So I'm going to be DMing for my friends from Highschool, they've never played D&D before, and because I want them to enjoy their first time playing I brought some of 3.5 into the game, and a few special homebrew rules for my player's class features. I'm allowing all my players to start off with feat of their choosing as long as they met the requirements, I'm also allowing them to get select a new feat when they get a stat increase, again this is to make the game more fun or them, and to give myself the challenge of creating difficult situations for them all. I've also giving each of players a little something special depending on the classes they've chosen. Keep in mind that I am going to being to stuff like HP via the standard 5E rules.
One of them choose Paladin so to give him the full experience I gave him a special class feature that would allow him one use of divine smite, even though he's not level two, I've told him that he will always have that free use of Smite, but it will behave like a normal smite, so a long rest is going to be required after using it. Doing this because the player specifically choose paladin because he wanted something melee magic, so I'm giving him earlier than traditional rules, as I've never really understood why Paladins are denied smite in the beginning.
One of them choose Warlock Hexblade and because I want him to get more use and fun out of the class I'm debating if I should give him the same treatment as the paladin player, one free smite slot, since Hexblade's get Wrathful Smite at level 1, but because how much weaker Wrathful is compared to other smites, I've been pondering on giving him two free smites instead of just one. I'm also piecing together who his Patron is, some sort of Spider demon or creature that has either been imprisoned in weapon in the world, or is trying to enter the material plane. So I'm thinking of allowing his pact weapons to gain small special abilities, like he can use a full action to throw his weapon, and uses a bonus action to tug it back with a "magic" spider web. Still working out the ideas on that one.
One of them choose Monk, and I'm thinking of letting him start with a single Ki point, so he can have so fun usage of the Monk class right from the get go. I know Monks already start with like 2 attacks in the beginning, but I'm banking on my player knowing the importance of defense. I'm also going to allow him to have a special ability granted to him because of his Monk Tradition, a group that learned martial arts from a Thudnerbird, so at some point when I feel he earns it, he'll be able to use shocking grasps with a martial arts attack, with the use of a Ki point of course. Should I make this a certain level, or should I give this too him when I feel his character has earned it?
One of them is going Ranger, and I gave him something special because caught me very off guard. I asked him if he wanted an animal companion, and after saying sure, I asked if he had an idea of what it would be, without hesitation he answered; Giraffe. I found the stats for a Giraffe, and so I allowed it, and I gave him something special; his giraffe has barbarian rage. Just because I want the majestic Geoffrey (the giraffe) to live long and become a legend amongst the world I've made them. I regret nothing if Geoffrey beats nearly everything I throw at them, just because the image of a giraffe killing enemies is the greatest delight to everyone.
One of the players went Tempest Domain Cleric, and this one was tricky for me to decide on something special for him, since the Tempest Domain is such a powerhouse already, so I thought about giving them a custom cantrip that heals, I was thinking of making it either a d4 plus their character level so in the beginning they can heal 5 HP which is better than most, but it takes a full action to cast. Any other ideas for what I should give him?
Finally, perhaps the most song about heroes, The Bard! I'm honestly drawing a huge blank on what I should give their Bard since I think Bards are seriously powerful from the beginning, they get Vicious Mockery as a cantrip, what more do you need for a damage spell? If anyone can help me out in that area I'd appreciate it greatly.
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So I'm going to be DMing for my friends from Highschool, they've never played D&D before, and because I want them to enjoy their first time playing I brought some of 3.5 into the game, and a few special homebrew rules for my player's class features. I'm allowing all my players to start off with feat of their choosing as long as they met the requirements, I'm also allowing them to get select a new feat when they get a stat increase, again this is to make the game more fun or them, and to give myself the challenge of creating difficult situations for them all. I've also giving each of players a little something special depending on the classes they've chosen. Keep in mind that I am going to being to stuff like HP via the standard 5E rules.
One of them choose Paladin so to give him the full experience I gave him a special class feature that would allow him one use of divine smite, even though he's not level two, I've told him that he will always have that free use of Smite, but it will behave like a normal smite, so a long rest is going to be required after using it. Doing this because the player specifically choose paladin because he wanted something melee magic, so I'm giving him earlier than traditional rules, as I've never really understood why Paladins are denied smite in the beginning.
One of them choose Warlock Hexblade and because I want him to get more use and fun out of the class I'm debating if I should give him the same treatment as the paladin player, one free smite slot, since Hexblade's get Wrathful Smite at level 1, but because how much weaker Wrathful is compared to other smites, I've been pondering on giving him two free smites instead of just one. I'm also piecing together who his Patron is, some sort of Spider demon or creature that has either been imprisoned in weapon in the world, or is trying to enter the material plane. So I'm thinking of allowing his pact weapons to gain small special abilities, like he can use a full action to throw his weapon, and uses a bonus action to tug it back with a "magic" spider web. Still working out the ideas on that one.
One of them choose Monk, and I'm thinking of letting him start with a single Ki point, so he can have so fun usage of the Monk class right from the get go. I know Monks already start with like 2 attacks in the beginning, but I'm banking on my player knowing the importance of defense. I'm also going to allow him to have a special ability granted to him because of his Monk Tradition, a group that learned martial arts from a Thudnerbird, so at some point when I feel he earns it, he'll be able to use shocking grasps with a martial arts attack, with the use of a Ki point of course. Should I make this a certain level, or should I give this too him when I feel his character has earned it?
One of them is going Ranger, and I gave him something special because caught me very off guard. I asked him if he wanted an animal companion, and after saying sure, I asked if he had an idea of what it would be, without hesitation he answered; Giraffe. I found the stats for a Giraffe, and so I allowed it, and I gave him something special; his giraffe has barbarian rage. Just because I want the majestic Geoffrey (the giraffe) to live long and become a legend amongst the world I've made them. I regret nothing if Geoffrey beats nearly everything I throw at them, just because the image of a giraffe killing enemies is the greatest delight to everyone.
One of the players went Tempest Domain Cleric, and this one was tricky for me to decide on something special for him, since the Tempest Domain is such a powerhouse already, so I thought about giving them a custom cantrip that heals, I was thinking of making it either a d4 plus their character level so in the beginning they can heal 5 HP which is better than most, but it takes a full action to cast. Any other ideas for what I should give him?
Finally, perhaps the most song about heroes, The Bard! I'm honestly drawing a huge blank on what I should give their Bard since I think Bards are seriously powerful from the beginning, they get Vicious Mockery as a cantrip, what more do you need for a damage spell? If anyone can help me out in that area I'd appreciate it greatly.