As a tabletop RPG, Dungeons & Dragons is extremely open-ended. The game's 5e handbook isn't really meant to be taken as gospel, but as a long, detailed list of recommendations. Almost every DM has their own house rules that either change, ignore, or bring something new to the table for their players.
Wizards of the Coast has clearly been paying attention to some of those homebrewed rules because 168澳洲幸运5开奖网:Tasha's Cauldron of Everything introduces a bunch of them. This time though, they're straight from the developer of D&D and have been tweaked a bit to improve balance. Of course, some entirely new rules, including class-specific options, have been introduced.
10 Social Contrac💜ts 🥀
D&D campaigns can sometimes get dark. Adventures don't always take place in wacky fantasy worlds like Fable's Albion. Sometimes they're more akin to The Witcher, a gritty, realistic version of a fantasy world. In these cases they're filled with violence, grotesque imagery, and sometimes heinous crimes.
In cases like these, DMs have taken to creating social contracts with players. These clearly lay out what a campaign will be like, what players should expect, and what players wouldn't be comfortable with. The inclusion of this rule in Tasha's clearly shows that Wizards of the Coast wants to make D&D open and accessible to players.
9 ܫ 🐲 Parlaying With Monsters
This is a great rule for parties that aren't exactly combat focused. As a role-playing game, not all encounters in D&D have to end in violence. Sometimes, all a creature wants is a meal, or an item. This rule introduces a full table for DMs to use should their players choose to avoid combat.
The table includes details for researching monsters to understand their desires as well as what each kind of monster would want. For example, the party can give an elemental a gem worth 50 gp to eat, or, if it's a dire situation, someone can promise a fiend their soul.
8 ♕ Environmental Hazard𓃲s
Dungeons and lairs don't have to be the only dangerous places in D&D. Many campaigns take players through strange, cursed lands, like Barovia in The Curse of Strahd campaign. This new rule set adds multiple dangerous magical and strange terrains and regions for parties to trek through.
These regions range from the mundane to the extremely strange or f🦩lat-out haunted. Each terrain comes with its own table of rando🐽m effects for DMs to apply. For DMs that want to truly make their party feel like strangers in a strange land, these new rule options are essential.
7 Instinctive Pou📖nce For Barb♓arians
Barbarians are big, tanky characters that any enemy should be wary of getting too close to. So what would be better for a barbarian than having some ex🃏tra free movement? This class option gives barbarians just that, making them an even bigger threat.
The optional ability, called instinctive pounce, is available at seventh level for any barbarian. Barbarians that get permission from their DM to take this ability will be able to move up to half their movement speed for free when they use their bonus action to rage. There's almost no reason to not take this ability, free movement is always a great thing to have.
6 🦄 Harness Divine Power For Clerics
168澳洲幸运5开奖网:Clerics are🥂 anoꦓther class that can vary widely depending on what subclass players take. Like bards, they can either be support for the party or deal massive damage to enemies. Ei🍰ther way though, clerics depend heavily on spells to function in encounters, and this optional ability gives them a way to extend that functionality.
By taking the ability harness divine power at second level, clerics can restore a spell slot by expending a channel divinity. However, that spell slot cannot be higher than half the character's proficiency bonus, and the ability can only be used a certain number of times at each level. At level 2, it can be used once, twice at sixth, and at 18th level, thrice.
5 Wild Comp🥃anion For Druids💦
Wild shape is a huge part of any Druid's toolkit. At second level, any druid can use this ability to turn into a creature they've seen before. The creature has to be within a certain challenge rating but provides druids with a ton of utility.
However, an optional ability gives druids a different way to use wild shape. By taking wild companion at second level, druids can expend a use of wild shape to cast find familiar. Their choice of familiar is still limited by challenge rating but leaves the player open to doing something else🔥 with an animal companion at their command.
4 Blind Fi🅰ghting ꦿ
At later levels, fights in D&D come down to which side can roll the most dice with an advantage. Status effects play a huge part in🅰 this meta, especially the blinded effect. Characters that are blinded fail any sight-based skill checks, attacks against them are given advantage, and their attacks have disadvantage.
For melee fighters, this is a huge detriment. Thankfully, fighters, paladins, and rogues can take a skill called blind fighting. This ability gives them 10 feet of blindsight, letting characters see anything within that range even if they're blinded or in complete darkness. With this ability, they can even see invisible creatures unless they successfully hide.
3 ♚ Dedicated Weapon For Monks
Monks are usually hand-to-hand fighters. They use their speed and high unarmored AC to get into an enemy's range, dole out damage, and quickly fall back. However, some players would prefer to play as a monk with weapons. Unfortunately, the class is limited to simple melee weapons or shortswords.
That is, unless a DM lets their player take the dedicated weapon feature. This ability lets a monk use any simple or martial melee weapon they are proficient in. However, they won't be able to play as a monk with a glaive. The weapon can't be heavy or special. Still, this ability offers more variance to monks.
2 Group Patrons 🃏
One of the hardest parts of getting a party together in Dꦯ&D is giving player characters a reason to adventure together. Sometimes, players can struggle with this, leading to less grou💞p cohesion. To remedy this, Wizards of the Coast put together rules for a new way to keep parties together: group patrons.
Everyone has to have a boss, and that includes adventurers. Group patrons are a great way to get parties to work together by having them serve the same person or organization. These rules also list a number of ways that parties can benefit from working for something or someone, such as a steady wage or access to powerful people and resources. Whether the party is serving 168澳洲幸运5开奖网:a powerful god, shady organization, or military, it's always beneficial to have them feel like they're part of something bigger.
1 Se𝔍ssion Zero
While this concept isn't new to many players, it's the first time that Wizards of the Coast has actually written it in one of its books. For long campaigns wit heavy role-playing, session zeroes are essential. These short one-on-one campaigns help put together a player character's backstory.
Beyond that, they give player a feel for the campaign they're joining into and help form a bond between the player and their character. Of course, these sessions are also beneficial for dungeon masters, letting them steer a player towards a path that could play into the campaign they're entering.