Homebrew Content

The Homebrew Content in this page is allowed for new player characters. All content here is subject to change before and during the campaign for balancing reasons. Additional homebrew content can be allowed subject to approval.

In addition to the content listed here, some existing features are also expanded in other pages. Please see:

* Expanded Spellbook
* Feats
* Races
* Weaponry & Armour

## Rule Clarification

### Resting

While resting, a character can engage in limited activity. If they do more, their rest is interrupted, and they gain no benefit from the rest unless they start again.

* Light activity is reading, talking, eating, playing an instrument, tending to wounds, standing watch, or similar downtime activity.
* Strenuous activity is travelling, fighting, casting spells, or similar adventuring activity.

### Short Rest

A short rest is a 1-hour period of downtime, during which:

* A character can perform light activity.
* A character cannot perform strenuous activity.

**Benefits of a Short Rest.** At the end of a short rest, you can spend Hit Dice. For each Hit Die you spend, roll the die and add your character’s Constitution modifier. Your character regains hit points equal to the total (minimum of 0). You can decide to spend an additional Hit Die after each roll, up to your character’s maximum number of Hit Dice. Class features and resources you regain after finishing a short rest are benefits of a short rest.

### Long Rest

A long rest is an 8-hour period of downtime, during which (unless otherwise specified):

* A character must sleep for at least 6 hours.
* A character cannot perform more than 2 hours of light activity.
* A character cannot perform more than 1 hour of strenuous activity.

**Limitations.** A character cannot benefit from a long rest if:

* They have already benefited from a long rest in the preceding 24-hour period.
* They have 0 hit points at the start of the long rest.

**Benefits of a Long Rest.** At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to half of the character's total Hit Dice (minimum of one die). Class features and resources you regain after finishing a long rest are benefits of a long rest.

### Object Interactions

* In each turn, you have one object interaction as a free action.**.** This must be a simple interaction, such as drawing a weapon, opening an unlocked door, picking up a small object, or pulling a lever. Some interactions will still require checks. Performing a second simple interaction requires the *Use an Object* action.
* Any more complex interaction with an object that requires some degree of concentration or effort is action, specifically the *Use an Object* action. For example: using tools, unlocking a door, turning a winch, pushing/pulling a heavy object, and so on.
* Dropping an item is always free action that does not use your object interaction.
* Handing or tossing an object to someone is bonus action. Tossing requires a dexterity check for accuracy.
* Drawing or sheathing a single weapon is free action. Drawing/sheathing extra weapons (or doing both drawing and sheathing in succession) requires an action per extra draw/sheathe (unless you have the *Dual Wielder* feat). Note that donning/doffing a shield is **always an action** since it is considered armour.
* Drawing ammunition does not use up your free object interaction, it is a part of the attack.

## Mechanics

### Action Economy

* Drinking a potion is a bonus action. Feeding a potion to someone else is an action.
* If an enemy makes a melee attack against you and rolls a critical failure, you can use your reaction to make an opportunity attack against that target.

### Dice Rolls

* Critical success and failures apply to Skill Checks too, not just attacks. They do not apply to Saving Throws.
* Creatures can only use the *Help* action on skill checks if they are proficient with the skill required, otherwise they must roll a separate roll in order to affect the outcome.
* You can attack a specific spot on a target when making a weapon or spell attack, but take a -5 penalty to the roll. If the attack hits, there may be additional bonuses to it on top of the normal benefits, such as applying certain conditions or breaking part of an object.
* Attacking someone who is asleep and has not noticed you makes your attack start dealing damage from the blooded point of the target's hit-points for the first attack. Other normal rules apply, meaning the target is considered incapacitated and therefore a melee attack is a critical hit. If this first attack takes the target's hit-points below 0, the target is considered dying. Otherwise, the fight continues and the target retains the hit-points it has after the attack. In other words, being hit while asleep automatically sets your starting point to bloodied.
* Hitpoints represent stamina and endurance as much as they do the ability to recover from grievous wounds. In a scenario where your stamina does not come into play (for example, an execution, overdosing on drugs, ingesting lethal poison, etc.), standard hitpoint rules do not come into play. Instead, death will be determined by what realistically makes sense. An executioner chopping off your head would not only do the axe's damage die in damage, for example, it would instantly kill you.
* Death saving throws do not reset upon regaining hit-points or becoming stable. They reset on a long rest.
* Rolling a 1 on a level up hit-point roll can be re-rolled.

