TEXT: Bubba's 5th Edition Expansion
  Vertion 3.2
  The world's a magical place and my mind is no exception.
  The following is a homebrew compendium for use in Dungeons and Dragons 5th edition.
  created by xbubba1995x
  
  Current Vertion: 3.2
  You can view the newest vertion of Bubba's 5th Eddition
  Expansion using the following links:
  Thehomebrewery link!
  Google Documents!
  Last Update On...
  December 4, 2017 | 5:21 pm MT
  Special Thanks To...
  My friends, for early feedback  
  My players, for playtesting a few things  
  Reddit for all the feedback
  Reddit Feedback
  To give feedback, please post a comment on this reddit page.
  Creature's Notes
  I've had to deal with a lot of technical problems while making
  this. I hope it was worth it.
  Index
  Chapter 1: Races ........................................................................... 1  
  Chapter 2: Classes ........................................................................ 3  
  Chapter 3: Backgrounds .............................................................. 7  
  Chapter 4: Trade Goods ............................................................... 9  
  Chapter 5: Customization Options ........................................... 12
  Chapter 6: House Rules .............................................................. 13
  Change Log .................................................................................... 14
  
  Chapter 1: Races
  The content found in this chapter includes new subraces and
  races. From the valley dwarves to the half-gnomes, you'll find
  a fun assortment of fun new subraces and races. These
  subraces were based on the races and subraces found in the
  player's handbook, and are well balanced.
  Dwarf Subraces
  Below, you'll find details on Canyon Dwarves.
  Canyon Dwarf
  Canyon dwarves are dwarves that grew up in great canyon
  that have been torn through the earth by great quakes or
  world ending tragedies. Much like their Hill and Mountain
  brothers, they are quite resilient, but are known to be quite
  watchful of the skies, because of creatures that hunt within
  their canyons. Because they require the aid of ranged
  weapons, most canyon dwarves train with crossbows to fend
  off the sky-bound predators.
  Ability Score Increase. Your Dexterity Score increases by
  1.
  Keen Eye. You gain proficiency in the Perception skill.
  Dwarven Crossbow Training. You have proficiency with
  light crossbows, heavy crossbows, and hand crossbows.
  Elf Subraces
  Below, you'll find details on Fairy Elves and Teeny Elves.
  Fairy Elf
  As a Fairy Elf, life just seems to be full of love and joy.
  Because of your ageless lives, you have enough time in life to
  do everything in life, so you, like other fairy elves, take your
  time with things. You have more patience than even the eldest
  of dragons and have a caring heart for others because of how
  short-lived they are. Even other elves seem to disappear in a
  blink of an eye.
  Ability Score Increase. Your Charisma Score increases by
  1.
  Elf Weapon Training. You have proficiency with any four
  simple or martial weapons of your choice.
  Tool Proficiency. You gain proficiency with one artisan's
  tools of your choice.
  Skills. You gain proficiency in one skill of your choice.
  Ageless. Once you reach 200 years of age, you stop aging.
  You become immune to any effect that would age you, and
  you can't die from old age.
  Because of the long lives that fairy elves have, fairy elves
  aren't considered adults until they are two centuries old and
  often live with their parents until they are adults.
  Teeny Elf
  As a Teeny Elf, you are often seen as children at first glance.
  However, you are just short. Because of your stature and size,
  you and other teeny elves often build homes within trees or
  underground, much like some gnomes and halflings. Thanks
  to your size, life is much harder to deal with, but you've
  adapted well, and have learned tricks that most halflings use
  to get around.
  Ability Score Increase. Your Constitution Score increases
  by 1.
  Elf Weapon Training. You have proficiency with daggers,
  rapiers, scimitars, and shortswords.
  Small Size. Teeny Elfs range from 3 to 4 feet tall. Your size
  is Small.
  Nimble Escape. You can take the Disengage or Hide
  action as a bonus action on each of your turns.
  Halfling Subraces
  Below, you'll find detail on Night Halflings.
  Night
  As a night halfling, you live under the moon and have adapted
  to the darkness of night to stray away from the predators that
  roam during the day. Some say night halflings are undead
  vampires, other say you're cursed to shun the sun, and those
  that know the truth know you're just like deep gnomes and
  dark elves; soul and all.
  Ability score Increase. Your Wisdom score increases by 1.
  Darkvision. Accustomed to the twilight of the night, you
  have superior vision in the dark and dim conditions. You can
  see in dim light within 60 feet of you as if it were bright light,
  and in darkness as if it were dim light. You can't discern color
  in darkness, only shades of grey.
  Human Subraces
  Below, you'll find detail on Human Derived.
  Human Derived
  Some humans are born unskilled but are gifted with great
  potential. Others are avraged. You're something diffrent.
  Ability Score Increase. Two different ability scores of your
  choice increases by 2, and two other ability scores of you
  choice increase by 1.
  Dragonborn Variant
  Below you'll find details on the Dragonborn Variant.
  Dragonborn Variant
  Some Dragonborn are not the strong, heroic Dragonborn
  you're aware of. Some are smaller and more dexterous than
  their larger counterparts, caused by the mixed dragon blood
  within them.
  Ability Score Increases. Your Dexterity score increases by
  2, and your Wisdom score increases by 1.
  Size. Dragonborn Variant are shorter than most humans,
  only standing between 4 and 5 feet tall. Your size is still
  Medium.
  Fleet of Foot. Your base walk speed increases to 35 feet.
  Mixed Draconic Ancestry. You have mixed draconic
  ancestry. Choose two types of dragons from the Draconic
  Ancestry table. Your breath weapon is determined by one,
  and your damage resistance is determined by the other.
  Details are shown on the table within the player's handbook.
  See the standard dragonborn in chapter 2.
  Because you have mixed draconic ancestry, you have two
  colors of scales based on the two dragon colors you chose.
  These scales take on a random pattern through your body.
  Weak Breath Weapon. You gain the breath weapon
  feature that normal Dragonborn gain, however, your breath
  weapon does 1d6 less damage dice because of your mixed
  draconic ancestry.
  1
  
