[UPDATED] A Simple Collection of My Houserule and Fix ideas

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ghostofchristmaspast

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This is a small collection of rule-fixes and houserules I have come up with from my limited experience. I would like to apologize for any mistakes language-wise as English isn't my Common language :P
All ideas are welcome.

Spells:
1) Simulacrums cannot cast Simulacrum or Wish.
This one is pretty self-explanatory. This prevents the infamous infinite Simulacrum abuse.

2) Simulacrum cannot use class features, spells or abilities which have "one at the time" limitation.
They tend to include phrases like "until you use this feature again", "If you create a new one, the previous one ceases to function" or "If you cast this again, the old one disappears"etc. Thank you Hemlock for this one. This way your world will not be flooded with Transmuter stones, Undead Thralls etc.

3) Charmed or otherwise dominated creatures cannot cast Wish.
There is a two-fold benefit to this change. The Wish spell is a VERY powerful spell with an equally high cost attached to it. This fix is to prevent abuse by forcing someone else to cast Wish for you and have him face the backlash instead. It also protects your Wish from it being taken away by a mook with Dominate Person style effect.

4) Planar Binding cast time reduced to 30 minutes.
So your Magic Circle or Conjure Elemental doesn't run out before you finish casting it.

5) Any spell with the phrase such as "becomes permanent" changes to "becomes instantaneous" and can only be removed/reversed by the means of Wish.
This change is in order to make DnD more fun and make Dispel Magic a little less OP than it now is - if you use a level 9 spell to turn someone into a dog, you shouldn't be able to reverse it with a simple level 3 spell. This change overwrites the official errata.

6) Mordekainen's Sword - duration changed to 8 hours (no concentration).
[M]


Class Features:
7) Wizard: Empowered Evocation - with spells such as Scorching Ray the bonus applies to each ray.
This makes Evocation school blaster a little less poop then it now is. This change overwrites the official errata.

8) Wizard: Overchannel - cantrips on the Wizard spell list can be overchannelled for free, this doesn't count towards the spells overchannelled.
Same as 7. The errata made Evocation unplayable in comparison with Divination or Abjuration. This change overwrites the official errata.

9) Wizard: Minor Conjuration cannot be used to create spell components.
Prevents abuse. [M]

10) Wizard: Illusory Reality cannot be used to create spell components.
No you cannot Fabricate a real diamond from your temporary ones. [M]

11) Warlock: Create Thrall - you may assert fine control over your thrall, the thrall is friendly and obeys your commands even to the point of self-destruction.
As it written now, there is nothing that suggests that the thrall actually obeys you. Even if he can't harm you (charmed condition), he can simply walk to the nearest shrine and have Remove curse cast on him. RAW it's worse than Geas.

12) Sorcerer: Wild Magic Surge - change text to "Immediately after you cast a sorcerer spell of 1st level or higher, roll a d20."
As it is, there is only a 5% chance of wild surge happening after a DM tells you to which may be NEVER! Boring!

13) Ranger: Ranger's Companion has amount of Hit Dice equal to your level and it's hit point maximum is calculated accordingly.
No more useless Beast Master. A level 20 Ranger's Panther has 20d8+0 HP. (It can spend those Hit Dice just like everybody else of course.)


General
14) Having multiple damage resistances of the same type gives you immunity towards that particular type of damage.
See Dragon Masks.


Magic Items:
15) Temperate protects you from cold and hot weather only.
[M]

16) Ioun Stones cannot be broken/stolen while attuned.
Because it's so much fun to loose your legendary item to a low level thief or even an AoE!


Monsters
17) Monster Manual page 280 Sphynx lair action text changed to "The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring"
It makes no sense why age damage caused by Ghosts should be potentially permanent but the one done by the Shynx should not.

18) Monster Manual page 38 Centaurs count as Humanoids
Why do Mermaids (Merfolk) count as humanoids and poor Centaurs don't? They look more human to me. A lot of spells you would expect to influence them doesn't, this fixes that.


Not a Houserule
(Clarifications mostly)
19) War Caster does not stack with Polearm Master
There has been an official update about this, but just to make sure. [M]

20) Feats and Ability score improvements count as class features (with the exception of variant Human class feature).
Makes Clone and Magic Jar more fun while also preventing abuse (I might go into detail in a different post). This is not an actual update to the rules.

21) Rolling 1 is not a fumble. Rolling 20 doesn't make you a God.
This is not as much as a change to rules as it is a friendly reminder.

[M] - thank you Mellored for your large post.
EDIT: Added a whole bunch of things, changed the order of stuff. Old numbers don't work any more.
 
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I am not sure if I should be happy or sad about the lack of reactions to my post. 8 views so far, woot :D
 

This should really be in the homebrew forum and not this one. I don't care much about your houserules either way, as I only run/play AL for the sake of my sanity/consistency. Just wanted to point you in the right direction for future reference.

