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<blockquote data-quote="Greg K" data-source="post: 1535420" data-attributes="member: 5038"><p>I have a lot of house rules. Here are several from the current campaign.</p><p></p><p><strong>Books</strong></p><p>The following books are allowed to players</p><p>1) PHB</p><p>2) Green Ronin's Psychic Handbook</p><p>3) Green Ronin's Shaman's Handbook</p><p>4) Green Ronin's Witch's Handbook</p><p>5) I may allow feats, spells, or classes from other books on a case by case. For instance, I will allow the Healer (sans Unicorn companion) and certain spells (e.g., the orb spells) from the Minature's Handbook.</p><p></p><p><strong>Races:</strong></p><p>Humans can add +2 to one ability score</p><p></p><p><strong>Classes:</strong></p><p><strong>Barbarian: </strong> Barbarians have a Favorite Environment determined by their culture. The environment determines whether the character has a Combat Style or Rages. Furthermore, barbarians start proficient only with light armor and a limited set of weapons determined by their culture.</p><p></p><p><strong>Bard</strong></p><p>Bards are not trained in Medium armor.</p><p>Bardic music must be audible (i.e., oratory, singing or music). Furthermore some spells are changed or not available(see the section on spells below).</p><p></p><p>PHB Bard: Cannot cast cure spells, Healing Circle Neutralize Poison, and Remove Disease. Also loses the following spells: Unseen Servant, Magic Mouth, Sepia's Snake Sigil, Mass Haste</p><p></p><p>Divine Bard: The Divine bard gains Bless, Divine Favor, Augury, Prayer, Discern Lies, Atonement, Commune, and Mark of Justice to their spell list.</p><p>However they lose Appraise, Balance, Disguise, Escape Artist, sleight of Hand, and Tumble and the following spells. They also lose the following spells: Grease, unseen servant, Glitterdust, Magic Mouth, Sepia's Snake Sigil. Mass Haste</p><p></p><p>Bard Sage: The Bardic sage loses Appraise, Balance Disguise, Escape Artist, Hide, Move Silent, and Sleight of Hand and Tumble as class skills. The Bardic Sage cannot cast curing spells/healing spells</p><p></p><p><strong>Cleric:</strong></p><p>Clerics are proficient in light armor, simple weapons and, if appropriate, a martial weapon of their deity</p><p></p><p>clerics receive d6hp and 4+Int skill points per level</p><p>Knowledge (History), and Perform (oratory) are class skills</p><p> </p><p>All clerics have a unique spell list determined by their deity's spheres of influence and alliances with other deities. In addition all clerics receive access to Bless, Divine Favor, Bestow Curse, Command, Augury, Prayer, Atonement, Commune, Great Command, Mark of Justice and Geas/Quest.</p><p></p><p>Turn/rebuke/ command undead are domain abilities. However, due to the relationships and alliances among deities, clerics without the appropriate domain may turn/command as a cleric of two levels lower as appropriate to alignment</p><p></p><p>Clerics are the representatives of their deities. Therefore, clerics receive Divine Grace as a class ability.</p><p></p><p>Clerics spontaneously cast their domain spells rather than healing spells.</p><p></p><p>Clerics may receive additional benefits (e.g., increased hit die, armor usage </p><p>lay hands, etc.) as appropriate to their deity</p><p></p><p></p><p><strong>Druid</strong></p><p>Druid's are clerics of the nature goddess and thus must have a deity</p><p>The following are class skills for the Druid: Knowledge (History), Knowledge (Religion)Perform (oratory), Sense Motive</p><p></p><p>Spells: Druids gain the following spells: Bless, Divine Favor, Command, Augury, Prayer, Commune, Greater Command, Mark of Justice, Geas/Quest</p><p>Hypnotism, Sleep, Suggestion, Lesser Geas, Break Enchantment, Legend Lore, Bestow Curse, Storm of Vengeance </p><p></p><p>Druids lose the following spells: Goodberry, Faerie fire, Barkskin, Chill Metal, Fire Trap, Flaming Sphere Heat Metal, Contagion, Meld into Stone, Poison, Rusting Grasp, Reincarnate, Unhallow, Fire Seeds, Live Oak, Change Staff, Creeping Doom, Sunbeam, Heal, Finger of Death, Reverse Gravity, Sunburst, Shambler, Mass Heal</p><p></p><p></p><p><strong>Fighter:</strong></p><p></p><p>Fighters are not proficient with Medium Armor until 2nd level and Heavy Armor until 3rd</p><p></p><p>Fighters can choose the following tailored archetypes: Corsair/Mariner, Duelist/Swashbuckler, Gladiator, ex-Hunter, cavalier/Knight, soldier, ex-Thug. The archetype may grant additional bonus feats or class skills/skill points.