Trandir
2019-10-04, 01:28 PM
So I joined a new campaign and so a new PC has to be made.
The houserules:
All feats that provided a an ability score increase no longer provide them (with the only exeption being HAM);
Some feats also got some rework ex: PAM allow a monk to do both extra attacks from the feat and the class feature (THIS WORKS ONLY SPECIFICALLY WITH UNARMED ATTACKS MADE AS BONUS ACTIONS ALL OTHER CLASS FEATURES AND FEATS THAT USE THE BONUS ACTION NOT TO MAKE UNARMED ATTACKS STILL CONSUME THE BONUS ACTION);
You get feats for "free", one at lv 1 and one more at lv 5, 9, 13, 17, 20;
The ASI is 1 ability score and happens once at every even level (the figher with the 6th and 14th level score increase gets 3 points or a feat and 1 point);
A PC can't get 18 or above in any ability before lv 4 and can't get to 20 before lv 10;
Some classes got changes (ex: if a circle if the moon druid is forced out of a wild shape it is also incapacitated for 1 round, a barbarian recover 2 levels of exaustion each long rest if they come from frenzy);
The DM is willing to homebrew to accomodate roleplay at the cost of a feat, like 1/rest use of wildshape, or you can craft your spell (it still need to be approved by the DM first).
My guts tells me that a human fighter (how original) could be quite good.
Here are other notable changes:
MUNDANE EQUIPMENT (the most notable):
Composite bow: 1d8 150/600 you can add your Str mod to the damage (max 2). If someone with less than 10 Str uses this weapon they get disadvantage on the attack
Throwing knife: 1d2 40/80 the knife is destroyed after it is used as a throwing weapon. If you use this weapon in melee you get disadvantage to the attack roll. I you use the action to attack and have two weapon fighting and a free hand you can throw two knifes as part of the same attack. If you have 14 Dex drawing a knife does not require an action.
Catching padded armor: light armor 11 AC +Dex. Reduce by 3 the damage from small projectiles such as arrows daggers darts ecc.
Chain mantle: medium armor 13 AC +Dex max 2. This mantle can be used as armor but it is kept in position by a single leather strip, as an object interaction you can remove this armor.
Multi plated armor: heavy armor 17 AC. The multiple plates sacrifice some of the durability of the plated armor but you are able to move easly. No disadvantage on stealth.
Buckler: +1 AC. This shield leaves the hand free. If that hand is used you do not gain the benefit from the shield but it can held object with no penalities.
Tower shield wood/metal: +3/4 AC. As an action you can put the shield on the ground and consider it as a 5×10 feet wall in one side of your square (you get full cover but a spellcaster can still target the shield. The shield is so massive and so heavy that you take a -2/3 penality on attack rolls while you are using it. You can use a tower shield only if you are proficient in both shields and heavy armor.
Spikes: a metal armor can have metal spikes on it. If you are in a grapple or you receive an unarmet attack you deal 1 P damage to the opponent. Your unarmed strikes deal 1 P extra damage, if the armor has gauntlets the damage is increased by 2 instead.
Reinforcements: applicable only to clothes, robes or light armor, this leather reinforced adds make the armor heavier so it is considered as a medium armor and requires the corresponding proficiency (you still get the full Dex bonus). If you have no weapon, focus or shield you get +1 to the AC and +1 to unarmed attack and damage rolls
FEATS:
Keen Mind, provides an extra prepared spell;
Heavy Armor Master, keeps the +1 to Str;
Sharpshooter, the malus to hit is decided by you and can be up to your level to a maximum of +5 at lv 5 and you deal twice the malus as bonus damage;
Expertise (is now also a feat), choose a skill that you are proficient in you double your proficiency bonus for that skill's checks;
War Caster, the feat doesn't provide advantage on Con saves to maintain a spell if another spellcaster used magic to trigger the ST;
Observant, you get a +2 on active perception and investigation skill checks (the passive bonus is still +5);
Tough, the hp bonus is halved (+1 per level instead of +2);
Lot of feats have stat requirements or higher ones (most notably magic initiate requires 13 in that class spellcasting ability).
