House Rules - Classes: Difference between revisions

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Created page with "Note that, to save a lot of work, for now I am '''only listing changes to (sub)classes currently in play'''. If another class comes into play there might be house rules for that one as well. === Barbarian === ==== Rage ==== Changed to the [https://5e.tools/classes.html#barbarian_xphb,state:feature=s0-0~sub-wild-heart-xphb=b1 2024 version]. There are a few changes but they all just make it much more logical and streamlined, and with a longer duration. ==== Reckless Att..."
 
Added Ranger class, and updated Paladin spellcasting
 
(7 intermediate revisions by the same user not shown)
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Note that, to save a lot of work, for now I am '''only listing changes to (sub)classes currently in play'''. If another class comes into play there might be house rules for that one as well.
Note that, to save a lot of work, for now I am '''only listing changes to (sub)classes currently in play''' and '''only up to about level 10 or so'''. If another class comes into play there might be house rules for that one as well.


=== Barbarian ===
== Barbarian ==


==== Rage ====
=== Rage ===
Changed to the [https://5e.tools/classes.html#barbarian_xphb,state:feature=s0-0~sub-wild-heart-xphb=b1 2024 version]. There are a few changes but they all just make it much more logical and streamlined, and with a longer duration.
Changed to the [https://5e.tools/classes.html#barbarian_xphb,state:feature=s0-0~sub-wild-heart-xphb=b1 2024 version] as shown below. The only change is Duration; now you need to roll an attack, force a save, or just use a Bonus Action.<blockquote>
'''Duration'''


==== Reckless Attack ====
The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:
As the [https://5e.tools/classes.html#barbarian_xphb,state:feature=s1-1~sub-wild-heart-xphb=b1 2024 version]. Adds Strength attacks with ranged weapons, and now correctly works till start of next turn.


==== Totem Warrior / Wild Heart ====
* Make an attack roll against an enemy.
The subclass has been renamed and a lot has changed. Porting over the entire subclass would be much too much so all that is getting changed is the '''Totem Spirit - Bear''' which was clearly problematic. The new version is exactly the 2024 text:
* Force an enemy to make a saving throw.
* Take a Bonus Action to extend your Rage.


While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.
Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.</blockquote>


=== Bard ===
=== Reckless Attack ===
As the [https://5e.tools/classes.html#barbarian_xphb,state:feature=s1-1~sub-wild-heart-xphb=b1 2024 version]. Adds ranged weapons that use Strength, and now correctly works till start of next turn.<blockquote>You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.</blockquote>


==== Bardic Inspiration ====
=== Totem Warrior / Wild Heart ===
When you select an animal as your totem you will need to pick that same animal for all three of the choices as you level up.
 
The subclass has been renamed and a lot has changed. Porting over the entire subclass would be much too much so all that is getting changed is the '''Totem Spirit - Bear''' which was clearly problematic. The new version is exactly the 2024 text:<blockquote>While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.</blockquote>
 
== Bard ==
 
=== Bardic Inspiration ===
Can now be rolled ''after'' failing a D20 Test, which is how everyone wanted it anyway.
Can now be rolled ''after'' failing a D20 Test, which is how everyone wanted it anyway.


==== Cutting Words ====
=== Cutting Words ===
Also now use after knowing result, and no more immune if it can't hear you or if it's immune to being charmed.
Also now use after knowing result, and no more immune if it can't hear you or if it's immune to being charmed.<blockquote>When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.</blockquote>
 
== Druid ==


=== Fighter ===
=== '''Armor Training''' ===
<blockquote>Light armor and Shields</blockquote>So no more Medium armor, but see Primal Order below. Also, I'm fine with druids using metal weapons, shields, and armor.
 
=== Primal Order ===
''Added at level 1, taken from'' [https://5e.tools/classes.html#druid_xphb,state:feature=s0-1 2024 version]''.''<blockquote>You have dedicated yourself to one of the following sacred roles of your choice.
 
'''Magician'''. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).
 
'''Warden'''. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.</blockquote>
 
=== Wild Resurgence ===
''Added at level 5, taken from'' [https://5e.tools/classes.html#druid_xphb,state:feature=s4-0 2024 version]''.''<blockquote>Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required).
 
