Official Resources

  • Player’s Handbook
    • Cleric’s Divine Intervention is only usable in sessions, events or with prior DM approval.
    • Wizard’s ability to scribe scrolls is drastically changed in Godfall. See the crafting document for more details.
    • Wizard’s “Savant” subclass traits have been changed to include: “…the gold and time you must spend to copy a __ spell into your spellbook or create a __ spell scroll is halved.”
  • Sword Coast Adventurer’s Guide
    • Bladesinger is not restricted to Elf.
    • Battlerager is not restricted to Dwarf.
  • Xanathar’s Guide to Everything
    • Forge Cleric
      • Level 2 — Artisan’s Blessing channel divinity feature cannot be used in conjunction with the crafting system and is limited to mundane, non-complex items made of bronze, iron or steel worth less than 100 gp. It cannot create artisan or masterwork level items, nor can it create magitech items.
      • Level 2 — Your proficiency bonus is doubled for any ability check you make with Smith’s Tools.
  • Guildmaster’s Guide to Ravnica
  • Eberron: Rising from the Last War
    • Artificer
      • Magic Item Adept’s 2nd bullet is replaced with “If you craft an item requiring essence, it costs you half as much of the usual gold. Additionally, the artificer gains 1 additional CP per week that may be used at any point. This resets on Tuesday with the weekly server reset. (Please note that this is your bonus artificer CP when you use it so you don’t get flagged as having overspent daily CP.)”

Approved Classes

In addition to the officially published classes the following UA and Homebrew classes are available to play.

  • Revised Ranger (UA*)
    • Natural Explorer does not gain the following effects until the specified levels:
      • Level 6 — You have advantage on initiative rolls.
      • Level 10 — On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

Class Options

The following UA and Homebrew Class Options are approved:


  • Armorer (UA: 2020 Subclasses, Part 3)
    • Power Armor can not replace missing limbs.
    • If you start your armorer artificer at level 3 and take the starting equipment package, you can take chain mail as your starting armor instead of leather armor or scale mail.
    • For player-crafted power armor weapons, please observe the following house rules:
      • Can be crafted from special materials at the cost of 1 unit of material (metal or gem), 15 gp market value, and 3 CP.
      • The type of the weapon is decided when it is crafted. It is either a thunder gauntlet or a lightning launcher, but not both.
      • Only one weapon can be attached to the Armorer’s power armor at any time, and may be attached as part of deciding the armor configuration during a short or long rest.
      • While integrated into your power armor, its specialized weapon does not take up inventory space. Any extra power armor weapons you’re carrying to swap out during a rest take up inventory space and each count as a medium sized object.
      • The weapon attached must match the configuration of the armor.
      • Any other standard rules about crafted weapons apply as well (magitech, bonuses, etc.).
  • Infusions (UA: 2020 Subclasses, Part 3)
    • Armor of Tools can not be used during downtime.
    • Mind Sharpener is banned from play.
    • Helm of Awareness is banned from play.







Multiclass Restrictions

If you start your character off at level 2 or 3, you may not begin play multiclassed. That said, you can multiclass once you start gaining levels through experience check points. Your character may only ever have levels in a total of two classes (i.e., no multiclassing into three more more classes at once).

Additionally, the following classes/archetypes may not multiclass at this time:

  • UA and Homebrew archetypes or classes except for Revised Ranger.
  • Gloom Stalker

Finally, the following classes/archetypes require heavy roleplay investment and DM approval to multiclass into one another:

  • Clerics, Druids, Paladins and Warlocks
  • Sorcerer and Wizards

This means a Cleric can multiclass into Wizard freely, but not into Warlock. This is simply because of where these classes draw their power from. If you would like to multiclass from one of these into another work with a DM and be prepared to invest a lot of role play.