Documente Academic
Documente Profesional
Documente Cultură
Table of Contents
Table of Contents
Table of Contents..............................................................................................................................................1
Introduction and Copyright..............................................................................................................................8
Chapter 1: Abilities...........................................................................................................................................9
New Ability Score: Perception (PER)..........................................................................................................9
Rolling Ability Scores..................................................................................................................................9
Purchasing Ability Scores...........................................................................................................................10
Bonus Table a: Stat Generation..............................................................................................................10
Bonus Table b: Sample Stats (based on 35 points).................................................................................10
Bonus Spells for High Ability Scores.........................................................................................................11
Table 1-1: Ability Modifiers and Bonus Spells......................................................................................11
Chapter 2: Races.............................................................................................................................................12
New Table 2-1: Racial Ability Adjustments...............................................................................................12
Humans.......................................................................................................................................................12
Dwarves......................................................................................................................................................12
Elves...........................................................................................................................................................12
Gnomes.......................................................................................................................................................12
Half-elves...................................................................................................................................................13
Half-orcs.....................................................................................................................................................13
Halflings.....................................................................................................................................................13
Chapter 3: Classes..........................................................................................................................................14
New Table 3-1: Base Save and Base Attack Bonuses................................................................................14
New Hit Dice for Classes...........................................................................................................................14
Alternative New Hit Points for Classes......................................................................................................15
New Table 3-2: Experience and Level-Dependent Bonuses......................................................................15
Barbarian....................................................................................................................................................16
Bard............................................................................................................................................................16
Cleric..........................................................................................................................................................17
Druid...........................................................................................................................................................17
Fighter.........................................................................................................................................................18
Monk...........................................................................................................................................................18
Paladin........................................................................................................................................................19
Psychic Warrior..........................................................................................................................................20
Ranger.........................................................................................................................................................20
Rogue..........................................................................................................................................................21
Sorcerer.......................................................................................................................................................21
Wizard........................................................................................................................................................22
Prestige Class: Battleguard.........................................................................................................................23
Prestige Class: Divineguard.......................................................................................................................24
Prestige Class: Silverguard.........................................................................................................................25
Prestige Class: Mageguard.........................................................................................................................26
Prestige Class: Shadowguard.....................................................................................................................27
Other Prestige Classes in Use.....................................................................................................................28
Arcane Archer (elf only).........................................................................................................................28
Duelist.....................................................................................................................................................28
Eldritch Master (bard or sorcerer only)..................................................................................................28
Gladiator.................................................................................................................................................28
Hunter of the Dead.................................................................................................................................29
Loremaster..............................................................................................................................................29
Mystic.....................................................................................................................................................29
Stonelord (dwarf only)...........................................................................................................................29
Soulknife (psionic).................................................................................................................................30
Trapmaster..............................................................................................................................................30
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Table of Contents
Chapter 4: Skills.............................................................................................................................................31
New Skill Rules..........................................................................................................................................31
Acquiring Skill Ranks............................................................................................................................31
Rolling a 1 or a 20......................................................................................................................................31
New Table 4-2: Skills.............................................................................................................................32
Skill Changes..............................................................................................................................................33
Changes to Who Gets What....................................................................................................................33
Changes to Ability Modifiers.................................................................................................................33
New Skills..................................................................................................................................................34
Chapter 5: Feats..............................................................................................................................................35
New Feat Rules...........................................................................................................................................35
Table 5-1a: Cost of Feats........................................................................................................................35
New Table 5-1: Feats..............................................................................................................................36
Feat Changes..............................................................................................................................................49
Acrobatic [Skill].....................................................................................................................................49
Agile [Skill]............................................................................................................................................49
Alertness [Skill]......................................................................................................................................49
Animal Affinity [Skill]...........................................................................................................................49
Athletic [Skill]........................................................................................................................................49
Blind Fight [Combat].............................................................................................................................49
Deceitful [Skill]......................................................................................................................................49
Dodge [Combat].....................................................................................................................................49
Endurance [General]...............................................................................................................................49
Great Fortitude [Saves and Resists].......................................................................................................49
Greater Weapon Focus [Combat]...........................................................................................................49
Improved Unarmed Strike [Unarmed]....................................................................................................49
Iron Will [Saves and Resists].................................................................................................................50
Investigator [Skill]..................................................................................................................................50
Lightning Reflexes [Saves and Resists].................................................................................................50
Magical Aptitude [Skill].........................................................................................................................50
Martial Weapon Proficiency [Combat]...................................................................................................50
Negotiator [Skill]....................................................................................................................................50
Nimble Fingers [Skill]............................................................................................................................50
Persuasive [Skill]....................................................................................................................................50
Quick Draw [Combat]............................................................................................................................50
Self-Sufficient [Skill].............................................................................................................................50
Skill Focus [Skill]...................................................................................................................................50
Stealthy [Skill]........................................................................................................................................50
Toughness [Combat]...............................................................................................................................51
Weapon Specialization [Combat]...........................................................................................................51
New Feats...................................................................................................................................................52
Accurate [Ability Score].........................................................................................................................52
Advanced Armor Mastery (Heavy) [Combat]........................................................................................52
Advanced Armor Mastery (Light) [Combat]..........................................................................................52
Advanced Armor Mastery (Medium) [Combat].....................................................................................52
Ageless Body [General].........................................................................................................................52
Ambidexterity [General]........................................................................................................................52
Arcane Understanding [General]............................................................................................................53
Armor Focus (Heavy) [Combat]............................................................................................................53
Armor Focus (Light) [Combat]..............................................................................................................53
Armor Focus (Medium) [Combat].........................................................................................................53
Armor Mastery (Heavy) [Combat].........................................................................................................53
Armor Mastery (Light) [Combat]...........................................................................................................53
Armor Mastery (Medium) [Combat]......................................................................................................53
Arrow of Death [Missile].......................................................................................................................54
Assassins Luck [Combat]......................................................................................................................54
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Lore [General]........................................................................................................................................78
Low-light Vision [General]....................................................................................................................78
Luck [General]........................................................................................................................................78
Lucky Strike [Combat]...........................................................................................................................79
Magical Strike [Combat]........................................................................................................................79
Martial Weapon Brilliance [Combat].....................................................................................................79
Martial Weapon Mastery [Combat]........................................................................................................79
Mass Effect Spell [Metamagic]..............................................................................................................80
Master Dodge [Defensive].....................................................................................................................80
Master Parry [Combat]...........................................................................................................................80
Master Summoning [Spellcaster]...........................................................................................................80
Mature [Background].............................................................................................................................80
Menagerie [Spellcaster]..........................................................................................................................81
Mobile Cleave [Combat]........................................................................................................................81
Mount of Renown [General]..................................................................................................................81
Mystic Strike [Combat]..........................................................................................................................82
New Domain [Divine]............................................................................................................................82
No Escape [Combat]...............................................................................................................................82
Opportunist [Combat].............................................................................................................................83
Organized [General]...............................................................................................................................83
Parry [Weapon Technique].....................................................................................................................83
Perceptive [Ability Score]......................................................................................................................83
Perfect Balance [Combat].......................................................................................................................83
Perfect Piety [Divine].............................................................................................................................84
Perspicacious Student [Skill]..................................................................................................................84
Phase Arrow [Missile]............................................................................................................................84
Pinpoint Accuracy [Missile]...................................................................................................................84
Poison Use [General]..............................................................................................................................85
Power Resting [General]........................................................................................................................85
Powerless Spell [Metamagic].................................................................................................................85
Precise Two-Weapon Fighting [Combat]...............................................................................................85
Prone Fighting [Combat]........................................................................................................................85
Pure Form [Combat]...............................................................................................................................85
Quick Feint [Combat].............................................................................................................................86
Quick Strike [Sneak Attack]...................................................................................................................86
Racial Affinity [Bloodgift].....................................................................................................................86
Rage [Combat]........................................................................................................................................86
Ranged Attack Deflection [Missile].......................................................................................................86
Rapid Metamagic [Metamagic]..............................................................................................................87
Recharge Item [Item Creation]...............................................................................................................87
Regeneration [Combat]..........................................................................................................................87
Retain the Charge [Spellcaster]..............................................................................................................88
Riposte [Combat]....................................................................................................................................88
Sacrifice Attack [Combat]......................................................................................................................88
Sacrifice Assault [Combat].....................................................................................................................88
Sagacious Practitioner [Skill].................................................................................................................89
Savage Strike [Combat]..........................................................................................................................89
Seeker Arrow [Missile]...........................................................................................................................89
Shield Focus [Combat]...........................................................................................................................89
Short but Speedy [General]....................................................................................................................89
Shot of Opportunity [Missile]................................................................................................................89
Shrewd Learner [Skill]...........................................................................................................................90
Silencing Attack [Sneak Attack].............................................................................................................90
Simple Weapon Brilliance [Combat]......................................................................................................90
Skewer [Combat]....................................................................................................................................90
Skill Devotion [Skill].............................................................................................................................90
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Counterspells............................................................................................................................................108
Chapter 11: Spells.........................................................................................................................................110
Cantrips and Orisons................................................................................................................................110
New Spells................................................................................................................................................111
Advanced Polymorph Self....................................................................................................................111
Bind Familiar........................................................................................................................................111
Panthers Sense.....................................................................................................................................112
Rewind Time.........................................................................................................................................112
Anti-Construct Ward.............................................................................................................................112
Appropriate Construct..........................................................................................................................113
Bind Construct......................................................................................................................................113
Block Commands.................................................................................................................................113
Exchange Minds...................................................................................................................................114
Mend Construct....................................................................................................................................114
Rebuild..................................................................................................................................................114
Reign Construct....................................................................................................................................115
Usurp Construct....................................................................................................................................115
Appendix......................................................................................................................................................116
An Essay on Parrying...............................................................................................................................116
An Essay on Hit Points.............................................................................................................................117
An Essay on Spellcasting.........................................................................................................................119
An Essay on Metamagic...........................................................................................................................120
An Essay on Spell Resistance...................................................................................................................122
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Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 1: Abilities
Some of the material in this document is original material, dreamed up by me. However, some of the
included material has been taken from other Advanced Dungeons & Dragons publications, or 3rd party OGL
publications. These other publications are the property of TSR, Inc. and Wizards of the Coast, or are the
property of their publishers. I have included them here, sometimes directly and unchanged, other times
modified to conform with 3rd Edition rules or to fit in with my house rules, in an effort to bridge the gap
between 2nd Edition and 3rd Edition rules. In all cases, they own the material and all rights to the material.
The stuff thats my own creation is free for anyone to use; I make no effort to claim or copyright my
original material in this document.
I have decided to post these rules for free on the internet so other players can use them if they wish. Your
job (if you care at all) is to examine each house rule in this document, one by one, and determine if you
wish to use it in your own game. If you like a rule, use it; if you dont like it, dont use it. And if you almost
like it, feel free to change my rule to suit your own game. Its your game; make it fun.
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Chapter 1: Abilities
Chapter 1: Abilities
New Ability Score: Perception (PER)
Perception has been missing from Dungeons and Dragons from the beginning. According to the rulebook,
whenever a character needs to observe anything, he would roll against his Intelligence. While it is true that
smarter characters are often going to force their minds to be more mentally alert, this is only a small part of
the picture. Perceptiveness is not merely a matter of mental alertness. It is also a physical matter of how
good ones eyesight or hearing is. It is also a matter of paying attention to ones surroundings, of getting
tiny clues that one might not even be consciously (intellectually) aware of but still responds to.
Without a Perception ability, a partys wizards and clerics are going to be detecting ambushes, spotting
hidden or secret things, and reacting most quickly to situations that surprise others. Shouldnt barbarians
and rangers be doing this as well? Without a Perception ability, there is no way to make the stereotype
brutal-but-dumb barbarian with the uncanny knack for avoiding trouble (read any Conan book though
Conan wasnt dumb, he wasnt brilliant either, and he had that uncanny knack). Without a Perception
ability, there is no way to make that doddering old myopic wizard who cant find his way back home from
a simple trip to the marketplace.
A character with a high score in Perception would have particularly good eyesight and hearing. While it is
possible for an individual to have poor eyesight and good hearing, or vice-versa, for game purposes we will
assume that healthy characters will be approximately equal in both. A character will be either good at both
or poor at both, so one single Perception stat can take care of both vision and hearing. Also, characters with
high scores in Perception will be good at paying attention to what goes on around them. Perceptive
characters are typically very hard to ambush or surprise.
The Perception ability is useful for rolling checks for Listen, Read Lips, Search, and Spot.
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Chapter 1: Abilities
Score
6
7
8
9
10
11
12
13
14
15
16
17
18
I would suggest that you allow the players a number of points as follows:
Low-powered campaigns in which the players are little better, or no better, than ordinary common folk
would use a base of 10 or so. Using 10 points, a common set of scores might be: 14, 14, 12, 11, 10, 9,
8. Most players will choose not to have an 18 score because it is too costly in all other stats.
Challenging campaigns in which the players are somewhat better than ordinary folk should use a base
of around 25. A sample of scores using 25 points might be: 18, 16, 13, 12, 10, 9, 6.
Demanding campaigns are for characters who are above ordinary folks. They face dangers and
challenges far beyond the scope of the common man. Such campaigns should use about 35 points for
purchasing ability scores. Bonus Table b lists several possible arrangements for scores using 35 points.
16
15
15
16
17
18
16
16
17
17
16
18
18
18
17
18
18
18
18
18
17
18
18
14
14
15
15
16
15
14
16
16
16
16
16
16
17
16
17
18
18
17
17
18
17
18
18
14
14
15
15
14
15
14
15
15
14
16
16
14
12
14
16
14
14
16
16
16
17
17
18
14
14
15
15
14
14
14
15
15
14
12
15
14
12
14
11
13
12
11
11
12
10
14
14
14
15
14
12
12
12
11
14
12
10
10
11
12
10
11
10
10
10
11
10
14
13
12
10
10
11
11
11
10
10
10
10
10
10
10
10
14
12
10
10
10
10
10
10
10
I personally favor 35 points when using this system. It allows more flexibility, and players dont feel like
they have to be pigeonholed into one-dimensional characters. Fighters can afford to be intelligent, wizards
might choose to be strong, or charismatic. Also, when I allow people to roll stats, most players who roll
worse than these stats (see Bonus Table b) tend to feel disappointment. Players who roll stats similar to
these usually feel good about their rolls. Make the players feel good, let them be extraordinary. You will
still be able to find traps and monsters and villains to challenge them.
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Chapter 1: Abilities
-5
-4
-3
-2
-1
-0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
5
X
X
X
X
X
X
X
X/0
0
0
1
2
2
3
3
3
4
4
4
4
4
5
5
5
5
5
6
X
X
X
X
X
X
X
X
0
0
0
1
2
2
3
3
3
4
4
4
4
4
5
5
5
5
7
X
X
X
X
X
X
X
X
X/0
0
0
0
1
2
2
3
3
3
4
4
4
4
4
5
5
5
8
X
X
X
X
X
X
X
X
X
0
0
0
0
1
2
2
3
3
3
4
4
4
4
4
5
5
9
X
X
X
X
X
X
X
X
X
X/0
0
0
0
0
1
2
2
3
3
3
4
4
4
4
4
5
A character with an ability score this low cannot learn spells of this level.
The X applies to the lower of the two ability scores, the zero applies to the higher. Thus, a character
who wishes to cast 3rd level spells would be unable to do so if her ability score was a 12, but would
be able to do so with no bonus spells if her ability score was a 13. So casting 9th level spells requires
an ability score of 19; 18 just is not high enough.
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Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 2: Races
Chapter 2: Races
In later editions of this document I will likely include new races, but for now I am only including my
changes to the PHB.
Humans
Humans may now swap a point between 1 pair of stats, two pairs of stats, or none (see footnote on New
Table 2-1: Racial Ability Adjustments. Also, humans are allowed additional feats at any level divisible by 6
(6, 12, 18).
Dwarves
Stonecunning is now a +4 racial bonus.
Elves
Racial bonus for Listen, Search, and Spot is now +4. Also, they may choose Bard or Wizard as a Favored
Class.
Gnomes
I have changed gnomes stat modifiers as follows: +1 CON, +1 INT, +1 WIS, -2 STR.
Gnomes may choose Cleric or Illusionist as a Favored Class.
Saving throws against illusions are now +4.
Also, gnomes are particularly resistant to any magical effects that fool or confuse the mind. They receive a
+2 racial bonus against mind-affecting magic.
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Chapter 2: Races
Half-elves
I have changed half-elves stat modifiers as follows: +1 DEX, -1 CON, May make one trade as a human.
Gain +1 feat at 1st level and at any level divisible by 10 (10, 20)
Gain +2 Skill points at first level and gain +1 skill point at any level divisible by 2 (2, 4, 6)
Half-orcs
I have changed half-orcs stat modifiers as follows: +2 STR, -2 INT, -2 CHA. They may make one trade as
a human but may not trade any STR, INT, or CHA in this fashion.
Gain +1 feat at 1st level and at any level divisible by 10 (10, 20)
Half-orcs receive a racial modifier of +2 on all intimidate checks.
Half-orcs (and orcs) often live in such filthy conditions that they are toughened against all the hardships of
life, including all forms of toxins, poisons, diseases, illnesses, etc. Any time a character of orc blood must
make a Fortitude saving throw they receive a +2 racial bonus.
Also, these races are particularly ferocious and fearless. They receive a +2 racial bonus for all saving
throws and skill checks involving morale or courage.
Halflings
I have changed halflings stat modifiers as follows: +2 DEX, +1 CON, -2 STR.
Racial saving throw bonus is now +2 on all saving throws.
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Chapter 3: Classes
Chapter 3: Classes
New Table 3-1: Base Save and Base Attack Bonuses
Class
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base Save
Bonus
+0/+2
+0/+3
+1/+3
+1/+4
+1/+4
+2/+5
+2/+5
+2/+6
+3/+6
+3/+7
+3/+7
+4/+8
+4/+8
+4/+9
+5/+9
+5/+10
+5/+10
+6/+11
+6/+11
+6/+12
Wiz, Sor
Base Attack Bonus
+0
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
This table didnt change much. However, Monk moved over to the warriors column, and the last two
columns have changed the curve slightly. The slight change in curve delays their ability to learn feats that
require certain Base Attack Bonuses, providing the warrior classes an edge in combat feats.
Class
Sorcerer, Wizard
Cleric (only if deity has no War domain), Druid
Bard, Cleric (only if deity has War domain), Rogue
Fighter, Monk, Paladin, Ranger
Barbarian
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Chapter 3: Classes
Class
Sorcerer, Wizard
Cleric (only if deity has no War domain), Druid
Bard, Cleric (only if deity has War domain), Rogue
Fighter, Monk, Paladin, Ranger
Barbarian
This is changed from the previous New Hit Points for Classes for many reasons:
It eliminates all rolling for HP
It allows high-level NPC Hit Points to be generated in a second rather than by rolling tons of dice
Players never feel bad about getting a crummy roll
You never have 2 10th level fighters in the same group, one with 90 HP and the other with 40, just
because one was luckier than the other
Players are no longer encouraged to cheat or lie on their HP rolls to make their character just that little
bit more survivable
And for the reasons stated in my Essay on Hit Points in the appendix of this document
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Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 3: Classes
Barbarian
Hit Dice: d12; Alternative HP/Level: 7
Skill Points at first level: (5 + INT modifier)x4
Skill Points at each additional level: 5 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a barbarian gains a bonus feat for free.
These bonus feats must be chosen from Alertness, Skill Focus: Climb, Skill Focus: Jump, Skill Focus:
Swim, and Skill Focus: Wilderness Lore.
Bard
Hit Dice: d8; Alternative HP/Level: 5
Skill Points at first level: (5 + INT modifier)x4
Skill Points at each additional level: 5 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a Bard gains a bonus feat for free. These
bonus feats must be chosen from Skill Focus: Diplomacy, Skill Focus: Gather Information, and Skill Focus:
Perform.
Page 27 of the PHB lists a few optional bard weapons; bards are now proficient with all of them.
Bardic Music: Countersong requires 4 ranks in Perform, Fascinate requires 6, Suggestion requires 10,
Inspire Greatness requires 15 ranks and gives the following bonuses:
Adds 3d6+2 HP
+2 levels or hit dice: affects all level-based abilities already known but does not grant extra HP (the
bardsong already grants HP as per the previous bullet) or allow a character to use abilities he doesnt
know at his real level. For example, inspiring a 9th level barbarian to greatness makes him effectively
11th level. This will increase his Base Attack Bonus, improve his Saving Throws, and will improve his
Uncanny Dodge ability to the 10th level effect (because he already knows Uncanny Dodge). But he will
not learn the 11th level Damage Reduction as that is an ability he does not know at 9th level. Also note
that this ability will not grant additional skill points, feats, or ability score increases.
As with all spellcasters, Bards are allowed to use the new Cantrip rule governing Zero-level spells as
described later in this document in the Cantrips and Orisons section of Chapter 11: Spells.
As with all spellcasters, the ability to recover spells is now a function of the Concentration skill. Every hour
of rest recovers one spell level/point of this skill. So, a 5th level character with maximum skill ranks (8) plus
a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15 spell levels per hour of rest. See
chapter 10, Recovering Spells, for more information.
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Chapter 3: Classes
Cleric
If clerics deity has the War domain:
Hit Dice: d8; Alternative HP/Level: 5
Skill Points at first level: (3 + INT modifier) x4
Skill Points at each additional level: 3 + INT
modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a cleric gains a bonus feat for free. These
bonus feats must be chosen from Skill Focus: Concentration, Skill Focus: Diplomacy, Skill Focus: Heal,
and Skill Focus: Spellcraft.
Clerics do not have to choose the War domain to be proficient with their deitys favored weapon, but they
must choose War to gain the Weapon Focus feat for free. Refer to PHB page 31.
Clerics must choose a god, or choose to worship an alignment. If choosing the alignment option, it must
be Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil, and the domains chosen must be the same
two as the alignment.
As with all spellcasters, Clerics are allowed to use the new Orison rule governing Zero-level spells as
described later in this document in the Cantrips and Orisons section of Chapter 11: Spells.
