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<blockquote data-quote="Tales and Chronicles" data-source="post: 8598065" data-attributes="member: 6871653"><p>I've a few:</p><p></p><ul> <li data-xf-list-type="ul">Short rest are 5 minutes, max 2 per long rest. Slow Natural Healing.</li> <li data-xf-list-type="ul">Sleeping in harsh conditions might require a Con check to see if the character has benefited from a Long Rest.</li> <li data-xf-list-type="ul">Healer's Kit dependency</li> <li data-xf-list-type="ul">Vitality rules from UA</li> <li data-xf-list-type="ul">Initiative is rolled each round on the player side: those who rolled over the monster's Dex score go before it, the others after.</li> <li data-xf-list-type="ul">Weapon/armor proficiency based on Str score</li> <li data-xf-list-type="ul">Weapons chart is modified.</li> <li data-xf-list-type="ul">Critical hit replaced by exploding dice</li> <li data-xf-list-type="ul">Targets in melee have 1/2 cover against ranged attacks.</li> <li data-xf-list-type="ul">Shields are weapons, not armors, with a special property</li> <li data-xf-list-type="ul">Classes can use their whole Attack allotment on AoO.</li> <li data-xf-list-type="ul">No feats, no multiclass. Feats are often used to replace bad class features or as part of magic items.</li> <li data-xf-list-type="ul">No concentration rules.</li> <li data-xf-list-type="ul">Casting full action spells in melee provoke an AoO, spell is disrupted on a hit, but the slot is not lost.</li> <li data-xf-list-type="ul">Sorcerers use spell points variant.</li> <li data-xf-list-type="ul">Fighter's Indomitable is replaced by the UA Brutish Resilience (+1d6 on all saves). 13th level fighters gain extra attunement slots for weapons and armors. The 4th extra attacks is at 17th level and their capstone is replaced by the one from the artificer.</li> <li data-xf-list-type="ul">Monk have 1d12 HD, 1d6 starting damage and can wear up to medium armors an shield. Unarmored Defense is similar to the Barbarian (not affected by shield). Stunning Fist is called in advance and affect the the next attack that hits on the monk's turn.</li> <li data-xf-list-type="ul">4 elements monks' disciplines cost 1 less Ki and you gain 2 disciplines each times you would gain 1.</li> <li data-xf-list-type="ul">Druid's wild shape depending on archetypes. Land's is the UA Primeval Guardian Ranger instead of beast form. Same with their capstone.</li> <li data-xf-list-type="ul">Rangers [SPOILER="ranger's changes"]<br /> [/SPOILER]</li> </ul><p>[SPOILER="ranger's changes"]</p><p></p><p>Favored Enemy</p><p>Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.</p><p></p><p>Choose 2 types of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two types of humanoid as one favored enemy. You gain the following benefits when dealing with your Favored Enemies:</p><p></p><ul> <li data-xf-list-type="ul">You have advantage on Wisdom (Survival) and Intelligence (Investigation) checks to track and perceive the hidden work of your favored enemies, such as traps, ciphers or secret hideouts.</li> <li data-xf-list-type="ul">As an action, you can observe one of your Favored Foe within 60 feet of you to know one of its following traits: their AC, their current Hit Point total or one of their resistance or vulnerability.</li> <li data-xf-list-type="ul">You have advantage on Intelligence checks to recall information about them.</li> <li data-xf-list-type="ul">You have the ability to communicate in a limited manner with your favored enemy, even if you do not share a language. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma and Wisdom (Insight) checks you make to influence them.</li> </ul><p></p><p>You choose one additional favored enemy at 6th and 14th level.</p><p></p><p>At 9th level, you can spend a spell slot of 3rd level or more to mark a type of enemy that you can see within 100 feet of you as a Favored Foe for 1 hour.</p><p></p><p>Natural Explorer</p><p>You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose two types of favored terrain: arctic, caverns, seacoast, desert, forest, grassland, mountain, swamp or urban. When you make an Intelligence or Wisdom check related to the lore or exploration of your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.</p><p></p><p>While traveling in your favored terrain, you gain the following benefits:</p><p></p><ul> <li data-xf-list-type="ul">Your group can't become lost except by supernatural means if you know the location of your destination and your current position. Furthermore, you always know which way is north.</li> <li data-xf-list-type="ul">Even when you are engaged in another activity while traveling, making camp or sleeping you remain alert to danger. You are not unconscious while sleeping.</li> <li data-xf-list-type="ul">You and your companions can move stealthily at a normal pace and Wisdom (Survival) and Wisdom (Perception) made to track or spot your group are made with disadvantage while traveling.</li> <li data-xf-list-type="ul">When you forage, you automatically know if the food or water gathered is poisoned or diseased. Additionally, you gain 1d8+ your Wisdom modifier (minimum of 1) temporary hit points and you recover one level of exhaustion after you complete a long rest.</li> <li data-xf-list-type="ul">As long as you are in a favored terrain, you are always considered as carrying with you a Healer's Kit and any tool’s kit you are proficient with. You can also ignore the material components of spells unless they are consumed upon casting.</li> <li data-xf-list-type="ul">When you finish a long rest in your favored terrain, you can switch one ranger’s spell you know for another from the ranger’s spell list. The spell must be of a level you can cast.