More Difficult Magic Item Identification: DMG Link.
2024 Revisions Incorporated/Not
Use 2014 Sleep spell.
Actions
Bonus Action: Drink a potion (administer potion still an action)
Bonus Action: Don a shield.
Variant Rules
New Rest Period: Extended Rest is a week long, used for downtime or
slow to recharge abilities/items.
Sorcerers know 2 additional spells above what is listed in the PH chart
under spells known, the additional spells must match their theme.
Ranger Favored Enemy: Hunter's Mark (1st level) applies to Favored Enemy for
free.
Bladesinging works with Elven chain.
Bladesinging is a bard subclass.
Add Int (Profession) as an INT based knowledge skill.
Attunement Slots = Proficiency Bonus
Wild Magic rolls 1d20 for surge every non-cantrip spell cast, surges on
level of spell or lower. Using Tides of Chaos causes next non-cantrip spell
cast to surge, and Tides of Chaos is regained.
Dual Weapon Fighting: if you have the feat, or the fighting style, the extra
attack no longer requires a bonus action, and is instead part of the attack
action. This easily fixes a lot of my issues with dual wielding: Rogues
can dual wield and use cunning action. Fighters get 2 off hand attacks when
they action surge as opposed to 1 currently. Classic dual wielding
Rangers can cast spells and dual wield. Hasted characters can dual
wield and take their extra haste attack.
Mage Slayer attack is classified as an Opportunity Attack.
Lesser/Greater Restoration work like Counterspell, proper level or roll.
Rules
Arcane Archer: amount of Arcane Shots equal to your INT modifier.
If both combatants are in an area of darkness, and neither can see the
other, then all attacks are at disadvantage, barring special circumstances.
Tattoos don’t require attunement.
Counterspell always requires a roll, if counterspelled you do not lose the
slot.
You can jump farther than your STR. The DC is the distance you are
trying to reach. If the total roll (Athletics) takes you above your Strength
score, you succeed and that roll is how far you managed to jump in feet (max
2x STR) . If you roll below your Strength, then you made your usual long
jump instead. Advantage for a 30 foot plus run up. If you fail
by 5 or less, you can make a STR Saving throw to grab the edge, and your
movment stops with you hanging on.
Ghost touch: weapons treated as "magical" for the purposes of affect
incorporeal creatures, like specters, ghosts, and wraiths.
Level Drain (Undead): requires a Lesser Restoration instead of a Long Rest.
"Rune Feats": Basic feat learns two feats per selection, Mastery feat allows for use of mastery property for all Runes known. (within prereqs.)
Spells
(draft) Witch Bolt grapples target using spellcasting stat.
Additional Spells with Ritual Tag: Legend Lore,
Flavor
Wizard Arcane Tradition: Order of Scribes: Change the "Awakened
Spellbook" feature to "Bonded Spellbook".
Sorcerer Class: Change the name for Sorcerer to Adept in game lore/use.
("Sorcery" is a term for controlling various types of spirits, mainly
demons, but also elementals etc. Commonly used for evil fiendish
summoning/binding)