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Paradisium House Rules v1.04

The document outlines the house rules and guidelines for homebrew content in the Paradisium tabletop RPG setting, emphasizing the importance of balance and fun in gameplay. It details the restrictions on homebrew feats, multiclassing, character creation, and the use of magical items, while also addressing unique features for certain races and gameplay mechanics. Additionally, it includes rules for character backgrounds, vices, and general gameplay adjustments to enhance the overall experience for players.

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jamesgranger
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0% found this document useful (0 votes)
135 views11 pages

Paradisium House Rules v1.04

The document outlines the house rules and guidelines for homebrew content in the Paradisium tabletop RPG setting, emphasizing the importance of balance and fun in gameplay. It details the restrictions on homebrew feats, multiclassing, character creation, and the use of magical items, while also addressing unique features for certain races and gameplay mechanics. Additionally, it includes rules for character backgrounds, vices, and general gameplay adjustments to enhance the overall experience for players.

Uploaded by

jamesgranger
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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House Rules of Homebrew Feats

One of the most common questions we get is “can I use


Paradisium this homebrew feat I made”. As mentioned above, the
One of the reasons ttrpgs like Dungeons and Dragons answer is generally “no”. We have a library of
are so beloved is that they are flexible enough to be homebrew content, including lots of homebrew feats,
adapted to the needs of any DM or group of players. for players to choose from, but we just don’t have time
While homebrew creations like classes and races are a to review all of the feats people come up with on their
huge part of this flexibility, the unsung hero of just own.
about every table ever are houserules or table-rules: Weapons and Equipment
small changes or additions to the core rules that mean Core weapons and equipment in 5e are a little bit
very little on their own, but can add up to create a more lackluster and often redundant, but it’s important to
cohesive and entertaining experience for those playing. keep any additions on roughly the same level. As such,
Over the years, many of us have tested out a lot of we do allow use of the equipment from Valda’s Spire of
houserules. Some have worked out well, others… not so Secrets, up to and including Industrial Age Firearms so
much. Still more are great in a tightly-run campaign, but long as your character has a justification to have the
not so much in a large open setting like Paradisium. weapon. Do note that with these firearms, you do not
The rules below are designed specifically to keep things add your ability modifier to damage unless you have an
fun and balanced within Paradisium’s open world. ability that states otherwise.
Homebrew Content
Item Crafting
Obviously, we are big fans of homebrew content in No, we do not have a set of crafting rules that your
Paradisium, but not all homebrew is created equal, and character can use to make their own magical
in the interest of making sure things stay balanced, and equipment. As much as we think crafting is cool, there’s
no one is breaking or abusing the game, we ask that all just no good system we have found for preventing its
homebrew be vetted by one of our Licensed Smiths. abuse on a large server like this, and we have no
We of course allow and encourage the use of the intention of adding it at any point in the future.
entire Lewd Handbook and you can find more If there is a specific piece of equipment you want to
preapproved homebrew in the #Links and Resources get your hands on, try talking to the shopkeeps or
channel of the server. If you have a homebrew character asking a member of the Lore Team about a special
option you want to use, you can submit it to the Smith quest. We aren’t opposed to letting you make special
for review by creating a thread in the #Fucksmith Forge equipment as part of an adventure, but a standard set of
channel and pinging us, but please be patient, as crafting rules just invites abuse, and destabilizes the
everyone here is a volunteer. server economy.
We explicitly do not allow content found on the D&D
Homebrew Wiki or WotC’s Unearthed Arcana beta
content, and will not review them. We also aren’t here
to review personal content you create for your own
character, and generally don’t review content created by
members of the server unless they have a pre-
established body of work as a homebrewer. It’s nothing
against you personally, we just don’t have time to look at
everyone’s custom feats and subclasses.
Homebrew Multiclassing
Because homebrew content can already be so difficult
to keep balanced, we ask that if you are using a full
homebrew class, you ask for permission before
multiclassing. Generally speaking, these exceptions are
given when the character thematically requires it, not
simply for mechanical power.
Multiclassing while using homebrew races or
subclasses is fine, you just need permission for full
classes. A large number of homebrew classes just aren’t
well designed for it, and we don’t have time to check
every possible combination of classes to check for
exploits, but on request we can make time to review
your concept.
Character Creation Starting Equipment
We aren’t too picky about the mundane equipment your
