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<blockquote data-quote="dmhelp" data-source="post: 8140970" data-attributes="member: 7025338"><p>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.</p><p></p><p>Buff to Increase Ease of Getting Feats (and additional odd stat for half feats)</p><p>• Players use a modified standard array (17, 15, 13, 12, 10, 8) before standard racial/Customizing Your Origin modifiers</p><p></p><p>Buffs to Broken/Underpowered Options (e.g. Green Dragon Sorcerer)</p><p>• Dragonborn - Breath Weapon instead uses a bonus action</p><p>• Barbarian Berserker - exhaustion from Frenzy only lasts for one hour</p><p>• 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)</p><p>• 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)</p><p></p><p>Buffs to Underpowered Feat Options</p><p>• Linguist - learn 6 languages instead of 3</p><p>• Weapon Master - gives proficiency with shields and all simple/martial weapons</p><p>• 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</p><p></p><p>Buff to Single Target Damage Spells When They Become Outclassed by Cantrips (also to give spells like vampiric touch more use)</p><p>• 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</p><p></p><p>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)</p><p>• 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)</p></blockquote><p></p>
[QUOTE="dmhelp, post: 8140970, member: 7025338"] 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) [/QUOTE]
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