5th Edition, Revised

An unofficial update for 5th edition.

Written by Sterling M. and McKenna W.

This content is currently being tested and is subject to change

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Part 1 | Character Options

Introduction 5th Edition, Revised

Hello and welcome to unofficial 5th edition update! The design intent of this update is to free up player character agency and customizability with character creation changes and new features, encourage roleplay by introducing mechanics to counteract some of the more game-able parts of the system, bring the outlier options closer to the center of the bell curve, and to introduce tactical decisions where appropriate. Our hope is that this improves both the quality and the customizability of your Dungeons and Dragons games.

Character Creation and Ability Scores

Races and Ability Bonuses

One +1 ability score bonus provided by a character's race may be moved to any ability score the player wishes. In the event that there is more than one +1 bonus or no +1 bonuses, the player may choose which bonus to move. This bonus cannot be moved to an ability that is already benefitting from a racial ability score bonus or flaw.

Aasimar

Resistance: You may choose to be resistant to necrotic or radiant damage, but not both.

Aarakocra

Flight: Adjust the aarakocra flight feature as follows:

  • Flight: While not in combat, you have a 50 foot fly speed.
  • Combat Flight: You have trained to fly and fight at the same time. To use Combat Flight, you can't be wearing medium or heavy armor. You have the following flight speeds in combat: 1st level 20 feet; 3rd level 30 feet; 5th + level 40 feet.

Human

Variant Human is no longer a selectable race (all characters have level 1 feats; see the section on feats )

Standard Human now has the following racial features:
  • +1 to all Ability scores. Knows Common + 1 Language.
  • A choice of 2 skill or tool proficiencies in any combination.
  • Human Ingenuity Humans are one of the most versatile races by far. You reduce the amount of downtime required to learn a new proficiency by 10% * your Intelligence modifier (minimum 1).

Tiefling

Variant: Winged Tiefling

This Tiefling variant is no longer an option.


Dragonborn

All Dragonborn now gain an additional skill proficiency and racial bonus based on the color of their dragon ancestry.

Metallic Ancestries
Gold Proficiency in Insight. When using their breath weapon, instead of using the standard breath weapon, they may choose instead to use
Weakening Breath The dragonborn exhales gas in a 15-foot cone. Each creature in that area must succeed on a Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The saving throw DC for this ability is the same as the standard breath weapon.
Silver Proficiency in Arcana. Once per long rest, a silver Dragonborn may cast Disguise Self using Charisma as its casting modifier.
Bronze Proficiency in Acrobatics. Waterbreathing
Copper Proficiency in Performance. Once per long rest, a copper Dragonborn may cast Tasha’s Hideous Laughter using Charisma as its casting modifier.
Brass Proficiency in Persuasion. Brass Dragonborn know 1 additional language of their choice.
Chromatic Ancestries
Red Proficiency in Intimidation. A red Dragonborn’s breath weapon deals d8 damage instead of d6 at all levels.
Black Proficiency in Stealth. Proficiency with Alchemy Tools.
Green Proficiency in Deception. Advantage on saves against poison.
Blue Proficiency in Survival. 10 ft. dig speed.
White Proficiency in Athletics. White Dragonborn may make a single claw attack as a bonus action. Treat this as a weapon they are proficient with that has the following profile:
claw (simple weapon, natural weapon); melee attack.1d4 slashing - light, finesse.

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Part 1 | Character Options

Ability Score Applications

The various functions that ability scores effect have changed, below is a list of all the changes made.

Intelligence

Intelligence now provides the following benefits per modifier. You gain the bonus associated with the modifier immediately upon obtaining the new modifier. This is cumulative with previous modifier bonuses. If you lose your modifier for whatever reason, you lose the associated bonuses.

Modifier Bonus
+1 1 additional skill proficiency
+2 1 additional known language
+3 1 additional tool proficiency
+4 1 additional skill proficiency
+5 Gain expertise in 1 skill

Strength

Increases the maximum number of times you can fall to 0 hit points before succumbing to death. This increase is equal to your strength modifier (minimum of 1). (for more on this, see the Combat - Death section).

