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Asmotherion
2016-04-01, 02:56 AM
Here is a list of homebrew options I use in my game (as a DM). Hope you may enjoy, and find some use for them.

A) Sorcerer Dragonic Bloodline Fix:

6) (...) [you gain passive resistance to your element. By spending 1 point you gain imunity instead. You also can add all sorcerer evocation spells that deal your chosen element in dammage to your spells known, as long as you have spell slots to cast them. This works retroactivally as you gain access to more spells. They do not count against your number of spells known.

18) At 18 level you transform into an addult dragon of your own heritage. If your ancector has the Shapechanger Action, you can use that to transform into your original form, or back into your dragon form. If your ancestor does not have the Shapechanger Action, you gain it, but only in order to transform into your original form. Your real form is your Dragon form from now on.

Sorcerer metamagic option: Maximise spell:
You may use sorcery points equal to a spell's levelx2 to deal maximum dammage with that spell.

Sorcerer Homebrew Rule:
Reserve Metamagic; Instead of spending points to apply metamagic to a spell, you may instead bind those points to modify the spell accordingly as long as the points are bound. You may not recover bound Sorcery points untlil they are unbound. You may not unbind sorcery points untill the end of a short rest.

Warlock Invocation:
Prerequisits: Old one patron, Know the spell "telekinesis"
Force of the Mind: You can use the spell telekinessis at will, without using a spell slot, and it does not need concentration. You may only target objects that are not being worn or carried wile using telekinesis in this way.

Variant Rule: Backround Abilities
In this variant rule each backround gives an according ability to the character. It's like a lesser version of class features from classed virtually "tied" to said backround. I am giving an example for the Sage backround and the class it corresponds to, the wizard (at least for the wizard apprentice option of the backround):

Spellbook: You have a spellbook in which you can transcribe wizard spells from spell scrolls and spell books. Follow the standard rules for transcribing as described in the "spellbook" entry. You can memorise a number of spells from your spellbook equal to your inteligence modifire; You do not add your proficiency bonus to those spells, and Intelligence is your spellcasting ability for them. You can cast spells comited to memory if you have the appropriate spell slots.

[Explained: As of the erreta, the option of a full caster to dip into wizard, and get the virtual ability to cast all spells, has been banned. However, some classes would benefit from more utility from having a spellbook, and by allowing to prepare up to Int mod number of spells, you only give a maximum of +5 spell options that can be changed per short rest (this is usually no more than 2-3 spells due to Int being a dump stat for other casters). This is still a usefull option for a wizard, as, if he has the money, he can transcribe into his spellbook even spells he cannot yet cast, and use them latter on, as opposed to finding a higher level spell than they can cast (for example fireball at wizard level 2), and being unable to transcribe it.

The idea of this variant rule is to provide versality for players, and for enhancing solo gameplay or small groups (where for example, there would be no wizard, and the sorcerer/warlock/bard or even potentially the cleric) would have to fill the role of the Arcane Expert, that has to have a spell for every situation. With this variant rule, a single character can cover more roles (wile still not being AS GOOD at them as a true expert would be), and that the provided option to still be a bonus to the original expert.

So we might have an Acolite Warlock that can use some chanel divinity option, a Hermit Fighter that has learned the secrets of ki and gained the ability to put his Strength mod to his AC etc... I think one will perceve what class most backrounds link to...


Warlock Invocations:

Hellfire Blast:
Prerequisits: Fiend Patron, Eldrich Blast Cantrip
Benefits: When you hit a target with eldrich blast, you can roll one HD and take dammage equal to your constitution modifier. Add the result of the HD rolled to the dammage your target takes; the Dammage is psychic dammage, as hellfire burns their mind and soul, not their physical body. In any case, both the user and the target cannot heal dammage caused this way except on a short or long rest