In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a Long Rest.</blockquote>
 
=== Elemental Fury ===
''Added at level 7, taken from'' [https://5e.tools/classes.html#druid_xphb,state:feature=s6-0 2024 version]''.''<blockquote>The might of the elements flows through you. You gain one of the following options of your choice.
 
'''Potent Spellcasting'''. Add your Wisdom modifier to the damage you deal with any Druid cantrip.
 
'''Primal Strike'''. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).</blockquote>
 
=== Circle of the Land ===
This subclass is completely replaced with the [https://5e.tools/classes.html#druid_xphb,state:feature=s2-0~sub_land_xphb=b1 2024 version], granting the features below at the appropriate levels.<blockquote>
==== Level 3: Circle of the Land Spells ====
Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
{| class="wikitable"
|+Arid Land
!Druid Level
!Circle Spells
|-
|3rd
|Blur, Burning Hands, Fire Bolt
|-
|5th
|Fireball
|-
|7th
|Blight
|-
|9th
|Wall of Stone
|}
{| class="wikitable"
|+Polar Land
!Druid Level
!Circle Spells
|-
|3rd
|Fog Cloud, Hold Person, Ray of Frost
|-
|5th
|Sleet Storm
|-
|7th
|Ice Storm
|-
|9th
|Cone of Cold
|}
{| class="wikitable"
|+Temperate Land
!Druid Level
!Circle Spells
|-
|3rd
|Misty Step, Shocking Grasp, Sleep
|-
|5th
|Lightning Bolt
|-
|7th
|Freedom of Movement
|-
|9th
|Tree Stride
|}
{| class="wikitable"
|+Tropical Land
!Druid Level
!Circle Spells
|-
|3rd
|Acid Splash, Ray of Sickness, Web
|-
|5th
|Stinking Cloud
|-
|7th
|Polymorph
|-
|9th
|Insect Plague
|}


==== Great Weapon Fighting ====
==== Level 3: Land's Aid ====
Changed to [https://5e.tools/feats.html#great%20weapon%20fighting_xphb 2024 version]:
As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.


When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).


==== Action Surge ====
==== Level 6: Natural Recovery ====
Including [https://5e.tools/classes.html#fighter_xphb,state:feature=s1-0 2024 part] that rules out using it for a Magic Action (i.e. can't cast spells).
You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.


==== Battle Master Maneuvers ====
In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.
[https://5e.tools/classes.html#fighter_xphb,state:feature=s2-0~sub-battle-master-xphb=b1 New versions] used for the following:


==== Level 10: Nature's Ward ====
You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.
{| class="wikitable"
|+Nature's Ward
!Land Type
!Resistance
|-
|Arid
|Fire
|-
|Polar
|Cold
|-
|Temperate
|Lightning
|-
|Tropical
|Poison
|}
</blockquote>
=== Circle of the Moon ===
==== Level 6: Primal Strike ====
Was: Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Changed to:<blockquote>Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.</blockquote>
==== Level 10: Elemental Wild Shape ====
Was: At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.
Removed and replaced with [https://5e.tools/classes.html#druid_xphb,state:feature=s9-0~sub_moon_xphb=b1 2024 Moonlight Step]:
==== Level 10: Moonlight Step ====
<blockquote>You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).</blockquote>
== Fighter ==
=== Skill Proficiencies ===
Added Persuasion as in the 2024 version.
=== Great Weapon Fighting ===
''Changed to [https://5e.tools/feats.html#great%20weapon%20fighting_xphb 2024 version].''<blockquote>When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.</blockquote>
=== Action Surge ===
''Including [https://5e.tools/classes.html#fighter_xphb,state:feature=s1-0 2024 part] that rules out using it for a Magic Action (i.e. can't cast spells).''<blockquote>On your turn, you can take one additional action, except the Magic action.</blockquote>
=== Battle Master Maneuvers ===
[https://5e.tools/classes.html#fighter_xphb,state:feature=s2-0~sub-battle-master-xphb=b1 New versions] used for the following:<blockquote>
* '''Evasive Footwork''' As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
* '''Evasive Footwork''' As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
* '''Lunging Attack''' As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.
* '''Lunging Attack''' As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.
Line 40: Line 194:
* '''Precision Attack''' When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
* '''Precision Attack''' When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
* '''Rally''' As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).
* '''Rally''' As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).
</blockquote>


==== Know Your Enemy ====
=== Know Your Enemy ===
Changed to the [https://5e.tools/classes.html#fighter_xphb,state:feature=s6-0~sub-battle-master-xphb=b1 2024 version] which makes much more sense than the old one:
''Changed to the [https://5e.tools/classes.html#fighter_xphb,state:feature=s6-0~sub-battle-master-xphb=b1 2024 version] which makes much more sense than the old one.''<blockquote>As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.