Character Advancement

Advancement Changes

First Level Feat

All characters now select a feat at first level.

Learning Skills

  • Gaining proficiency with a new tool takes 60 days of downtime

  • Gaining proficiency with a new skill takes 120 days of downtime

  • Learning a new language takes 250 days of downtime

Heroic Boons

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Part 1 | Character Options

Combat

The +2 Bonus

Throughout this update you'll notice that, along with advantage, some of the content gives +2 or -2 bonuses, depending on the circumstance. It's important to note that you may only benefit from one non-spell based, circumstantial bonus and penalty to any given roll. If you have more than one, use the highest bonus and the highest penalty.

What does that mean?

When making a roll, circumstantial +2 bonuses do not stack with themselves or advantage. (The same goes for -2 penalties and disadvantage). So, you could not use +2 and advantage at the same time, nor could you use multiple +2 bonuses simultaneously; but, you could have +2 and disadvantage. Circumstantial +2 and -2 bonuses cancel each other out, just as advantage and disadvantage do.

Flexible Initiative

There may be situations where Dexterity will not be the most appropriate bonus to use for initiative. In these cases, you may have the individual combatant (or all combatants) add their modifier in a partcular skill to their initiative roll, rather than their Dexterity bonus. Commonly used skills are Wisdom (perception), Charisma (deception), Dexterity (stealth), or Wisdom (insight).

For example, if a character is trying to hide but they are spotted and combat begins, they could use their Dexterity (stealth) modifier and enemies could use their Wisdom (Perception) modifier as bonuses to their initiative roll, in place of Dexterity.


Flanking

Flanking provides the following benefits:

Creatures Flanking Attack Bonus
2 +2
4+ Advantage

Creatures that are flanked cannot provide flanking.

Death

Condition: Weakened

The Weakened condition tracks your failing strength as you succumb to more and more injury. Every time you regain consciousness from being reduced to 0 hit points (whether through healing or naturally) you increase your Weakened level by 1. The next time you are reduced to 0 hit points, if your Weakened level is greater than your Strength bonus (minimum 1), each additional Weakened level beyond your strength modifier is counted as an automatic death save failure.

For example, Stronk the Rogue has a Strength bonus of +0, and is currently Weakened 3. If he is reduced to 0 hit points before any Weakened levels are removed he would automatically have 2 failed death saves (Weakened 3 - 0 Strength bonus (1 minimum)). If you would automatically have 3 failed death saves, you instead die outright upon reaching 0 hp.

Removing Weakened Levels

There are multiple ways to remove Weakened levels:

  • Healer’s Kit: If a you have a healer’s kit, you may expend one use of it and make a Wisdom (medicine) check to treat an ally, DC (8 + ½ the level of the character being healed, rounded down). On a success you reduce their Weakened level by 1.
  • Short Rest: For every hit die spent on a short rest, you may reduce your Weakened level by 1.
  • Long Rest: Upon completing a long rest, reduce your current Weakened level by half, rounding down.
  • Restoration Magic: Casting Lesser Restoration on an ally allows the caster to reduce the targets Weakened level by 1. Casting Greater Restoration on an ally allows the caster to reduce the targets Weakened Level by 1d4.

Optional Condition: At Death’s Door

When you would die, instead you may make a flat DC17 check. Upon success, you cling to life for one last moment gaining the At Death’s Door condition. While you have this condition, any amount of healing will stabilize you, but will not bring you above 0 hp and any amount of damage will kill you. If you are not stabilized by the start of your next turn you die.

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Part 2 | Mechanical Updates

Exploration Updated

In order to make the process of exploration more streamlined and narrative, while exploring (such as walking through a dungeon, a ruined city, a spooky cave, or simply traveling from one town to another) players may choose an activity to perform. The list of activities below is not exhaustive and players may suggest something not on this list. In that case, it is up to the GM's discretion how that plays out and what bonuses, if any, it provides.

