House Rule Proposals

Proposals (not valid)


Expertise Feats

An Expertise feat has an additional prerequisite: “No other expertise feats”. You may have only one per PC. They are likely to be a bit more powerful than other feats.

See the Expertise Reasoning page for more mutterings/reasoning.

Backstabber (Expertise)

Prerequisite: has the Sneak Attack class feature, and has no other Expertise feats
Benefit: Your sneak attack increases by 1d6. At the 5th level of the class granting the sneak attack feature, it increases to 2d6, and to 3d6 at the 11th level of that class.

Crossbow Expert (_Expertise)

Becomes an Expertise feat (and gains the additional prerequisite as such)

Favored Hunter (Expertise)

Prerequisite: has the Favored Enemy class feature, and has no other Expertise feats
Benefit: When you hit a favored enemy with a weapon attack, your attack does extra damage equal to the expertise bonus you would have from just your levels in the class granting the favored enemy class feature.

Great Weapon Master (Expertise)

Becomes an Expertise feat (and gains the additional prerequisite as such)

Martial Adept (Expertise)

Becomes an Expertise feat (and gains the additional prerequisite as such).

At character level 11, you gain two mastery dice instead of just one.

If you already have mastery dice, then the new die is the same size as your existing dice. At 6th level of the class that gives you expertise dice, the size of all your expertise dice increases by one step. (From 1d8 to 1d10, from 1d10 to 1d12, and from 1d12 to 2d8)

Resounding Thunder (Expertise)

Prerequisite: has the ability to cast a spell that does thunder or force damage, and has no other Expertise feats
Benefit: When you deal thunder damage with a spell of 1st level or higher, the targets of your spell that are “large” or smaller must make a Strength save or be pushed away from the spell’s origin by 10 feet and be knocked prone. If there is only one target of the spell, that save is made with disadvantage.

Also, increase one attribute by one point, to a maximum of 20.

SharpShooter (Expertise)

Becomes an Expertise feat (and gains the additional prerequisite as such)

Unarmed Master (Expertise)

Prerequisite: has an Unarmed Strike class feature, and has no other Expertise feats
Benefit: The damage done by your unarmed strike increases by one die size, as if you were higher level in any of your classes that gave you the Unarmed Strike class feature.

At level 13 in the qualifying class, this changes to be increased by two dice sizes instead: if your unarmed damage was originally 1d8, it’s changed to 2d6, if it was originally 1d10 it’s changed to 2d8, and if it was 1d12, then 2d10.

Zealot’s Smite: (Expertise)

Prerequisite: Divine Smite Class Feature, no other Expertise Feats
Benefit: When using a Divine Smite, you deal an extra 1d8 damage. In addition, you gain the following benefit depending on your Sacred Oath.

Devotion: When you use your Sacred Weapon Channel divinity, you gain a bonus to damage equal to your Charisma modifier for the same duration. At 11th paladin level, this becomes twice your Charisma modifier, and at 17th paladin level, this becomes three times your Charisma modifier.
Ancients: When you use your Nature’s Wrath Channel divinity, you may chose to ensnare your foe with more vicious vines. If you do so, the creature restrained by your vines takes damage equal to your charisma modifier when it starts it’s turn. This ends if the creature saves against the effect. (At 11th paladin level, 2x Charisma modifier. At 17th paladin level, 3x)
Vengeance: If you use your Vow of Enmity Channel divinity, you gain an additional bonus action that can only be used to cast a paladin spell.

General New Feats

If you have an idea for a general feat, ask. The guidance is that a general feat should not increase your DPR, it should increase your options.

Monk Weapons Master

Prerequisite: has an Martial Arts class feature.
Benefit: increase your Strength or Dexterity by 1, to a maximum of 20.

Also, pick one non-two-handed melee weapon you’re proficient in (such as a longsword). That weapon becomes a class weapon (“Monk Weapon”) for the purpose of your class features in the class that granted you the Martial Arts class feature (Monk)

Leaf on the Wind

Benefit: You gain the following benefits

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You may use Dexterity to calculate your jumping distance and height instead of Strength, and can always make a running high or long jump even if you have not moved yet this turn.
  • When you are prone, standing up uses only 5 feet of your movement.

Class Tweaks


Champion Fighter

You may chose to replace both the Improved and Superior Critical features with the following feature:
Just Better At This: Starting at 3rd level, your attacks deal 1d6 extra damage on a hit. This improves to 1d8 at 7th level, 1d10 at 10th level, and 1d12 at 15th level.

House Rule Proposals

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