Homebrew Mechanics

Beastmaster Ranger Extra Attack BeastmasterRanger can make two attacks upon reaching level 5. Beastmaster Ranger can also substitute one attack for an attack from animal companion. Animal companion will have to use reaction to use this extra attack on Beastmaster Rangers turn. This is to allow more flexibility for Beastmaster Ranger even without animal companion.

Beastmaster Ranger List of Spells Rangers can select prepared spells similar to Paladins.

Spell Damage Type Change Rangers can select prepared spells similar to Paladins. o promote diversity in spell builds, spells can be changed to a different type of damage. For instance, a scorching ray that does cold damage instead of fire. These changes are made at character creation, and not be to be swapped on a whim. Ex: Building a dragon sorcerer who specializes in cold damage attacks.

Lesser/Greater Restoration and Healing Similar to medicine in our world, magic healing is not an instant cure all. To properly heal, there are a few steps that need to be taken before. 1. Properly identify what the ailment is. 2. Gather the proper material, ingredients, or circumstances to properly treat patient.

Trickery Domain Divine Strike At 8th level, once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 force damage to the target. When you reach 14th level, the extra damage increases to 2d8.

INT Based Characters Due to the lack of INT based characters in the game, a player, at player creation, can choose a different spell casting modifier for their caster. For example, a Warlock based on INT. This is just to increase diversity in class archetypes and promote different skill choices.

Skill Checks with different Ability Scores To promote different character builds, at the start of character creation you can choose to have a different ability score associated with a skill. A few examples include: INT based Medicine (Your knowledge of medicine and humanoid anatomy), STR based Intimidation (You're scary when you crush a boulder with your thighs). This can also apply to case by case scenarios, for instance your INT in Acrobatics will aid you in discerning which dancer to choose, or your knowledge in a cultures etiquette for an INT based persuasion.

Dragonborn Race Breath Weapon: You can use your Bonus Action. The DC for this saving throw equals 8 + your Main Class Ability + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 4d6 at 6th level, 6d6 at 11th level, and 8d6 at 16th level. After you use your breath weapon, you can't use it again until you complete a short or long rest.

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