dmhelp
2021-03-01, 12:59 PM
Thanks for all of the feedback in the past! I've further streamlined my house rules to 4 character creation rules (abilities, free weak feat(s), tier 3 weak martial bonus, & green dragon sorcerer bonus) and 2 spell rules (leveled single target damage spell as a cantrip & one summon limit). Any further feedback is appreciated.
Roll one set of 4d6s, then may instead choose [17, 15, 13, 12, 10, 8], finally apply Customizing Your Origin modifiers1
At level 1 gain one free background feat (without ASI portion if applicable), or 2 feats if Dragonborn (with at least one being Dragonborn only) chosen from: Magic Initiate Sorcerer (Dragonborn only), Dragon Hide (Dragonborn only), Lightly Armored, Heavily Armored, Weapon Master, Medium Armor Master, Athlete, Charger, Martial Adept, Savage Attacker, Durable, Keen Mind, Linguist, or Skilled2
At level 14 single classed Barbarians, Monks, Rangers, & Rogues gain an extra subclass power(s) chosen from one of the following classes (can be any single level set of powers from a PHB/XGE subclass that makes sense): Barbarian, Fighter, Monk, Ranger, Rogue, or class from Magic Initiate (if the feat is taken); Rangers may also choose from Cleric & Druid; Arcane Tricksters may also choose from Wizard3
Draconic Bloodline Sorcerers may pick variant ancestry damage spells instead of normal acid/cold/fire/lighting damage spells (of levels 0-5); at level 6 all ancestry damage spells treat immunity as resistance (but even with Elemental Adept/Poisoner, immune creatures still take half damage)4
May cast the following single target damage spell attacks as cantrips (casting time: 1 action, no duration/follow up damage) when prepared (or known) as a leveled spell: chaos bolt d8 (loses leap, but can choose damage type from any of the d8s rolled), chromatic orb d8, flame blade d10, guiding bolt d8, inflict wounds d10, melf’s acid arrow d10 (loses half miss/delayed damage), mordenkainen’s sword d10, vampiric touch d6, witch bolt d125
May only animate/create/summon/control one "summoned creature" at a time (not counting familiars or class features)6
Discussion:
1. This gives a wider variety of player starting abilities and makes feats more accessible (less need for ASIs with higher stats).
2. This gives the weakest/least chosen feats a place in the world by giving them to players for free at level 1 and serves as a minor boost to Dragonborn.
3. This benefit is lost if you later choose to multiclass. Any thematically and mechanically appropriate power could be chosen (e.g. only a Barbarian could choose rage based powers, only a Monk could choose ki powers, and only a Rogue could choose powers depending on Sneak Attack). This is to add more utility to the weakest single classed martials and to make them more competitive with casters, Paladins, sorcadins, and highly optimized multiclassed characters. Example choices (amongst the many) include: Barbarian - Divine Fury/Warrior of the Gods, Barbarian with Magic Initiate Sorcerer - Dragon Wings, or Ranger - Light Domain Spells/Bonus Cantrip/Warding Flare.
4. E.g. Green Dragon Sorcerer could take both green-flame blade (poison) and green-flame blade as two cantrips. These changes are required to make Green Dragon Sorcerer a viable option. The benefit stops after level 5 spells so that there is still a benefit to going Red Dragon Sorcerer (compared to a less resisted/immune element).
5. E.g. a level 17 vampiric touch cantrip would do 4d6 damage when cast and not require concentration, whereas a level 11 flame blade would do 3d10 damage when cast and not require a bonus action or concentration (as long as they were prepared as leveled spells). This keeps these damage spells relevant at high level when a firebolt does 4d10 damage (which is usually more damage than a 1st or 2nd level spell slot). It also increases the variety of attack spells used (so everything isn't just firebolt or eldritch blast) at the expense of using one of your prepared spell slots. The general cantrip attack roll hierarchy is as follows:
d12: Witch Bolt (30', electric, sorcerer/warlock/wizard only)
d10: Eldritch Blast (120', agonizing blast), Fire Bolt (120'), Flame Blade (melee), Inflict Wounds (melee), Melf's Acid Arrow (90'), Mordenkainen's Sword (60' melee, bard/wizard only, level 13 minimum), Primal Savagery (melee)
d8: Chaos Bolt (120', chance at force or psychic increases at higher level), Chill Touch (120', no healing), Chromatic Orb (90', can change damage type), Guiding Bolt (120', advantage on next attack), Produce Flame (30', utility power), Ray of Frost (60', lose 10' speed), Shocking Grasp (melee, advantage if metal, no reactions)
d6: Thorn Whip (melee, physical damage type, pull 10'), Vampiric Touch (melee, half healing)
6. This is to speed up combat and help balance martial vs caster at tier 3-4. A single planar binding or simulacrum counts as your one creature and summons cannot have summons. A level 14 or higher Necromancy Wizard could have one summon, plus one additional skeleton/zombie (class feature), and a commanded undead (class feature).
