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<blockquote data-quote="Grondsmash" data-source="post: 7052445" data-attributes="member: 6874630"><p>D&D 5E House Rules</p><p></p><p>Generation:</p><p>Player can choose option, but must stick with choice</p><p>Option 1: use PHB point buy system with 30 points to spend</p><p>Option 2: use 4d6, removing lowest die, sort results as wish</p><p></p><p>Racial modifiers are always added afterwards.</p><p></p><p>Allowing all variants and sub-races, but anything strange must be OK'ed by DM (better bring a good backstory!)</p><p></p><p>Backgrounds</p><p>Modifications to existing backgrounds are fine, as long as the player sticks to the perameters set out in the PHB .</p><p></p><p>Intelligence gives additional languages known as 1/2 bonus (rounded up).</p><p>One additional "kit" is awarded in the area of your highest ability score.</p><p></p><p>Classes</p><p>Allowing all variants and sub-Classes (WoTC only), but no homebrews.</p><p></p><p>The Additional Score Increase (ASI) is tied to your Character level, not a specific class level.</p><p>Fighters and Barbarians gain an additional ASI at 7th and 14th Class Level</p><p>Rangers & Paladins gain an additional ASI at 10th Class Level</p><p></p><p>Moon Druids can Wildshape into twice the level on the chart, and CR 3 at 10th Class Level.</p><p>Beastmaster Rangers can use a Move action, Bonus Action or Action to command their Companion to attack.</p><p>Beastmaster Rangers get Cmpanions at the same level as the Druid Wildshape chart.</p><p></p><p>Magic Item Attunement</p><p>You can Attune to a number of items equal to 1 + half your Proficiency Bonus (so 2-4).</p><p>Common and Uncommon items that require attunement still follow rules around attunement, but they do not count against the number of items allowed, so a 3rd level character with a Ring of Jumping still must be attuned to you over a short rest, but once attuned it does not count against your other two items.</p><p>There is still only one "slot" for a magic item at each location, 1 ring for each hand, 1 on head, but no double ups (if you try it, neither of them work).</p><p></p><p>Mlulticlassing</p><p>When entering a new class you get what is listed in PHB plus:</p><p>One of the two saves of new class</p><p>One skill of new class that is not offered in your class (it is silliy to have a Rogue who can't sneak)</p><p></p><p>For Class Scaling Abilities your ability(s) are to the combined level system set out in the PHB, but ONLY for similar kinds of the same Primary Ability Score (Str for battle things, Dex for sneaky things, and magic must come form the same place within you). Divine and Arcane do not stack for CSAs unless you have a class that converts one to the other like the Bard's 10th level Magical Secrets Ability, the Sorcerer's Favored Soul Origin, etc. If there is any doubt, the DM has the last word. Spells and Slots are still as per the PHB section on Multiclassing.</p><p></p><p>Ritual Spells</p><p>If you have the Ritual Caster Feat or Class Ability, then almost any spell is a Ritual Spell for you. Those without it can only cast those listed, as they are widely known and taught. for those with the extra ability, you can cast more rutal spells, but only up to 6th level, and DM has final say, so you might want to keep note of the ones you can cast that way.</p><p></p><p>Resting</p><p>Short Rest - All hit points gained are Temporary Hit Points and last only 8 hours.</p><p> All other rules apply, both about short rests & Temporary Hit Points.</p><p>Long Rest - you roll your total Hit dice (die type and number according to level, no Con bonus) and recover those hit points after an 8 hour rest.</p><p>Spellcasters need 7 hours of rest plus one hour of study/meditation/attunement to recover all spells. This is modified by 1/2 hour for every Con bonus the character has, so some casters can take a 2 hr. watch. Non-casters can extend the normal 2 hr. max on watch by the same amount, 1/2 hour per Con bonus.</p></blockquote><p></p>
[QUOTE="Grondsmash, post: 7052445, member: 6874630"] D&D 5E House Rules Generation: Player can choose option, but must stick with choice Option 1: use PHB point buy system with 30 points to spend Option 2: use 4d6, removing lowest die, sort results as wish Racial modifiers are always added afterwards. Allowing all variants and sub-races, but anything strange must be OK'ed by DM (better bring a good backstory!) Backgrounds Modifications to existing backgrounds are fine, as long as the player sticks to the perameters set out in the PHB . Intelligence gives additional languages known as 1/2 bonus (rounded up). One additional "kit" is awarded in the area of your highest ability score. Classes Allowing all variants and sub-Classes (WoTC only), but no homebrews. The Additional Score Increase (ASI) is tied to your Character level, not a specific class level. Fighters and Barbarians gain an additional ASI at 7th and 14th Class Level Rangers & Paladins gain an additional ASI at 10th Class Level Moon Druids can Wildshape into twice the level on the chart, and CR 3 at 10th Class Level. Beastmaster Rangers can use a Move action, Bonus Action or Action to command their Companion to attack. Beastmaster Rangers get Cmpanions at the same level as the Druid Wildshape chart. Magic Item Attunement You can Attune to a number of items equal to 1 + half your Proficiency Bonus (so 2-4). Common and Uncommon items that require attunement still follow rules around attunement, but they do not count against the number of items allowed, so a 3rd level character with a Ring of Jumping still must be attuned to you over a short rest, but once attuned it does not count against your other two items. There is still only one "slot" for a magic item at each location, 1 ring for each hand, 1 on head, but no double ups (if you try it, neither of them work). Mlulticlassing When entering a new class you get what is listed in PHB plus: One of the two saves of new class One skill of new class that is not offered in your class (it is silliy to have a Rogue who can't sneak) For Class Scaling Abilities your ability(s) are to the combined level system set out in the PHB, but ONLY for similar kinds of the same Primary Ability Score (Str for battle things, Dex for sneaky things, and magic must come form the same place within you). Divine and Arcane do not stack for CSAs unless you have a class that converts one to the other like the Bard's 10th level Magical Secrets Ability, the Sorcerer's Favored Soul Origin, etc. If there is any doubt, the DM has the last word. Spells and Slots are still as per the PHB section on Multiclassing. Ritual Spells If you have the Ritual Caster Feat or Class Ability, then almost any spell is a Ritual Spell for you. Those without it can only cast those listed, as they are widely known and taught. for those with the extra ability, you can cast more rutal spells, but only up to 6th level, and DM has final say, so you might want to keep note of the ones you can cast that way. Resting Short Rest - All hit points gained are Temporary Hit Points and last only 8 hours. All other rules apply, both about short rests & Temporary Hit Points. Long Rest - you roll your total Hit dice (die type and number according to level, no Con bonus) and recover those hit points after an 8 hour rest. Spellcasters need 7 hours of rest plus one hour of study/meditation/attunement to recover all spells. This is modified by 1/2 hour for every Con bonus the character has, so some casters can take a 2 hr. watch. Non-casters can extend the normal 2 hr. max on watch by the same amount, 1/2 hour per Con bonus. [/QUOTE]
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