Assume Competency

One component to bear in mind while players are exploring or traveling is to assume that their characters have a basic level of competency for whatever activitiy they're performing. For example, if a character is searching, they are likely going to search the obvious places where a trap or hidden compartment may be, and should not have to specify exactly where they are searching.

If the object is particularly well hidden, they may find traces of it instead and may have to examine the area more closely to find exactly what it is.

Exploration Activities

Assist

You spend your time assisting an ally with their activity. When they would make a skill check for their activity, they can add +2 to their roll. This bonus increases to advantage if it is a skill which you are proficient in.

Analyze Surroundings

You carefully examine your surroundings, trying to recall or learn as much information as you can. Inform your GM what general category of information you're trying to glean (for example: the area's history, the building's structural information, clues at a crime scene, and so on). Make the appropriate skill check for every new area you enter while performing this activity. The GM will supply you with any information you discover or remember.

This will generally be used with the skills Investigation, Arcana, Medicine, History, Religion, and Nature.

Commune

You attempt to commune with your deity, or any spiritual being you have the ability to interact with. Make the appropriate check after you have spent 30 minutes of exploration time (and every 30 minutes after that). If your communion is successful, you will be able to communicate with the entity you have contacted.


Double Time

Move at double your travel speed for an hour. For every hour you spend at double time you must make a constitution saving throw, DC 10 + total hours spent. On a failure you gain a level of exhaustion. The DC resets after a long rest.

Hide

You move at half speed, sticking to the shadows while you explore. Make a stealth check for every new area you enter, or once every hour of exploration time, whichever is shorter.

Move Cautiously

You move at half speed, keeping on your toes and being extra careful as you explore. You gain +2 on saves made to avoid the effect of traps and hazards.

Maintain a Spell

You continually cast a spell as you explore. If the spell consumes spellslots, those spellslots are consumed as normal. If you roll initiative while Maintaining a Spell, you start combat with that spell active as though it were just cast.

You dedicate your time to tracking your movement against geographical landmarks, the stars, or a map; if you have one. You gain +2 to survival checks to avoid getting lost if you are using the navigate activity. This bonus increases to advantage if you have a map of the area as well.

You spend your time searching, looking for traps, hidden doors, secret compartments, and the like. Make a Wisdom (perception) check for every area you enter while searching.

Scout

You scout ahead and behind the party, keeping a keen eye out for any approaching danger, granting your party +2 on initiative rolls while you are scouting.

Track

You attempt to follow a trail or tracks. Make a Wisdom (survival) check in secret for every 30 minutes you spend tracking or when entering a new area while performing this activity, whichever is shorter.

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Part 2 | Mechanical Updates

Equipment

Equipment updates

Shields and Potions

Healing potions now always provide their maximum healing output.
Shields have been divided into three tiers, mirroring armor. A character's armor proficiencies determine their shield proficiencies as well. (E.g. if your character is proficient in light armor, they are also proficient in light shields.)
Shield Type Cost AC Bonus Properties
Light (Wooden Shields, Heater Shields, Bucklers) 5gp +1 Shield parry
Medium (Kite Shields, Round Shields) 10 gp +2
Heavy (Tower Shields) 100 gp +3 heavy
Item Condition: Broken

Some properties may inflict the Broken condition on a weapon or armor. Weapons with the Broken condition have disadvantage on attack rolls until repaired. Armor or Shields with the Broken condition take a -2 penalty to their Armor Class bonus until repaired. This condition cannot apply to the same item more than once.

Repairing Broken Items

There are multiple ways to restore a broken item:

  • Cast the mending cantrip on the broken item.
  • Make a skill check to repair the item over a short rest. The DC of this check is equal to the items armor class (or 10 for shields). If you have Smithing Tools and are proficient with them, you automatically succeed.

