UPDATE (2024-08-24) : I have updated these house rules... See my other posts in the discussion thread below.
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 itâs 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 grĂące 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. Thatâs 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.
Here's a Revised version following the 2024 rules change. (Will update this in time)
My house rules include revised elements from the 2024 PHB and elements borrowed from Level Up 5e and Tales of the Valiant (Kobold Press).
1. Ability Scores and Origin Feat
Use standard array or point buy. Keep in mind House Rule #3 variant encumbrance rules) when determining your Strength score.
At character creation, you get a Level 1 feat from your background called an Origin feat (identified as such in the character builder). If you're using an older background not included in the 2024 PHB, you can still choose an Origin feat.
If you are not playing a Human, you can choose any Origin feat, as long as the feat makes sense with your backstory. You don't have to use the one specified by your background.
If you are playing a Human, you can choose any Origin feat for the one granted by your species, but you must choose the default Origin feat that comes with your background.
2. Species
The DM decides at session 0 which species are available for the campaign. Species from theme-specific campaigns, such as the Leonin (Mythic Odysseys), the Harengon (Strixhaven), the Grung (Chult), the Astral Elf (Spelljammer), and the Autognome (Spelljammer), are normally unavailable. However, feel free to discuss any special idea or potential exception with your DM.
Dwarves, gnomes, and characters with an Intelligence score of 13+ are considered Proficient in the Engineering skill (Level Up 5e skill), unless you choose otherwise.
Allure measures your physical beauty and abilities of seduction. You know how to attract, manipulate, or command the attention of others in a sexual manner. Your target must be attracted, at least minimally, to persons of your species and gender.
The DM might call for a Charisma (Allure) check when you try to accomplish tasks like the following:
Arouse someone to obtain a favor
Command the attention of someone
Seduce a guard to gain entry into a room
Mesmerize or distract an enemy
Find someone in a busy tavern to warm your bed at night.
If you have proficiency or expertise in Allure and you also have Experise in the Persuasion skill, you have Advantage on the check.
At character creation, you decide whether your character is 1. homely/ugly (Disadvantage on Allure checks), 2. average-looking (not proficient), 3. cute/pretty/attractive (proficient), or 4. beautiful/stunning/gorgeous (expertise).
Alternatively, you can roll 1d4 to determine your Allure randomly.
An Engineering check allows a character to know a fact or advance a project involving building, invention, or mathematics.
The DM might also call for an Engineering check when you try to accomplish tasks like the following:
Construct a tiny clockwork device using Tinker's Tools.
Spot a dangerous structural instability; identify a weak point in a wall or small construction.
Determine if a building is condemned from outside; build a simple, single-purpose device.
Identify a weak point in a grand construction such as a stone bridge; quickly synthesize a useful chemical compound from limited available resources.
Assess the causes of long-past structural damage; rig a small structure to fall at a specific tiime
4. Variant Encumbrance
In the Character Preferences of the Character Builder / Settings, choose "Variant Encumbrance" from the drop down menu, but toggle ON Ignore Coin Weight.
Verisimilitude
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...
5. Classes, Gaining Levels, and Multiclassing
If you wish using a subclass or character option taken from a popular 3rd party company such as Kobold Press that isn't already part of my homebrew, discuss it with me for potential balance adjustments.
The DM tells you when you go up a level. Might require a long rest and some downtime (training).
You don't roll for hit points when gaining a level. In Character Preferences on D&D Beyond, 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.
Multiclassing is an optional rule. Some multiclassing options open the door to play complexity, combos with rule particularities, or shenanigans that can unbalance or bog down the game. Any multiclassing must make sense from a roleplaying perspective (i.e. fit the character's personality, take into account the PC's 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.
Thematically speaking, a warlock probably wouldn't multiclass with another spellcasting class. The character made a pact with a dangerous or mysterious entity to gain magic powers. Why would they make such a pact if they felt they could 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. Feel free to discuss your idea with the DM.
6. 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, and find their own "noble" purposes for doing the occasional right thing.
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, and maintain a decorum of civil behavior in social situations.
As for the background, if a 2024 background you would like to choose prevents you from putting the +2 to the prime ability score of your chosen class, discuss options with the DM. You could, for example, take a -1 penalty in another score to compensate, or choose a character flaw. For example, a rogue with the noble background could add +2 to their Dexterity even when they normally couldn't, but suffer a -1 penalty to their Intelligence score. They were too busy training, not focusing on their studies!