As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).</blockquote>


Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).
== Paladin ==


=== Paladin ===
=== Spellcasting ===
Now uses the [https://5e.tools/classes.html#paladin_xphb 2024 Prepared Spells table], ending up with more spells prepared this way.


==== Divine Smite ====
=== Divine Smite ===
Changed to 2024's [https://5e.tools/classes.html#paladin_xphb,state:feature=s1-1 Paladin's Smite]:
''Changed to 2024's [https://5e.tools/classes.html#paladin_xphb,state:feature=s1-1 Paladin's Smite].''<blockquote>You always have the [https://5e.tools/spells.html#divine%20smite_xphb Divine Smite] spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.</blockquote>
 
You always have the [https://5e.tools/spells.html#divine%20smite_xphb Divine Smite] spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
{| class="wikitable"
{| class="wikitable"
| colspan="6" |''1st-level evocation''
|'''Divine Smite'''
|-
|-
| colspan="6" |'''Casting Time:''' 1 bonus action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
|''1st-level evocation''
|-
|-
| colspan="6" |'''Range:''' Self
|'''Casting Time:''' 1 bonus action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
|-
|-
| colspan="6" |'''Components:''' V
|'''Range:''' Self
|-
|-
| colspan="6" |'''Duration:''' Instantaneous
|'''Components:''' V
|-
|-
| colspan="6" |
|'''Duration:''' Instantaneous
|-
|-
| colspan="6" |The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
|
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
|-
|The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
'''Using a Higher-Level Spell Slot.''' The damage increases by 1d8 for each spell slot level above 1.
|}
|}


==== Aura of Warding ====
=== Aura of Warding ===
Changed to [https://5e.tools/classes.html#paladin_xphb,state:feature=s6-0~sub-ancients-xphb=b1 2024 version]:
''Changed to [https://5e.tools/classes.html#paladin_xphb,state:feature=s6-0~sub-ancients-xphb=b1 2024 version].''<blockquote>You and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.</blockquote>
 
== Ranger ==


You and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.
=== Favored Enemy ===
''Replaced with the [https://5e.tools/classes.html#ranger_xphb,state:feature=s0-1 2024 version] as the old one could be pointless most of the time depending on what kinds of enemies you encountered.''<blockquote>You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest.


=== Warlock ===
The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.</blockquote>''This also means you use the new and better version of [https://5e.tools/spells.html#hunter's%20mark_xphb Hunter's Mark]:''
{| class="wikitable"
| colspan="2" |''Level 1 Divination''
|-
|'''Casting Time:''' Bonus action
|'''Range:''' 90 feet
|-
|'''Components:''' V
|'''Duration:''' Concentration, up to 1 hour
|-
| colspan="2" |
|-
| colspan="2" |You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.


==== Mystic Arcanum ====
If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.
 
Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).
|}
 
=== Natural Explorer ===
Removed in favor of Deft Explorer below. Taking Expertise with Survival should give you most of the benefits from Natural Explorer.
 
=== Deft Explorer ===
''Added this [https://5e.tools/classes.html#ranger_xphb,state:feature=s1-0 2024 feature] at level 2.''<blockquote>Thanks to your travels, you gain the following benefits.
 
'''Expertise'''. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.
 
'''Languages'''. You know two languages of your choice from the language tables in chapter 2.</blockquote>
 
=== Spellcasting ===
Now uses the [https://5e.tools/classes.html#ranger_xphb 2024 Prepared Spells table], ending up with more spells known this way.
 
=== Favored Enemy and Natural Explorer improvements ===
These improvements at level 6 and 10 are removed as Favored Enemy has changed and Natural Explorer has been removed, but instead you get Roving, below.
 
