As the title says, state three house rules you plan to use and explain why!
Different house rules will apply at different tables so please take that into account if you want to comment on someone else's house rules.
To get us started, here are mine:
Banned feats: Great Weapon Master, Pole Arm Master, Sharpshooter. In part this is because I'm tired of seeing them, but they are also just way too good.
Banned spells: Goodberry (eliminates fun aspects of the game), Healing Word (vastly overpowered), and all spells that can resurrect a PC other than Revivify and Wish.
Failed death saving throws only reset on a Long Rest.
- ANY and all health related rolls (Hit points, potions, etc.): can be rolled OR just taken as an average. There is nothing more demoralizing to players than rolling bbadly and having your health increase by a tiny amount OR (because rules as written this CAN happen), decrease.
- Give Warlocks (and some other limited casters) their sub-class spells: What is the point of adding these to the class spell list for "flavour" if you have to give up your few and very valuable list spots to have them at all; and occasionally; they just aren't very good outside of very specific situations.
- True strike is just objectively terrible, shank. Goodberry ruins any and all survival game play, shank.
- ANY and all health related rolls (Hit points, potions, etc.): can be rolled OR just taken as an average. There is nothing more demoralizing to players than rolling bbadly and having your health increase by a tiny amount OR (because rules as written this CAN happen), decrease.
- Give Warlocks (and some other limited casters) their sub-class spells: What is the point of adding these to the class spell list for "flavour" if you have to give up your few and very valuable list spots to have them at all; and occasionally; they just aren't very good outside of very specific situations.
- True strike is just objectively terrible, shank. Goodberry ruins any and all survival game play, shank.
I should have worded that more clearly: you can't lose health points from potions or rests... but you CAN "lose them permanently" at level-up; assuming your constitution score is garbage. HP on level = hit dice (d6-d12 according to class) + constitution modifier. Only: if your Constitution is under 10, your Constitution modifier is negative. So:
If your Con mod is -1 (9 or 8) - You roll a 1 on your hit dice, you get 0 HP at level up
If your Con mod is -2 or above (7 or lower) - You have an increasing span of numbers you can roll on any hit dice where-in the HP you gain at level is actually negative. Thus, rules as written; you'd actually lose HP from your total.
Obviously; this is pedantic "rules as written" stuff, and it assumes you rolled for stats in teh first place to get numbers that bad. BUT: I HAVE encountered petty, pedantic DMs who will absolutely hold you to that sort of thing because "that's teh rules"; no matter how nonsensical it winds up being.
Then again: could always explain it by saying your character's constitution is so bad they have a wasting illness.
1: Health potions are an action or a bonus action. If you use an action, you get the full HP. If you use a bonus action, you have to roll. Choose wisely!
2: If you want to use a spell differently to its exact wording (EG cast heat metal to heat a pot to cook food) then it's an arcana check (DMs discretion) and if you succeed then the spell not only works, but you've written a new spell which you know and can now cast normally.
3: not sure actually. I haven't plaed enough to conclusively ban anything so I will probably stick with those two. Maybe my homebrew falling rules but thye proved a little cumbersome in their first outing...
1) Any melee attack can choose to add +10 damage for a -5 to hit for the strike.
2) Long rest not taken in an inn or a place like Magnificent Mansion only recovers half your possible hit points, all spell slots for 1-2 level spells and half of expended spell levels for 3rd and above (rounded up)
3) Dual Wielder feat adds that the offhand attack does not use your bonus action for the attack.
I should have worded that more clearly: you can't lose health points from potions or rests... but you CAN "lose them permanently" at level-up; assuming your constitution score is garbage. HP on level = hit dice (d6-d12 according to class) + constitution modifier. Only: if your Constitution is under 10, your Constitution modifier is negative. So:
If your Con mod is -1 (9 or 8) - You roll a 1 on your hit dice, you get 0 HP at level up
If your Con mod is -2 or above (7 or lower) - You have an increasing span of numbers you can roll on any hit dice where-in the HP you gain at level is actually negative. Thus, rules as written; you'd actually lose HP from your total.
I'm considering using re-rolling initiative each round, rather than stick with the same value. I feel like this spices things up a bit, and seeing as it can be done by computers now, it doesn't slow the game down. I'll probably try it out on a one-shot.
I just started using the rule for close misses. When a PC misses a roll (ability check, saving their etc) by only 1 or 2 points, they can ask for success at cost. If I accept, then they succeed, but I throw some sort of complication at them.