</p><p></p><p>Weapon specialization is a feat as per Sean Reynold's board.</p><p></p><p>At 5th level, 10th level, 15th level and 20th level, the fighter reduces the threat rating of any weapons he is specialized in by 1. This does not stack with the improved critical feat.</p><p></p><p>Monk: The DND monk does not exist. There is a paladin variant that fits the role exchanging the following</p><p></p><p>Balance and Tumble for the Paladin's Handle Animal and Ride. </p><p>Good Reflex Save, evasion, unarmed AC in exchange for the paladin's proficiency with Armor and Shield. </p><p></p><p>Monk's flurry of blows, unarmed strike and d6 UA damage replace the Paladin's Martial Weapons. </p><p></p><p>Better spell progression than the paladin, but BAB and hit die are reduced to that of a monk.</p><p></p><p><strong>Paladin</strong></p><p></p><p>The Paladin loses Knowledge (Nobility and Royalty)</p><p></p><p>Paladin's cannot cast create water</p><p></p><p>Paladin's mounts are not summonable.</p><p></p><p>The following are Paladin spells: Augury, Bull's Strength, Bear's Endurance, Remove Curse, Remove Disease, Atonement, Mark of Justice, Spell Resistance, and Holy Aura</p><p></p><p>Ranger: The Ranger is a PrC</p><p></p><p>Rogue:</p><p>The Wilderness Rogue is available</p><p></p><p>Sorceror</p><p>Sorceror's do not gain a familiar at first level. Instead they do not require component's to cast spell. Also see spells below.</p><p></p><p>Wizard</p><p>Specialists do not use the rules in the PHB, but the alternate rules in the Unearthed Arcana. Also see spells below.</p><p></p><p>Psychic (Green Ronin)</p><p>Shaman (Green Ronin)</p><p>Witch (Green Ronin)</p><p></p><p></p><p><strong>Feats:</strong></p><p>The following feats from d20 Modern are used: Agile Riposte, Brawl, Combat Martial Arts, Defensive Martial Arts</p><p></p><p>The following feats are house feats </p><p>True Faith: Turn Undead 1/day: Wis 13+ Cha 13+ Lawful Good</p><p>Divine Favor: Use True faith to add a Cha bonus to saves: Pre requisite: True Faith</p><p>Divine Strength: Use True faith to add Cha bonus to str bonus: Prerequisite: True Faith</p><p></p><p>Power Stun: The force of a character's unarmed punch can stun an opponents. As Stunning Fist in the PHB, but with the following changes:</p><p>The prerequisites are BAB +4, Str 13+, Wis 13+, Brawl and Power Attack. The DC= 10 + 1/2 character level+ Str bonus. This has not effect vs creatures immune to critical hits or lacking discernable anatomies.</p><p></p><p>Nerve strike: As Stunning fist but with the following changes: The prerequisites are BAB +4, Dex 13+, Wis 13+, Combat Martial Arts (or Defensive Martial Arts), and Weapon Finesse</p><p>DC=10 + 1/2 Character level + Wis bonus. This has not effect vs creatures immune to critical hits or lacking discernable anatomies.</p><p></p><p>Some other feat are </p><p>Weapon Group, Broad</p><p>Weapon Group, Tight</p><p></p><p><strong>Action Points</strong></p><p><strong>Combat</strong></p><p>Class Defense Bonus</p><p>Armor as Dr</p><p>Wound/Vitality</p><p>Fatigue and Exhaustion due to Vitality loss (adapted from Michael's Imagination)</p><p></p><p>All out attack: This is the untrained version of power attack. The character takes a -4 to hit but inflicts +2 points of damage</p><p></p><p><strong>Magic</strong></p><p>Spell Points</p><p></p><p><strong>Spells:</strong></p><p></p><p>Summon Monster: Not all creature's listed in the PHB can be summoned. Arcane casters may only summon Demons, Devils and Elemental creatures using Summon Monster. They may also summon creatures listed under Nature's ally. </p><p></p><p>The following Arcane spells are not available: Bigsby spells, Leomund Spells, Mordenkainen's Sword, Primsmatic spells, Flaming Sphere, Rope Trick</p><p> </p><p>Additional available spells finclude the orb spells from Tome of Blood and Minature's Handbook</p><p></p><p><strong>Divine Spells</strong></p><p>The following Divine Spells are not available: Spiritual Weapon and Blade Barrier</p><p></p><p>Summon Monster: Divine casters can only summon creatures (normal or celestial/infernal) which are associated with their deity although evil divine casters may also summon demons and devils.</p><p></p><p>Magical Vestment works on the cleric's robes not armor or shield. When wearing magic magical vestments the cleric receives a +2 bonus to saving throws and is considered 1 level higher determining the effects of domain spells.</p><p></p><p></p><p>New Spell: </p><p>Lesser Magical Vestment </p><p>cleric 1; Druid 1</p><p>As Mage Armor, but this spell only works on the cleric and only if the cleric is wearing his or her clerical vestments and no armor.</p><p></p><p></p><p>Domain spells have been reworked to reflect the campaign's deities. For instance, the God of death is of good alignment. Spells such as Gentle Repose and True Ressurection are appropriate domain spells while the spells listed in the PHB version of the Death Domain are more approriate for his adversary.</p></blockquote><p></p>
