House Rules

General

  • Death saves are rolled by the DM and the results kept private until someone does a medicine check on the downed character.

Race Changes

  • All races gain an additional +1 to a stat of their choice that isn’t already receiving a racial bonus. The exception to this is the non-variant human who can place the bonus in any stat. This benefit applies only to player characters. This isn’t so much a race change but rather me wanting to allow PCs (the heroes of the story) to have slightly better than average stats. I also want every race to be viable for every class choice without significant penalty.
  • Dragonborn have darkvision out to 60 feet.

Class Changes

  • Cleric
    Clarification: Spell preparation may be done once at a time of your choosing. Once you have swapped out spells you have prepared, you may not do so again until you’ve had a long rest.
  • Druid
    Clarification: Spell preparation may be done once at a time of your choosing. Once you have swapped out spells you have prepared, you may not do so again until you’ve had a long rest.
  • Monk (Way of the Shadow tradition)

Starting at 3rd level, as an action you can cast Ebon Eyes (see below) by spending 1 ki point.

  • Paladin
    Clarification: Spell preparation may be done once at a time of your choosing. Once you have swapped out spells you have prepared, you may not do so again until you’ve had a long rest.
  • Warlock

Mystic Arcanum—You can use a higher level Mystic Arcanum slot to learn a lower level spell or lower level Mystic Arcanum, and always cast it at the level of this Mystic Arcanum slot, e.g. you could learn Create Undead as your 8th level Mystic Arcanum thus benefiting from casting it with an 8th level slot. Also, when you advance a level, you can replace a Mystic Arcanum with another matching its level instead of replacing one of your spells known.

Pact of the Tome warlock— You can replace one of your cantrips with another when you advance a level instead of replacing one of your spells known.

  • Wild Magic Sorcerers
    Wild magic is also known as blue magic, a source of magic believed to be abundant and powerful but also difficult to control. Wild magic sorcerers are gamblers with a bit of a house advantage that tends to pay off on the aggregate.

If Tides of Chaos has been consumed, a surge is automatic (as opposed to 1 in 20 chance). In any case, the sorcerer may attempt to suppress a surge by making a charisma save with a DC of 8 + the level of the spell cast. If a surge is successfully suppressed, the Tides of Chaos ability is not renewed.

The Wild magic surge table has been updated. The intention is to make most effects scale somewhat with the power of the spell cast, including good, bad, and relatively neutral effects. In the process a little variety has been added. The table may be kept private to keep things interesting and may be updated at any time, though each event maintains it’s character as being good, bad, or basically neutral.

  • Wizards
    Clarification: Spell preparation may be done once at a time of your choosing. Once you have swapped out spells you have prepared, you may not do so again until you’ve had a long rest.

Spell Changes

  • Dispel Magic
    It works automatically on your own spells.
  • Ebon Eyes — new spell available to sorcerers, warlocks, and wizards
    1st-level divination
    Casting Time: 1 action
    Range: 15 feet
    Components: VSM (a black gemstone)
    Duration: 1 hour
    Description:
    A jet-black film covers the subject’s eyes allowing their sight to penetrate magical darkness to a distance of 30 feet. They are not granted the ability to see in normal darkness so they still require a light source to see by if they do not also have darkvision. When you cast this spell using a spell slot of 2nd level or higher, you may affect one additional creature for every level above 1st.
  • Invisibility
    The spell ends early if you attack or if you cast a spell that involves an attack roll or a saving throw. The essential change is you can cast non-offensive spells without ending it.
  • Phantom Steed
    The duration is 8 hours. Any previously summoned steeds are dispelled upon casting. Casting the spell using a higher level spell slot summons one additional steed for each level above 3rd.
  • Simulacrum
    Simulacrums only have the spell slots that you personally give up to allow them to use which can never be more than the original creature has. If you have already used the slots to cast, the simulacrum will need rest before it can use those slots. They retain those spells slots for as long as you allow it and can rest to recover them. You can reclaim any of the slots from any distance at which point the simulacrum loses those slots forever. If the simulacrum is destroyed, you immediately regain the slots. If it has used any to cast, when you recover them, you will still need the normal rest before you can use those slots again.

Example: You create a simulacrum of a 5th level cleric. You then decide to give up two 1st level slots, two 2nd level slots, and a 3rd level slot. That cleric can now cast his prepared cleric spells using those slots. Let’s say you reclaim the 3rd level slot. The simulacrum is now forever unable to cast 3rd level spells.

  • Spare the Dying
    Has a range of 30 feet and uses a bonus action.
  • Unseen Servant
    The duration is 8 hours. Any previously summoned servants are dispelled upon casting. Casting the spell using a higher level spell slot summons one additional servant for each level above 1st.

New Feats

Focused Senses
Prerequisite: Wisdom 13 or higher or proficiency in perception
You have trained yourself to focus and process information from your many senses, raising your awareness of your surroundings. You can use a bonus action to focus your senses and gain any of the following for one minute—

  • You gain advantage on perception checks.
  • You can focus in on a single sensation that would otherwise be drowned out, such as a single voice in a crowded room or a single smell in an active kitchen or garbage heap, as long as you would normally be able to perceive it without the distractions.
  • You gain blindsight out to 15 feet.

Equipment Changes

  • Holy Water
    It’s creation requires a personal sacrifice totaling 15gp value (rather than 25gp worth of silver powder). Other creation requirements remain the same.

House Rules

Ascension Dalebert