To help you define your background and backstory, you can use the random tables in Xanathar's Guide to Everything (This is Your Life) or have an AI generator create one for you. (You can even specify the setting in ChatGPT, such as the Forgotten Realms, and it works.)
7. (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, religious inquisitors, or a group of wizards in charge of peacekeeping.
Characters with divine spellcasting abilities (i.e. clerics, paladins) are 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.
ON/OFF Campaign Options
Unless the DM says otherwise at Session 0, spellcasters don't have automatic access to spells found in the Magic the Gathering (Strixhaven, Ravnica), Critical Role (Wildemount), or other campaign-specific settings. When creating your character ("Home" tab > "Character Preferences" in the character builder), the Magic the Gathering, Critical Role, and other Noncore D&D toggle buttons should be turned off. However, the DM can consider allowing spellcasting PCs opportunities throughout the campaign to learn a handful of these spells as rewards, or to find scrolls or items that allow you to cast some of these spells. Exception: if you choose to play a wizard of the Chronurgy or Graviturgy school tradition, or a fighter of the Blood Hunter class, you can toggle on the Critical Role options.
8. 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.
Your character speaks Common: Chondathan, unless you specify otherwise because of your backstory. On the digital character sheet, you can customize (add) a language.
9. Improved or Revised Subclasses, Feats, Spells, Items, etc.
The 2024 core books fixed many of the balance issues that affected some of the 2014 options, but there are still some outliers that need attention. If you come across a feat, spell, subclass, or item with the "BM" (Ben Morrier) or "R" (revised) tag, you must use that version when playing with me instead of the regular one. (Check with other DMs). Any option with the "IMP" (Improved) or "LU" (Level UP 5e) tag is optional. You can use that version or the regular one.
On the digital character sheet, options from other sources are identified with the tags "KP" (Kobold Press), "LU" (Level Up 5e), "DR" (Dungeons of Drakkenheim), "CR" (Critical Role), "EG" (Ed Greenwood) or "H" (homebrew, other 3rd party, or adapted from an older edition).
If you are proficient in a set of artisan 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 includes optional rules from Xanathar's Guide to Everything on how to use them.
If a character option is generally considered weak, poor, or lackluster by the D&D 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. A "BM" or "Revised" version of a spell -- tagged "BM" or "R" -- either includes a Rule As Intended ruling (Sage Advice) by the lead rule designer, or is revised for game balance.
10. Resting Rules
Resting and Safe Havens (Level Up 5e)
While on a journey, adventurers are only able to recover from Exhaustion and recover their full Hit Dice after a Long Rest when they have access to a Safe Haven. A Safe Haven is a place to get a meal and a full nightâs sleep without the reasonable risk of attack or harm from the elements. For example, an inn is considered a Safe Haven, but a campsite or dungeon environment where adventurers must take turns keeping watch through the night is not. Some spells (such as Tiny Hut) and class features may create safe havens.
The Breather (10-Minute rest)
A creature can take a Breather (a 10-minute rest) to spend one Hit Die. When you do so, you don't regain any features that reset on a Short Rest.
11. Conditions
I'm using a few homebrew conditions as well as revised conditions. Revised conditions supersede the conditions found in the 2014 and the 2024 PHB Rules Glossary. See the "magic item" * Conditions ᎟áŽč for details.
12. Dropping to 0 Hit Points
To avoid metagaming, I usually roll death saving throws secretly, unless I decide otherwise.
When regaining Hit Points after falling to 0 hit points, you suffer the Slowed condition until the end of your next turn.
13. Familiars
A familiar can't attune to magic items.
A familiar can't make a creature drink a potion, unless it has the intelligence and the physical capacity to so (examples: imp, quasit, monkey).
The Augment Familiarspell (homebrew) includes additional benefits for your familiar.
14. 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. 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).
Eschew Materials (2nd level Sorcerer feature)
Sorcerers can eschew material components (don't need them), unless a material component's value exceeds 50 gp.
15. Healer's Kit & Medicine Proficiency
If you have proficiency in the Medicine skill, you gain extra benefits when using a healerâs kit. See Healer's Kit (revised) in the equipment section of your digital character sheet, or the Medicine Proficiency "feat". The 2024 PHB has also improved the Healer feat.
