J-H
Hero
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 & 3. As examples, for Dragon sorcerers, this would be something like Chromatic Orb (1) and either Fear or Fly (3). For Storm Sorcerers, this would be Thunderwave (1) and either Lightning Bolt or Sleet Storm or Thunder Step or Call Lightning. Sorcerers gain additional sorcery points equal to their proficiency bonus. Consider a better capstone.
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) -5/+10 feats (GWM & Sharpshooter) are instead -prof/+2*prof.
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) 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 optional rules about making all the races similar and boring are not in play.
Oh, and there's a FLGS - accepted houserule that crits are "max theoretical damage" plus rolled damage for a regular attack. Everything gets doubled. It makes crits a bit more powerful.
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 & 3. As examples, for Dragon sorcerers, this would be something like Chromatic Orb (1) and either Fear or Fly (3). For Storm Sorcerers, this would be Thunderwave (1) and either Lightning Bolt or Sleet Storm or Thunder Step or Call Lightning. Sorcerers gain additional sorcery points equal to their proficiency bonus. Consider a better capstone.
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) -5/+10 feats (GWM & Sharpshooter) are instead -prof/+2*prof.
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) 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 optional rules about making all the races similar and boring are not in play.
Oh, and there's a FLGS - accepted houserule that crits are "max theoretical damage" plus rolled damage for a regular attack. Everything gets doubled. It makes crits a bit more powerful.