As an example, player is making an animal handling check to stay mounted on their horse while being chased by dire wolves. They miss by 1, and I allow a close miss. This means they succeed and don't fall off their horse, however I add a complication that they slipped and nearly fell, and now they're dangling upside down off the side of the horse, with no real way to control.
I'm considering using re-rolling initiative each round, rather than stick with the same value. I feel like this spices things up a bit, and seeing as it can be done by computers now, it doesn't slow the game down. I'll probably try it out on a one-shot.
I do not like this because it can make features that last until the end of your next turn really powerful in rounds you roll high initiative.
For example if a monk is 1st on the initiative order a successful stunning Strike will work at least as well as normal (if they roll 1st on initiative next round) but Cound mean the monster misses two turns and all the rest of the party get two turns while it is stunned.
Conversely a monk would not use stunning Strike if he was last on the initiative order unless such tactics are considered meta gaming which makes stunning Strike use while not meta gaming very tricky.
I am not really a fan on survival and micromanagement but would rule goodberry is not a spell that restores hit points (it creates berries) and therefore does not combine with disciple of life.
I would ban or debuff twilight cleric it is too OP
Not sure if this is a rule change but I would only allow multiclass if it make sense in story. For example a sorcerer can only take warlock if they make a pact in game. (If a player wants to be a sorlock I might give them the chance to do so but not necessarily at the level they want or with the patron they want.
2. All characters start the campaign with a free PHB feat.
3. Players can cash in a certain number of "RP points" to narrate a Blades in the Dark-esque flashback sequence during infiltration missions. 1 flashback per character.
For #3: I'm going to be running an episodic rogues' guild campaign and want to cut down on planning sessions. I already have a homebrew system that rewards meaningful/funny/clever/character-developing roleplay with points that can be cashed in as DM inspiration, and I'll be probably expanding that for flashbacks. Still working out the mechanics, though. Am considering just giving all characters one flashback per mission instead...I'm open to suggestions, if you've got 'em.
I should have worded that more clearly: you can't lose health points from potions or rests... but you CAN "lose them permanently" at level-up; assuming your constitution score is garbage. HP on level = hit dice (d6-d12 according to class) + constitution modifier. Only: if your Constitution is under 10, your Constitution modifier is negative. So:
If your Con mod is -1 (9 or 8) - You roll a 1 on your hit dice, you get 0 HP at level up
If your Con mod is -2 or above (7 or lower) - You have an increasing span of numbers you can roll on any hit dice where-in the HP you gain at level is actually negative. Thus, rules as written; you'd actually lose HP from your total.
No matter how bad the character's CON score is, or how bad they roll, they gain a minimum of 1 hit point when leveling and rolling for new hit points.
Oh thank the gods; presumably that in brackets part was added for 5th and my head rules just haven't rolled over yet... Because I've seen permutations of this very dumb argument happen before.
Agree with JegPeg that Twilight Cleric is too powerful. I would add Peace Clerics to that list too.
As for general homebrew rules:
* Sharpshooter, Polearm Master, and Great Weapon Master can only be obtained at level 6 or above.
* Everyone gets 1 non-combat feat at level 1 if they can justify it via a backstory that includes a relationship to an NPC that is still alive. This helps differentiate characters from the get-go and gives more reason for people to write meaningful backstory elements that don't rely on revenge and other Edgelord wankery.
* An Inspiration is point is equal to a roll of 1d6. It can be used on attack rolls, saving throws, restoring hit points during a short rest, on healing spells, and on ability checks. Inspiration is given out for good role-playing.
* During a short rest, the DM reveals a card from a story-telling deck. Whoever can tell use the theme from the revealed card to tell a story about their character that is consistent with their backstory gets an Inspiration point. If this story involves another member of the party and that person adds something interesting, that person also gets an Inspiration point.
* Long rests only restore 1/2 hit of total point maximum (rounded up) unless they take place at a place designated as a Haven. The party may have more than 1 Haven, but only 1 per region (as designated by the DM). A Haven must include ready access to food, clean water, and include a place to comfortably sleep.
One our table always uses now is the "Minimum Crit Die" meaning that at least ONE of each extra dice roll set are max value dice. Not too many things sucked more than rolling a crit, then a pair of 1's for the damage dice. I guess you could also mention the "No Artificer" rule we employ. Nobody at our table likes them and we feel them OP. Third is that you can drink a potion as a Bonus Action. Feeding it to an ally is an Action though.
