Special Rulings

Some spells, abilities, and items have been changed to better suit the balance of the AG. Please use these tweaks when referencing the abilities, regardless of what the sourcebook may say.

## Races

**Customizing your Origin:**

* Any Ability Score Increases from your race can be moved to different ability scores, but they cannot both apply to the same ability score and they cannot increase a score above 20.
* You can replace a skill proficiency with another skill proficiency, an armor or martial weapon proficiency with another simple/martial weapon or tool proficiency, or a simple weapon or tool proficiency with another simple weapon or tool proficiency.

**Custom Lineage:**

* You may only play as a race from the list of approved races in the AG.
* As a clarification: You can choose any feats normally restricted to a specific race, if your custom lineage is a representative of that race.
* Even when playing a character who uses the rules for Custom Lineage, they must abide to any lore that their race may have within our setting. When determining what languages are appropriate for the race, you may select from among the language proficiencies granted by the normal features for the particular race. This only applies for races that know specific languages in addition to Common, such as genasi, but not shifters. The character's size must also be appropriate for their race.

**Centaur:** Horseshoe magic items like the Horseshoes of Speed, and Horseshoes of a Zephyr can be used by a centaur character.

**Giff:** Your Firearms Mastery trait now has the following wording:

* You have proficiency with all ranged weapons and ignore the loading property of any ranged weapon. In addition, attacking at long range with a ranged weapon doesn’t impose disadvantage on your attack roll.

**Kenku:** You can only speak only using your Mimicry trait.

**Reborn, Dhampir, Hexblood:**

* **Ancestral Legacy** now has the following wording: **You gain proficiency in two skills of your choice. Your lineage may only be a race from the list of approved races in the AG.**

**Warforged:** Warforged are allowed to become **battleragers**, as specified on page 155 of the Sword Coast Adventurer's Guide.

## Classes

**Artificer:**

* **Magic Item Adept** reduces the downtime costs of crafting to a minimum of 1 Downtime Day.

**Barbarian - Battlerager:**

* **Magical spiked armor** counts as a magical weapon for the spike attack. If the armor has an AC bonus, that bonus also applies to attack and damage rolls the battlerager makes with the spikes.
* **Warforged** are allowed to become battleragers, as specified on page 155 of the Sword Coast Adventurer's Guide.

**Bard**

* **Spell Versatility** 1st-level Bard feature (enhances Spellcasting) Whenever you finish a long rest, you can replace one spell of 1st level or higher you learned from this Spellcasting feature with another spell from the Bard spell list. Whenever you spend DTD, you can replace one spell in this way for each DTD spent.

**Druid:**

* **Wild Shape** can only use creatures provided in one of the following sources: *Monster Manual, Volo's Guide to Monsters, Mordenkainen's Tome of Foes, Fizban's Treasury of Dragons, Mordenkainen Presents: Monsters of the Multiverse*. In a session, the DM may approve other creatures from other books published by Wizards of the Coast, but this approval cannot affect anything outside of the session

**Fighter - Brute:**

* **Brutish Durability** now can only be used a number of times equal to your Constitution modifier (minimum of one) per long rest.
* **Devastating Critical** has been changed to read: "Starting at 15th level, you can roll one additional Brute Force damage die when determining the extra damage for a critical hit with a weapon attack."

**Fighter - Echo Knight:**

* The **echo** counts as an object for the purposes of being targeted by spells and other features. For all other purposes, it merely serves as written in the specifics of the class description: simply another position from which you may attack. The echo does not have the ability to wield equipment differently from yourself.
* As written, to make the opportunity attack from the echo's space, you must use your reaction, and the range for this opportunity attack is always 5 feet from the echo.

**Mystic:**

* Taking levels in the class is disallowed.
* **There's a lot of it, read it here**

**Paladin - Oathbreaker:**

* **Channel Divinity: Control Undead** lasts 1 minute instead of 24 hours.

**Ranger:**

* **Spell Versatility** 2nd-level Ranger, feature (enhances Spellcasting) Whenever you finish a long rest, you can replace one spell of 1st level or higher you learned from this Spellcasting feature with another spell from the Ranger spell list. Whenever you spend DTD, you can replace one spell in this way for each DTD spent.
* The first animal companion is free, but resummoning it requires the resources specified in the PHB or Tasha's (depending on which version of beastmaster you are using).