  ⠀ Damage Resistance. You have resistance to the damage
  associated with one of your draconic ancestry (whichever one
  you're not using your breath weapon).
  Languages. You can speak, read, and write common and
  draconic.
  Half-Blood Races
  Below you'll find details on the Half-Dwarves, Half-Halfling,
  and Half-Gnome.
  Half-Dwarf
  Half-dwarves use either human or dwarven naming
  conventions. If they were born into a dwarven house, they will
  have a dwarven house name, otherwise, they'll have a normal
  last name. Thanks to their physical characteristics and
  builds, half-dwarves can fit on both dwarven and human
  society. They are seen as short humans or tall dwarves.
  Ability Score Increases. Your Constitution score
  increases by 2, and two other ability scores of your choice
  increases by 1.
  Age. Half-dwarves mature at the same rate humans do and
  reach adulthood around the age of 20. They live longer than
  humans, however, and often live roughly 180 years.
  Alignment. Half-dwarves share the drive for order that
  both humans and dwarves have, and often tend towards
  neutral or lawful because of their love for society.
  Size. Half-dwarves are shorter than most humans,
  standing between 4 and 5 feet tall. Your size is medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Thanks to your dwarven blood, you have
  superior vision in dark and dim condition. You can see in dim
  light within 60 feet of you as if it were bright light, and in
  darkness as if it were dim light. You can't discern color in
  darkness, only shades of grey.
  Dwarven Resilience. You have advantage on saving
  throws against poison, and you have resistance to poison
  damage.
  Tool Versatility. You gain proficiency in two tools of your
  choice.
  Languages. You can speak, read, and write common and
  dwarven.
  Half-Halfling
  Half-halflings use either human or halfling naming
  conventions. As a half-halfling, you take on the extreme
  curiosity that both your parents had, and are quite active in
  seeking out those things that interest you, and thanks to your
  charm, you are welcomed in human and halfling societies.
  Ability Score Increases. Your Dexterity score increases by
  2, and two other ability scores of your choice increases by 1.
  Age. Half-halflings reach adulthood just like their humans
  and halflings and live roughly a century.
  Alignment. Half-halflings share the chaotic nature of their
  parents but are rarely evil.
  Size. Half-halflings are much shorter than most humans,
  standing between 3 and 4 feet tall. Your size is small.
  Speed. Your base walk speed is 25 feet.
  Lucky. When you roll a 1 on an attack roll, ability check, or
  saving throw, you can reroll the die and must use the new roll.
  Halfling Nimbleness. You can move through the space of
  any creature that is of a size larger than yours.
  Skilled and Talented. You gain proficiency in one skill of
  your choice and one instrument of your choice.
  Languages. You can speak, read, and write common and
  halfing.
  Half-Gnome
  Half-gnomes use either human or gnome naming
  conventions. As a half-gnome, you take on the smaller size of
  gnomes, and though you're larger then they are, you can fit
  into their society easily, however, because of your size, you
  can't fully integrate into human society, but you are
  welcomed.
  Ability Score Increases. Your Intelligence score increases
  by 2, and two other ability scores of your choice increases by
  1.
  Age. Half-Gnomes reach adulthood at the age of 20 and
  can live up to 180 years thanks to their gnome blood.
  Alignment. Half-gnomes are often good and tend towards
  neutral because of the lawful ways of gnomes and the chaotic
  ways of humans.
  Size. Half-gnomes are much shorter than most humans,
  standing between 3 and 4 feet tall. Your size is small.
  Speed. Your base walk speed is 25 feet.
  Darkvision. Thanks to your gnome blood, you have
  superior vision in dark and dim condition. You can see in dim
  light within 60 feet of you as if it were bright light, and in
  darkness as if it were dim light. You can't discern color in
  darkness, only shades of grey.
  Gnome Cunning. You have advantage on Intelligence,
  Wisdom, and charisma saving throws against magic.
  Tool Versatility. You gain proficiency in two tools of your
  choice.
  Languages. You can speak, read, and write common and
  gnomish.
  Relationships between the New Races
  & the Old Races
  The relationship of between these new subraces
  and races & the older ones found in the player's
  handbook are fully up to you, the Dungeon Master.
  Use your creativity to think of ways to pull them
  into your world.
  I would recommend having the new half-blood
  races take on the same roles that half-elves do.
  Details can be found on what half-elves do within
  chapter 2 of the player's handbook.
   
  Creator's Note on Half-Blood Races
  I homebrewed the half-blood races by using the
  half-elf as a base. I didn't look up other examples of
  these races online, and will not be giving creddit to
  anyone else on this subject matter.
  However, if the half-blood races need a balance
  patch, I am open to suggestions. Such suggestions
  can be posted on the reddit page linked above next
  to the index.
  2
  
  Chapter 2: Classes
  The content found in this chapter includes new class-feature
  options for most of the classes. From the mighty Stone
  Barbarians to the well versed Magus Wizards, you'll find a
  fun assortment of fun to play.
  Barbarian
  "The Barbarian is thought to be mindless brutes, but they are
  demons of rage. The song they sing is written in blood. I fear
  facing one in battle, and would rather wed myself to a goblin.
  So you better watch what you say around them—because if
  another table breaksn, you'll be paying for it. You'll be dead,
  but that coin in your pocket won't got to waste, I mean. Now
  spend your coin, buy a drink, and stop causing trouble!"  
  ⠀⠀⠀ —Some Random Bar Wench, Keeper of the Ale
  Primal Path
  Rage burns in every barbarian's heart! Even if they don't
  always show it! Within this expansion, you can find the Path
  of Stone barbarian, and more spirit animals to follow in the
  Totem Spirit path!
  Path of Stone
  Path of Stone barbarians are seen as simple-minded
  monsters, like hill giants or goblins. While some are
  respectable and capable of having a conversation, others are
  nothing more than cavemen, living in caves and mountains.
  Dwarves see them as kin, as simple as they may be. Elves see
  them as mute morons and treat them with little respect.
  Gnomes fear them and hide away; knowing that they stone
  barbarians are walking mountains.
  Stoic Rage
  When you choose this path at 3rd level, your rage takes on a
  dull tone. Instead of screaming for blood, you become mute
  and expressionless. Your skin turns gray and takes on a rock-
  like appearance. For the duration of your rage, you gain a
  bonus to your Armor Class equal to half your range damage
  bonus (rounded up).
  Avalanche
  Begining at 6th level, while raging, you gain a +5 bonus to
  Strength (Athletic) checks made to shove other creatures.
  If you choose to knock a creature prone instead of pushing
  them away, you can use a bonus action to attack them. If the
  attack hits, the target creature takes an additional 2d4
  damage.
  Stone Worker
  Beginning at 10th level, you gain proficiency in the cobbler's
  tools. If you are already proficient with the tool, you add
  double your proficiency bonus to checks you make with it.
  Tectonic Plate
  Starting at 14th level, you gain a metaphysical understanding
  of stone. While raging, you gain immunity to being grappled
  and being knocked prone.
  In addition, any creature you successfully shove while
  raging takes 4d6 + your strength modifier in bludgeoning
  damage. This damage counts as magical for the purpose of
  overcoming resistance and immunity.
  Path of the Totem Warrior
  If you follow the Path of the Totem Warrior from the Player's
  Handbook, you have access to the options presented here
  Totem Spirit
  As with the spirits in the Player's Handbook, the options here
  require a physical object incorporating some part of the
  totem beast and you might acquire minor physical attributes
  associated with your totem spirit.
  Dove. While you're raging and aren't wearing armor, you
  gain a bonus to hit equal to your Charisma modifier. The
  charm of a Dove makes you handsome/beautiful.
  Rabbit. While you're raging, your speed is doubled. Like
  the wind, rabbits are swift, and so are you.
  Shark. While you're raging, you gain a bonus to hit equal to
  your Rage Damage bonus. The precision of a shark is with
  you, even in times of bloodlust.
  Spider. While you're raging and aren't wearing heavy
  armor, you can move up, down, and across vertical surfaces
  and upside along ceilings, while leaving your hands free.
  Aspect of the Beast
  At 6th level, you gain a magical benefit based on the totem
  animal of your choice. You can choose the same animal you
  selected at 3rd level or a different one.
  Dove. You gain the charm of a dove. You become
  unnaturally handsome/beautiful, and you gain proficiency in
  the following skills: Deception and Persuasion. Your
  proficiency bonus with these skills is doubled.
  Rabbit. You gain the rabbits speed and leaping abilities.
  You are permanently under the effects the 1st level spell
  longstrider and the 1st level spell jump. These effects are
  nonmagical, and cannot be dispelled.
  Shark. You gain the shark's blessing and are given their
  powerful nose and swimming capabilities. You are able to
  pinpoint the exact location of any spilled blood within 1,000
  feet (this works on land and while in water), you gain a swim
  speed equal to your walk speed, and you can now breathe
  underwater.
  Spider. You gain the spider's web-spinning abilities. You
  are able to cast the 2nd level spell web three times between
  long rests. For spellcasting purposes, Constitution is your
  spellcasting ability with this spell.
  You are able to cast web as a bonus action and while
  raging. The spell no longer requires concentration, and the
  web is permanent until it is destroyed. In addition, you gain
  the spider's Web Sense and Web Walker feature (to find these
  features, see the Giant Spider monster in the player's
  handbook or monster manual).
  Totem Attunement
  At 14th level, you gain a magical benefit based on the totem
  animal of your choice. You can choose the same animal you
  selected previously or a different one.
  3
  
