House Rules

Category Name Ability Source New Rule
Race
Dragonborn General PHB 32 Dragonborn may employ their breath weapon as a bonus action, rather than a standard action.
Class
Barbarian (Berserker) Frenzy PHB 49 A berserker may Frenzy once per long rest without penalty. This becomes twice between long rests at 7th level, three times at 14th, and an unlimited amount of times at 20th. Each additional time a berserker enters a Frenzy before their next long rest incurs a level of exhaustion. Finally, while in a frenzy, a berserker is unaffected by any and all levels of exhaustion they currently possess.
Bard Magical Secrets PHB 53 Replace “Choose two spells from any class.” with “Choose two spells from the Cleric, Druid, Sorcerer, Warlock, or Wizard class.” Paladin and Ranger spells cannot be chosen.
Druid Circle of the Land PHB 68 Additional Ability: One with the Land. Land druids are naturally adept within their chosen terrain and gain the following abilities: 1) Difficult terrain doesn’t slow the group’s travel, 2) The group cannot become lost except by magical means, even when engaged in another activity while traveling (foraging, navigating, tracking, etc.) 3) The druid remains alert to danger 4) If traveling alone the druid can move stealthily at a normal pace 5) When foraging the druid finds twice as much food as one normally would 6) While tracking other creatures in the land druid’s chosen terrain, the druid also learns their exact number, their sizes, and how long ago they passed through the area.
Monk Ki Points PHB 78 Monks gain additional ki points equal to their Wisdom modifier.
Way of the Four Elements PHB 80 Under Disciple of the Elements, replace second paragraph with: You gain the elemental attunement discipline. Additionally, you know a number of “Elemental Disciplines” (detailed below) equal to your Wisdom modifier (minimum 2). You learn one additional elemental discipline of your choice at 6th, 11th, and 17th level, as well as whenever your Wisdom modifier increases.
Paladin Lay on Hands PHB 84 In addition to the listed benefits in the Player’s Handbook, a paladin can expend 10 hit points from their pool of healing to remove one level of exhaustion from the target, but no more than once per day per target.
Ranger Favored Enemy PHB 91 At 3rd level, a ranger may choose up to their Wisdom modifier of favored enemy types (minimum 1). They may choose an additional favored enemy type at 6th and 14th level, as well as any time their Wisdom bonus increases.
Hunter’s Mark PHB91/251 Hunter’s mark is now a class ability, requiring concentration and usable at-will as a bonus action. It functions as if cast at a spell level equal to 1 + 1/4 the character’s ranger level.
Natural Explorer PHB 91 A ranger may consider themselves familiar in a number of natural environments – they may choose 1 plus their Wisdom modifier of favored terrain at the start of play. If their Wisdom modifier increases, they may add a favored terrain for each point increased, as well as terrain types added at 6th and 10th level.
Primeval Awareness PHB 92 Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For up to 10 minutes x your current proficiency bonus, you can sense whether the following types are creatures within 6 miles of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. You may not be able to glean the exact number of creatures unless you succeed at a Wisdom (Survival) skill check, but you will gain a general sense of where they are relative to your location. This ability does not cost a spell slot, and you may use this ability a number of times equal to your Wisdom modifier. You regain all uses of this ability when you finish a long rest.
Ranger’s Companion PHB 93 Beast companions are considered NPCs. The ranger must use an initial action to command the beast to attack a specific target or guard a person. Thereafter, unless the PC commands the beast to change its action, it is controlled by the DM as an ally to the ranger and attempts to follow the ranger’s last command to the best of its ability. The ranger may command the beast as a bonus action, but the beast loses the ranger’s proficiency bonus for any action it takes on the round it is commanded in this way.
Ranger’s Companion PHB 93 Additional Ability: Once between long rests, as a bonus action, you may create a warding bond (as described by the spell found on page 287 of the PHB) between yourself and your beast companion.
Survivalists PHB 92 Additional Ability: All rangers possess the Wisdom (Survival) skill. At 3rd level, rangers gain Expertise (as the rogue) in Wisdom (Survival), allowing them to double their proficiency bonus when using the skill.
Sorcerer Metamagic PHB 101 Beginning at 3rd level, sorcerers may choose a number of metamagic options equal to their Charisma modifer. They may choose additional options if their Charisma bonus increases. They gain an additional metamagic option at 6th level, 10th level, and again at 17th level.
Sorcerer Points PHB 101 Sorcerers gain an additional number of sorcerer points equal to their Charisma modifier.
Warlock Pact of the Blade PHB 107 Pact blade warlocks gain proficiency in medium armor and shields, in addition to other benefits granted by the Pact.
Feat
Dueling Master New Feat PHB 166 You are a deadly expert when wielding one or two weapons with which you are proficient. You gain the following benefits: 1) On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee attack as a bonus action. Dual wielders may make this melee attack with both their primary and off-hand weapon as a bonus action. 2) Before you take the attack action with a single melee weapon you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. You may use this ability once per attack action per target.
Elemental Adept Feat PHB 166 In addition to the listed abilities, a creature with immunity to your chosen element now has resistance to the element instead of immunity. Additionally, attacks using the Adept’s favored element ignore magic resistance.
Great Weapon Master Feat PHB 167 Add this to the second bullet: You may use this ability once per attack action per target.
Linguist Feat PHB 167 Increase your Intelligence score by 1, to a maximum of 20. Linguist allows a character to understand a broad range of languages. If a PC possesses this feat, all common languages will be understood by the character. They may also choose a number of ancient or lost languages in which they are fluent equal to their proficiency bonus. Additionally, they may piece together key words or phrases from rarer languages given time.
Sharpshooter Feat PHB 170 Add this to the third bullet: You may use this ability once per attack action per target.
Rules
Exhaustion Condition PHB 291 The spell lesser restoration (PHB 255) restores 1 level of exhaustion per casting, but no more than once per long rest. The spell greater restoration (PHB 246) restores 1 level of exhaustion in addition to one of the other effects listed in the spell’s description.

House Rules

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