**Sorcerer**

* **Spell Versatility** 1st-level Sorcerer feature (enhances Spellcasting) Whenever you finish a long rest, you can replace one spell of 1st level or higher you learned from this Spellcasting feature with another spell from the Sorcerer spell list. Whenever you spend DTD, you can replace one spell in this way for each DTD spent.

**Warlock**

* **Spell Versatility** 1st-level Warlock feature (enhances Spellcasting) Whenever you finish a long rest, you can replace one spell of 1st level or higher you learned from this Spellcasting feature with another spell from the Warlock spell list. Whenever you spend DTD, you can replace one spell in this way for each DTD spent.

**Wizard:** You don't need to buy a spellbook if you roll starting gold, or multiclass into wizard. The 1st level of wizard gives you a spellbook as part of the Spellcasting feature. The spellbook included in wizard starting equipment is a blank back up spellbook.

**Wizard - Graviturgist:**

* **Violent Attraction** reads "causing the attack to deal an extra 1d10 damage" where before it read "causing the attack's target to take an extra 1d10 damage," thereby allowing this damage die to double if the reaction is used for an attack which scores a critical hit in the AG. Additionally the increase of fall damage has been increased to 4d6 additional damage, instead of 2d10.

**Wizard - Onomancy:**

* All instances of "true name" for the purposes of the Onomancy arcane tradition do not actually refer to "true name" for any other purpose, such as the Summon Greater Demon spell or other such exercises of dominion. If it would help you distinguish this fact, please refer to the names used in Onomancy as something along the lines of "arcane name" or "real name" instead of "true name."
* **Extract Name** A creature who is immune to being charmed automatically succeeds the saving throw against this feature.

## Feats

**Orcish Fury:** Orcs can also use this feat (not just half-orcs). A full orc gets no benefit from the Relentless Endurance part of the feat.

**Polearm Master:** This feat also works with the **lucerne hammer**.

**Revenant Blade:** This feat no longer has a race restriction.

**Poisoner:** Creating poison from the feat's description doesn't cost gold or downtime, but the poison cannot be traded to anyone.

## Items

**Potion of Healing:** Unlike other equipment in the PHB, these potions can not be bought during downtime, but must be bought in session. They can still be crafted by characters proficient in herbalism for 25 gp and 1 downtime day.

**Spellbook:** This item can also be used as a ritual book for the **Ritual Caster** feat.

**Handwraps:** Any magical effect which can be applied to melee weapons through crafting can be placed on handwraps, following the same restrictions for crafting costs. Enchanting handwraps requires proficiency in weaver's tools. When a creature who wears such handwraps makes an attack with their unarmed strikes or natural weapons, the magical effect is applied to these attacks. A creature can only benefit from wearing one type of handwraps at a time.

## Magic Items

**Items that require attunement:** In Adventurer's League, the official organized play mode by Wizards of the Coast, a ruling exists where attunement slots are shared between a character and all creatures created by spells they have cast. That is to say if a simulacrum, familiar, or any other creature summoned by a character attunes to magic items, the character who summoned the creature must sacrifice their attunement slot to maintain this magical power. Please respect your DM if they implement this rule in their games. Players should ask ahead of time, if the DM is using the ruling or not, as well as tell the DM what their familiars attunements are.

**Items that increase ability scores:** To clarify, you do not benefit from such an item if your relevant ability score would be at or beyond the item's listed maximum without the item's bonus. Some DMG items which are not used in the AG list different ability score maximums, making a maximum from an item a specific rule which overrides the general rule of your ability score maximum as respected with the Ability Score Increase feature.

**Magic weapons worth less than 1000 residuum:** Do not count as magical for the purposes of overcoming damage resistance  and immunity. This ruling does not apply to magical ammunition or darts or chakrams that have ammunition enchantments.

**Acheron Blade:** Doesn't make the holder immune to effects that turn undead.(Useless part)

**Armblade:** Has no attunement prerequisite in the AG. It still requires attunement.

**Cubic Gate:** One of the sides always leads to the material plane, and the DM or crafter can choose which plane is linked to one of the other faces. The remaining four sides are rolled for. Reroll until all six sides have different planes on them. Using this item to cast *Gate* takes 1 minute.