The following rules are applied at character creation, or character carries around, but magical equipment can be
change the way characters are built. another story. Starting out, we require that your
Level Cap character’s equipment keeps within the following rules,
The level cap for this server is 14 - mainly because at so as to not make them exceedingly powerful for their
levels higher than that, character become capable of level. In addition, while you can start with items out of
feats that sort of ruin the fun for everyone else. Even if the lewd handbook, they need to be purchased with
you don’t intend to go into combat, if there are dezzies using the server bot, so we recommend
characters running around that can cast wish and choosing other items.
resurrection, then it rather negates the need for lower
level characters to go on adventures or quests to Magic Items by Level
overcome obstacles. And that’s no fun for anyone. Level Magic Items
There are exceptions to this rule - primarily NPCs or 1-5 1-2 common items, or 1 uncommon item
characters run by trusted staff members, or characters 6-10 1-2 uncommon items, or 1 rare item
who were grandfathered in from before we even had 11-14 1-2 rare items, or 1 very rare item
character creation rules, but new characters cannot be
any higher than 14th level. Monstrous Characters
We are all monsterfuckers here, and no one will scoff at
Ability Scores you for wanting to play a monstrous character, but we
When rolling to determine ability scores, a player rolls do require all players to use actual player races, as
4d6 and keeps the highest three rolls, totalling them up opposed to just a statblock. Monster statblocks are
to determine one of their six ability scores. In really only designed to be balanced within the scope of a
Paradisium, we allow players to treat any 1s rolled as 2s single encounter, and tend to break the game when
as a part of this step. used for extended play. Imagine having the at-will
Using Avrae, the command to roll this is: petrifying stare of a medusa with no limits on how often
it could be used. Stuff gets broken fast.
If you want to play a monster and are not sure what
&rr 6 4d6mi2kh3
race to use, ask a member of the Smithing Team. We
If you are dissatisfied with the stats you have rolled, you can generally suggest a couple good races for any idea,
may use point buy or the standard array as listed by the or help you reflavor something to fit what you are
Player’s Handbook. You may not reroll. Do note that looking for.
you must roll on the server. ASI and Feat
The effect of this rule is to raise the minimum ability Feats are great, not just because they make your
scores a player can expect for their character. This character more powerful, but because they give you a
helps to give characters a more even spread of abilities, way to represent the unique story and experiences of
which is helpful when exploring the world on their own your character. For this reason, whenever you would
or adventuring with a smaller party. normally choose between an ability score improvement
Hit Points or a feat, we let you have both.
If you roll your hit points and are not happy with the Background Feat
result, you may instead take the average as described by Speaking of feats, there are a number of backgrounds
the Player’s Handbook. This can be done at level up, but that provide them. Because some backgrounds do this,
once you take the average roll, your entire HP pool it’s become almost always optimal to either take one of
reverts to a state as if you had taken average for every those backgrounds or take a custom background using
die. You cannot take average for some dice without one of those features. That creates an unfortunate
taking the average for all of them. You may not reroll. narrowing of character design space, and since the feats
This permits above average results without forcing on offer are already quite potent, we’ve decided to open
players to keep poor rolls if they do not wish. As always that space back up.
however, you are permitted to keep your low rolls if that If your background does not provide a feat or a racial
is what you want. Do note that you must roll on the template, you may choose a feat to take out of any of
server. those we have approved. Do note that you don’t get an
additional full ASI because of it, but you can select a
feat that provides a stat bonus if you so desire.
Redundant Features and Traits Tiny Creatures
Some of the house rules we use, such as Flanking and 5e does not have any official Tiny races available for
Spell Scrolls for Everyone can make certain class players to choose from, but there are plenty of them in
features or racial traits redundant. If an entire level’s Paradisium, and any creature that is already Small can
worth of class features, including gaining a new level of be adapted to be Tiny if you so desire. Unlike Large
spells or gaining new slots, would become redundant, races, which intrinsically break the game for several
we simply let my players pick a feat to replace the reasons that can’t easily be rectified, Tiny races are, if
redundant trait or feature. anything, underpowered compared to other races and
can easily be made to work within the game using the
Races With Fly Speed
following rules.
Racial fly speeds are difficult to balance, because at low
levels, a flying character can circumvent many Attacks
obstacles, get into places they aren’t meant to, and The above rule regarding Heavy weapons applies of
potentially cheat their way through any combat that course, but Tiny creatures take it a step further. All
doesn’t involve ranged combatants (which don’t always weapon and spell attacks made by Tiny creatures deal
