House Rules

Default Options

Customization Options

The following customization options from Chapter 6 of the Player's Handbook are used in this game.

  • Variant Races: Variant Human, Tiefling Variants, Half-Elf Variants are all Allowed.
  • Multiclassing: Allowed.
  • Feats: Allowed.

Dungeon Master's Guide Options

The following variant rules from the Dungeon Master's Guide are being used in this game.

Treasure Options

  • Potion Miscibility (page 140).
  • Scroll Mishaps (page 140).

Adventuring Options

  • Healing Surges (page 266). Alteration: Using a healing surge takes a move action, instead of an action.

Combat Options

  • Cleaving Through Creatures (page 272)
  • Moral (page 273)
  • Action Options

    • Climb onto a Bigger Creature (page 271)
    • Disarm (page 271)
    • Mark (page 271)
    • Overrun (page 272)
    • Shove Aside (page 272)
    • Tumble (page 272)

House Rules

New Actions

  • Called Shot: If you wish to target a specific part of a creature, you can do so by rolling a special attack roll with disadvantage. If you manage to hit the creature, the DM may elect to impart some penalty to the creature based on the type and location of the wound.
  • Charge: If you use your action to Dash, you can use your Bonus Action to make a melee attack.

Class Changes

The following changes have been made to the Player's Handbook.

General Changes

  • Bonus Languages: Characters speak one additional language for each point of Intelligence bonus.
  • Bonus Skill: All Characters begin play with one additional skill proficiency.
  • Hit Points: 1st level characters begin play with a number of hit points equal to their Constitution Score plus the maximum value of their classes hit dice. Characters receive the maximum value for hit points for the first three levels. Thereafter, characters have two options. You can either take the listed book value, or roll for hit points. If you roll for hit points, you may take two less than the listed book value instead of what you rolled.

Class Feature Changes

  • Expertise: Instead of choosing one or both of your existing skill proficiencies, you may instead choose an additional skill or tool proficiency.

Barbarian

The following changes have been made to this class.

Rage

Change the second bullet point to:

  • While under the effects of a rage, when you make a melee or ranged weapon attack using strength, you gain a bonus weapon damage dice on each successful attack. This extra damage increases as you gain levels in barbarian. This bonus damage dice is an extra +1d4 at 1st level, increasing to an extra +1d6 at 9th level, and then increasing to an extra +1d8 at 16th level.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options: Dueling, Great-Weapon Fighting, Protection, Two-Weapon Fighting.

Path of the Berserker

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you cannot use this feature again until you complete a short or long rest.

Insensate Fury

Staring at 19th level, you have advantage on constitution and wisdom saving throws you make while you are under the effects of your rage.

Druid

The following changes have been made to this class.

Wild Shape

A Druid in Wild shape may calculate his AC by adding his proficiency bonus to the base forms AC.

A Druid may use either his own proficiency bonus or the beast's proficiency bonus (whichever is higher) for any melee or ranged attack, skill or save that either the Druid or the beast are proficient in. The Druid retains his own proficiencies (some may be unusable in his new form) and gains the creature's proficiencies in its listed skills, saves and with its natural attacks. If the new form has abilities that require a saving throw to resist, the Druid may substitute his own Spell attack DC for the DC of the special attack.

Circle of the Moon

Circle Forms

Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1/2 (you ignore the Max. CR column of the Beast Shapes table, but must abide by other restrictions). Then, at 3rd level, you can transform into a beast with a challenge rating as high as 1.

Monk

The following changes have been made to this class.

Ki Points

A Monk regains Ki points on a short rest, as long as he has spent at least 30 minutes in meditation centering himself at some point during the previous long rest .

Way of the Four Elements

Please use this replacement.

Ranger

We will be using the Revised Ranged rules in this game. The following additional changes have been made to this revised class.

Spells Known of 1st Level and Higher

You know a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You may change a number of known spells equal to your Wisdom modifier after completing a long rest.

