Peril in Bloodstone
Variant Human: The bonus feat of the Variant Human is gained at level 4, not at level 1.
Reasoning: The bonus feat has made the variant human too powerful at low levels, however, delaying the feat gain until level 4 prevents the low level overpower without punishing the race at higher levels
Non-Variant Human: Non-Variant Humans may use point-buy (27 points) for ability scores. All other races (including the variant human) must use the Stat Array.
Reasoning: The +1 to all scores depends on using point buy to gain full advantage. Although I like the Stat Array, it provides a disadvantage to the non-variant human. Allowing the non-variant human to use point buy fixes this issue and makes them a good racial choice.
Barbarian Rage: Barbarians can maintain rage so long as they're doing something that makes use of rage's benefits. So a barbarian can rage if he wants to, say, get advantage on holding up a portcullis, or brute force his way through a trap so that he can smash the mechanism on the other side. Rage is also extended if the Barbarian is actively trying to use a rage’s benefits, such as running across a battlefield at an enemy.
Reasoning: The current rules are too limiting, meaning a Barbarian can lose rage because they have to move to a new enemy, or want to rage at that stuck door for example.
College of Valor: A Bard from the College of Valor may target him/herself with Inspiration (either for standard use or for Combat Inspiration when the ability is available)
Reasoning: Although the Valor Bard isn’t bad, it fails to do what it is supposed to do (make the Bard a viable martial character). The ability to self-inspire gives the Valor Bard a much needed self-buff option that has some versatility thanks to Combat Inspiration).
Wildshape and Polymorph: Being reduced to zero HP in wildshape or polymorph form reverts the PC to original form with whatever HP they had before shifting, just like the regular rules, but the trauma of being knocked out like that requires a constitution save of 8 + 1/2 the damage taken. Success means you're stunned for a round. Failure means you're stunned for 2 rounds.
Reasoning: First of all, it makes sense. Secondly, although we haven’t played with a Moon Druid in the party yet, this houserule helps alleviate the reported problems with that subclass.
Ki: A monk gains 1.5 times his Monk level (rounded up) in Ki points.
Reasoning: A Monk's Ki point costs are high and this should give them enough points to work with.
Ki-Empowered Strikes: A Monk adds both his Wisdom and Dexterity ability modifiers to damage rolls with his unarmed strikes.
Reasoning: A Monk's damage output is lower than all other martial characters.
Patient Defense: A Monk who spends 1 Ki point may use the dodge action as a bonus action for the next 3 rounds.
Reasoning: The AC of a Monk is not great, this gives the Monk a valid option for defense at the expense of using their bonus action for extra attacks.
Way of the Shadow: A Monk who follows the Way of the Shadow gains 1d6 sneak attack damage (as the Rogue ability). This sneak attack damage increases by 1d6 every time his unarmed damage dice increases (1d6 at level 3, 2d6 at level 5, 3d6 at level 11, 4d6 at level 17).
Reasoning: The Way of the Shadow Monk is weaker in damage output compared to the other Monk archetypes. This should mitigate that somewhat.
Way of the Four Elements: A Monk who follows the Way of the Four Elements gains an “Elemental point” at levels 5, 10 and 15 (for a total of 3 points at 15th level). Elemental points can be used to power Elemental Disciplines along with Ki points and are regained after a short or long rest.
Reasoning: The Way of the Four Elements Monks can use some magical abilities, but the Ki costs are extremely high.
Beastmaster Ranger: When you use your action to command your beast to make an attack, it will continue to attack the current target until commanded to do otherwise.
Reasoning: It makes more sense and Beastmaster Rangers needed a small boost anyway.
Wild Magic Sorcerer: Whenever the Wild Magic Sorcerer rolls on the Wild Magic table, the Sorcerer may spend 1 sorcery point to roll twice and take the result of their choice. This decision must be made before the roll is made.
Reasoning: Wild Magic Sorcerers get the short end of the stick compared to Draconic Sorcerers, this gives them a bit of a boost. It also makes Wild Magic less of a curse and more of a boon.
Warlock Blade Pact: Pact of the Blade now provides medium armor and shield proficiency.
Reasoning: Blade Pact Warlocks currently almost require a multiclass in order to work properly. Proficiency in medium armor and shields helps alleviate this problem.
Agonizing Blast: Text changed to: "When you cast Eldritch Blast, you may add your Charisma modifier to one of Eldritch Blast's damage rolls. At Warlock level 5, you may add your Charisma modifier to a second of Eldritch Blast's damage rolls. At Warlock level 11, you may add your Charisma modifier to a third of Eldritch Blast's damage rolls. At Warlock level 17, you may add your Charisma modifier to a fourth of Eldritch Blast's damage rolls."
Reasoning: Good at-will damage should be a warlock class feature. Their spellcasting is very limited because of their at-will damage, and 2 levels shouldn't be enough for any class to pick up the Warlock's at-will damage.
School of Evocation:
Potent Cantrip: In addition, this ability also allows a cantrip that normally does Electricity, Fire, Frost, or Necrotic damage to do any of the aforementioned damage types. Other effects of the cantrip are unaffected.
Reasoning: Evocation is a weaker school than the other Arcane Traditions, the Potent Cantrip ability is particularly weak (and only affects the Poison Spray and Acid Splash cantrips). This gives a bit of versatility to other attack cantrips.
Dual Wielder Feat: The following line is added: "If you are character level 11 or above, and have the Extra Attack feature, you may make an additional offhand attack when you use a bonus action to make an offhand attack."
Reasoning: TWF is underpowered past level 11, and deals significantly less damage than any other fighting style. This should hopefully keep it on par.
Multiclassing: A minimum of 3 levels must be achieved in a character’s current class before they can multiclass to a new class. All other multiclass restrictions remain and will be enforced.
Reasoning: To prevent “class dips” for optimization reasons. If you want to multiclass, you should be willing to invest at least 3 levels.