Spontaneous Casting. Refer to page 31of the PHB for information pertaining to Domain Spells and to page
32 for information about Spontaneous Casting. Clerics may still channel their energy into Healing or
Harming spells as written. Also, they can exchange prepared spells for any domain spell of the same level
or lower. This means high-level clerics with many domains have many spells available for spontaneous
casting.
As with all spellcasters, the ability to recover spells is now a function of the Concentration skill. Every hour
of rest recovers one spell level/point of this skill. So, a 5th level character with maximum skill ranks (8) plus
a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15 spell levels per hour of rest. See
chapter 10, Recovering Spells, for more information.
Clerics have a new Special Feat, available only to divine spellcasters. At each level divisible by 5 (5, 10,
15) a cleric automatically gains the New Domain special feat, but only if there are any domains available
to her deity that she has not learned. Refer to the New Feats section later in this document for more details.
At 18th level, clerics gain the Timeless Body special ability, as per 15th level druids (see page 35, PHB).
This may not apply to some religions (for instance, not available from gods or goddesses of death).
Druid
Hit Dice: d6; Alternative HP/Level: 4
Skill Points at first level: (5 + INT modifier) x4
Skill Points at each additional level: 5 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a druid gains a bonus feat for free. These
bonus feats must be chosen from Skill Focus: Animal Empathy, Skill Focus: Handle Animal, and Skill
Focus: Wilderness Lore.
As with all spellcasters, Druids are allowed to use the new Orison rule governing Zero-level spells as
described later in this document in the Cantrips and Orisons section of Chapter 11: Spells.
Druids now get domains and domain spells just like clerics, including the ability to spontaneously cast
domain spells. Druids do not worship deities (see page 33 of the PHB), but their worship of nature can
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draw them down different natural paths. As such, they may choose from the following domains: Air,
Animal, Chaos, Earth, Evil, Fire, Good, Law, Plant, Sun, Travel, or Water. Druids may only choose
alignment domains if they are of the same alignment. For example, a Lawful Neutral druid can only choose
the Law alignment; Chaos, Evil, and Good are unavailable to her. Some domain spells on these lists may
not normally be available to druids; however, a druid has access to any domain spell, even if it is not
normally a druid spell. Note that the divine feat New Domain is available to druids, and they may take it
often enough to have every domain in the above list if they wish.
Spontaneous Casting. Refer to page 31of the PHB for information pertaining to domain spells & to page 32
for information about Spontaneous Casting. Now druids can use Spontaneous Casting in the same way as
clerics can. They can exchange prepared spells for any domain spell of the same level or lower. This means
high-level druids with many domains have many spells available for spontaneous casting, but healing or
harming is only available if those druids have domains that provide healing or harming domain spells.
As with all spellcasters, the ability to recover spells is now a function of the Concentration skill. Every hour
of rest recovers one spell level/point of this skill. So, a 5th level character with maximum skill ranks (8) plus
a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15 spell levels per hour of rest. See
chapter 10, Recovering Spells, for more information.
Druids have a new Special Feat, available only to clerics and druids. At 5th level, 10th level, and 15th level, a
druid automatically gains the New Domain special feat. Refer to the New Feats section later in this
document for more details. These new domains are restricted as indicated above.
Fighter
Hit Dice: d10; Alternative HP/Level: 6
Skill Points at first level: (3 + INT modifier) x4
Skill Points at each additional level: 3 + INT modifier
Bonus Feats: At 3rd level, again at 5th level, and again at 7th level, a fighter gains a bonus feat for free. This
is in addition to the bonus feats on Table 3-9: The Fighter, page 36 in the PHB. These bonus feats must be
chosen from the following list: Alertness, Ambidexterity, Athletic, Danger Sense, Endurance, Great
Fortitude, Iron Will, Lightning Reflexes, Quick Draw, Remain Conscious, Thick Skin, Toughness, or any
feat listed on the Combat or Missile Combat lists, provided all prerequisites have been met.
Weapon Specialization is now +1 attack and +2 damage and stacks with Weapon Focus.
Monk
Hit Dice: d10; Alternative HP/Level: 6
Skill Points at first level: (5 + INT modifier)x4
Skill Points at each additional level: 5 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a monk gains a bonus feat for free. These
bonus feats must be chosen from Skill Focus: Balance, Skill Focus: Concentration, Skill Focus: Escape
Artist, Skill Focus: Jump, and Skill Focus: Tumble.
Table 3-10: The Monk on page 38 of the PHB is changed slightly: The AC Bonus is equal to the monks
level, rounded down, plus her WIS modifier. Thus, the AC Bonus changes to +1 at 4th level, +2 at 8th, +3 at
12th, +4 at 16th, and +5 at 20th level.
Note that TSR released an erratum regarding unarmed damage: monks may choose to do real damage or
subdual damage with any unarmed attack and there is no penalty for choosing either type of damage.
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Stunning Attack: This is now changed as follows: a stun attempt causes a 1 penalty on the monks attack
roll, but if the attack misses by any margin, it does not count as one of the monks daily allowance of stun
attempts. Thus, the only stunning attacks that count against the monks limit of 1 per day per level are those
that successfully strike an opponent, regardless of the success or failure of the victims saving throw.
Quivering Palm: This ability may be used a number of times equal 1 plus to the monks WIS bonus per
month. Also, all the rule changes about Stunning Attack (see above) such as 1 attack penalty and what
counts as part of the monthly allotment, apply to Quivering Palm as well.
Empty Body now has a duration of a number of minutes equal to 1 plus the monks INT modifier per level.
Paladin
Hit Dice: d10; Alternative HP/Level: 6
Skill Points at first level: (3 + INT modifier) x4
Skill Points at each additional level: 3 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th, a paladin gains a bonus feat for free. These
bonus feats must be chosen from Skill Focus: Diplomacy, Skill Focus: Diplomacy, Skill Focus: Heal, and
Skill Focus: Ride.
Additional Bonus Feat: paladins gain Leadership at 5th level for free (yes, this is 1 level less than the
requirement for the Feat, but paladins are natural leaders).
As with all spellcasters, Paladins are allowed to use the new Orison rule governing Zero-level spells as
described later in this document in the Cantrips and Orisons section of Chapter 11: Spells.
Of course, the first thing to fix is the Lawful Good concept. I think every deity should have paladins. I am
sure every deity would want them leading their holy armies on crusades against their divine rivals. Thus,
paladins can be of any Lawful alignment, and can worship any deity who has at least a partial alignment
match. Thus, a Lawful Neutral paladin could worship any god who is Neutral, Neutral Good, Neutral Evil,
Lawful Neutral (of course), or Chaotic Neutral. This could put a paladin somewhat at odds to some extent
with his religion, especially in cases where a Lawful Paladin worships a Chaotic deity (for example, a
Lawful Evil paladin worshipping Erythnul who is the Chaotic Evil god of Slaughter). In most cases, these
deities are willing to overlook a little lawfulness in their paladins in view of all the benefits the paladins
bring to the religion.
Domains: Paladins can choose one domain at 1st level and another domain at 11th level, just as clerics
would. They gain all the benefits of Granted Powers and Domain Spells that clerics gain, including
Spontaneous Casting. For more information, refer to page 31of the PHB for information pertaining to
Domain Spells and to page 32 for information about Spontaneous Casting. Also refer to my changes to the
cleric class earlier in this chapter of this document. Paladins never have access to the New Domain Feat.
As with all spellcasters, the ability to recover spells is now a function of the Concentration skill. Every hour
of rest recovers one spell level/point of this skill. So, a 5th level character with maximum skill ranks (8) plus
a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15 spell levels per hour of rest. See
chapter 10, Recovering Spells, for more information.
Detect Evil: Good paladins can detect Evil, Evil paladins can detect Good, and Neutral paladins can detect
either Good or Evil (but not both at once; they must specify which they are detecting at any given time).
Lay on Hands: Evil paladins can actually heal damaged undead if they so choose.
Smite Evil: Good paladins can smite Evil, Evil paladins can smite Good, and Neutral paladins can smite
either Good or Evil. Good and Evil paladins can use this ability a number of times equal to her CHA
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modifier 1 (but never less than one) per day. The limit for Neutral paladins is CHA modifier 2 (but never
less than one). This ability is never used up accidentally by smiting the wrong alignment. Refer to PHB,
page 42.
Remove Disease: Evil paladins (but not neutral paladins) can cure disease or cause disease as per the
Contagion spell.
Turn Undead: Neutral and Evil paladins can Rebuke Undead as per clerics. See PHB, page 32.
Cast Spells: Paladins can use Spontaneous Casting rules to cast any healing spells or domain spells to
which they may have access.
Code of Conduct: All paladins have a code of conduct, but neutral and evil paladins have slightly different
versions. These differences are up to individual DMs to decide and enforce, but certain basics should be
maintained. These include: respect authority, act honorably (dont lie or cheat), help others with similar
alignments provided they dont use the help for opposing deeds, punish those that harm or threaten
anything the paladins faith holds dear (worshippers, temples, beliefs, etc.).
The restriction on multiclass paladins is partially lifted to allow paladins who have changed classes to
undertake a holy quest to regain their deitys favor sufficiently to resume advancing in paladin levels.
Psychic Warrior
Hit Dice: d8; Alternative HP/Level: 6
Skill Points at first level: (3 + INT modifier) x4
Skill Points at each additional level: 3 + INT modifier
Bonus Feats: At 3rd level, again at 4th level, again at 6th level, and again at 9th level a psychic warrior gains a
bonus feat for free. These bonus feats must be chosen from the following list: Ambidexterity, Blind-Fight,
Body Fuel, Cleave, Combat Manifestation, Combat Reflexes, Deep Impact, Deflect Arrows, Dodge, Exotic
Weapon Proficiency, Expertise, Far Shot, Fell Shot, Great Cleave, Great Sunder, Improve Dodge, Improved
Bull Rush, Improved Critical, Improved Disarm, Improved Initiative, Improved Magical Strike, Improved
Parry, Improved Trip, Improved Two-weapon Fighting, Improved Unarmed Strike, Inertial Armor, Inner
Strength, Magical Strike, Master Dodge, Master Parry, Mental Leap, Mobility, Mounted Archery, Mounted
Combat, Mystic Strike, Parry, Point Bank Shot, Power Attack, Power Touch, Precise Shot, Precise Twoweapon Fighting, Prone Fighting, Psionic Charge, Psionic Dodge, Psionic Fist, Psionic Metabolism,
Psionic Shot, Psionic Weapon, Quick Draw, Ranged Attack Deflection, Ranged Disarm, Ranged Pin,
Ranged Sunder, Rapid Metabolism, Rapid Shot, Return Shot, Ride-by Attack, Riposte, Shot on the Run,
Speed of Thought, Spirited Charge, Spring Attack, Stand Still, Stunning Fist, Sunder, Talented, Toughness,
Trample, Two-Weapon Fighting, Unavoidable Strike, Up the Walls, Weapon Finesse, Weapon Focus,
Weapon Specialization, Whirlwind Attack, Withdraw.
Weapon Specialization is now +1 attack and +2 damage. At level 6 the psychic warrior gains access to this
feat, but does not actually gain the feat unless she uses one of her normally allotted feats to learn it.
However, she may use any allot feat at any time hereafter to learn Weapon Specialization.
Ranger
Hit Dice: d10; Alternative HP/Level: 6
Skill Points at first level: (5 + INT modifier) x4
Skill Points at each additional level: 5 + INT modifier
Bonus Feats: Twice at 1st level, again at 2nd level, again at 4th level, again at 6th level, and again at 8th level
(for a total of 6 bonus Feats), a ranger gains a bonus feat for free. These bonus feats must be chosen from
Alertness, Ambidexterity, Danger Sense, Quick Draw, Skill Focus: Handle Animal, Skill Focus: Hide, Skill
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Focus: Intuit Direction, Skill Focus: Move Silently, Skill Focus: Wilderness Lore, Toughness, and Twoweapon Fighting.
As with all spellcasters, Rangers are allowed to use the new Orison rule governing Zero-level spells as
described later in this document in the Cantrips and Orisons section of Chapter 11: Spells.
As with all spellcasters, the ability to recover spells is now a function of the Concentration skill. Every hour
of rest recovers one spell level/point of this skill. So, a 5th level character with maximum skill ranks (8) plus
a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15 spell levels per hour of rest. See
chapter 10, Recovering Spells, for more information.
There is no real reason to give rangers the Ambidexterity or Two-weapon Fighting Feats, or the Improved
Two-weapon Fighting Feat (why dont rogues have them, too?) other than they were holdovers from
previous editions of the game. Taking them away would be unfair, so I am replacing them with three extra
bonus Feats, as described above.
Domains: Rangers can choose one domain at 1st level and another domain at 11th level, just as clerics
would. They gain all the benefits of Granted Powers and Domain Spells that clerics gain, including
Spontaneous Casting. For more information, refer to page 31of the PHB for information pertaining to
Domain Spells and to page 32 for information about Spontaneous Casting. Also refer to my changes to the
druid class earlier in this chapter of this document. Rangers never have access to the New Domain Feat. As
with druids, Rangers cannot Spontaneously Cast a healing spell unless they have the Healing domain.
Rogue
Hit Dice: d8; Alternative HP/Level: 5
Skill Points at first level: (9 + INT modifier) x4
Skill Points at each additional level: 9 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a rogue gains a bonus feat for free. These
bonus feats must be chosen from Skill Focus: Bluff, Skill Focus: Climb, Skill Focus: Disable Device, Skill
Focus: Hide, Skill Focus: Move Silently, Skill Focus: Open Lock, Skill Focus: Pick Pocket, Skill Focus:
Search, and Skill Focus: Spot.
Additional Bonus Feat: At 4th level, the rogue gains the Lightning Reflexes Feat for free.
Special Abilities: This is changed to allow the rogue to gain one Special Ability at 8th level, another one at
12th level, and another one at 18th level. (Between this and the 4th level Bonus Feat, the rogue will get
something at every level). Also, Crippling Strike has been upgraded to 1d3 points of Strength loss.
Sorcerer
Hit Dice: d4; Alternative HP/Level: 3
Skill Points at first level: (3 + INT modifier) x4
Skill Points at each additional level: 3 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a sorcerer gains a bonus feat for free.
These bonus feats must be chosen from Skill Focus: Alchemy, Skill Focus: Concentration, Skill Focus
Knowledge (Arcana), Skill Focus: Scry, and Skill Focus: Spellcraft.
As with all spellcasters, Sorcerers are allowed to use the new Cantrip rule governing Zero-level spells as
described later in this document in the Cantrips and Orisons section of Chapter 11: Spells.
One of the first changes to a sorcerer is to make the character class somewhat more dependent on Wisdom
rather than Charisma. Charisma is for bards; Wisdom is for gut feelings and instinct. The description of the
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class on pages 48-49 of the PHB indicates that sorcerers are fairly instinctive spellcasters. Instinct fits much
more nicely with Wisdom than with Charisma.
Since instinct is so important for sorcerers, they now use WIS to determine the number of bonus spells of
each level a sorcerer can cast per day.
Also, Intelligence represents the ability to figure out new spells and to retain more spells in their heads, so I
use INT to determine how many bonus spells a sorcerer can remember (adds to maximum known).
As with all spellcasters, the ability to recover spells is now a function of the Concentration skill. Every hour
of rest recovers one spell level/point of this skill. So, a 5th level character with maximum skill ranks (8) plus
a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15 spell levels per hour of rest. See
chapter 10, Recovering Spells, for more information.
At 16th level, sorcerers gain the Timeless Body special ability, as per 15th level druids (see page 35, PHB).
Wizard
Hit Dice: d4; Alternative HP/Level: 3
Skill Points at first level: (3 + INT modifier) x4
Skill Points at each additional level: 3 + INT modifier
Bonus Feats: At 2nd level, again at 4th level, and again at 8th level, a wizard gains a bonus feat for free. These
bonus feats must be chosen from Skill Focus: Alchemy, Skill Focus: Concentration, Skill Focus: Scry, and
Skill Focus: Spellcraft.
As with all spellcasters, Wizards are allowed to use the new Cantrip rule governing Zero-level spells as
described later in this document in the Cantrips and Orisons section of Chapter 11: Spells.
Obviously, the first thing to fix with wizards seems to be that forever-broken class function that causes
them to forget their spells. However, this problem wont be changed; if you dont like it, play a sorcerer. On
the other hand, because of the increased spellcasting power of clerics (allowing Spontaneous Casting of
Domain spells), druids (allowing Domain spells and Spontaneous Casting), and sorcerers (increasing the
number of known spells and the Spells per Day allotment), wizards should be treated to some benefit.
As such, a wizard may now attempt to spontaneously cast spells from her spellbook. This means she may,
with a successful Spellcraft check, cast any spell from her spellbook at the expense of any of her prepared
spells of the same level or higher. This is discussed later in this document under Spell Retention in the
Magic section.
As with all spellcasters, the ability to recover spells is now a function of the Concentration skill. Every hour
of rest recovers one spell level/point of this skill. So, a 5th level character with maximum skill ranks (8) plus
a WIS mod of +3 and Skill Focus (Concentration) +4 would recover 15 spell levels per hour of rest. See
chapter 10, Recovering Spells, for more information.
At 19th level, wizards gain the Timeless Body special ability, as per 15th level druids (see page 35, PHB).
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Level BAB
1 +1
2 +2
3 +3
4 +4
5 +5
6 +6
7 +7
8 +8
9 +9
10 +10
Fort
Ref
Will
Special
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Class Features:
Bonus Feat: Any: The Battleguard may choose any bonus feat that a fighter could choose.
Bonus Feat: Skill Focus (Sense Motive): The Battleguard receives the Skill Focus feat for the Sense
Motive skill. If the Battleguard already has this feat, he may treat this as Bonus Feat: Any.
Bonus Feat: Leadership: The Battleguard receives the Leadership feat. If the Battleguard already has
this feat, he may treat this as Bonus Feat: Any.
Damage Reduction: This is just like the barbarian ability of the same name.
Defensive Awareness: This is just like the barbarian ability, Uncanny Dodge. At third level the
Battleguard may retain his DEX bonus when surprised or flat-footed. At 6th level he may no longer be
flanked.
Exotic Weapon: The Battleguard may choose to gain the Exotic Weapon feat for any 1 weapon of his
choice. If he chooses not to learn this feat at this time, he may save it for later and learn this feat at any
time in the future.
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+0
+1
+1
+2
+3
+4
+5
+6
+7
+7
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
Will
Special
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Spell Mastery
Skill Focus (Sense Motive)
Bonus Feat
Skill Focus (Spellcraft)
Timeless Body
Bonus Feat
Class Features:
The Divineguard continues to advance in levels in all ways as his former class, Cleric, Druid, Paladin, or
Ranger. The only differences are in the HP per level, class skills, number of skill points per level, and the
abilities noted in the Divineguard Class Table.
Bonus Feat: The Divineguard may take any 1 Metamagic or Item Creation feat.
Skill Focus (Sense Motive): The Divineguard receives the Skill Focus feat for the Sense Motive skill.
If the Divineguard already has this feat, he may treat this as a Bonus Feat.
Skill Focus (Spellcraft): The Divineguard receives the Skill Focus feat for the Spellcraft skill. If the
Divineguard already has this feat, he may treat this as a Bonus Feat.
Spell Mastery: The Divineguard receives the Spell Mastery feat. Any time a Divineguard learns this
feat, he may take select one extra spell (INT modifier +1 instead of merely INT modifier).
Timeless Body: This functions exactly like the Timeless Body ability of the Druid.
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+0
+0
+1
+1
+2
+3
+3
+4
+4
+5
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
Will
Special
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Class Features:
+1 spellcaster level of existing class: Every time a Mageguard gains a level, he treats it exactly as if he had
gained one class level of his former class. This is only in regards to the number of new spells he can learn
and cast. Other class abilities of the former class are ignored.
Bonus Feat: The Mageguard may take any 1 Metamagic or Item Creation feat.
Greater Lore: This functions exactly like the Greater Lore ability of the Loremaster.
Lore: This functions exactly like the Lore ability of the Loremaster.
Secret Lore: the Mageguard gains one secret exactly as described for the Loremaster on page 34 of
the DMG. The Mageguard may only select a secret from table 2-15 appropriate for his level + INT
modifier.
Skill Focus (Spellcraft): The Mageguard receives the Skill Focus feat for the Spellcraft skill. If the
Mageguard already has this feat, he may treat this as a Bonus Feat.
Spell Mastery: The Mageguard receives the Spell Mastery feat. Any time a Mageguard learns this feat,
he may take select one extra spell (INT modifier +1 instead of merely INT modifier).
Timeless Body: This functions exactly like the Timeless Body ability of the Druid.
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+0
+1
+1
+2
+3
+4
+5
+6
+7
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
Will
Special
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Class Features:
Bonus Feat: Skill Focus (Sense Motive): The Shadowguard receives the Skill Focus feat for the Sense
Motive skill. If the Shadowguard already has this feat, he may treat this as Bonus Feat: Any.
Exotic Weapon: The Shadowguard may choose to gain the Exotic Weapon feat for any 1 weapon of his
choice. If he chooses not to learn this feat at this time, he may save it for later and learn this feat at any
time in the future.
Sneak Attack: These bonus dice of damage stack with any other bonus dice from former classes.
Special Ability: This is identical to the Special Ability of the Rogue class with Evasion (the 2 nd level
rogue ability) added to the list. Note, if the Shadowguard does not already have Evasion, he may not
choose Improved Evasion until he learns Evasion.
Uncanny Dodge: This is also identical to the Rogue Ability. A Shadowguard with no former experience in
this ability must start at the beginning and progresses in order from there. A Shadowguard with prior
experience in this ability continues from where he left off.
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Duelist
Source: Sword and Fist
Description:
The duelist is a nimble, intelligent fighter trained in making precise attacks with a light weapon such as the
rapier. Also called swashbucklers, the duelist always takes full advantage of his quick reflexes and wits in a
fight.
Requirements:
BAB of +6 or higher.
5 Skill Ranks in Tumble.
3 Skill Ranks in Perform.
Feats: Dodge, Weapon Proficiency (Rapier), Ambidexterity, Mobility.
Gladiator
Source: Sword and Fist
Description:
Tough, hardened fighters skilled at wearing down their foes and winning the approval of the crowd.
