Rules and Gameplay

Restricted Spells

Player’s Handbook

  • Create Food and Water
  • Create or Destroy Water
  • Plant Growth

Elemental Evil

  • Maelstrom
  • Snilloc’s Snowball Swarm
  • Tidal Wave
  • Wall of Water
  • Watery Sphere

Restricted Races

Elemental Evil

  • Aarakocra
  • Genasi

Restricted Sub-Races

Player’s Handbook

  • Drow (Dark Elf)

Sword Coast Adventurer’s Guide

  • Duergar

Restricted Sub-Classes

Sword Coast Adventurer’s Guide

  • Monk

    • Way of the Long Death
    • Way of the Sun Soul

Restricted Backgrounds

Sword Coast Adventurer’s Guide

  • Clan Crafter (Allowed, but see below)

    • Respect of the Stout Folk does not apply
  • Faction Agent
  • Far Traveler
  • Uthgardt Tribe Member
  • Waterdhavian Noble

Rare Races Require Backstory & Considerations

  • Goliath
  • Dragonborn

Added Content

Elemental Evil

  • New Spells
  • New Races

Sword Coast Adventurer’s Guide 

  • New Spells
  • New Sub-Classes
  • New Backgrounds

Additional Equipment

  • Mundane Weapons, Armor, and Trinkets
  • Magical Weapons, Armor, and Trinkets

    • Converted 3.5e and 4e Items/Treasure

Added Rules as Written

Food and Water (PHB pg. 185)

  • Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.
  • Food

    • A character needs one pound of food per day and can make food last longer by subsisting on half rations.
    • Eating 1/2 a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.
    • A normal day of eating resets the count of days without food to zero.
  • Water

    • A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.
    • If the character already has one or more levels of exhaustion, the character takes two levels in either case.

Homebrew Rules

  • Druid (Circle of the Moon) 

    • Circle Forms: Restricted to CR 1/2 forms until level 4.
  • Barbarian (Path of the Berserker)

    • Intimidating Presence: Wisdom Saving Throw (DC equal to 8 + Proficiency Bonus + Strength modifier)

Spells and Abilities

  • Material Components are required for spells designated as such.

    • Components Pouch contains all materials that are not explicitly marked with a Price (GP) value.

      • DM’s discretion to require purchasing or harvesting additional materials.
      • Spells which specify the Material Component is consumed will consume the component as per the spell casted. Otherwise, the component remains with the caster.
    • Arcane Focus replaces the requirement for the Components Pouch, though expensive materials are still required as dictated by each spell.
    • Example: Identify requires a Pearl worth at least 100 GP base-value.


  • Sentinel

    • When you hit a creature of the same size or smaller as you with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.

Leveling and EXP

  • Experience Points: Awarded at the end of each session OR each story/exploration/dungeon section.
  • Hit Dice: Any result lower than an average roll provide the dice’s average roll as the HP gain (e.g. d10 mean of 6).


  • Critical Hits take the damage dice and double the damage done. This does not apply to modifiers.
  • Pulling out and Drinking a Potion for yourself takes a Bonus Action.

Crafting & Professions

  • Crafting Magical Items, Potions, etc takes only 1/4 – 1/8 of the time in the Player’s Handbook at the DMs discretion. 

Out of Combat

  • Short Rests are approximately 15-20 mins. 
  • Resurrection spells (Raise Dead, Resurrection, Revivify, True Resurrection) require a Skill Challenge by the party.

    • Spell DC starts at 10. 3 checks performed by the party set the final DC.
    • Each success decreases the DC by 3.
    • Each failure increases the DC by 2.
    • Final Resurrection Roll is made by the DM (d20) against the Spell DC to signify if the player’s soul returns, or is lost.

      • Value equal or greater than the DC succeeds.
      • Value lesser than the DC fails.
  • Inspiration acts as a +1d6 (increasing depending on Bard level) which creatures can add to an attack roll, skill check, or saving throw within the next 10 minutes. 
  • Skill Check critical failures and successes, meaning a roll of a 1 may lead to dire consequences, while a 20 may be an overwhelming success.

Rules and Gameplay

Shifting Sands Teddy