Rogue

The following changes have been made to this class.

Slippery Mind

If you are already proficient in Wisdom saves, you instead gain proficiency in Charisma saves.

Crippling Strike

Starting at 9th level, you can perform a Crippling Strike. A creature that is damaged by your sneak attack must make a constitution saving throw (DC 8 + your dexterity or strength modifier + your proficiency bonus) or have disadvantage on attack rolls and ability checks for 1 round. Undead and constructs are immune to this ability.

Sorcerer

The following changes have been made to this class.

Arcane Familiar

You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.

Origin Spells

Your sorcerous origin grants you a number of bonus spells. Beginning at 1st level, you learn two bonus 1st level spells from the sorcerer spell list. The chosen spells should be based upon your sorcerous origin and don't count against the number of sorcerer spells you know. Once you have selected an origin spell, it cannot be replaced with another spell.

You learn two additional 2nd level spells at 3rd level, two additional 3rd level spells at 5th level, two additional 4th level spells at 7th level, and two additional 5th level spells at 9th level. With the DM's permission, you may be able to learn non-sorcerer spells if they are particularly appropriate for your origin.

Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 5th, 11th, and 17th level.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Persistent Spell

When you cast a spell that requires concentration, you can spend a number of sorcery points equal to the spell’s level to remove the need to maintain concentration on that spell. You cannot have more than one persistent spell at a time.

Unstable Magic

Wild Magic Sorcerer Only
When you cast a spell, you can spend one sorcery point to treat the spell as if you had cast it as one level higher. When you do so, you roll on the wild surge table.

Font of Power

Staring at 5th level, you learn how to recover a portion of your arcane might. When you finish a short rest, you recover 2 sorcery points. The number of recovered sorcery points increases to 3 at 9th level, 4 at 13th level, and 5 at 17th level.

Sorcerous Restoration

At 20th level, you regain 4 additional expended sorcery points whenever you finish a short rest.

Draconic Bloodline

The following changes have been made to this bloodline.

Draconic Senses

You have some of the senses of your draconic ancestor. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. If you already have Darkvision, you instead gain Blindsight with a radius of 10 feet.

Elemental Affinity

Starting at 6th level, you gain resistance to your chosen energy type. When you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain immunity to that damage type for 1 hour.

For the purposes of this class feature, Lightning and Thunder are considered the same damage type.

Wild Magic

The following changes have been made to this bloodline

Wild Magic

Replace with "Starting when you choose this origin at 1st level, your Spellcasting ability can unleash surges of untamed magic. Once per turn, roll a d20 immediately after you cast a sorcerer spell of 1st or higher. If you roll a 20, the spell slot is not expended. If you roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn't require concentration in this case, the spell lasts for its full duration."

Tides of Chaos

Add "The die rolled when you use Bend Luck increases to 1d6 at 10th level, 1d8 at 14th level, and 1d10 at 18th level.

Elemental Chaos

Staring at 6th level, when you cast a spell that deals damage other than bludgeoning, slashing, or piercing, you may choose to activate this ability. Upon using this ability, you tap into the wild magics maintaining the planes and use those to shape the spell, randomizing the damage type the spell deals (as determined on the table below) and adding your Charisma modifier to the damage dealt.

d20 roll Element
1-2 Acid
3-4 Cold
5-6 Fire
7-8 Force
9-10 Lightning
11-12 Necrotic
13-14 Poison
15-16 Radiant
17-18 Thunder
19-20 Roll twice, and the spell deals both types of damage
Controlled Chaos

Add the following line "In addition, you now trigger a wild magic surge on a roll of a 1 or 2."

Spell Bombardment

Add "You may roll one additional die for each die that shows a maximum or minimum die value, and add the number rolled to the spell's damage. This effect only works once per spell, and may only be used once per turn."

Wizard

The following changes have been made to this class.

Arcane Familiar

You learn the find familiar spell. The spell doesn’t count against your number of spells known.

House Rules

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