New Equipment Properties

Armor Properties

Name Effect
Enclosed If this armor has the broken condition, you have disadvantage on Dexterity skill checks and saves while wearing it.
Flexible This armor can not be given the broken condition.
Malleable If this armor has the broken condition, its armor class is only reduced by 1.
Shield Parry If an enemy misses a melee attack against you, you may use your reaction to make a weapon attack, using their weapon attack roll as the AC. If you miss this attack, the enemies attack turns into a success.
Sturdy If a melee weapon attack critically fails against you while you are wearing this armor, the attacker's weapon gains the broken condition.


Weapon Properties

Name Effect
Destructive On a critical hit, this weapon inflicts the Broken condition on the target's shield. If the target does not have a shield or their shield is already broken, their armor is Broken instead.
Disarming When you hit an creature within 1 size category of you with this weapon, you may use a bonus action to attempt to disarm them as a contested Dexterity (sleight of hand) check. On success, the enemy drops their weapon in the space they occupy.
Dismounting When you successfully attack a mounted creature with this weapon, you may use your bonus action to make a contested Strength (athletics) check. If you succeed, you dismount the enemy and they fall prone in a square adjacent to their mount.
Momentum When you miss an attack with this weapon, if you make another attack with this weapon before taking any other action, you gain a +2 bonus to the attack roll.
Pointed You may choose to deal piercing damage with this weapon instead of its normal damage type.
Small You have advantage on Sleight of Hand checks to conceal this weapon
Staggering A successfull attack with this weapon reduces the targets movement speed by 5ft until the end of their next turn. This effect is not applied if the creature is already suffering from a similar effect. This has no effect against creatures immune to prone or stunned.
Tripping When you hit an creature within 1 size category of you with this weapon, you may use a bonus action to attempt to trip them. Make a grapple check as though you were making a shove attack. If you succeed, the target is knocked prone.
Two-sided When you take the Attack action, you can use a bonus action to make a melee attack on a creature within 5 feet of you with the opposite side of the weapon; this attack uses the same ability modifier as the primary attack and does 1d4 bludgeoning damage.
Unblockable This weapon ignores the AC bonus provided by wearing a shield.

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Part 3 | Equipment and Crafting

Armor

Light Armor

Name New Properties
Padded Flexible
Leather Flexible
Studded Leather Malleable

Medium Armor

Name New Properties
Hide Flexible
Chain Shirt Malleable
Scale Mail
Breastplate
Half Plate Enclosed, Sturdy

Heavy Armor

Name New Properties
Ring Mail Malleable
Chain Mail Malleable
Splint
Plate Enclosed, Sturdy

Weapons

Simple Melee Weapons

Name Properties
Club Light
Dagger Small, Finesse, light, thrown (range 20/60)
Greatclub Momentum, Heavy, Two-handed
Handaxe Tripping, Light, thrown (range 20/60)
Javelin Thrown (range 30/120)
Light Hammer Staggering, Light, thrown (range 20/60)
Mace Destructive
Quarterstaff Tripping,Two-sided, Versatile (1d8)
Sickle Disarming, Light
Spear Two-sided, Thrown (range 20/60), versatile (1d8)

Simple Ranged Weapons

Name Properties
Crossbow, light Ammunition (range 80/320), loading, two-handed
Dart Small, Finesse, thrown (range 20/60)
Shortbow Ammunition (range 80/320), two-handed
Sling Small, Ammunition (range 30/120)

Martial Melee Weapons

Name Properties
Battleaxe Versatile (1d10)
Flail Unblockable, Momentum
Glaive Pointed, Two-sided, Heavy, reach, two-handed
Greataxe Momentum, Heavy, two-handed
Greatsword Pointed, Heavy, two-handed
Halberd Dismounting, Two-sided, Heavy, reach, two-handed
Lance Reach, special
Longsword Pointed, Versatile (1d10)
Maul Staggering, Heavy, two-handed
Morningstar Destructive
Pike Dismounting, Heavy, reach, two-handed
Rapier Finesse
Scimitar Finesse, light
Shortsword Finesse, light
Trident Two-sided, Thrown (range 20/60), versatile (1d8)
War Pick Tripping
Warhammer Destructive, Versatile (1d10)
Whip Disarming, Tripping, Finesse, reach

Martial Ranged Weapons

Name Properties
Blowgun Ammunition (range 25/100), loading
Crossbow, hand Ammunition (range 30/120), light, loading
Crossbow, heavy Ammunition (range 100/400), heavy, loading, two-handed
Longbow Ammunition (range 150/600), heavy, two-handed
Net Unblockable, Special, thrown (range 5/15)

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Part 3 | Equipment and Crafting

Crafting

Overview

The basic flow of crafting consists of 4 parts.