Rollback Post to RevisionRollBack
Talk to your Players.Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I typically always include these rules in my campaigns:
Ability Checks Can Critically Fail Or Naturally Succeed: Rolling a 1 results in being unable to complete the desired action and includes a negative consequence. If a player rolls a 1 while looking for an item in a room, they might be spotted by an unfriendly party. Rolling a natural 20 is rolled results in a success with a bonus. If a player is trying to pick someone's pocket for some coin, they could end up with an unexpected additional prize, like a rare item or a handy map.
Spells Don't Use Components: To make playing a Mage less of a hassle, our campaigns implement a house rule omitting spell components. Spell casters only need to worry about Spell Slots and spell preparation to be useful to the party.
The Rule Of Cool: Every Dungeons & Dragons table experiences memorable moments that everyone there will remember for many years to come. Its moments like these make the game as special as it is. Whether it's the party's fighter choking out an ogre, the rogue getting away with a high-risk heist, or the cleric having her prayers to her god dramatically answered in a life or death moment, these are the memories that keep us coming back to the game week after week. When a player does something so definitively impressive, that's when we enforce the rule of cool. Players will automatically succeed on their check or roll. Creativity is the cornerstone of Dungeons and Dragons, we won't let it be hampered by a couple of dice.
Counterspell truce - I won't use it if you won't. If you opt in, I won't feel bad using it against you whenever an intelligent caster would. Last time the players opted out, and the game was better for it.
All martial classes can choose to make a regular attack into a Power Attack. A Power Attack has a penalty to the attack roll equal to your proficiency bonus and a bonus to your damage roll equal to double your proficiency bonus.
Grappling a creature at least two sizes larger than you initiates the Climb onto a Bigger Creature variant rules in the DMG
Max hitpoints to level 3. I want them a bit tougher early on.
Ritual spells can be 1 minute to cast, however, they use a spell slot that you get back on short rest. {This is something the players suggested, I'll try it out and see if we as a group like it, just adds another option for the character, 1.)Cast with action and spend a slot that you get back on long rest, 2.)Cast takes a 1 minute and spends a slot to get back on short rest, 3.)Cast takes 10 minutes and everyone stands around waiting.}
No feats at ASI levels, instead you get some ability you can start training for and achieve by 5th, 10th, 15th level with a gold and time cost. It has to be thematic to the character and the character must find someone to train them. (IE: a fighter or ranger wanted to learn 1 spell or 1 cantrip, they would need to attend a magic school, which involves enrolling, getting a sponsor and time to learn and study) This is something the players suggested too, I'll let them give it a shot. It sounds interesting and has huge roleplay possibilities.
I'm not worried about things becoming overpowered for a character, as the DM, I hold all the cards. I'm going to get outsmarted, there are 4 players and 1 of me, I can't see every possibility of rewards or boons I give out, but as long as everyone has fun that is all that matters.
Counterspell truce - I won't use it if you won't. If you opt in, I won't feel bad using it against you whenever an intelligent caster would. Last time the players opted out, and the game was better for it.
This is a really interesting one. I've a scheduled encounter with a level 18 cleric boasting a ton of legendary actions and recently a PC joined the level 10 party who has Counterspell for the first time in the campaign. Suddenly the encounter could go very differently if my big boy doesn't manage to get off his action spell each turn.
They recently took on a Lich and that was all good as he Counterspelled the Counterspell when he needed to, but that's not available for every caster!
As the title says, state three house rules you plan to use and explain why!
Different house rules will apply at different tables so please take that into account if you want to comment on someone else's house rules.
To get us started, here are mine:
- ANY and all health related rolls (Hit points, potions, etc.): can be rolled OR just taken as an average. There is nothing more demoralizing to players than rolling bbadly and having your health increase by a tiny amount OR (because rules as written this CAN happen), decrease.
- Give Warlocks (and some other limited casters) their sub-class spells: What is the point of adding these to the class spell list for "flavour" if you have to give up your few and very valuable list spots to have them at all; and occasionally; they just aren't very good outside of very specific situations.
- True strike is just objectively terrible, shank. Goodberry ruins any and all survival game play, shank.
Yep that's the reason I'm burning Goodberry too.
How can hit points go down from healing?