CLASS FEATURES:
Barbarian:
At lv 1 you get two weapon fighting for free;
Berserk sublass is buffed, frenzy exaustion are recovered 2 at a time allowing it to be used twice every adventuring day with little to no consequences, intimidating presence DC can depend (player's choice) on Cha or Str but if the opponent has higher Str than the barbarian he gets advantage on the save.
Cleric:
Arcane domain (totally different from knowledge):
Domain spells:
lv 1 detect magic, magic missile
lv 3 magic weapon, Nystul's magic aura
lv 5 counterspell, magic circle
lv 7 arcane eye, Leomund's secret chest
lv 9 planar binding, teleportation circle
lv 1 you get 2 wizard cantrips of choice and are considered as cleric spells.
lv 2 you can use turn undead also against fey, demons, celestial elementals as by the rules against undead. At lv 5 on a failed save the creature is exiled for 1 minute instead.
lv 6 spell breaker: when you use an healing spell on an ally you can end one spell effect on him (only spells of level equal or lower than the spell slot used to cast the heal can be dispelled this way).
lv 8 cantrip get Wis to damage
lv 17 you can add one wizard spell of each lv 6 7 8 9 and add them to you domain spells, they are now cleric spells.
Druid:
Circle of the moon
If your wild shape is broken you are incapacitated for 1 round.
At lv 14 you can turn into creatures of 1/3 of your cleric level
Rogue:
You get two weapon fighting as combact style.
Wizard:
Signature spells buff: the chosen spells can be used up to a number of times equal to Int mod without spending spell slots instead of twice (once per spell).
Enchantment:
Hipnotic gaze buff: the condition is interrupted if the creature is more than 30 feet away from the wizard.
Evocation:
new feature Imbued evocation: fron 3rd level your evocation spells are considered as 1 lever higher when you cast them. It the spell gains no benefit from this and deals damage it deals 1d8 bonus force damage.
Potent cantrip buff: if you use a cantrip that requires an attack roll you have advantage on that roll
Necromancy:
Undeat thrall buff: spells that raise dead or create undead now target one more creature or create one more undead. The undead created by the wizard add his proficiency mod to all damage rolls not only those from weapons.
The houserules:
All feats that provided a an ability score increase no longer provide them (with the only exeption being HAM);
Some feats also got some rework ex: PAM allow a monk to do both extra attacks from the feat and the class feature (THIS WORKS ONLY SPECIFICALLY WITH UNARMED ATTACKS MADE AS BONUS ACTIONS ALL OTHER CLASS FEATURES AND FEATS THAT USE THE BONUS ACTION NOT TO MAKE UNARMED ATTACKS STILL CONSUME THE BONUS ACTION);
You get feats for "free", one at lv 1 and one more at lv 5, 9, 13, 17, 20;
The ASI is 1 ability score and happens once at every even level (the figher with the 6th and 14th level score increase gets 3 points or a feat and 1 point);
A PC can't get 18 or above in any ability before lv 4 and can't get to 20 before lv 10;
Some classes got changes (ex: if a circle if the moon druid is forced out of a wild shape it is also incapacitated for 1 round, a barbarian recover 2 levels of exaustion each long rest if they come from frenzy);
The DM is willing to homebrew to accomodate roleplay at the cost of a feat, like 1/rest use of wildshape, or you can craft your spell (it still need to be approved by the DM first).
My guts tells me that a human fighter (how original) could be quite good.
Here are other notable changes:
MUNDANE EQUIPMENT (the most notable):
Composite bow: 1d8 150/600 you can add your Str mod to the damage (max 2). If someone with less than 10 Str uses this weapon they get disadvantage on the attack
Throwing knife: 1d2 40/80 the knife is destroyed after it is used as a throwing weapon. If you use this weapon in melee you get disadvantage to the attack roll. I you use the action to attack and have two weapon fighting and a free hand you can throw two knifes as part of the same attack. If you have 14 Dex drawing a knife does not require an action.
Catching padded armor: light armor 11 AC +Dex. Reduce by 3 the damage from small projectiles such as arrows daggers darts ecc.
Chain mantle: medium armor 13 AC +Dex max 2. This mantle can be used as armor but it is kept in position by a single leather strip, as an object interaction you can remove this armor.