Requirements:
BAB of 5 or higher
4 Skill Ranks in Perform or Intimidate
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Feats: Must have any two fighter feats, even if not gained as a fighter
Loremaster
Source: DMG
Description:
Loremasters are spellcasters who concentrate on knowledge, valuing lore and secrets over gold. They
uncover secrets that they then use to better themselves mentally, physically, and spiritually.
Requirements:
Spellcasting: must be able to cast at least 7 different divination spells, at least one of which must be of 3 rd
level or higher
10 Skill Ranks in two different Knowledge skills.
Feats: Skill Focus (any Knowledge skill), any three Metamagic or Item Creation feats.
Mystic
Source: Dragon #274
Description:
Mystics are arcane specialists. They forego gaining new levels of spells in order to focus on improving and
expanding their current selection of spells. This can quickly make them a formidable spellcaster with a
huge selection of improved-powered low-mid level spells.
Requirements:
10 Skill Ranks in Spellcraft
10 Skill Ranks in Knowledge Arcana
5 Skill Ranks in Religion
Feats: Spell Penetration, Spell Focus, one Metamagic, one Item Creation
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BAB of +5 or higher
6 Skill Ranks in Craft: Stoneworking
3 Skill Ranks in Spellcraft
Feat: Endurance
Soulknife (psionic)
Source: Psionics Handbook
Description:
A Soulknife is a psionicly enhanced rogue, trained to use the powers of the mind to manifest a powerful
and useful psychoplasmic blade.
Requirements:
BAB +4 or higher
3 Skill Ranks in Move Silently
3 Skill Ranks in Knowledge: Psionics
Base Power Points: 9/day (not including bonus points)
Trapmaster
Source: Traps & Treachery
Description:
Trapmasters are, as the name implies, masters of creating and disarming traps and puzzles of all varieties.
They are obsessed with the art and beauty of a finely crafted trap, and will travel to distant and dangerous
locales just for a chance to discover new and deadly devices.
Requirements:
Alignment: Any non-chaotic
10 Skill Ranks in Disable Device
6 Skill Ranks in Craft: Trapmaking
Feat: Mechanical Aptitude
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Chapter 4: Skills
Chapter 4: Skills
This chapter is divided into 3 sections. The first will deal with new rules governing skills in general. The
second section will deal with changes to existing skills in the PHB. The third section will introduce new
skills.
Rolling a 1 or a 20
As per the variant from DMG, page 64, any time a character rolls a d20 there is a chance for a superb roll
or an awful roll. This rule allows characters or NPCs with really high skill modifiers to succeed in simple
tasks even when they roll a 1. It also allows characters or NPCs with low skill modifiers to fail in difficult
tasks, even when they roll a 20.
Whenever a 1 is rolled, treat it as if the die had rolled a 10. This will almost always be a failure, but if the
modifiers to the roll are so numerous or so large that the modified roll still exceeds the DC, then the roll
still succeeds. Thus, a high level rogue with a masterwork lock pick and a few circumstance bonuses
resulting a total Open Locks skill bonus of +25 attempts to open a simple lock with a DC of 15 and rolls a
1. This means the rogue rolled an awful roll of -10, but when she adds her +25 to that roll, she still winds
up with a 15 and picks the lock.
Conversely, whenever a 20 is rolled, treat it as if the die had rolled a 30. This will almost always be a
success, but if the modifiers to the roll are negative, or the DC was so extremely high that the modified roll
does not exceed the DC, then the roll still fails. Thus, an apprentice rogue with a total Open Lock modifier
of +2 attempts to pick an extremely clever lock that has a DC of 33 and rolls a 20. This means the rogue
rolled a superb roll of 30, but even when she adds her skill modifier of +2 to that roll, she still winds up
with a 32 and fails to open the lock.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 4: Skills
Key:
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Wizard
C
C
C
C
C
C
C
C
X
C
C
X
C
X
X
C
X
C
C
C
C
C
C
C
C
C
C
C
C
C
X
C
C
X
X
C
C
C
C
X
X
C
C
C
X
X
X
X
X
C
C
X
C
X
X
X
X
X
X
C
X
X
X
C
X
X
X
C
C
X
X
C
C
X
X
X
X
C
X
X
X
X
X
C
X
X
X
X
X
X
X
X
X
C
C
X
X
X
X
X
X
X
C
C
X
X
X
X
X
X
X
X
X
C
C
X
X
X
X
X
X
X
X
X
C
X
X
C
X
C
C
X
X
X
X
X
C
X
C
X
X
X
X
X
X
X
C
X
X
C
C
X
X
X
X
X
X
X
X
X
X
X
X
X
X
C
C
X
X
X
X
X
X
X
C
X
X
X
X
X
C
C
C
X
C
X
X
C
X
X
X
X
C
X
C
X
X
X
X
X
X
X
X
X
X
C
C
X
X
C
X
X
X
X
X
X
X
X
C
C
X
X
X
X
X
C
C
X
C
X
X
X
X
X
C
C
X
X
X
X
X
X
X
X
X
X
C
C
X
X
X
X
X
C
C
X
X
X
X
C
X
X
X
X
X
X
X
X
C
C
C
X
X
X
X
X
X
X
C
C
C
X
C
X
X
C
C
X
X
C
C
X
X
C
C
X
X
C
C
C
C
X
X
C
C
C
C
X
C
C
C
C
C
X
C
C
C
C
C
C
C
C
X
X
C
C
C
X
X
X
X
X
X
X
X
X
X
C
C
C
X
C
X
C
C
C
X
X
C
X
C
C
C
C
X
X
X
X
C
C
C
X
X
X
X
X
X
X
X
X
X
X
C
X
X
X
X
X
X
X
X
X
X
X
X
X
C
X
X
X
X
X
C
X
X
X
X
X
X
X
X
X
C
C
C
X
X
X
X
X
X
X
X
X
X
X
C
C
C
C
C
C
C
C
C
C
X
X
X
X
C
X
X
X
X
X
C
X
X
X
X
X
C = Class Skill
X = Cross-class Skill
Yes = Can be used without any skill ranks
* Armor check penalty, if any, applies
Yes
Yes
Yes
Yes
Yes
Yes
No
Yes
No
Yes
Yes
Yes
Yes
No
Yes
Yes
Yes
Yes
No
No
No
No
No
No
No
No
No
No
Yes
Yes
No
Yes
No
Yes
Yes
Yes
No
No
No
Yes
Yes
Yes
No
No
Yes
Ability
Cleric
X
X
X
C
X
C
X
X
X
X
X
C
X
C
C
C
X
X
X
X
X
X
X
X
X
X
C
C
X
X
X
C
X
X
X
X
X
C
C
C
X
X
Untrained
Bard
Skills
Appraise
Balance
Bluff
Climb
Concentration
Craft
Decipher Script
Diplomacy
Disable Device
Disguise
Escape Artist
Forgery
Gather Information
Handle Animal
Heal
Hide
Intimidate
Jump
Knowledge (arcana)
Knowledge (engineering)
Knowledge (dungeoneering)
Knowledge (geography)
Knowledge (history)
Knowledge (local)
Knowledge (nature)
Knowledge (nobility)
Knowledge (religion)
Knowledge (the planes)
Listen
Move Silently
Open Lock
Perform
Profession
Ride
Search
Sense Motive
Sleight of Hand
Speak Language
Spellcraft
Spot
Survival
Swim
Tumble
Use Magic Device
Use Rope
Barbarian
INT
DEX *
CHA
STR *
WIS
INT
INT
CHA
DEX
CHA
DEX *
DEX
CHA
CHA
WIS
DEX *
CHA
STR *
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
PER
DEX *
DEX
CHA
INT
DEX
PER
WIS
DEX *
None
INT
PER
WIS
STR *
DEX *
WIS
DEX
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 4: Skills
Skill Changes
Changes to Who Gets What
The following changes are all included in the New Table 4-2: Skills above:
Decipher Script is now cross-class for all classes but barbarians and fighters and on the class list for
sorcerers and wizards.
Diplomacy is now off the druid class list.
Forgery is no longer available to barbarians.
Hide is now a class skill for barbarians.
Intimidate is now a class skill for fighters.
Move Silently is now a class skill for barbarians.
Perform is now off the class list for monks and rogues.
Profession is now a class skill for all classes except barbarian and druid.
Sense Motive is now on the class list for druids and rangers
Spellcraft is now on the class list for paladins and rangers
Spot is now on the class list for barbarians
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
New Skills
There are no new skills at this time
Chapter 4: Skills
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Chapter 5: Feats
This chapter is divided into 3 sections. The first will deal with new rules governing Feats in general. The
second section will deal with changes to existing Feats in the PHB. The third section will introduce new
Feats.
First
250
500
750
1,000
1,250
1,500
1,750
2,000
2,250
2,500
More
500
1,000
1,500
2,000
2,500
3,000
3,500
4,000
4,500
5,000
Level
11
12
13
14
15
16
17
18
19
20
First
2,750
3,000
3,250
3,500
3,750
4,000
4,250
4,500
4,750
5,000
More
5,500
6,000
6,500
7,000
7,500
8,000
8,500
9,000
9,500
10,000
Background and Bloodgift feats are two new types of feats inspired by the Feats book by AEG. Both of
these types of feats can only be taken at first level. The exception are those feats that are background or
Bloodgift feats but have other background or Bloodgift feats as a prerequisite, in which case the second feat
can be taken any time as long as the prerequisite feat was taken at first level.
Another thing to be aware of are feats that dont stack with each other. For example, Acrobatic adds +2 to
Balance checks and Agile adds +3 to Balance checks. A character with both feats gets the better bonus (+3).
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Source
S&S
Epic
PHB
S&S
PHB
S&S
Evil
BEW
Traps
S&S
BEW
BEW
Epic
S&S
Epic
Epic
BoEM
BEW
Traps
PHB
Epic
S&F
Epic
Epic
BEW
BEW
Epic
BEW
BEW
Traps
Traps
BEW
BEW
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Traps
PHB+
Epic
Summary
Prerequisite
+2 Balance, Jump, & Tumble
DEX 13+
One more item of one type
Character Level 10+
+3 Listen/Spot
PER 13+
+2 Diplomacy, +2 Save DC
Persuasive, Trustworthy
Use both hands equally well
DEX 15+
+3 Climb/Swim
(none)
+4 Diplomacy when bribing
CHA 13+
Learn to cast Cantrips
INT 13+, Literacy, non-spellcaster
Automatically notice valuables
PER 15+
+3 Bluff/Disguise
CHA 13+
Extra Spot checks in danger
PER 13+, Alertness, 6 Skill Ranks in Spot
Gain Darkvision 30'
PER 15+
x2 range
As above, PER mod = number taken +2
+10 move rate
Medium armor and no heavy load
Use Ref save instead of Fort
CON 17+
Use Ref save instead of Will
WIS 17+
Interpret dreams
WIS 15+
Famous distinctive item
Character Level 13+
+3 Innuendo/Sense Motive
WIS 15+
+4 endurance checks, Disabled -2 HP
CON 13+
+10 endurance checks, Disabled -4 HP As above, CON 25
Allows Partial actions when Disabled
As above, Iron Will, Toughness, BAB 2+
+10 resistance vs. one type
Character level = number taken this type x8
+4 all non-animal CHA-based skills
Character level 20+
Reflex save for 1/2 damage = no damage DEX 15+, BAB 5+
Reflex save for full damage = 1/2 damage As above, DEX 19+, BAB 15+
50% longer life
CON 13+, Character Level 10+
2x longer life
As above, CON 17+, Character Level 15+
You stop aging
As above, CON 23+, Character Level 20+
+3 Appraise/Search
PER 15+
+3 Bluff/Diplomacy
CHA 15+
Use Fort save instead of Ref
DEX 17+
Use Fort save instead of Will
WIS 17+
Increase this stat by one point
Character level = the number taken this feat x5
Increase this stat by one point
Character level = the number taken this feat x5
Increase this stat by one point
Character level = the number taken this feat x5
+2 Fortitude saves, +2 negative HP
CON 13+
+4 Fortitude saves, +4 negative HP
As above, CON 25+
Immune to normal disease and poison
As above, Poison Immunity, CON 25+
Increase this stat by one point
Character level = the number taken this feat x5
Increase this stat by one point
Character level = the number taken this feat x5
Increase this stat by one point
Character level = the number taken this feat x5
Increase this stat by one point
Character level = the number taken this feat x5
No penalties for not having tools
WIS 13+
+2 Will saves, Disabled at -2 HP
WIS 13+
+4 Will saves, Disabled at -4 HP
As Above, WIS 25+
* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
General Feats
Jack of All Trades
Keen Vision
Leadership
Epic Leadership
Legendary Leader
Legendary Climber
Legendary Leaper
Legendary Rider
Light Sleeper
Lightning Reflexes
Epic Reflexes
Lore
Obscure Lore
Greater Lore
Chapter 5: Feats
Source
S&S
Traps
PHB
Epic
Epic
Epic
Epic
Epic
BEW
PHB+
Epic
BEW
S&S
BEW
Summary
Use every skill
+3 Search/Spot
Attract and maintain followers
Attract more powerful followers
Attract and lead x10 followers
No penalties for rapid climbing
Not restricted by height
Ride and control any mount
Awaken in danger
+2 Reflex Saves, +1 Initiative
+4 Reflex saves, +2 Initiative
You are a fountain of information
+4 to Lore or Bardic Knowledge
Identify as the spell
Prerequisite
Character Level 8+
PER 15+
Character Level 8+
As above, CHA 25+, Leadership score 25+
As above, Diplomacy 30, Tactics 30, Strategy 30
DEX 21, Balance 12 ranks, Climb 24 ranks
Jump 24 ranks
Ride 24 ranks
PER 13+, Listen 7+ ranks
DEX 13+
As above, DEX 25+
INT 15+
As above or Bardic knowledge ability
As above, INT 17+, Spellcraft 10 ranks, 2 Item feats
BEW
Low-light Vision
Improved Low-light Vision**
Luck
Auspice
Fortune
Karma
Fate
Destiny
Epic Purpose
Magical Talent
Mechanical Aptitude
Mount of Renown*
Multicultural*
Perfect Memory
Persuasive
Poison Immunity
Poison Use
Pyro
Quick Draw
Flick of the Wrist
Quicker than the Eye
Run
Fleet of Foot
Epic Speed
BEW
Epic
BEW
BEW
BEW
BEW
BEW
BEW
BEW
BoEM
Traps
BEW
S&S
Traps
S&S
Traps
BEW
S&S
PHB
S&S
S&S
PHB
S&S
Epic
PER 15+
As above, PER mod = number taken +2
CHA 13+
As above, CHA 15+
As above, CHA 17+
As above, CHA 19+
As above, CHA 21+
As above, CHA 23+
As above, CHA 25+
WIS 13+
DEX 15+
Character Level 13+
Speak Language of the designated race
INT 15+
CHA 13+
CON 13+, 5 Skill Ranks in Knowledge: Poison
WIS 13+
(none)
DEX 13+
As above, DEX 17+
DEX 19+
(none)
As above, DEX 15+
As above, Dash, DEX 23+, CON 21+, Medium armor
and no heavy load
Shadow
Shrewd Learner
Perspicacious Student
Sagacious Practitioner
Epic Skillmaster
S&S
BEW
BEW
BEW
BEW
WIS 13+
WIS 11+
As above, WIS 15+
As above, WIS 17+
As above, WIS 25+
True Lore
* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
General Feats
Signature Skill*
Skill Devotion**
Skill Focus*
Epic Skill Focus*
Skill Mastery*
Spell Resistance*
Stealthy
Thick Skin
Damage Reduction**
Armor Skin**
Toughness**
Epic Toughness**
Fast Healing**
Regeneration**
Source
Traps
BEW
PHB+
Epic
BEW
BEW
Traps
BEW
BEW
Epic
PHB+
Epic
BEW
BEW
Summary
One cross-class skill = class skill
Gain 7 + INT mod skill points
+4 bonus to one skill
+10 bonus to one skill
Use 3 skills during combat
SR = your level set when taken)
+3 Hide/Move Silently
+1 Natural AC modifier
Gain or add 3/- damage reduction
+2 Natural AC modifier
Gain 1 HD of Hit Points
Gain 20 HP
Gain Fast Healing 1, or add +1
Gain Regeneration 1, or add +1
Prerequisite
(none)
(none)
(none)
As above, 20 ranks in that skill
INT 13+, WIS 13+, 11+ ranks in each skill
(none)
DEX 15+
Character Level 5+
As above, Character Level = number taken x8
As above, Character Level = times taken x10
(none)
Character level 20+
As above, CON mod = number taken+3
As above, Same number of Fast Healing, CON mod =
number taken+4
Track
Legendary Tracker
PHB
Epic
PER 13+
As Above, WIS 25+, PER 25+, Knowledge Nature 30
ranks, Wilderness Lore 30 ranks
Trap Sense
Trapfinding
Trapkilling
Trustworthy
Tyrant
Epic Tyrant
Willful Fortitude
Willful Reflexes
Epic
BEW
BEW
S&S
Evil
Epic
BEW
BEW
Arcane Feats
Arcane Casting
Arcane Understanding
Armored Caster
Familiar Feat*
Familiar Feat Sharing
Familiar Focus
Familiar Spell**
Improved Familiar
Item Image
Mirror Sight
Spell Knowledge*
Source
T&B
BEW
BEW
BEW
BEW
BEW
Epic
T&B
BoEM
BoEM
Epic
Summary
+4 Save vs. 1 school of magic
Additional spells each level
Reduce Arcane Spell Failure of armor
Familiar learns one feat
Familiar and you share all feats
Familiar level = your Character level
Familiar can cast one spell 1/day
Replace Familiar with better one
Store an item in a tattoo
Use mirrors for scrying
Learn two new arcane spells
Prerequisite
Spell Focus feat in that same school
Spellcraft and Knowledge Arcana ranks = levelx2
Proficiency with armor worn
You must have a familiar
You must have a familiar, Spellcaster level 7+
You must have a familiar
Spell Level 3 higher than chosen spell.
