House Rules - Upcoming: Difference between revisions

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== Classes ==
== Classes ==
Note that, to save a lot of work, for now I am '''only listing changes to (sub)classes currently in play'''. If another class comes into play there might be house rules for that one as well.


=== Barbarian ===
=== Barbarian ===
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==== Rage ====
==== Rage ====
Changed to the [https://5e.tools/classes.html#barbarian_xphb,state:feature=s0-0~sub-wild-heart-xphb=b1 2024 version]. There are a few changes but they all just make it much more logical and streamlined, and with a longer duration.
Changed to the [https://5e.tools/classes.html#barbarian_xphb,state:feature=s0-0~sub-wild-heart-xphb=b1 2024 version]. There are a few changes but they all just make it much more logical and streamlined, and with a longer duration.
==== Reckless Attack ====
As the [https://5e.tools/classes.html#barbarian_xphb,state:feature=s1-1~sub-wild-heart-xphb=b1 2024 version]. Adds Strength attacks with ranged weapons, and now correctly works till start of next turn.


==== Totem Warrior / Wild Heart ====
==== Totem Warrior / Wild Heart ====
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While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.
While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.
=== Bard ===
==== Bardic Inspiration ====
Can now be rolled ''after'' failing a D20 Test, which is how everyone wanted it anyway.
==== Cutting Words ====
Also now use after knowing result, and no more immune if it can't hear you or if it's immune to being charmed.


=== Fighter ===
=== Fighter ===


==== Great Weapon Fighting ====
==== Great Weapon Fighting ====
Changed to 2024 version:
Changed to [https://5e.tools/feats.html#great%20weapon%20fighting_xphb 2024 version]:


When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.
When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.


==== Action Surge ====
==== Action Surge ====
Including 2024 part that rules out using it for a Magic Action (i.e. can't cast spells).
Including [https://5e.tools/classes.html#fighter_xphb,state:feature=s1-0 2024 part] that rules out using it for a Magic Action (i.e. can't cast spells).


==== Battle Master Maneuvers ====
==== Battle Master Maneuvers ====
New versions used for the following:
[https://5e.tools/classes.html#fighter_xphb,state:feature=s2-0~sub-battle-master-xphb=b1 New versions] used for the following:


* '''Evasive Footwork''' As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
* '''Evasive Footwork''' As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
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==== Know Your Enemy ====
==== Know Your Enemy ====
Changed to the 2024 version which makes much more sense than the old one:
Changed to the [https://5e.tools/classes.html#fighter_xphb,state:feature=s6-0~sub-battle-master-xphb=b1 2024 version] which makes much more sense than the old one:


As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.
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=== Paladin ===
=== Paladin ===
==== Divine Smite ====
Changed to 2024's [https://5e.tools/classes.html#paladin_xphb,state:feature=s1-1 Paladin's Smite]:
You always have the [https://5e.tools/spells.html#divine%20smite_xphb Divine Smite] spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.
{| class="wikitable"
| colspan="6" |''1st-level evocation''
|-
| colspan="6" |'''Casting Time:''' 1 bonus action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
|-
| colspan="6" |'''Range:''' Self
|-
| colspan="6" |'''Components:''' V
|-
| colspan="6" |'''Duration:''' Instantaneous
|-
| colspan="6" |
|-
| colspan="6" |The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
|}
==== Aura of Warding ====
Changed to [https://5e.tools/classes.html#paladin_xphb,state:feature=s6-0~sub-ancients-xphb=b1 2024 version]:
You and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.
=== Warlock ===
==== Mystic Arcanum ====
Not a big fan of changing of spells on level up but willing to discuss if someone wants to change one of these spells.
==== Great Old One Spells ====
The [https://5e.tools/classes.html#warlock_xphb,state:feature=s2-0~sub-great-old-one-xphb=b1 changes] seem a lot better thematically but I am willing to discuss this with the players. Sending > Hunger of Hadar, Dominate Beast > Confusion, Evard’s Black Tentacles > Summon Aberration, Dominate Person > Modify Memory.
==== Awakened Mind ====
Making it a Bonus Action.


== Spells ==
== Spells ==
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* If you rested at least 1 hour before the interruption you gain the benefits of a Short Rest. - Already a house rule.
* If you rested at least 1 hour before the interruption you gain the benefits of a Short Rest. - Already a house rule.
* During sleep, you have the Unconscious condition.
* You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish. - Adding this.
* You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish. - Adding this.
[[Category:Rules]]
[[Category:Rules]]

Revision as of 17:47, 27 November 2024

Work in progress! Please ignore until final version is complete!

Preface

The assumption here is that not everyone will have access to the 2024 rules, whereas everyone has the 2014 rules.

Changes will therefore be limited; any big changes that won't fit on the sheet are out, so no changes that require paragraphs of text.

Rules up for change:

  • Things are quite clearly broken, as indicated by the 2024 rules 'nerfing' the 2014 version.
  • Existing things that were not fixed but have proven to be problematic.
  • Easy updates that make things simply better/easier/etc.

Playing

Tool Skills

The 2024 rules have added a default ability to Tool Skills. I will add these to the sheet as well but keep in mind that you can use a different ability when it makes sense.

