Spell List Sanity Each character with the spellcasting class ability has access to a select group of spells based on that class. In vanilla D&D 5e, there was one list of spells for each class, though additional spells might become available from another class depending on the character’s chosen subclass or domain. The One D&D playtest introduced the idea of consolidated spell lists divided into the three magical source types: arcane, divine, and primal. These consolidated lists provided a greater variety of spells available to classes which previously had considerable limitations, but it wasn’t without its drawbacks, and WotC has indicated their intention to revert back to separate spell lists. This campaign has taken a hybrid approach: consolidated spell lists based on magical source, and then individual class lists for additional spells not available on the source list. Artificers, sorcerers, and wizards draw their spells from the arcane list; each class also has access to a smaller list of class-specific spells, some of which are even class-exclusive. Clerics and paladins draw their spells from the divine list; each class also has access to a smaller list of class-specific spells, some of which are class-exclusive. Druids and rangers draw their spells
Category: House Rules
Retcon and Realign Each time a character gains a level, their player is entitled to make changes to any decisions made at previous level-ups, including changing any subclasses, skill or tool proficiencies, feats, ability score increases, spells known, or other class features. The character’s heritage, background, traits, first-level feat, languages known, and other first-level characteristics may not be changed, other than changing spells known, a cleric’s chosen domain (if their patron deity has more than one), a wizard’s preferred school of magic, or a ranger’s favored enemy and terrain. Alignment is changed only through roleplay. Added to House Rules in 2023.
Monk He Around A monk who takes the Drunken Master subclass automatically gains the Tavern Brawler feat; see What a Beautiful Brawl. Added to House Rules 18 Feb 2024.
Meta-Gaining A wizard can enhance their spells with metamagic, gaining two options at 5th level, and one more each at levels 9, 13, and 17. Instead of spending sorcery points, the wizard must upcast the spell by the number of sorcery points indicated (e.g. casting a 2nd level invisibility spell as a bonus action requires you to upcast it as a 4th level spell with no other upcasting benefits). Unlike a sorcerer, you can stack metamagic effects, and the level increase similarly stacks (e.g. an empowered and quickened fireball would be cast as 6th level). For all instances where a metamagic option has features based on the caster’s Charisma modifier, a Wizard instead uses their Intelligence modifier. Artificers, bards, warlocks, and other arcane spellcaster classes and subclasses do not typically study magic extensively enough to learn metamagic techniques, nor do primal casters like druids and rangers or divine casters like paladins and most clerics. Metamagic effects cannot be applied to spells which do not come from a caster class, such as those provided by heritage traits, feats (e.g. Magic Initiate), or unique character development. Only a few clerics possess the deep understanding of magic required to apply metamagic to their
I Smiteth Thee! If a paladin succeeds at a melee spell attack against an undead creature, she can expend any number of available divine points from her Lay on Hands class ability and instead deal an equal amount of radiant damage. Added to House Rules in 9 Aug 2024.