Spellcaster level 5+ or 7+
Spellcaster level 9+
CHA 19+
Must already know 3 spells of same level(s) as the new
spells
Spell Mastery***
PHB
Wizard
* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Source
PHB
BEW
BEW
BEW
PHB
BEW
BEW
BEW
PHB
BEW
BEW
BEW
BEW
BEW
BEW
PHB+
S&F
S&F
PHB
BEW
S&F
S&F
Epic
BEW
BEW
BEW
Epic
BEW
Epic
Epic
S&F
PHB+
BEW
Epic
BEW
BEW
Epic
Summary
Wear light armor
Reduce penalties for light armor -1
Reduce penalties for light armor -2
Reduce penalties for light armor -3
Wear medium armor
Reduce penalties for med. armor -1
Reduce penalties for med. armor -2
Reduce penalties for med. armor -3
Wear heavy armor
Reduce penalties for heavy armor -1
Reduce penalties for heavy armor -2
Reduce penalties for heavy armor -3
+1 competency modifier to BAB
+2 competency modifier to BAB
+3 competency modifier to BAB
Fight unseen foes
As if normal vision, 10'r
Improved ability to grapple
2+DEX mod Attacks of Opportunity
When receive an AoO, make an AoO
+4 attack when Flanking with partner
AoO against a charge
Unlimited Attacks of Opportunity
AoO against wounded foe
Convert up to 5 AC into BAB
Convert up to 10 AC into BAB
Threaten spellcasters better
+1 Defensive Stance/day
Improved Defensive Stance
5' move while in Defensive Stance
Second attack for 1d4 extra damage
+2 AC
1/day or +1/day, Ref Save = 1/2 damage
Avoid all damage from one attack
+4 AC
+6 AC
Blurry effect provides 10% cover per
time taken, max 50%
Prerequisite
(none)
As above, BAB 2+
As above, BAB 5+
As above, BAB 9+
As above
As above, BAB 3+
As above, BAB 7+
As above, BAB 11+
As above
As above, BAB 4+
As above, BAB 9+
As above, BAB 13+
BAB 4+
As above, BAB 9+
As above, BAB 19+
PER 13+
As above, PER 19+, BAB 4+
BAB 3+
(none)
As above, DEX 17+, BAB 5+
As above, BAB 3+
As above, BAB 2+
As above, DEX 21+, BAB 8+
As above, DEX 15+, BAB 8+
As above, DEX 17+, BAB 9+
As above, DEX 21+, BAB 13+
As above, BAB 7+
STR 13+, CON 15+, BAB 8+
CON 25+, Defensive Stance 3/day
DEX 15+, Defensive Stance 5/day
BAB2+
DEX 13+
As above, DEX mod = number taken +1
As above, DEX 25, Tumble 30 ranks
As above, DEX 15+, BAB 6+
As above, DEX 17+, BAB 12+
As above, DEX 30+, Improved Evasion, Hide 30 ranks,
Tumble 30 ranks
Evil
PHB
Epic
PHB
PHB
Epic
BEW
Evil
BEW
BEW
* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Source
BEW
Epic
PHB
BEW
BEW
BEW
S&F
PHB
PHB
BEW
PHB
S&F
BEW
BEW
BEW
BEW
Summary
Use double weapon w/o usual penalties
+1 to all attacks (not BAB)
Choose one exotic weapon
Choose two more exotic weapons
Proficient with all exotic weapons
Apply all feats to all exotic weapons
Extra Partial action
Convert up to 5 BAB into AC
No Attack of Opportunity
Convert any BAB into AC
Immediately attack tripped foe
Free Trip Attack
Give up one attack to improve AC
Give up attacks to improve AC
Parry unseen attacks
Attack of Opportunity after parry
Prerequisite
Proficient with weapon, BAB 1+
Character level 20+
BAB 1+
As above, BAB 2+
As above, BAB 6+
As above, BAB 13+
BAB 3+
DEX 13+
As above, DEX 13+
As above, DEX 17+, BAB 8+
As above, DEX 13+
As above, STR 15+, DEX 13+
As above, DEX 13+, WIS 11+, BAB 3+
As above, DEX 13+, WIS 11+, BAB 8+
As above, DEX 13+, WIS 13+, BAB 15+
As above, DEX 15+, WIS 13+,Wpn Focus, BAB 5+
Pinpoint Precision
Eyes in the Back of Your Head
Favored Enemy*
Bane of Enemies
Death of Enemies
Improved Favored Enemies
Improved Critical*
Overwhelming Critical*
BEW
S&F+
BEW
Epic
Epic
Epic
PHB
Epic
Devastating Critical*
Improved Feint
Quick Feint
Feint Mastery
Improved Flanking**
Improved Initiative
Death Blow
Dire Charge
Superior Initiative
Epic Initiative
Improved Ki Strike
Keen Strike
Epic
BEW
BEW
BEW
BEW
PHB
S&F
Epic
Epic
BEW
Epic
Epic
Vorpal Strike
Improved Subdual
Epic
BEW
* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Source
PHB
S&F
PHB
Epic
Epic
Epic
S&F
S&F
S&F
S&F
Epic
S&F+
S&F
Epic
Epic
Summary
No Attack of Opportunity
Second attack against another foe
Barehanded deflection
Deflect any ranged attack
Unlimited number of deflections
Aim deflected missiles at attacker
Barehanded arrow/bolt catching
Unarmed weapon sunder
Trick foe into being flatfooted
+1d4 extra damage
+10 to all grapple checks
2 extra attacks, all at -4
x2 STR damage mod
Unarmed Strike is Lawful weapon
Shatter objects with Concentration check
instead of STR check
Prerequisite
(none)
As above, DEX 15+, BAB 3+
As above, DEX 13+
As above, DEX 21+, WIS 19+, BAB 15+
As above, Combat Reflexes, DEX 25+
As above, DEX 25+, BAB 21+
As above, DEX 15+, BAB 3+
As above, DEX 15+, Sunder, BAB 2+
As above, BAB 2+
As above, BAB 2+
As above, STR 21+, DEX 21+, Escape Artist 15
As above, DEX 15+, BAB 6+
As above, Jump 5 ranks, BAB 8+
As above, WIS 19+, BAB 16+
As above, Epic Weapon Focus (Unarmed Strike),
Concentration 25 ranks
Stunning Fist
Extra Stunning Attacks**
Improved Stunning Fist**
Pain Touch
Martial Weapon Proficiency
Martial Weapon Mastery
Martial Weapon Brilliance
Mounted Combat
Mounted Archery
Trample
Ride-by Attack
Spirited Charge
Power Attack
Cleave
Great Cleave
Mobile Cleave
PHB
S&F
Epic
S&F
PHB+
BEW
BEW
PHB
PHB
PHB
PHB
PHB
PHB
PHB
PHB
BEW
PHB
S&F
DotF
DotF
S&F
PHB
S&F
BEW
* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Source
BEW
Epic
BEW
Epic
Epic
Epic
Epic
Epic
PHB
S&F
PHB
BEW
BEW
S&S
BEW
Epic
BEW
Epic
S&S
Traps
Traps
BEW
Traps
Traps
Traps
BEW
Epic
PHB
BEW
PHB
Non-epic
Epic
Epic
S&F
BEW
PHB
PHB
Epic
Epic
S&F
BEW
BEW
BEW
PHB+
Epic
Chapter 5: Feats
Summary
Prerequisite
+1 Barbarian Rage/day (any class)
CON 13+, BAB 3+
During rage weapon is Chaotic
Rage 5/day, Chaotic alignment
Increase benefits of Rage
Rage 4/day, CON 19+, BAB 16+
Allies rage with you
As above, CHA 25+
Increase benefits of Rage
Rage 5/day, STR 21+, CON 21+
Ignore hardness of struck objects
Rage 5/day, STR 25+, Power Attack, Sunder
Rage terrifies foes
Rage 5/day, Intimidate 25 ranks
During rage weapon is Thundering
Rage 5/day, STR 25+
You can use any shield
(none)
Shield attack w/o losing AC mod
As above, BAB 3+
You can use all simple weapons
(none)
Apply all feats to all simple weapons
As above, BAB 13+
Gain initial Sneak Attack ability
Hide 6 ranks, Move Silently 6 ranks, BAB 3+
Exchange 1d6 dam for 1/rnd dam
As above, BAB 4+
Sneak Attack does 1d3 STR damage
As above, Sneak Attack must be 5d6 or more
Same damage following round
As above, Sneak Attack must be 8d6 or more
Sneak Attack might kill/paralyze
As above, Sneak Attack must be 5d6 or more
+2 DC each time taken
As above, Sneak Attack must be 8d6 or more
Exchange 2d6 dam for 1/2 move
As above, BAB 4+
Max Range of sneak attack x2
As above, Point Blank Shot, Far Shot
Sneak attack uses d8 (not d6)
As above, BAB 2+
+1 die of damage with Sneak Attack
As above, BAB = number taken x3
Sneak attack may do subdual damage
As above
As Knockout Attack but no -4 penalty
As above
Free attack after a Sneak Attack
As above, BAB 2+
Foe may not use voice
As above, Sneak Attack must be 5d6 or more
Any AoO is a Sneak Attack
As above, Combat Reflexes, Opportunist, 8d6+
Reduce penalties -2/-2
(none)
No penalty for non-light off-hand weapon As above, STR 13+, DEX 13+, BAB 5+
Additional extra attack
As above, Ambidexterity, DEX 15+, BAB 9+
Additional extra attack
As above, DEX 17+, BAB 15+
2nd weapon # of attacks = Primary
As above, DEX 25+, BAB 21+
Extra damage if both weapons hit
As above, BAB 11+
Free AoO, foe gets no shield
As above, BAB 4+
Reduce penalties -4/-4
As above, BAB 7+
May use DEX mod with weapon
BAB 1+, Proficient with weapon
+1 attack with selected weapon
BAB 1+, Proficient with weapon
+2 attack with selected weapon
As above, BAB 13+
Hit incorporeal 100%
As above, WIS 19+, BAB 15+
Use larger weapon with one hand
As above, STR 13+, BAB 3+
Penetrate DR as if additional +1
As above, DEX 13+, WIS 13+, BAB 8+
Penetrate DR as if additional +2
As above, DEX 17+, WIS 17+, BAB 13+
Penetrate DR as if additional +3
As above, DEX 21+, WIS 21+, BAB 19+
+1 attack and +2 damage
As above, Fighter level 4+
+2 attack and +4 damage
As above, Fighter level 9+, BAB 17+
* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Source
PHB
Epic
PHB
Epic
Traps
PHB
BEW
BEW
Summary
+1 Attack & Damage up to 30'
No AoO using missile weapons
Range increment x1.5 or x2
Range is line of sight, no range mod
Max Range of sneak attack x2
No penalty for firing into melee
Use DEX mod as damage mod
Shoot weapon out of foe's hand
Prerequisite
(none)
As above, Dodge, Mobility, BAB 12+
As above
As above, STR 21+, DEX 25+, Spot 21 ranks
As above, Ability to Sneak Attack
As above
As above, BAB 2+
As above, Weapon Focus with a bow or crossbow, DEX
13+, BAB 5+
BEW
BEW
BEW
BEW
BEW
BEW
Epic
Epic
PHB
BEW
BEW
+2 DC
Ignore cover and concealment
One extra attack
Ignore -2 penalties on attacks
Learn 1/day or add +1/day
Non-epic
Epic
BEW
Epic
Epic
PHB
S&F
Epic
S&F
S&F
* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Source
T&B
PHB
Epic
Epic
Summary
+1 Attack/Dam and +1 HP/Hit Die
+4 Concentration
Spellcasting never provokes AoO
Cast touch spells as AoO
Prerequisite
Spellcaster level 2+
(none)
As above, Concentration 25 ranks
As above, Combat Reflexes, Quicken Spell, Spellcraft
25 ranks
Epic Spellcasting
Epic
Extra Slot**
Improved Spell Casting**
Innate Spell*
T&B
Epic
T&B
Spellcaster level 4+
Ability to cast spells at max. level for your class
Quicken Spell, Silent Spell, Still Spell, must be able to
cast spells at least 4 levels higher
BoEM
BoEM
BoEM
BoEM
Epic
BEW
PHB
T&B
Epic
PHB
T&B
Epic
T&B
Spell Stowaway*
Spontaneous Spell*
Tenacious Magic*
Weapon's Reach
Epic
Epic
Epic
BEW
Bard Feats
Deafening Song
Epic Inspiration
Extra Music
Green Ear
Group Inspiration
Hindering Song
Inspire Excellence
Lingering Song
Lasting Inspiration
Music of the Gods
Ranged Inspiration
Rapid Inspiration
Reactive Countersong
Requiem
Source
Epic
Epic
S&S
S&S
Epic
Epic
Epic
S&S
Epic
Epic
Epic
Epic
Epic
S&S
Summary
Bardic music deafens those nearby
All Bardic music bonuses x2
+4 Bardic music/day
Bard songs affect plants
x2 targets for Bardic inspiration
Bard song prevents spellcasting
Allies gain bonus to ability scores
Bardic Inspirations x2 duration
Bardic Inspirations x10 duration
Influence targets immune to mental
x2 range of Bard songs
Bard inspirations are Standard action
Counter sonic or language spells
Bard songs affect undead
Prerequisite
Bardic music ability, Perform 24 ranks
Bardic music ability, CHA 25+, Perform 30 ranks
Bardic music ability
Bardic music ability, Perform 10 ranks
Bardic music ability, Perform 30 ranks
Bardic music ability, Perform 27 ranks
Bardic music ability, Perform 30 ranks
Bardic music ability
As above, Perform 25 ranks
Bardic music ability, CHA 25+, Perform 30 ranks
Bardic music ability, Perform 25 ranks
Bardic music ability, Perform 25 ranks
Bardic music, Combat Reflexes, Perform 30 ranks
Bardic music ability, Perform 12 ranks
* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Divine Feats
Divine Might
Source
DotF
Summary
Increased Damage
Prerequisite
STR 13+, CHA 13+, Power Attack, Ability to
Turn/Rebuke Undead
Divine Shield
DotF
Enhance shield
Extra Smiting**
Extra Turning **
Divine Cleansing
Divine Resistance
Divine Vengeance
Divine Vigor
Empower Turning
Heighten Turning
Negative Energy Burst
Quicken Turning
Great Smiting
DotF
PHB
DotF
DotF
DotF
DotF
DotF
DotF
Epic
DotF
Epic
Holy Smiting
Improved Alignment Casting
Epic
Epic
Epic
Epic
Epic
Epic
BEW
Epic
BEW
Evil
Epic
Epic
Epic
Epic
BEW
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Epic
Epic
* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Metamagic Feats
Chain Spell (+2 levels)
Cooperative Spell (+0 levels)
Delay Spell (+0 levels)
Disguise Spell (+1 level)
Empower Spell (+1 level)
Energy Substitution (+0 levels)
Source
T&B
T&B
T&B
S&S
PHB
T&B
Summary
Multiple Targets
+2 Save DC, +1 level for Penetration
Cause spells to wait for a trigger
Hide spells in your music
Random rolls are x1.5
Change a spell's energy type
Prerequisite
Any one other Metamagic Feat
Any one other Metamagic Feat
(none)
Bardic music ability, Perform 12 ranks in
(none)
Any one other Metamagic Feat, 5 ranks in Knowledge
(Arcana)
T&B
PHB
PHB
PHB
Epic
Epic
PHB
Epic
Epic
T&B
PHB
Epic
As above
(none)
(none)
(none)
As above
Spellcraft 30 ranks, any 4 Metamagic feats
(none)
As above, Spellcraft 20 ranks
As above, Empower Spell, Spellcraft 30 ranks
Extend Spell
(none)
As above, Spellcraft 30 Ranks, Can cast spells 4 levels
higher than highest Automatic Quicken level
Epic
DotF
T&B
DotF
T&B
T&B
PHB
Epic
BEW
T&B
PHB
Epic
(none)
Any one other Metamagic Feat
(none)
As above, Spellcraft 27 Ranks, Can cast spells 4 levels
higher than highest Automatic Quicken level
T&B
T&B
T&B
* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Source
Epic
PHB
PHB
Epic
Traps
PHB
Epic
PHB
Epic
Epic
PHB
BEW
Epic
PHB
Epic
Epic
BEW
BoEM
PHB
Epic
BoEM
BEW
PHB
BEW
Epic
Epic
Summary
Use Alchemy Skill much better
Create potions
Create magic weapons/armor
Create extraordinary weapons/armor
Create magical traps
Create magical rods
Create extraordinary rods
Create magical staves
Create extraordinary staves
Activate spell without using charge
Create magical wands
Create extraordinary wands
Activate spell without using charge
Create misc. magical items
Create misc. extraordinary items
One item type is 1/10 time to make
All item creation feats apply
Create scroll-like Runes in objects
Create magical rings
Create extraordinary rings
Per BoEM chapter 4
Restore lost charges to items
Create spellcaster scrolls
Create everyman scrolls
Create extraordinary scrolls
Create extraordinary scrolls
Prerequisite
INT 21+, Alchemy 21+ ranks
Spellcaster level 3+
Spellcaster level 6+
As above, Knowledge Arc. 30 ranks, Spellcraft 30 ranks
Spellcaster level 10+
Spellcaster level 9+
As above, Knowledge Arc. 32 ranks, Spellcraft 32 ranks
Spellcaster level 12+
As above, Knowledge Arc. 35 ranks, Spellcraft 35 ranks
As above, Spellcraft 15 ranks
Spellcaster level 8+
As above, Knowledge Arc. 35 ranks, Spellcraft 35 ranks
As above, Spellcraft 15 ranks
Spellcaster level 9+
As above, Knowledge Arc. 30 ranks, Spellcraft 30 ranks
+ 3 to Spellcaster level, Knowledge Arc. & Spellcraft
Any two Efficient Item Creation feats
Spellcaster level 5+
Spellcaster level 10+
As above, Knowledge Arc. 35 ranks, Spellcraft 35 ranks
Spellcaster level 5+
Craft/Forge feat and Spellcaster level as applicable
Spellcaster level 1+
As above, Spellcaster level 8+, WIS 13+
As above, Knowledge Arc. 24 ranks, Spellcraft 24 ranks
As above, Improved Scribe Scroll, Knowledge Arcana
30 ranks, Spellcraft 30 ranks
Tap Items
Tap Others
BEW
BEW
Spellcaster level +4
Spellcaster level +4
Metapsionic Feats
Delay Power (PP +6)
Enlarge Power (PP +2)
Extend Power (PP +2)
Persistent Power (PP +8)
Heighten Power (PP +variable)
Hide Power (PP +2)
Improved Manifestation
Maximize Power (PP +6)
Quicken Power (PP +8)
Twin Power (PP +8)
Source
PSI
PSI
PSI
PSI
PSI
PSI
Epic
PSI
PSI
PSI
Summary
Cause powers to wait for a trigger
Double Range
Double Duration
One power can last a full day
Manifest power at higher level
No visual display
Manifestation PP cap = level +2
Random rolls get max value
Free Action
Manifest power twice at same time
Prerequisite
(none)
(none)
(none)
As above
(none)
(none)
Able to manifest highest lvl power for your class
(none)
(none)
(none)
* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Psionic Feats
Combat Manifestation
Fell Shot
Great Sunder
Improved Psicrystal
Inertial Armor
Inner Strength
Talented
Body Fuel
Trigger Power
Master Dorje
Mental Adversary
Disarm Mind
Mental Leap
Metacreative
Power Penetration
Greater Power Penetration
Psionic Body
Psionic Dodge
Psionic Fist
Power Touch
Unavoidable Strike
Psionic Focus
Greater Psionic Focus
Psionic Shot
Psionic Weapon
Deep Impact
Psychic Bastion
Mind Trap
Psychoanalyst
Psychic Inquisitor
Rapid Metabolism
Psionic Metabolism
Return Shot
Speed of Thought
Psionic Charge
Up the Walls
Stand Still
Source
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
PSI
Summary
+4 Concentration
Range attack as if touch attack
Sense weapon's weaknesses
Additional personality
+4 Armor bonus to AC
Additional Power Point(s)
Manifest 3 extra 0-level powers
Convert Stats into Power Points
One power gets free Manifestations
Manifest Dorje with your power pts
Additional psionic attack damage
Deplete defender's Power Points
x2 distance
Base Item Creation cost x.75
+2 levels against psionic resistance
+4 levels on Manifester level checks
Additional HP
+2 AC, stacks with Dodge
+1d4 unarmed damage
Manifest touch power as an AoO
Unarmed attack as if touch attack
+2 DC for one discipline
+4 DC for powers in your Discipline
+1d4 ranged damage
+1d4 melee damage
Melee attack as if touch attack
+1 mental hardness vs. psionic attacks
Deplete attacker's Power Points
+2 Diplomacy, Bluff, Intimidate
Know if someone is lying
Additional HP healed per day
Convert damage to subdual damage
Snatch missile and shoot attacker
+10 to base speed
Charge actions may make turns
You may run on walls
Use AoO to stop foe's movement
Prerequisite
(none)
DEX 13, Point Blank Shot, Psionic Shot, BAB 3+
STR 13+, Power Attack, Sunder, RPP 5+
(none)
RPP 1+
(none)
As above
As above
As above, Sufficient RPP to manifest power
(none)
CHA 13+
As above, CHA 13+
STR 13+, 6 Skill Ranks in Jump, RPP 3+
Any Item Creation Feat
(none)
As above
(none)
DEX 13+, Dodge, RPP 4+
STR 13+
As above, STR 13+
As above, STR 13+, BAB 3+
(none)
As above
DEX 13, Point Blank Shot
STR 13+, Power Attack
As above, STR 13+, RPP 3+
(none)
As above
CHA 13+
As above, CHA 13+
CON 13+
As above, CON 13+
DEX 13, Point Blank Shot
WIS 13+, RPP 1+
As above, WIS 13+, RPP 3+
As above, WIS 13+, RPP 5+
STR 13+, RPP 1+
Source
PSI
PSI
PSI
PSI
PSI
PSI
Summary
Create power point batteries
Create psionic wands
Create psionic weapons/armor
Create misc. psionic items
Create power stones (=scrolls)
Create psionic empowered tattoos
Prerequisite
Manifester level 9+
Manifester level 5+
Manifester level 5+
Manifester level 3+
Manifester level 1+
Manifester level 3+
* You can gain this feat many times. Its effects do not stack. Each time you take it, it applies to a new
weapon, new skill, new school of magic, or new selection of spells.
** You can gain this feat many times. Its effects stack.
*** Special feats are described in the class descriptions for those classes eligible to learn the feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Feat Changes
I have changed the prerequisites of many feats. Some, like Disarm, were based on a stat that didnt really
apply (INT; I changed it to DEX). Some were based on base attack ability (BAB) but were inconsistent in
how high the prerequisite might be so I changed them. Some, I changed the value of a prerequisite up or
down a little, or added/subtracted prerequisites. This is all indicated in the New Table 5-1: Feats.
Some feats have more serious changes and are listed as follows:
Acrobatic [Skill]
Changed to add +2 to Balance, Jump, and Tumble checks.
Agile [Skill]
Changed to add +3 to Balance and Escape Artist checks.
Alertness [Skill]
Changed to add +3 to Listen and Spot checks.
Athletic [Skill]
Changed to add +3 to Climb and Swim checks.
Deceitful [Skill]
Changed to add +3 to Disguise and Forgery checks.
Dodge [Combat]
This feat is changed to provide +2 AC bonus against the designated opponent.
Endurance [General]
In addition to the +4 check modifier, this feat now allows you to continue functioning at negative HP.
Instead of being Disabled at 0 HP, you dont become Disabled until 2 HP. See PHB, page 129. This stacks
with the Iron Will feat group. Note that this additional effect doubles with the Epic Endurance feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Investigator [Skill]
Changed to add +3 Gather Information and Search checks.
Negotiator [Skill]
Changed to add +3 to Diplomacy and Sense Motive checks.
Persuasive [Skill]
Changed to add +3 to Bluff and Intimidate checks.
Self-Sufficient [Skill]
Changed to add +3 to Heal and Survival checks.
Stealthy [Skill]
Changed to add +3 to Hide and Move Silently checks.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Toughness [Combat]
This feat is changed to provide variable HP based on characters class. Multi-class characters gain the
appropriate amount for whichever class went up in level most recently.
Hit Points
Class
3
Sorcerer, Wizard
4
Cleric (only if deity has no War domain), Druid
5
Bard, Cleric (only if deity has War domain), Rogue
6
Fighter, Monk, Paladin, Ranger
7
Barbarian
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
New Feats
Accurate [Ability Score]
You are unusually accurate.
Prerequisites: DEX 13+.
Benefit: When calculating your ranged or melee to-hit modifier, count your DEX as if it were +2 higher
than it is. Of course, this feat is only beneficial to melee to-hit modifiers if you have feats or class abilities
that allow you to apply your DEX modifier to melee attacks.
Normal: Without this feat, you would use your actual DEX.
Ambidexterity [General]
You can use both hands equally well.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Benefit: Increase the Maximum DEX Bonus by +1, decrease the Armor Check Penalty by 1 (not less than
0), reduce the Arcane Spell Failure by 10% (not less than 0), move your normal movement rate, and you
can don, don hastily, and remove armor in 75% of the time listed. Refer to table 7-5: Armor in the PHB,
page 104 and table 7-6 Donning Armor in the PHB, page 105.
Auspice [General]
You are unusually lucky.
Prerequisites: Luck, CHA 15+
Benefit: When you learn this feat and each time you gain a level after learning this feat you gain 2 Fate
Points. You may never have more than 2 Fate Points when you gain a level you may only add sufficient
Fate Points to reach your maximum allowed. Fate points can be used in two fashions. Any time you roll a
die and do not like the results, you may spend 1 Fate Point to reroll that die. If you use a Fate Point in this
fashion, you may reroll as often as it takes to get a result more favorable than your first roll. For example, if
you rolled a 12 on a saving throw and spend a Fate Point, you may reroll. If the reroll is a 9, you may
automatically reroll again, and keep rerolling until you roll better than the original 12. The other use for
Fate Points is to effectively alter reality to change any one circumstance to be more favorable to you. This
use is more open to GM interpretation. Some examples: if you fall off a cliff and should die from the fall,
you can spend a Fate Point to catch a protruding root near the cliff top and climb to safety or to perhaps fall
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
into a haystack at the base of the cliff. If you are in a dungeon and spring a trap, you could spend a Fate
Point to have the trap jam, or perhaps to have the trap previously disabled by a rogue at some earlier date. If
you open a chest and find it empty, you could spend a Fate Point to fill the chest with gold, or a magic item,
or some such suitable treasure, perhaps left there by a previous denizen of the area who left or died while
the treasure remained forgotten in the chest. There are endless uses for Fate Points, all up to the DM. DMs
remember your player spent one or more valuable feats for this ability, so make their Fate Points count for
something; dont rob them or belittle the value of this feat they could have taken something else very
useful, so make sure their choice of this feat is justified.
