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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.

Character Creation:

  • 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:
    • 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.
  • 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.

  • Feats:

  • 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.

  • Game Mechanics:

  • 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)

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