16. Identifying an Item / Attunement
A successful Arcana, Nature or Religion check (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. The DM sets the DC for the check based on the item's rarity or the character's potential familiarity with it based on the PC's background.
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.
17. 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.
Arcana, History, Nature, or Religion checks can be used to determine character knowledge about a specific creature. During combat, you must take the Study action (5.24 rules).
18. Object Interactions / Weapon Swapping
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. You can shield your sword and ready your bow. Whatever makes sense in 6 seconds. No excessive weapon swapping will be allowed. (See rule 25d.)
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 activity that needs special care or 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.
19. Drinking Healing Potions
You can use a Bonus Action to drink a Potion of Healing (RAW in 5.24 rules). Administering this potion to another character or drinking any other potion will still take an action. This is a game balance thing, as many potions are bottled spells.
20. Ability Checks
Some actions might require proficiency in a given skill, tool, or instrument (DM's call). I can ask that only characters with a relevant proficiency make a particular check. This allows PCs from the Expert classes and other skill-based characters to shine in these non-combat situations.
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. 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. Reminder: there's a -5 penalty on your Passive Perception score when your are in a lightly obscured area or in dim light (darkness = dim light within darkvision range).
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; see Help action below). After two attempts, passive scores are used.
21. Swimming
You need to be proficient in Athletics, Acrobatics, or Survival -- or have a Swim speed -- to know how to swim efficiently (at half your walking Speed); without one of these proficiencies, 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 ability checks made to swim, with the exception of padded armor.
21b. Casting a spell underwater
Casting verbal component spells while submerged can be difficult for those who cannot breathe underwater. A spellcaster that holds its breath can cast one spell with a Verbal component, but once it does, it's out of breath and starts suffocating. Creatures that can breathe water are unaffected and can cast spells normally.
Some spells might function differently underwater, subject to DM discretion. For example, creatures within 5 feet of a creature or object that takes lightning damage might have to make a Dexterity saving throw or take 1d6 lightning damage, and thunder effects might emit sound at four times the regular distance.
22. Athletics / Perception Skills for Monsters and NPCs
As written, only a handful of creatures have the Athletics and Perception skills. Thatâs 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 extra Perception skill proficiency, or even the Alert or Observant feat.
22a. Burning a Hit Die to Move an Extra 5 feet(When you really need to reach that one extra square on a grid...) A character with the the Athletics skill proficiency, can burn (sacrifice) a Hit Die to move an extra 5 feet on its turn.
23. Dice Fudging / Cheating
The game expects players to be honest with their dice roll results, and to diligently keep track of ressources like spell slots and hit points. Similarly, the DM enters a trust agreement when running an adventure that dice results and monster Hit Points won't be arbitrarily changed in the course of a combat encounter, only adjusting things occasionally for the sake of game pacing or fun of the adventure.
Randomness should be the key to turning UP monster's hit points during combat. I will sometimes roll the monster's Hit Points Dice when it's about to drop to 0 HP, especially for an important monster, legendary creature, or BBEG. If the result is higher than the average HP, I calculate remaining Hit Points appropriately based on the increase. For the fun of the game, I can always turn DOWN a monster's hit points if its better for the story and pacing of the encounter, especially if the combat is dragging on and it's time for it to end.
Adjust the number of monsters. The DM can adjust the number of monsters in the battle, preferably before the battle begins, but extra monsters can be brought in as reinforcement if it makes sense for the situation (as long as it makes the encounter more fun/interesting and fits the pacing and energy of the game).
Turn the Hit Point Dial. A creature's total hit points is normally determined prior to the start of combat, when the DM preps the encounter. Alternatively, at the start of combat or when a monster drops to 0 hit points, a Hit Dice roll can decide if that creature has above average hit points. (Randomness should be the key to turning UP monster's hit points during combat). For the fun of the game, the DM can always turn DOWN a monster's hit points if its better for the story and pacing of the encounter, especially if the combat is dragging and it's time for it to end.
Change the Number of Attacks. To make a combat more or less challenging, the DM can decide that a particular monster has more or fewer attacks than usual, and/or that one of its Action can be used as a bonus action instead. For fairness, this decision is best taken before the encounter takes place, rather than changing a creature's stat block mid-combat.
