Class-specific House Rules

FIGHTER

Weapon Specialization is for a broad category of weapons as follows:
- Axes, Picks, & Scythes
- Chains, Whips, & Flails
- Hammers, Maces, & Clubs
- Polearms, Pikes, & Lances
- Short Weapons
- Spears, Rods, & Staves
- Swords, Slashing
- Swords, Straight, One-Handed
- Swords, Straight, Two-Handed
- Unarmed
- Archery
- Point-and-Shoot Weapons
- Throwing Weapons & Slings

RANK INCREASE: The fighter must fight in a public gladiatorial match against a group of the same rank or higher. Alternatively, the fighter may attempt to kill a pack of dangerous animals alone.


RANGER

Favored Enemy is for a broad category of creatures listed under "Creature Types": http://www.dandwiki.com/wiki/SRD:Creature_Types

RANK INCREASE: The ranger must tame an animal of the same rank or higher. Alternatively, the ranger may kill a group of poachers.


ROGUE

RANK INCREASE: The rogue must steal an item worth an amount of gold equal to his current rank, multiplied by 1,000.


ASSASSIN

RANK INCREASE: The assassin must liquidate an important person who threatens the secrets of the assassins. The target must be a public figure, such that his/her death would be noticeable by the public.


BARBARIAN

HIGH STICKING: When an enemy tries to move past the barbarian, he/she may use Strength rather than Dexterity to stop the enemy's movement.

RANK INCREASE: The barbarian must fight a ceremonial and ritual battle. This may be against either another barbarian of the same rank, a pack of wild magical beasts, or a group of extraplanars.


MONK

GRECO-ROMAN STYLE: When grappling using Strength, the roll is always checked as Prime even if the Monk does not have Strength as Prime.

CAGE STYLE: When grappling, may do it as a Dexterity check instead of a Strength check.

JIUJITSU: When grappling, may do it as a Constitution check instead of a Strength check.

JUDO: When grappling, may do it as an Intelligence check instead of a Strength check.

AIKIDO: When grappling, may do it as a Wisdom check instead of a Strength check.

INSIGHTFUL DEFENSE: At 1st level, the monk adds his Wisdom modifier to his Armor Class. At 5th level, he also adds his Intelligence modifier to his Armor Class. At 10th level, he also adds his Constitution modifier to his Armor Class. This ability is disabled while wearing body armor.

RANK INCREASE: The monk must meditate for a number of days equal to his rank. Then he must demonstrate the truths of his experience, and explain how he has gotten closer to true enlightenment. Afterwards, he must fight multiple opponents in succession who are of a higher rank, and show that he has improved his mastery in the monk arts.


WIZARD

Choose one of the following:
- Starting Spellbook has all Level 0 and Level 1 Wizard spells
- Pathfinder Wizard school
- 5th edition Wizard school

ARCANE NEEDLE: This ability may be used an unlimited number of times per day. It uses a full action, so is exclusive with moving and attacking. It strikes unerringly and requires no attack roll. At 1st level, the arcane needle does exactly 1 point of magic damage. At 6th level, the arcane needle adds the wizard's Intelligence modifier to the damage. At 12th level, the arcane needle also adds the wizard's Charisma modifier to the damage. The Arcane Needle has a range according to the following table:
Level 1: 20 feet
Level 2: 25 feet
Level 4: 30 feet
Level 6: 35 feet
Level 8: 40 feet
Level 10: 45 feet
Level 12: 50 feet

RANK INCREASE: The wizard must successfully perform a new type of metamagic that he has not demonstrated before.


ILLUSIONIST

Plasmic Interpretation from the CKG. This means that Illusionist spells can only be disbelieved if the spell descriptions state that they can be.

Illusory Cure Wounds - temporary hit points that last for a number of rounds equal to double the caster level. The illusionist may spend an action each round to continue to maintain the illusory hit points. Target may not save unless he doesn't want to get healed.

Choose one of the following:
- Starting Spellbook has all Level 0 and Level 1 Illusionist spells
- Pathfinder Illusion school - except that spells that would be banned by the specialization in Pathfinder are allowed here
- 5th edition Illusion school

RANK INCREASE: The illusionist must perform a new magic trick that he has not demonstrated before. He must get a number of audience members equal to his rank multiplied by a hundred.


CLERIC

Choose one of the following:
- "Of Gods & Monsters" rules - if your favorite god isn't there, then talk to the CK about a conversion
- Two domains from Pathfinder
- One domain from 5th edition

Sound Burst is now a 2nd-level spell. It does sonic damage - if a creature's description does not explicitly say that it resists sonic damage, then it can be affected.

RANK INCREASE: The cleric must undergo an ordeal that tests him for adherence to his gods. Higher-ranked clerics will also connect him to the gods, so that his soul may be examined directly. The ordeal lasts a number of days equal to his current rank.


DRUID

They can use cold-forged metal, meteoric metal, or ironwood equipment. The base cost is multiplied by 3, then any magical costs are added afterwards.

Choose one of the following:
- "Of Gods & Monsters" rules - if your favorite god isn't there, then talk to the CK about a conversion
- Two domains from Pathfinder
- One domain from 5th edition

RANK INCREASE: The druid must plant a tree. While watering it, he must mix his own blood into the water. Afterwards, the druid must live in unison with nature for a number of days equal to his current rank.


KNIGHT

No longer need to follow the "Typical Knightly Virtues and Code of Conduct"

RANK INCREASE (Feudal): The knight must show that he is loyal to his feudal lord, and deserves to be granted a higher title. Unfortunately for adventurers, those knights who stick around the lord's castle all the time are more likely to get promoted.

RANK INCREASE (Knightly Order): The knight must defend the honor of an innocent person through trial-by-combat. This is usually a joust, or a sword-and-shield duel, against a knight of the same rank.


PALADIN

You must follow the "Typical Knightly Virtues and Code of Conduct"

RANK INCREASE: Clerics of the paladin's order will connect him to his gods. The paladin must then explain to his gods how he fulfilled the "Typical Knightly Virtues and Code of Conduct" in a new way. The ordeal lasts for a number of days equal to the paladin's rank.


BARD

Use the experience progression of the Rogue, and the Hit Dice and BtH of the Cleric.

RANK INCREASE: The bard must write a new song and perform it live.

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