According to me, the DM. Subject to change after rigorous playtesting or at my whim.
Outline
Character Building
- Every character begins with the Unique trait.
Races
- You may choose different stat bonuses and languages for your character with sufficient backstory reasons.
- You may combine two races to create a hybrid, working with the DM to decide on traits.
Aarakocra
- The Flight trait is replaced with the mechanics of the Manta Glide (Simic Hybrid) until level 14.
Dragonborn
- Dragonborns can use their Breath Weapon as a Bonus Action.
Fukuro
- The Moondance trait is replaced with the mechanics of the Manta Glide (Symic Hybrid) until level 14, when it is then replaced by Flight (Aarakocra).
Human
- The Variant Human gets its feat at level 4. You may not use your ASI at level 4 to take a second feat.
Classes
- The Class Features Variant UA is allowed and encouraged. Other UA is subject to approval by the DM.
- Classes and Subclasses from the Tal'Dorei Campaign Setting are allowed.
- The Blood Hunter is allowed.
Barbarian
- Barbarians continue raging if what they are doing is within the spirit of keeping their rage as determined by the DM.
- While you are raging, you ignore the effects of exhaustion.
Bard
- The College of the Maestro subclass is allowed.
Druid
- You may choose to use Zahranor's version of the Druid.
- Circle of the Moon Druids are limited to a CR of ½ until level 4.
Fighter
- The Gunslinger subclass is allowed.
Monks
- Monks can use Dexterity (Athletics) for grappling, instead of Strength (Athletics), when grappling creatures of their size or smaller.
- If you use stunning strike more than once on a single turn, any time after the first costs 2 ki points instead of 1.
- If a Way of Shadow monk spends ki points to cast darkness, he can see through that darkness.
Ranger
- You may use Intelligence instead of Wisdom. If you do, you can use Intelligence (perception) instead of Wisdom (perception).
- Beastmaster Ranger companions continue to follow commands they are given, until completed or until otherwise instructed.
Sorcerer
- Sorcerers gain these features.
- Wild Magic Sorcerers may role on the table every time they cast a non-cantrip spell. They may also spend a Sorcery Point to consult the table at any time as deemed appropriate by the DM.
Warlock
- Your patron expanded spells are always known by you.
- Pact of the Blade provides proficiency in medium armor and shields.
Wizard
- Replace the savant ability from your subclass with Treantmonk's version.
Personality and Background
- You are encouraged to create your own custom background if none of the available options suit your character (especially skill proficiencies). Work with the DM to decide on a feature.
Equipment
- You may dual wield a rapier and a dagger, provided you're proficient with both.
Custom Weapons
- Boomerang
- 6 sp
- 1d4 bludgeoning damage
- thrown 60/120, light, and special properties
- Any creature that is proficient with a javelin is proficient with this weapon. On a miss, the Boomerang returns to the thrower's hand.
- Brass Knuckles
- 1 gp
- 1d4 bludgeoning damage
- light and special properties
- You may wield Brass Knuckles as if they were unarmed strikes for the purposes of class abilities.
- Greatbow
- 200 gp
- 2d6 piercing damage
- ammunition 200/800, heavy, two-handed, and special properties
- This bow can only be used by medium or larger creatures that have a strength of 18 or higher. You can use strength or dexterity when making an attack with this bow.
- Peasant Flail
- 8 sp
- 1d8 bludgeoning damage
- two handed and reach properties
Customization Options
Inspiration
- Inspiration is tracked with physical tokens. There are a finite amount of tokens available (determined by the DM based on party size). Anyone may give another player inspiration provided there is an unused token available. If the pool of unused tokens is empty, no inspiration can be rewarded. Once used, a token goes back into the pool of tokens that can be handed out.
- Inspiration allows you to reroll an ability check, attack roll, or saving throw before learning the outcome of said roll, instead of granting advantage.
Feats
- Use Treantmonk's Feats.
- You may give up your initial +2 bonus to pick a feat instead, at the DM's discretion.
Inventory and Encumbrance
- If tracking inventory closely, inventory and encumbrance are slot-based instead of weight-based (tracking doc here).
- Stowed slots are used to represent places inside your bags, pouches, etc. that are not easily accessed. It takes an Action to retrieve an item from a stowed slot.
- Encumbered slots are used to carry items beyond your normal limits. Normal encumbrance rules apply while any of these slots are in use. If you exceed your encumbrance slots, heavily encumbered rules apply.
- The Readied designation is used to indicate any items in the slot are easily accessible (in a scabbard, strapped to a limb, in a pocket, etc.). You may interact with these objects as part of your free object interaction. If an item takes up more than one slot, all slots must have the readied designation. Items carried in your hands do not count against the readied slots (such as a weapon or shield in use).
- The Prepared designation is used on an “empty” slot to indicate your foresight in having something you need. When you determine in the course of adventuring that you want to have obtained an item previously, you may fill this slot provided you have the money to have bought it and the DM determines it would have been available. You may couple this with a readied designation if desired.
Adventuring
- Fall damage caps at 120d6.
- In order to use the Help action you must have proficiency in the appropriate skill.
- Generally, I will not have the whole party roll skill checks at once. I will try to limit it to one person, and give another person the option of assisting or rolling themselves. To assist, you must have proficiency in the chosen skill.
Combat
- Spell focuses allow you to use the costly material components of a spell as long as they are on your person.
- On a crit, roll double the amount of dice. If the total is less than the max damage of one set of dice, you may choose to use that number instead.
- Dropping to 0 hit points causes 1 level of exhaustion. This effect stacks.
- Matt Mercer's Fading Spirit rules are used for resurrection (Tal'Dorei Campaign Setting pg. 119).
Spellcasting
- If you are a caster, you may attempt to use a spell scroll regardless of whether it is on your class list by rolling a check (determined by your spellcasting ability) with disadvantage (DC 13 + the spell's level).
Spells
- The spell functions the same way as in regards to higher level magic.
- The spell gives you the precise location of traps.
- Spells for Stone Sorcerer
- 1- and
- 3- and
- 5- and
- 7- and
- 9- and