Special: Note that this feat should not be allowed to reverse mission critical plot elements. Players should
not be able to use this feat to suddenly find the artifact that they were questing to retrieve, or find the lost
key to the ancient tomb they have been searching for. Whatever the DM is using as an adventure storyline
should not be affected by this feat The fates dont work this way, major story obstacles will still be
obstacles. Players still have to adventure and solve the mysteries of the unknown on their own. Credit goes
to the Warhammer Fantasy Role Playing Game for inspiring this feat.
Battlemaster [Combat]
You are more proficient at striking your foes in battle.
Prerequisites: Base Attack Bonus 4+
Benefit: You gain a +1 competency modifier to your Base Attack Bonus. This counts exactly like your
regular Base Attack Bonus, including determination of number of attacks and prerequisites for feats.
Bloodletting [Combat]
Your critical strikes can cause someone to bleed to death.
Prerequisites: Improved Critical, Weapon Focus (any), Base Attack Bonus 10+
Benefit: When dealing a critical hit with any weapon with for which you have taken the Weapon Focus
feat, your target begins bleeding, losing 1 HP each round from blood loss. Your critical hit multiplier does
not multiply this bleeding damage. If you score more than one critical hit against the same foe, the bleeding
is cumulative; thus you could possibly cause your foe to lose many HP each round from multiple
bloodletting critical hits.
This bleeding continues until the foe receives any magical healing, or receives a successful Heal check
from the Heal skill (DC 15 + the number of HP this foe is loosing each round due to this feat, even from
multiple different attackers). If either of these events takes place, all blood loss from this feat stops (but the
HP lost are not regained).
Special: Creatures immune to critical hits (such as undead, plants and constructs) are immune to this
damage. This is true even if you have some other feat or class ability that lets you apply critical hits to these
creature types.
Special: Credit goes to AEGF for inspiring this feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Special: You can gain this feat multiple times. If you do so, you can apply them to different spellcasting
classes or stack them for a single spellcasting class.
Special: Credit goes to William Setzer for inspiring this feat.
Campaigner [General]
You are used to long campaigns and have learned to sleep lightly but still sleep well, even under difficult
conditions.
Prerequisites: Endurance.
Benefit: You can sleep well in any kind of armor for any amount of time without suffering fatigue penalties
or discomfort. Other conditions that are uncomfortable but not dangerous, such as temperature, noise, hard
surface, bed bugs, being wet, etc., will not prevent you from getting a good nights sleep. You fall asleep
easily, so even if you wake up during the night, you can go back to sleep and still get a good nights rest.
You are also a light sleeper. You may ignore the normal 10 Circumstance penalty to Listen checks made
while sleeping. In addition, any time you are asleep and are about to be attacked, even by foes you could
not or did not hear sneaking up on you, you may attempt a Reflex save (DC = 15) to wake up. In either
case, if you wake up, you may immediately roll initiative. You will still be prone, but you will not be
considered Helpless, you will not be considered Flatfooted, and you will not be subject to Coup de Grace
attacks.
Normal: Sleeping imposes a 10 Circumstance penalty to Listen checks. Sleeping defenders are considered
helpless. Attacking a helpless defender allows a +4 Circumstance bonus to the attack roll and the defender
is considered to have a DEX score of zero (his DEX modifier to his AC becomes a 5 penalty). As a full
round action, attackers may inflict a Coup de Grace: the attack automatically hits and scores a critical hit
and if the defender survives the damage, he must make a Fortitude save (DC = 10 = damage dealt) or die.
Refer to the PHB, page 133.
Special: This feat replaces the Light Sleeper feat. Credit goes to Eric D. Harry and Sigfried Trent for
inspiring this feat.
Charmed [General]
You lead a charmed existence.
Benefit: Once per in-game day, you may add a +4 bonus to a single d20 die roll. You must choose to do
this before rolling the die.
Special: Credit goes to Rafael Arrais for inspiring this feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Benefit: Any time you provoke an Attack of Opportunity from a foe, you may attempt to make an
immediate Attack of Opportunity back at the same foe. To do so, you must roll a Reflex Save (DC = 10 +
the damage dealt to you by your foes Attack of Opportunity; if no damage was dealt then the DC = 10). If
your Save succeeds, you may make an immediate Attack of Opportunity that counts toward the maximum
number of Attacks of Opportunity you are allotted, and if you have none remaining then you may not
attempt to counterattack. If your Save fails, you do not get to attempt the counterattack and nothing is
counted against your allotted number of Attacks of Opportunity.
Special: Credit goes to Eric Burigo for inspiring this Feat.
Darkvision [General]
You can see in the dark as described in the DMG, page 74.
Prerequisites: PER 15+.
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Benefit: You gain the ability to see in complete darkness. Your vision in these conditions is black and white
and is not spoiled by any light sources. This feat will not stack with natural darkvision nor will it stack with
any spell or magic items that provides darkvision.
Normal: This feat cannot be taken by any race that has natural darkvision. Races with low-light vision can
take this feat, empowering that character to use either or both visions as desired.
Destiny [General]
You are unusually lucky.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
attack (using DEX instead of STR modifier because this is a ranged attack). The square has an AC of 15. If
you hit the square, that is where the weapon lands. If you miss, treat it like a missed grenade.
Normal: You can snatch an opponents weapon after a disarm attempt but only if you were unarmed when
you performed the disarm attempt. A successful armed disarm drops the opponents weapon in their current
square.
Special: Credit goes to Sigfried Trent for inspiring this feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
maybe the exterior of the home, tower, castle, cave, dungeon, etc. where the thief lives, maybe even the
thief himself.
If the character dies, he loses the empathic link, but it can be restored after the character is resurrected.
This requires the character to attempt Bonding roll once per day, rolling a d20 and adding his character
level (DC = 30) until he is successful. If the emblem is destroyed or irrecoverable, the character can
replace it by acquiring a similar item of about the same appearance and value as the original and giving it
the same name, then must make the same Bonding roll once per day until successful. Once successful, over
the next 30 days, the item will gradually transform itself into a likeness of the original item, complete with
engravings, emblems, colors, materials, etc. If the original emblem was a magical item, the new
replacement will gradually transform its appearance as described above, but it will require more time,
another full level, for the replacement to acquire the original powers of the emblem it replaced. At the
DMs discretion, the powers can be regained gradually, such as a +4 shield might gain +1 bonus when the
character gains the EXP needed for a level, another +1 when that character reaches the EXP needed,
etc.
Special: You can take this feat more than once. Its effects do not stack. Each time this feat is taken, a new
emblem can be created.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Prerequisites: Toughness, Invincible, Epic Fortitude, Epic Will, Ironman, Improved Ironman, BAB 11+
Benefit: Each day after a good nights rest, you are invigorated with your unnatural toughness. The first HP
of non-subdual damage dealt to you throughout the day, up to a number of HP equal to 3x your Base Attack
Bonus, is subdual damage. This damage does not need to be dealt all at once, but this feat always applies to
the first non-subdual damage each day. This damage can come from any source: melee, magic, poison, etc.
Healing does not change this maximum amount. So, a fighter with BAB 13 gets in a sword fight and takes
25 damage from a sword. This is all converted to subdual damage. Later, he is damaged in a bar fight but
all the damage he takes is dealt from fists so it is all subdual damage. Later still, after being healed by a
cleric, he is blasted by a 21 damage fireball, 14 of which is subdual (brining his total damage that has been
converted to subdual damage because of this feat to 39, the maximum allowed for this day) and the rest is
normal damage.
Special: Note that any character or creature with regeneration already treats most normal damage as
subdual, however, all damage that affects these characters or creatures as normal damage can be applied.
For example, trolls take real damage from fire or acid, so a troll with this feat counts the first HP of fire or
acid damage (up to 3x its BAB) as subdual. Inspired by AEGs Feats book.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Prerequisites: Augment Summoning, Improved Summoning, Master Summoning, Spellcaster level 20+.
Benefit: All creatures summoned with your summoning spells gain a +10 modifier to STR, CON, DEX,
PER and WIS.
Special: These modifiers override and do not stack with modifiers from the prerequisite feats.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Fate [General]
You are unusually lucky.
Prerequisites: Luck, Auspice, Fortune, Karma, CHA 21+
Benefit: When you learn this feat and each time you gain a level after learning this feat you gain 5 Fate
Points. You may never have more than 5 Fate Points when you gain a level you may only add sufficient
Fate Points to reach your maximum allowed. Fate points can be used in two fashions. Any time you roll a
die and do not like the results, you may spend 1 Fate Point to reroll that die. If you use a Fate Point in this
fashion, you may reroll as often as it takes to get a result more favorable than your first roll. For example, if
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
you rolled a 12 on a saving throw and spend a Fate Point, you may reroll. If the reroll is a 9, you may
automatically reroll again, and keep rerolling until you roll better than the original 12. The other use for
Fate Points is to effectively alter reality to change any one circumstance to be more favorable to you. This
use is more open to GM interpretation. Some examples: if you fall off a cliff and should die from the fall,
you can spend a Fate Point to catch a protruding root near the cliff top and climb to safety or to perhaps fall
into a haystack at the base of the cliff. If you are in a dungeon and spring a trap, you could spend a Fate
Point to have the trap jam, or perhaps to have the trap previously disabled by a rogue at some earlier date. If
you open a chest and find it empty, you could spend a Fate Point to fill the chest with gold, or a magic item,
or some such suitable treasure, perhaps left there by a previous denizen of the area who left or died while
the treasure remained forgotten in the chest. There are endless uses for Fate Points, all up to the DM. DMs
remember your player spent one or more valuable feats for this ability, so make their Fate Points count for
something; dont rob them or belittle the value of this feat they could have taken something else very
useful, so make sure their choice of this feat is justified.
Special: Note that this feat should not be allowed to reverse mission critical plot elements. Players should
not be able to use this feat to suddenly find the artifact that they were questing to retrieve, or find the lost
key to the ancient tomb they have been searching for. Whatever the DM is using as an adventure storyline
should not be affected by this feat The fates dont work this way, major story obstacles will still be
obstacles. Players still have to adventure and solve the mysteries of the unknown on their own. Credit goes
to the Warhammer Fantasy Role Playing Game for inspiring this feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
until the wounds are more than a minute old. Further, if you use this feat to heal and then the character you
healed gets into battle within 24 hours after the heal, the HP that were gained are immediately lost, but you
may attempt another heal check to heal 1d4 again the restrictions on 1 successful heal per day dont apply
in this case because the heal is no longer successful.
Special: Inspired by the feat of the same name in AEGs Feats book.
Florentine [Combat]
You can fight well with two weapons even if your off-hand weapon is not light.
Prerequisites: Two-weapon Fighting, STR 13+, DEX 13+, Base Attack Bonus 5+
Benefit: You may consider your off-hand weapon to be a light weapon and calculate your two-weapon
fighting penalties accordingly, even if that weapon is not a light weapon.
Normal: Using a light off-hand weapon reduces the penalties for both primary and off-hand by 2 each.
This benefit does not normally apply to weapons larger than light.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Fortune [General]
You are unusually lucky.
Prerequisites: Luck, Auspice, CHA 17+
Benefit: When you learn this feat and each time you gain a level after learning this feat you gain 3 Fate
Points. You may never have more than 3 Fate Points when you gain a level you may only add sufficient
Fate Points to reach your maximum allowed. Fate points can be used in two fashions. Any time you roll a
die and do not like the results, you may spend 1 Fate Point to reroll that die. If you use a Fate Point in this
fashion, you may reroll as often as it takes to get a result more favorable than your first roll. For example, if
you rolled a 12 on a saving throw and spend a Fate Point, you may reroll. If the reroll is a 9, you may
automatically reroll again, and keep rerolling until you roll better than the original 12. The other use for
Fate Points is to effectively alter reality to change any one circumstance to be more favorable to you. This
use is more open to GM interpretation. Some examples: if you fall off a cliff and should die from the fall,
you can spend a Fate Point to catch a protruding root near the cliff top and climb to safety or to perhaps fall
into a haystack at the base of the cliff. If you are in a dungeon and spring a trap, you could spend a Fate
Point to have the trap jam, or perhaps to have the trap previously disabled by a rogue at some earlier date. If
you open a chest and find it empty, you could spend a Fate Point to fill the chest with gold, or a magic item,
or some such suitable treasure, perhaps left there by a previous denizen of the area who left or died while
the treasure remained forgotten in the chest. There are endless uses for Fate Points, all up to the DM. DMs
remember your player spent one or more valuable feats for this ability, so make their Fate Points count for
something; dont rob them or belittle the value of this feat they could have taken something else very
useful, so make sure their choice of this feat is justified.
Special: Note that this feat should not be allowed to reverse mission critical plot elements. Players should
not be able to use this feat to suddenly find the artifact that they were questing to retrieve, or find the lost
key to the ancient tomb they have been searching for. Whatever the DM is using as an adventure storyline
should not be affected by this feat The fates dont work this way, major story obstacles will still be
obstacles. Players still have to adventure and solve the mysteries of the unknown on their own. Credit goes
to the Warhammer Fantasy Role Playing Game for inspiring this feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Special: This feat may be taken multiple times. Its effects are cumulative and become part of your natural
ability score. Note that there is a separate feat for each ability score and the prerequisite applies separately
to each feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Prerequisites: Ability to Rage 4/day, CON 19+, Base Attack Bonus 16+.
Benefit: You gain the enhanced barbarian class ability of Barbarian Rage as per a 15th level Barbarian. If
you have this class ability already you will gain nothing from this feat. Your temporarily benefits of Rage
increase to +6 STR, +6 CON, and +3 morale bonus on Will saves and your AC penalty remains at 2. The
duration is unchanged. After the rage ends, you are fatigued (-2 STR, -2 DEX, cant charge or run) for the
rest of the encounter.
Normal: Only Barbarians can normally have access to this ability.
Special: The Barbarian Greater Rage class ability is identical to this feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
against one melee attack. Note that the she must be aware of the attack to apply her Parry to it. Also, any
parries not used by the end of the round are lost; they do not carry over to the next round.
Special: This feat may be used as often in any round as the number of attacks you may have. Thus, the
character in the above example may parry as many as three times in a round against three different attacks,
though doing so will mean she does not get to attack at all. Note that you may never add two parries to your
AC against the same attack.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Benefit: You gain +1d6 of damage to your sneak attacks. This stacks with the Rogue class ability, and the
damage gained from the Rogue class ability does not count toward the Base Attack Bonus requirement of
this feat.
Normal: Only Rogues can normally have access to this ability.
Ironman [Combat]
You are tough as nails
Prerequisites: Toughness, Invincible, Great Fortitude, Iron Will, BAB 3+
Benefit: Each day after a good nights rest, you are invigorated with your unnatural toughness. The first HP
of non-subdual damage dealt to you throughout the day, up to a number of HP equal to your Base Attack
Bonus, is subdual damage. This damage does not need to be dealt all at once, but this feat always applies to
the first non-subdual damage each day. This damage can come from any source: melee, magic, poison, etc.
Healing does not change this maximum amount. So, a fighter with BAB 9 gets in a quick fight and takes 5
damage from a sword. This is all converted to subdual damage. Later, he is damaged in a bar fight but all
the damage he takes is dealt from fists so it is all subdual damage. Later still, after being healed by a cleric,
he is blasted by a 21 damage fireball, 4 of which is subdual (brining his total damage that has been
converted to subdual damage because of this feat to 9, the maximum allowed for this day) and the rest is
normal damage.
Special: Note that any character or creature with regeneration already treats most normal damage as
subdual, however, all damage that affects these characters or creatures as normal damage can be applied.
For example, trolls take real damage from fire or acid, so a troll with this feat counts the first HP of fire or
acid damage (up to its BAB) as subdual. Inspired by AEGs Feats book.
Karma [General]
You are unusually lucky.
Prerequisites: Luck, Auspice, Fortune, CHA 19+
Benefit: When you learn this feat and each time you gain a level after learning this feat you gain 4 Fate
Points. You may never have more than 4 Fate Points when you gain a level you may only add sufficient
Fate Points to reach your maximum allowed. Fate points can be used in two fashions. Any time you roll a
die and do not like the results, you may spend 1 Fate Point to reroll that die. If you use a Fate Point in this
fashion, you may reroll as often as it takes to get a result more favorable than your first roll. For example, if
you rolled a 12 on a saving throw and spend a Fate Point, you may reroll. If the reroll is a 9, you may
automatically reroll again, and keep rerolling until you roll better than the original 12. The other use for
Fate Points is to effectively alter reality to change any one circumstance to be more favorable to you. This
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
use is more open to GM interpretation. Some examples: if you fall off a cliff and should die from the fall,
you can spend a Fate Point to catch a protruding root near the cliff top and climb to safety or to perhaps fall
into a haystack at the base of the cliff. If you are in a dungeon and spring a trap, you could spend a Fate
Point to have the trap jam, or perhaps to have the trap previously disabled by a rogue at some earlier date. If
you open a chest and find it empty, you could spend a Fate Point to fill the chest with gold, or a magic item,
or some such suitable treasure, perhaps left there by a previous denizen of the area who left or died while
the treasure remained forgotten in the chest. There are endless uses for Fate Points, all up to the DM. DMs
remember your player spent one or more valuable feats for this ability, so make their Fate Points count for
something; dont rob them or belittle the value of this feat they could have taken something else very
useful, so make sure their choice of this feat is justified.
Special: Note that this feat should not be allowed to reverse mission critical plot elements. Players should
not be able to use this feat to suddenly find the artifact that they were questing to retrieve, or find the lost
key to the ancient tomb they have been searching for. Whatever the DM is using as an adventure storyline
should not be affected by this feat The fates dont work this way, major story obstacles will still be
obstacles. Players still have to adventure and solve the mysteries of the unknown on their own. Credit goes
to the Warhammer Fantasy Role Playing Game for inspiring this feat.
Lore [General]
You gather knowledge and are a fountain of information, as per Lore Master in the DMG, page 34.
Prerequisites: INT 15+.
Benefit: Your general knowledge of all kinds of lore allows you to know legends or information regarding
various topics, just like a bard can with Bardic Knowledge (refer to Bard in the PHB, page 28). Once you
learn this feat, or if you have either of these class abilities, you may create an INT-based skill called
Knowledge (Lore). This skill is now a class-skill for you. When attempting a knowledge check you roll vs.
that skill with the DC set as indicated in the PHB, page 28. This feat is almost identical with the Bard and
Loremaster class abilities those abilities dont create an extra skill, they use the class level instead.
Normal: Only Bards and Loremasters can normally have access to this ability.
Special: The Bard and Loremaster class ability is usually better than this feat, though if a Bard or
Loremaster wishes to create the skill Knowledge (Lore) it would be possible for them to put enough skill
points into it to surpass their own class ability and they may do so without taking this feat.
Luck [General]
You are unusually lucky.
Prerequisites: CHA 13+
Benefit: When you learn this feat and each time you gain a level after learning this feat you gain 1 Fate
Point. You may never have more than 1 Fate Point when you gain a level you may only add sufficient
Fate Points to reach your maximum allowed. Fate Points can be used in two fashions. Any time you roll a
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
die and do not like the results, you may spend 1 Fate Point to reroll that die. If you use a Fate Point in this
fashion, you may reroll as often as it takes to get a result more favorable than your first roll. For example, if
you rolled a 12 on a saving throw and spend a Fate Point, you may reroll. If the reroll is a 9, you may
automatically reroll again, and keep rerolling until you roll better than the original 12. The other use for
Fate Points is to effectively alter reality to change any one circumstance to be more favorable to you. This
use is more open to GM interpretation. Some examples: if you fall off a cliff and should die from the fall,
you can spend a Fate Point to catch a protruding root near the cliff top and climb to safety or to perhaps fall
into a haystack at the base of the cliff. If you are in a dungeon and spring a trap, you could spend a Fate
Point to have the trap jam, or perhaps to have the trap previously disabled by a rogue at some earlier date. If
you open a chest and find it empty, you could spend a Fate Point to fill the chest with gold, or a magic item,
or some such suitable treasure, perhaps left there by a previous denizen of the area who left or died while
the treasure remained forgotten in the chest. There are endless uses for Fate Points, all up to the DM. DMs
remember your player spent one or more valuable feats for this ability, so make their Fate Points count for
something; dont rob them or belittle the value of this feat they could have taken something else very
useful, so make sure their choice of this feat is justified.
Special: Note that this feat should not be allowed to reverse mission critical plot elements. Players should
not be able to use this feat to suddenly find the artifact that they were questing to retrieve, or find the lost
key to the ancient tomb they have been searching for. Whatever the DM is using as an adventure storyline
should not be affected by this feat The fates dont work this way, major story obstacles will still be
obstacles. Players still have to adventure and solve the mysteries of the unknown on their own. Credit goes
to the Warhammer Fantasy Role Playing Game for inspiring this feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Normal: A character who uses a weapon without being proficient suffers a 4 penalty on attack rolls. Many
classes begin with this as a class ability, such as Fighters who can use all martial and simple weapons.
Mature [Background]
You have learned much as you have matured.
Prerequisites: This feat may only be taken at character generation, you must be Middle Age for your race.
Benefit: You start with 10 extra skill points.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Menagerie [Spellcaster]
You have an impressive affinity for summoning spells.
Prerequisites: Spell Focus (Conjuration) and Greater Spell Focus (Conjuration)
Benefit: Whenever you cast any Conjuration (Summoning) spell with a limited duration, you can summon
twice the normal number of items or creatures, but the duration of your spell is reduced to its normal
duration (minimum 1 round).
Special: Credit goes to Eric D. Harry for inspiring this Feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
his mount. And once per day he may receive a vision that might show the room where the griffon is kept,
maybe the exterior of the home, tower, castle, cave, dungeon, etc. where the thief lives, maybe even the
thief himself.
