ignore the Arcana DC check when crafting magical items for Scrolls, Wondrous items and Armorer/ Armor, Battle
Smith/Weapons, Artillerist/Rods, Staves and Wands, and reduce the cost/time for such items by 3x Artificer level.
• The Alchemist subclass is no longer available.

Barbarian
• Thrown weapons count as Melee weapons for the purposes of Rage and Reckless Attack
• Rage no longer lasts for 1 minute. Rage lasts until it is ended.
• Damage dice added by Brutal Critical are always the maximum value of the die.

Druid
• Druids may Wild Shape into a beast whose CR is 1/3rd of their Druid level, rounded down. When they do so, any Druid apart from
Moon Druids must expend a spell slot equal to the CR of the creature, rounded up. Moon Druids are treated as being 2 levels
higher for the purposes of the CR of the creature they can transform into. This increases to 4 levels higher at 10th level.

Fighter
• Action Surge and Second Wind can now be used an additional time at levels 5th 10th 15th and 20th before a short or long rest. You
can only perform these once in your Turn.

Monk
• Hit Die is now d10
• Proficiency with Improvised weapons.
• Ki points equals your Monk level + Proficiency Bonus + Wisdom Bonus
• Flurry of Blows, Patient Defence, Step of the Wind, Deflect Missiles, Quickened Healing, and Stillness of Mind no longer cost either
an action, bonus action, or reaction 3 levels after they are first gained. You can only perform these once in your Turn.

Ranger
• Favored Enemy and Favored Foe are now combined as one ability, this ability does not count as using Concentration. As per the
terms of this ability, at 6th level, initiative rolls are made at Advantage, and at 14th level any attacks made score a critical on either
a 19 or 20.
• Deft Explorer and Natural Explorer are now combined as one ability.
• For Hide In Plain Sight, movement no longer requires the Ranger to re-camouflage, and the Ranger can re-camouflage using an
Action.
• Vanish no longer requires a bonus action.

Rogue
• Uncanny Dodge now in addition enables the Rogue to Dodge as a Bonus action.
• Gains Extra Attack at Level 5.

Warlock
• Eldritch Blast is now a Cantrip known by all Warlocks in addition to any other Cantrips they know.
• Expanded Spell Lists now represent Spells Known by virtue of your Patron.
• Invocations that provide the ability to cast spells that are not At Will can now be cast once per short rest without expending a
Warlock spell slot.

Witch
• Witch’s spell casting operates now as a Warlock, except that they recover spell slots on a Long Rest.

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