  ⠀ Dove. While raging, as a bonus action, you can attempt to
  charm any humanoid creature within 120 feet of you, so long
  as they can see or hear you. The DC for this is 8 + your
  Charisma modifier + your proficiency bonus. On a failed save,
  the charmed target obeys any verbal command you give it for
  10 minutes. If the target suffers any harm or receives a
  suicidal command, it can repeat the saving throw, ending the
  effect on a success. If the target successfully saves against the
  effect, or if the effect on it ends, the target is immune to this
  Charm for the next 24 hour.
  Rabbit. While raging, you can use your bonus to dash. If
  you do, the distance you cover from the dash doesn't provoke
  attacks of opportunity.
  Shark. While raging, you gain advantage on melee weapon
  attack rolls against any creature that doesn't have all its hit
  points. You do not gain this bonus against creatures that do
  not bleed.
  Spider. While raging, poison mist seeps from your body.
  When you deal damage with a melee weapon attack, or when
  a creature damages you with a melee weapon attack, the
  creature must make a Constitution saving throw. The DC for
  this is 8 + your Constitution modifier + your proficiency
  bonus. On a failed save, they take 5d8 poison damage , or half
  as much on a successful save.
  Bards
  "Song, dance, dreams, and stories! I've got them all, so open
  your ears! There we were, at the center of six nations;
  surrounded by nothing but spears! The elf had not seen a foe
  like this for years! A hero rose up, his sword in hand, and told
  us all we had to fight our fears! And as the battle came, we
  stood our ground, and here stand and we give our cheers! For
  the fallen, we shed a tear, but damn it, man, we're the just
  volunteers! We just got out with our lives so cheer—cheer—
  cheer!"  
  ⠀⠀⠀ — Random Bard, with the Keeper of Ale at his side
  Bard Colleges
  The way of the bard is gregarious. Bards seek each other and
  swap songs and stories, boast of their accomplishments, and
  share their knowledge. Those bards within the College of the
  Tacticians is no different. Only the song they sing on the
  battlefield is one that few can match.
  College of the Tacticians
  Bards of the College of the Tacticians are song-sword worries
  that are able to analyze the battlefield with a keen eye. The
  songs they sing are of the details each person takes in a
  battle. The rage of the barbarian is deep and saddening, but
  the soft prayer of the cleric counters it with joy. The wizard
  knows what he must do, but the fighter is just keeping his
  friends safe! Bards of the College of the Tacticians are able to
  see this, and more!
  Bonus Proficiencies
  When you join the College of the Tacticians, you learn two
  languages of your choice. You also become proficient in the
  insight and investigation skills. If you are already proficient in
  one or both of these skills, you can pick different skills to
  become proficient in.
  Combat Ready
  Starting at 3rd level, you stride into battle with confidence.
  You can add your Intelligence modifier to your initiative rolls.
  In addition, as a reaction to rolling initiative, you can grant
  one an ally creature Bardic Inspiration.
  Tactician's Knowledge
  Starting at 6th level, you use your charm and intuition to gain
  insight on other easier. After spending at least 1 minute
  observing or interacting with another creature outside of
  battle, you learn certain information about them. The DM
  tells you if the creature is your equal, your superior, or inferior
  in regard to two of the following characteristics of your
  choice:
  Dexterity score
  Intelligence Score
  Charisma Score
  Armor Class
  Current hit points
  Total class level (if any)
  Bard class level (if any)
  Bardic Leadership
  At 14th level, you learn how to rally allies and prepare them
  for battle. All friendly creatures within 30 feet of you that can
  see or hear you gains your Intelligence modifier to your their
  initiative rolls.
  In addition, if you use your reaction on initiative to give an
  ally Bardic Inspiration, you can choose up to three ally
  creatures to give Bardic Inspiration to instead of one.
  Clerics
  "I don't care what he's saying! He and his friends saved the
  town from those crazy drunks at the bar! So that cleric can
  preach all he wants!"  
  ⠀⠀⠀ —The Chief of Town, minutes after the barfight
  Divine Domains
  Every deity rules over a domain. Life and death are two
  examples. Below, you'll find the Phoenix domain. The
  Phoenix domain counts as both a Life domain, a Light
  domain, and a Nature domain for the purposes of picking
  your god.
  Phoenix Domain
  Life and light are what drives the Phoenix. An endless cycle
  of life, then death, then life again. While you bring the
  burning flame of the Phoenix to bare of those around you,
  you choose to share its light and life with the ones you love.
  Phoenix Domain
  Cleric Level
  Spells
  1st
  burning hands, cure wounds
  3rd
  lesser restoration, scorching ray
  5th
  fireball, revivify
  7th
  death ward, wall of fire
  9th
  raise dead, flame strike
  4
  
  Bonus Proficiency
  When you choose this domain at 1st level, you gain
  proficiency with the Nature and Perception skills.
  Born of Flame
  Also starting at 1st level, you learn how to harness fire within
  you. You learn two of the following cantrips: control flames,
  create bonfire, fire bolt, green flame blade, or produce flame.
  The cantrips chosen do not count towards the number of
  cantrips you know. In addition, you gain resistance to fire
  damage.
  Channel Divinity: Phoenix Fire
  Starting level 2, you can use your Channel Divinity to unleash
  the Phoenix flame within you on those of your choosing.
  As an action, you can sheath others in magical flames and
  envoke the Phoenix's power. Choose two creatures that is
  within 30 feet of you. The chosen creatures must make a
  Constitution saving throw. On a failed save they take fire
  damage equal to four times your cleric level, or half as much
  on a successful save. When you gain a level in this class, the
  number of creatures you can choose increases by 1. The DC
  for this is eqil to your cleric spell save DC.
  Gift of Light
  Starting at 6th level, you gain the light cantrip. If you already
  have the light cantrip, then you gain one cantrip from the
  cleric class. This new cantrip doesn't count towards the
  number of cantrips you know. The radius of both the bright
  light and dim light for the light cantrip increases by 30 feet.
  Disciple of Fire
  At 8th level, the fire within you burns as hot as the sun. The
  cantrips you chose from the born to flame feature deal one
  additional die worth of damage. When you reach 14th level,
  you deal an additional two dice worth of damage.
  Live, Die, Repeat
  Starting at 17th level, when you would normally die, you
  erupt in flames. When your hit points reach 0, you instantly
  heal for half your hit point maximum. This healing can only
  be stopped by the wish spell. Immediately after healing, you
  take a bonus turn.
  Once you use this feature, you can't use it again until you
  finish a short or long rest.
  Fighter
  "I still can't believe that armor-clad monster of a man took on
  the whole bar by himself! He didn't even draw a weapon, he
  just beat them with his bare hands! I'm still cleaning up the
  blood, and don't even get me started on all the teeth I'm
  stepping on!"  
  ⠀⠀⠀ —The Bar Owner, one week after the bar fight
  Martial Archetypes
  Different fighters choose different approaches to perfecting
  their fighting prowess. The following Martial Archetype is a
  hand to hand expert, known as the Brawler. A hand to hand
  CQC master, capable of breaking through even the strongest
  of obstacles.
  Brawler
  A sword can't cut through most armor, spears can be ripped
  from your hands by skilled enemies, maces are too easy to
  evade, and axes are for chopping wood! Weapons are just not
  as reliable as your two best friends and can leave you at any
  moment, or be taken away by those who just don't trust you.
  You only have two weapons that are reliable. Your two best
  friends, right fist, and left fist.
  Martial Arts
  Starting when you choose this Martial Archetype at 3rd level,
  you gain the Martial Arts feature found in the Monk class.
  Like the monk class, your unarmed damage increases as you
  level. However, unlike the monk class, you do not gain the
  bonus damage for monk weapons, and you are able to wear
  armor.
  Steel Fists
  Starting at 7th level your fists become as hard as steel. Your
  unarmed strikes count as magical for the purpose of
  overcoming resistance and immunity to nonmagical attacks
  and damage. In addition, you now deal double damage to
  objects and structures.
  Armored Brut
  At 10th level, you gain different bonuses to your Unarmed
  strikes based on of the armor you wear. See the table for
  details.
  Armor
  Bonus
  Light
  +2 to hit with unarmed strikes
  Medium +1 to hit and damage with unarmed strikes
  Heavy
  +2 to damage with unarmed strikes
  Devastating Martial Arts
  Starting at 15th level, your unarmed strike weapon attacks
  score a critical hit on a roll of 18–20.
  Adamantium Fist
  At 18th level, your fists become as strong as Adamantium.
  Your unarmed strikes now do additional damage based off of
  your Constitution modifier. In addition, any hit you land
  against an object or structure with your fists is considered a
  critical hit.
  Sorcerer
  "I thought he was one of those druids, but when I called him
  one, he told me off, tired me to a tree with another tree, and
  started called me names. I don't even know what a orchis
  italica is, but he said I looked like one."  
  ⠀⠀⠀ —Town Drunk with a Black Eye
  Sorcerous Origins
  Different sources claim different origins for their innate
  magic. Below, you'll find the Great Mother bloodline.
  Great Mother Bloodline
  Your innate magic comes from the powerful connection you
  have with the world itself. You are the descendent of a mighty
  5
  
