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HomuHomuable

Usual Houserules

Jan 17th, 2017
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  1. *We're ignoring Hand Economy it's cancer
  2.  
  3. *Arcane Archers have 1+Int Mod Arcane Arrows per Short/Long Rest instead of only 2.
  4.  
  5. *Valor Bard's Battle Magic is avaliable at level 7 instead of 15.
  6.  
  7. *Everyone can take a free skill feat, without gaining the +1 stat bonus. Skill feats are here http://media.wizards.com/2017/dnd/downloads/UA-SkillFeats.pdf
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  9. *Everyone can take a free racial feat, including the +1 stat bonus if it has one.
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  11. *Orcs don't get an Int penalty or Powerful Build but gain Half-Orc's Savage Attacks Trait. They don't get Relentless Endurance because it's a combination of Orcish Resilience and Human Determination.
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  13. *Casters aren't limited to only being able to cast a Cantrip if they've already casted a spell via Bonus Action, aka you can use Healing Word and Cure Wounds in the same turn. Legendary quickened fireball into another fireball meme.
  14.  
  15. *Stats are either 27 Point Buy, or six rolls of 4d6d1 allocated in whichever stats you want. If you roll for stats, there are no takesie backsies. You know the risks you're taking.
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  17. *More Equipment: https://drive.google.com/file/d/0B3J5qdNzFt-LRmdrdlVMVGRQR1U/view
  18. - The Adventuring Equipment is commonly avaliable in reasonable locations.
  19. - For Armor the Helmet and Targe won't be used, the Buckler and Tower Shield are commonly avaliable in reasonable locations. The rest of the Armors are exotic in nature and aren't found in common Blacksmiths and such.
  20. - For Weapons the Caestus, Harpoon, Garrote, Parrying Dagger, Bolas, and Boomerang are commonly avaliable in reasonable locations. The rest of the Weapons are exotic in nature and aren't found in common Blacksmiths and such.
  21. - The Quarterstaff gains the Double property when two-handed that's introduced in this handout.
  22.  
  23. *Poisoner's, Herbalist's, and Alchemist's Kits - https://drive.google.com/file/d/0ByRYCtNu0OW8OWItX3AtVGdhRkU/view
  24.  
  25. *Sorcerer Rework
  26. They now get a domain list of free spells that are thematic to their sorcerous origin (http://homebrewery.naturalcrit.com/share/rJtjLlDw-)
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  28. They gain another Metamagic Option at level 7.
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  30. Eschew Materials: Sorcerers ignore material components that don't cost anything.
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  32. Empowered Spell now reads as: Before you roll damage for a spell, you can spend 1 sorcery point to maximize a number of the damage dice up to your Charisma modifier (minimum of one).
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  34. Distant Spell now reads as: When you cast a spell that has a range of 5 feet or greater. you can spend 2 sorcery points to double the range of the spell. When you cast a spell that has a range of touch, you can spend 2 sorcery points to make the range of the spell 60 feet.
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  36. Heightened spell now reads as: When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell. You can do so after the creature rolls for the saving throw but before any effects of the roll occur.
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  38. Extended Spell now reads as: When you cast a spell that has a duration of 1 minute or longer, you can spend 3 sorcery points to double its duration or increase it by 10 minutes, whichever is longer.
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  40. Careful Spell now reads as: When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
  41.  
  42. New Metamagic Option - Morphic Spell: When you cast a spell with a spell slot and the spell deals acid, cold, fire, lightning, poison, or thunder damage, you can spend 2 sorcery points to substitute that damage type with one other type from that list. If a spell inflicts more than one type of damage, you can select only one type of damage to change to another type.
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