Note: completed optional rules are here and not included below.
Standard array meant for min-max builds. Rolling is still the only way to get an 18 (before asi/feat).
17 13 12 10 9 6
An attack roll against the creature has advantage if the attacker is within 10 feet of the creature. Otherwise, the attack roll has disadvantage.
I just think it's dumb to give disadvantage to polearms or ranged attacks within 10ft.
The bigger they are, harder they fall. Many insects can survive falls from any height but humans risk injury after just a few feet, so why should they take the same amount damage from a fall. The table below takes creature size into account when taking fall damage. This table can also apply to falling objects if the DM chooses.
Size | Damage takenTiny | 1 bludgeoning damage for every 10ft fallen (to a maximum of 20). No dmg?When using the rules for falling onto another creature, as described in Tasha's Cauldron of Everything, the size of the falling creature is used to determine the damage.
Whenever you roll a natural 1 on a weapon attack roll, the weapon gains a -1 penalty to attack and damage rolls. This can stack multiple times, to a maximum penalty of -3. Rolling a natural 1 on a -3 weapon breaks the weapon, if it is not magical.
If you have smith's tools (or woodcarver's tools for wooden weapons), you can reduce the penalty by 1 at the end of a short or long rest.
This should either be used only for "hardcore" games or needs some potential benefit so it's not just negative (perhaps allowing +X with good weapon care or making -X weapons cheaper).This could also apply to wands, staff and other foci.Magic weapons could be immune to this rule?Whenever you roll to increase your hit point maximum on a level up, you instead roll all of your hit dice instead of just the new one, you still add your Constitution modifier to each die. If the result is higher than your current hit point maximum, it becomes your new hit point maximum. If the result is equal to or lower than your current hit point maximum, your current maximum increases by 1 plus your Constitution modifier.
Stolen from SWN, makes it less likely for a low roll to screw you over permanently
If I use this, it would override the reroll ones house rule
Once you reach 20th level, you may decide to become some form of higher being with mortal worshippers of their own. This should be discussed with, and approved by, the DM. The below can be used as a guideline.
The Ascension
First you should decide whether to be a what patron category they will fulfil, from the subclasses of warlock. If you are already a Warlock, then your own subclass would be appropriate, in this case you may need to 'replace' your existing patron as the source of your power.
Next the DM may present a difficult quest that culminates with a special ritual, known as an ascension. Ideally the nature of the quest and ritual should be related to the chosen category. For example, if you wish to become an Undead Patron, you might need to perform a ritual similar to the one to become a lich.
During the ascension you must...figure this part out
The DM will also need to decide how exiting deities and patrons will react to this ascension. Some may welcome it, other may despise it.
Following a successful ascension, you become a patron.
Followers.
You can now attempt to convince other creatures to follow you and become a Warlock (or Sidekick). This follower may be an NPC or a player character, either way they are added to the follower total.
Follower Total.
Follower total is your total number of followers.
The followers themselves may passively recruit other followers. Each month roll 1d4-2 for every ten followers in the follower total. The result is the number of new recruits added or removed from the follower total.
Follower Score.
Follower Score is the sum of all your followers' levels.
You (or the DM) could choose to track this manually for each and every follower. Alternatively you could have a single average, roll 1d4-2 each month, adding the result to the average. The average cannot go above 20 or below 1. Then multiply the average by the follower total to get the score for each month.
The DM may grant special benefits to you based on your follower score. These benefits may also be removed if the score gets too low.
1-4 | You do not age and cannot be aged by magic. You can always telepathically communicate with your followers.Variant: Pseudo-deity
The character may instead choose to pose as a deity, residing over a particular domain. If the DM allows, make the following changes to the above.
You become a pseudo-deity rather than a patron. Chose a Cleric Domain instead of a Warlock Patron.
Your followers become Clerics (or Sidekicks) rather than Warlocks.
Your Wisdom score increases rather than your Charisma when you achieve a high enough follower score.
You choose three spells from the Cleric spell list (including the domain spells of your respective domain) instead of the Warlock spell list when you achieve a high enough follower score. Wisdom is your spellcasting ability for these spells rather than Charisma.
This is a fucking mess right now, it'll take sometime to get somewhere I'm happy with
Creatures need to strategize and be frugal with when they decide to make saving throws.
Variant One - Reactions
Making a saving throw requires a reaction.
Variant Two - Save Points
Creatures have a number of Save Points equal to their proficiency bonus. They recover all points after a short or long rest. When the creature can make a saving throw, they need to spend a point to roll the saving throw, otherwise they automatically fail.
Variant Three- Autosave Points
Creatures have a number of Autosave Points equal to their proficiency bonus. They recover all points after a short or long rest. When the creature would otherwise make a saving throw, they can spend a point to pass the save. If they do not spend a point, they fail the save.
Variant Four - Ability Save Points
Creatures have a number of save points per ability equal to their modifier for that ability (minimum of one). They recover all points after a short or long rest. When the creature would otherwise make a saving throw, they instead choose whether to spend a save point. If they spend the point they pass the saving throw, if they don't they fail it.
If a character would have proficiency on an ability saving throw, the DM may decide that they instead get additional save points for that ability equal to their proficiency bonus.
If a character would have advantage, or some similar bonus, to a particular saving throw, the DM may decide that they roll an ability check against the save DC, on a success, the save point is not expended.
Legendary Resistances are save points that can be used for any ability.
For example, a character has a +4 wisdom modifer, they have 4 wisdom save points. Whenever something would require them to make a wisdom saving throw, they can spend a wisdom save point to pass the save or save their point but fail.
The following languages will replace common. Maybe just make a list to replace all languages?
Some people will naturally draw attention when they don't want to.
These adjustments are designed to make some of the underappreciated weapons more viable.
Nets are melee weapons rather than ranged. In addition, if the DM allows the use of the Disarm action, nets have advantage on the attack roll when taking the disarm action.
Spears and Tridents have the finesse and reach properties. Tridents can also be used with the Polearm Master feat.
War Picks have the versatile (1d10) property.
Shields can be used as simple melee weapons if the wielder is proficient with them. On a hit, they deal 1d4 bludgeoning damage or 1d6 bludgeoning if used with two hands to make a melee attack.
Blowguns no longer have the loading property. In addition, when you are hidden and miss a ranged attack using a blowgun, making the attack doesn't reveal your position.
When you use poison to coat ammunition, you can coat two blowgun needles for each piece of ammunition you could normally coat. For example, a Basic Poison (vial) can be used to coat up to three pieces of ammunition or up to six blowgun needles.
These adjustments are designed to align slightly more with historical precedence.
Studded Leather Armor is renamed to "Light Brigandine" and is considered metal armor for the purposes of spells such as heat metal.
Gambesons are added. They cost 15gp, weigh 10lbs and provide a base AC of 12 + Dex. (Alternatively just boost padded armor to 12+dex)
The quality of the material and craftwork of a weapon can change its effectiveness in battle, even without the assistance of magic.