**Elemental Gem:** It is classified as a Rare item.(Artificers normally get 50% off and it could get out of hand. Better than raising the price)

**Gem of Brightness:** It is classified as a Rare item.(Same as **Elemental Gem**)

**Ioun Stone - Reserve:** Spell effects created with the Ioun Stone are dispelled when the caster unattunes from it.(Otherwise one stone could get everyone a horse)

**Necklace of Prayer Beads:** A prayer bead removed from a necklace does not lose its power. If you are proficient in jeweler's tools, you can spend 1 downtime day to add/remove any number of beads from your necklace, up to the normal maximum of 6 beads.

**Nolzur's Marvelous Pigments:** Any use of the pigments consumes at least 25 square feet of pigment. This means each pot effectively has 40 charges at most. Remember a single use cannot create an item of value greater than 25gp. (before you panic, this means the item can create a total of 1000gp worth of items, half of what it costs to craft)

**Ring of Spell Storing:** Spell effects created with the ring are dispelled when the caster unattunes from it.(Read **Ioun Stone of Reserve**)

**Spell Scrolls:** Crafting or copying from a scroll does not require an Arcana check.

**Magical Nets:** A magical net that is destroyed as noted in the description for nets may be collected and repaired over the course of a short rest. Doing so requires proficiency in weaver's tools.

## Spells

The **Royalty Component** in spells from Acquisitions Incorporated does not exist for spellcasting in the AG.

Spells which use creature statblocks (**Polymorph**, **Shapechange**, **Conjure Woodland Beings**, **etc.**) can only use creatures provided in one of the following sources: *Monster Manual, Volo's Guide to Monsters, Mordenkainen's Tome of Foes, Fizban's Treasury of Dragons, Mordenkainen Presents: Monsters of the Multiverse*. In a session, the DM may approve other creatures from other books published by Wizards of the Coast, but this approval cannot affect anything outside of the session.

**Dunamancy Spells** from Explorer's Guide to Wildemount are not limited to the Arcane Traditions provided in that book. Instead, they have been added to the normal class lists for each class in 5th edition. Here is the detailed expansion of spell lists for Dunamancy Spells in the AG:

 Cleric
 Druid
 Paladin
 Ranger
 Sorcerer
 Warlock
 Wizard

**Clone:** The caster of the spell can only make one clone at a time. The last clone needs to be destroyed in order to make a new one(Also read rulings for Wish).

**Find Familiar:** If you know this spell from character creation, it is assumed you have already cast it at some point in your backstory. You don't have to subtract the cost of your familiar from your starting gold. Tressym (from SKT) Almiraj (from ToA) Flying Monkey (from ToA) Hare (from IDRotF) and Fox (from IDRotF) can be summoned as familiars.

**Find Greater Steed:** Dragonnel (from FTD) can be summoned as a greater steed.

**Fortune's Favor:** The effect of the spell ends if you cast it again, as per the *light* spell.

**Frost Fingers:** Added to the Wizard, Druid, and Sorcerer spell lists

**Immovable Object:** Cannot target objects that are being worn or carried.

**Magic Missile:** When a Circle of Twilight Druid spends Harvest's Scythe dice on this spell, the additional damage is only added to one bolt of force, not all of them.

**Reincarnate:** Fine dust left by disintegration effects aren't a valid body part, if anyone asks. The AG uses a modified table for the purposes of this spell. The result is still on a d100 but the corresponding races are as follows, and an additional d20 roll may be required to determine subrace:

**Simulacrum:** Simulacrum is an incredibly strong spell. Please respect your DM if they don't want to deal with Simulacrum shenanigans. Furthermore, note that the statistics of the illusion are based on the original creature's before the influence of any spells or magical effects, and the appearance of the simulacrum must also be recognisable as a clone of the original creature's true form.

A Simulacrum is never able to create another Simulacrum. Beyond that, it can interact with the downtime system like a normal character would be able to, sharing gold and residuum with the caster, expending them as normal. A Simulacrum and the caster can work within the same span of time, but cannot contribute to the same goal(you can fish while your magic snowman builds your house, but you can't both bake bread for money). Even when the caster is within a multishot, if the simulacrum isn't participating, it can craft in the caster's absence.

**Tether Essence:** Does not transfer damage and healing. Rather, it links hit point loss and hit point gain, so as to ignore confusions with damage resistance and immunities.

**Wish:** Can only be used to cast 8th level or lower spells without having to use the required components, or to undo or remedy afflictions and conditions and features that explicitly mention the Wish spell as a solution. Duplicating a spell that brings a person back from the dead still requires the necessary material components.