=== Roving ===
''Added this [https://5e.tools/classes.html#ranger_xphb,state:feature=s5-0 2024 feature] at level 6.''<blockquote>Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.</blockquote>
 
=== Land's Stride ===
Removed in favor of Expertise at level 9, below.
 
=== Expertise ===
''Added this [https://5e.tools/classes.html#ranger_xphb,state:feature=s8-0 2024 feature] at level 9.''<blockquote>Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.</blockquote>
 
=== Hide in Plain Sight ===
Removed in favor of the much more useful Tireless, below.
 
=== Tireless ===
''Added this [https://5e.tools/classes.html#ranger_xphb,state:feature=s9-0 2024 feature] at level 10.''<blockquote>Primal forces now help fuel you on your journeys, granting you the following benefits.
 
'''Temporary Hit Points'''. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
 
'''Decrease Exhaustion'''. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.</blockquote>
 
== Warlock ==
 
=== Awakened Mind ===
Is now a Bonus Action to use, the 2014 rules never specified.
 
=== Mystic Arcanum ===
Not a big fan of changing of spells on level up but willing to discuss if someone wants to change one of these spells.
Not a big fan of changing of spells on level up but willing to discuss if someone wants to change one of these spells.


==== Great Old One Spells ====
=== Great Old One Spells ===
The [https://5e.tools/classes.html#warlock_xphb,state:feature=s2-0~sub-great-old-one-xphb=b1 changes] seem a lot better thematically but I am willing to discuss this with the players. Sending > Hunger of Hadar, Dominate Beast > Confusion, Evard’s Black Tentacles > Summon Aberration, Dominate Person > Modify Memory.
The 2014 rules give each subclass an expanded list of spells you can pick from when you get a new spell on level up. In the 2024 version all spells get added to spells prepared. That's going too far but the new list of spells fits much better thematically than the old one, I suggest we use the [https://5e.tools/classes.html#warlock_xphb,state:feature=s2-0~sub-great-old-one-xphb=b1 changed] list as the list you can pick from but I am willing to discuss this with the players, especially if you already picked one of the old spells.
 
The changed spells:
 
* Sending > Hunger of Hadar
* Dominate Beast > Confusion
* Evard’s Black Tentacles > Summon Aberration
* Dominate Person > Modify Memory


==== Awakened Mind ====
Making it a Bonus Action.
[[Category:Rules]]
[[Category:Rules]]

Latest revision as of 12:12, 4 July 2025

Note that, to save a lot of work, for now I am only listing changes to (sub)classes currently in play and only up to about level 10 or so. If another class comes into play there might be house rules for that one as well.

Barbarian

Rage

Changed to the 2024 version as shown below. The only change is Duration; now you need to roll an attack, force a save, or just use a Bonus Action.

Duration

The Rage lasts until the end of your next turn, and it ends early if you don Heavy armor or have the Incapacitated condition. If your Rage is still active on your next turn, you can extend the Rage for another round by doing one of the following:

  • Make an attack roll against an enemy.
  • Force an enemy to make a saving throw.
  • Take a Bonus Action to extend your Rage.

Each time the Rage is extended, it lasts until the end of your next turn. You can maintain a Rage for up to 10 minutes.

Reckless Attack

As the 2024 version. Adds ranged weapons that use Strength, and now correctly works till start of next turn.

You can throw aside all concern for defense to attack with increased ferocity. When you make your first attack roll on your turn, you can decide to attack recklessly. Doing so gives you Advantage on attack rolls using Strength until the start of your next turn, but attack rolls against you have Advantage during that time.

Totem Warrior / Wild Heart

When you select an animal as your totem you will need to pick that same animal for all three of the choices as you level up.

The subclass has been renamed and a lot has changed. Porting over the entire subclass would be much too much so all that is getting changed is the Totem Spirit - Bear which was clearly problematic. The new version is exactly the 2024 text:

While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.

Bard

Bardic Inspiration

Can now be rolled after failing a D20 Test, which is how everyone wanted it anyway.

Cutting Words

Also now use after knowing result, and no more immune if it can't hear you or if it's immune to being charmed.