  sorcerer who other made a pact with nature or who might
  have nature as a parent. In other words, someone might have
  gotten it on with a Treant.
  Nature's Gift
  At 1st level, your connection with nature allows you to learn
  spells and cantrips from the Druid class. Whenever your
  Spellcasting feature lets you learn or replace a sorcerer spell
  of 1st level or higher, you can choose new spells from the
  druid spell list or the sorcerer spell list. You must otherwise
  obey all the restrictions for selecting spells, and it becomes a
  sorcerer spell or you.
  Natural Resistance
  As nature empowers your body, you grow a natural resistance
  to poisons. At 1st level, you have advantage on saving throws
  against poison, gain resistance to poison damage.
  Nature's Toughness
  Starting at 6th level, your skin takes on a rough, bark-like
  appearance. You become permanently under the effects of
  the 2nd level spell barkskin. This effect is nonmagical, and
  cannot be dispelled.
  Nature's Awakening
  At 14th level, you learn the awaken spell. It doesn't count
  towards the number of spells you know. You can cast awaken
  without expending a spell slot or material components. When
  you do so, you can target only a plant.
  Once you cast awaken in this way, you can't do so until you
  finish a short or long rest, though you can still cast it
  normally using an available spell slot.
  One with Nature
  Beginning at 18th level, you learn the commune with nature
  spell, and it doesn't count towards the number of spells you
  know. You can cast commune with nature at will.
  Wizards
  "I'm just glad I don't have to spend hours fixing all the things
  those fools broke. Mending can only do so much."  
  ⠀⠀⠀ —The Party Wizard with a Hangover
  Arcane Traditions
  To some, the standard Traditions of the Arcane allow wizards
  to master their skills within their respective school. To others,
  a jack-of-all-trades is better. Below, you'll find details on the
  Magus Arcane Tradition.
  Magus
  Many Wizards thought the land concentrate on mastering
  one type of school of magic, along with the mystical arts
  surrounding that school. As a Magus Wizard, you prefer to
  master the art of weaving magic.
  Magus Teachings
  Beginning when you select this arcane tradition at 2nd level,
  select one of the following classes: Cleric, Druid, or Warlock.
  Whenever you gain a wizard level (including this level), you
   
  can choose new spells to add to your spellbook that are from
  the wizard class or the chosen class, and when you gain a
  wizard level, you may choose to replace one of the existing
  spells in your spellbook with a wizard spell or a spell from the
  chosen class. You must otherwise obey all the restrictions for
  selecting spells.
  These spells gained are considered wizard spells for you,
  however other wizards are unable to copy non-wizard spells
  from your spellbook into theirs, unless they are also a Megus
  wizard who has picked the same class as you.
  Greater Knowledge
  When you choose this arcane tradition at 2nd level, you gain
  proficiency with two skills based off of what class you chose
  in Magus Teachings. Please see the table for details.
  Class
  Skill Proficiency
  Cleric
  Medicine and Religion
  Druid
  Nature and Survival
  Warlock
  Arcana and History
  Keen Impression
  Starting 6th level, if you spend at least 1 minute observing or
  interaction with another creature outside of combat, you can
  learn certain information about its arcane capabilities and
  mind. The DM tells you if the creature is equal, superior, or
  inferior in regards to two of the following characteristics of
  your choice:
  Intelligence score
  Wisdom score
  Charisma score
  Armor Class
  Class level (if any)
  Wizard level (if any)
  Highest spell slot (if any)
  At the DM's option, you might also realize you know a piece
  of the creature's history or if they have the ability to cast
  spells.
  Greater Learning
  Starting at 10th level, each time you gain a wizard level, you
  can add three spells to your spellbook instead of two. You
  also learn three languages of your choice.
  Arch Magus
  Starting 14th level, your understanding of magic and mind
  expand grow in astounding ways. You no longer require the
  use of your spellbook because you are able to commit all of
  the spells within it to memory. When you gain levels in this
  class, you commit the new spells you learn from leveling into
  memory as well. Instead of copying new spells into your
  spellbook, you memories the new spells instead. You are
  unable to forget any spells you know.
  When you prepare spells after taking a long rest, you can
  prepare any spell you have memorized. This feature does
  NOT increase the number of prepared spells you are able to
  have at a time.
  6
  
  Chapter 3: Backgrounds
  Below, you'll find details on two backgrounds, as well as
  Hight and Weight details for the new subraces. If you do not
  see details for one of the new subraces, just use the standard
  height and weight table within the player's handbook. Please
  enjoy the Scavenger and Servant backgrounds.
  Height and Weight
  Thanks to the additional Subraces, I have included details for
  rolling their random hight and weights.
  Random Height and Weight
  Race
  Base
  Height
  Height
  Modfire
  Base
  Weight
  Weight
  Modfire
  Dwarf, Canyon
  4'0"
  2d4
  100 lb. x2d4 lb.
  Dragonborn⠀Variant⠀ 4'2"
  +2d4
  100 lb. x1d4 lb.
  Elf, fairy
  4'4"
  2d10
  100 lb. x1d4 lb.
  Elf, teeny
  3'0"
  2d6
  30 lb.
  x1 lb.
  Half-Dwarf
  4'0"
  2d8
  110 lb. x2d4 lb.
  Half-Halfling
  3'0"
  2d4
  40 lbs. x1 lb.
  Half-Gnome
  3'0"
  2d4
  40 lbs. x1 lb.
  Height and Weight
  Thanks to the additional Subraces, I have included details for
  rolling their random hight and weights.
  Scavenger
  Everyone always leaves something behind. It could be a
  copper coin, a dropped apple, or a forgotten arrow. Somedays
  you get lucky and find a dropped coin pouch or a gem, while
  on others, you may have to pick at a dead body for goodies.
  No matter what it may be, you have learned to take these
  objects to survive. What is lost will be forgotten, and what is
  forgotten will be found by those with a keen eye, like you.
  You've learned what is valuable, and how to pick out from
  junk, and you've learned where to go to sell it. No matter what
  you're doing, you always keep an eye out for things lost and
  forgotten.  
  Skill Proficiencies: Investigation, Perception  
  Languages: One of your choice  
  Equipment: A backpack, a bedroll, a blanket, a crowbar, a
  hooded lantern, 2 flasks of oil, a set of common clothes, and a
  belt pouch containing 15 gp.
  Scavenger Past
  Different scavengers scavenge different things, and in
  different locations. Roll a d4 or choose from the options in
  the table below to determine where you learned your
  scavaging ways:
  d4 Location
  1
  Battlefield
  2
  City or Town
  3
  Dungeon or Ruins
  4
  Nature (Like a cave, or a forest)
  Feature: Quick Sales
  As a scavenger, you know the princes of armor, simple
  weapons, martial weapons, and adventuring gear, and ways to
  sell them quickly. You know how to easily find people within
  cities that will buy these items at full price, no questions
  asked.
  If you come across an item that you know the price of, and
  it's not from one of the lists above, such as a gem or a rare
  painting, then you are able to find a buyer for the item at half
  price, no questions asked.
  This feature doesn't require a roll on your part and is
  automatic.
  d8 Personality Trait
  1 I don't ask questions. It's safer that way.
  2 I keep my mouth shut, and my ears open. There's
  always something to learn if you're paying attention.
  3 I don't care how useful something is. If it's not at least
  five gold, then I'm not taking it.
  4 What's mine is mine, and once you're dead, what's
  yours is mine. Oh, and that junk is also mine too.
  5 I scavenge to survive, not because I want too.
  6 I'll always smile, no matter how bad things get, cause
  the worse things are, the more scavenging must be
  done.
  7 I've been robbed one too many times, and don't trust
  others to carry my share of the loot.
  8 I'm well known for my work and are often hired for my
  looting capabilities.
  1d6 Ideal
  1 Greed. I'm only in it for the money. (Evil)
  2 Generosity. I know people have it bad, so I give what
  coin I don't need to those that do need it the most.
  3 Mundane. I'm here to scavenge. Not much else
  interests me. Not even a golden dragon. (Neutral)
  4 Logic. It's not hard guessing where to go for loot.
  Follow around some adventures for a while, and you'll
  get your hands on their leftovers. (Any)
  5 Hope. One day, I pray that I won't have to manage to
  survive. (Any)
  6 Community. I don't just scavenge for myself, but for
  my family. (good)
  d6 Bond
  1 I will always remember the first place I scavenged.
  2 I owe my survival to another scavenger who taught me
  the finer details.
  3 I have angered many other scavengers growing up, and
  have dozens of enemies because of it.
  4 I pursue wealth to support my family.
  5 I will never forget those who died with me while
  scavenging because no one else will.
  6 I will have revenge on the ones that forced me to
  become a scavenger to survive.
  7
  
