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<blockquote data-quote="Moorcrys" data-source="post: 6621979" data-attributes="member: 7814"><p>- I don't know if home-brewing content for the game constitutes house rules or not, but I've added a slew of cleric domains to my campaign world, which include spells from the Book of Lost Spells by necromancer games to add some uniqueness.</p><p></p><p>- A sorcerer's Charisma modifier determines the number of metamagic options they can choose at 2nd level and they get the additional ones as they level. </p><p></p><p>- Rangers consider all terrain favored. They add their Wisdom modifier to the number of favored enemies they can choose. Their capstone ability at 20th level applies to all attacks.</p><p></p><p>- Berserker barbarians get one freebie Frenzy per long rest before they begin to rack up exhaustion levels. While frenzying, all current penalties for exhaustion are negated, but return post-frenzy.</p><p></p><p>- No more than two short rests provide benefits between long rests except under special circumstances. Environment determines the length of time needed for a short rest. The safer or more comfortable the environment (such as in the wild being tended to by a ranger, or in the safe space of a rope trick spell), the shorter the rest. Optimal or safe/comfortable environments let you rest up in 10-15 minutes, sub-optimal/uncomfortable/stressful environments can take up to the full hour.</p><p></p><p>- Bards can only pick magical secrets from full-progression spell casting classes. I want to keep the paladin and ranger spells unique to their class.</p><p></p><p>- Pact of the Blade warlocks gain medium armor and shield proficiency.</p><p></p><p>- I'm still trying to figure out the best way to up the staying power of the Beastmaster ranger. Right now they only need to use an action to command the animal once, then the beast follows the command to the best of its ability until the ranger commands it again.</p><p></p><p>- Dragonborn can use their breath weapon as a bonus action, rather than a full action.</p><p></p><p>That's pretty much it right now, I think.</p></blockquote><p></p>
[QUOTE="Moorcrys, post: 6621979, member: 7814"] - I don't know if home-brewing content for the game constitutes house rules or not, but I've added a slew of cleric domains to my campaign world, which include spells from the Book of Lost Spells by necromancer games to add some uniqueness. - A sorcerer's Charisma modifier determines the number of metamagic options they can choose at 2nd level and they get the additional ones as they level. - Rangers consider all terrain favored. They add their Wisdom modifier to the number of favored enemies they can choose. Their capstone ability at 20th level applies to all attacks. - Berserker barbarians get one freebie Frenzy per long rest before they begin to rack up exhaustion levels. While frenzying, all current penalties for exhaustion are negated, but return post-frenzy. - No more than two short rests provide benefits between long rests except under special circumstances. Environment determines the length of time needed for a short rest. The safer or more comfortable the environment (such as in the wild being tended to by a ranger, or in the safe space of a rope trick spell), the shorter the rest. Optimal or safe/comfortable environments let you rest up in 10-15 minutes, sub-optimal/uncomfortable/stressful environments can take up to the full hour. - Bards can only pick magical secrets from full-progression spell casting classes. I want to keep the paladin and ranger spells unique to their class. - Pact of the Blade warlocks gain medium armor and shield proficiency. - I'm still trying to figure out the best way to up the staying power of the Beastmaster ranger. Right now they only need to use an action to command the animal once, then the beast follows the command to the best of its ability until the ranger commands it again. - Dragonborn can use their breath weapon as a bonus action, rather than a full action. That's pretty much it right now, I think. [/QUOTE]
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