When a creature that you can see within 60 feet of yourself makes a damage roll or succeeds on an ability check or attack roll, you can take a Reaction to expend one use of your Bardic Inspiration; roll your Bardic Inspiration die, and subtract the number rolled from the creature's roll, reducing the damage or potentially turning the success into a failure.

Druid

Armor Training

Light armor and Shields

So no more Medium armor, but see Primal Order below. Also, I'm fine with druids using metal weapons, shields, and armor.

Primal Order

Added at level 1, taken from 2024 version.

You have dedicated yourself to one of the following sacred roles of your choice.

Magician. You know one extra cantrip from the Druid spell list. In addition, your mystical connection to nature gives you a bonus to your Intelligence (Arcana or Nature) checks. The bonus equals your Wisdom modifier (minimum bonus of +1).

Warden. Trained for battle, you gain proficiency with Martial weapons and training with Medium armor.

Wild Resurgence

Added at level 5, taken from 2024 version.

Once on each of your turns, if you have no uses of Wild Shape left, you can give yourself one use by expending a spell slot (no action required). In addition, you can expend one use of Wild Shape (no action required) to give yourself a level 1 spell slot, but you can't do so again until you finish a Long Rest.

Elemental Fury

Added at level 7, taken from 2024 version.

The might of the elements flows through you. You gain one of the following options of your choice.

Potent Spellcasting. Add your Wisdom modifier to the damage you deal with any Druid cantrip.

Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form's attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit).

Circle of the Land

This subclass is completely replaced with the 2024 version, granting the features below at the appropriate levels.

Level 3: Circle of the Land Spells

Whenever you finish a Long Rest, choose one type of land: arid, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.

Arid Land
Druid Level Circle Spells
3rd Blur, Burning Hands, Fire Bolt
5th Fireball
7th Blight
9th Wall of Stone
Polar Land
Druid Level Circle Spells
3rd Fog Cloud, Hold Person, Ray of Frost
5th Sleet Storm
7th Ice Storm
9th Cone of Cold
Temperate Land
Druid Level Circle Spells
3rd Misty Step, Shocking Grasp, Sleep
5th Lightning Bolt
7th Freedom of Movement
9th Tree Stride
Tropical Land
Druid Level Circle Spells
3rd Acid Splash, Ray of Sickness, Web
5th Stinking Cloud
7th Polymorph
9th Insect Plague

Level 3: Land's Aid

As a Magic action, you can expend a use of your Wild Shape and choose a point within 60 feet of yourself. Vitality-giving flowers and life-draining thorns appear for a moment in a 10-foot-radius Sphere centered on that point. Each creature of your choice in the Sphere must make a Constitution saving throw against your spell save DC, taking 2d6 Necrotic damage on a failed save or half as much damage on a successful one. One creature of your choice in that area regains 2d6 Hit Points.

The damage and healing increase by 1d6 when you reach Druid levels 10 (3d6) and 14 (4d6).

Level 6: Natural Recovery

You can cast one of the level 1+ spells that you have prepared from your Circle Spells feature without expending a spell slot, and you must finish a Long Rest before you do so again.

In addition, when you finish a Short Rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Druid level (round up), and none of them can be level 6+. For example, if you're a level 6 Druid, you can recover up to three levels' worth of spell slots. You can recover a level 3 spell slot, a level 2 and a level 1 spell slot, or three level 1 spell slots. Once you recover spell slots with this feature, you can't do so again until you finish a Long Rest.

Level 10: Nature's Ward

You are immune to the Poisoned condition, and you have Resistance to a damage type associated with your current land choice in the Circle Spells feature, as shown in the Nature's Ward table.

Nature's Ward
Land Type Resistance
Arid Fire
Polar Cold
Temperate Lightning
Tropical Poison

Circle of the Moon

Level 6: Primal Strike

Was: Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Changed to:

Each of your attacks in a Wild Shape form can deal its normal damage type or Radiant damage. You make this choice each time you hit with those attacks.

Level 10: Elemental Wild Shape

Was: At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Removed and replaced with 2024 Moonlight Step:

Level 10: Moonlight Step

You magically transport yourself, reappearing amid a burst of moonlight. As a Bonus Action, you teleport up to 30 feet to an unoccupied space you can see, and you have Advantage on the next attack roll you make before the end of this turn. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest. You can also regain uses by expending a level 2+ spell slot for each use you want to restore (no action required).

