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What are your 5e houserules
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<blockquote data-quote="Stalker0" data-source="post: 8597761" data-attributes="member: 5889"><p>Here's my list after about 5, 5e campaigns.</p><ul> <li data-xf-list-type="ul"><strong>Death/Dying</strong><ul> <li data-xf-list-type="ul">Death Saving Throw failures linger until after a long rest.</li> </ul></li> <li data-xf-list-type="ul"><strong>Fighting Styles</strong>:<ul> <li data-xf-list-type="ul">Dueling, Great Weapon Fighting, and Two Weapon Fighting styles are removed.</li> <li data-xf-list-type="ul">New Style (Offense): Gain +2 to damage when using melee weapons.</li> </ul></li> <li data-xf-list-type="ul"><strong>Feats</strong><ul> <li data-xf-list-type="ul">Durable: (added) You have advantage on Death Saving Throws.</li> <li data-xf-list-type="ul">Great Weapon Master: Remove the -5/+10 clause. (Added) Gain +1 str, you no longer need to use a bonus action to make use of this ability (also means you can use it multiple times in a row).</li> <li data-xf-list-type="ul">Sharpshooter: Remove the -5/+10 clause. Add: Increase the crit range of ranged weapons by 1.</li> <li data-xf-list-type="ul">Crossbow Expert/Polearm Master: Removed</li> <li data-xf-list-type="ul">Keen Intellect: [added]Your memory cannot be altered and your mind cannot be read, and you automatically know when attempts are made to do so.</li> </ul></li> <li data-xf-list-type="ul"><strong>Spellcasting:</strong><ul> <li data-xf-list-type="ul">Concentration: Spellcasting classes at 5th level gain the ability to concentrate on two spells at once. If concentration is broken, both spells are lost.</li> <li data-xf-list-type="ul">Bless: Provides a +2 instead of a d4.</li> <li data-xf-list-type="ul">Counterspell: Banned</li> <li data-xf-list-type="ul">Cure Wounds: For each level above 1st, gain 1d8<strong>+ability modifier</strong> in healing.</li> <li data-xf-list-type="ul">Healing Spirit: Remove concentration. Change to "As a reaction, heal one creature within 60 feet for 1d6".</li> <li data-xf-list-type="ul">Guidance: Change to "Duration Concentration: 6 people gain a +1 bonus to all ability checks"</li> <li data-xf-list-type="ul">Pass without Trace: Change to "creatures gain advantage on stealth checks, cannot be tracked, and suffer no penalties to stealth from armor or encumbrance"</li> <li data-xf-list-type="ul">Prayer of Healing: Change to "you gain 60 points of healing, that you can distribute as you wish to any people within range. For each level above second, the healing increases by 20".</li> <li data-xf-list-type="ul">Raise Dead/Ressurection/True Ressurection: Banned</li> <li data-xf-list-type="ul">Revivify: Moved to 9th level</li> <li data-xf-list-type="ul">Tiny Hut: No longer bars people or things through the dome, can no longer be made opaque</li> </ul></li> <li data-xf-list-type="ul"><strong>New Combat Options</strong><ul> <li data-xf-list-type="ul">Charge: A class that has the "extra attack" ability can take the Dash action, and still make 1 attack as a bonus action.</li> <li data-xf-list-type="ul">Heavy/Versatile Weapons<strong>: </strong>Any weapon with these properties, when wielded in two hands, may take a -2 to attack rolls to gain +4 to damage.</li> <li data-xf-list-type="ul">Healing Potions: Normally drunk as a bonus action. If drunk as an action, can the maximized benefit of the healing.</li> <li data-xf-list-type="ul">Initiative<strong>: </strong>Can be a Dex OR Int check</li> </ul></li> <li data-xf-list-type="ul"><strong>Barbarian</strong><ul> <li data-xf-list-type="ul">Berserker: No longer suffers fatigue from use of frenzy.</li> <li data-xf-list-type="ul">General: A barbarian can stay in rage for 1 minute, unless unconscious, or not hostile to any nearby enemy (removes clause that barbarian loses rage if they don't attack an enemy each round).</li> </ul></li> <li data-xf-list-type="ul"><strong>Cleric</strong>: Divine Intervention chance is doubled.</li> <li data-xf-list-type="ul"><strong>Monk</strong>: Patient Defense is now a reaction, activated when an enemy attacks or you make a dexterity saving throw.</li> <li data-xf-list-type="ul"><strong>Paladin</strong>: Divine Smite only usable 1/round.</li> <li data-xf-list-type="ul"><strong>Sorceror:</strong><ul> <li data-xf-list-type="ul">Metamagic Changes:<ul> <li data-xf-list-type="ul">Metamagics can now all be used with each other.