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- 16th Point Buy
- Ammunition Dice
- Bag of Holding
- Darkvision
- Dogpile Initiative
- Dropping backpack
- Food == Inspiration
- Grappling
- Gritty Resting
- HP Rolling
- Inspiration
- Inventory System
- IRL Table events
- Last Breath
- Max Crit and Health
- Misc Rules Jump
- Narrative Initiative
- Nat 20 Initiative
- Optional Confirm Critical
- Plot Points from DMG
- Quick Inventory Slots
- Silver Standard
- Skill Check in Combat
- Tarot Initiative Cards
- Torchbearer Ideas
- Wild Magic Surge
- Yazan Rule
- You didn't see that
Misc Rules
take 10 for non-stressfull, non-combat
To help on most checks you must be proficient in the skill. (Perception check must be made separately but you can help so you will have 2 rolls)
Goodberry consumes its material component!
Everyone gets a feat at level 1, no variant human
Anyone with spellcasting ability OR Arcana proficiency can use any spell scroll. Or (Int+Arcana) >= spell level.
(My favorite) Spells can be cast without the cantrip rule, meaning you can cast as many spells as you have actions for. (Quicken spell becomes pretty good with this option. But you quickly run out of resources)
Reroll 1s on health rolls leveling up
Gain a point of exhaustion whenever you come back from death saving throws. You can expend 2 hit dice to get rid of these points of exhaustion during a short rest.
You are staggered the turn after you return from deathsaves, unless it was a nat 20
Adventurers Kit - You have an adventures kit with a number of uses equal to prof bonus+str mod. It has all your default camping gear, ammo and stuff you need day to day. If you want to pull out something that isn't an everyday item, you spend a use of the kit. Refilling the kit costs 1gp/use.
Reflavouring - you can reflavour anything so long as you run it by the GM beforehand. Your spells can be magic arrows, you can have gauntlets that use club stats etc.
Party Sheet - The party is a formal arrangement, with the party pooling in for lifestyles and a "party cache" that gets an equal split of all loot. The party sheet has all group assets, goals etc. You have to designate 3 items for the "party contract" and have at least one nonadventuring NPC to serve as your point of contact when you are away.
Ritual Caster feat gets you all ritual spells - There are too few ritual spells currently. To compensate, the tomelock is buffed.
Arcana Check to modify a spell on the fly - dc10 for just cosmetic effects, higher dcs for functional changes like changing damage types
Roll health on level up with advantage.
If a spell requires an attack roll to hit and a saving throw for another affect (like ray of sickness), a crit on the attack roll is an autofail on the saving throw.
Fighting Style Changes:
Protection Style gone. Fused with Defense.
- Defense: +1 Shield bonus to AC. May force disadvantage on a number of attacks (targeting you or adjacent ally) equal to half your proficiency bonus (Must be aware of attack). Does not use reaction
- Dueling: You may add your proficiency bonus to damage with one handed weapons. In addition, you gain a bonus to your AC equal to your proficiency vs one target of your choosing. Offhand must be empty at the end of the round (may still use objects, may still draw a dagger and throw as extra attack etc).
- Archery: +2 hit, +proficiency to damage. May fire in melee without disadvantage.
- Two Handed: All weapon dice damage equal to or less than proficiency bonus are maximized. (Pumpkin Smashington has a Proficiency bonus of +2. When he hits with his Glaive, any roll of 1 or 2 on a D10 is treated as if he rolled a 10. This is also the case with multiple dice. If Pumpkin Smashington hit with a Greatsword and rolled 1,1 it would be treated as 6,6)
- Two-Weapon Fighting: You gain an attack with your offhand every time you attack. You add your ability mod to damage as normal and this does not require a bonus action
Feats:
- Alert: +5 passive perception and investigation and advantage on initiative rolls. No surprise immunity
- Heavy Armor Master: Reduce damage by proficiency bonus rather than 3. Applies to magic weapons if your armor is also magical.
- Elemental Adept: Instead of treating 1's as 2's, treat 1 as an exploding dice. 1's add to the total. Example: On 2D6 you roll 1,4 for 5 damage. Roll the 1 again and get 3 for a total of 8. Ignore resistance and treat immunity as resistance for your chosen element.
- Observant is gone
- Great Weapon Master No -5/+10. +1 Strength instead
- Sharpshooter No -5/+10. +1 Dexterity instead
Class changes: The Fighter gains Legendary Resistance in place of Indomitable.
Transpose - as a reaction you may switch places with an ally attempting to enter your space on their turn, during their movement action.
Tack - Move half your move, no AoO, but enemy gets to follow
Instead of taking the max roll for HP at lvl 1, roll normally and add 8 (commoner HP)
- Characters cannot be brought back from the dead more than once without reality warping magic (stolen from Mark Hulmes)
You can forgo the movement on your turn to disengage and move 5ft, provided you are not prone/grappled and your speed is not 0.
Picking up an object from the ground/table/shelf provokes AoO
Armor that causes disadvantage on stealth rolls also prompts a DC15 Athletics check when falling in the water to check if the character can stay afloat.
Monster knowledge checks are now based on the background of the character or research they've done ahead of time, rather than random rolls at the time of combat. Not necessarily super involved (and could still be random), but just more sensical than not knowing what you know until you run into something.
Thread #2
Medicine to stabilize allows 1HD use for healing 1hp
Trident: 3d4 damage on crit
Skill check in combat: free to test, action to complete
Monsters take 10 on initiative
Slot system from Darker Dungeons
Crit: die roll + max (?maybe champion only?)
Ignore food / ammo
Free feat, no variant humans
Prof in skill to assist
?no magic jar
Bonus XP
"Describing progress towards next level"
? RP
Sorcerers use magic points
No lucky feat
Stacking dead bodies (1st: disadvantage to attack rolls and dex checks 2nd: difficult terrain 3rd: space can't be stopped on.)
Combat exhaustion - maybe
Take 10?
Force of Will (fighter only?) - At any time on your turn, you can give yourself a point of Exhaustion to push yourself beyond your normal limits and gain an additional action.
Force points - flip coin. Player side and DM side. Can be used to gain a reroll or to add something to a scene. Using flips to opposite side