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House Rules

Inspiration Classes
Replaced by Action points.
- You can spend one action point as a Ranger
free action on any turn. Ranger has the following changes:
- You start with 1 action point.
- You gain 1 action point when you Bonus spells
reach a milestone (two encounters,
The rangers chosen subclass each grant a set
not only combat).
of known bonus spells. These may not be
- After you take an extended rest, you
traded for other spells at any time, but do not
lose any unspent action points, but
count towards the rangers limit of known
you start fresh with 1 action point.
spells.
An action point can be used to do the
Hunter
following:
3 - Hunter’s Mark
- Impose advantage/disadvantage to
5 - See Invisibility
anyone in the room to any d20 roll.
9 - Nondetection
- Use a plot twist card.
13 - Locate Creature
17 - Hold Monster
Ability score:
- Point buy 29 pts 15 max before racial, Beastmaster
no limit to lowest. 3 Beast Bond
- For each bonus in intelligence you can 5 - Enhance Ability
choose one free profficiency with 9 - Conjure Animals
either 13 - Polymorph
o an instrument 17 - Awaken?
o a tool
o a language
Sorcerer
o a vehicle of your choice.

Bonus Spells
Natural 1/20 The Sorcerous bloodlines each grant a set of
Skills: A natural 20/1 has no additional effects known bonus spells. These may not be traded
on a skill check other than being a high or low for other spells at any time, but do not count
number. Not a homebrew rule, but still worth towards the sorcerers limit of known spells.
mentioning.
Combat: Roll double the amount of dice
Draconic:
granted by weapon/spell attack and sneak
attack. Level 1: Command
1 = auto miss. Level 3: Dragon’s Breath
Level 5: Fly
Level 7: Elemental Bane (with poison added as
Feats
an option)
Yes
Level 9: Dominate Person

Multiclassing: Wild Magic:


Yes Level 1: Chaos Bolt
Level 3: Enlarge/Reduce
Level progression Level 5: Dispel Magic
XP with XP awarded for quests. Level 7: Polymorph
Level 9: Reincarnate throw. Once you do so, cannot use this
feature again until you trigger a Wild Magic
Storm: Surge, or you finish a short rest. Immediately
Level 1: Thunderwave after you have activated this the threat range
Level 3: Shatter of you Wild Magic surge increases by an
Level 5: Call Lightning additional 10.
Level 7: Storm Sphere
Level 9: Destructive Wave Once per short rest you may also trigger this
surge voluntarily.
Divine Soul: Any time before you regain the use of this
Level 1: (Divine Magic feature) feature, the DM can have you roll on the Wild
Level 3: Lesser Restoration / Spiritual Magic Surge table immediately after you cast
Weapon / Crown of Madness a sorcerer spell of 1st level or higher. You then
Level 5: Revivify / Spirit Guardians / Vampiric regain the use of this feature.?
Touch
Level 7: Guardian of Faith / Banishment /
Blight
Level 9: Dawn / Dispel Evil and Good / Insect
Plague

Shadow:
Level 1: Bane
Level 3: (Eyes of the Dark feature)
Level 5: Vampiric Touch
Level 7: Shadow of Moil
Level 9: Negative Energy Flood?

Wild Magic Subclass.


The Wild Magic Surge text is replaced by this
one:

Starting when you choose this origin at 1 st


level, your spellcasting can unleash surges of
untamed magic. Immediately after you cast a
sorcerer spell of 1st level or higher. On a roll
equal to the level of the spell you just cast or
lower, roll on the Wild Magic Surge table to
create a random magical effect. If you spent
sorcery points to manipulate the spell with
your metamagic powers increases the threat
range by 1.
A surge can happen once per turn. If a surge
effect is a spell, it’s too wild to be affected by
Metamagic. If it normally requires
concentration, it doesn’t require
concentration in this case; the spell lasts for its
full duration.?

The Tides of Chaos text is replaced by this one.


Starting at 1st level, you can manipulate the
forces of chance and chaos to gain advantage
on one attack roll, ability check, or saving

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