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1001 Homebrew Ideas to Flesh Out Sometime

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Garryl:
Behold! Ideas that aren't complete, but might be some day.
I'll be transferring things over from the old thread over the next few days.
Everyone is welcome to post here with their own half-formed ideas, too, by the way. Basically, anything you've got that you want to put up but isn't big enough or complete enough to warrant its own thread is all fine and dandy.

Index
(click to show/hide)Note: This index is only of my stuff, not everything in this thread. I'm not the only person using this, I'm just too lazy to maintain links for everybody else's stuff, too.

Spellcasting Barbarian Variant
Mental HP
Notes on a Thieving Martial Discipline
Expanded Swift Actions
Natural Weapons and TWF
Conditions with Degrees
Modified Turning/Rebuking
Spellcasting Feats
Elf Fighter Racial Substitution Levels
Degrees of Skill Training
Standardized Spell Durations
Marshal Revamp (Better auras, Battlefield Presence mechanic, Orders and Commands)
Wizard as Warlock
Temple Raider (Divine skillmonkey base class)
Samurai Rewrite (Just notes)
Crusader/Ardent PrC (Almost done, playable state)
Psionic Dodger PrC
Gambler (Just mechanics ideas)
Chrono Trigger d20 (Mechanics, about two thirds of a class, and some basic techs)
Thief of Concept PrC (Spellthief for more than just spells)
Rename Full-Round to Full-Turn
Hit Dice as Damage Reduction
Enigma PrC (Incarnate/Gunslinger, complete but for the formatting and a few extras)
Redefined Ethereal
A Race That Sees Magic
Mage Base Class (Point-based recharge spellcasting, has been moved into its own thread)
Sorcerer ACF for Wizards
Redefined Weapon Categories
Point Charge Spell Metamagic Feat
Thoughts on Alternative Monster Advancement
Elite Template (Diablo style)
More Senses
Tomb of Battle: The Book of Dead Warriors (Has been split off into its own sub-board)
Pursuing Hatred Discipline
Healing Surges Variant (Complete)
Glancing Blows Variant
Crippling Overspecialization Feat
Decept Race (Complete)
New Magic Items
Alternative Shadowcaster Mechanics
Diablo 1 Classes
I Have a Song Stuck In My Head
Implacable Life Circle
Temporary Damage and Variant Regeneration
ToB Pyrokineticist PrC
Variant Magic Item System (Bonuses built into characters, items do neat things)
Monk With Resonance Mechanics
Expanded Base Saves Variant
Reinforced Crossbows
Revamped Sizes and 5' Steps
Fighter as (Over-The-Top) fighting Styles
Breathe Weapon Feat
Notes on combining ability scores between characters (for use w/ mecha)
AoOs on 5' Steps, Variant AoO Rules for Moving, and the Break Away Action
Revamped Weapon Proficiency
Aura Spells
Skill Parcels
Denial
Dark Archer PrC
Build Your Own Rogue Class
Truenaming Mk. N+1
Crits on a miss - Average damage math fix for low attack bonuses/high threat ranges.
Fighter with Wizard Mechanics
Revised Illusion Rules
ToB ACFs
Raptor Grapple feat
Echotracer PrC
Floating Invocation house rule for invoking classes.
Energy Tolerance
HP, Constitution changes, and Death
Favored Nemesis Ranger ACF
Ambidextrous Feat
Tome of Battle Eldritch Essences
Simmering Rage Feat
Afterlife Thoughts
About 4E Classes And Power Types
TWF/Flurry Rules
Endurance Skill
Agraramel Base Class
Hilt Smash Feat
Swift Spell Metamagic Feat
Saving Throws as Skill Checks
Save DCs Based on Save Type
Life Domain, Additional Healing Spells
Teleportation Class Features
Locate Death Spell
Timid Berserker Flaw
Frenzy as Feats
Hexblade Remake
Another Variant Skill System
Break Away Action, Revised
Revised Prereqs for Core Feats
Fury-Based Barbarian Class
Rogue With Ambush Feats Built In
Craft (Spellsmithing) Skill
Percentiles Are For Suckers
Dragon Shaman Remake
Thoughts On Resolving Degrees Of Success
Cheap Magic Items - GitP
Perfect Defense Feat
Firearm-Using Martial Discipline Idea
Incarnum Meets ToB
Weapons of Legacy Done Right
Terminology and Damage Size Scaling
Qualifying for Bonus Feats
3E Basic
Alternative Spiked Shields
Biote Class (HP as resource)
Journey - Extraordinary Planar Travel
Primal Fear Feat
Max Dex as Reduction Instead of Maximum
Oil of Enchantment (Item)
No More Plusses Any More
Domain Savant - Cleric variant
Paragon Traits
Immunity Strengths
Exceptional Weapons and Armor
Fixing the Gunslinger
Darksiders Psychic Impression
Steel Fist Martial Discipline
Simplified Carrying Capacity
Simplified ASF
Pinpoint Aim Feat
Spell Levels According to Spell Slot
Alacrity Bonus
Logarithmic Spot and Listen Penalties
Variant Death and Dying
Accurate Attacks, but Fewer of Them
Spell Critical Feat Chain
Spell Ablation
Money is Power Variant
Leylines
Darklight Humans
Divine Unease
Bloodied Death Throes Feat
Lightspawn
Revised Miracle and Wish - Part 2
Shadow's Cloak Item
Revised Wizard Spell Knowledge Rules
Arcane Corruption
Spaceships and Subsystem Taxation
Aiming and Precision Damage Range
All Spellcasters Are Spontaneous
Primal Challenge Ability
Magical Postapocalyptic Campaign Setting
Mortare - Magic Race
Erg - Magic Race

Note to self: This covers up to reply #500, all backed up to my computer as of Monday, May 19th.