Turn the Damage Dial. Each monster action has an average damage listed and a damage dice equation. If a monster just isn't posing much of a threat and such a threat is warranted for the situation, the DM can decide to turn the dial up. For example when the ogre becomes Bloodied, it becomes "enraged" and starts dealing 18 damage on a hit instead of the 13 average (still within the damage dice equation). The DM can come up with another story reason why a creature's damage goes up. Perhaps the ogre's blade becomes shrouded with necrotic energy and deals an extra d8 necrotic damage.
24. 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 and hesitate too long, the DM will ask you to take the Dodge action and finish your turn.
When playing online using the D&D Beyond digital dice, 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.
25. Other Rule Revisions from the 5.24 version of the game
25a. Wielding a Shield
it will still take an action to wield or doff a shield.
25b. Allies can't target each other with Opportunity Attacks
As per the 2014 rules, unless they are engaged in PvP. The 2024 rule -- or omission -- just opens up the door to too many shenanigans with the new Unarmed Strike rules to shove or knock Prone, or to cast spells as a Reaction on allies with the War Caster feat.
25c.You can willingly fail a saving throw once per round.
The 5.24 rule as written creates weird rule interactions, like willingly failing several Shove saving throws in a single round from allies (including conjured creatures) to âteleportâ away.
25d. No excessive weapon swapping
The 5.24 rules allow to stow a weapon and draw a weapon before *any* attack. Thatâs just crazy for 6-second turns and opens the door to ridiculous shenanigans with the game mechanics, especially with Extra Attack, dual wielding, and the weapon masteries.
My rule: No excessive stowing and drawing weapons to gain different weapon mastery benefits each turn. Swap of a weapon should be limited to once per turn, and even that... It's fine to change a weapon mid-combat, especially if youâre stowing a Ranged weapon and drawing a Melee weapon to enter melee (or the other way around), but no weapon-swapping exploits that ignore verisimilitude and common sense.
UPDATE (2024-08-24) : I have updated these house rules... See my other posts in the discussion thread below.
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 itâs 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 healerâs 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. Thatâs 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
Currently playing: Penelope - CG Human Bard, College of Whispers (Ravenloft) ; Lora - NG Firbolg Ranger, Fey Wanderer (Critical Role)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5âproducts! Please check them out.) 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
Here's a Revised version following the 2024 rules change. (Will update this in time)
My house rules include revised elements from the 2024 PHB and elements borrowed from Level Up 5e and Tales of the Valiant (Kobold Press).
1. Ability Scores and Origin Feat
Use standard array or point buy. Keep in mind House Rule #3 variant encumbrance rules) when determining your Strength score.
At character creation, you get a Level 1 feat from your background called an Origin feat (identified as such in the character builder). If you're using an older background not included in the 2024 PHB, you can still choose an Origin feat.
2. Species
The DM decides at session 0 which species are available for the campaign. Species from theme-specific campaigns, such as the Leonin (Mythic Odysseys), the Harengon (Strixhaven), the Grung (Chult), the Astral Elf (Spelljammer), and the Autognome (Spelljammer), are normally unavailable. However, feel free to discuss any special idea or potential exception with your DM.
Dwarves, gnomes, and characters with an Intelligence score of 13+ are considered Proficient in the Engineering skill (Level Up 5e skill), unless you choose otherwise.
3. New Skills
Allure (Charisma skill)
Specialties: charm, seduction, romance, temptation, distraction, arousal.
Allure measures your physical beauty and abilities of seduction. You know how to attract, manipulate, or command the attention of others in a sexual manner. Your target must be attracted, at least minimally, to persons of your species and gender.
The DM might call for a Charisma (Allure) check when you try to accomplish tasks like the following:
If you have proficiency or expertise in Allure and you also have Experise in the Persuasion skill, you have Advantage on the check.
Engineering (Intelligence skill)
Specialties: architecture, chemistry, explosives, gadgetry, mathematics, mechanical traps, siegecraft.
An Engineering check allows a character to know a fact or advance a project involving building, invention, or mathematics.
The DM might also call for an Engineering check when you try to accomplish tasks like the following:
4. Variant Encumbrance
In the Character Preferences of the Character Builder / Settings, choose "Variant Encumbrance" from the drop down menu, but toggle ON Ignore Coin Weight.
5. Classes, Gaining Levels, and Multiclassing
If you wish using a subclass or character option taken from a popular 3rd party company such as Kobold Press that isn't already part of my homebrew, discuss it with me for potential balance adjustments.
The DM tells you when you go up a level. Might require a long rest and some downtime (training).