I should have worded that more clearly: you can't lose health points from potions or rests... but you CAN "lose them permanently" at level-up; assuming your constitution score is garbage. HP on level = hit dice (d6-d12 according to class) + constitution modifier. Only: if your Constitution is under 10, your Constitution modifier is negative. So:
If your Con mod is -1 (9 or 8) - You roll a 1 on your hit dice, you get 0 HP at level up
If your Con mod is -2 or above (7 or lower) - You have an increasing span of numbers you can roll on any hit dice where-in the HP you gain at level is actually negative. Thus, rules as written; you'd actually lose HP from your total.
Obviously; this is pedantic "rules as written" stuff, and it assumes you rolled for stats in teh first place to get numbers that bad. BUT: I HAVE encountered petty, pedantic DMs who will absolutely hold you to that sort of thing because "that's teh rules"; no matter how nonsensical it winds up being.
Then again: could always explain it by saying your character's constitution is so bad they have a wasting illness.
1: Health potions are an action or a bonus action. If you use an action, you get the full HP. If you use a bonus action, you have to roll. Choose wisely!
2: If you want to use a spell differently to its exact wording (EG cast heat metal to heat a pot to cook food) then it's an arcana check (DMs discretion) and if you succeed then the spell not only works, but you've written a new spell which you know and can now cast normally.
3: not sure actually. I haven't plaed enough to conclusively ban anything so I will probably stick with those two. Maybe my homebrew falling rules but thye proved a little cumbersome in their first outing...
Make your Artificer work with any other class with 174 Multiclassing Feats for your Artificer Multiclass Character!
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1) Any melee attack can choose to add +10 damage for a -5 to hit for the strike.
2) Long rest not taken in an inn or a place like Magnificent Mansion only recovers half your possible hit points, all spell slots for 1-2 level spells and half of expended spell levels for 3rd and above (rounded up)
3) Dual Wielder feat adds that the offhand attack does not use your bonus action for the attack.
https://www.dndbeyond.com/sources/basic-rules/step-by-step-characters#ClassFeaturesandHitDice
No matter how bad the character's CON score is, or how bad they roll, they gain a minimum of 1 hit point when leveling and rolling for new hit points.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I'm considering using re-rolling initiative each round, rather than stick with the same value. I feel like this spices things up a bit, and seeing as it can be done by computers now, it doesn't slow the game down. I'll probably try it out on a one-shot.
I just started using the rule for close misses. When a PC misses a roll (ability check, saving their etc) by only 1 or 2 points, they can ask for success at cost. If I accept, then they succeed, but I throw some sort of complication at them.
As an example, player is making an animal handling check to stay mounted on their horse while being chased by dire wolves. They miss by 1, and I allow a close miss. This means they succeed and don't fall off their horse, however I add a complication that they slipped and nearly fell, and now they're dangling upside down off the side of the horse, with no real way to control.
Pun-loving nerd | Faith Elisabeth Lilley | She/Her/Hers | Profile art by Becca Golins
If you need help with homebrew, please post on the homebrew forums, where multiple staff and moderators can read your post and help you!
"We got this, no problem! I'll take the twenty on the left - you guys handle the one on the right!"🔊
I do not like this because it can make features that last until the end of your next turn really powerful in rounds you roll high initiative.
For example if a monk is 1st on the initiative order a successful stunning Strike will work at least as well as normal (if they roll 1st on initiative next round) but Cound mean the monster misses two turns and all the rest of the party get two turns while it is stunned.
Conversely a monk would not use stunning Strike if he was last on the initiative order unless such tactics are considered meta gaming which makes stunning Strike use while not meta gaming very tricky.
I am not really a fan on survival and micromanagement but would rule goodberry is not a spell that restores hit points (it creates berries) and therefore does not combine with disciple of life.
I would ban or debuff twilight cleric it is too OP
Not sure if this is a rule change but I would only allow multiclass if it make sense in story. For example a sorcerer can only take warlock if they make a pact in game. (If a player wants to be a sorlock I might give them the chance to do so but not necessarily at the level they want or with the patron they want.
1. It takes 1 hour to ritually cast a spell.
2. All characters start the campaign with a free PHB feat.
3. Players can cash in a certain number of "RP points" to narrate a Blades in the Dark-esque flashback sequence during infiltration missions. 1 flashback per character.