</li> <li data-xf-list-type="ul">While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.</li> </ul><p></p><p>You choose additional favored terrain types at 6th and 10th level. When you gain a level, you can change one of your choices of favored terrain.</p><p></p><p>Primeval Awareness</p><p>Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute, you can see and hear up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally you can sense through the wind’s whispers whether your favored enemies are present within 120 feet of you (or within up to 1 miles if you are in your favored terrain) if they are not behind total cover. You know the location and alignment of any being whose presence you sense (but not its identity). Within the same radius, you also detect the presence of any place, beast or plant that has been desecrated or enchanted by magic or is blighted by poison or diseases.</p><p></p><p>You can use this feature a number of times equal to your proficiency modifier. When you finish a long rest, you regain all expended uses.</p><p></p><p>Land's Stride</p><p>Starting at 8th level, your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Furthermore, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.</p><p></p><p>In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.</p><p></p><p>Hide in Plain Sight</p><p>Starting at 10th level, when you are in the wilderness or in any of your favored terrains, you can use your action to become invisible and gain +10 to Initiative rolls until you move or take an action or a reaction. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.</p><p></p><p>Foe Slayer</p><p>At 20th level, you no longer need to roll for damage when you hit one of your favored enemies; you deal automatically the maximum damage.</p><p>[/SPOILER]</p><p></p><ul> <li data-xf-list-type="ul">Rogues can sneak attack with any weapon they are proficient with if it lacks the heavy property.</li> <li data-xf-list-type="ul">Paladins lose the smite feature.</li> <li data-xf-list-type="ul">Berserker's fury works like the Evoker's Overchannel.</li> <li data-xf-list-type="ul">Wizards gain the Flash of Genius and extra attunement slots from the Artificers. They gain only 2 spells +1 from their favored school (if any) when they gain a new spell level, not every level.</li> <li data-xf-list-type="ul">All capstones (monk, arcane archer, battlemaster, bard etc) that give you 1 use of a feature when you are out of use are replaced by 1 use at the start of your turn if you have none remaining.</li> <li data-xf-list-type="ul">Darkvision is reserved for creatures with sunlight sensitivity. Other races have low-light vision.</li> <li data-xf-list-type="ul">Sunlight Sensitivity gives the Poisoned status to a creatures exposed to sunlight, so no sunshade or sunglasses for Drows.</li> <li data-xf-list-type="ul">Dual-wielding and Martial Arts do not requires Bonus Action.</li> <li data-xf-list-type="ul">Magic resistances can come with immunity to spells under a certain level. </li> <li data-xf-list-type="ul">Unyielding: some monsters can only be defeated under special circumstances or with a special weapons property. </li> <li data-xf-list-type="ul">New Conditions: Diseased (disadvantage on healing received), Dazed (can only move OR take one action, Disadvantage on Mental saves and checks), Weakened (Half-damage, Disadvantage on Physical saves and checks).</li> </ul><p>I may forget somes, but that's most of it.</p></blockquote><p></p>
[QUOTE="Tales and Chronicles, post: 8598065, member: 6871653"] I've a few: [LIST] [*]Short rest are 5 minutes, max 2 per long rest. Slow Natural Healing. [*]Sleeping in harsh conditions might require a Con check to see if the character has benefited from a Long Rest. [*]Healer's Kit dependency [*]Vitality rules from UA [*]Initiative is rolled each round on the player side: those who rolled over the monster's Dex score go before it, the others after. [*]Weapon/armor proficiency based on Str score [*]Weapons chart is modified. [*]Critical hit replaced by exploding dice [*]Targets in melee have 1/2 cover against ranged attacks. [*]Shields are weapons, not armors, with a special property [*]Classes can use their whole Attack allotment on AoO. [*]No feats, no multiclass. Feats are often used to replace bad class features or as part of magic items. [*]No concentration rules. [*]Casting full action spells in melee provoke an AoO, spell is disrupted on a hit, but the slot is not lost. [*]Sorcerers use spell points variant. [*]Fighter's Indomitable is replaced by the UA Brutish Resilience (+1d6 on all saves). 13th level fighters gain extra attunement slots for weapons and armors. The 4th extra attacks is at 17th level and their capstone is replaced by the one from the artificer. [*]Monk have 1d12 HD, 1d6 starting damage and can wear up to medium armors an shield. Unarmored Defense is similar to the Barbarian (not affected by shield). Stunning Fist is called in advance and affect the the next attack that hits on the monk's turn. [*]4 elements monks' disciplines cost 1 less Ki and you gain 2 disciplines each times you would gain 1. [*]Druid's wild shape depending on archetypes. Land's is the UA Primeval Guardian Ranger instead of beast form. Same with their capstone. [*]Rangers [SPOILER="ranger's changes"] [/SPOILER] [/LIST] [SPOILER="ranger's changes"] Favored Enemy Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy. Choose 2 types of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two types of humanoid as one favored enemy. You gain the following benefits when dealing with your Favored Enemies: [LIST] [*]You have advantage on Wisdom (Survival) and Intelligence (Investigation) checks to track and perceive the hidden work of your favored enemies, such as traps, ciphers or secret hideouts. [*]As an action, you can observe one of your Favored Foe within 60 feet of you to know one of its following traits: their AC, their current Hit Point total or one of their resistance or vulnerability. [*]You have advantage on Intelligence checks to recall information about them. [*]You have the ability to communicate in a limited manner with your favored enemy, even if you do not share a language. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma and Wisdom (Insight) checks you make to influence them. [/LIST] You choose one additional favored enemy at 6th and 14th level. At 9th level, you can spend a spell slot of 3rd level or more to mark a type of enemy that you can see within 100 feet of you as a Favored Foe for 1 hour. Natural Explorer You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose two types of favored terrain: arctic, caverns, seacoast, desert, forest, grassland, mountain, swamp or urban. When you make an Intelligence or Wisdom check related to the lore or exploration of your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling in your favored terrain, you gain the following benefits: [LIST] [*]Your group can't become lost except by supernatural means if you know the location of your destination and your current position. Furthermore, you always know which way is north. [*]Even when you are engaged in another activity while traveling, making camp or sleeping you remain alert to danger. You are not unconscious while sleeping. [*]You and your companions can move stealthily at a normal pace and Wisdom (Survival) and Wisdom (Perception) made to track or spot your group are made with disadvantage while traveling. [*]When you forage, you automatically know if the food or water gathered is poisoned or diseased. Additionally, you gain 1d8+ your Wisdom modifier (minimum of 1) temporary hit points and you recover one level of exhaustion after you complete a long rest. [*]As long as you are in a favored terrain, you are always considered as carrying with you a Healer's Kit and any tool’s kit you are proficient with. You can also ignore the material components of spells unless they are consumed upon casting. [*]When you finish a long rest in your favored terrain, you can switch one ranger’s spell you know for another from the ranger’s spell list. The spell must be of a level you can cast. [*]While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. [/LIST] You choose additional favored terrain types at 6th and 10th level. When you gain a level, you can change one of your choices of favored terrain. Primeval Awareness Beginning at 3rd level, you can use your action to focus your awareness on the region around you. For 1 minute, you can see and hear up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally you can sense through the wind’s whispers whether your favored enemies are present within 120 feet of you (or within up to 1 miles if you are in your favored terrain) if they are not behind total cover. You know the location and alignment of any being whose presence you sense (but not its identity). Within the same radius, you also detect the presence of any place, beast or plant that has been desecrated or enchanted by magic or is blighted by poison or diseases. You can use this feature a number of times equal to your proficiency modifier. When you finish a long rest, you regain all expended uses. Land's Stride Starting at 8th level, your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Furthermore, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell. Hide in Plain Sight Starting at 10th level, when you are in the wilderness or in any of your favored terrains, you can use your action to become invisible and gain +10 to Initiative rolls until you move or take an action or a reaction. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Foe Slayer At 20th level, you no longer need to roll for damage when you hit one of your favored enemies; you deal automatically the maximum damage. [/SPOILER] [LIST] [*]Rogues can sneak attack with any weapon they are proficient with if it lacks the heavy property. [*]Paladins lose the smite feature. [*]Berserker's fury works like the Evoker's Overchannel. [*]Wizards gain the Flash of Genius and extra attunement slots from the Artificers. They gain only 2 spells +1 from their favored school (if any) when they gain a new spell level, not every level. [*]All capstones (monk, arcane archer, battlemaster, bard etc) that give you 1 use of a feature when you are out of use are replaced by 1 use at the start of your turn if you have none remaining. [*]Darkvision is reserved for creatures with sunlight sensitivity. Other races have low-light vision. [*]Sunlight Sensitivity gives the Poisoned status to a creatures exposed to sunlight, so no sunshade or sunglasses for Drows. [*]Dual-wielding and Martial Arts do not requires Bonus Action. [*]Magic resistances can come with immunity to spells under a certain level. [*]Unyielding: some monsters can only be defeated under special circumstances or with a special weapons property. [*]New Conditions: Diseased (disadvantage on healing received), Dazed (can only move OR take one action, Disadvantage on Mental saves and checks), Weakened (Half-damage, Disadvantage on Physical saves and checks). [/LIST] I may forget somes, but that's most of it. [/QUOTE]
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