A collection of Houserules

Post/Author/DateTimePost
#1

DoctorBadWolf

May 21, 2015 3:04:52

Just some houserules my group has implimented as we've played 5e.

 

Assassin Archetype

Assassinate: Also works on targets that are unaware of you, whether they've taken a turn or not, and you have advantage against Charmed targets. Second effect works against targets Frightened of the Assassin, as well.

 

Assassin bonus Proficiencies: Add the following. You can make poisons in half the normal time, for half the normal cost, compared to other characters with this proficiency.

 

Infiltration Expertise: you can gain and maintain stealth in a crowd, using Stealth or Deception. While hidden in this manner, you treat non hostile creature’s spaces as normal terrain, rather than difficult terrain. You stop being hidden if you take an overt action, such as making an attack, breaking into a run (Dash action), or otherwise making yourself stand out from the crowd. You can become hidden again in this manner, if noncombatants and/or allies are available to blend in with and you can break line of sight with any enemies. Allies can only be used in this way if enemies are not aware that said allies pose a threat.

 

That one makes the later benefit a new thing, rather than an upgrade, which is more interesting.

#2

AaronOfBarbaria

May 21, 2015 8:55:21

Can I ask why you have house-ruled padded armor so that it is identical mechanically to not wearing any armor at all?

#3

TheLarch

May 21, 2015 10:09:34

How does the one on assasinate work in practise? Depending on the definition of "being unaware of" I'd think it has the potential to make the assasin somwehat OP? I'm playing a 6th level assansin in one campaign right now and I can see that my DM is already having a hard time as it is.

(Reply to #3)

DoctorBadWolf

AaronOfBarbaria wrote:
(Reply to #3)

HermanTheWize

TheLarch wrote:
(Reply to #5)

DoctorBadWolf

HermanTheWize wrote:
#7

Macv12

May 21, 2015 15:56:29

A handaxe with Finesse means no one ought to ever use a dagger, scimitar, or shortsword. It's strictly better than all those weapons now.

(Reply to #7)

DoctorBadWolf

Macv12 wrote:
#9

supreme_slayer

May 22, 2015 15:55:08
Don't assassins already get proficiency with the poisoners kit, and therefore already make poisons in half the time and at half the cost?
(Reply to #9)

DoctorBadWolf

supreme_slayer wrote:
#11

Nairintar

May 23, 2015 14:58:37

What is the reasoning behind the upgraded unarmed strike damage? It seems a bit over the top when you compare it to a dagger, club or the monk's starting martial art damage.

(Reply to #11)

DoctorBadWolf

Nairintar wrote:
#13

DoctorBadWolf

May 24, 2015 18:30:02

Updated with more complese equipment changes, some downtime stuff, and some more rogue/assassin stuff. and better formatting.

#14

DoctorBadWolf

May 24, 2015 19:05:40

potential changes

 

Thinking about making greatsword have reach, and be 1d10 damage, while the greataxe gets 2d6 instead of 1d12. differentiate the two a bit. greatswords should always have had reach, realistically. anything that's long enough to unseat a horseman has reach, imo.

 

I'm also tempted to drop the rapier to d6 and make it high crit, but then it would be a shortsword, so i'm not sure. I know people don't like 2d4, but making the rapier 2d4 would make it average slightly better in damage without increasing max damage, and further differentiate it from the longsword and shortsword.

 

gonna post the (very) rough draft of my homebrew assassin as a full class in another thread soon. will post link here.

#15

DoctorBadWolf

May 26, 2015 19:25:22

Added some more weapon stuff, including a better version of the unarmed strike, that still makes monks better with it than most characters, even at level one.

 

Also a couple new spells, new fighting styles and a new item property that makes some items easier to hide than others. Forgot to give it to padded armor, noting that padded armor can be hidden under a layer of regular clothing.