For #3: I'm going to be running an episodic rogues' guild campaign and want to cut down on planning sessions. I already have a homebrew system that rewards meaningful/funny/clever/character-developing roleplay with points that can be cashed in as DM inspiration, and I'll be probably expanding that for flashbacks. Still working out the mechanics, though. Am considering just giving all characters one flashback per mission instead...I'm open to suggestions, if you've got 'em.
Oh thank the gods; presumably that in brackets part was added for 5th and my head rules just haven't rolled over yet... Because I've seen permutations of this very dumb argument happen before.
Agree with JegPeg that Twilight Cleric is too powerful. I would add Peace Clerics to that list too.
As for general homebrew rules:
* Sharpshooter, Polearm Master, and Great Weapon Master can only be obtained at level 6 or above.
* Everyone gets 1 non-combat feat at level 1 if they can justify it via a backstory that includes a relationship to an NPC that is still alive. This helps differentiate characters from the get-go and gives more reason for people to write meaningful backstory elements that don't rely on revenge and other Edgelord wankery.
* An Inspiration is point is equal to a roll of 1d6. It can be used on attack rolls, saving throws, restoring hit points during a short rest, on healing spells, and on ability checks. Inspiration is given out for good role-playing.
* During a short rest, the DM reveals a card from a story-telling deck. Whoever can tell use the theme from the revealed card to tell a story about their character that is consistent with their backstory gets an Inspiration point. If this story involves another member of the party and that person adds something interesting, that person also gets an Inspiration point.
* Long rests only restore 1/2 hit of total point maximum (rounded up) unless they take place at a place designated as a Haven. The party may have more than 1 Haven, but only 1 per region (as designated by the DM). A Haven must include ready access to food, clean water, and include a place to comfortably sleep.
One our table always uses now is the "Minimum Crit Die" meaning that at least ONE of each extra dice roll set are max value dice. Not too many things sucked more than rolling a crit, then a pair of 1's for the damage dice.
I guess you could also mention the "No Artificer" rule we employ. Nobody at our table likes them and we feel them OP.
Third is that you can drink a potion as a Bonus Action. Feeding it to an ally is an Action though.
Talk to your Players. Talk to your DM. If more people used this advice, there would be 24.74% fewer threads on Tactics, Rules and DM discussions.
I typically always include these rules in my campaigns:
Ability Checks Can Critically Fail Or Naturally Succeed: Rolling a 1 results in being unable to complete the desired action and includes a negative consequence. If a player rolls a 1 while looking for an item in a room, they might be spotted by an unfriendly party. Rolling a natural 20 is rolled results in a success with a bonus. If a player is trying to pick someone's pocket for some coin, they could end up with an unexpected additional prize, like a rare item or a handy map.
Spells Don't Use Components: To make playing a Mage less of a hassle, our campaigns implement a house rule omitting spell components. Spell casters only need to worry about Spell Slots and spell preparation to be useful to the party.
The Rule Of Cool: Every Dungeons & Dragons table experiences memorable moments that everyone there will remember for many years to come. Its moments like these make the game as special as it is. Whether it's the party's fighter choking out an ogre, the rogue getting away with a high-risk heist, or the cleric having her prayers to her god dramatically answered in a life or death moment, these are the memories that keep us coming back to the game week after week. When a player does something so definitively impressive, that's when we enforce the rule of cool. Players will automatically succeed on their check or roll. Creativity is the cornerstone of Dungeons and Dragons, we won't let it be hampered by a couple of dice.
1. After being brought back from dead, 2 levels of exhaustion exist.
2. Sometimes I throw out - Pick your own initiative
- no multiclassing
- we play on a VTT, so no squares instead just use the VTT's ruler
- not using any of the optional rules
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I'm not worried about things becoming overpowered for a character, as the DM, I hold all the cards. I'm going to get outsmarted, there are 4 players and 1 of me, I can't see every possibility of rewards or boons I give out, but as long as everyone has fun that is all that matters.
This is a really interesting one. I've a scheduled encounter with a level 18 cleric boasting a ton of legendary actions and recently a PC joined the level 10 party who has Counterspell for the first time in the campaign. Suddenly the encounter could go very differently if my big boy doesn't manage to get off his action spell each turn.
They recently took on a Lich and that was all good as he Counterspelled the Counterspell when he needed to, but that's not available for every caster!
I use the Max HP to level 3 and only take higher than average roll for HP after that. Characters need the boost at lower level.
On a crit the first die is max. So if you crit with a scimitar the damage would be 6 + 1d6 + ability mod.
No spell components for spells.