D&D 5E Post TCOE House Rules Feedback

dmhelp

Explorer
Thanks for all the prior feedback! Based on feedback I've tried to cut my house rules down to the bare minimum bullets/page space. Any further feedback is appreciated.

Buff to Increase Ease of Getting Feats (and additional odd stat for half feats)
• Players use a modified standard array (17, 15, 13, 12, 10, 8) before standard racial/Customizing Your Origin modifiers

Buffs to Broken/Underpowered Options (e.g. Green Dragon Sorcerer)
• Dragonborn - Breath Weapon instead uses a bonus action
• Barbarian Berserker - exhaustion from Frenzy only lasts for one hour
• Monk Four Elements - all Elemental Discplines (except Fangs of the Fire Snake) use a bonus action instead of an action (e.g. attack twice with staff then burning hands)
• Sorcerer Draconic Bloodline - at level 1 also gains Elemental Spells - ability to pick variant Sorcerer elemental (acid, cold, fire, or lightning) spells as ancestry damage type instead (e.g. green dragon may pick a poison variant shocking grasp instead of the base spell and if desired use a second pick to take shocking grasp); Elemental Affinity (at level 6) - also gains downgrade immunity to resistance when using ancestry damage type Sorcerer spells, but does not stack with Elemental Adept or Poisoner (so immune monsters still take 1/2 damage instead of full damage)

Buffs to Underpowered Feat Options
• Linguist - learn 6 languages instead of 3
• Weapon Master - gives proficiency with shields and all simple/martial weapons
• Now included as half feats (with +1 to any physical ability score unless otherwise noted): Charger, Defensive Duelist, Grappler, Martial Adept, Medium Armor Master, & Savage Attacker; or with +1 to any ability score: Dungeon Delver & Skilled

Buff to Single Target Damage Spells When They Become Outclassed by Cantrips (also to give spells like vampiric touch more use)
• Single target damage spells that spell (melee/ranged) attack and certain other damage spell attack spells may also be cast as cantrips (assuming they are known/prepared as a leveled spell; all of these "prestige cantrips" lose duration/concentration/follow up damage if applicable) with the following base damage dice: chaos bolt d8 (loses leap, but can choose damage type from any of the d8s rolled), chromatic orb d8, flame blade d10 (casting time 1 action, does not use bonus action), guiding bolt d8, inflict wounds d10, melf's acid arrow d10 (loses half miss/delayed damage), mordenkainen's sword d12, ray of sickness d4, vampiric touch d6, witch bolt d12

Buff to Improve Single Classed Options vs Multiclassed (allows things like a Wizard who makes a pact with a fiend and helps make up for weak level 19/capstone progression)
• Single classed characters may split two subclasses (usually equally from PHB/XGE) and/or pick from another class with DM approval/decision on power progression (must be mechanically/thematically compatible, see examples at end)
 
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dmhelp

Explorer
I updated the post with my simplified house rules (getting things down to 10 bullet points). Thanks for all the feedback in the past!

So including the "prestige cantrips" the spell attack roll cantrip tiers become:
d12: Mordenkainen's Sword (60' melee, force, bard/wizard, level 13 minimum), Witch Bolt (30', electric, sorcerer/warlock/wizard)
d10: Eldritch Blast (120', agonizing blast), Fire Bolt (120'), Flame Blade (melee), Inflict Wounds (melee), Melf's Acid Arrow (90'), Primal Savagery (melee)
d8: Chaos Bolt (120', chance at force or psychic increases at higher level), Chill Touch (120', no healing), Chromatic Orb (90', can change damage type), Guiding Bolt (120', advantage on next attack), Produce Flame (30'), Ray of Frost (60', lose 10' speed), Shocking Grasp (melee, advantage if metal, no reactions)
d6: Thorn Whip (melee, pull 10'), Vampiric Touch (melee, half healing)
d4: Ray of Sickness (60', con save for poison until end of next turn)