You don't roll for hit points when gaining a level. In Character Preferences on D&D Beyond, 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.
Multiclassing is an optional rule. Some multiclassing options open the door to play complexity, combos with rule particularities, or shenanigans that can unbalance or bog down the game. Any multiclassing must make sense from a roleplaying perspective (i.e. fit the character's personality, take into account the PC's 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.
6. 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:
As for the background, if a 2024 background you would like to choose prevents you from putting the +2 to the prime ability score of your chosen class, discuss options with the DM. You could, for example, take a -1 penalty in another score to compensate, or choose a character flaw. For example, a rogue with the noble background could add +2 to their Dexterity even when they normally couldn't, but suffer a -1 penalty to their Intelligence score. They were too busy training, not focusing on their studies!
7. (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, religious inquisitors, or a group of wizards in charge of peacekeeping.
Characters with divine spellcasting abilities (i.e. clerics, paladins) are 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.
8. 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.
Your character speaks Common: Chondathan, unless you specify otherwise because of your backstory. On the digital character sheet, you can customize (add) a language.
9. Improved or Revised Subclasses, Feats, Spells, Items, etc.
The 2024 core books fixed many of the balance issues that affected some of the 2014 options, but there are still some outliers that need attention. If you come across a feat, spell, subclass, or item with the "BM" (Ben Morrier) or "R" (revised) tag, you must use that version when playing with me instead of the regular one. (Check with other DMs). Any option with the "IMP" (Improved) or "LU" (Level UP 5e) tag is optional. You can use that version or the regular one.
10. Resting Rules
Resting and Safe Havens (Level Up 5e)
While on a journey, adventurers are only able to recover from Exhaustion and recover their full Hit Dice after a Long Rest when they have access to a Safe Haven. A Safe Haven is a place to get a meal and a full nightâs sleep without the reasonable risk of attack or harm from the elements. For example, an inn is considered a Safe Haven, but a campsite or dungeon environment where adventurers must take turns keeping watch through the night is not. Some spells (such as Tiny Hut) and class features may create safe havens.
The Breather (10-Minute rest)
A creature can take a Breather (a 10-minute rest) to spend one Hit Die. When you do so, you don't regain any features that reset on a Short Rest.
11. Conditions
I'm using a few homebrew conditions as well as revised conditions. Revised conditions supersede the conditions found in the 2014 and the 2024 PHB Rules Glossary. See the "magic item" * Conditions ᎟áŽč for details.
12. Dropping to 0 Hit Points
To avoid metagaming, I usually roll death saving throws secretly, unless I decide otherwise.
When regaining Hit Points after falling to 0 hit points, you suffer the Slowed condition until the end of your next turn.
13. Familiars
14. 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. 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).
Eschew Materials (2nd level Sorcerer feature)
Sorcerers can eschew material components (don't need them), unless a material component's value exceeds 50 gp.
15. Healer's Kit & Medicine Proficiency
If you have proficiency in the Medicine skill, you gain extra benefits when using a healerâs kit. See Healer's Kit (revised) in the equipment section of your digital character sheet, or the Medicine Proficiency "feat". The 2024 PHB has also improved the Healer feat.
16. Identifying an Item / Attunement
A successful Arcana, Nature or Religion check (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. The DM sets the DC for the check based on the item's rarity or the character's potential familiarity with it based on the PC's background.
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.
17. 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.
Arcana, History, Nature, or Religion checks can be used to determine character knowledge about a specific creature. During combat, you must take the Study action (5.24 rules).
18. Object Interactions / Weapon Swapping
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. You can shield your sword and ready your bow. Whatever makes sense in 6 seconds. No excessive weapon swapping will be allowed. (See rule 25d.)
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 activity that needs special care or 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.
19. Drinking Healing Potions
You can use a Bonus Action to drink a Potion of Healing (RAW in 5.24 rules). Administering this potion to another character or drinking any other potion will still take an action. This is a game balance thing, as many potions are bottled spells.
20. Ability Checks
Some actions might require proficiency in a given skill, tool, or instrument (DM's call). I can ask that only characters with a relevant proficiency make a particular check. This allows PCs from the Expert classes and other skill-based characters to shine in these non-combat situations.
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. 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. Reminder: there's a -5 penalty on your Passive Perception score when your are in a lightly obscured area or in dim light (darkness = dim light within darkvision range).
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; see Help action below). After two attempts, passive scores are used.