If the character or mount dies, he loses the empathic link, but it can be restored after the character or mount
is resurrected. This requires the character to attempt Bonding roll once per day, rolling a d20 and adding
his character level (DC = 30) until he is successful. If the mount is destroyed or irrecoverable, the character
can replace it by acquiring a similar mount of the same species and about the same appearance as the
original and giving it the same name, then must make the same Bonding roll once per day until successful.
Once successful, over the next 30 days, the mount will gradually transform itself into a likeness of the
original mount, complete with special abilities, HD, skills, etc.
Special: You can take this feat more than once. Its effects do not stack. Each time this feat is taken, a new
mount can be chosen.
No Escape [Combat]
You viciously strike down anyone who tries to run from you in combat.
Prerequisites: Combat Reflexes, DEX 13+, Base Attack Bonus 3+
Benefit: An opponent leaving your threatened area provokes an attack of opportunity, even if they are using
the Withdraw action. However, if your opponent is tumbling, or just using a 5 free move, you still cannot
take an attack of opportunity.
Normal: A Withdraw action allows a combatant to leave a threatened square without provoking attacks of
opportunity as long as all they do this round is move.
Note: If an opponent is using the Withdraw feat (see below), you will not get an attack of opportunity; that
feat overrides this one. If you want the ability to use attacks of opportunity against foes who use the
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Withdraw feat, you will need to take the Style Mastery and Withdraw feats, which would allow you to deny
them their use of the Withdraw feat, at which point you could use this feat to strike them as they retreat.
Special: Credit goes to Eric D. Harry for inspiring this Feat.
Opportunist [Combat]
You can take advantage of a wounded foes distraction to get an attack of opportunity, as per Rogue in the
PHB, page 48.
Prerequisites: Combat Reflexes, DEX 15+, Base Attack Bonus 8+.
Benefit: When an opponent you threaten takes combat damage from some other combatant (not you) you
may use one of your attacks of opportunity to strike that opponent immediately. You may only do this once
per round, regardless of the number of attacks of opportunity you are allowed. This feat is identical to the
Rogue class ability of the same name, and if you possess that class ability (not gained from a feat) then this
feat will stack with it, allowing you a maximum of two such attacks of opportunity per round.
Normal: Only Rogues can normally have access to this ability.
Organized [General]
You can quickly pull items from your belt pouches and other personal (carried) containers.
Prerequisites: DEX 13+, INT 13+
Benefit: You may retrieve any item from any container you are carrying, such as a backpack or belt pouch
or sack, as a swift action that never provokes attacks of opportunity. You may also draw a weapon as a swift
action. This feat does not allow you to store items more quickly than normal; you are so organized you can
get them quickly, but this organization does not help you replace them in your containers.
Normal: Retrieving an item from a belt pouch is a standard action. Retrieving an item from a backpack is a
full round action. Drawing a weapon is a standard action.
Note: This feat partially duplicates the Quick Draw feat. Note that Quick Draw only applies to weapons,
and also allows returning a weapon to its scabbard while this feat does not. Also Quick Draw has easier
prerequisites.
Special: Credit goes to Eric D. Harry for inspiring this Feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Benefit: Your sense of balance is so well developed that you are nearly impossible to knock prone or trip.
You still need to roll every time a foe attempts to trip you or knock you prone. If your opponent is your size
or smaller, you cannot be made prone. If you opponent is larger than you then you must still roll the
opposed roll. The only way you can lose is if an opponent is larger than you and if your opponent naturally
rolls higher than 20 Trip Size Modifier. For example, if you are medium size and you attempt to trip a
large foe but fail, this allows your foe an immediate trip attempt against you. Because your large foe
receives a +4 modifier for being one size category larger than you, it is possible for him to trip you, but
only if he rolls a 17 or higher (20 4 = 16; he must roll higher than 16).
Special: This feat is inspired by Fantasy Flights Path of Shadows.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Prerequisites: Dodge, Mobility, Spring Attack, Whirlwind Attack, Expertise, DEX 19+, BAB 12+, 12 or
more ranks in Spot.
Benefit: At the start of your round you designate all foes you will attack with your normal attacks (this does
not count Cleave feats nor Attacks of Opportunity). You gain a +4 Dodge bonus to your AC against every
foe who threatens you at the start of your round that you did not designate to attack. This modifier stacks
with other Dodge modifiers and lasts until the start of your next round. For example, you are facing two
trolls and three orcs who all threaten you.. You designate that you will split your attacks against both trolls
but you will not attack the orcs. You gain a +4 Dodge modifier against those three orcs. The trolls are
unaffected by this feat. Other foes on the battlefield who did not directly threaten you at the start of your
round are unaffected by this feat. If you manage to kill both trolls but still have attacks remaining, you may
not take them against those three orcs. If you get an opportunity to Cleave any of those orcs or if you gain
an Attack of Opportunity against those orcs, you may feel free to do so.
Special: Inspired by Fantasy Flights Path of the Sword.
Rage [Combat]
You can fly into a screaming blood-frenzy as per Barbarian in the PHB, page 25.
Prerequisites: CON 13+, Base Attack Bonus 3+.
Benefit: You gain the barbarian class ability of Barbarian Rage. You temporarily gain +4 STR, +4 CON,
and +2 morale bonus on Will saves, but suffer a penalty of 2 AC. This lasts a number of rounds equal to 3
+ your CON modifier (including the increase from this ability). After the rage ends, you are fatigued (-2
STR, -2 DEX, cant charge or run) for the rest of the encounter.
Normal: Only Barbarians can normally have access to this ability.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Benefit: You can attempt to deflect ranged weapons that are already in flight. To do so, ready an action
against an opponent with a missile weapon. When that opponent fires, you attack AC 23 (for thrown
daggers), AC 25 (for arrows), or AC 28 (for crossbow bolts or sling stones/bullets). A successful roll
deflects the opponent's weapon and deals normal damage to it. This attack takes the place of your normal
attack.
Special: Fighters can count this as a bonus feat. You can gain this feat multiple times. Its effects do not
stack. Each time you take this feat you choose a different weapon. Credit goes to Ian Malcomson; Dragon
274; slightly modified by Blake Walker.
Regeneration [Combat]
You recover from wounds exceptionally fast and can even regrow or reattach lost limbs.
Prerequisites: Toughness, Must have taken Fast Healing at least the same number of times that you have
taken this feat (natural Fast Healing counts toward this number), Natural CON Modifier >= Number of
time you have taking this feat +4 (thus to take this feat one time your CON must be at least 20, to take it 4
times your CON must be at least 26). Feats or Magical items or effects that increase your CON or your
CON Modifier do not apply.
Benefit: The first time you gain this feat you gain Regeneration 1 as an extraordinary ability (see DMG
page 81). Each additional time adds another +1 to the Regeneration. Benefits of Regeneration: damage
dealt to you is all subdual unless dealt by fire, acid, poison, or disintegration, and you heal a number of
HP/round equal to the number of times this feat has been taken. You may reattach a cleanly severed limb
and it returns to normal functionality after one full minute; mangled severed limbs take one hour. You may
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
regrow a lost limb in one full day. Damage from starvation, thirst, or suffocation is not regenerated. Note
that since almost all damage will be subdual, its harder to kill a character with this feat. See my rules on
Subdual Damage in the Combat section below in this document.
This feat stacks with any natural Regeneration. It does not stack with Fast Healing. It does not stack with
magical items or effects that give Fast Healing or Regeneration abilities.
Riposte [Combat]
This quick attack follows any attempt at parrying.
Prerequisites: DEX 15+, WIS 13+, Parry, Weapon Focus, Base Attack Bonus +5 or higher.
Benefit: If your use of Parry, Improved Parry, or Master Parry is successful (your opponent misses by any
margin), you are allowed an immediate attack of opportunity. This counts as your one allowed attack of
opportunity, unless you have Combat Reflexes, in which case each successful parry may count against
those allotted attacks of opportunity.
Special: Credit to Phill Calle, aka juan-calle@msn.com, with some modifications by Blake Walker.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Skewer [Combat]
You drive your blade deep into your foe and keep it there to inflict damage every round.
Prerequisites: Weapon Focus (piercing weapon), Power Attack, Power Lunge, STR 15+, Base Attack
Bonus 6+.
Benefit: Any time you damage a foe with your piercing weapon you may attempt to skewer as a free
action. You must make an opposing STR against your foes STR or DEX. If you are successful, your
weapon remains inside your foes body. Every round thereafter you may give up all your attacks twist and
stab your weapon to automatically inflict damage as if a successful hit. You may still roll your attack roll
for the purpose of scoring critical damage.
Your opponent may attempt an opposed STR check each round (on his initiative) to escape the skewer. This
feat confers a +2 modifier to your roll as you apply superior leverage to this opposed check.
Both you and your foe may make an opposed STR check to move your movement rate on your initiative.
If successful, both of you move the same distance.
Special: Suggested by Fantasy Flights Path of the Sword.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Smite [Divine]
You can smite enemies as per the Paladin in the PHB, page 44.
Prerequisites: WIS 13+, Base Attack Bonus 3+.
Benefit: You gain the paladin class ability of Smite Evil. You may choose any alignment to smite, but it
must be an alignment opposed to your own alignment. Thus, a lawful good character could choose to smite
evil or smite chaos. A neutral evil character could only choose to smite good. A true neutral character
cannot take this feat. You add your charisma mod (if any) to the attack roll and if you hit your foe and they
are of the affected alignment, you then add your character level to your damage roll.
Normal: Only Paladins can normally have access to this ability.
Spellflash [Metamagic]
You can make spells look more impressive.
Benefits: This allows a character to cast a spell in a flashier, more dramatic, and visually impressive
manner. Casting brighter, more colorful fireballs, dazzling dancing lights, impressive sound effects, and
fabulously intricate illusions result from spells enhanced with spellflash. Many wizards merely use this
ability in attempts to impress and outdo their rivals. Enhancing a spell with spellflash does not affect game
mechanics in any way. Light, color, and sound may be changed, but not to any intensities greater or less
than originally possible with the spell. Often, a non-wizard will not even notice the extra dazzle. A spell
without any visual or audio effect, such as antipathy, cannot be enhanced by spellflash. A spellflashed spell
uses up the same spell slot it would normally occupy. This is because there is no game purpose to use it
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
other than characterization. Besides, the character has already chosen to forego a more useful feat in order
to learn this. As far as I am concerned, any character that gives up a chance to learn a useful feat in order to
add a little useless (in game mechanics) color and characterization has already been penalized enough. No
need to also make him sacrifice higher-level spell slots.
Normal: You cast spells without any sort of dramatic effect.
Special: This feat is an update of the non-weapon proficiency of the same name from the Mystara Glantri
Box Set. Credit goes to Robert Blezard rblezard@hotmail.com, modified by Blake Walker.
Stipend [Background]
You come from a wealthy family.
Prerequisite: You may only take this feat at character generation.
Benefits: When you select this feat, roll 5d4 and multiply the result by 10. When you get your characters
starting funds, and at the beginning of each game month thereafter, you receive a number of gold pieces
equal to this number, but you must receive the funds at your family estates or from a reputable credit
establishment (if your world uses banks or letters of credit, for example, and your DM permits). If you
dont collect your funds, they accumulate (they are never lost)
Special: Credit goes to Rick Coen for inspiring this Feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
the material component which is typically set or incorporated into a fancy setting or item, such as
imbedding a gem component into a ring or other item of jewelry.
To create a Substitute Focus, choose a spell with a material component that you can cast. The base price of
a Substitute Focus is 10x the normal cost for that material component, or 50gp if that component does not
normally have a cost. Materials to construct the Substitute Focus cost the base price + the cost of one
component (which you must provide). You must spend XP equal to 1/25 the base price. It takes one day per
1,000 GP of the base price to craft the focus, with a minimum of 8 hours regardless of price. For example,
you could create a Substitute Focus for the Identify spell. This spell normally requires a 100 GP pearl. Your
Substitute Focus will have a base price of 1,000 GP. You must provide a pearl plus 500 GP in raw
materials, and spend 40 XP. Creating this Substitute Focus will take 1 day.
Once you have created the Substitute Focus, you may now cast this spell as if the Material (M) component
is replaced by a Focus (F) component or you may choose to cast it normally (requiring the material
component), though you would probably only do this if you lost your Substitute Focus.
You may create any number of Substitute Foci, each one of which is attuned to one specific spell. You may
place your Substitute Foci into a larger item, such as a necklace or a bracer, so that they are always on your
person, and any number of them can be placed in such a fashion (note that the size and appearance of a
Substitute Focus is similar to the original spell component, but includes a setting and other decorative
embellishments, so size can be a factor some Substitute Components might be fairly large and difficult to
attach to other items).
Special: Credit goes to Michael J. Kletch for inspiring this Feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
wants to create the same ring. He captures 3 adventurers and drains their EXP unwillingly. They are each
very unwilling. Bob can drain them of EXP totaling half the cost of the item, so he drains 1,000 EXP from
each of them. 10% is lost, so even though each captive loses 1,000 EXP, they each only contribute 900 to
the project so the rest, 3,000 EXP must come from Bob.
Normal: All EXP must come from the creator.
Special: The distinction between willing and unwilling is simple. If the participant volunteers of his own
free will and is not threatened, coerced, endangered, or under the influence of any mind-altering spell, then
he is willing. Otherwise, he is not. This is a great way for spellcasters to create items for their friends
without having to suffer falling behind in levels.
Trapfinding [Skill]
You know how to search for traps.
Prerequisites: PER 13+.
Benefit: You gain the ability to use your Search skill to find traps, just as a rogue. Refer to PHB, page 73.
Normal: Only Rogues can normally have access to this ability.
Trapkilling [Skill]
You know how to search for traps.
Prerequisites: Trapfinding, DEX 13+, PER 13+.
Benefit: You gain the ability to use your Disable Device skill to disarm all sorts of traps, just as a rogue.
Refer to PHB, page 67.
Normal: Only Rogues can normally have access to this ability.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Unflankable [Combat]
You are aware of all that is going on around you in battle.
Prerequisites: Dodge, Mobility, Uncanny Dodge, PER 13+, BAB 10+.
Benefit: You never suffer the effects of being flanked. Your opponents dont get attack modifiers, rogues
cannot sneak attack you (unless they are 4 levels higher than your class level can still sneak attack), other
feats or abilities that rely on flanking are similarly denied unless that attacker is 4 levels higher.
Normal: Only Barbarians and Rogues can normally have access to this ability.
Special: The Loremaster class ability is usually better than this feat, though if a Loremaster wishes to create
the skill Knowledge (Lore) it would be possible for them to put enough skill points into it to surpass their
own class ability and they may do so without taking this feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Watchman [Background]
You have worked as a watchman and have trained yourself to be more alert and aware.
Benefits: You gain a +1 untyped (stacks with everything) bonus to Spot and Listen checks, and these two
skills are always considered class skills for you.
Special: Credit goes to Michael J. Kletch for inspiring this Feat.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 5: Feats
Normal: As per these house rules (see Stabilizing at Negative HP in the Combat chapter of these rules and
also see Death and Dying in the PHB), any character who is at negative HP must attempt to stabilize each
round. Failure to do so results in loss of 1 HP. This process continues until the character stabilizes or dies. A
Fortitude save against DC 25 is required to stabilize.
Withdraw [Combat]
You know how to get out of combat without provoking an attack of opportunity.
Prerequisites: Dodge
Benefit: You may also make just a normal move action to leave a threatened space without provoking
attacks of opportunity, which still allows you to use your standard action after moving. Also, you may use a
normal Withdraw action to turn and run from an opponent in such a way that your opponent does not get an
attack of opportunity, even if they have feats or class abilities that allow them to gain attacks of opportunity
in such cases. This feat grants no ability to get away from pursuers; it merely grants the ability to disengage
from the opponent(s) that currently threaten you. Note that if your course of retreat takes you through any
other threatened areas, the normal rules regarding attacks of opportunity apply.
Normal: Making a normal move action that causes you to leave a threatened space provokes an attack of
opportunity. Some feats (such as the No Escape feat) or class abilities may allow combatants to get attacks
of opportunity even when you take a normal Withdraw action.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 6: Description
Chapter 6: Description
Not much to say here, I just included this chapter so my chapters would basically follow the chapters in the
PHB.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 7: Equipment
Chapter 7: Equipment
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 8: Combat
Chapter 8: Combat
First Round of Combat
As per the variant from DMG page 61, whenever a creature enters combat, that creatures first round allows
only a partial action. This is because each creature has to spend part of their first turn assessing the situation
before taking any actions.
Technically, anyone fully aware of the combat (who is involved, where they are, what they are doing)
would not suffer this restriction. In game play, this usually indicates that this creature or individual has been
watching. Essentially, that means this creature or individual would also have to roll initiative as soon as she
started watching. If she wants to get involved immediately, her first round is a partial action. If she just
observes for one or more rounds, then she may join in on any round at her initiative with a normal action.
Note that some creatures may have extraordinary, magical, or supernatural abilities that allow them to
ignore this restriction even if they were not observing the combat.
Rolling a 1 or a 20
As per the variant from DMG, page 64, any time a character rolls a d20 there is a chance for a superb roll
or an awful roll. This rule allows characters or NPCs with really high attack modifiers to succeed in simple
attacks even when they roll a 1. It also allows characters or NPCs with low combat modifiers to fail in
difficult attacks, even when they roll a 20.
Whenever a 1 is rolled, add all modifiers as usual and then subtract 10. This will almost always be a failure,
but if the modifiers to the roll are so numerous or so large that the modified roll still exceeds the AC, then
the roll still succeeds. Thus, a powerful fighter with a total attack bonus of +25 swings at a bandit who has
AC 15 and rolls a 1. This means the fighter rolled an awful roll of -10, but when he adds his +25 to that
roll, he still winds up with a 16 and hits the bandit.
Conversely, whenever a 20 is rolled, treat it as if the die had rolled a 30. This will almost always be a
success, but if the modifiers to the roll are negative, or the AC was so extremely high that the modified roll
does not exceed the AC, then the roll still fails. Thus, a puny bandit with a total attack bonus of +2 attempts
to hit a powerful and magically enhanced fighter who has an AC of 33 and rolls a 20. This means the bandit
rolled a superb roll of 30, but even when he adds his attack bonus of +2 to that roll, he still winds up with a
32 and misses the fighter.
Attacks of Opportunity
Any time a character turns her back on an opponent in battle, that opponent gets an attack of opportunity.
This means that it is very difficult to flee from battle, as you must expose your back in order to do so.
Characters with the Withdraw feat (see New Feats in this document) may turn and run without drawing
attacks of opportunity.
All-Out Attack
This is a variant for the Fighting Defensively rule in the PHB, page 124. Any combatant can choose to
make an all-out attack when taking a standard attack or a full attack. To do so, she takes a 4 penalty to her
AC for one full round (until her next action) and gains a +2 competence bonus to her attack rolls this round.
This bonus does not apply to Attacks of Opportunity.
Furious Attack
This is a variant for the Fighting Defensively rule in the PHB, page 124. Any combatant can choose to
make a furious attack when taking a standard attack or a full attack. To do so, she takes a 4 penalty to her
AC for one full round (until her next action) and gains a +2 competence bonus to her damage rolls this
round. This bonus does not apply to Attacks of Opportunity.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 8: Combat
Cleaving Items
In an effort to make striking items more attractive, and to make the feat Sunder more useful and desirable in
combat, any character with the Cleave feat who destroys an opponents object by striking/sundering it can
use his cleave feat to strike that opponent. This means that a fighter with Cleave can make his attacks
against his foes shield and when he destroys the shield, he may immediately Cleave that foe with the same
attack bonus as the strike that destroyed the item.
Clobbered
As per the variant from DMG, page 66, any time a character or monster takes or more of its current,
remaining HP in damage from a single attack, it is clobbered and partially dazed. This means his next
action must be a partial action, following the same procedure as if the clobbered combatants next turn was
a surprise round (though, of course, the opponents are not surprised or flatfooted because of this).
Primary
-4
-2
0
Primary
-6
-4
-2
-2
Off-hand
-8
-2
0
Off-hand
-10
-4
-2
-2
Reach Weapons
Using a weapon with reach gives a combatant some minor advantages, but leaves him nearly defenseless
once his opponent gets too close. This is silly and impractical.
All pole arm weapons with reach are treated exactly like the quarterstaff but with their pole arm blade at
one end. Thus you can choose to use these pole arms as a double weapon as per all the normal rules of
double weapons (the butt-end is a light weapon). You can also use it as a single weapon doing blade-end
damage with reach or butt-end damage without reach. Thus, when an opponent gets too close, you can still
attack with the handle of your pole arm as if it is a staff.
Also, if a pole arm user wishes to choke up his grip, meaning sliding his hands closer to the business end
of the weapon, he can use it just like any other non-reach weapon, but because the damage for pole arm
weapons is based, in part, on their length, choking the grip imposes a 1 damage modifier.
Flexible weapons with reach such as the spiked chain can easily and instantly be choked to a shorter grip
allowing you to use them normally and with full efficiency against close opponents. This does not impose a
damage penalty.
And dont forget, you can always take a 5 move to gain a standard or full attack using your reach weapon
normally.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 8: Combat
Stabilizing at Negative HP
Now the stabilization check is a Fortitude save. The DC of this save is equal to 20 + the number of negative
HP you have. For example, a character at -7 HP would have a DC of 27.
Death does not occur until it is impossible to make the Fort save.
So, for example, a 9th level barbarian with a 16 CON and the Great Fortitude and Will to Live feats has a
Fortitude save of 11, but a Stabilization Fortitude save of 15. It is possible for him to roll a natural 20,
which counts as a 30, and add 15, for a maximum possible Fortitude save of 45. This means he could
actually stabilize when his HP is at -25, so he is not quite dead yet at -25. But at -26, there is no way for
him to make his Stabilization Fortitude save, so he would die at -26 HP.
As another example, a level 1 mage with an 8 CON has a Fortitude save of -1. He could roll a natural 20,
which counts as a 30, then add his -1, for a maximum possible Fortitude save of 29. This means he could
stabilize at -9 HP, but would die at -10 HP since there is no way for this character to make a Stabilization
Fortitude save of 30.
