Last Updated: 12/11/24

Source Books

Unless noted otherwise this campaign uses the following Source books for content:

Accepted

  • Players Handbook (PHB)
  • Tasha’s Cauldron of Everything (TCE)
  • Xanthar’s Guide to Everything (XGE)
  • Eberron Rising from the Last War (ERLW)
  • Mordenkainen Presents: Monsters of the Multiverse (MPMM)

Generally Accepted, but Check with DM first

  • Fizban’s Treasury of Dragons (FTB)
  • Exploring Eberron, Keith Baker (EXE)
  • Chronicles of Eberron, Keith Baker (CRE)
  • Frontiers of Eberron: Quickstone, Keith Baker (FoEQ)

Spells

Shield Spell

1st Level spell PHB 275 This spell does not exist in the game. Any class/subclass/feat which gives the shield spell to you may instead pick an alternate level 1 abjuration spell (other choices may also be considered if logical).

The following swaps are standard, but might be altered on discussion with the DM

  • Race - Human (Mark of Sentinel): Grants a single use of Shield of Faith instead.
  • Sub Class - Artillerist: Gets Absorb elements as 3rd level class spell.
  • Sub Class - Battlesmith: Gets Absorb Elements as 3rd level class spell
  • Sub Class - Hexblade: Gets Absorb Elements as a 1st level class spell

Features

Armor Proficiency

A levelled spell gained through a class may only be cast with armour or shield equipped if that class/subclass provides the proficiency for that armour or shield.

Racial proficiencies and feats do not allow casting for any spells. Spells cast through sources other than class spells are not impacted by this (Feats, Racial Spells and Magic Items).

Power strike

Before using an attack action to make either an attack using a Weapon, or an Unarmed Strike, you can choose to make a Power Strike. This gives a -5 penalty to that attack roll. If the attack hits, you add +10 to the damage roll.

Note that this option is not available on Reaction Attacks, Bonus Action Attacks or Spell Attacks. Sharpshooter and Great Weapon Master do not stack with this bonus. Booming Blade and Green-Flame Blade do not work with these spells as they use the your Action to cast a spell, rather than the Attack.

Rules

DM Inspiration

DM Inspiration can be used to re-roll a single d20 after you have made a check, as long as you did not have disadvantage on the roll. If you had disadvantage on the check, you may instead use your inspiration to take the higher of the two d20s instead of the lower one. You can only have one inspiration at a time (not counting bardic which can stack on the same roll).

If you already have a DM Inspiration when granted one, you make choose another character who does not have DM Inspiration to receive it instead.

Wilderness Travelling

Transclude of Wilderness-Travelling

Hungry Jaws (reword)

Ability on the Lizardfolk race, MPMM 26 On your turn, you can throw yourself into a vicious feeding frenzy. While in a frenzy, as a bonus action you can make an attack with your bite. If a bite attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (minimum of 1). The feeding frenzy ends when you hit with a bite attack, or if you do not make a bite attack on your turn. Once you use this trait you can’t use it again until you finish a short or long rest.

Feats

Cartomancer: Hidden Ace (Reword)

Hidden Ace. When you finish a long rest, you can choose one spell from your class’s spell list and imbue that spell into a card. The chosen spell must have a casting time of 1 action, and it must be a level for which you have spell slots. The card remains imbued with this spell for 8 hours. While the card is imbued with the spell, you can use a bonus action, and a spell slot of appropriate level, to flourish the card and cast the spell within. The card then immediately loses its magic.

Polearm Master (Reword)

While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack with that weapon from you when they enter the reach you have with that weapon.

Shield Master (Clarification)

“If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.”

Despite this wording you may choose the order of these actions. (i.e shove and then attack). However if you perform the shove first, you must then take an Attack Action during your turn.

Charger (complete change)

Charger.

  • Your speed increases by 5ft
  • You can take the dash action as a bonus action
  • When you hit with a melee attack against a creature after moving at least 20 feet in a straight line, you may use a bonus action to shove the creature. If you are attempting to knock them prone, they make the check at disadvantage. If you succeed on pushing the target with this shove, you and the target both move in a straight line relative to your charge until your remaining movement is expended.

Items

Nets

Nets are now classed as a martial Melee weapon, rather than the ranged martial weapon the PHB specifies. They maintain their thrown (5/15ft) property.

Healing Potion Drinking

All healing potions have the following description (scaling rolls by level):

You regain 2d4 + 2 hit points when you drink this potion as a Bonus Action (use Healing).

You regain 10 hit points when you drink this potion as a an Action (use versatile).

Another creature can be fed this potion as long as you are within touch distance, using an Action. That creature regains 2d4+2 hit points (use Healing).

The potion’s red liquid glimmers when agitated.

Modifier Gems

Weapon Gems

This Gem can attune to any Non-Magical Weapon. Once attuned it grants the wielder of that Weapon +1 to Attack and Damage Rolls.

A Gem can be attuned to only one item at a time, and an item can be attuned to only one Gem. To attune a Gem the Gem and a qualifying item must be in physical contact for 10 minutes. Once attuned the Gem is attached to the item and cannot be removed forcefully without un-attuning it. To un-attune is a ritual which consumes half the gems value in Khyber Crystal Dust and takes 1 hour.

Shield Gems

This Gem can attune to any Non-Magical Shield. Once attuned it grants the wearer of that Shield +1 to AC.

A Gem can be attuned to only one item at a time, and an item can be attuned to only one Gem. To attune a Gem the Gem and a qualifying item must be in physical contact for 10 minutes. Once attuned the Gem is attached to the item and cannot be removed forcefully without un-attuning it. To un-attune is a ritual which consumes half the gems value in Eberron Crystal Dust and takes 1 hour.

Armor Gems

This Gem can attune to any Non-Magical Armor. Once attuned it grants the wearer of that Armor +1 to AC.

A Gem can be attuned to only one item at a time, and an item can be attuned to only one Gem. To attune a Gem the Gem and a qualifying item must be in physical contact for 10 minutes. Once attuned the Gem is attached to the item and cannot be removed forcefully without un-attuning it. To un-attune is a ritual which consumes half the gems value in Siberys Crystal Dust and takes 1 hour.