Though I'd share my house rules with the community.
Note: I don't use all these house rules for every campaign or every group I play with. I adapt the number of rules to each table. I also don't expect the players to know all these rules by heart. I have created a "magic item" that lists the rules; the players can add the item to their inventory and read them whenever they want. I try to integrate the rules progressively. Heck, I sometimes forget some of them myself during play!
I've been playing D&D since 86 (1st edition), so there are what some might consider some "grognard" rules in the list. :P
25 House Rules
1. Ability Scores
Use standard array or point buy.
You get a racial feat appropriate to your lineage if you used point-buy or the standard array for your ability scores, and are willing to lower a score by 2.
If using the One D&D playtest rules, you get a Level 1 feat from your background. You can choose a Level 1 racial feat instead. Level of feats that aren't part of the playtest is determined by the DM.
If you create a character for a one shot adventure that last only a couple of sessions, you can choose to roll dice in the character builder, choosing among 3 different sets of 6 x 4d6, drop lowest die method. If that character is later used for a long term campaign or adventure, the DM might ask to set back your default scores using point buy.
Bear in mind House Rule 3 when determining Strength score.
2. Variant Encumbrance - aka Strength not an automatic dump stat
In the Character Preferences, choose "variant encumbrance" from the drop down menu, but toggle ON Ignore Coin Weight.
Normal, "easy" encumbrance rules are to make life easier when using pen & paper, so players don't have to worry about calculating weight and risking bogging the game down. But D&D Beyond calculates everything for you, so there's no reason not be somewhat realistic when it comes to carrying stuff and wearing heavy armor...
3. Multiclassing
Multiclassing is an optional rule in 5E. Any multiclassing must make sense from a roleplaying perspective (i.e. fit the character's personality, take into account its background, and follow the current story narrative). Feats can be used to diversify a character's abilities rather than multiclassing. A number of interesting homebrew feats are available to increase characterization options.
Some multiclassing options open the door to play complexity, combos with rule particularities, or shenanigans that can unbalance or bog down the game. If you do multiclass, you must meet the necessary prerequisites and follow these house rules :
Dual-class only (no more than 2 classes).
No 1 level dips. You must invest in gaining at least 2 or 3 levels in your secondary class before you reach character level 10 (or at least 2 consecutive levels after level 10).
No paladin/other spellcasting class or warlock/other spellcasting class. Would be wizard/clerics (theurgists) are encouraged to play a wizard of the (improved) War Magic tradition, or a cleric of the (improved) Arcana domain.
That being said, there might be a good story reason for an exception to any of these multiclassing house rules. In which case, you are encouraged to discuss your character ideas with the DM.
Thematically speaking, limiting the warlock normally makes sense, since the warlock is a character that makes a pact with a dangerous or mysterious entity to gain magic powers. Why would a creature make such a pact if it felt it was able to achieve similar powers through study, manipulating natural energies, or the devout worship of a deity? However, there can always be exceptions that fit the narrative.
4. Alignment and Background
Player characters are expected to be the "heroes" and the "good guys". If you want to play an "evil" character, keep these guidelines in mind:
Your character must have a motivation other than naked greed, lust for power, or just being a murder hobo. It must be capable of working with the party without betraying them at every opportunity.
Your character must not consciously think of themselves as a "bad guy" or "villain". It does not do anything simply "because he's evil." Even evil characters understand and exercise restraint. Followers of evil deities in a well-ruled land or city worship largely behind close doors.
5. (Relatively) Low-Magic Campaign
In small urban areas, magic abilities are feared or frowned upon. Creatures with arcane spellcasting abilities are uncommon, and high-level spellcasters are very rare. Larger urban areas like Waterdeep, Mulmaster or Calimport may have more creatures with magic abilities (and common magic items), but there are laws that regulate magic use in public. In certain areas, public spellcasting might attract the attention of witch/warlock hunters and religious inquisitors.