This reflects that higher-level characters are better at cheating death, because their Fortitude saves are
higher, and tough characters who have the higher Fortitude saves, better Constitutions, and the right feats,
are better at cheating death than weak ones.
Subdual Damage
Subdual damage works exactly as described in the PHB, page 134. In addition, it is possible to kill
someone with subdual damage. Once the subdual damage = current actual HP remaining (subtracting any
real damage the victim has sustained) the victim is staggered. Once the subdual damage > current actual HP
remaining (subtracting any real damage the victim has sustained) the victim is unconscious. Once the
subdual damage = maximum actual HP (regardless of any real damage the victim has sustained) the victim
is on the verge of death. Ignore any additional subdual damage dealt by this final subdual attack. At this
point, all subsequent subdual damage becomes real damage and is subtracted from the current remaining
HP just as any other real damage.
Example: A 3rd level fighter gets into a bar fight with a bunch of farmers. That fighter has 28 HP normally,
but had been wounded that day and only has 17 HP left. As the brawlers trade blows (all subdual damage)
the fighter keeps adding up the subdual damage. As an example, he has been dealt a total of 16 points of
subdual damage when a farmer lands a weak blow for only one more point. This brings the fighter to 17,
the exact number of HP he had left, so now he is staggered and can only take partial actions. As another
example, lets say that farmer landed a strong blow for 4 points of subdual damage, bringing the fighter to
20. This exceeds his remaining HP so he falls unconscious. Now if the farmers continue beating and
kicking him, the fighter keeps accruing subdual damage until it exceeds his maximum HP of 28. Lets say
the farmers beat him until he has taken 26 HP of subdual damage. Then a farmer hits him for 5 more. This
takes his subdual total to 31, more than his maximum HP, but the extra subdual damage is ignored. From
this point forward, all subdual damage (punches and kicks) are dealt as real damage and are subtracted
from the fighters current total of 17 HP until he reaches 0 (would be just disabled, but hes probably still
unconscious from his subdual damage) or HP in which case hes dying (see PHB page 129).
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Chapter 9: Adventuring
Chapter 9: Adventuring
Sleeping
When you are asleep, you can attempt listen checks against anything that ordinarily would allow listen
checks, but with a 10 Circumstance penalty to the roll. Of course, it is impossible to attempt spot checks
while asleep.
You can wake up a sleeping companion by shaking them (standard action, automatically works), poking
them (free action, once per standard or move equivalent action or three times per full round action, requires
a touch attack that automatically works if you hit), or shouting (requires a listen check against DC 10; DC
is actually 0 but adding the +10 Circumstance penalty for sleeping the DC becomes 10).
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Healing Spells
There is a new rule applying to all forms of magical healing:
Add a number of HP to the amount rolled by any magical healing source (spells, potions, magic items, etc.)
equal to the recipients level x the number of dice rolled.
Thus, a Zero-level Cure Minor Wounds, which rolls no dice, will only heal 1 point, because no matter what
the recipients level, when you multiply it by zero, you get zero and so nothing is added. Cure Light
Wounds rolls 1 die, so will heal 1d8 + recipients level, +1 point per caster level up to +5. Cure Moderate
Wounds rolls 2 dice, so will heal 2d8 + 2x recipients level + 1 point per caster level up to +10. And so on.
The reasons for doing so are discussed later, in my Essay on Hit Points in the appendix of this document.
Spell Resistance
Spell resistance works pretty much the same way it is described in the DMG page 81, with one exception.
When making the d20 roll to overcome SR, the spellcaster does not add his caster level. Instead, he adds
the level of the highest-level spell he can cast. Thus, a 12th level wizard can cast spells up to 6th level, so he
adds 6 to this roll.
This change is primarily due to the fact that the rules as written make spell resistance almost worthless.
This rule makes the SR of monsters and magic items actually meaningful. Just be cautious as a very few
monsters (Balors, the largest dragons) have such high SR that even level 20 characters will now be unable
to cast spells on them without feats and/or magic items to improve their SR rolls.
See my essay in the appendices of this document for more explanation.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Metamagic Feats
First, metamagic can always be applied as per the PHB rules. But this is now an optional use for metamagic
as there is a new way to apply metamagic.
Metmagic can be applied spontaneously. This means the spells are not prepared in advance, and they dont
take up a higher level slot. Thus, a spontaneous Maximized Fireball still just uses a 3rd level slot.
Heres how it works:
First, spontaneously applying the metamagic, whatever it is, requires a move action. This move action
works just like casting a spell it provokes attacks of opportunity that can potentially disrupt the
metamagic, and spellcasters can choose to Cast Defensively to avoid attacks of opportunity, in which case
the usual Concentration check for casting defensively is required at DC 15 + adjusted level of the spell.
At the end of the metamagic move action, if the metamagic was not disrupted, the spellcaster needs to
make a Spellcraft check at DC = 15 + adjusted level of the spell, +1 per metamagic feat applied to the spell.
So, a Maximized Fireball has an adjusted level of 6, so the DC is 22 (15 +6 +1). A Silent (+1) Still (+1)
Maximized (+3) Empowered (+2) Fireball has an adjusted level of 10, so the DC is 29 (15 +10 +4).
Note that it is possible to use metamagic to raise a spell beyond your capacity. So a 7 th level mage who can
only cast spells up to 4th level could still Maximize a Fireball, even though he cannot actually cast 6th level
spells yet. If the adjusted level of a spell is higher than the highest level spell that spellcaster can normally
cast, add +5 to the Spellcraft DC for each level over the spellcasters maximum spell level. So, our 7 th level
mage would add +10 to his DC because his Maximized Fireball is 2 spell levels higher than the maximum
spell level he can normally cast. Does this make it impossible? A 7th level mage might have 10 ranks in
Spellcraft, might have +4 for Skill Focus (Spellcraft), and might have as much as +5 or +6 from his ability
score modifier, for a total of about +20 to the roll, thus requiring only a 12 or higher to successfully
Maximize that Fireball.
If the metamagic is disrupted, or there is a failed Concentration check to apply the metamagic defensively,
or a failed Spellcraft check to apply the metamagic, then the metamagic has failed but, because the
spellcaster has not yet started casting the actual spell, the spell has not failed and is not lost or disrupted.
If the metamagic was successfully applied, you still have your standard action to cast the spell.
If the spell takes more than one standard action to cast, you can either start now, or wait until the beginning
of your next round. You can only move while still in the process of applying a successful metamagic to a
spell; you cannot take any actions that involve spellcasting, attacking, or using any skills doing any of
this causes the metamagic to fail. If you take any damage while waiting to apply your successful
metamagic, you need to make a Concentration check with the usual DC (15 + damage taken) for taking
damage during spellcasting failure means the metamagic fails.
Note that Quicken Spell (cast spell as a free action) and Efficient Spell (cast spell as a move action) both
work a little differently. They can both be used spontaneously as described above, but it is a bit riskier since
the metamagic happens at the same time as the spell, so if the Spellcraft check fails, or the metamagic is
disrupted by anything, then the spell is also disrupted and lost.
Some examples:
Albert is a level 12 wizard. He wants to Maximize his Fireball. He is standing somewhere safe so nothing
will get an AoO. He spends his move action to apply the Maximize, then rolls a Spellcraft check of DC 22.
He succeeds, so on his standard action, he casts his Maximized Fireball.
Bill is a level 12 wizard. He is standing somewhere safe so nothing will get an AoO. He spends his move
action to apply the Maximize, then rolls a Spellcraft check of DC 22. He fails this roll, so he loses the
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Maximize. On his standard action, he can cast a normal Fireball, or cast something else, or move, or do
whatever he wants.
Charles is a level 12 wizard. He wants to Maximize his Fireball. He is standing in a battle next to a bad guy
who will get an AoO. He spends his move action to apply the Maximize but applies it defensively. He
needs to make a concentration check of DC 21 or he will fail the Maximize. He makes it, then rolls a
Spellcraft check of DC 22 (note that the Spellcraft check is higher than the concentration check because
spontaneous casting of metamagic increases the Spellcraft check by +1 per metamagic feat applied, but this
is not the case with concentration checks.. He succeeds, so on his standard action, he casts his Maximized
Fireball.
David is a level 12 wizard. He wants to Maximize his Fireball. He is standing in a battle next to a bad guy
who will get an AoO. He spends his move action to apply the Maximize but applies it defensively. He
needs to make a concentration check of DC 21 or he will fail the Maximize. He rolls a 1 and fails so he
loses the Maximize. On his standard action, he can cast a normal Fireball (might want to cast it defensively
since hes still next to the bad guy), or cast something else, or move, or do whatever he wants.
Edward is a level 12 wizard. He wants to Maximize his Fireball. He is standing in a battle next to a bad guy
who will get an AoO. He spends his move action to apply the Maximize but he believes the bad guy will
miss him, so he doesnt apply it defensively. As he starts the Maximize, the bad guy hits him for 13 points
of damage. Now he needs to make a concentration check of DC 28 or the Maximize is disrupted by the
damage he took. If he fails he loses the Maximize but still has a standard action to do whatever he wants. If
he succeeds, he still needs to roll a Spellcraft check of DC 22. If he fails that, he loses the Maximize but
still has a standard action to do whatever he wants. If he succeeds, he can use his standard action to cast his
Maximized Fireball.
Fred is a level 8 wizard. He wants to Maximize his Fireball. All the same situations that applied to Albert,
Bill, Charles, David, and Edward also apply to Fred, but when Fred needs to make the Spellcraft check to
apply the Maximize, his DC is 32 because a Maximized Fireball is a level 6 spell and Fred can only cast
level 4 spells, so he must add +5 for each level the Maximized Fireball exceeds his highest level spell.
Gary is a level 12 wizard. He wants to Quicken his Fireball to cast it as a free action. He does not need to
worry about AoO since casting a Quickened spell never provokes an AoO. He still needs to make his
Spellcraft check. Since a Quickened Fireball is a level 7 spell and Gary can only cast level 6 spells, the DC
for the Spellcraft check is 28 (15 +7 +1 +5). If he fails this Spellcraft check, he loses the Fireball spell.
Harry is a level 20 wizard. He wants to cast a Maximized (+3) Empowered (+2) Blistering (+1) Fireball.
This makes it a level 9 spell. All the same situations that applied to Albert, Bill, Charles, David, and
Edward also apply to Harry. Assuming he doesnt fail a concentration check or have his metamagic
disrupted, he will need to make a Spellcraft check at DC 27 (15 +9 +3). If this succeeds, he can cast his
Fireball for 96 HP damage. Alternatively, he can choose to also Heighten it to level 10. This raises the DC
to 34 (15 +10 +4 +5) but Harry should have no problem making that roll. Now the Maximized Empowered
Blistering Fireball does 110 damage. Note that he does all this damage using a level 3 spell slot.
I did this because there are a great number of very useful metamagic feats out there, but without a rule
change, the increased level requirements on metamagic feats make the feats nearly worthless. Spellcasters
typically gain more by learning to forge a magical ring, or by gaining defensive feats, or feats that enhance
their resistance rolls, saving throws, or just about anything else. For example, without this house rule, it is
very unlikely that a maximized Fireball would be more useful in a level 6 slot than just preparing a level 6
spell in that slot. And no cleric in his right mind would ever prepare a maximized Cure Serious Wounds
when he could prepare a Heal in the same slot. See my essay in the appendix for more details.
Counterspells
Given the very dangerous nature of magic, it is highly likely that over the past several thousand years
spellcasters have put endless effort into defending themselves from other spellcasters. It is also likely that
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
spellcasters have spent endless hours learning how to prevent other spellcasters from countering their
spells. Accordingly, the following rule changes are in effect (refer to the PHB, page 152):
Counterspelling is a more viable tactic. Specifically, the counterspell action is a Free Action that can be
taken as an attack of opportunity. For the purpose of counterspells your threat range is the range of the spell
that you are using as a counterspell. Each time you use a counterspell it counts as one attack of opportunity,
so if you do not have the Combat Reflexes feat, you may only attempt one attack of opportunity in a round,
and that may be your counterspell or a weapon attack, but not both. A spellcaster with Combat Reflexes
might be able to counterspell many times in a round. You may not use spontaneous spells as counterspells.
Divine spells are harder to counterspell than arcane spells. This is because arcane spells require the caster to
speak a specific and usually recognizable verbal formula or complete some specific and recognizable
physical actions, but divine spells typically require a quick gesture with a holy symbol and a minimum
invocation of the deitys power. As a result, the Spellcraft check to identify a divine spell is DC 20 instead
of the normal 15.
The bonus you receive to your spell save DC from the group of Spell Focus feats is also applied to the DC
of other spellcasters identifying your spells with Spellcraft checks. Likewise, these bonuses are applied as
competence modifiers to help spellcasters attempting to identify spells from the same school. Spellcasters
who use Still Spell or Silent Spell or any similar disguising feat gain +5 to the DC of other spellcasters
using Spellcraft to identify their spells.
Example: Bob the wizard has Greater Spell Focus with evocation spells. He begins casting a stilled Fireball
spell. Fred the wizard has Spell Focus with evocation and wishes to counterspell. Fred does not need to
have prepared a ready action; counterspelling is a free action just like an attack of opportunity. Fred must
attempt a Spellcraft check and adds +2 because Fred has Spell Focus in the school of the spell that Bob is
casting. The DC will be 15 + the spell level (3) so the DC is 18. Bob also gains +4 to this DC for his
Greater Spell Focus feat and +5 to the DC for the Stilled Spell feat, resulting in a total DC of 27. If Freds
Spellcraft check is successful, he may then give up one of his own prepared Fireball spells or may use
Dispel Magic to counterspell as per the normal rules.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Level +2
Level +3
Level +3
Level, but none until 4th level. Use the Cleric Zero-level list
Level, but none until 4th level. Use the Druid Zero-level list
Level +5 + WIS modifier
Level +3 + INT modifier
level +1, requires the Cantrips Feat (see Chapter 5: Feats in this document)
Thus, a 6th level wizard would have 9 cantrips each day, while a 6th level paladin or ranger would have 6
orisons each day.
The effects that can be produced with the casting of a cantrip or orison are exactly the same as casting a
Zero-level spell. The difference is that the spellcaster does not need to prepare them in advance. She can
simply choose when and where to cast a cantrip or orison, and choose which Zero-level spell effect it will
produce. Note that a spellcaster can only cast cantrips or orisons appropriate to that class. In other words,
when a cleric casts an orison and selects what its effect will be, she must choose the effect from the Cleric
Zero-level spell list. Paladins use cleric orisons and Rangers use Druid orisons.
Thus, a 4th level cleric goes adventuring. She has 7 orisons per day. In the morning she prepares her 1st and
2nd level spells, and prepares 7 orisons but does not need to specify what they are at this time; only that she
has 7 orisons and can decide later what to do with them. At some time later her adventuring group
encounters a dark room full of monsters. While her companions begin fighting, she uses one orison to cause
light, as per the Zero-level spell. During the battle she uses 3 orisons to cure minor wounds on her
companions. Then she uses another orison to detect magic on the treasure they found. She has two orisons
left. When they bed down for the night she decides to use her last two orisons to cure minor wounds twice
more to help heal some remaining cuts and bruises so her companions will be fresher in the morning.
Yes, this rule means a 20th level sorcerer with a decent INT modifier could throw 30 or more Zero-level
cantrips in a single day. But none of these Zero-level spells is so earth shaking that the game balance will
be horribly affected by this rule, especially when the caster is level 20. What it really does is let spellcasters
throw around a little magical weight. They can play with mending spells, mage hands, etc. to impress the
masses. They can also detect and read magic pretty much as often as they wish without having to prepare
this ability in advance. After all, a doctor cant get through medical school without being able to read his
text books, so how can a spellcaster get through spell school without the same ability.
So try it, your spellcasters will like it and your other players wont feel ripped off because these Zero-level
effects are so minor.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
New Spells
Advanced Polymorph Self
Transmutation (Caster must also be able to cast the Illusion school)
Level: Sor/Wiz 6
Components: V, F
Casting Time: 1 action
Range: Personal
Target: You
Duration: 1 hour/level (D)
As Polymorph Self, except that any magical powers the creature in question has are emulated by illusions.
For example, a dragon's fiery breath could be produced, and those who believed it would take damage (but
not as much as real dragon breath). In some cases the effect cannot be duplicated. If it does not create any
visible effect, such as a charm, only those who know the creature can use that power are affected. If
someone is so ignorant that they do not know what a Medusa's special power is, their minds do not even
know it is happening, and thus they ignore it. It is therefore best used with powers that have visible effects.
The wizard must have seen the creature. For visible effects, he must have seen it, and for invisible effects,
he must have been affected by it. It is hard, therefore, to duplicate the beauty effects of a naked nymph. The
focus is something from the creature in question. A claw, a scale, an eye, etc will all work.
Bind Familiar
Universal
Level: Sor/Wiz 2
Components: VSM
Casting Time: 1 day
Range: Short Target: 1
Willing Creature
Duration: Permanent
Saving Throw: Special
This spell works almost exactly like the Summon Familiar ability available to Sorcerers and Wizards,
except that it does not summon a familiar. Rather, a creature to serve as the familiar must be provided. This
creature can be of nearly any type, although not of the same or similar species to the caster, so a human
mage could not make a halfling his familiar. Most outsiders, elementals, and magical creatures can be
bound in this way. A person that has been polymorphed into an animal for more than a year is subject to
this spell, but the binding ends (with the usual results) should the person ever become a person again. The
creature must be present at the binding, and when the spell is completed, the creature gets a choice of
whether or not to allow itself to be bound. For the purpose of this choice, any mind affecting spells are
negated, although they resume as usual once it is made. The creature is informed of the caster's identity and
alignment. This ignores any alignment masking spells on the caster, but not alignment changing effects.
Should the creature refuse, the spell ends. Should the creature accept, it is bound like a normal familiar
(Special abilities and armor bonuses are up to the DM). Creatures that have been summoned are now bound
to this plane and the summoning spell ends. Most undead creatures and constructs cannot be bound in this
way. Unintelligent creatures, such as most oozes, also cannot be affected. When the DM decides what the
creature will decide, he must take into consideration certain things. How smart is the creature? If it is an
animal, has the wizard, whatever alignment, taken care of it and given it food? How powerful is the
creature in relation to the wizard? A gold dragon might like a good wizard, but he probably has better
things to do than be a familiar. Some creatures might accept even if they do not like the wizard. A succubus
would probably accept any offer if it meant she could stay in the Prime Material Plane and suck out the
souls of mortals. Also, has the creature been summoned against its will? Most elementals aren't very happy
about their predicament, and generally try to maul the caster if they can get control. Note: When trying to
bind summoned creatures, it is important to remember that the creature has to be present for the entire spell,
which lasts for one day. Check the duration on your summoning spell before you start. Material
Components: 100 gp of magical materials (same as Summon Familiar)
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Panthers Sense
Transmutation
Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 action
Range: Touch
Target: Creature Touched
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
This spell grants the subject superior vision and hearing, resulting in a greater overall awareness of what is
going on around the subject. Panthers Sense grants an enhancement bonus to Perception of 1d4+1 points,
adding the usual benefits to ability and skill checks.
Rewind Time
Transmutation
Level: Sor/Wiz 8
Components: V, S, XP
Casting Time: 1 full round
Range: Personal
Target: You
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell sends you back in time to the beginning of your action 1 round before the round in which you
cast this spell. Basically, you have the chance to undo a mistake yours or a companions. You retain full
knowledge of all events that passed in the original timeline right up until you completed this spell, but now
those events have not happened yet so you can attempt to change them. Any random events, such as attack
rolls, saving throws, etc., that take place in the same fashion as the original timeline must be rerolled (if you
or a companion made a save against a fireball originally but now are hit with the same fireball again, the
saving throw must be rerolled).
You may, of course, take different actions this time. You may also, as a free action, give brief instructions to
comrades to prevent a repeat of mistakes they made in the original timeline.
XP cost: 500 XP.
Anti-Construct Ward
Abjuration
Level: Brd 3, Clr 3, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Target: One creature touched per level
Duration: 10 minutes/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
Constructs cannot perceive the warded creatures and act as if they are not there. Unintelligent constructs get
no saving throw, unless their master is within 60 ft. and can see the warded creaturesthen the constructs
use their masters Will save bonus. Intelligent constructs get a saving throw, using their own Will or that of
their master (if the master meets the distance/sight limitation above), whichever is better. Any offensive
action against the fooled construct ends the spell. This magic circumvents a constructs magic immunity,
because the spell is not cast on the construct itself.
Credit goes to Silverthorne Games Book of Templates.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Appropriate Construct
Transmutation
Level: Sor/Wiz 9
Components: V, S, M, XP
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One construct
Duration: Instantaneous
Saving Throw: Will negates (see text)
Spell Resistance: Yes
You take permanent control of a construct from its rightful master (if any). To resist the spell the construct
uses its own Will save bonus, or that of its creator or legitimate master, whichever is higher. Should the
Will save fail (and you overcome the constructs spell resistance), the construct obeys you as if you were its
master, overriding any other form of influence. If some focus (such as a shield guardians amulet) is
required to use some of the constructs abilities (like the shield guardians shield other ability), you must
posses the focus to access those abilities. The construct otherwise obeys your commands and treats you as
its master.
Material Component: The caster needs one pound of the material from which the construct is constructed
and a diamond worth 100 gp per HD of the construct to be appropriated. Both are consumed by the spell.
XP Cost: The caster must pay one-quarter of the experience cost for creating the construct upon the spells
completion or any time within 24-hours of casting the spell. Until the experience is expended, the construct
stands dormant and unresponsive. An attack sends such a construct into a berserk state, like that of an
ablative construct or clay golem. If the experience is not expended, the original master or set of orders
regains control after the 24 hours are up.
Credit goes to Silverthorne Games Book of Templates.
Bind Construct
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One construct
Duration: Concentration + 1 round/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
The targeted construct freezes in place, making a saving throw each round to break the binding.
Additionally, a construct may use its masters Will save bonus if the master is within 60 ft. A bound
construct is still aware and may activate any ability that does not require motion, but cannot take any
physical actions.
Material Component: A small amount of the material from which the target construct is made. This
component is pinched between the fingers (or similar appendage) as the spell is cast.
Credit goes to Silverthorne Games Book of Templates.