  1. Obtain the correct tools for the item you wish to craft.
  2. Obtain a recipe for the item you wish to craft (if you do not already have it).
  3. Obtain materials required to craft the item.
  4. Spend time to craft the item.

The Right Tool for the Job

In order to start the crafting process, you will need to have to the appropriate set of tools for the item you're trying to craft. The chart below shows the general crafting categories, thier associated tools, and the primary ability score used by that tool. If something you want to craft does not fall into the categories given, choose the most appropriate tool for it.

Categories of Crafted Items

Category Items Tool Associated Ability
Alchemy Poisons, non-restorative Potions, Acids Alchemist's supplies Intelligence
Engineering Crossbows, Firearms, Mechanical Items Tinker's tools Intelligence
Jewelry-Making Rings, Circlets, Neckaces Jeweler's Tools Dexterity
Leatherworking Leather Items Leatherworker's Tools Dexterity
Metallurgy Metal Weapons, Metal Armor Smith's tools Strength
Pharmacy Restorative and Healing Potions, Antidotes Herbalism kit Wisdom
Scribing Scrolls, Writings Calligrapher's supplies Intelligence
Tailoring Robes, Bags, Cloaks Weaver's tools Dexterity
Woodworking Bows, Staves, Wands Woodcarver's tools Dexterity

Recipes

Before you can begin crafting an item, you must know how to craft it. To that end, you'll need a recipe. There are two ways to obtain new recipes: either by purchasing or finding a pre-written recipe (such as from a recipe book or a scroll); or by researching and writing the recipe yourself.

Purchasing Recipes

Nearly all mundane item recipes can be found in Recipe Books and purchased at most local specialty stores. Recipe Books are bound collections of crafting instructions usually covering all items of a single type (such as Metal Armor, Swords, Crossbows, etc.) Once you have purchased a recipe book, you learn all the recipes in it over a long rest, and may craft any item for which you now have learned to craft.

Researching Recipes

Non-common and Magical Items will usually require you to research their crafting recipe yourself before you can craft them. In order to do so, you must first determine the monetary worth of the item you're attempting to craft. If this is a mundane item, it's value will be listed in the appropriate book. If it is a magical item, consult the Crafting Magic Items section below and use the chart to determine its value.

Once you have found the item's value, divide it in half, rounding down. This is your Research Goal.

More On Research Goals

Your Research Goal functions like a countdown towards learning a new crafting recipe. As you complete research, you'll reduce the remaining value of your Research Goal. Once you reduce your goal to 0, you learn the recipe to craft the item you were researching! There are a couple important limitations to bear in mind, however:

  • You can only have one Research Goal at a time.
  • If you switch Research Goals before you complete your current goal, you lose all progress towards it.
  • Before you can research uncommon or rarer items, you must first have the appropriate Magical Crafting feat.
The Research Process

Making progress on your Reasearch Goal takes both gold and downtime. To begin the researching process, you invest 10% of the items total value in gold, then spend a workweek of downtime dedicated to your research.. At the end of the worweek, you make a skill check using the appropriate crafting tool's ability modifier (adding your proficiency bonus if you are proficient with the tool). If the item you're researching is magical you make 2 skill checks; one for the appropriate crafting tool and an arcana skill check.

Add any rolls you made together, then multiply them by 10. Reduce your remaining Research Goal by the total.

You can continue making progress on your research by spending a workweek of downtime to gain an additional research roll.