21. Swimming
You need to be proficient in Athletics, Acrobatics, or Survival -- or have a Swim speed -- to know how to swim efficiently (at half your walking Speed); without one of these proficiencies, 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 ability checks made to swim, with the exception of padded armor.
21b. Casting a spell underwater
Casting verbal component spells while submerged can be difficult for those who cannot breathe underwater. A spellcaster that holds its breath can cast one spell with a Verbal component, but once it does, it's out of breath and starts suffocating. Creatures that can breathe water are unaffected and can cast spells normally.
Some spells might function differently underwater, subject to DM discretion. For example, creatures within 5 feet of a creature or object that takes lightning damage might have to make a Dexterity saving throw or take 1d6 lightning damage, and thunder effects might emit sound at four times the regular distance.
See also Underwater Combat.
22. Athletics / Perception Skills for Monsters and NPCs
As written, only a handful of creatures have the Athletics and Perception skills. Thatâs 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 extra Perception skill proficiency, or even the Alert or Observant feat.
22a. Burning a Hit Die to Move an Extra 5 feet (When you really need to reach that one extra square on a grid...)
A character with the the Athletics skill proficiency, can burn (sacrifice) a Hit Die to move an extra 5 feet on its turn.
23. Dice Fudging / Cheating
The game expects players to be honest with their dice roll results, and to diligently keep track of ressources like spell slots and hit points. Similarly, the DM enters a trust agreement when running an adventure that dice results and monster Hit Points won't be arbitrarily changed in the course of a combat encounter, only adjusting things occasionally for the sake of game pacing or fun of the adventure.
Randomness should be the key to turning UP monster's hit points during combat. I will sometimes roll the monster's Hit Points Dice when it's about to drop to 0 HP, especially for an important monster, legendary creature, or BBEG. If the result is higher than the average HP, I calculate remaining Hit Points appropriately based on the increase. For the fun of the game, I can always turn DOWN a monster's hit points if its better for the story and pacing of the encounter, especially if the combat is dragging on and it's time for it to end.
24. On Your Turn in combat...
25. Other Rule Revisions from the 5.24 version of the game
25a. Wielding a Shield
it will still take an action to wield or doff a shield.
25b. Allies can't target each other with Opportunity Attacks
As per the 2014 rules, unless they are engaged in PvP. The 2024 rule -- or omission -- just opens up the door to too many shenanigans with the new Unarmed Strike rules to shove or knock Prone, or to cast spells as a Reaction on allies with the War Caster feat.
25c. You can willingly fail a saving throw once per round.
The 5.24 rule as written creates weird rule interactions, like willingly failing several Shove saving throws in a single round from allies (including conjured creatures) to âteleportâ away.
25d. No excessive weapon swapping
The 5.24 rules allow to stow a weapon and draw a weapon before *any* attack. Thatâs just crazy for 6-second turns and opens the door to ridiculous shenanigans with the game mechanics, especially with Extra Attack, dual wielding, and the weapon masteries.
My rule: No excessive stowing and drawing weapons to gain different weapon mastery benefits each turn. Swap of a weapon should be limited to once per turn, and even that... It's fine to change a weapon mid-combat, especially if youâre stowing a Ranged weapon and drawing a Melee weapon to enter melee (or the other way around), but no weapon-swapping exploits that ignore verisimilitude and common sense.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Penelope - CG Human Bard, College of Whispers (Ravenloft) ; Lora - NG Firbolg Ranger, Fey Wanderer (Critical Role)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5âproducts! Please check them out.) Twitter: @benmorrier he/him
I'm quite late to see your reply, but I hope some of the rules you've adapted from mine have been useful and enjoyed at your table.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Penelope - CG Human Bard, College of Whispers (Ravenloft) ; Lora - NG Firbolg Ranger, Fey Wanderer (Critical Role)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5âproducts! Please check them out.) Twitter: @benmorrier he/him
RESERVED POST. I'll post my homebrew and modified 5.24 conditions here when the PHB comes out.
My Homebrew: Magic Items | Monsters | Spells | Subclasses | My house rules
Currently playing: Penelope - CG Human Bard, College of Whispers (Ravenloft) ; Lora - NG Firbolg Ranger, Fey Wanderer (Critical Role)
Playing D&D since 1st edition. DMs Guild Author: B.A. Morrier (4-5âproducts! Please check them out.) Twitter: @benmorrier he/him