  1d6 Flaw
  1 I always spend every coin I get on ale, wine, and other
  intoxicants. I can't help it.
  2 I don't care if it takes a year, I will always take the time
  to check everything for loot to scavenge.
  3 Violence is always the answer to someone else trying
  to take my loot.
  4 I have no respect for beggars. Don't just ask for coin,
  go earn it yourself.
  5 I'm open to the idea of breaking the law, and often do.
  6 I'm always willing to carry other people's loot. Even if
  it means dropping something I'm saving to sell.
  Variant Scavenger: Scrounger
  Not everyone can make it as a Scavenger. It's a deadly task
  scavenging a battlefield or a dungeon. Soldiers, undead,
  monsters, or just other scavengers stop you at every turn.
  You've never been able to find enough to earn to sell, and
  don't have enough experience to find those to sell too. In
  some ways, you're just unlucky. In others, you're too much of
  a coward.
  If you decide that you are just too weak to be a scavenger,
  then you don't gain the Quick Sales feature. Instead, you gain
  the Coward feature (see sidebar).
  Variant Feature: Coward
  If your character has the Scavenger background,
  you may select this background feature instead of
  Quick Sales.
  No matter where you go, you find someone or
  something that can kill you. You have to survive by
  picking up scraps or stealing just to survive in this
  deadly world. Because of your hardship, you gain
  the following bonus:
  You can use your bonus action to take the
  Disengage action.
  Servant
  You have worked under another for quite some time. It could
  have been a noble, a high ranking soldier, royalty, or a wealthy
   
  merchant. Regardless of who you worked for, you know how
  to keep yourself prim and proper.  
  Skill Proficiencies: Deception, Persuasion  
  Tools: One Artisan tool's of your choice  
  Equipment: Fine clothes, Mess Kit, an Iron Pot, a tinderbox,
  and a belt pouch containing 5 gp.
  Feature: Yes Sir
  Thanks to your time as a servant, you're fully aware of how to
  act prim and proper. You have advantage on Charisma skill
  checks when speaking to people of a higher lifestyle, such as
  a noble, a high ranking soldier, or someone of royalty.
  d8 Personality Trait
  1 I'm always polite and respectful.
  2 If I am asked to do something, I do it right, and I do it
  right the first time.
  3 I'm always up for a conversation.
  4 Because of my time as a servant, I'm always taking care
  of everyone's equipment. It's habit at this point.
  5 I never forget a name. Regardless of how hard it is to
  say. I would never forgive myself otherwise.
  6 I'm rude to those who lack respect unless they
  someone in power or of high wealth.
  7 Those in power always look towards me to get the job
  done; my reputation precedes me.
  8 I know how to clean everything and make anything look
  presentable. I've even polished a ball of dirt once.
  d6 Ideal
  1 Order. Everything has a purpose or meaning. (Neutral)
  2 Honor. I have to act respectfully at all times. (Lawful)
  3 Respect. Only those who are worth my time have my
  attention. Otherwise, you're a waste of space. (Evil)
  4 Responsibility. I always do what is required of me. (Any)
  5 Servant Obligation. At a moment's notice, I will drop
  what I am doing to serve my master. (Lawful)
  6 Patience. I am willing to wait for things. Even if it takes
  longer than anticipated. (Any)
  d6 Bond
  1 I will always remember those that I first served. They
  are always with me. In thought and heart.
  2 Those I travel with are family, and it is my duty to aid
  them the best I can.
  3 No matter the difficulty, I will face any challenge to
  prove I am a worthy servant.
  4 I am in love with the heir of those I serve, but they
  don't love me back. I'm ok with that.
  5 As a servant, my loyalty is unwavering.
  6 I'm seeking a gift for those I serve, and will even face
  hoards of dragons to recover something of great value.
  d6 Flaw
  1 I secretly hate those I serve and wish to see them dead
  and dishonored.
  2 The lives of the common people are worth throwing
  away if it means those I serve don't have to face
  hardship.
  3 I do what I am told, even if I don't agree with it.
  4 I often forget to do what I am told.
  5 I sometimes steal from those I serve.
  6 I will keep a secret, even if it gets me killed.
  8
  