[QUOTE="Greg K, post: 1535420, member: 5038"] I have a lot of house rules. Here are several from the current campaign. [B]Books[/B] The following books are allowed to players 1) PHB 2) Green Ronin's Psychic Handbook 3) Green Ronin's Shaman's Handbook 4) Green Ronin's Witch's Handbook 5) I may allow feats, spells, or classes from other books on a case by case. For instance, I will allow the Healer (sans Unicorn companion) and certain spells (e.g., the orb spells) from the Minature's Handbook. [B]Races:[/B] Humans can add +2 to one ability score [B]Classes:[/B] [B]Barbarian: [/B] Barbarians have a Favorite Environment determined by their culture. The environment determines whether the character has a Combat Style or Rages. Furthermore, barbarians start proficient only with light armor and a limited set of weapons determined by their culture. [B]Bard[/B] Bards are not trained in Medium armor. Bardic music must be audible (i.e., oratory, singing or music). Furthermore some spells are changed or not available(see the section on spells below). PHB Bard: Cannot cast cure spells, Healing Circle Neutralize Poison, and Remove Disease. Also loses the following spells: Unseen Servant, Magic Mouth, Sepia's Snake Sigil, Mass Haste Divine Bard: The Divine bard gains Bless, Divine Favor, Augury, Prayer, Discern Lies, Atonement, Commune, and Mark of Justice to their spell list. However they lose Appraise, Balance, Disguise, Escape Artist, sleight of Hand, and Tumble and the following spells. They also lose the following spells: Grease, unseen servant, Glitterdust, Magic Mouth, Sepia's Snake Sigil. Mass Haste Bard Sage: The Bardic sage loses Appraise, Balance Disguise, Escape Artist, Hide, Move Silent, and Sleight of Hand and Tumble as class skills. The Bardic Sage cannot cast curing spells/healing spells [B]Cleric:[/B] Clerics are proficient in light armor, simple weapons and, if appropriate, a martial weapon of their deity clerics receive d6hp and 4+Int skill points per level Knowledge (History), and Perform (oratory) are class skills All clerics have a unique spell list determined by their deity's spheres of influence and alliances with other deities. In addition all clerics receive access to Bless, Divine Favor, Bestow Curse, Command, Augury, Prayer, Atonement, Commune, Great Command, Mark of Justice and Geas/Quest. Turn/rebuke/ command undead are domain abilities. However, due to the relationships and alliances among deities, clerics without the appropriate domain may turn/command as a cleric of two levels lower as appropriate to alignment Clerics are the representatives of their deities. Therefore, clerics receive Divine Grace as a class ability. Clerics spontaneously cast their domain spells rather than healing spells. Clerics may receive additional benefits (e.g., increased hit die, armor usage lay hands, etc.) as appropriate to their deity [B]Druid[/B] Druid's are clerics of the nature goddess and thus must have a deity The following are class skills for the Druid: Knowledge (History), Knowledge (Religion)Perform (oratory), Sense Motive Spells: Druids gain the following spells: Bless, Divine Favor, Command, Augury, Prayer, Commune, Greater Command, Mark of Justice, Geas/Quest Hypnotism, Sleep, Suggestion, Lesser Geas, Break Enchantment, Legend Lore, Bestow Curse, Storm of Vengeance Druids lose the following spells: Goodberry, Faerie fire, Barkskin, Chill Metal, Fire Trap, Flaming Sphere Heat Metal, Contagion, Meld into Stone, Poison, Rusting Grasp, Reincarnate, Unhallow, Fire Seeds, Live Oak, Change Staff, Creeping Doom, Sunbeam, Heal, Finger of Death, Reverse Gravity, Sunburst, Shambler, Mass Heal [B]Fighter:[/B] Fighters are not proficient with Medium Armor until 2nd level and Heavy Armor until 3rd Fighters can choose the following tailored archetypes: Corsair/Mariner, Duelist/Swashbuckler, Gladiator, ex-Hunter, cavalier/Knight, soldier, ex-Thug. The