make sense to include in every encounter). -1 damage due to your smaller size, but have +1 to hit
That said, wings are neat, and we don’t want to due to the precision inherent in smaller adjustments.
completely disallow a core race or subrace because of
they can be troublesome at low level. Instead, the rule is Health and Armor
Tiny creatures are commensurately less robust than
that any permanent flight speed is halved, and you must their larger counterparts, and as such have -1 hit points
land at the end of each minute, but both of these for each level. But due to their smaller size they are
restrictions are removed at 5th level. This applies to any more difficult to hit, and more easily capable of dodging
permanent fly speed gained before 5th level, unless it out of the way of things, giving them +1 AC and +1 to
already has similar restrictions. Dexterity saving throws.
This rule lets a player keep their wings and aerial fun,
but, prevents them from abusing it at lower levels where
the game just isn’t designed to handle flying characters. Grappling
As per the DMG, the target of a grapple must be no
Small and Heavy more than one size larger than you and it must be
By default, Wizards of the Coast penalizes Small within your reach. This means that Tiny creatures
creatures for wanting to swing big swords. On one cannot grapple Medium creatures.
hand, this does make logical sense, it’s hard to swing a Movement and Space
sword that’s as large as you are. On the other hand, this Tiny creatures may occupy and move through ally’s
is fantasy, far stranger things happen all the time. Still, spaces with no penalty to their movement. They can
this is a notable part of the balance of these races, and also move through enemy’s spaces as though they were
we would be remiss to ignore it entirely. difficult terrain, so long as they are Medium or larger.
As such, we have decided on a middle answer. Small
(and Tiny!) creatures can have heavy weapons crafted Magic Items
specifically for their size. While a weapon crafted in this Attuning to a magic item causes it to shrink to fit you.
way does retain the heavy property (in case you have
class features or fighting styles that require it), you do
not have disadvantage on attack rolls with it. Instead, its
damage dice are stepped down one size, e.g. from 2d6
to 1d12, or 1d12 to 1d10.
Goblins and Kobolds Vices and Addictions
The core traits for goblins and kobolds (especially those Similarly, a character is welcome to start their
in Volo’s Guide to Monsters) are somewhat lackluster. adventures in Paradisium already addicted to one or
And considering the nature of this server, we like to add more vice. But we also know not everyone is
a little extra fun to these races as follows: comfortable with the subject of addiction.
Unless a vice/addiction is specified by a curse or
Small but Elastic
Everyone loves a shortstack, and all the more when they other effect, we mostly leave it up to the player to
can take a cock as big as they are. Here in Paradisium, determine what does or does not count as a vice for
goblins and kobolds have the unique perk of following their character. It is asked, however, that you don’t
hentai physics. These races ignore penalties or harmful abuse this freedom; we won’t force every character to
effects caused by sexual over- or under-sized make addiction saves against sex or alcohol addiction.
penetration. Their bodies can be stretched and But if your character frequently uses hard drugs or has
distended by up to twice their normal size, allowing addiction in their background, we encourage you to
them to safely store or transport items of an appropriate make use of the rules provided - both for the sake of
size inside of themselves. balance, and because it can add a fun challenge or
roleplay element to your experience.
Dezzie Diet
Another unique feature of these characters is how they
interact with our server currency, the dezzie. Goblins
and kobolds, especially those native to the dungeon,
often eat these shiny purple rocks like candy. Since
dezzies are crystallized shards of horny magic, this
generally results in rolling on the Lewd Wild Magic
Table contained in the Lewd Handbook.
Paradisium Natives
Most characters in the dungeon are not native to the
same universe as our setting, let alone the perverse
realm of Paradisium itself. Those who are however, are
born corrupted by The Mistress’s power.
Tainted By Lust
Characters conceived or born within Paradisium,
regardless of their race, must take the Dungeon Native
or Concuborn background.
Lustbrands and Curses
Lustbrands are not unique to concubi, and any
character in Paradisium can start with one lustbrand
(two if they are a concubi or gain one from a
background) and up to three curses if you choose to do
so.
If a brand or curse requires a creature, race, or other
target or condition to be chosen as part of its effect, it is
up to you (and occasionally a staff member depending
on the situation) to decide what that condition or target
is.
General Gameplay
The rules below modify the general gameplay for all
characters, and are usually focused on speeding up
combat or providing greater flexibility in what a
character can do.
Magic Item Attunement
D&D has a lot of magic items, especially with all the
lewd ones available in our shops, so we alter the way
attunement works.
Rather than 3 set attunement slots, a player has a
number of attunement points equal to twice their level,
which can be spent to attune to whatever combination
of items they like, as per the table below.
Attunement Cost
Rarity Attunement Point Cost
Common 1
Uncommon 2
Rare 4
Very Rare 5
Legendary 7

