My "Out of the Abyss" House Rules

These are the House Rules I'm using for my current Out of the Abyss campaign. They are a mix of house rules I've developed on my own, and house rule ideas I've found online that I thought were excellent.

Campaign House Rules: Out of the Abyss


Character Creation:

Races:
Variant Human: The bonus feat of the Variant Human is gained at level 4, not at level 1.

Reasoning: The bonus feat has made the variant human too powerful at low levels, however, delaying the feat gain until level 4 prevents the low level overpower without punishing the race at higher levels

Non-Variant Human: Non-Variant Humans may use point-buy (27 points) for ability scores. All other races (including the variant human) must use the Stat Array.

Reasoning: The +1 to all scores depends on using point buy to gain full advantage. Although I like the Stat Array, it provides a disadvantage to the non-variant human. Allowing the non-variant human to use point buy fixes this issue and makes them a good racial choice.

Half Elf: The Charisma bonus is now +1 (in addition to +1 to two other ability scores of the player’s choice)

Reasoning: Half-Elves are more powerful than the other races. Notice the abundance of half-elf characters since we switched to 5e? Half-Elves remain a very viable race even with the reduction.

Races without Darkvision: Any race without darkvision gains one skill or tool proficiency of the player’s choice.

Reasoning: This campaign takes place primarily in the Underdark. Proficiency in an additional skill offsets the disadvantage of being unable to see in the dark.

Classes:

Barbarian:

Barbarian Rage: Barbarians can maintain rage so long as they're doing something that makes use of rage's benefits. So a barbarian can rage if he wants to, say, get advantage on holding up a portcullis, or brute force his way through a trap so that he can smash the mechanism on the other side. Rage is also extended if the Barbarian is actively trying to use a rage’s benefits, such as running across a battlefield at an enemy.

Reasoning: The current rules are too limiting, meaning a Barbarian can lose rage because they have to move to a new enemy, or want to rage at that stuck door for example.

Bard:

College of Valor: A Bard from the college of Valor may target him/herself with inspiration (either for standard use or for Combat Inspiration when the ability is available)

Reasoning: Although the Valor Bard isn’t bad, it fails to do what it is supposed to do (make the Bard a viable martial character). The ability to self-inspire gives the Valor Bard a much needed self-buff option that has some versatility thanks to Combat Inspiration).

Druid

Wildshape and Polymorph: Being reduced to zero HP in animal or polymorphed form reverts the PC to human form with whatever HP they had before shifting, just like the regular rules, but the trauma of being knocked out like that requires a constitution save of 8+1/2 the damage taken. Success means you're stunned for a round. Failure means you're stunned for 2 rounds.

Reasoning: First of all, it makes sense. Secondly, although we haven’t played with a Moon Druid in the party yet, this houserule helps alleviate the reported problems with that subclass.

Monk:

Patient Defense: A Monk who spends 1 Ki point may use the dodge action as a bonus action for the next 3 rounds

Reasoning: The AC of a Monk is not great, this gives the Monk a valid option for defense at the expense of using their bonus action for extra attacks.

Way of the Four Elements: A Monk who follows the Way of the Four Elements gains an “Elemental point” at levels 5, 10 and 15 (for a total of 3 points at 15th level). Elemental points can be used to power Elemental Disciplines along with Ki points and are regained after a short or long rest.

Reasoning: The Way of the Four Elements Monks can use some magical abilities, but the Ki costs are extremely high.

Ranger:

Beastmaster Ranger: When you use your action to command your beast to make an attack, it will continue to attack the current target until commanded to do otherwise.

Reasoning: It makes more sense and Beastmaster Rangers needed a small boost anyway.

Sorcerer:

Wild Magic Sorcerer: Whenever the Wild Magic Sorcerer rolls on the Wild Magic table, the Sorcerer may spend 1 sorcery point to roll twice and take the result of their choice. This decision must be made before the roll is made.

Reasoning: Wild Magic Sorcerers get the short end of the stick compared to Draconic Sorcerers, this gives them a bit of a boost. It also makes Wild Magic less of a curse and more of a boon.

Warlock:

Warlock Blade Pact: Pact of the Blade now provides medium armor and shield proficiency.

Reasoning: Blade Pact Warlocks currently almost require a multiclass in order to work properly. Proficiency in Medium Armor and shields helps alleviate this problem.

Agonizing Blast: Text changed to: "When you cast Eldritch Blast, you may add your Charisma modifier to one of Eldritch Blast's damage rolls. At Warlock level 5, you may add your Charisma modifier to a second of Eldritch Blast's damage rolls. At Warlock level 11, you may add your Charisma modifier to a third of Eldritch Blast's damage rolls. At Warlock level 17, you may add your Charisma modifier to a fourth of Eldritch Blast's damage rolls."

Reasoning: Good at-will damage should be a warlock class feature. Their spellcasting is very limited because of their at-will damage, and 2 levels shouldn't be enough for any class to pick up the Warlock's at-will damage.

Wizard:

School of Evocation:

Potent Cantrip: In addition, this ability also allows a cantrip that normally does Electricity, Fire, Frost, or Necrotic damage to do any of the aforementioned damage types. Other effects of the cantrip are unaffected.

Reasoning: Evocation is a weaker school than the other Arcane Traditions, the Potent Cantrip ability is particularly weak (and only affects the Posion Spray and Acid Splash cantrips). This gives a bit of versatility to other attack cantrips.

Character Customization:

Dual Wielder Feat: The following line is added: "If you are character level 11 or above, and have the Extra Attack feature, you may make an additional offhand attack when you use a bonus action to make an offhand attack."

Reasoning: TWF is underpowered past level 11, and deals significantly less damage than any other fighting style. This should hopefully keep it on par.

Multiclassing: A minimum of 3 levels must be achieved in a character’s current class before they can multiclass to a new class. All other multiclass restrictions remain and will be enforced.

Reasoning: To prevent “class dips” for optimization reasons. If you want to multiclass, you should be willing to invest at least 3 levels.
 

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