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What are your 5e houserules
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<blockquote data-quote="J-H" data-source="post: 8597702" data-attributes="member: 7020951"><p>Here are mine. The one about falling (#9) is just my resolution of something that came up.</p><p>Warning: They do mention Tasha's rules, but let's not sidetrack onto those. There are already 10^3 other threads on them. #4 was written before Fizban's, which I haven't purchased anyway.</p><p></p><p>1) Hexblade medium armor proficiency, as well as CHA to-hit and damage with the Blade pact weapon, move from the Hexblade patron to the Blade pact boon. </p><p>Blade pact gains proficiency with ONE martial melee weapon only. This makes Blade boon viable for non-Hexblade patrons, and moves any CHA-dependent dips to requiring 3 levels instead of 1. </p><p>Hexblade is still the only Warlock with native access to martial weapons (versatility) or shields.</p><p></p><p>2) Sorcerers get 2 thematically appropriate spells known added to their list automatically, at spell levels 1, 2, 3, 4, and 5, as with Aberrant Mind and Clockwork subclasses. (see spreadsheet)</p><p></p><p>3) Rangers get their Proficiency Bonus added to damage rolls against their favored enemies, starting at level 1. The level 20 capstone applies to all attack rolls against their favored enemies, not just once per turn.</p><p></p><p>4) Dragonborn breath weapons do (Proficiency Bonus) x d8 damage and can be used once per Constitution Modifier per long rest. This helps it not be overshadowed by cantrips, and gives the Dragonborn the ability to use it slightly more often.</p><p></p><p>5) Tasha's optional class features are approved.</p><p></p><p>6) Everyone gets a 4th attunement slot at level 11, and a 5th at level 20.</p><p></p><p>7) If you go to 0 or get insta-killed (bypassing 0 hp) and raised, you gain 1 level of exhaustion.</p><p></p><p>8) Berserker barbarians get Frenzy once per day with no consequence; the exhaustion penalties only get added with a 2nd and beyond Frenzy.</p><p></p><p>9) Attacking while jumping/falling from height: Make an acrobatics check and an attack roll, both against the target's AC.</p><p>If both hit, the target takes damage from the attack, and half the falling damage.</p><p>If the acrobatics check hits but the attack roll doesn't, they split falling damage but the attack misses.</p><p>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.</p><p></p><p>10) Tasha's rules for making all the races boring are out.</p><p></p><p>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)</p><p></p><p>12) No Scribe school wizard, Peace Cleric, or Twilight Cleric. Tasha's subclasses subject to approval.</p><p></p><p>13) Using "An Updated View on Necromancy" (DM's guild/free/I paid) for Necromancer wizards.</p><p></p><p>14) No flanking. Big crits: Crits are max damage w/ modifiers + normal rolled damage.</p><p></p><p>15) Soulknife blades stay manifested, and thus can be used for OAs and to gain the benefits of the TWF feat; Feat: Improved Soul Blade: Your blade gains an enhancement bonus equal to PB/2 (rounded down).</p><p></p><p>16) 4 Element monks get 2 disciplines every time the PHB says they get 1. They get free discipline uses equal to their Proficiency Bonus, recharging upon Long Rest.</p><p></p><p>17) Sharpshooter and GWM give a flat always-on +2 damage bonus to the respective weapon types. No -5/+10</p><p></p><p>18) Clarification:</p><p>The Mage Slayer feat can interrupt spellcasting, rather than taking place after the spell is cast. The caster struck then must make a Concentration check to avoid losing the spell he's in the middle of casting.</p><p></p><p>ALLOWED CONTENT GENERAL NOTES:</p><p>-Character creation is 27 point buy.</p><p>-Tasha's optional class features are activated.</p><p>-Tasha's optional racial rules are not in play.</p><p>-Tasha's subclasses subject to approval (glares at Scribe, Twilight, and Peace)</p><p>-Necromancers use this instead of the PHB version:</p><p>[URL unfurl="true"]https://www.dmsguild.com/product/204466/An-Updated-View-On-Necromancy[/URL]</p><p>-Spells from Strixhaven & Fizban's are by approval only.</p></blockquote><p></p>
[QUOTE="J-H, post: 8597702, member: 7020951"] Here are mine. The one about falling (#9) is just my resolution of something that came up. Warning: They do mention Tasha's rules, but let's not sidetrack onto those. There are already 10^3 other threads on them. #4 was written before Fizban's, which I haven't purchased anyway. 1) Hexblade medium armor proficiency, as well as CHA to-hit and damage with the Blade pact weapon, move from the Hexblade patron to the Blade pact boon. Blade pact gains proficiency with ONE martial melee weapon only. This makes Blade boon viable for non-Hexblade patrons, and moves any CHA-dependent dips to requiring 3 levels instead of 1. Hexblade is still the only Warlock with native access to martial weapons (versatility) or shields. 2) Sorcerers get 2 thematically appropriate spells known added to their list automatically, at spell levels 1, 2, 3, 4, and 5, as with Aberrant Mind and Clockwork subclasses. (see spreadsheet) 3) Rangers get their Proficiency Bonus added to damage rolls against their favored enemies, starting at level 1. The level 20 capstone applies to all attack rolls against their favored enemies, not just once per turn. 4) Dragonborn breath weapons do (Proficiency Bonus) x d8 damage and can be used once per Constitution Modifier per long rest. This helps it not be overshadowed by cantrips, and gives the Dragonborn the ability to use it slightly more often. 5) Tasha's optional class features are approved. 6) Everyone gets a 4th attunement slot at level 11, and a 5th at level 20. 7) If you go to 0 or get insta-killed (bypassing 0 hp) and raised, you gain 1 level of exhaustion. 8) Berserker barbarians get Frenzy once per day with no consequence; the exhaustion penalties only get added with a 2nd and beyond Frenzy. 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. 10) Tasha's rules for making all the races boring are out. 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) 12) No Scribe school wizard, Peace Cleric, or Twilight Cleric. Tasha's subclasses subject to approval. 13) Using "An Updated View on Necromancy" (DM's guild/free/I paid) for Necromancer wizards. 14) No flanking. Big crits: Crits are max damage w/ modifiers + normal rolled damage. 15) Soulknife blades stay manifested, and thus can be used for OAs and to gain the benefits of the TWF feat; Feat: Improved Soul Blade: Your blade gains an enhancement bonus equal to PB/2 (rounded down). 16) 4 Element monks get 2 disciplines every time the PHB says they get 1. They get free discipline uses equal to their Proficiency Bonus, recharging upon Long Rest. 17) Sharpshooter and GWM give a flat always-on +2 damage bonus to the respective weapon types. No -5/+10 18) Clarification: The Mage Slayer feat can interrupt spellcasting, rather than taking place after the spell is cast. The caster struck then must make a Concentration check to avoid losing the spell he's in the middle of casting. ALLOWED CONTENT GENERAL NOTES: -Character creation is 27 point buy. -Tasha's optional class features are activated. -Tasha's optional racial rules are not in play. -Tasha's subclasses subject to approval (glares at Scribe, Twilight, and Peace) -Necromancers use this instead of the PHB version: [URL unfurl="true"]https://www.dmsguild.com/product/204466/An-Updated-View-On-Necromancy[/URL] -Spells from Strixhaven & Fizban's are by approval only. [/QUOTE]
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