World of Shantar D&D 5e House Rules
These feats are in addition to those found in the Players Handbook.
Arcane Blood Requires: Spellcasting Feature If you have a metamagic feature and sorcery points with your class, you gain one additional metamagic option chosen from the sorcerers metamagic list, and you gain 1 additional sorcery point. Otherwise you may choose a single metamagic option from the sorcerers spell list. You also gain 2 sorcery points which can be used to apply the metamagic feature to your spells. Cooperative Casting Requires: Spellcasting Feature You may aid a spell caster to empower their spells. You must expend a level 1 or higher spell slot as a bonus action and be within 10' of the other spell caster. Using this feat counts as casting a spell of level 1 or higher. Multiple spell casters can aid a single caster using this feature at the same time, but the features do not stack. The spell caster may choose one of the following actions on their turn: • Cast a prepared spell using a spell slot 1 level lower then stated. They can for example cast a 3rd level spell using a 2nd level spell slot. • Cast a spell with a saving throw DC 2 higher. • Cast a spell at a higher level. The spell is increased in level with the level of the spell slot you expended in aiding. • Cast a spell that is on your both of your spell lists but is not prepared. The spell must be at most 1 level higher then the spell slot chosen and the spell slot you expend must be at least the same level. For example, a 3rd level wizard could aid another 3rd level wizard to cast a fireball. Both casters must expend a 2nd level spell slot. Cave Explorer You are trained in the art of surviving and moving in natural underground environments. You gain the following • You gain proficiency with the advanced climber's kit (detailed below) • You have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks when needed while climbing. • You have been trained in recognizing airborne chemical (poison gases) and biological (mold and fungus spores) environmental hazards and gain advantage on saving throws related to such hazards. • So long as you are in a natural underground environment you gain proficiency in Wisdom (Survival) or gain expertise in Wisdom (Survival) if already proficient from another source. Superior Acrobatics Prerequisite: Proficiency with Acrobatics and Dexterity 13 or higher. Your are an expert at Acrobatics under difficult situations. You gain the following benefits: • You gain expertise in Dexterity (acrobatics). • You may use Dexterity (acrobatics) in place of Strength (athletics) for climbing. • You may use the Tumble action as part of your movement. Each square you tumble through is considered difficult terrain for calculating movement. A natural 20 on the check indicates that your tumble was so unexpected that you gain advantage you next attack roll against any opponent that you bypassed this way. • You may use Dexterity (acrobatics) to cross a tight rope at full movement or a slack rope at half movement. Whip Master Prerequisite: Proficiency with Martial Melee Weapons. You become an expert at using the whip. Benefits include: • Increase your Dexterity score by 1, to a maximum of 20. • When you hit a creature with a whip on your turn, you can use a bonus action to attempt to grapple the target. • Alternatively, you can attempt to trip a creature or attack a weapon it item a creature possesses. You attack the target, and if successful, the attack does not do any damage. Your opponent must succeed at a Strength (Athletics) check vs. your Strength (Athletics) or Dexterity (Acrobatics) check or they are disarmed or tripped. If disarmed, the item falls in the nearest adjacent space close to you. • You can also use a whip to grasp an unattended Small or Tiny object within your whip’s reach and pull that object into your square. To do so, you must hit AC 10 for a small object, and AC 14 for a tiny one. Further, you can use the whip to grasp onto an object within your whip’s reach, using your whip as if it were a grappling hook, allowing you to use the whip to swing on like a rope. As a bonus action, you can release the object your whip is grasping, but you cannot use the whip to attack while the whip is grasping an object.