Homebrew rules and options


 * Drow and Kobold’s don’t have Sunlight Sensitivity and Kobold's ability modifiers are Dex +2 Wis +1 and do not have the Grovel, Cower, and Beg “feature.”




 * Flanking; if two allies make a murder sandwich then its +2 to hit or advantage, players choice


 * for wild magic, each time you use Sorcery Points, those points add a bonus to wild surge rolls. so if you spend 5 Sorcery Points, rather then having to get a 1 for a surge you would have to get a 6 or less. using tides of Chaos or bend luck will add 5 points to the bonus. the bonuses reset after each surge


 * For Paladins; you must call your smites and what level your casting them at before you roll to hit. I won't consider the spell slot spent if you miss but you must call them as if you were casting a spell.


 * Blood hunter is allowed for a class option


 * If you pick a race from Vallorrorr ( Lizardfolk, Yuan-ti, Kobold and Dragonborn) you can’t pick Wizards, Warlocks or Sorcerers but you can chose the Artificer or bloodhunter class, if you pick druid you can choose from circle of the moon or circle of wildfire.


 * If you pick a race from Hyrhafell you won’t get infernal, celestial or primordial as a racial language but a homebrew one, those languages can still be learnt.