Have some startup XP! :)
 

Thank you. I was wondering where to put this as it is quite different to the stuff I see in the home-brew section.
 

I am not sure if I should be happy or sad about the lack of reactions to my post. 8 views so far, woot :D

It's probable just emotional baggage from previous threads where posters have tried to rewrite 5E completely in bizarre ways via house rules. For what it's worth, your house rules seem pretty reasonable to me. Some of them are either RAW or what I'd consider functionally equivalent to RAW (e.g. the changed Planar Binding casting time), the lack of fumbles (there are no fumbles in 5E, only auto-miss). Other changes such as Empowered Evocation and Overchannel affect only a small minority of classes.

You're aware that Evocation school blasters are already pretty good even by RAW? The go-to spell is Magic Missile, which officially is "simultaneous" and therefore gets one damage roll for (d4+1+INT)x(number of missiles), which tends to be about 60 points of damage per Magic Missile V casting. That's pretty good, especially when you consider the auto-hit factor.

However, your change allows Evocation to be a little bit less of a one-trick pony, since currently Magic Missile is the only spell that works this way--Scorching Ray does not do simultaneous damage.

Edit: in your rule #1, you might want to generalize the rule somehow ("effects created by a Simulacrum vanish if the Simulacrum disappears"?) in order to prevent other Simulacrum tricks with class abilities like the Necromancer's Command Undead or the Transmuter's stone. At my table I've taken a quite different tack of simply rewriting Simulacrum to be more like AD&D Simulacrum, making it weaker than the original creature and with less volition.
 
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... in your rule #1, you might want to generalize the rule somehow ("effects created by a Simulacrum vanish if the Simulacrum disappears"?) in order to prevent other Simulacrum tricks with class abilities like the Necromancer's Command Undead or the Transmuter's stone. At my table I've taken a quite different tack of simply rewriting Simulacrum to be more like AD&D Simulacrum, making it weaker than the original creature and with less volition.
What do you mean by that? If I were to strictly interpret "effects created by a Simulacrum vanish if the Simulacrum disappears" it would mean that damage healed or items fabricated would disappear as well.. and I am pretty sure nobody wants that. As far as the Command Undead issue, I will have a look into it.

EDIT: Fixed.
 
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What do you mean by that? If I were to strictly interpret "effects created by a Simulacrum vanish if the Simulacrum disappears" it would mean that damage healed or items fabricated would disappear as well.. and I am pretty sure nobody wants that. As far as the Command Undead issue, I will have a look into it.

EDIT: Fixed.

I think you do want items fabricated by a Simulacrum to lose their power when the Simulacrum vanishes. That is, you almost certainly want Transmuter stones to vanish, or everybody in the world will soon have multiple Transmuter stones for Darkvision/fast movement/Con save proficiency/resistance to elemental damage. And you might want magic items to vanish as well.

But it's up to you, really. If you view unlimited Transmuter stones as an acceptable logical next step in the evolution of your game world, it might actually be fun to be the PC responsible for this particular magical revolution.
 

I think you do want items fabricated by a Simulacrum to lose their power when the Simulacrum vanishes. That is, you almost certainly want Transmuter stones to vanish, or everybody in the world will soon have multiple Transmuter stones for Darkvision/fast movement/Con save proficiency/resistance to elemental damage. And you might want magic items to vanish as well.

But it's up to you, really. If you view unlimited Transmuter stones as an acceptable logical next step in the evolution of your game world, it might actually be fun to be the PC responsible for this particular magical revolution.
See rule 11 :P Transmuter stone is a unique effect. The simulacrum cannot use it at all. As far as Fabricate goes, it only takes materials and crafts something out of them - the same anyone could do. No lingering magic left at all.

EDIT: I am bad at numbers :D
 

Oh, I didn't notice that you'd added #11, #12, and #13. Yes, #11 works as a generalization of #1.

For items, I didn't realize you meant the Fabricate spell--I thought you were talking about leaving your Simulacrum at home working on your next Wand of Web while the original you is out gaining XP.
 

Oh, I didn't notice that you'd added #11, #12, and #13. Yes, #11 works as a generalization of #1.
I kept them separate to make absolutely sure no Simulacrum on Simulacrum nonsense happens. Also in order to prevent people from casting Simulacrum when they want to cast Wish because #2.

For items, I didn't realize you meant the Fabricate spell--I thought you were talking about leaving your Simulacrum at home working on your next Wand of Web while the original you is out gaining XP.
I would be OK with that actually. A wizard who has Simulacrum crafting away at home doesn't have it on a battlefield where it counts.

EDIT: As Simulcarum cannot learn anything new, the original wizard had to spend time acquiring blueprints and studying them. You could simply hire an intern at this point (apprentice?).
 
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