~~# Attack for Damage exchange
When you use the attack action to make an attack using a weapon or unarmed strike, you can choose to take a -5 penalty to that attack roll. If the attack hits, you add +10 to the damage roll.
~~# Armored Casting
A levelled spell gained through a class may only be cast with armor or shield equipped if that class provides the proficiency for that armor or shield.
~~# Expanded Sorcerer Lists
![[Character Options#^ExpandedSpellLists]]
~~# Shield
There is no [[shield]] spell in this campaign.
~~# Two Weapon Fighting
## Stowing and Drawing
You can draw weapons or handheld objects as part of the same action in which you use them, provided you have a free hand (or hands, if more than one hand is needed to hold on the weapons or objects) before taking the action. Similarly, you can pick up a loose unattended object within your reach and use it as part of the same action.
~~Once per turn, you can stow any or all of the weapons or objects you’re holding in your hands (no action required).
~~You can drop any or all objects you’re holding as a reaction.
> [!Abstract] Note
> How we play now - a character can fully swap whatever they are holding in-hand 1/turn.
~~## Two Weapon Fighting
Once on your turn when you take the Attack action and attack with a #light melee weapon that you're holding in one hand, you can make one additional attack with a different #light melee weapon that you're holding in the other hand as part of the same action.
~~If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.
> [!Abstract] Note
> 2 weapon fighting no longer takes a bonus action.
~~# Feats/Talent Points/ASIs
At certain levels, your class gives you the Ability Score Improvement (ASI) feature. Using the optional feats and talent points rules, you can forgo taking that feature to take a feat or two talent point selections of your choice instead.
~~You can take each feat only once, unless the feat’s description says otherwise. Talent Points work a bit differently - please see the Talent Points documentation for details.
~~Because the systems are alternates of each other, we are going to allow either system for a character ***BUT NOT BOTH***. Once a character chooses a Talent Point or Feat in exchange for an ASI (either at character creation or at a level-up), they are using that system from that point on in the campaign. If this becomes a problem for your character, please speak to the DM about potentially [[Character Options#Retcon|retconning]] this decision.
~~## Feats
A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.
~~You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the [[#Grappler - Revised|Grappler]] feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow — perhaps by a withering curse — you can’t benefit from the [[#Grappler - Revised|Grappler]] feat until your Strength is restored.
~~Feats can be found on Dndbeyond or in any number of published books. A few of the feats have been revised for this campaign. For details please see below.
~~## Crossbow Expert - Revised
You ignore the #loading property of crossbows with which you are proficient. You don’t need a free hand to reload a one-handed crossbow.
~~Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
~~You can use two-weapon fighting when one of the weapons is a melee weapon and the other weapon is a hand crossbow.
~~## Dual Wielder Feat - Revised
You master fighting with two weapons, gaining the following benefits:
~~ ~~You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use [[Homebrew Rules#Two Weapon Fighting|two-weapon fighting]] even when the one-handed melee weapons you are wielding aren’t #light.
When you attack as part of a reaction you can make an additional offhand weapon attack if currently holding a melee weapon.
~~## Grappler - Revised
_Prerequisite: Strength 13 or higher_
~~You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
You have advantage on attack rolls against a creature you are [[Conditions#Grappled|grappling]].
You can use your action to try to pin a creature [[Conditions#Grappled|grappled]] by you. To do so, make another grapple check. If you succeed, you and the creature are both [[Conditions#Restrained|restrained]] until the grapple ends.
Your walking speed is not reduced by half when you drag a creature that you're [[Conditions#Grappled|grappling]].
~~## Great Weapon Master - Removed
~~## Shield Master - Revised
When you take the Attack action on your turn and hit an enemy within 5 feet of you with a melee attack, you can try to shove that creature with your shield (as part of the same action).
~~If you aren't [[incapacitated]], you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect.
~~If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
~~## Polearm Master - Revised
Increase your Strength or Constitution by 1, to a maximum of 20.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter your reach.
~~# Great Weapon Fighting Style - Revised
When you hit with a melee weapon that you are wielding with two hands you can add twice your strength modifier to the damage roll. The weapon must have the #two-handed or #Versatile property for you to gain this benefit.
-this replaces the current benefit of this fighting style