Characters with divine spellcasting abilities (i.e. clerics, paladins) are very rare. Most priests, monks, and clerics of religious orders and associations have no divine powers. For this reason, divine spellcasters are often admired by the common folk but shun by envious or fearful coreligionists. When roleplaying your character, try to think about their sense of awe and wonderment when they discover their magical abilities -- or when witnessing the magical abilities of their allies for the first time.
To help you define your background and backstory, see This is Your Life in Xanathar's Guide to Everything.
6. Average Hit Points
You don't roll for hit points when gaining a level. In Character Preferences, choose "Hit Point Type : Fixed". If you really want to roll the die, set the option to "Manual", and you must roll in front of the DM. If you roll a 1, it becomes a 2.
7. Languages
In the Forgotten Realms, the Common tongue is divided in four main dialects : Chondathan (Sword Coast, Cormyr, Sembia, northern Faerun), Alzhedo (Calimshan, southern Faerûn), Shou (Kara-Tur), and Chultan (jungles of Chult, Maztica). Nomadic tribes such as the Reghed or the Uthgardt also have their own language.
I assume you speak Common: Chondathan, unless you specify otherwise because of your backstory. On the digital character sheet, you can customize (add) a language.
My improved Linguist feat is a cool way to know more languages.
Linguist (Improved)
You have studied languages and codes, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You know the comprehend languages spell, which you can cast as a ritual or using spell slots you have of the appropriate level.
You can pick up the basics of a conversation carried on in a foreign language. Make a DC 15 Intelligence check (DC 20 for exotic languages). On a success, you have a general sense of what the creature is talking about and you can communicate basic ideas. The higher your check result, the more you understand what a creature is trying to communicate.
You can add your proficiency bonus to Wisdom saving throws against spells that target you that include spoken words or instructions, such as vicious mockery, command, geas, or suggestion.
You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.
8. Improved / Revised Subclasses, Feats, Spells, etc.
The game has evolved over the years, and knowledgeable members of the D&D community voice their opinions about which class or subclass is weaker or stronger, and which features, feats, or spells should be improved, revised, or added. I'm always looking for ways to improve the game based on feedback and analysis from these nerdy DMs and players in D&D forums, articles, and podcasts. If a feat or spell is generally considered weak, poor, or lackluster by the community, I will try to improve it. If it is generally considered overly powerful or "broken", I will try to balance it while maintaining its usefulness. In effect, we are playing a homebrew version of D&D 5.5. A "revised" version of a spell often includes Rule As Intended ruling (Sage Advice) by lead rule designer Jeremy Crawford, or is revised for game balance.
After creating your character, open your digital character sheet and go to Feats > Manage Feats > and choose the Improved Class Features feat relevant to your chosen class. This "feat" will give you additional or variant features, and tell you which Optional Features (from Tasha's Cauldron of Everything) you can toggle on in the character builder.
If you're not sure about any of this, the DM will do it for you :)
8b. Reskinning
As long as you aren't changing the actual mechanics of a class, of a spell, or "how things work", we are lenient in allowing reskinning and reflavoring some abilities and spells.
Example: fire is an easily countered damage type. Most of the elemental types (cold, fire, lightning, and thunder) are very commonly resisted, as is poison, so it’s fine to modify fireball and create a similar spell that uses one of these damage types. However, force, necrotic, psychic, and radiant damage are all dangerous options because few creatures are resistant to them. Talk to your DM for reskinning ideas.
Introducing the Breather (10-Minute Break). There is no limit to the number of breathers you can take in a day.
At the end of a breather, you can spend 1 hit die (only one).
Any amount of combat or strenuous activities interrupt a breather.
Six breathers in a row amount to a short rest.
If really pressed for time, the adventuring party can gain the benefit of a short rest in 10 minutes provided the PCs can all spend at least 1 Hit Die. Once they use a breather this way, it can't be done again until the characters complete a long rest.
10. New Conditions
Bloodied
A creature is bloodied when its hit points are equal to or less than one-half of its maximum hit points, rounded down. One-half of its maximum hit points, rounded down, is referred to as its "bloodied value".