Block Commands
Abjuration
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
The target of this spell is cut off from any construct of which it is the master. Victims so affected cannot
give commands, mental or otherwise, to controlled constructs. Further, a constructs special abilities that
work through a link to its controller (such as a shield guardians shield other and guard qualities) cannot be
utilized. The constructs react normally to their master other than this communication problem.
Credit goes to Silverthorne Games Book of Templates.
Exchange Minds
Transmutation
Level: Clr 7, Sor/Wiz 7
Components: V, S, DF, M
Casting Time: Two full rounds
Range: Touch
Target: Creature controlling a construct
Duration: 1 minute/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
The master of a construct has his sentience placed into the target construct and can control that constructs
actions. His body crumples to the floor, inert and helpless. The construct gains the masters mental ability
scores, skills, feats, Will save, and all other mental abilities (such as spellcasting). The construct maintains
all of its physical abilities and special powers, except that it becomes susceptible to mind-affecting spells
for the duration of the masters occupation (if the master is susceptible). When the spell expires, the
consciousness of the master switches back into his body, and the constructs back into its. If the casters
body has been destroyed, he dies. If the construct is destroyed while the master inhabits it, he also dies.
Spells that raise the dead still affect the dead master and his body, according to their rules. The construct is
subject to the rules for that creature type.
This spell can be made permanent.
Credit goes to Silverthorne Games Book of Templates.
Mend Construct
Transmutation
Level: Brd 6, Clr 6, Sor/Wiz 7
Components: V, S
Casting Time: 1 action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
You completely repair the hit point damage to the construct touched, so long as it has not been destroyed. It
looks as good as new. Construct magic immunity does not affect this spell.
Credit goes to Silverthorne Games Book of Templates.
Rebuild
Conjuration (Healing)
Level: Clr 7, Sor/Wiz 8
Components: V, S, M, DF, XP
Casting Time: 10 minutes
Range: Touch
Target: Destroyed construct touched
Duration: Instantaneous
Saving Throw: None (see text)
Spell Resistance: No
You restore the body of a destroyed construct, and it sees you as its master. Three-quarters of the construct
must be intact for the spell to work, and it cannot have lain destroyed for more than 1 month per caster
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
level. The construct returns with the Ablative template, but is otherwise whole. A limited wish cast before
this spell can obviate the time limit, but only a wish can make the construct more than ablative.
XP: You must pay 5% of the original XP cost to create the construct.
Divine Material Components: A vial of sacred water and a diamond or crystal worth 5,000 gp.
Arcane Material Component: A 1-lb. piece of the material from which the construct is made and a diamond
or crystal worth 5,000 gp.
Credit goes to Silverthorne Games Book of Templates.
Reign Construct
Abjuration
Level: Clr 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One berserk construct
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You cause the targeted construct to cease berserk activities and reset its berserk chance to 0%. This spell is
only effective against berserk constructs, because the elemental spirit animating them has broken free. It
works against any golem, including those whose Berserk ability reads no known method can reestablish
control. This is one such method.
Credit goes to Silverthorne Games Book of Templates.
Usurp Construct
Conjuration (Summoning)
Level: Sor/Wiz 6
Components: V, S
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Target: One construct
Duration: 1 minute/level (D)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
You summon a superior elemental force that temporarily dominates the one animating the targeted
construct. Any attempt to control a construct with HD totaling more than twice your level automatically
fails. To resist the spell the construct uses its own Will save bonus, or that of its creator or legitimate
master, whichever is higher. Should the Will save fail (and you overcome the constructs spell resistance),
the construct obeys you as if you were its master, overriding any other form of influence. If some focus
(such as the shield guardians amulet) is required to use some of the constructs abilities (like the shield
guardians shield other ability), you must posses the focus to access those abilities. The construct otherwise
obeys your commands. An unfortunate side effect of this method of control is that the construct is treated as
a summoned creature for the duration of the spell. Thus, protection from evil and similar spells are effective
against the usurped construct. Further, spells like dismissal and banishment act as a targeted dispel magic
against this effect, the latter spell providing +4 to the casters level check.
Credit goes to Silverthorne Games Book of Templates.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Appendix
Appendix
An Essay on Parrying
Parrying is a topic of hot debate out there. Some argue that active parrying adds realism by allowing
characters to take their defense into their own hands by making rolls to block an opponents weapon.
Others argue that the AC system in Dungeons & Dragons takes this kind of thing into account, at the cost of
a little realism, by making a simple mechanic for combat that is easy to understand and implement, and that
speeds up combat considerably when compared to active defending.
Both sides are correct. No matter how ardently I argue for one side or the other, I will not likely convince
anyone with the other viewpoint that I am correct. In fact, since I feel that both sides are correct, it would
be hypocritical of me to argue in favor of either side in this debate.
So why this essay?
This is a document of house rules, intended for free distribution to all Dungeons & Dragons players in the
hope that I can offer some fresh new ideas that might add value to their games. I felt the lack of some
discussion here would be remiss, as players seeking parrying rules should not be sent away dissatisfied with
my document. So here is my position:
Adding parries is a dangerous move on the part of any DM. I know because I did this, years ago, in 2nd
Edition Dungeons & Dragons. The dangers are many:
Characters who have a decent edge in attack modifiers will be able to avoid (or at least nearly avoid)
taking any damage from their weaker opponents
Characters who have more attacks than their opponents will have a huge advantage in combat
Combatants who outnumber their opponents can often gain a huge edge by allowing some to parry
attacks while others attempt to strike their opponents, and this can devastate a smaller group of foes
And woe unto a group who consists of fewer combatants with fewer attacks and weaker attack
modifiers
Sure, all these advantages also exist in the existing Dungeons & Dragons combat system. But these should
all be advantages; they should all give some edge to the combatants who posses these advantages. And the
current system does give the edge to those who have these advantages. Adding additional parrying rules
gives two edges to whoever has these advantages, allowing them to exploit an ever-widening gap of combat
excellence as they gain more levels, more skills, and more advantages.
Allowing Dungeons & Dragons combat to give additional or enhanced advantages by including parry rules
makes it increasingly harder to challenge the players as their characters rise in level and get more powerful.
Soon, DMs will have to modify every adventure they purchase, download, or find in official publications.
If a purchased adventure claims to be for 4-6 characters of 6-8th level, the DM will find that 4-6 characters
of 4-5th level are more appropriate for the adventure. I know. Ive been there. It happened to me.
My recommendation is to choose one or the other. It is too unbalancing in the game to have both. So either
choose AC, or choose Active Defense (parries and dodging). Please, please, dont choose both. If you do,
youll have 10th level characters practically immune to any attacks from 8th level characters, but practically
defenseless against 12th level characters the disparity would be too great. Please trust me on this.
My solution was to totally change the whole combat system of 2nd Edition Dungeons & Dragons, as I truly
believed in active defense (dodging and parrying), and I still believe in them. But when I was through, I
had no AC, I had drastically lowered HP (10th level fighters in my system typically had about 30-40 hp and
20th level fighters would have about 50 HP), and I had created and play-tested a number of active defense
rules. Changing AC and HP required rewriting many rules in classes, in combat, in spellcasting (healing
and damage spells), and in magic items. And from that time on, I had to modify every monster in the
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Appendix
published material. I couldnt use any adventures I purchased right out of their packaging; I had to change
them cover to cover to allow for my new rules and to adjust the difficulty of the adventure to properly
challenge the characters. In addition, simple combats that could have been resolved in a few minutes now
took many times longer to resolve. It created a huge hassle, but I did it because I believe in active defense.
Now some of you are saying that a simple opposed attack roll to parry takes no more rolling than soaking
the damage then making an attack roll. This is true; I agree. But if parrying is successful, a simple 4 or 5
round battle can last for 20 or 30 (or more) rounds as everyone parries everyone else. And if parrying
doesnt extend the number of rounds, and drastically so, then that means most characters are missing their
parries and getting hit anyway. If so, what is the point of creating extra rules and extra hassle if everyone
gets hit anyway? Besides, just adding a simple opposed attack roll to parry falls into the trap I described
above about having a double advantage in combat; some adjustment to how AC and HP work becomes
necessary or that double advantage begins to spiral out of control.
In short, realistic active defense is a huge hassle. It will totally change many combat mechanics, will
demand a near-total rewrite of the combat rules, will necessitate huge effort from the DM to modify
published adventures, and will slow down game play. If active defense does not do this, then perhaps the
active defense system is not as realistic as it could be.
I felt it was worthwhile, so I did it. Players who have gamed with me all tell me they love the realism of my
game. It still feels like 2nd Edition Dungeons & Dragons, but it is much more realistic (or so they tell me),
and I agree. But unless you are willing to do the same, or are willing to adapt simple and unrealistic active
defense rules (ignoring the ripple effects they cause in classes, spells, and magic), or are willing to allow
the double advantage of AC and active defense, you should probably reconsider including active defense at
all.
In conclusion, where adding active defense causes so many challenges, and considering that the AC system
works quite well, if a bit simplistically, it only seems the wiser course to leave the system as it is. But, some
players (myself included) will want something, anything, to allow characters to improve their defense
through training, rather than just donning heavier armor and adding magical protection.
A simple solution presents itself without changing any game mechanics:
Add parrying and dodging feats that simply reduce your attacking effectiveness and increase your AC.
In the Feats section of this document I have included a number of feats that do just that.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Appendix
No, most people will defend the system by claiming that HP also represent experience, agility, mobility,
cleverness, doing whatever it takes to get out of the way of damage. Thus, while 1 or 2 hits can drop that 1st
level character, its reasonable to assume that 1 or 2 hits (or maybe 3 or 4 to represent increased toughness)
would still do her in at 20th level, but you have to get in 40 or 50 good shots. Shots that should have hit but
she was too quick, too agile, too experienced - so almost all of them miss.
The PHB, on page 128 under What Hit Points Represent supports this theory.
OK, I will buy that reasoning. It makes for a simple mechanic, and the only real alternative is to allow
combatants to actively defend (as with parries and such), and I just shot that down in the parrying essay.
This works out well, keeps the mechanic simple, it even works well in light of the rules for Natural Healing
on page 129 of the PHB.
BUT
It falls apart with the rules for magical healing.
To quote the PHB on page 128, A 10th level fighter who has taken 50 HP of damage may be about as
physically hurt asthe 1st level fighter who has taken 5 points of damage If this is true, then why does a
Cure Light Wounds spell heal 1d8 HP to both fighters? To follow the PHB reasoning, the 10th level fighter
really took 5 hit points of damage and expended 45 HP worth of dodging, avoiding, and preventing
damage. 45 HP spent turning a serious blow into a less serious one, to (nearly) quote the PHB again.
So when a cleric casts a Cure Light Wounds (or any other healing spell) on the fighters, how does this spell
cure the dodging, avoiding, and preventing of damage? It cant. Shouldnt the healing process be a reverse
of the damage process? And if the damage process takes avoiding damage into consideration, shouldnt the
healing process also consider it?
The proper solution to maintain consistency with the PHBs definition of Hit Points is to either multiply the
amount of healing rolled on the die (dice for other Cure spells) by the characters level, or multiply the
number of dice rolled by the characters level. Thus, a Cure Light Wounds spell would heal the 10th level
fighter either 1d8 x 10, or 10d8 HP, whichever the DM decided she preferred in her game.
However, this makes healing spells extremely powerful, and in my opinion, overbalances them within the
framework of the Dungeons & Dragons magic system. So I propose an alternate healing system:
Add a number of HP to the amount rolled by any magical healing source (spells, potions, magic items, etc.)
equal to the recipients level x the number of dice rolled.
Thus, a Zero-level Cure Minor Wounds, which rolls no dice, will only heal 1 point, because no matter what
the recipients level, when you multiply it by zero, you get zero and so nothing is added. Cure Light
Wounds rolls 1 die, so will heal 1d8 + recipients level, +1 point per caster level up to +5. Cure Moderate
Wounds rolls 2 dice, so will heal 2d8 + 2x recipients level + 1 point per caster level up to +10. And so on.
This rule is a blend of the existing PHB magical healing rules and the idea of considering that most of the
damage being healed wasnt actual physical damage, but was HP expended in avoiding actual physical
damage.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Appendix
An Essay on Spellcasting
An awful lot of Dungeons & Dragons players have been dissatisfied with the prepare/forget method of
spellcasting. This dissatisfaction has been evident for two and a half decades of playing Dungeons &
Dragons. I know, for I have been one of the dissatisfied.
The common argument against this mechanic is simple and obvious: Does a surgeon who spent 8 years
learning his profession forget how to perform surgery immediately after he finishes a surgical procedure?
Of course not. So why do spellcasters forget how to perform their professions every time they cast a spell?
This argument is simple and to the point. If one looks at it this way, its hard to refute with logic.
But the PHB explains this a little differently. According to the PHB, the spell is not forgotten. The
spellcaster doesnt forget anything; she still knows how to cast spells. She still understands the basics, and
even the advanced, of the spell she just cast. What she lost was the magical impression in her mind.
An easy way to think of preparing and casting spells is to compare it with creating a scroll. To create a
scroll, a spellcaster begins with blank paper or parchment. She then inscribes the magical formulas, along
with a healthy smattering of runes and symbols, onto the blank parchment. In the process, she is actually
casting the spell, but in a different way then normal. This process even consumes the spell components as if
she were casting the spell. Normally, casting a spell (Magic Missile, for instance) involves selecting a target
and releasing the magical energy so that it affects the target. When creating a scroll, the spellcaster casts the
spell in such a way that the magical energy is not released, but is instead moved into the scroll itself. What
has happened is that the scroll now has the power to cast the spell one time at no cost to its user, just by
having someone read it.
The process by which a spellcaster prepares a spell is very similar. She begins with a blank mind and
mentally inscribes the magical formulas, runes, and symbols in her brain. In the process the moves the
magical energy into her mind. This is effectively the same as preparing a scroll. Now her mind has the
power to cast the spell one time at no cost to the spellcaster, just by mentally reading that prepared spell.
(As an aside note, expenditure of spell components and loss of XP for those spells with XP losses occurs at
the time the spellcaster casts the spell, not at the time it is prepared this is one difference between casting
a spell and preparing a scroll).
Once the spell is cast, the spellcaster can probably still remember most of the details, perhaps every detail,
about the spell just cast. However, the magical energy has been released and is now gone from her mental
image of the spell; the memory of the spell is totally useless without that magical energy. Now the
spellcaster must empty her mind to remove that vestigial, powerless spell memory. This is an automatic
process that takes no time and carries no risk of failure. Of course, this selective forgetting is all part of the
training all spellcasters, even sorcerers, undergo when they learn to cast spells (even if this learning process
was self-taught, as with many sorcerers). Once the spell is forgotten, the spellcasters mind is blank again,
ready to be mentally inscribed with a new spell.
Fortunately for spellcasters, they are able to train their minds, with experience and gaining levels, to hold
dozens of spells, far more than any scroll will ever hold.
This process I have described above is very similar to that described on page 154-155 of the PHB. There
are some minor differences. One minor difference is that the PHB claims that preparing a spell is casting
most of the spell; the casting is finished when the spellcaster actually casts the spell later that day. This
subtle difference allows for a new spellcasting rule I have added that allows a wizard to occasionally, and
with some difficulty and risk, retain the spell energy so she can cast that same spell again. See the Spell
Retention section of Chapter 10: Spells in this document.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Appendix
An Essay on Metamagic
I have tried to find an interest in taking Metamagic feats for my spellcasters, but other than the old trusty
hey, this has a good role-playing angle I cannot justify almost any Metamagic feat. They just dont seem
worth the increased level, particularly the feats with fairly large level adjustments, nor do they justify
giving up a useful feat such as Spell Penetration or Combat Casting or Spell Focus or perhaps even an Item
Creation, etc. Some examples:
A Maximized Fireball requires a level 6 slot to prepare and it inflicts 60 damage to all within its area.
Compared to the power of Circle of Death, Disintegrate, Chain Lightning, or even Summon Monster VI,
this is marginally acceptable. Note that the targets will save vs. a level 3 Fireball, somewhat easier than
saving against a level 6 Disintegrate. Also note that the Maximized Fireball requires the spellcaster to give
up a precious feat, one that could have been used more wisely, just to cast a Maximized Fireball that isnt
really any better than the other 6th level spells he knows. Given all this, and the fact that just about any
spellcaster can get by with the actual 6th level spells, this would be a waste.
An Empowered spell has +50% more damage for only +2 levels. This seems nice. But using the example
given in the feat description in the PHB, an Empowered Magic Missile will roll 1d4+1 x1.5 per missile.
This would take a 3rd level spell. The caster, at minimum level, could choose to fire three missiles that hit
for an average damage of 5.25 HP each, hitting one opponent for about 16 HP damage or three opponents
for about 5 HP each. Or he could prepare a Fireball and do 5d6 damage, averaging 17-18 HP damage to one
opponent targeted and inflicting the same damage to anyone else near him. Sure, the Fireball allows a save
for half that Magic Missile does not. But the Fireball might, if used in the right situation, hit a dozen or
more enemies, all for around 17-18 HP each.
An Enlarged spell has 2x its normal range. This seems useful and worth being one level higher. But in
practice, many battles are not fought at such range that this feat would be useful, making it unnecessary
much of the time. Also, doubling the range of most spells still leaves the spellcaster tragically outgunned by
anyone with a bow or crossbow as just about every spell has such a short range that even doubled, it is still
only a fraction of the range of a good missile weapon.
A Chained Lightning Bolt spell (per Tome and Blood) requires a level 6 slot. Exactly the same slot as a
Chain Lightning spell would use. Comparing the two, assuming a wizard of minimum level (11) to cast 6 th
level spells, the Lighting bolt would do 10d6 to its target then chain to 11 other targets for half damage
each. They would all save against a 3rd level spell for half damage. The Chain Lighting would hit the first
target for 11d6 then chain to 11 other targets for half damage. They would all save against a 6th level spell to
take half damage. And, to get this weaker version of this spell, the wizard had to waste a feat on it. Worse, a
sorcerer had to waste a feat AND turn his spell into a full round spell to cast it. (Yes, I know the Chain Spell
feat cannot be applied to Lightning Bolt because Lightning Bolt is an area-effect spell, but it makes for a
perfect comparison otherwise due to the existence of the Chain Lightning spell).
A Maximized Cure Light Wounds cast by a 7th level cleric heals 13 HP. A Cure Critical Wounds cast by the
same cleric heals 11-39 HP, averaging 25 HP.
An Empowered Cure Moderate Wounds cast by a 7th level cleric heals 13-35 HP, averaging 24. A Cure
Critical Wounds cast by the same cleric heals 11-39 HP, averaging 25 HP.
A Maximized Cure Serious Wounds cast by an 11th level cleric heals 35 HP. A Heal cast by the same cleric
heals all wounds, possibly hundreds of HP, and also cures blindness, deafness, disease, and even temporary
ability damage.
The problem is that these feats require spell slots too high for the actual benefit gained. In most cases I can
think of, I probably would not use the Metamagic Feat even if it was just a free class ability, and I certainly
would not waste a precious feat learning how to do most of this junk.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Appendix
Sure, there are a few positive advantages. It would be nice for a sorcerer to just learn Lightning Bolt and
never have to learn Chain Lightning, that way he could use one of his valuable spell knowledge slots on
something different instead of just upgrading a spell he already knows. Also, some of the Metamagic feats
have special adaptations, like casting spells unobserved, or without components, etc. These minor
advantages might be worth raising the level of the spell a bit, but still, the cost of a precious feat to do this
almost makes them not worthwhile, either.
The solution is simple. I have reduced the slots of almost every Metamagic feat. This results in some
changes to my above examples:
A Maximized Fireball requires a level 5 slot to prepare and it inflicts 60 damage (level 10+ caster) to all
within its area. Compared to the power of Cloudkill, Cone of Cold (average 35 damage), or even Summon
Monster V, this is fairly acceptable, despite the easier saves (level 3 vs. level 5).
An Empowered spell has +50% more damage for +1 level. This is more practical. Thus the Empowered
Magic Missile compares fairly favorably to Flaming Sphere and Melfs Acid Arrow.
An Enlarged spell has 2x its normal range but uses the same level slot. Sure, you may not need it often, and
bows and crossbows still have many times your range, but now your 2x range Fireball is still only 3 rd level,
so maybe its worth the feat, now.
A Chained Lightning Bolt spell (per Tome and Blood) requires a level 5 slot. You can learn this two caster
levels lower than Chain Lightning so use it sooner. This alone might make it valuable.
A Maximized Cure Moderate Wounds cast by a 7th level cleric heals 23 HP. A Cure Critical Wounds cast by
the same cleric heals 11-39 HP, averaging 25 HP much closer.
An Empowered Cure Serious Wounds cast by a 7th level cleric heals 15-46 HP, averaging 30. A Cure
Critical Wounds cast by the same cleric heals 11-39 HP, averaging 25 HP probably worth the feat.
No Metamagic feat can make any Cure Wounds spell compare with heal...
The newer examples all show that these changes are fair and reasonable, and with this change the
Metamagic feats might be worth taking now.
Note that few judgment calls need to be made.
Now all Metamagic feats require a full round action to use. Any spell enhanced by any Metamagic feat
regardless of the class of the caster will be treated as a full round action. If the Quicken Spell feat is used,
alone or in conjunction with other feats, that spell becomes a free action as indicated in the description of
the Quicken Spell feat. Note that this rule makes it more difficult for a spellcaster to use an enhanced
healing spell to heal a fallen companion unless that companion is within the casters 5 move range.
Many Metamagic feats are listed as +0 Levels. These feats dont change the level of the spell slot required
to prepare or cast a spell enhanced by these feats. Any one such feat, such as Still Spell can be added
without requiring a higher-level spell slot, but it still causes the spell to become a full-round spell.
However, if more than one +0 feats are stacked on the same spell, only one of them is treated as a +0
Levels. Each additional +0 Metamagic feat is treated as if it were +1 Level instead. Thus, a Still and Silent
spell would require a slot 1 level higher. A Still, Silent, and Enlarged spell would require a slot 2 levels
higher, and a Still, Silent, Enlarged, Maximized spell would require a slot 4 levels higher
With these changes, spellcasters might be justified in taking these feats and putting them to good use.
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Appendix
Blake Walkers House Rules for Dungeons & Dragons 3rd Edition
Appendix