  Chapter 4: Trade Goods
  Within the player's handbook you can find a list of several
  goods, all armor, along with all simple and martial weapons.
  What you don't find in the player's handbook is a list of
  metals, their costs, and other simple trade goods that some
  players do wish to have. Sure, you can find gold and the like,
  but that's just not enough information. The following is a
  massive list I've made of useable equipment and trade goods.
  Different Settlements
  To aid you, the Dungeon Master, in knowing if a location
  within your can provide services, equipment, or trade goods,
  I've ordered provided ten types of settlements and their
  details below. Players, or even NPCs, need to be able to travel
  to the settlements to obtain these services.
  There are ten types of settlement listed below from 1 to 10.
  The smaller settlements provide less spellcasting services
  than larger ones. Larger settlements also provide the same
  spells as all smaller settlements. I've also included the
  Average Population so that you know what you're working
  with.
  Note. That not every table has this.
  Order Settlement
  Avrage Population
  1
  Kingdom Capital
  50,000+
  2
  Large City
  25,000–49,999
  3
  Medium City
  10,000–24,999
  4
  Small City
  4,000–9,999
  5
  Large Town
  1,000–3,999
  6
  Medium Town
  500–999
  7
  Small Town
  150–499
  8
  Large Village
  100–149
  9
  Medium Village
  50–99
  10
  Small Village
  10–49
  Buying Animals & Creatures
  Animals can be an essential part of people's lives. The
  following tables are for buying animals and where to buy
  them.
  Know that you can't buy a polar bear while on a tropical
  island. So even if you are in a medium city, you can't always
  find the animal. The prices of these animals may vary
  depending on the location.
  Animals Might not be a Available
  Not every place you go to will have animals for buy,
  even if it's the right location. For example, you
  can't buy a polar bear in the savanna. You the DM
  must pick and choose when these animals are
  available to buy, and sometimes you have to say no
  to the idea. A walled of city might now allow Death
  Dogs within its gates, so the players may have to be
  escorted to an underground illegal market to buy
  them.
  Common Animals & Creatures
  Creature
  Cost
  ⠀⠀Location⠀⠀
  Ape
  15 gp
  Large Town
  Baboon
  15 gp
  Large Town
  Badger
  1 gp
  Small Town
  Bat
  1 gp
  Large Village
  Boar
  8 gp
  Medium Village
  Camel
  50 gp
  Medium Town
  Cat
  1 sp
  Medium Village
  Cow
  8 gp
  Medium Town
  Chicken
  3 sp
  Small Town
  Deer
  10 gp
  Medium Town
  Dog
  5 sp
  Medium Village
  Donkey
  8 gp
  Small Town
  Egle
  8 gp
  Large Village
  Elk
  8 gp
  Medium Town
  Frog or toad
  5 cp
  Small Village
  Goat
  2 gp
  Small Village
  Hawk
  1 gp
  Large Village
  Lizard
  5 cp
  Small Village
  Mule
  8 gp
  Small Town
  Owl
  10 gp
  Medium Village
  Snake, constriction
  30 gp
  Medium Village
  Snake, poisonous
  50 gp
  Medium Village
  Snake, flying
  250 gp
  Small City
  Rat
  2 cp
  Small Town
  Raven
  1 gp
  Medium Village
  Scorpion
  5 sp
  Medium Village
  Spider
  5 sp
  Medium Village
  Weasel
  1 gp
  Large Village
  Deadly Animals
  Deadly Creature
  Cost
  Location
  Bear, Black
  100 gp
  Medium Town
  Bear, Brown
  125 gp
  Large Town
  Bear, Polar
  200 gp
  Medium City
  Crocodile
  100 gp
  Large Village
  Death Dog
  150 gp
  Medium City
  Dire Wolf
  150 gp
  Medium City
  Hyena
  75 gp
  Medium Town
  Jackal
  50 gp
  Medium Town
  Lion
  150 gp
  Large Town
  Panther
  200 gp
  Medium Town
  Tiger
  200 gp
  Small City
  Worg
  75 gp
  Small city
  Wolf
  15 gp
  Large Village
  9
  
  Acquiring Slaves
  People can be enslaved if they break the law, are in the wrong
  place at the wrong time, or if they are born into it. These
  people are sold off as property, traded, and bought. Players
  may wish to buy slaves, or in turn, sell someone into slavery.
  Slaves
  Slave
  Cost
  Location
  Slave, common
  75 gp
  Small Town
  Slave, hard labor
  100 gp
  Medium Town
  Slave, household
  175 gp
  Medium Town
  Slave, specialized
  300 gp
  Small City
  Slave, common. These slaves are people from around the
  world. They are the common folk. They have no special talent
  but are competent enough to do as told.
  Use the Commoner stat block for these individuals.
  Slave, hard labor. These slaves are people who were
  raised to be strong and have spent their time as a slave
  working. They are much stronger than normal people but are
  not as smart.
  Use the Commoner stat block for these individuals, with
  the following ability score changes: +2 Strength, +2
  Constitution, -2 intelligence.
  Slave, household. These slaves are people who know how
  to clean a household, take care of horses, and cook. They are
  most commonly found in noble houses.
  Use the Commoner stat block for these individuals, but are
  proficient with Cook's Tools and the Animal Handling skill.
  Slave, Specialized. These slaves are people who are
  experts are a single thing and are sold off, traded, or bought
  for their skills in that single thing.
  Use the Commoner stat block for these individuals, but are
  proficient in any combination of three skills or tools. Their
  proficiency bonus for the three skills or tools is +4. However,
  one of the skills or tools they are proficient in gains double
  their proficiency bonus.
   
  Note: This was inspired by the D20 PFSRD slave rules.
  Drawn Vehicles & Barding
  A strong mount can become nothing more than a liability in
  combat if not taken care of, or properly used. The same can
  be said for your ship and boats. The following tables are for
  buying barding and vehicles for mounts.
  Waterborne Vehicles
  Item
  Cost
  Speed
  Location
  Galley
  30,000 gp
  4 mph
  Small City
  Keelboat
  3,000 gp
  1 mph
  Small Town
  Longship
  10,000 gp
  3 mph
  Medium Town
  Rowboat
  50 gp
  1½ mph
  Large Village
  Sailing Ship
  10,000 pg
  2 mph
  Large Town
  Warship
  25,000 gp
  2½ mph
  Large City
   
  Note: Some of the information here is also found in the
  player's handbook. I left it here just to make things easier.
   
  Stabling (per day, per creature)
  Creature
  Cost ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  Tiny Creatures
  ≥ 1 sp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  Medium Creatures
  ≤ 3 sp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  Large Creatures
  ≤ 5 sp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  Hudge Creatures
  ≤ 2 gp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  Gargantuan Creatures
  ≤ 10 gp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  Waterbone Vehicles. The seas are calling, and these are
  the prices and locations you can acquire sea vehicles.
  However, the location must be connected to a body of water,
  and the vehicle must make sense if it is sold there. You can't a
  massive Warship from a small village that's connected to a
  small lake.
  Stabling. Available stabling for creatures will vary from
  place to place, and the costs for stabling might change
  depending on the creature you're looking to house. I did not
  list locations of where you can house these creatures because
  of those two facts. You can have a pet dog sleep with you in
  your room and you won't be charged for it, but if you have a
  pet tiger, you might not even be let in the front door.
  Tack, Harness, and Draw Vehicles
  Creature
  Cost Weight
  Location
  Barding
  x4
  x2
  - -
  Bit and bridle
  2 gp ⠀1 lb.⠀
  Small Town
  Carriage
  100 gp 600 lb.
  Medium Town
  Cart
  15 gp 200 lb.
  Large Village
  Chariot
  250 gp 100 lb.
  Medium Town
  Feed (per day)
  ⠀⠀Tiny Creature
  1 sp
  2 lb.
  Small Village
  ⠀⠀Medium Creature
  3 cp
  6 lb.
  Small Village
  ⠀⠀Large Creature
  5 cp 10 lb.
  Medium Village
  ⠀⠀Hudge Creature
  2 sp 16 lb.
  Small Town
  ⠀⠀Gargantuan Creature
  2 gp 22 lb.
  Medium Town
  Saddle
  ⠀⠀Exotic
  60 gp 40 lb.
  Large Town
  ⠀⠀Military
  20 gp
  30
  Medium Town
  ⠀⠀Pack
  5 gp 15 lb.
  Large Village
  ⠀⠀Riding
  10 gp 25 lb.
  Medium Village
  Saddlebags
  4 gp
  8 lb.
  Medium Village
  Sled
  ⠀Dog
  25 gp 120 lb.
  Large Village
  ⠀Standard
  30 gp 300 lb.
  Small Town
  Wagon
  35 gp 400 lb.
  Small Town
  Food and Drink
  The food, drink and lodging table gives prices for individual
  food items and a single night's lodging. These prices are
  included in your total lifestyle expenses.
  10
  
  Please know that this has been copy and pasted from the
  D&D 5e player's handbook, and I'm just including it here
  convenience. Look into the player's handbook for more
  details. Know that some of the items in this are taken from
  the player's handbook and included here for your conference.
  Food and Drink
  Item
  Cost ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  Ale
  ⠀⠀Barrel
  10 gp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Gallon
  2 sp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Mug
  4 cp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Waterskin
  1 sp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  Banquet (per person)
  10 gp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  Bread, loaf
  2 cp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  Cheese, 1 lb.
  5 cp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  Cream, 1 gallon
  5 sp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  Eggs, One dozen
  2 cp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  Fruit, 1 lb. fresh
  3 cp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  Fruit, 1 lb. dried
  4 cp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  Honey, 1 pint
  2 sp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  Meals (per day)
  ⠀⠀Squalid
  3 cp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Poor
  6 cp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Modest
  3 sp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Comfortable
  5 sp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Wealthy
  8 sp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Aristocratic
  2 gp ⠀⠀⠀⠀⠀⠀⠀⠀⠀
  Meat, 1 lb.
  4 sp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  Milk, 1 gallon
  2 sp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  Salt, 1 lb.
  2 cp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  Sugar, 1 lb.
  2 gp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  Wine
  ⠀⠀Common, barrel
  10 gp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Common, bottle
  12 cp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Common, glass
  4 cp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Common, pitcher
  2 sp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Common, waterskin
  1 sp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Fine, barrel
  55 gp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Fine, bottle
  10 gp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Fine, glass
  4 gp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Fine, gallon
  50 gp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  ⠀⠀Fine, waterskin
  25 gp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  Vegetables, root
  2 cp⠀ ⠀⠀⠀⠀⠀⠀⠀⠀
  Credit: I would like to thank dandwiki for some of the
  items on the Food and Drink section.
   