Classes

Note that, to save a lot of work, for now I am only listing changes to (sub)classes currently in play. If another class comes into play there might be house rules for that one as well.

Barbarian

Rage

Changed to the 2024 version. There are a few changes but they all just make it much more logical and streamlined, and with a longer duration.

Reckless Attack

As the 2024 version. Adds Strength attacks with ranged weapons, and now correctly works till start of next turn.

Totem Warrior / Wild Heart

The subclass has been renamed and a lot has changed. Porting over the entire subclass would be much too much so all that is getting changed is the Totem Spirit - Bear which was clearly problematic. The new version is exactly the 2024 text:

While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.

Bard

Bardic Inspiration

Can now be rolled after failing a D20 Test, which is how everyone wanted it anyway.

Cutting Words

Also now use after knowing result, and no more immune if it can't hear you or if it's immune to being charmed.

Fighter

Great Weapon Fighting

Changed to 2024 version:

When you roll damage for an attack you make with a Melee weapon that you are holding with two hands, you can treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property to gain this benefit.

Action Surge

Including 2024 part that rules out using it for a Magic Action (i.e. can't cast spells).

Battle Master Maneuvers

New versions used for the following:

  • Evasive Footwork As a Bonus Action, you can expend one Superiority Die and take the Disengage action. You also roll the die and add the number rolled to your AC until the start of your next turn.
  • Lunging Attack As a Bonus Action, you can expend one Superiority Die and take the Dash action. If you move at least 5 feet in a straight line immediately before hitting with a melee attack as part of the Attack action on this turn, you can add the Superiority Die to the attack's damage roll.
  • Parry When another creature damages you with a melee attack roll, you can take a Reaction and expend one Superiority Die to reduce the damage by the number you roll on your Superiority Die plus your Strength or Dexterity modifier (your choice).
  • Precision Attack When you miss with an attack roll, you can expend one Superiority Die, roll that die, and add it to the attack roll, potentially causing the attack to hit.
  • Rally As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).

Know Your Enemy

Changed to the 2024 version which makes much more sense than the old one:

As a Bonus Action, you can discern certain strengths and weaknesses of a creature you can see within 30 feet of yourself; you know whether that creature has any Immunities, Resistances, or Vulnerabilities, and if the creature has any, you know what they are.

Once you use this feature, you can't do so again until you finish a Long Rest. You can also restore a use of the feature by expending one Superiority Die (no action required).

Paladin

Divine Smite

Changed to 2024's Paladin's Smite:

You always have the Divine Smite spell prepared. In addition, you can cast it without expending a spell slot, but you must finish a Long Rest before you can cast it in this way again.

1st-level evocation
Casting Time: 1 bonus action, Which you take immediately after hitting a target with a Melee weapon or an Unarmed Strike
Range: Self
Components: V
Duration: Instantaneous
The target takes an extra 2d8 Radiant damage from the attack. The damage increases by 1d8 if the target is a Fiend or an Undead.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Aura of Warding

Changed to 2024 version:

You and your allies have Resistance to Necrotic, Psychic, and Radiant damage while in your Aura of Protection.

Warlock

Mystic Arcanum

Not a big fan of changing of spells on level up but willing to discuss if someone wants to change one of these spells.

Great Old One Spells

The changes seem a lot better thematically but I am willing to discuss this with the players. Sending > Hunger of Hadar, Dominate Beast > Confusion, Evard’s Black Tentacles > Summon Aberration, Dominate Person > Modify Memory.

Awakened Mind

Making it a Bonus Action.

Spells

If you have a spell prepared that has the Ritual tag, you can cast that spell as a Ritual. This means that Paladins, Rangers, etc. now also can do this.

Sending

Can't contact other planes unless cast using a slot of 5th level or higher, there is no fail chance.

Zone of Truth

Removed. For details read the entirety of this article. The remix suggested doesn't really work either.

Feats

When it comes to feats that give a +1 ability increase in specific abilities, I am willing to allow players to pick any of the six abilities, but depends on if it breaks anything.

When it comes to feats that are limited to certain races, I am willing to allow players to pick them whatever their race, but depends on if it breaks anything and if it makes thematic sense (if it's all based on your character being small, you can't pick it if you play a 7' half-orc).

Rules Glossary

Exhaustion

Changed to the 2024 version but with an addition of a penalty on spell DC's. So this is what it ends up as:

  • When you make a D20 Test the roll is reduced by 2 times your Exhaustion level.
  • The Save DC of your spells is reduced by 2 times your Exhaustion level.
  • Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.

Grappling

The new edition is a lot better but would require looking up every time. My strong preference is to just avoid grapple as much as possible; players not taking grapple feats/abilities/spells, and the DM doing the same, and using monsters with grapple sparingly.

Incapacitated

Adding two things from 2024:

  • Your Concentration is broken.
  • You can't speak.

Long Rest

2024 added a few things, including these:

  • If you rested at least 1 hour before the interruption you gain the benefits of a Short Rest. - Already a house rule.
  • During sleep, you have the Unconscious condition.
  • You can resume a Long Rest immediately after an interruption. If you do so, the rest requires 1 additional hour per interruption to finish. - Adding this.