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Character Ability Scores:
Players will roll 3d6, record the sum, then roll 3d6 again and record the sum. From these two numbers, they will decide which they would like as their Ability score for Strength. They will repeat these steps for each ability and record them in this order: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
This will result in a more realistic randomness to the characters at the table, and allow (or force) players to portray characters they wouldn’t otherwise build.

Prerequisites for Races exist. You can not play a race if the prime ability scores of that race are less than 9, after racial modifiers. For example, to play a High Elf you must have an Intelligence and Dexterity score of 9 or higher once all modifications are applied. There is no prerequisite to play a Human.

(See main page for character class prerequisites.)

Non-human races can only gain a certain number of levels in certain classes. Some classes are totally unobtainable for races. The following displays the playable classes for each race and the maximum level that can be achieved in that class.

Dwarf:
Cleric 10, Fighter 19, Mage 8, Rogue 14.

Elf:
Cleric 14, Fighter 14, Mage 16*, Paladin 8, Ranger 16, Rogue 16.

Gnome:
Fighter 8, Druid 8, Mage 18**, Rogue 16.

Half Elf:
Barbarian 5, Bard 20, Cleric 16, Druid 10, Fighter 14, Mage 16, Ranger 16, Rogue 16.

Halfling:
Bard 7, Cleric 8, Fighter 12, Thief 20.

Humans:
All Classes 20.

*High Elves can obtain 20 levels in the Mage class,

**Gnomes can only take the Illusionist feature.

Backgrounds.
The Minstrel background may only be taken by Bards.
The Noble background may not be taken by anyone.
The Soldier trait may start with a rank no higher than Field Marshal.

Languages:
Only characters with an Intelligence of 17 or higher can learn languages from the exotic languages table.

Special:
-Paladins and Rangers, when gaining the spellcasting feature, can choose 2 spells from their respective spell lists and cast those spells from there on out. Each time they earn a level that results in a new casting level (5th, 9th, 13th, 17th), they may choose 2 spells of that level and cast them from there on out. Therefor a 20th level ranger or paladin would have no more than 10 spells that they are able to cast.

-Small creatures have certain restrictions with using weapons: A small creature cannot use a “heavy” weapon. A small creature using a “versatile” weapon must use it two handed, but does not gain the damage die increase. However, if the small creature has a 16 Strength or greater, it can ignore these restrictions.

-Unconscious creatures, in addition to the normal combat rules, gain no dexterity bonus to their armor class.

Additional Spells and Features:
Mage
Cleric

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