  Metals
  The world holds a lot of metals such as iron, copper, steel,
  aluminum, titanium, adamantine, mithral, and so on. Here is
  a list of those metals and their costs. I've included the metals
  within the player's handbook for your conference.
  Metals
  Metal
  Cost Per Pound ⠀ ⠀ ⠀
  Adamantium
  50 gp ⠀ ⠀ ⠀
  Aluminum
  2 sp ⠀ ⠀ ⠀
  Brass
  1 gp ⠀ ⠀ ⠀
  Copper
  5 sp ⠀ ⠀ ⠀
  Gold
  50 gp ⠀ ⠀ ⠀
  Iron
  1 sp ⠀ ⠀ ⠀
  Lead
  1 sp ⠀ ⠀ ⠀
  Mithral
  25 gp ⠀ ⠀ ⠀
  Platinum
  500 gp ⠀ ⠀ ⠀
  Silver
  5 gp ⠀ ⠀ ⠀
  Steel
  3 sp ⠀ ⠀ ⠀
  Tin
  12 sp ⠀ ⠀ ⠀
  Zink
  1 sp ⠀ ⠀ ⠀
  Mithral Weapons
  Mithral weapons are as rare as some magical weapons and
  are considered to be on par with most magical weapon. For
  the sake of context, Mithral weapons are considered
  uncommon, magical items. In addition, mithral weapons have
  the following characteristics:
  Mithral weapons without the finesse property, that do not
  have the heavy property, gain the finesse property.
  Small creatures do not roll with disadvantage when using
  a mithral weapon with the heavy property.
  Adamantium Weapons
  Adamantium weapons are as rare as some magical weapons
  and are considered to be on par with most magical weapon.
  For the sake of context, Adamantium weapons are considered
  uncommon magical items. In addition, Adamantium weapons
  have the following characteristics:
  The damage adamantium weapons deal is considered
  magical for the purpose of overcoming resistance and
  immunity.
  Adamantium weapons score critical hits on a roll of 19 or
  20. This stacks with the Fighter's Improved Critical and
  Superior Critical.
  Mithral & Adamantium Weapon Prices
  Because Mithral and Adamantium are considered
  uncommon magical items, all Mithral and Adamantium
  weapons cost between 500 gp to 4,999 gp. Past that, it's up to
  you how much they are worth in your game.
  I would recommend using a baseline multiplier that
  changes depending on the item. Plate armor does require
  work, but shouldn't cost more than 4,999 gp. While a spear
  would cost much, much less, and would be on the low-end
  side. Around 650 gp. It's complicated
  11
  
  Chapter 5: Customization Options
  T
  he number of feats within D&D 5th edition are
  few in numbers, but thanks the UA expansions,
  we have been given dozens of new and fun
  feats to use. Expect, there are a few things
  missing. In the massive collection of over 80
  feats that have come out, a few really
  important things were missing. Below, you'll
  find a few homebrew feats that I came up with.
  Combat Training
  You train yourself in a particular style of fighting. You gain the
  following benefits:
  Increase your Strength or Dexterity score by 1, to a
  maximum of 20.
  You learn one fighting style from the fighter class. You
  can't take a fighting style option you already know.
  Doctor
  Prerequisite: the healer feat or the medic feat
   
  You are a Doctor who's knows how to bind quickly aid others.
  You gain the following benefits:
  Increase your Wisdom score by 1, to a maximum of 20.
  Creatures you heal with a healer's kit now heal for
  additional hit points equal to your proficiency modfire. In
  addtion, you are able to heal a creature with a healer's kit
  three times between long rests, instead of only one.
  You have advantage on all Medicine skill checks you make.
  Expert
  You gain expertise in two skill you're proficient in.
  Dressmaker
  You pride yourself on the wonderful clothing you are able to
  make. You gain the following benefits:
  Increase your Intelligence or Wisdom score by 1, to a
  maximum of 20.
  You gain proficiency with weaver's tools. If you are already
  proficient with them, you add double your proficiency
  bonus to checks you make with them.
  Clothing you make now sells for double the normal value,
  and you're able to make new clothing worthy of a king. See
  the table below for details (unless DM ruled otherwise, a
  character can only spend 8 hours a day making clothing).
  Item
  Sell Price Weight
  Weave Time
  Clothes, common
  1 gp
  3 lbs.
  4 hours
  Clothes, costume
  10 gp
  4 lbs.
  8 hours
  Clothes, elegant
  50 gp
  6 lbs.
  16 hours
  Clothes, fine
  30 gp
  6 lbs.
  8 hours
  Clothes, royal
  100 gp
  8 lbs.
  34 hours
  Clothes, traveler's
  2 gp
  4 lbs.
  8 hours
   
   
  Dressmaker Aid!
  You don't always need top of the line, high-end silk
  to make clothing look good. Creativity works well
  enough with average quality goods. Elegant and
  royal clothes require silk, found within the player's
  handbook under trade goods. Most medium
  creatures will require 4 square yards of fabric to
  make clothing. 2 for small creatures, and .5 yards
  for tiny. To make things easy, just use the following
  table. Please know that dressmaking also uses
  heavier things when making the clothing. For
  example leather or furs. Most of the weights of
  clothing are exaggerated when looking at them
  realistically.
  Creature Size
  Square Yards of Fabric
  Tiny
  .5 yards of fabric
  Small
  2 yards of fabric
  Medium
  4 yards of fabric
  Large
  8 yards of fabric
  Master
  Select a skill you have expertise in. You have advantage on all
  checks made with that skill.
  Swimmer
  You've spent a lot of time in or near water, and have learned
  to swim quite well. You gain the following benefits:
  Increase your Strength or Dexterity score by 1, to a
  maximum of 20.
  You gain a swim speed equal to your walk speed.
  You can hold your breath for an additional minute.
  Water Blessed
  The spirit of a Water Elemental has blessed you, and you
  gain the following benefits:
  Increase your Intelligence or Wisdom score by 1, to a
  maximum of 20.
  You learn the create or destroy water and the purify food
  and drink spells, and are able to cast them at will.
  However, you are only able to create water with the create
  or destroy water spell and are only able to purify drink
  with the purify food and drink spell. In addition, the cast
  time for both spells are 1 minute, instead of 1 action. For
  spellcasting purposes, whichever ability score you
  increased with this feature is your spellcasting ability for
  these two spells.
  If you learned these spells another way, say the wizard
  class, then you're still able to cast them as an action with
  those methods, but you still need spell slots to cast.
  12
  
  Chapter 6: House Rules
  The following house rule ideas are to make your game more
  fun, and to allow players to get around some of the
  restrictions within 5th edition, while still being fun.
  Heavy Weapons & Small Creatures
  How badass would it be to be a two-foot tall gnome, swinging
  a six-foot-long greatsword, or a halfling rogue with a longbow?
  Thanks to the heavy rule, you can't. However, here are two
  options that allow small characters to use heavy weapons.
  Small creatures are able to attack with heavy weapons
  without disadvantage if...
  Their strength score is 15 or higher. Basically, the rule for
  heavy armor, but for weapons.
  They count as one size larger when determining their
  carrying capacity and the weight they can push, drag, or
  lift.
  Their carry capacity (including maximum load and
  maximum lift) is doubled (through any means).
  Sunlight Sensitivity
  Everyone knows how to handle sunlight sensitivity, but if you
  don't here are two options on how to deal with the sunlight
  sensitivity race feature:
  Sunglasses! Someone in the world made sunglasses, and
  now they're this big thing. Since they're a pain to make in
  medieval days, even with magic, make them cost 10 gold
  piece to buy, plus you have to find someone who can make
  them. If a character is starting out with sunlight sensitivity,
  they can give up 10 starting gold to automatically get
  them. It is up to the DM how common they are.
  Remove it all together. This is up to the DM. However,
  there is a good argument as to why you should: first, the
  deep gnomes don't have it. They have superior darkvision
  like drow but have no negative penalty to what they can
  see. It's a strong argument and welcoming to players who
  want to play drow or even kobolds.
   