And for multisubclassing (single classed only because it would be way too much with multiclassing) this is what I mean by "DM approval/decision on power progression":
Layout the levels the chosen class gains subclass features (e.g. 3, 7, 11, and 17 for Rogue).
Player picks two subclasses.
Do they work mechanically? E.g. you can't pick a Barbarian subclass for Rogue because most of their powers say "while raging".
Do they work thematically? E.g. a Paladin oath or a caster subclass probably don't make sense on a martial character.
DM will propose power ladder with input from player (two of the chosen tiers from subclass #1 and two of the chosen tiers from subclass #2).
At level 3 gains tier 1 subclass 1 power(s) or tier 1 subclass 2 power(s).
At level 7 gains tier 1 or 2 subclass 1 power(s), or tier 1 or 2 subclass 2 power(s).
At level 11 gains tier 1, 2, or 3 subclass 1 power(s); or tier 1, 2, or 3 subclass 2 power(s).
At level 17 gains tier 1, 2, 3, or 4 subclass 1 power(s); or tier 1, 2, 3, or 4 subclass 2 power(s).
And then I may fudge a little. So for the Druid example I give it is Tier 1, Tier 2, Tier 1 & 2, Tier 4. So I cheated a little and gave Exceptional Training as a freeby at Tier 3 Druid because I thought it made sense for them to get Primal Strike (count as magic), Exceptional Training (count as magic), and thematically get Share Spells.

Example Variant Subclass Progression:
• Barbarian Berserker/Zealot could gain @ 3 Frenzy, @ 6 Divine Fury/Warrior of the Gods, @ 10 Zealous Presence, & @ 14 Retaliation
• Bard Bladesinging would gain @ 3 Training in War and Song/Bladesong (AC bonus = cha mod), @ 6 Extra Attack, & @ 14 choose either Song of Defense or Song of Victory (using charisma)
• Cleric Trickery/Nature could gain @ 1 Trickery Domain Spells/Blessing of the Trickster, @ 2 Invoke Duplicity, @ 6 Dampen Elements, @ 8 Divine Strike (cold, fire, or lightning) or Blessed Strikes, & @ 17 Improved Duplicity
• Druid Moon/Beast Master could gain @ 2 Combat Wild Shape/Circle Forms, @ 6 Primal Strike, @ 10 Primal Companion/Exceptional Training, & @ 14 Share Spells
• Fighter Battle Master/Hunter could gain @ 3 Student of War/Combat Superiority, @ 7 Hunter's Prey, @ 10 Additional Superiority Die/Additional Maneuvers/Improved Combat Superiority, @ 15 Additional Maneuvers/Additional Superiority Die/Relentless, & @ 18 Superior Hunter's Defense
• Monk Eldritch Knight/Four Elements could gain @ 3 Spellcasting/Weapon Bond, @ 6 Disciple of the Elements/Elemental Disciplines, @ 11 Eldritch Strike, & @ 17 Extra Elemental Discipline
• Paladin Oath of Vengeance/War could gain @ 3 Oath Spells/Abjury Enemy/Vow of Enmity, @ 7 Divine Strike/War Domain Spells, @ 15 War Priest (using charisma mod), & @ 20 Avenging Angel
• Ranger Eldritch Knight/Hunter could gain @ 3 Cantrips/Weapon Bond & access to Wizard spells out of their Ranger spells known (but Wizard spells use intelligence) using Ranger spell level progression (so could get up to 5th level Wizard spells @ 17), @ 7 Defensive Tactics, @ 11 Multiattack, & @ 15 Eldritch Strike
• Rogue Horizon Walker/Thief could gain @ 3 Detect Portal/Planar Warrior, @ 7 Ethereal Step, @ 11 Use Magic Device, & @ 17 Thief's Reflexes
• Sorcerer Draconic/Evocation could gain @ 1 Dragon Ancestor/Draconic Resilience/Elemental Spells, @ 6 Elemental Affinity, @ 14 Sculpt Spells, & @ 18 Overchannel
• Warlock Hexblade/Fiend could gain @ 1 Hexblade Expanded Spell List/Hexblade's Curse/Hex Warrior, @ 6 Fiend Expanded Spell List/Dark One's Blessing, @ 10 Fiendish Resilience, & @ 14 Master of Hexes
• Wizard Divination/Great Old One could gain @ 2 Divination Savant/Portent, @ 6 Expanded Spell List (can transcribe scrolls or learn on level up including other Warlock spells)/Awakened Mind, @ 10 Thought Shield, & @ 14 Greater Portent
 



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