A bloodied creature suffers a temporary level of exhaustion (see exhaustion PHB p. 291). This temporary level of exhaustion is immediately reduced once the creature is no longer bloodied.
During combat, a bloodied creature can use a bonus action to burnHit Dice (sacrificing two of them), drawing upon inner strength and adrenaline to suppress the bloodied condition until the end of the encounter. If the party is facing a particularly deadly encounter, the DM may adjudicate that the bloodied condition is suppressed for all player characters in a dire situation without spending any Hit Dice, reflecting the survival instinct.
As an action, someone with proficiency in the Medicine skill can expend one use of a healer's kit to help a creature that is bloodied (including themselves). When they do so, the temporary level of exhaustion caused by the bloodied condition is suppressed for 1 minute (or 10 minutes if the healer is also proficient in the herbalism kit and has it readily available). If the character has the Healer's feat or the Fast Hands rogue feature, it can do this as a bonus action.
Undead, construct, oozes, and legendary creatures are immune to the bloodied condition.
Bound
A bound creature can't move or take reactions. The only action it can take is to cast a spell that doesn't require somatic or material components, or attempt to escape the binds with a Strength (Athletics), a Dexterity (Acrobatics), or an Intelligence (Sleight of Hand) check.
If the bound creature is also gagged (mouth stopped up to prevent speech), it can't cast a spell that requires a verbal component.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. (Possible coup de grâce at the DM's option.)
After three failed ability check escape attempts, a creature cannot usually try to escape again until a certain amount of time has elapsed. The DM can adjudicate based on the DC to escape the bonds, the result of the creature's ability checks (degrees of success), or the environment. In a combat situation, a creature can normally attempt to escape bounds once per turn, emboldened by a sudden adrenaline rush.
Surprised
A surprised creature can't move or take an action on its first turn of the combat.
An attacker has advantage on its first attack roll if it attacks from a hiding position, or moves within reach of the surprised creature without being seen.
The creature can't take a reaction until the end of its first turn.
At the end of its first turn, the surprised condition ends.
The DM determines who might be surprised. If neither side tries to be stealthy, they usually notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side (-5 to the passive score in dim light). Any character or monster that doesn't notice a threat is surprised at the start of the encounter. A member of a group can be surprised even if the other members aren't. When an unseen attacker makes an attack, it gives away its location whether the attack hits or misses (PHB ch.9 : "Unseen Attackers and Targets").
If the two sides are suspicious of one another, such as in a tense stand-off, they are considered ready for combat. They might be "surprised" by an opponent's sudden move or action, but they won't get the surprised condition.
Staggered
A staggered creature's speed is halved
The creature has -2 AC and -2 Dexterity saving throws
The creature can't use reactions, and it can use either an action or a bonus action on its turn, not both.
The condition ends at the end of the creature's next turn.
11. Dropping to 0 Hit Points
To avoid metagaming, death saving throws are rolled secretly by the DM.
When regaining hit points after falling to 0 hit points, you suffer the staggered condition (see rule # 11).
12. Familiars
A familiar can't normally help you with "knowledge" ability checks (Arcana, History, Nature, Religion). See house rule 18b.
A familiar can attune to one magic item if its Intelligence score is 6 or higher.
A familiar can't make a creature drink a healing potion (or other potion) during combat unless it has opposable thumbs (e.g. monkey).
The augment familiarspell includes new benefits for your familiar. Check it out!
13. Spell Focus
Divine casters with shields (clerics, paladins) are assumed to use a shield emblazoned with their holy symbol or sacred oath symbol as divine focus. They can perform the somatic components of spells even when they are wielding a weapon and a shield. (HR) To use a simple or martial weapon as a spellcasting focus, a spellcaster can also shop around for a ruby of the war mage (50 gp). Sorcerers can eschew material components (don't need them), unless a material component's value is over 100 gp. See Improved Sorcerer Features "feat" for details.