Roll one set of 4d6s, then may instead choose [17, 15, 13, 12, 10, 8], finally apply Customizing Your Origin modifiers1
At level 1 gain one free background feat (without ASI portion if applicable), or 2 feats if Dragonborn (with at least one being Dragonborn only) chosen from: Magic Initiate Sorcerer (Dragonborn only), Dragon Hide (Dragonborn only), Lightly Armored, Heavily Armored, Weapon Master, Medium Armor Master, Athlete, Charger, Martial Adept, Savage Attacker, Durable, Keen Mind, Linguist, or Skilled2
At level 14 single classed Barbarians, Monks, Rangers, & Rogues gain an extra subclass power(s) chosen from one of the following classes (can be any single level set of powers from a PHB/XGE subclass that makes sense): Barbarian, Fighter, Monk, Ranger, Rogue, or class from Magic Initiate (if the feat is taken); Rangers may also choose from Cleric & Druid; Arcane Tricksters may also choose from Wizard3
Draconic Bloodline Sorcerers may pick variant ancestry damage spells instead of normal acid/cold/fire/lighting damage spells (of levels 0-5); at level 6 all ancestry damage spells treat immunity as resistance (but even with Elemental Adept/Poisoner, immune creatures still take half damage)4
May cast the following single target damage spell attacks as cantrips (casting time: 1 action, no duration/follow up damage) when prepared (or known) as a leveled spell: chaos bolt d8 (loses leap, but can choose damage type from any of the d8s rolled), chromatic orb d8, flame blade d10, guiding bolt d8, inflict wounds d10, melf’s acid arrow d10 (loses half miss/delayed damage), mordenkainen’s sword d10, vampiric touch d6, witch bolt d125
May only animate/create/summon/control one "summoned creature" at a time (not counting familiars or class features)6
Discussion:
1. This gives a wider variety of player starting abilities and makes feats more accessible (less need for ASIs with higher stats).
2. This gives the weakest/least chosen feats a place in the world by giving them to players for free at level 1 and serves as a minor boost to Dragonborn.
3. This benefit is lost if you later choose to multiclass. Any thematically and mechanically appropriate power could be chosen (e.g. only a Barbarian could choose rage based powers, only a Monk could choose ki powers, and only a Rogue could choose powers depending on Sneak Attack). This is to add more utility to the weakest single classed martials and to make them more competitive with casters, Paladins, sorcadins, and highly optimized multiclassed characters. Example choices (amongst the many) include: Barbarian - Divine Fury/Warrior of the Gods, Barbarian with Magic Initiate Sorcerer - Dragon Wings, or Ranger - Light Domain Spells/Bonus Cantrip/Warding Flare.
4. E.g. Green Dragon Sorcerer could take both green-flame blade (poison) and green-flame blade as two cantrips. These changes are required to make Green Dragon Sorcerer a viable option. The benefit stops after level 5 spells so that there is still a benefit to going Red Dragon Sorcerer (compared to a less resisted/immune element).
5. E.g. a level 17 vampiric touch cantrip would do 4d6 damage when cast and not require concentration, whereas a level 11 flame blade would do 3d10 damage when cast and not require a bonus action or concentration (as long as they were prepared as leveled spells). This keeps these damage spells relevant at high level when a firebolt does 4d10 damage (which is usually more damage than a 1st or 2nd level spell slot). It also increases the variety of attack spells used (so everything isn't just firebolt or eldritch blast) at the expense of using one of your prepared spell slots. The general cantrip attack roll hierarchy is as follows:
d12: Witch Bolt (30', electric, sorcerer/warlock/wizard only)
d10: Eldritch Blast (120', agonizing blast), Fire Bolt (120'), Flame Blade (melee), Inflict Wounds (melee), Melf's Acid Arrow (90'), Mordenkainen's Sword (60' melee, bard/wizard only, level 13 minimum), Primal Savagery (melee)
d8: Chaos Bolt (120', chance at force or psychic increases at higher level), Chill Touch (120', no healing), Chromatic Orb (90', can change damage type), Guiding Bolt (120', advantage on next attack), Produce Flame (30', utility power), Ray of Frost (60', lose 10' speed), Shocking Grasp (melee, advantage if metal, no reactions)
d6: Thorn Whip (melee, physical damage type, pull 10'), Vampiric Touch (melee, half healing)
6. This is to speed up combat and help balance martial vs caster at tier 3-4. A single planar binding or simulacrum counts as your one creature and summons cannot have summons. A level 14 or higher Necromancy Wizard could have one summon, plus one additional skeleton/zombie (class feature), and a commanded undead (class feature).