Patch Notes
The following is a list of house rules for the game, just small changes I make to the rules for the game. This is not a definitive list, and will be updated as more changes are implemented. Think of this as a list of rules implementations that will be unique to this game that is not "rules as written" for vanilla DnD.
Everyone starts with one free feat (http://dnd5e.wikidot.com/#toc68), this is in addition to any feats you might already get from your Class, Race, Background (as an example, that means Variant Humans would start with two Feats)
I may change a few racial options here and there, those will be listed here when relevant (same with class options)
Warlocks automatically get their subclass spells added to their spells known
Druids get a number of uses of Wild Shape equal to their proficiency bonus (regained at a short or long rest)
Druid Wild Shape Changes, for better scaling and to make your character's stats matter:
Paladin's Oath of Vengeance Feature "Vow of Enmety" can now be transferred to a new target when the current target falls to 0 hp, this is done as a free action.
Hunter's Mark and Hex can now transfer to a new target as a Free action instead of a Bonus action.
All Smite spells, except Banishing Smite and Branding Smite, no longer require concentration, and are cast using your Bonus action which you use immediately when you hit a target. Any effects with that require duration now last 1 minute.
Paladin Auras now increase to 15 ft radius at lvl 9, 20 ft at level 12, 25 ft at lvl 15, and finally 30 ft at lvl 18.
Every feat also gives one point in a stat raise (decided on a case by case basis). Large Buff, but I want people not to lose stat progression for taking older feats (some of the newer feats are more powerful than older ones AND give a stat raise on top of that)
Dual Wielder Feat: Additional effect, when you have the Extra Attack Class Feature you can make a second attack with your off-hand weapon on your turn as part of the Attack action, for a total of two off-hand weapon attacks on your turn.
Two Weapon Fighting: Once on your turn, if you have a light weapon in your off-hand and a light or finesse weapon in your main-hand, you can make a second attack as part of your attack action with your off-hand weapon (Change = it no longer uses a bonus action)
You can draw your weapons (plural) as part of your action or movement (it doesn't take it's own action, and you can take out a weapon in each hand)
Level Progression will be through milestone method instead of experience points. This means I as the DM will let you know when you have accomplished enough in game to achieve a Level Up (such as progressing the story or reaching personal achievements in the game). Everyone will progress in level at the same rate, no one will be at different levels.
Rolled Hit Points (HP) from levels 1 through 5 are automatically maximized (no rolling until level 6). Level 6 onward, when rolling for HP, if you roll below the average then you can instead take the average. Example: if you roll 1d8 for HP on level up, and you roll a 1, you instead take the average (5).
Flanking: you add 1d4 to attacks (to hit) when flanking with allies (when two allies are on opposite ends of an enemy)
Character Creation:
- You use your character's proficiency bonus.
- You use your character's skills and saving throws, unless the Beast's is higher (not a change, but a clarification).
- When making a melee, ranged, or spell attack as a Beast, you use either the "to hit" of the Beast or your character's spell attack (Wisdom + Proficiency), whichever is higher.
- For any ability from a Beast that requires a Saving throw, the DC for the save is equal to the Druid's spell save DC.
Feats:
Game Mechanics:
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