You are an able physician, blessed by the gods of life, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
You gain proficiency in the medicine skill if you don't have it already.
When you use an action and spend one use of a healer's kit during combat, a target that isn't unconscious may immediately spend 1 Hit Die.
Once per day, after a short or long rest, you may expend one use of a healer's kit to grant a creature a new saving throw against one disease or one condition. That condition must be blinded, deafened, paralyzed, or poisoned. If the effect that created the condition had no saving throw, the save DC is 20.
You can cast cure wounds at its lowest level. Once you cast it, you must finish a short rest before you can cast it again using this feat.
15. Identifying an Item / Attunement
Proficiency with the Arcana, Nature or Religion skill (depending on the item; usually Arcana)-- or the identify spell, is required to learn a magical item's properties and the way to use it during a short rest.
Becoming attuned to an item requires 10 minutes (instead of 1 hour), which can be done during the same short rest you use to identify the item. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. If a character dies, even for less than 1 minute, attunement to a magic item is instantly broken. As RAW, you can voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed. A creature's attunement to an item also ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item.
16. Monster Knowledge
There is player knowledge and character knowledge. With regards to monstrous creatures, characters know about the tales and legends of popular creatures such as lycanthropes, vampires, trolls, and zombies, but might not know about specific abilities, vulnerabilities or immunities.
Passive Intelligence scores (Arcana, History, Nature, or Religion) will be used by the DM to determine character knowledge about a specific creature. During combat, you must spend an action to roll a relevant check and try to beat your passive score.
17. Object Interactions
On your turn, you can interact with two objects or features of the environment for free, during either your move or your action (RAW = one object interaction). Example, on your turn: you can draw two swords instead of just one. You can draw one sword and kick open a door. You can drink your ale and grab your knife on the table. Whatever makes sense in a 6 seconds round.
Potions are assumed to be readily available during combat, stored using a potion belt or other accessible pockets. However, the DM might require you to use an action for any activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door, turn a crank to lower a drawbridge, or unsling your backpack, open it, and retrieve an object.
You can use a bonus action to quaff a potion of healing. Administering a potion of healing to another character still takes an action, as does drinking any other magic potions. This is a game balance thing, as many potions are bottled spells that momentarily "daze" the drinker upon consumption.
18. Resistance and Immunity to nonmagical bludgeoning, piercing, or slashing damage
The common magic weapons introduced in Xanathar's Guide to Everything (e.g. a moon-touched sword) or those that have only minor magical properties (such as a dagger that never gets dirty) do not overcome resistance or immunity to nonmagical bludgeoning, piercing, or slashing damage. The weapon must grant a bonus to attack and damage rolls, or be at least uncommon in its rarity.
If a monster's stat blocks states the creature is immune or resistant to bludgeoning, piercing or slashing damage from "nonmagical attacks", it will be treated as immune or resistant to "nonmagical damage" from these damage types (which can potentially include damage from failed saving throws, such the one required by a scything blade trap).
A creature immune to nonmagical bludgeoning damage takes half damage from a fall (as if resistant to bludgeoning damage, not immune).
19. Skill Checks
Simply describe your character's actions. The DM will ask if a skill check -- if any-- is required for a given situation. Never roll in anticipation, because it slows the game down, and a skill's passive score might be enough while a low number on the die will always count as a failure. Some actions might require proficiency in a given skill, tool, or instrument (DM's call).
Your character's Passive Perception score is used for general detection of "things that are out there" including monsters and traps. No need to specify you are using your perception skill unless you are trying to beat your passive score. Reminder: there's a -5 penalty on your Passive Perception score when your are in a lightly obscured or in dim light (darkness for creatures with darkvision). A skill's passive score may also be used by the DM if you try to do something repeatedly : e.g. open a stuck door, pick a lock, look for secret doors.
Rule of thumb: if you don't succeed at first, you can try again (if possible with someone's help to give advantage on the roll). After two attempts, passive scores are used.
