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D&D v3.5 House Rules

Combat Actions

  1. No attacks of opportunity when grappling, tripping, bull rushing, etc.
  2. Grappling and tripping don’t require a touch attack.
  3. Feinting is a move action.
  4. Drinking a potion is a swift action.
  5. Retrieving items is a free action (when reasonable).
  6. Counterspell is an immediate action.
  7. Characters get both a swift and an immediate action.
  8. Reach weapons can threaten and attack adjacent squares.
  9. When damage is multiplied (such as on a critical hit), multiply all damage.
  10. Subsequent attacks on a full round attack do not get penalties for being subsequent attacks.

Crafting

  1. You can craft items for 4/5 market price without item creation feats and for 1/2 market price with item creation feats.
  2. When crafting magic items that have an XP cost, multiply the XP cost by 5 and pay that amount in gp for materials in addition to the normal cost of crafting the item instead of sacrificing XP.
  3. For the purpose of satisfying spell prerequisites for magic item creation, if you can cast the spell through some means other than having it on your spell list, then you must be able to cast the spell at least twice per day to satisfy the requirement.
  4. If you are using another person to satisfy a prerequisite for magic item creation, they must be present throughout the whole process.

Dying

  1. Characters die at -10 - 2*level. They still fall unconscious at -1.
  2. Save or die effects are instead save or drop to 1 hp above dead. If the target is still unconscious on their next turn they must save or die. If the target is conscious, they must save or drop to 1 hp above dead. This continues until the target makes their save or dies.
  3. When a character drops below 0 hp or takes damage while below 0 hp, they get a death mark. Dying characters take 1d4 damage per round that they fail their stabilization check per death mark.
  4. Characters recover all their hp on a long rest and recover level + Con mod on a short rest.

Feats

  1. Diehard decreases the death threshold by 10. Characters with Diehard fall unconscious at -10.
  2. Divine Metamagic is only one feat. You do not need to take it multiple times for each metamagic feat.
  3. Heighten Spell: All characters are treated as having Heighten Spell.
  4. Metamagic feats do not increase the casting time of spells. Spontaneous spellcasters are able to take the Quicken Spell feat.
  5. Spring attack allows you to make a full attack rather than just one.
  6. Track: All characters are treated as having Track.
  7. Two-Weapon Fighting: All characters are treated as having Two-Weapon Fighting.
  8. Weapon Finesse: All characters are treated as having Weapon Finesse.

Magic Items

  1. Magic items do not need a +1 enhancement bonus before they can get other enchantments.
  2. Wands do not require Use Magic Device checks for using them even if you are not a spellcaster.

Movement

  1. You do not provoke attacks of opportunity unless you leave the target’s threat range.
  2. Characters can stand from prone by using half their movement without provoking attacks of opportunity.

Multiclassing

  1. There is no XP penalty for multiclassing.
  2. Use the save and BAB tree.
  3. Save DCs based on class level are instead based on 1/2 character level.
  4. Most things that are based on class level are instead based on character level.
  5. Ignore alignment requirements for all classes (including prestige classes).
  6. Classes (such as Paladin) that normally do not allow you to multiclass now allow you to multiclass.

Skills

  1. Class Skills: All skills are class skills.
  2. Craft: There is only one craft skill, used for any nonmagical craft.
  3. Knowledge: There are only four knowledge skills: Arcana, Nature, History, and Religion. For other knowledge skills:
    • Architecture and Engineering -> Craft
    • Dungeoneering -> Nature
    • Geography -> Nature, History, or Survival
    • Local -> History
    • Nobility and Royalty -> History
    • The Planes -> Religion
  4. Untrained Skills: You can attempt any skill check untrained.

Special Abilities

  1. Sneak Attack: Rogues can get sneak attack with a ranged weapon if the enemy they are shooting has an ally on the opposite side of them.
  2. Precision damage (such as Sneak Attack) deals full damage to things normally immune (such as undead).
  3. Sudden Strike: Classes that gain Sudden Strike instead gain Sneak Attack.
  4. During combat, spells and abilities that entirely incapacitate someone (such as Hold Person) allow a save every round.

Spellcasting

  1. Dispel Magic can be cast as an immediate action to attempt a couterspell.
  2. Spellcasters can counterspell by casting the same spell that they are attempting to counter, or a spell that is listed as the counter for a spell in its description. In this case, the caster attempting the counterspell gets a +5 bonus on his caster level check.
  3. Spells that have ongoing effects (such as Hold Person) require a Concentration check when the caster takes damage.
  4. Most magical effects that cause a loss of action economy allow a save every round.

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