A character can attune to as many magic items they


like, as long as they have enough attunement points to
do so. Not only does this system allow character to
attune to more items as they level up, it also lets me
hand out powerful magic items even at lower levels,
with the player having to decide if they would rather
attune to that legendary greatsword, or several less
powerful items that might be more generally useful.
We also tentatively waive racial or class prerequisites
on items when it makes sense, so long as you ask
permission. As long as you can make a decent argument
and we don’t see any balance issues, we don’t like the
idea of limiting magic items like that.
Bonus Attunement Points
Some classes interact with attunement points in odd
ways. Whenever a class feature or other source would
provide you with an additional attunement slot, you
instead gain a bonus to your attunement points equal to
your proficiency bonus. This bonus scales as your level
and proficiency bonus increases.
Spellcasting Changes Determining your Mana and Maximum
Spell Level:
The rules below alter how spellcasting works in 5e, To determine your maximum mana and highest spell
adding more flexibility to the way spells are cast, and level, you must determine your Adjusted Spellcasting
even who can cast them. Level (ASL):
Mana-Based Spellcasting
While this rule is not mandatory, and you are still 1. If you are a Bard, Cleric, Druid, Sorcerer, Wizard, or
welcome to use standard spell slots if you want, we otherwise gain access to spellcasting at level 1 (but
provide this option for those who think Vancian NOT a warlock), your ASL is equal to your class
spellcasting is stupid. level.
Our mana system is based heavily on the Alternate 2. If you are a Paladin, Ranger, or you gain access to
Spellcasting Rules found on page 288 of the DMG, but spellcasting at level 2, your ASL is equal to half your
with a drastically simplified explanation, and a few class level. (do not round yet.)
tweaks to allow greater flexibility or make bookkeeping 3. If you are an Eldritch Knight Fighter, Arcane
less complicated. The mana system works as follows: Trickster Rogue, or another class/subclass that gains
access to spellcasting at level 3, your ASL is one
The Basics: third of your class level. (again do not round yet.)
Rather than requiring spell slots, each spell costs an 4. If you have more than one spellcasting class, repeat
amount of mana based on the level it is cast at, as steps 1-3 for each of your spellcasting classes, and
shown on the Mana Cost Table below. add their ASL together. For example, a Cleric 3 +
To cast a spell, you simply spend the required amount Paladin 3 would have an ASL of 3 + 1.5 = 4.5
of mana for the spell’s level. To upcast a spell, you 5. Take your ASL from step 4 and round up. the Cleric
spend mana based on the level you are casting the spell 3 + Paladin 3 in our example would have an ASL of
at. 4.5 -> 5.
Spells of 6th level or and higher are especially taxing, 6. Consult Table A: ASL Mana and Highest Spell Level
and a caster can only cast one spell at each of these to determine your maximum mana and the highest
levels per day. spell level you can cast or learn.
This system is simple, elegant, and has the benefit of 7. If you are a Sorcerer, consult Table B: Sorcerer
allowing spellcasters more flexibility to choose how they Level and Added Mana to add your sorcery points to
spend their magical reserves: casting lots of smaller your maximum mana.
spells, or just a few at higher levels. 8. If you are a Warlock, add your Warlock mana from
Table C: Warlock Level and Added Mana to your
Mana Cost Table maximum mana. This is also how much mana you
regain on a short rest.
Level Mana Cost Level Mana Cost Level Mana Cost
9. If you are a Warlock, for the purposes of highest
1st 2 4th 6 7th 10
spell level, your ASL added by the Warlock class is
2nd
3rd
3
5
5th
6th
7
9
8th
9th
11
13 10, or your warlock level, whichever is lower.
Table A: ASL Mana and Highest
Spellcasting Level Table B: Sorcerer Level and Added Mana
Adjusted Spellcasting Level Mana Highest Spell Level Sorcerer Level Mana Sorcerer Level Mana
1 4 1st 1 0 11 11
2 6 1st 2 2 12 12
3 14 2nd 3 3 13 13
4 17 2nd 4 4 14 14
5 27 3rd 5 5 15 15
6 32 3rd 6 6 16 16
7 38 4th 7 7 17 17
8 44 4th 8 8 18 18
9 57 5th 9 9 19 19
10 64 5th 10 10 20 20
11 73 6th