19b. Helping Another Character
A player has to announce its character is trying to help another one before the relevant ability check is rolled. (Same for guidance spell)
A character can only provide help if it has proficiency in the skill or tool related to the task at hand, or a relevant ability score equal or higher than the character doing the task. Example: a bard with Arcana proficiency can help a wizard decipher magic runes (advantage on the Intelligence (Arcana) check), but a rogue with a Strength score of 8 cannot help a barbarian with a Strength score of 18 force open a stuck door.
20. Swimming
You need to be proficient in Athletics to know how to swim efficiently; without proficiency, you can "float" and swim (dog paddle) 5 feet per round in calm water on a successful DC 10 Strength check. (DC 15 in agitated waters). If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Strength (Athletics) checks made to swim. (Exception: padded armor).
21. Athletics / Perception Skills
As written, only a handful of creatures have the Athletics and Perception skills. That’s great for simplicity, but weak for game balance. For the purpose of the grappling and pushing/shoving rules, many fighting type creatures (e.g. orcs, hobgoblins, giants) will be considered proficient in the Athletics skill (DM's call). Creatures and NPCs that have "guarding" duties might get an ad hoc Perception skill proficiency, or even the Alert or Observant feat.
21b. Escaping a (nonmagical) Grapple
It normally takes an action (Athletics or Acrobatics check) to escape a grapple. If you have the Extra Attack feature (or Multiattack action in the case of monsters and NPCs), you can take the Attack action and replace one of your attacks to attempt to break out of the grapple (instead of using your full action to do so). This doesn't apply if you are also restrained or if you are grappled by a magical effect (such as the entangle spell or Bigby's grasping hand). Using the One D&D playtest rule, the DM might allow a DEX or STR save at the end of a creature's turn to break a grapple.
22. Lingering Injuries by Damage Type
We use my Lingering Injuries by Damage Type document on the DMs Guild. There is a roll on the relevant lingering injuries table in the following situations:
Scoring a critical hit (natural 20)
Failing a saving throw with a natural 1
Whenever a creature drops to 0 hit points as a result of damage.
23. Tool Proficiency
If you are proficient in a set of tools, make sure you add to your equipment the tool kit that includes the gp cost in the title; example Cartographer's Tools (15 p). This revised version that I created using the D&D Beyond magic item builder includes optional rules from Xanathar's Guide to Everything on how to use them.
24. Milestone/ Story-Based Level Advancement
The DM tells you when you go up a level. Might require a long rest and some downtime (training).
25. On Your Turn in combat...
On your turn, not much time for lengthy "in character" discussions or strategic talk (since the whole round lasts 6 seconds!) Only "brief utterances" are allowed (PHB p. 189).
Be ready on your turn. Know your class features and spells. If you don't know what to do, the DM will give you about 20 seconds. If you don't act fast, you will Dodge as an action and finish your turn.
When playing online, to speed up the game, you can preroll your attacks and note any damage. When your turn comes up, describe what happens based on your roll results.
Though I'd share my house rules with the community.
Note: I don't use all these house rules for every campaign or every group I play with. I adapt the number of rules to each table. I also don't expect the players to know all these rules by heart. I have created a "magic item" that lists the rules; the players can add the item to their inventory and read them whenever they want. I try to integrate the rules progressively. Heck, I sometimes forget some of them myself during play!
I've been playing D&D since 86 (1st edition), so there are what some might consider some "grognard" rules in the list. :P
25 House Rules
1. Ability Scores
Use standard array or point buy.
You get a racial feat appropriate to your lineage if you used point-buy or the standard array for your ability scores, and are willing to lower a score by 2.
If using the One D&D playtest rules, you get a Level 1 feat from your background. You can choose a Level 1 racial feat instead. Level of feats that aren't part of the playtest is determined by the DM.
If you create a character for a one shot adventure that last only a couple of sessions, you can choose to roll dice in the character builder, choosing among 3 different sets of 6 x 4d6, drop lowest die method. If that character is later used for a long term campaign or adventure, the DM might ask to set back your default scores using point buy.
