These are just things I like to add. They really shouldn't be a huge issue, and I would say they mostly add rather than take away, and if they do take away I provided reasoning, but in any case see Term II. Also, no class options (Oathbreaker Paladin) or races are blocked. Hell, if you give me the stats and they seem legit, you can be a hobgoblin witchdoctor. Just note that the races are mostly restricted based on the racial lineage chart provided.
Elemental Evil enabled (see free guide)
Aarakocra who plan to wear light armor will not receive any starting feats. This is for somewhat obvious reasons, as flying can get OP. Also, Svirfneblin Magic feat is allowed. The spells will be either found or learned. If you want one to be acquired by the party or by you, just request it. Any other extended rulebook is almost certainly allowed, just give me a link to a free digital version. Even if it is for a certain world or adventure, I can adapt it.Multiclassing Enabled (see Book)
Feats Enabled (see Book)
I am starting each player off with two feats, in addition to ability score increases. This is because I feel that this rule would provide greater degrees of character customization than previously available.No Dual Wielding
Unrealistic. End of story. I might let you use a knife instead of shield, but that is it.I have capped small races starting Strength score at 12. Said small races get a +1 to dexterity on top of any other racial modifiers as a result of this rule.
This is just common sense.No experience points
They are a pain to keep track of. I will just announce 'Level up, _______!' somewhat frequently. It won't necessarily be tied to Encounters, more often to roleplay. Also, characters usually will level up, not the whole party at a time.Permanent injuries come from being reduced to zero health points.
Death is serious. You can't just auto-rez after two hours. When I say permanent, I mean that whilst healing can reduce them, they are long-lasting and dramatically affect play.You can have whatever trinkets or cool items you want for the most part to start off.
Don't abuse this. If you start pawning your family heirloom Star-Ruby necklace for plate mail half-way through the campaign I will intervene. I will also intervene if your monk starts off as the wealthiest man in Daeron. This is meant to be a tool for providing character depth, not free loot.Moon druids restricted to CR 1/2 forms until level 4.
Class balancing tweak. Just something to help.Choose one damage type. You are immune to it.
I do this because my custom monsters have a lot of resistance, immunity, and vulnerability, and I figured it was only fair that the PCs have something like this. If you get a racial resistance, i.e. Dragonborn scale-color resistance, then that becomes your Fighters get a bonus stat increase or feat at class levels 6 and 14, and Rogues get one at 10.
This is to add to end-game class balance, as these classes are notoriously underpowered by level 20.No inherent values of evil or good.
Not really mechanical, just worth noting. Detect alignment spells work based on your worldview. Keep in mind, you can view yourself as neutral or evil and detect other people as good, or vice versa. Necromancy is not evil so long as it is not artificially creating sentient life. Granted, thats also relative, but heavily frowned upon.Your proficiency in heavy armor gives you proficiency in shields if you don't already have it.
Just something I like.If you want to learn a cantrip or spell from off-list as a caster, ask me about it. A lot of them fit nicely in other classes. Some don’t (like shillelagh and eldritch blast), but a Sorcerer with Vicious Mockery or a Cleric that pokes people with Shocking Grasp and the like are neat.
Custom feats. Ask me about a custom feat you read about or came up with that you think would be cool and I'll probably allow it.
Rangers can choose a first level spell from their list. They gain the effects of that spell as an extra cantrip with no material component cost. They also start automatically with the 'sharpshooter' feat.
Notoriously underpowered class. I want them to feel special, since they have a kinda underdeveloped class fantasy just from the book in my opinion.Some Monsters/NPCs may break and run when their numbers get too low, or enough damage is taken. This includes hirelings.
More realistic. Not really a numerical value, just something you should expect to happen.If you cast a spell with Concentration on a willing target, you may have the target Concentrate on the spell instead of you.
Makes support more viable.The time required for a short rest is inversely proportional to how badly I think the party needs it.
Covered under Rule II, but mentioned anyhow.Notoriety Roll: Whenever you enter a settlement, roll a d20. If you get a 5 or lower, you are recognized. Depending on the settlement and your reputation, this can be good, bad, or neutral.
Fun stuff. Kinda works like obligation in the star wars tabletop rulebook.Massive Damage - If you take half damage in a single hit you roll on the system shock table.
Like permanent injury, but not permanent.No studded leather or ring mail.
These are stupid and unrealistic fantasy armors. They don't work.Firearms exist in renaissance-era understanding. pretty rare, and gunpowder exists differently so it functions more like a high-power blowgun, but still, it works.
Extra Feat - Firearm Proficiency. You can choose to add +1 to either DEX or WIS. You gain proficiency with pistols and muskets (including bayonets), you also gain proficiency is spears if you don't already have it, due to bayonet training.
Found this and liked it.You can use the 'Asian Zest' options provided in thee Dmg as alternate weapons.
Along with any other type of weapon flavor. I am very pro-weapon freedom.Coins: Currency isn't transferrable and it matters. Gold coins from the Dragon Wastes are worth nothing in Ilvenor.
Realism. Mention the coin types you have in your equipment notes.Inspiration can have wide reaching effects. Rather than just advantage, I may make it into a guaranteed natural 20.
Keep track of spell casting components.
You can't just say "I have them around!" and only pay for the ones that say they need gold.You need food and water, and must have rations in your inventory. Food can also go bad.
More of a reminder than a new rule.Pick one weapon. You get proficiency with it, and have it or a version of it in your inventory automatically.
Character flavor thing.See:
This.Some were mentioned, but I retain the right to use all those whenever and however I feel they should be implemented into the game.If there is anything you want added or removed from this list, let me know. I am not obliged to always follow all of them, but expect me to use these. I use a lot because I find it is easier to remove than to add, and I like customization.