Garryl:
Spellcasting Barbarian Variant
(click to show/hide)Spirit Warrior Barbarian


Gain spontaneous Divine spellcasting, 1st level spells at 1st level, new spell level at 4th and every 4 levels thereafter (max 6th level spells at 20th). Few spell slots.
Use Strength for save DCs/max spell level and Constitution for bonus spells.
Spell list includes Rage as a 1st level spell, Greater Rage (3rd level, self only, +4 Str/Con), and Mighty Rage (6th level, self only, +6 Str/Con). Spell list is generally self-buffing, with a bit of group buffing.
Replaces Rage and Fast Movement.

At 2nd level, gain a spirit guide. Functions like the Eternal Blade's spirit guide thingy. Grants Uncanny Dodge while the spirit guide is around, or Imp Uncanny Dodge at 5th level.
Replaces the normal Uncanny Dodge.

Add Ghost Touch to your weapons and/or armor 1/day/3 levels. Lasts for 1 minute, activated as a swift action. Only usable while spirit guide is around.
Replaces Trap Sense.

Starting at 7th, gain spirits' protection. Expend an unused spell slot to gain a deflection bonus to your AC for 1 round equal to the slot's level. Bonus increases by 1 every 3 levels thereafter. Only functions while spirit guide is around.
Replaces Damage Reduction.

At 14th level, you can expend 2 uses of the Ghost Touch thingy to become incorporeal for 1 round. You retain your Strength score.
Replaces Tireless Rage.


Spell List:
1 - Bless, Cure Light Wounds, Entropic Shield, Jump, Longstrider, Magic Weapon, Rage, Shield of Faith
2 - Barkskin, Bear's Endurance, Bull's Strength, Cat's Grace, Heroism, Lion's Charge (SpC?), Owl's Wisdom, Resist Energy, See Invisibility
3 - Blur, Cure Moderate Wounds, Dispel Magic (self only), Good Hope, Greater Magic Weapon, Greater Rage, Prayer, Protection from Energy, Speak With Dead
4 - Air Walk, Arcane Sight, Cure Serious Wounds, Divine Power, Haste, Magic Vestment, Spell Immunity
5 - Cure Critical Wounds, Freedom of Movement, Greater Dispel Magic (self only), Greater Heroism, Overland Flight, Stoneskin
6 - Heal (self only), Heroes' Feast, Mighty Rage, Righteous Might, Transformation, True Seeing

Garryl:
Mental HP, Mind Control, and hopefully something that can later be used in a social combat system
(click to show/hide)Everyone has some number of mental HP, determined similarly to regular hp but using Wisdom instead of Constitution (and probably using different hit dice for each class, too). When you fall to 0 MHP, you fall unconscious. At -10, you become a vegetable (essentially dead). Nonlethal mental damage also exists, and works similarly to normal nonlethal damage.

Mind control works by breaking down a target's mental health, enforcing your will in place of the target's. You accumulate mental influence on a target. You can only achieve actual mind control when your mental influence is higher than the target's MHP, and you have the highest mental influence on the target. Having at least as much influence as the target's (current MHP - nonlethal mental damage) lets you influence them like a Charm spell. Having at least as much influence as the target's maximum MHP+10 lets you influence them like a Dominate spell. Most sources of mental influence cause mental damage as well creating mental influence, so if multiple opponents are fighting over the same target, they could easily knock it out before either one achieves dominance over the others' control. Mental influence goes away at the same rate as nonlethal mental damage.



This lets Enchantment-type effects become more of a "gradual defense" kind of thing that SneeR was talking about. Charm Person, for example, could deal 1d6 points of nonlethal mental damage and cause 1d6 points of influence/level (save negates influence). Dominate Person causes 5d6 points of MHP damage, and causes 2d6 influence/level on a failed save. The new martial maneuver "Fezzik, jog his memory" deals your normal weapon damage (plus some level-appropriate amount) as both nonlethal damage and nonlethal mental damage.


Garryl:
Some notes for a thieving martial discipline. Uses Sleight of Hand. A lot of other maneuvers will borrow from Setting Sun (mostly regarding moving your opponent around and fooling him/her) and Shadow Hand (Sneak Attack and sneaking around).
(click to show/hide)Cutpurse's Step (Rush) - Move, steal something with Sleight of Hand or disarm someone along the way. Use Sleight of Hand checks instead of attack rolls for the disarm attempt if you have a free hand.
Slippery One (Stance) - Freedom of Movement on self.

Jackinthegreen:
Int- and Wis-based invocation users.

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