Fighter

Skill Proficiencies

Added Persuasion as in the 2024 version.

Great Weapon Fighting

Changed to 2024 version.

When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.

Action Surge

Including 2024 part that rules out using it for a Magic Action (i.e. can't cast spells).

On your turn, you can take one additional action, except the Magic action.

Battle Master Maneuvers

New versions used for the following:

  • Evasive Footwork As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
  • Lunging Attack As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.
  • Parry When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).
  • Precision Attack When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
  • Rally As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).

Know Your Enemy

Changed to the 2024 version which makes much more sense than the old one.

As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are. Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).

Paladin

Spellcasting

Now uses the 2024 Prepared Spells table, ending up with more spells prepared this way.

Divine Smite

Changed to 2024's Paladin's Smite.

You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.

Divine Smite
1st-level evocation
Casting Time: 1 bonus action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
Range: Self
Components: V
Duration: Instantaneous
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Aura of Warding

Changed to 2024 version.

You and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.

Ranger

Favored Enemy

Replaced with the 2024 version as the old one could be pointless most of the time depending on what kinds of enemies you encountered.

You always have the Hunter's Mark spell prepared. You can cast it twice without expending a spell slot, and you regain all expended uses of this ability when you finish a Long Rest. The number of times you can cast the spell without a spell slot increases when you reach certain Ranger levels, as shown in the Favored Enemy column of the Ranger Features table.

This also means you use the new and better version of Hunter's Mark:

Level 1 Divination
Casting Time: Bonus action Range: 90 feet
Components: V Duration: Concentration, up to 1 hour
You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it.

If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action to move the mark to a new creature you can see within range.

Using a Higher-Level Spell Slot. Your Concentration can last longer with a spell slot of level 3-4 (up to 8 hours) or 5+ (up to 24 hours).

Natural Explorer

Removed in favor of Deft Explorer below. Taking Expertise with Survival should give you most of the benefits from Natural Explorer.

Deft Explorer

Added this 2024 feature at level 2.

Thanks to your travels, you gain the following benefits.

Expertise. Choose one of your skill proficiencies with which you lack Expertise. You gain Expertise in that skill.

Languages. You know two languages of your choice from the language tables in chapter 2.

Spellcasting

Now uses the 2024 Prepared Spells table, ending up with more spells known this way.

Favored Enemy and Natural Explorer improvements

These improvements at level 6 and 10 are removed as Favored Enemy has changed and Natural Explorer has been removed, but instead you get Roving, below.

Roving

Added this 2024 feature at level 6.

Your Speed increases by 10 feet while you aren't wearing Heavy armor. You also have a Climb Speed and a Swim Speed equal to your Speed.

Land's Stride

Removed in favor of Expertise at level 9, below.

Expertise

Added this 2024 feature at level 9.

Choose two of your skill proficiencies with which you lack Expertise. You gain Expertise in those skills.

Hide in Plain Sight

Removed in favor of the much more useful Tireless, below.

Tireless

Added this 2024 feature at level 10.

Primal forces now help fuel you on your journeys, granting you the following benefits.

Temporary Hit Points. As a Magic action, you can give yourself a number of Temporary Hit Points equal to 1d8 plus your Wisdom modifier (minimum of 1). You can use this action a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Decrease Exhaustion. Whenever you finish a Short Rest, your Exhaustion level, if any, decreases by 1.

Warlock

Awakened Mind

Is now a Bonus Action to use, the 2014 rules never specified.

Mystic Arcanum

Not a big fan of changing of spells on level up but willing to discuss if someone wants to change one of these spells.

Great Old One Spells

The 2014 rules give each subclass an expanded list of spells you can pick from when you get a new spell on level up. In the 2024 version all spells get added to spells prepared. That's going too far but the new list of spells fits much better thematically than the old one, I suggest we use the changed list as the list you can pick from but I am willing to discuss this with the players, especially if you already picked one of the old spells.

The changed spells:

  • Sending > Hunger of Hadar
  • Dominate Beast > Confusion
  • Evard’s Black Tentacles > Summon Aberration
  • Dominate Person > Modify Memory