### Character Features

* The *Divine Domain - Twilight Domain* subclass for the *Cleric* is currently banned.
* The *Lucky* feat is banned.
* *Warlocks* automatically add spells from their expanded spell list when at the appropriate *warlock* levels.

### Other

* Powerful Resurrection spells require rituals and skill challenges which effect the likelihood of success.
* Sleeping in armour will require you to succeed on a Constitution saving throw (varying in difficulty as per the scenario) or not gain the benefits of a long rest. Heavier armour will pose a more difficult DC than lighter armour. Standard DC is 10 for light armour, 12 for medium armour, and 15 for heavy armour.

* **Two-Weapon Fighting**: When you take the Attack action and attack with a light **melee** weapon that you're holding in one hand, you can make one attack with a different light **melee** weapon that you're holding in another hand as part of that same action. If your Attack action gives you multiple attacks, you make half the number of off-hand attacks, rounded up. You don't add your ability modifier to the damage of the off-hand attack. If either weapon has the thrown property, you can throw the weapon instead of making a melee attack with it.

## Classes

### Revised Classes

* Sorcerer, Revised (from *Sorcerer, Revised*)
* Ranger, Revised (from *Ranger, Revised*)

### Additional Classes

* Blood Hunter (from *Matthew Mercer's Blood Hunter v2.3*)
* Executor (from *Executor v1.1.4*)
* Psion (from *KibblesTasty's Psion v1.5.3*)

## Subclasses

### Artificer

* Weapons Engineer (from *Artificer Specialist - Weapons Engineer)*

### Barbarian

* Path of the Curseling (from *Primal Path - Path of the Curseling*)

### Bard

* College of the Pistolero (from *Bardic College - College of the Pistolero*)

### Cleric

* Dragon Domain (from *Divine Domain - Dragon Domain*)
* Dream Domain (from *Divine Domain - Dream Domain*)
* Judgement Domain (from *Divine Domain - Judgement Domain*)
* Madness Domain (from *Divine Domain - Madness Domain*)
* Ocean Domain (from *Divine Domain - Ocean Domain*)
* Peace Domain (Revised) (from *Divine Domain - Peace Domain [Revised]*)
* Revelry Domain (from *Divine Domain - Revelry Domain*)
* Serpent Domain (from *Divine Domain - Serpent Domain*)
* Spider Domain (from *Divine Domain - Spider Domain*)
* Unity Domain (from *Divine Domain - Unity Domain*)
* Winter Domain (from *Divine Domain - Winter Domain*)

### Druid

* Circle of Spores (Revised) (from *Druid Circle - Circle of Spores [Revised]*)

### Fighter

* Champion (Revised) (from *Martial Archetype - Champion [Revised]*)
* Chromatic Disciple (from *Martial Archetype - Chromatic Disciple*)
* Fey Knight (from *Martial Archetype - Fey Knight*)
* Gunslinger (from *Martial Archetype - Gunslinger*)
* Wardancer (from *Martial Archetypes - Wardancer*)
* Weapons Gunner (from *Martial Archetypes - Weapons Gunner)*

### Monk

* Way of the Firedancer (from *Monastic Tradition - Way of the Firedancer*)

### Paladin

* Oath of the Chromatic Claw (from *Sacred Oath - Oath of the Chromatic Claw*)
* Oath of the Damned (from *Sacred Oath - Oath of the Damned*)
* Oath of the Grail (from *Sacred Oath - Oath of the Grail*)
* Oath of the Metallic Envoy (from *Sacred Oath - Oath of the Metallic Envoy*)
* Oath of Resolve (from *Sacred Oath - Oath of Resolve*)
* Oath of the Weaver (from *Sacred Oath - Oath of the Weaver)*