   
  More to come.
  Coming up with more house rules in time. Just putting the
  simple ones here for now. If you have a house rule you'd like
  to share, put it reddit using the link above.
  13
  
  Change Long
  The stuff here is...
  A list of all the balance changes that I have made to the
  content above. If you have downloaded this PDF file, you can
  make sure you're up to date by using this link or using the
  link found next to the index!
   
  Current version: 3.2
   
  Update One
  November 17th, 2017 | 1:01 pm MT
  Barbarian
  Added "(rounded up)" to the Path of Stone's "Stone Rage"
  feature.
  It's rounded up to be generous towards the player.
  Update Two
  Last Updated on: November 18th, 2017 | 6:28 am MT
  Overall Spelling Corrections
  Won't list the details, but fixed a few spelling mistakes.
  Master Feat
  Changed the Master feat.  
  ⠀⠀⠀⠀⠀Was:  
  Master: Select a skill you have expertise in. You gain a +5
  bonus to that skill.  
  ⠀⠀⠀⠀⠀New:  
  Master: Select a skill you have expertise in. You have
  advantage on all checks made with that skill.
  Update Plans
  In update following this one, I will be going through this
  homebrew—slowly and carefully—to fix all of the other
  simple and small spelling mistakes. I will also be taking a
  look at the following:
  Reworking the Doctor Feat
  Taking a look at the Classes. I may not find anything that
  needs changing, but it's good to review your work.
  Update Three
  November 18th, 2017 | 10:31 am MT
  Wording Changes for the following:
  The point is to make things easier to read. The following
  features were altered:
  Bard | College of the Tacticians: Bardic Leadership
  Cleric | Phoenix Domain: Channel Divinity: Phoenix Fire
  Wizard | Magus: Greater Knowledge
  Phoenix Domain
  Altered the 1st sentence to read, "Also starting at 1st level,
  you learn how to harness fire within you." When I revised the
  this domain before uploading this homebrew moshpit, I
  forgot to change it.
   
  Update Four
  November 21th, 2017 | 7:05 pm MT
  Altered the Doctor Feat's prerequisites to be the healer feat
  or the medic feat, and changed the 2nd and 3rd benefits the
  feat provides.
  Was:  
  Creatures you heal with a healer's kit now heal for
  additional hit points equal to your Medicine skill modifier.
  When you roll a Medicine skill check to inspect a
  creature's wounds, you can treat a d20 roll of 9 or lower as
  a 10. In addition, you are no longer able to critically fail on
  Medicine skill checks.
  New:  
  Creatures you heal with a healer's kit now heal for
  additional hit points equal to your proficiency modfire. In
  addition, you are able to heal a creature with a healer's kit
  three times between long rests, instead of only one.
  You have advantage on all Medicine skill checks you make.
  Update Five
  November 26, 2017 | 6:30 pm MT
  Sorcerer
  Altered the wording for Nature's Gift to mimic the Xanathar's
  guide wording for Divine Soul. It does the same stuff as
  before, but is just worded differently. No change past that.
  Wizard
  Altered the wording on the Magus Teachings to fit with the
  changes that the sorcerer had. Basicly does the same thing,
  with a few more words to make things easier.
  Update Six
  November 27, 2017 | 1:10 am MT
  Wizard
  Fixed the wording for a few of the Magus features. No major
  change, just wording. They still do the same stuff as before.
  Update Seven - MAJOR UPDATE!
  November 27, 2017 | 3:05 pm MT
  New Subrace and Races
  Added the following subrace and races:
  Vally Dwarf
  Half-Dwarf
  Half-Halfling
  Half-Gnome
  I also added their height and weight to chapter 3, and have
  altered the scavenger background so that the weights can fit.
  No major change, just took out the scavenger's will flavor text.
  It was just there for fun details.
  More updates to come as time goes on. Don't know what
  I'll be adding next!
  14
  
  Update Eight
  November 28, 2017 | 10:47 pm MT
  SPELLING!
  I fixed a lot of spelling mistakes. My bad.
  Update Nine
  November 29, 2017 | 2:42 pm MT
  Mini update!
  Just fixed a few more small errors.
  Barbarian Path of Stone
  Changed Avalanche!
  Was:  
  while raging, you gain advantage on Strength (Athletics)
  checks made to shove other creatures
  To:  
  while raging, you gain a +5 bonus to Strength (Athletic)
  checks made to shove other creatures.
   
  I made this change because they already have advantage
  while raging. I would like to thank Reddit for this one.
  Update Nine - v3 Introduction
  December 1, 2017 | 10:30 pm MT
  Overall changes
  I changed the layout of everything. Hopefully things are not
  broken with the new changes. I've also added a fancy outline
  to things, and changed the color to maroon!
  Dwarf Subraces Changes
  Renamed Vally Dwarves to Canyon Dwarves
  Half-blood Races
  I put the three half-blood races (Half-Dwarves, Half-
  Halfling, and Half-Gnome) into one section to clean up
  some space, and to help make things easier to read.
  Barbarian
  Changed the name of 'Stone Rage' to 'Stoic rage'.
   
  I also altered Tectonic Plate!
  Was:  
  While raging, you are immune to nonmagical bludgeoning,
  slashing, and piercing damage.
  To:  
  While raging, you gain immunity to being grappled and being
  knocked prone.
  Cleric
  Changed the Channel Divinity: Phoenix Fire feature. The
  following changes were made:
  Now deals x4 cleric level to damage instead of x3
  Now target creatures must make a Con save, DC equal to
  your Cleric spell save DC.
  Fighter
  Changed the Adamantium Fist feature a bit! Inspiration
  came from this amazing homebrew hammer on reddit!
  Was:  
  In addition, you automatically deal maximum damage to
  damage to objects and structures.
  To:  
  In addition, any hit you land against an object or structure
  with your fists is considered a critical hit.
  Sorcerer
  Fixed the wording with Nature's Gift. Again. Thank you
  Reddit for pointing that one out.
  Wizard
  Added Armor Class to the Keen Impression feature.
  Chapter 4
  Renamed it to trade goods because that's all it really is!
  Deadly Animal Tables. I went ahead and removed
  Rhinoceros and Saber-tooth tiger in this table to make it fit
  on the page. I'm sorry if you would rather them stay in, but I
  got to do what I got to do to keep the format right!
  Update 9.1
  I'm switching to numbers for updates for now on.
   
  Update includes spelling corrections. Fixed a major error
  with the Scavanger background, and added a section in
  chapter 4 on the buying of animals.
  Update 10 (vertion 3.2)
  December 4, 2017 | 5:21 pm MT
  Added a chapter 6: house rules to this. Not much to it, but
  more to come later on.
  15
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/5th Edition/Homebrew/Bubbas 5th Edition Expansion v3.2.pdf