archetype may grant additional bonus feats or class skills/skill points. Weapon specialization is a feat as per Sean Reynold's board. At 5th level, 10th level, 15th level and 20th level, the fighter reduces the threat rating of any weapons he is specialized in by 1. This does not stack with the improved critical feat. Monk: The DND monk does not exist. There is a paladin variant that fits the role exchanging the following Balance and Tumble for the Paladin's Handle Animal and Ride. Good Reflex Save, evasion, unarmed AC in exchange for the paladin's proficiency with Armor and Shield. Monk's flurry of blows, unarmed strike and d6 UA damage replace the Paladin's Martial Weapons. Better spell progression than the paladin, but BAB and hit die are reduced to that of a monk. [B]Paladin[/B] The Paladin loses Knowledge (Nobility and Royalty) Paladin's cannot cast create water Paladin's mounts are not summonable. The following are Paladin spells: Augury, Bull's Strength, Bear's Endurance, Remove Curse, Remove Disease, Atonement, Mark of Justice, Spell Resistance, and Holy Aura Ranger: The Ranger is a PrC Rogue: The Wilderness Rogue is available Sorceror Sorceror's do not gain a familiar at first level. Instead they do not require component's to cast spell. Also see spells below. Wizard Specialists do not use the rules in the PHB, but the alternate rules in the Unearthed Arcana. Also see spells below. Psychic (Green Ronin) Shaman (Green Ronin) Witch (Green Ronin) [B]Feats:[/B] The following feats from d20 Modern are used: Agile Riposte, Brawl, Combat Martial Arts, Defensive Martial Arts The following feats are house feats True Faith: Turn Undead 1/day: Wis 13+ Cha 13+ Lawful Good Divine Favor: Use True faith to add a Cha bonus to saves: Pre requisite: True Faith Divine Strength: Use True faith to add Cha bonus to str bonus: Prerequisite: True Faith Power Stun: The force of a character's unarmed punch can stun an opponents. As Stunning Fist in the PHB, but with the following changes: The prerequisites are BAB +4, Str 13+, Wis 13+, Brawl and Power Attack. The DC= 10 + 1/2 character level+ Str bonus. This has not effect vs creatures immune to critical hits or lacking discernable anatomies. Nerve strike: As Stunning fist but with the following changes: The prerequisites are BAB +4, Dex 13+, Wis 13+, Combat Martial Arts (or Defensive Martial Arts), and Weapon Finesse DC=10 + 1/2 Character level + Wis bonus. This has not effect vs creatures immune to critical hits or lacking discernable anatomies. Some other feat are Weapon Group, Broad Weapon Group, Tight [B]Action Points[/B] [B]Combat[/B] Class Defense Bonus Armor as Dr Wound/Vitality Fatigue and Exhaustion due to Vitality loss (adapted from Michael's Imagination) All out attack: This is the untrained version of power attack. The character takes a -4 to hit but inflicts +2 points of damage [B]Magic[/B] Spell Points [B]Spells:[/B] Summon Monster: Not all creature's listed in the PHB can be summoned. Arcane casters may only summon Demons, Devils and Elemental creatures using Summon Monster. They may also summon creatures listed under Nature's ally. The following Arcane spells are not available: Bigsby spells, Leomund Spells, Mordenkainen's Sword, Primsmatic spells, Flaming Sphere, Rope Trick Additional available spells finclude the orb spells from Tome of Blood and Minature's Handbook [B]Divine Spells[/B] The following Divine Spells are not available: Spiritual Weapon and Blade Barrier Summon Monster: Divine casters can only summon creatures (normal or celestial/infernal) which are associated with their deity although evil divine casters may also summon demons and devils. Magical Vestment works on the cleric's robes not armor or shield. When wearing magic magical vestments the cleric receives a +2 bonus to saving throws and is considered 1 level higher determining the effects of domain spells. New Spell: Lesser Magical Vestment cleric 1; Druid 1 As Mage Armor, but this spell only works on the cleric and only if the cleric is wearing his or her clerical vestments and no armor. Domain spells have been reworked to reflect the campaign's deities. For instance, the God of death is of good alignment. Spells such as Gentle Repose and True Ressurection are appropriate domain spells while the spells listed in the PHB version of the Death Domain are more approriate for his adversary. [/QUOTE]
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