### Ranger

* Warden (from *Ranger Archetype - Warden*)
* Waywatcher (from *Ranger Archetype - Waywatcher*)

### Rogue

* Bloodknife (from *Roguish Archetype - Bloodknife*)
* Desperado (from *Roguish Archetype - Desperado*)
* Fencer (from *Roguish Archetype - Fencer*)
* Justicar (from *Roguish Archetype - Justicar*)
* Saboteur (from *Roguish Archetype - Saboteur*)
* Sniper (from *Roguish Archetype - Sniper*)

### Sorcerer

* Fleshwarped (from *Sorcerous Origin - Fleshwarped*)
* Fatespinner (from *Sorcerous Origin - Fatespinner*)
* Mana Eater (from *Sorcerous Origin - Mana Eater)*
* Spectral Host (from *Sorcerous Origin - Spectral Host*)
* Unchained (from *Sorcerous Origin - Unchained*)
* Wintertouched (from *Sorcerous Origin - Wintertouched*)

### Warlock

* Ancestor Spirits (from *Otherworldly Patron - Ancestor Spirits*)
* Archfey (Revised) (from *Otherworldly Patron - Archfey [Revised]*)
* The Tempest (from *Otherworldly Patron - The Tempest*)

## Additional Supplements

* The Compendium of Forgotten Secrets - Awakening v1.6 (Subject to Approval)
* Xanathar's Lost Notes to Everything Else (Subject to Approval)
* Tal'Dorei Campaign Setting - Reborn (Subject to Approval)

## Pact Boons

### Pact of the Firearm

You can use your action to create a pact weapon in your empty hand. You can choose the form that this firearm takes each time you create it, but are limited to the forms of firearms you have absorbed before. You are proficient with the firearm while you wield it. This firearm counts as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. This firearm uses a magical reserve of ammunition supplied by your patron that does not run out, but must still be reloaded.

Your pact firearm disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

You can absorb a firearm into your repertoire of pact weapons by performing a special ritual while you hold the firearm. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon's physical form is then destroyed, and can only be used whenever you create your pact weapon in that form thereafter.

If the absorbed firearm is a Magic Weapon, it replaces any previous Magic Weapon you have absorbed. You can still recreate the original weapon's mundane form after it is replaced, but do not gain any of its magical properties. You cannot absorb an artefact or a sentient weapon in this way. A newly absorbed Magic Weapon ceases being your pact weapon if you die, if you absorb a new Magic Weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.

## Firearms

* **Reload**: A firearm can be fired a number of times equal to its Reload score before the wielder must reload it. This requires a full action or a bonus action, and the wielder must have one free hand to reload a firearm (if the firearm is two-handed and no other items are held you are considered able to reload). Some feats and class abilities allow you to reduce or ignore this Reload mechanic.
* **Misfire**: Whenever you roll an attack roll with a firearm and the result on the die is equal to or lower than a firearm’s Misfire score, the weapon misfires. The attack misses, and the firearm is in danger of breaking completely. You may spend an action to clear the misfire (no check required), but if you do not, a second misfire will cause an explosion and break the weapon. This explosion deals the weapon’s listed damage to you and any creatures or objects within five feet. Clearing a misfire out of combat similarly requires no check. Repairing a broken firearm, however, requires one hour and an Intelligence-based check with Tinker’s Tools (DC 10 + the firearm’s misfire score). On a success, the weapon is repaired and functional again; failure simply means you must spend another hour to attempt the repairs again. **Creatures who attempt to use a firearm without being proficient with it increase the weapon’s misfire score by 1.**
* **Scatter**: When you fire a weapon with the scatter property at a target, you may simultaneously attack a second target that is within 5 feet of the first. Use the same attack and damage rolls for both targets.