thoroughlyS
2021-03-30, 12:15 AM
Index (https://forums.giantitp.com/showthread.php?620527-Dungeons-amp-Dragons-5-1E-%97-Houserules-to-Revise-amp-Revamp-the-Game)
I have been playing Dungeons & Dragons for about half of my life, first introduced to the game at the tail end of v3.5. I have been playing 5E since its release, and it is my favorite version of the game. I feel like the rules are simple, elegant, and cohesive... for the most part. But no game is truly perfect, even to an individual, and there are some rules that I feel were suboptimally implemented. Some build options in the game outshine others, leading to an oversaturation in play. Meanwhile, other build options are so underwhelming that they are neglected an are often called for reworks.
In this thread, I present my list of houserules (listed in red) which have the sole purpose of trying to make bad options good, and the best options merely great. In doing so, I hope to allow players at my table a greater breadth of concepts to explore, simply by making everything worth playing. The bard and cleric are already very well designed, and have a strong draw to play them all the way through, but a few features are hard to get any use out of.
Bard (https://drive.google.com/file/d/138aR5qRsgfxnz-YfJ7EXE-fL-xLokPhg/view?usp=sharing)
Cantrips
You know three cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
I establish a few baselines for spellcasters. The first of which is that full casters get a minimum of 3 cantrips at 1st level.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures rolls a die equal to your Bardic Inspiration die and regains that many extra hit points.
The official Song of Rest had its own progression, which felt really messy and unnecessary.
Countercharm
At 6th level, you can use your action to recite musical notes or words of power to disrupt mind-influencing effects. If a friendly creature is charmed or frightened by an effect that allows a saving throw to end it, they can immediately make a saving throw against that effect. A creature must be within 60 feet of you and able to hear you to gain this benefit.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses of it on a long rest.
The official Countercharm feature was so niche and SO weak. I keep it niche, but make it impactful. Now you can try to free your entire party from something like fear or a vampire's Charm.
Superior Inspiration
At 20th level, you regain one use of Bardic Inspiration when another creature rolls a Bardic Inspiration die they gained from you.
Capstone features should feel impactful, like the Barbarian's or the Druid's. This basically means you can give inspiration to your entire party all day.
Cleric (https://drive.google.com/file/d/1REwnmJhJQ74io9r09nrqIxKEXOlM8wAs/view?usp=sharing)
Divine Strike (Replaces your 8th level Domain feature)
Also at 8th level, you are blessed with divine might in battle. Once on each of your turns, when a creature takes damage from one of your cantrips or weapon attacks, you can cause that creature to take an extra 1d8 radiant or necrotic damage. You choose the type of damage when you gain this feature.
I think that Tasha's is right on track making this a uniform feature, but I let you choose radiant or necrotic.
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Before taking your action, describe the assistance you seek, and roll percentile dice (no action required). If you roll a number equal to or lower than your cleric level, you can immediately use your action to enact the will of your deity. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you cant use this feature again for 7 days. Otherwise, you can use it again after you finish a short or long rest.
At 20th level, your call for intervention succeeds automatically, no roll required. Additionally, you can use it again after you finish a long rest.
This was a good feature, but you never really wanted to use it in combat, which is what most of this game revolved around. I basically let you know whether or not you can use it before you have to spend the action, and let you try it on a short rest. It still has the 7 day cooldown, so you can't really spam it. Until you get to 20th level, where you should feel awesome.
I have been playing Dungeons & Dragons for about half of my life, first introduced to the game at the tail end of v3.5. I have been playing 5E since its release, and it is my favorite version of the game. I feel like the rules are simple, elegant, and cohesive... for the most part. But no game is truly perfect, even to an individual, and there are some rules that I feel were suboptimally implemented. Some build options in the game outshine others, leading to an oversaturation in play. Meanwhile, other build options are so underwhelming that they are neglected an are often called for reworks.
In this thread, I present my list of houserules (listed in red) which have the sole purpose of trying to make bad options good, and the best options merely great. In doing so, I hope to allow players at my table a greater breadth of concepts to explore, simply by making everything worth playing. The bard and cleric are already very well designed, and have a strong draw to play them all the way through, but a few features are hard to get any use out of.
Bard (https://drive.google.com/file/d/138aR5qRsgfxnz-YfJ7EXE-fL-xLokPhg/view?usp=sharing)
Cantrips
You know three cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.
I establish a few baselines for spellcasters. The first of which is that full casters get a minimum of 3 cantrips at 1st level.
Song of Rest
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures rolls a die equal to your Bardic Inspiration die and regains that many extra hit points.
The official Song of Rest had its own progression, which felt really messy and unnecessary.
Countercharm
At 6th level, you can use your action to recite musical notes or words of power to disrupt mind-influencing effects. If a friendly creature is charmed or frightened by an effect that allows a saving throw to end it, they can immediately make a saving throw against that effect. A creature must be within 60 feet of you and able to hear you to gain this benefit.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses of it on a long rest.
The official Countercharm feature was so niche and SO weak. I keep it niche, but make it impactful. Now you can try to free your entire party from something like fear or a vampire's Charm.
Superior Inspiration
At 20th level, you regain one use of Bardic Inspiration when another creature rolls a Bardic Inspiration die they gained from you.
Capstone features should feel impactful, like the Barbarian's or the Druid's. This basically means you can give inspiration to your entire party all day.
Cleric (https://drive.google.com/file/d/1REwnmJhJQ74io9r09nrqIxKEXOlM8wAs/view?usp=sharing)
Divine Strike (Replaces your 8th level Domain feature)
Also at 8th level, you are blessed with divine might in battle. Once on each of your turns, when a creature takes damage from one of your cantrips or weapon attacks, you can cause that creature to take an extra 1d8 radiant or necrotic damage. You choose the type of damage when you gain this feature.
I think that Tasha's is right on track making this a uniform feature, but I let you choose radiant or necrotic.
Divine Intervention
Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great.
Before taking your action, describe the assistance you seek, and roll percentile dice (no action required). If you roll a number equal to or lower than your cleric level, you can immediately use your action to enact the will of your deity. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.
If your deity intervenes, you cant use this feature again for 7 days. Otherwise, you can use it again after you finish a short or long rest.
At 20th level, your call for intervention succeeds automatically, no roll required. Additionally, you can use it again after you finish a long rest.
This was a good feature, but you never really wanted to use it in combat, which is what most of this game revolved around. I basically let you know whether or not you can use it before you have to spend the action, and let you try it on a short rest. It still has the 7 day cooldown, so you can't really spam it. Until you get to 20th level, where you should feel awesome.