12 73 6th Table C: Warlock Level and Added Mana
13 83 7th Warlock Level Mana Warlock Level Mana
14 83 7th 1 2 11 21
15 94 8th 2 4 12 21
16 94 8th 3 6 13 21
17 107 9th 4 6 14 21
18 114 9th 5 10 15 21
19 123 9th 6 10 16 21
20 133 9th 7 12 17 28
8 12 18 28
9 14 19 28
10 14 20 28
Reasons Behind Mana System Edge Cases
1. Sorcery points convert to mana at a 1:1 ratio already,
as such it is simpler to just combine the pools
together.
2. Warlock mana is determined by simply adding the
value of their available slots together, allowing them
to downcast and not pidgeonholing them into
selecting only spells that are good to upcast.
3. Multiclass spellcasters are allowed to learn, prepare,
and cast at the same levels a monoclassed
spellcaster of their level would be able to, because
the only easy and simple alternative would be to
entirely separate your two casting levels, and that is
extremely punishing. We’ve chosen the option
increases build diversity rather than restricting it.
Spell Scrolls for Everyone
For some reason, core rules do not allow characters to
use spell scrolls unless they are already a spellcaster,
and the spell is on their class’s spell list. To us, this
invalidates one of the most important uses of spell
scrolls, which is to help martial characters keep up with
the power of spellcasters, and generally break up
spellcaster supremacy.
In Paradisium, we allow any character to use any
spell scroll using the spell’s usual casting time, no
checks necessary. This allows a party to survive without
a dedicated spellcaster and ensures that any well-
prepared party can tackle obstacles that might be
otherwise impossible, but it is important to check in
with your party before blowing 15 scrolls of fireball, to
make sure you’re not taking away from the fun of the
struggle.
Do note that we do require you to actually purchase
and use these scrolls using the server economy, they
cannot be crafted by any means.
Curses and Remove Curse
The last change we make to spellcasting is to curses
and the remove curse spell. By core rules, all curses are
treated the same, and thus all curses can theoretically
be removed by a 3rd-level spell. Quite frankly, that’s
silly, and we have never met a DM who didn’t alter
those rules in some way or make specific exceptions for
things like vampirism, lycanthropy, and other bloodline
or plot-relevant curses that never would have survived in
a world where a 5th level cleric could just travel the
country undoing centuries old curses and curing entire
populations of afflicted monsters.
Our rule is simple: Curses have levels just like spells,
and remove curse (along with greater restoration or any
other means of removing curses) works similarly for
dealing with different levels of curses as dispel magic
does for other spells. Unlike dispel magic, a casting of
remove curse that is lower level than the curse it is
attempting to remove simply fails, there is no chance to
roll a check to remove it anyway. The level of any
specific curse depends on how difficult we think it
should be to remove, or on the level it was cast at, in the
case of bestow curse.
Ancient bloodline curses and the like are often set as
10th level or higher, making it impossible to remove
them without plot shenanigans.
Just because the bestow curse spell has alternate
uses, does not mean its duration has been changed,
meaning you do normally need to cast it with a 9th level
slot to cause a permanent effect. This can be
circumvented by using an Accursed Focus of the
appropriate level for the curse you’re trying to apply,
sold for dezzies at the black market, something that
anyone can do independent of whether they are a
spellcaster or not. For more customized or potent
curses, we recommend asking for an NPC and
roleplaying out the scene.
Adding Spells to Your Spellbook
Because we don’t want you to have to spend any dezzies
for any and all lewd spells, it does not cost any dezzies
to add spells to your spell list. This also is in the hopes
to encourage people to grab the more out there spells
that aren’t exactly the most powerful, but are good for
flavor.
Material Costs of Spells
In paradisium, nonmagical items are plentiful and easy
to get a hold of. For this reason, we do not require you
to pay the material costs of spells, such as the cost of
gold for the diamonds in a spell like revivify. Your
character still must have these components on hand,