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Part 3 | Equipment and Crafting

Free Research Rolls

If you have a physical copy the item you are trying to research, you may use that item in place of a gold investment for a workweek worth of research. If you do so, the item is destroyed as you study it and you multiply your skill check(s) by 20 when determining how much you reduce your Research Goal by.

Gathering Materials

Before you can being crafting, you first have to get materials. For common items, these materials are likely available at stores in any major town, while uncommon and rarer items may require special materials not available at a store (this is up to your GM).

Either way, you must aquire base materials worth at least 25% of the item you're attempting to craft's value, up to a maximum of 50%. The initial material investment will determine how much time you have to spend crafting the item, so it's important to consider.

Crafting Items

Find the Crafting Goal

Once you have your materials, it's time to determine your Crafting Goal. This works almost identically to research goals, but this time, you get the item you've worked on when you complete it!

Determing your Crafting Goal as follows: (The gold value of the item being crafted) - (The gold value of the initial materials purchased). The number you get is your Crafting Value, it's your count-down to crafting completion!

Get Crafting

Once you've determined your crafting goal, crafting itself is fairly simple. You must dedicate 1 workweek to crafting your item. At the end of that workweek, roll a crafting check using the appropriate tools and ability modifier; add proficiency if you're proficient (exactly the same way as researching a recipe). Take this value and multiply it by your level. Reduce your Crafting Goal by the result.

Taking a Shortcut

At the end of any workweek you spend crafting, you may immediately complete the item you are crafting by paying the remaining value of your Crafting Goal.

Crafting Magic Items

Before you can craft items beyond common rarity, you must first have either proficiency in the tools associated with the items crafting catagory, or proficiency with the Arcana skill.


Magic Item Cost
Rarity Base Item +
Common 100 gp
Uncommon 500 gp
Rare 2,500 gp
Very rare 25,000 gp
Legendary 125,000 gp
Price Modification
Major Minor
+ 50 gp - 50 gp
+ 200 gp - 200 gp
+ 800 gp - 800 gp
+ 1500 gp - 1500 gp
+ 6500 gp - 6500 gp
Consumables are 50% less expensive and may be crafted in batches of 4

The Magic Difference

The major difference between crafting mundane items and crafting magical items (apart from the proficiency requirement, and any additional materials your GM may require) is that, in addition to your normal skill roll, you make an Intelligence (arcana) check at the end of your crafting workweek. This is added to your crafting roll before multiplying the value by your level.

Crafting From Start to Finish

  • Stronk the Rogue wants to craft a +1 Rapier for himself, this falls under the Metallurgy crafting catagory, so he first ensures he has Smith's Tools. He does! Now, since this is a magical item, he will also need the appropriate proficiency. It looks like he has that too!

  • Since he does not have a recipe for this item, he will have to research it himself. First, he'll need to find the value of the item. A Rapier has a cost of 25 gp, and a +1 weapon is an Uncommon, Major magic item. Giving it an additional 700 gold value. For a total of 725, meaning the Research Goal is 363 points.

  • He'll invest 72 gold (10% of the items total value) and complete his first research workweek. Smith's Tools are a Strength based crafting tool, and unfortunately Stronk's strength is a +0. But he is proficient in both the tools and arcana. Since it's a magic item he makes both the crafting check and an arcana check.

  • He rolls a (15+3) for his crafting check, and a (19+3) for his arcana check, for a die total of 42. Then he multiplies this number by 10, giving him a total of 420! **He reduces his Research Goal by this much, meaning he completed his research and learns the recipe.

  • With the recipe in hand, Stronk sets off to gather the base materials to begin crafting. He buys 363 gp worth of materials (50% of the items value). He begins crafting with a Crafting Goal of 363 points(Total Value - Initial Materials).

  • Just like Research, he'll roll both a crafting and an arcana check for every workweek he spends, since this is a magic item. However, now he multiplies the total die roll by his level, rounded down. He repeats the process until he finishes his +1 Rapier!

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Part 3 | Equipment and Crafting