cbwjm
Legend
Nice, I always like seeing other's houserules as they help me come up with ideas. Just responding to some highlights below.
I think no11 is a good rule, I think I've seen it before but what I like about it is that it gives the player some more customisation and it can be used to create different orders of eldritch knights.
9) Attacking while jumping/falling from height: Make an acrobatics check and an attack roll, both against the target's AC.
If both hit, the target takes damage from the attack, and half the falling damage.
If the acrobatics check hits but the attack roll doesn't, they split falling damage but the attack misses.
If the acrobatics check misses but the attack roll hits, the attacker takes the falling damage but manages to stab(slash/bludgeon) his opponent right before hitting the ground.
No9 is actually a cool way of resolving that. I haven't had this come up in my games bit I like the way you resolved it.11) Eldritch Knights may change the Evocation school out for one other school of their choice. (Notable picks: Necromancy for debuffs, Illusion for miss chances, Transmutation for self-buffs)
I think no11 is a good rule, I think I've seen it before but what I like about it is that it gives the player some more customisation and it can be used to create different orders of eldritch knights.
Tiny hut hasn't been used yet in my games, but I have also considered changing the spell in the same way. The changes to stoneskin and goodberry are probably needed. I'm also considering making the component for force cage be consumed. 1500gp of ruby dust (I think that's the amount) is nothing to sneeze at, even at high level.
- Altered: Stoneskin requires no concentration.
- Altered: Tiny Hut creates a weather-resistant bubble that creatures and items can pass, not a force field.
- Altered: Goodberry requires real berries as a component and transmutes up to 8 berries. Eating one provides the equivalent of 1 pound of food for nourishment.
Nice change for wild magic. I haven't had one, but if someone wanted to play one, I think I'd say that they roll for a surge for every spell cast of level 1+ rather than me as DM deciding when to roll. I did create a 5e version of Nahal's reckless dweomer that scaled in a similar way.Wild magic sorcerers get to roll on the Wild Magic Surge table if the number they roll on the d20 is equal to or less than the level of the spell slot they used to cast the spell.