Bear in mind House Rule 3 when determining Strength score.
2. Variant Encumbrance - aka Strength not an automatic dump stat
In the Character Preferences, choose "variant encumbrance" from the drop down menu, but toggle ON Ignore Coin Weight.
3. Multiclassing
Multiclassing is an optional rule in 5E. Any multiclassing must make sense from a roleplaying perspective (i.e. fit the character's personality, take into account its background, and follow the current story narrative). Feats can be used to diversify a character's abilities rather than multiclassing. A number of interesting homebrew feats are available to increase characterization options.
Some multiclassing options open the door to play complexity, combos with rule particularities, or shenanigans that can unbalance or bog down the game. If you do multiclass, you must meet the necessary prerequisites and follow these house rules :
That being said, there might be a good story reason for an exception to any of these multiclassing house rules. In which case, you are encouraged to discuss your character ideas with the DM.
4. Alignment and Background
Player characters are expected to be the "heroes" and the "good guys". If you want to play an "evil" character, keep these guidelines in mind:
5. (Relatively) Low-Magic Campaign
In small urban areas, magic abilities are feared or frowned upon. Creatures with arcane spellcasting abilities are uncommon, and high-level spellcasters are very rare. Larger urban areas like Waterdeep, Mulmaster or Calimport may have more creatures with magic abilities (and common magic items), but there are laws that regulate magic use in public. In certain areas, public spellcasting might attract the attention of witch/warlock hunters and religious inquisitors.
Characters with divine spellcasting abilities (i.e. clerics, paladins) are very rare. Most priests, monks, and clerics of religious orders and associations have no divine powers. For this reason, divine spellcasters are often admired by the common folk but shun by envious or fearful coreligionists. When roleplaying your character, try to think about their sense of awe and wonderment when they discover their magical abilities -- or when witnessing the magical abilities of their allies for the first time.
To help you define your background and backstory, see This is Your Life in Xanathar's Guide to Everything.
6. Average Hit Points
You don't roll for hit points when gaining a level. In Character Preferences, choose "Hit Point Type : Fixed". If you really want to roll the die, set the option to "Manual", and you must roll in front of the DM. If you roll a 1, it becomes a 2.
7. Languages
In the Forgotten Realms, the Common tongue is divided in four main dialects : Chondathan (Sword Coast, Cormyr, Sembia, northern Faerun), Alzhedo (Calimshan, southern Faerûn), Shou (Kara-Tur), and Chultan (jungles of Chult, Maztica). Nomadic tribes such as the Reghed or the Uthgardt also have their own language.
I assume you speak Common: Chondathan, unless you specify otherwise because of your backstory. On the digital character sheet, you can customize (add) a language.
My improved Linguist feat is a cool way to know more languages.
8. Improved / Revised Subclasses, Feats, Spells, etc.
The game has evolved over the years, and knowledgeable members of the D&D community voice their opinions about which class or subclass is weaker or stronger, and which features, feats, or spells should be improved, revised, or added. I'm always looking for ways to improve the game based on feedback and analysis from these nerdy DMs and players in D&D forums, articles, and podcasts. If a feat or spell is generally considered weak, poor, or lackluster by the community, I will try to improve it. If it is generally considered overly powerful or "broken", I will try to balance it while maintaining its usefulness. In effect, we are playing a homebrew version of D&D 5.5. A "revised" version of a spell often includes Rule As Intended ruling (Sage Advice) by lead rule designer Jeremy Crawford, or is revised for game balance.
After creating your character, open your digital character sheet and go to Feats > Manage Feats > and choose the Improved Class Features feat relevant to your chosen class. This "feat" will give you additional or variant features, and tell you which Optional Features (from Tasha's Cauldron of Everything) you can toggle on in the character builder.
If you're not sure about any of this, the DM will do it for you :)
8b. Reskinning
As long as you aren't changing the actual mechanics of a class, of a spell, or "how things work", we are lenient in allowing reskinning and reflavoring some abilities and spells.