</li> <li data-xf-list-type="ul">Distant Spell: A range of self becomes touch. This cannot be combined with Twin Spell.</li> <li data-xf-list-type="ul">Extend Spell: The duration is doubled. Further, any roll to dispel or counterspell this spell has disadvantage on the roll.</li> <li data-xf-list-type="ul">Careful Spell: If a spell does an effect on a successful save, there is no effect.</li> </ul></li> <li data-xf-list-type="ul">Wild Sorc:<ul> <li data-xf-list-type="ul">Tides of Chaos, the Sorc can choose to do the ability restore after any 1st level or higher sorc spell is cast.</li> <li data-xf-list-type="ul">Wild Magic Table: The fireball you cast is not centered on yourself</li> </ul></li> </ul></li> </ul></blockquote><p></p>
[QUOTE="Stalker0, post: 8597761, member: 5889"] Here's my list after about 5, 5e campaigns. [LIST] [*][B]Death/Dying[/B] [LIST] [*]Death Saving Throw failures linger until after a long rest. [/LIST] [*][B]Fighting Styles[/B]: [LIST] [*]Dueling, Great Weapon Fighting, and Two Weapon Fighting styles are removed. [*]New Style (Offense): Gain +2 to damage when using melee weapons. [/LIST] [*][B]Feats[/B] [LIST] [*]Durable: (added) You have advantage on Death Saving Throws. [*]Great Weapon Master: Remove the -5/+10 clause. (Added) Gain +1 str, you no longer need to use a bonus action to make use of this ability (also means you can use it multiple times in a row). [*]Sharpshooter: Remove the -5/+10 clause. Add: Increase the crit range of ranged weapons by 1. [*]Crossbow Expert/Polearm Master: Removed [*]Keen Intellect: [added]Your memory cannot be altered and your mind cannot be read, and you automatically know when attempts are made to do so. [/LIST] [*][B]Spellcasting:[/B] [LIST] [*]Concentration: Spellcasting classes at 5th level gain the ability to concentrate on two spells at once. If concentration is broken, both spells are lost. [*]Bless: Provides a +2 instead of a d4. [*]Counterspell: Banned [*]Cure Wounds: For each level above 1st, gain 1d8[B]+ability modifier[/B] in healing. [*]Healing Spirit: Remove concentration. Change to "As a reaction, heal one creature within 60 feet for 1d6". [*]Guidance: Change to "Duration Concentration: 6 people gain a +1 bonus to all ability checks" [*]Pass without Trace: Change to "creatures gain advantage on stealth checks, cannot be tracked, and suffer no penalties to stealth from armor or encumbrance" [*]Prayer of Healing: Change to "you gain 60 points of healing, that you can distribute as you wish to any people within range. For each level above second, the healing increases by 20". [*]Raise Dead/Ressurection/True Ressurection: Banned [*]Revivify: Moved to 9th level [*]Tiny Hut: No longer bars people or things through the dome, can no longer be made opaque [/LIST] [*][B]New Combat Options[/B] [LIST] [*]Charge: A class that has the "extra attack" ability can take the Dash action, and still make 1 attack as a bonus action. [*]Heavy/Versatile Weapons[B]: [/B]Any weapon with these properties, when wielded in two hands, may take a -2 to attack rolls to gain +4 to damage. [*]Healing Potions: Normally drunk as a bonus action. If drunk as an action, can the maximized benefit of the healing. [*]Initiative[B]: [/B]Can be a Dex OR Int check [/LIST] [*][B]Barbarian[/B] [LIST] [*]Berserker: No longer suffers fatigue from use of frenzy. [*]General: A barbarian can stay in rage for 1 minute, unless unconscious, or not hostile to any nearby enemy (removes clause that barbarian loses rage if they don't attack an enemy each round). [/LIST] [*][B]Cleric[/B]: Divine Intervention chance is doubled. [*][B]Monk[/B]: Patient Defense is now a reaction, activated when an enemy attacks or you make a dexterity saving throw. [*][B]Paladin[/B]: Divine Smite only usable 1/round. [*][B]Sorceror:[/B] [LIST] [*]Metamagic Changes: [LIST] [*]Metamagics can now all be used with each other. [*]Distant Spell: A range of self becomes touch. This cannot be combined with Twin Spell. [*]Extend Spell: The duration is doubled. Further, any roll to dispel or counterspell this spell has disadvantage on the roll. [*]Careful Spell: If a spell does an effect on a successful save, there is no effect. [/LIST] [*]Wild Sorc: [LIST] [*]Tides of Chaos, the Sorc can choose to do the ability restore after any 1st level or higher sorc spell is cast. [*]Wild Magic Table: The fireball you cast is not centered on yourself [/LIST] [/LIST] [/LIST] [/QUOTE]
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