Multi plated armor: heavy armor 17 AC. The multiple plates sacrifice some of the durability of the plated armor but you are able to move easly. No disadvantage on stealth.
Buckler: +1 AC. This shield leaves the hand free. If that hand is used you do not gain the benefit from the shield but it can held object with no penalities.
Tower shield wood/metal: +3/4 AC. As an action you can put the shield on the ground and consider it as a 5×10 feet wall in one side of your square (you get full cover but a spellcaster can still target the shield. The shield is so massive and so heavy that you take a -2/3 penality on attack rolls while you are using it. You can use a tower shield only if you are proficient in both shields and heavy armor.
Spikes: a metal armor can have metal spikes on it. If you are in a grapple or you receive an unarmet attack you deal 1 P damage to the opponent. Your unarmed strikes deal 1 P extra damage, if the armor has gauntlets the damage is increased by 2 instead.
Reinforcements: applicable only to clothes, robes or light armor, this leather reinforced adds make the armor heavier so it is considered as a medium armor and requires the corresponding proficiency (you still get the full Dex bonus). If you have no weapon, focus or shield you get +1 to the AC and +1 to unarmed attack and damage rolls
FEATS:
Keen Mind, provides an extra prepared spell;
Heavy Armor Master, keeps the +1 to Str;
Sharpshooter, the malus to hit is decided by you and can be up to your level to a maximum of +5 at lv 5 and you deal twice the malus as bonus damage;
Expertise (is now also a feat), choose a skill that you are proficient in you double your proficiency bonus for that skill's checks;
War Caster, the feat doesn't provide advantage on Con saves to maintain a spell if another spellcaster used magic to trigger the ST;
Observant, you get a +2 on active perception and investigation skill checks (the passive bonus is still +5);
Tough, the hp bonus is halved (+1 per level instead of +2);
Lot of feats have stat requirements or higher ones (most notably magic initiate requires 13 in that class spellcasting ability).
CLASS FEATURES:
Barbarian:
At lv 1 you get two weapon fighting for free;
Berserk sublass is buffed, frenzy exaustion are recovered 2 at a time allowing it to be used twice every adventuring day with little to no consequences, intimidating presence DC can depend (player's choice) on Cha or Str but if the opponent has higher Str than the barbarian he gets advantage on the save.
Cleric:
Arcane domain (totally different from knowledge):
Domain spells:
lv 1 detect magic, magic missile
lv 3 magic weapon, Nystul's magic aura
lv 5 counterspell, magic circle
lv 7 arcane eye, Leomund's secret chest
lv 9 planar binding, teleportation circle
lv 1 you get 2 wizard cantrips of choice and are considered as cleric spells.
lv 2 you can use turn undead also against fey, demons, celestial elementals as by the rules against undead. At lv 5 on a failed save the creature is exiled for 1 minute instead.
lv 6 spell breaker: when you use an healing spell on an ally you can end one spell effect on him (only spells of level equal or lower than the spell slot used to cast the heal can be dispelled this way).
lv 8 cantrip get Wis to damage
lv 17 you can add one wizard spell of each lv 6 7 8 9 and add them to you domain spells, they are now cleric spells.
Druid:
Circle of the moon
If your wild shape is broken you are incapacitated for 1 round.
At lv 14 you can turn into creatures of 1/3 of your cleric level
Rogue:
You get two weapon fighting as combact style.
Wizard:
Signature spells buff: the chosen spells can be used up to a number of times equal to Int mod without spending spell slots instead of twice (once per spell).
Enchantment:
Hipnotic gaze buff: the condition is interrupted if the creature is more than 30 feet away from the wizard.
Evocation:
new feature Imbued evocation: fron 3rd level your evocation spells are considered as 1 lever higher when you cast them. It the spell gains no benefit from this and deals damage it deals 1d8 bonus force damage.
Potent cantrip buff: if you use a cantrip that requires an attack roll you have advantage on that roll
Necromancy:
Undeat thrall buff: spells that raise dead or create undead now target one more creature or create one more undead. The undead created by the wizard add his proficiency mod to all damage rolls not only those from weapons.