but as a player you don’t need to spend dezzies for
them.
Niche Additional Cases
Feats with Racial Prerequisites
Mana
The racial feats within Xanathar’s Guide to Everything
Multiclassing the Sorcerer Revised
The approved homebrew “Sorcerer Revised” class uses are very good in a number of ways, and, frankly, they’re
spell points, which is fewer points than a regular not actually balanced around the races they’re given to.
sorcerer using our mana system but more than another Whenever you would be allowed to take a feat, you may
full caster, which makes it complicated for take a feat with a racial requirement, so long as you
multiclassing. We want to clear up this discrepancy keep in mind that you may not have the features to
without removing the balance of the Sorcerer Revised’s make full use of it. A non-orc can take Orcish Fury, but
point progression. As such, you should determine your you don’t get the benefit when you use your Relentless
adjusted spell level using our normal system for mana, Fury racial trait if you don’t have a Relentless Fury
but then take a number of “spell points” (mana) that you racial trait.
would get as a single-classed Sorcerer Revised of that
level.
Alternate Warlock and “Pact Magic Slots”
The Alternate Warlock has a number of class features
balanced around the concept of a “Pact Magic slot”.
Obviously, disallowing all these features would be
absurd, but allowing people to use only the mana of a
1st level slot to do them would be equally absurd. As
such, you must expend mana equal to the cost of the
highest level slot you can cast as an Alternate Warlock
(up to 5th level) to count as using a Pact Magic slot to
make something happen.
Alternate Sorcerer and Other Mana
Some approved classes already have what is effectively
a mana system, such as Alternate Sorcerer and
Astromancer. In these cases, if something has mana
similar to our own system already, simply use theirs!
Characters with Multiple Sheets
Sometimes, be it due to multiple personalities, power
levels, body configurations, or other reasons, a
character concept requires more than one character
sheet to be represented. This is allowed, though you
must follow the guide presented here to get such a
character approved. Characters such as these only
require a single character slot no matter how many
sheets there are, but we heavily recommend no more
than three, and we are trusting you as players not to
abuse this solely for the purpose of circumventing
character slot limits. At the moment, only Licensers,
Veterans, Smiths, and Staff are permitted to make
characters with multiple sheets.
Class Based Attunement and Bonding
Some classes are based around attunement, such as
Artificer, Alternate Artificer, and Inventor. So we’ve
created a way to translate class features into
attunement point costs instead. For Inventors, we’re
replacing the supposed “attunement” that
Thundersmiths and Warsmiths have with their main
class features with a system of “bonding” to them. You
bond to an item over the course of a long rest, and can
only bond to one item in this way unless otherwise
specified, but only you can bond to your own subclass
features, and you can only bond to one at a time.
For Infusions, since other people can use them, we
have a table. Listed below is the level requirement for
an infusion, and the attunement point cost of that
infusion. For example, an infusion that requires level 6
artificer would require 2 attunement points to attune to,
or one requiring level 11 alternate artificer would
require 4 points to attune to.
Artificer and Alternate Artificer
Attunement Points
Artificer Attunement Alt. Artificer Attunement
Infusion Level Points Infusion Level Points
2 1 1 1
6 2 5 2
10 4 11 4
14 5 17 5

Warlock (and Other Classes) Subclass


Spells
Pretty much every class other than Warlock simply gets
its subclass spells as spells known for free. That kinda
sucks for Warlocks, and isn’t particularly flavorful given
how their magic is literally a gift from a patron, hence
that patron probably has some amount of control and
influence over what the heck you’re doing with their
magic.
So, to simplify this, warlocks, and other classes that
don’t get their subclass spells for free, now do! They
count as Spells Known and do not count against your
choices for Spells Known.

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