• What changes have they made? I’d love to know as I’m always game to allow homebrew etc at my table (so long as I’ve read the material, everyone agrees, and we roll with it from the start of a campaign).

    • wootz
      link
      fedilink
      20
      edit-2
      2 years ago

      Off the top of my head:

      Changes fall into two categories:

      1. Rule Tweaks
      2. New mini-systems.

      Under 1:

      • Shove is not a part of the attack action. It is a bonus action available to all characters. Shove only pushes the target back an amount that depends on the shover’s strength and the target’s weight. It normally does not knock them prone unless they are shoved off a high ledge.
      • Weapons are given unique weapon action attacks depending on the weapon type. These can be used once per short rest only if the wielder is proficient with the weapon.
      • Removed the requirement that attacks must be made using Strength to activate the benefits of Rage.
      • Removed the requirement that attacks must be made using Strength to activate the benefits of Reckless Attack.
      • Fast Hands simply gives you an additional Bonus Action with no restrictions.
      • Haste simple gives you an additional Action with no restrictions
      • Consuming a potion is only a bonus action.
      • If a creature throws a healing potion as an action, it will break and heal all targets in a small radius.

      Under 2:

      Numerous weapons and items have systems attached to them that create or consumes various “charges” to add additional effects

      As an example, weapons and items with the “spark” ability builds Lightning Charges in the wielder when certain criteria are fulfilled.

      If 5 Lightning Charges are built up, the next instance of damage done with an attack role inflicts an additional 1d8 Lightning Damage.

      There are many more. See Here and Here

        • Tunawithshoes
          link
          fedilink
          62 years ago

          I love this changes and I really going to struggle to back to martial in 5e without them.

          No more I swing my sword end turn.

          Instead I use my Lacerate skill and hit with my sword. Then I use my bonus action to shove.

      • @Klaymore@sh.itjust.works
        link
        fedilink
        92 years ago

        Bonus action shove is so good, it lets you try shoving people off of edges or into environmental hazards instead of just whacking turn after turn. Also great for spellcasters and ranged attackers, but you need to roll for it so it’s not too overpowered. Bonus action potion drinking is also really nice.

    • @BenVimes@lemmy.ca
      link
      fedilink
      6
      edit-2
      2 years ago

      There are quite a few, but a simple one that I’ve put into my own house rules is giving all Clerics proficiency with flails and morningstars.

        • @BenVimes@lemmy.ca
          link
          fedilink
          92 years ago

          Flails are just objectively worse than warhammers. Same damage die, but lacking the Versatile trait. I’ve played with giving flails some other sort of secondary ability but never found something that works.

          Morningstars are functionally the same as warpicks, and both lack the Versatile trait. I’ve settled on changing the morningstar’s damage to 2d4 split between 1d4 bludgeoning and 1d4 piercing to set it apart.