Character Class House Rules

On top of the normal benefits a character gets for his/her class, I have additional Class benefits for the PCs.

Fighter

  • Pick one special skill at levels 1, 3, 7, 12, and 18.
    • Berserker:
      • Level 1: Before the initiative roll, choose to go berserk to gain +1 to hit and +2 to damage, but at the cost of -3AC. Stay in berserk mode until the fighter decides to end it at the end of a combat round before the next initiative roll.
    • Brute:
      • Level 1: Do +2 melee damage.
    • Healer:
      • Level 1: Can Heal a number of hit points equal to 2 plus their Charisma modifier. Can Heal once per day with an additional heal every odd numbered level.  So, it’s once per day at level 1 and twice per day at level 3, thrice a day at level 5 and 4 times per day at level 7 so on.
    • Sharpshooter (chose weapon):
      • Level 1: Gain +1 to hit and +1 damage with a chosen ranged weapon (chose upon picking this option).
      • Level 2: For the same weapon in Level 1, gain +2 to hit and +1 damage.
      • Level 3: For the same weapon in Level 2, gain +2 to hit and +1 damage and increase attack rate (the original rate of fire of once every two rounds becomes once per round; once per round becomes twice per round; and twice per round becomes thrice per round).
    • Swashbuckler:
      • Level 1: Gain +1 AC when wearing chain mail, lighter armor or no armor.
      • Level 2: Gain +2 AC when wearing chain mail, lighter armor or no armor.
      • Level 3: Gain +3 AC when wearing chain mail, lighter armor or no armor.
    • Weapon Master (choose weapon):
      • Level 1: Gain +1 to hit and +1 damage with a chosen melee weapon (chose upon picking this option).
      • Level 2: For same weapon in Level 1, gain +1 to hit and +1 damage and rate of attack is at 3 attacks every 2 rounds.
      • Level 3: For same weapon in Level 1, gain +1 to hit and +1 damage and rate of attack is at twice per round.

Magic-user

  • Arcane Blast: This is a bolt of raw magic. The Magic-User doesn’t roll anything, but the target gets a save vs. magic to avoid all damage. The bolt has a range of 30 feet and does 1d3 damage. Since it is pure magic, it will affect creatures which are only affected by magical weapons, but does not affect inanimate objects.
  • Cast Cantrips (Minor Magic): Magic-users are allowed to cast everyday magic at will. This is usable once per round if no other action taken. This ability is for non-combat use only. Attempting something abusive fails automatically. Abusive uses include pickpocket attempts, combat effects, etc.
  • Detect Magic: Can be cast at will. No spell slot is required and it’s automatically known.
  • Read Magic: Can be cast at will. No spell slot is required and it’s automatically known.
  • Spell Bonus based on Intelligence:
    • 13 to 15: +1 Level 1 spell
    • 16 to 17: +2 Level 1 spells
    • 18 above: +2 Level 1 spells and +1 Level 2 spell

Cleric

  • Cast Orisons: Clerics are allowed to cast minor divine magic. Clerics can cast a number of orisons per day equal to their level plus their Wisdom modifier. For example, a fourth level Cleric with Wisdom of 14 can cast 6 (4 + 2) orisons per day.
  • Turn Undead: Can only be used once per target creature per day.
  • Spell Bonus based on Wisdom:
    • 13 to 15: +1 Level 1 spell
    • 16 to 17: +2 Level 1 spells
    • 18 above: +2 Level 1 spells and +1 Level 2 spell

Thief

  • Hit Dice of 1d6: Instead of 1d4.
  • Knife Fighting: Cause 1d6 damage with daggers, knives, dirks, stilettos and similar weapons that normally deal only 1d4 damage.

 


I feel like there’s not much going on with Fighters as they level up except for getting better at hitting things and getting harder to kill. With 3 Fighters on the team, I want them to be able to differentiate themselves as well as look forward to some cool abilities when they go up in level.

I want the Magic-users to be using magic more, even if it’s not powerful magic, rather than try to help the party out by clumsily using weapons that they aren’t good at.

Having started running RPGs using AD&D 2nd Edition, I’m partial to having Thieves get d6 Hit Dice instead of a d4. So I changed that and also made them better dagger wielders.

For Clerics, I want them to be able to do some extra healing so I allowed them to be able to use Orisons (from the 0-level spell BFRPG supplement) for a limited number of times per day. Also, I depowered the Turn Undead power for now. If I feel that it’s not up for abuse anyway, I can always turn off the restriction.

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