Example: fire is an easily countered damage type. Most of the elemental types (cold, fire, lightning, and thunder) are very commonly resisted, as is poison, so it’s fine to modify fireball and create a similar spell that uses one of these damage types. However, force, necrotic, psychic, and radiant damage are all dangerous options because few creatures are resistant to them. Talk to your DM for reskinning ideas.
See also Personalizing Spells in Tasha's Cauldron of Everything.
9. The Breather (10-Minute Break)
Introducing the Breather (10-Minute Break). There is no limit to the number of breathers you can take in a day.
10. New Conditions
Bloodied
A creature is bloodied when its hit points are equal to or less than one-half of its maximum hit points, rounded down. One-half of its maximum hit points, rounded down, is referred to as its "bloodied value".
During combat, a bloodied creature can use a bonus action to burn Hit Dice (sacrificing two of them), drawing upon inner strength and adrenaline to suppress the bloodied condition until the end of the encounter. If the party is facing a particularly deadly encounter, the DM may adjudicate that the bloodied condition is suppressed for all player characters in a dire situation without spending any Hit Dice, reflecting the survival instinct.
As an action, someone with proficiency in the Medicine skill can expend one use of a healer's kit to help a creature that is bloodied (including themselves). When they do so, the temporary level of exhaustion caused by the bloodied condition is suppressed for 1 minute (or 10 minutes if the healer is also proficient in the herbalism kit and has it readily available). If the character has the Healer's feat or the Fast Hands rogue feature, it can do this as a bonus action.
Undead, construct, oozes, and legendary creatures are immune to the bloodied condition.
Bound
After three failed ability check escape attempts, a creature cannot usually try to escape again until a certain amount of time has elapsed. The DM can adjudicate based on the DC to escape the bonds, the result of the creature's ability checks (degrees of success), or the environment. In a combat situation, a creature can normally attempt to escape bounds once per turn, emboldened by a sudden adrenaline rush.
Surprised
The DM determines who might be surprised. If neither side tries to be stealthy, they usually notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side (-5 to the passive score in dim light). Any character or monster that doesn't notice a threat is surprised at the start of the encounter. A member of a group can be surprised even if the other members aren't. When an unseen attacker makes an attack, it gives away its location whether the attack hits or misses (PHB ch.9 : "Unseen Attackers and Targets").
Staggered
11. Dropping to 0 Hit Points
To avoid metagaming, death saving throws are rolled secretly by the DM.
When regaining hit points after falling to 0 hit points, you suffer the staggered condition (see rule # 11).
12. Familiars
13. Spell Focus
Divine casters with shields (clerics, paladins) are assumed to use a shield emblazoned with their holy symbol or sacred oath symbol as divine focus. They can perform the somatic components of spells even when they are wielding a weapon and a shield. (HR) To use a simple or martial weapon as a spellcasting focus, a spellcaster can also shop around for a ruby of the war mage (50 gp). Sorcerers can eschew material components (don't need them), unless a material component's value is over 100 gp. See Improved Sorcerer Features "feat" for details.
14. Healer's Kit & Medicine Proficiency
If you have proficiency in the Medicine skill, you gain extra benefits when using a healer’s kit. The Healer feat has also been improved.
15. Identifying an Item / Attunement
Proficiency with the Arcana, Nature or Religion skill (depending on the item; usually Arcana)-- or the identify spell, is required to learn a magical item's properties and the way to use it during a short rest.
Becoming attuned to an item requires 10 minutes (instead of 1 hour), which can be done during the same short rest you use to identify the item. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. If a character dies, even for less than 1 minute, attunement to a magic item is instantly broken. As RAW, you can voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed. A creature's attunement to an item also ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item.
16. Monster Knowledge
There is player knowledge and character knowledge. With regards to monstrous creatures, characters know about the tales and legends of popular creatures such as lycanthropes, vampires, trolls, and zombies, but might not know about specific abilities, vulnerabilities or immunities.
Passive Intelligence scores (Arcana, History, Nature, or Religion) will be used by the DM to determine character knowledge about a specific creature. During combat, you must spend an action to roll a relevant check and try to beat your passive score.
17. Object Interactions
On your turn, you can interact with two objects or features of the environment for free, during either your move or your action (RAW = one object interaction). Example, on your turn: you can draw two swords instead of just one. You can draw one sword and kick open a door. You can drink your ale and grab your knife on the table. Whatever makes sense in a 6 seconds round.
Potions are assumed to be readily available during combat, stored using a potion belt or other accessible pockets. However, the DM might require you to use an action for any activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door, turn a crank to lower a drawbridge, or unsling your backpack, open it, and retrieve an object.
You can use a bonus action to quaff a potion of healing. Administering a potion of healing to another character still takes an action, as does drinking any other magic potions. This is a game balance thing, as many potions are bottled spells that momentarily "daze" the drinker upon consumption.
18. Resistance and Immunity to nonmagical bludgeoning, piercing, or slashing damage
19. Skill Checks
Simply describe your character's actions. The DM will ask if a skill check -- if any-- is required for a given situation. Never roll in anticipation, because it slows the game down, and a skill's passive score might be enough while a low number on the die will always count as a failure. Some actions might require proficiency in a given skill, tool, or instrument (DM's call).
Your character's Passive Perception score is used for general detection of "things that are out there" including monsters and traps. No need to specify you are using your perception skill unless you are trying to beat your passive score. Reminder: there's a -5 penalty on your Passive Perception score when your are in a lightly obscured or in dim light (darkness for creatures with darkvision). A skill's passive score may also be used by the DM if you try to do something repeatedly : e.g. open a stuck door, pick a lock, look for secret doors.
Rule of thumb: if you don't succeed at first, you can try again (if possible with someone's help to give advantage on the roll). After two attempts, passive scores are used.
19b. Helping Another Character
20. Swimming
You need to be proficient in Athletics to know how to swim efficiently; without proficiency, you can "float" and swim (dog paddle) 5 feet per round in calm water on a successful DC 10 Strength check. (DC 15 in agitated waters). If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Strength (Athletics) checks made to swim. (Exception: padded armor).
21. Athletics / Perception Skills
As written, only a handful of creatures have the Athletics and Perception skills. That’s great for simplicity, but weak for game balance. For the purpose of the grappling and pushing/shoving rules, many fighting type creatures (e.g. orcs, hobgoblins, giants) will be considered proficient in the Athletics skill (DM's call). Creatures and NPCs that have "guarding" duties might get an ad hoc Perception skill proficiency, or even the Alert or Observant feat.
21b. Escaping a (nonmagical) Grapple
It normally takes an action (Athletics or Acrobatics check) to escape a grapple. If you have the Extra Attack feature (or Multiattack action in the case of monsters and NPCs), you can take the Attack action and replace one of your attacks to attempt to break out of the grapple (instead of using your full action to do so). This doesn't apply if you are also restrained or if you are grappled by a magical effect (such as the entangle spell or Bigby's grasping hand). Using the One D&D playtest rule, the DM might allow a DEX or STR save at the end of a creature's turn to break a grapple.
22. Lingering Injuries by Damage Type
We use my Lingering Injuries by Damage Type document on the DMs Guild. There is a roll on the relevant lingering injuries table in the following situations:
23. Tool Proficiency
If you are proficient in a set of tools, make sure you add to your equipment the tool kit that includes the gp cost in the title; example Cartographer's Tools (15 p). This revised version that I created using the D&D Beyond magic item builder includes optional rules from Xanathar's Guide to Everything on how to use them.
24. Milestone/ Story-Based Level Advancement
The DM tells you when you go up a level. Might require a long rest and some downtime (training).
25. On Your Turn in combat...
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier Twitter: @benmorrier he/him
Really great list.
Whilst not every one of these suits my games, I like a lot of them and will be using some in my own games.
Same. Really good job. Keep up the good work