Have not playtested a couple of these but here are some house rules I will have the next time I run....
Detect Magic is a Cantrip for Wizards
In combat a character can choose to act on a lower initiative. That initiative becomes their new one.
A critical in combat is figured out as follows… Roll damage die + Max number on damage die + Stat modifier. (ex. Long Sword crit would be 1D8 + 8 + Str Modifier)
Hero Points per DMG
During a Short Rest character can only spend one Hit Dice to heal unless they use a Healer’s Kit, then they can use as much Hit Dice as the rules allow.
Disarm per DMG
Cleaving per DMG with one caveat. Character must declare a cleave and does not get a second attack if normally granted one unless they use a bonus action.
All die rolls must be done with real dice. No Apps
......
I have one I am thinking about.. No rolling for Initiative. Initiative score is 10 + Dex Mod. + Wis Mod. ... My thinking is a fight can be as much mental as physical. Good instincts can be as important as quickness.
I also want to use a crit failure on attack rolls in combat, but not sure what to use
Instead of a contest, grappling and shoving force the target to make a Strength or Dexterity saving throw with DC = 8 + attacker's strength modifier + attacker's proficiency bonus. Escaping a grapple still uses the skill contest mechanic.
This has a couple of effects:
It interacts better with conditions. Stunned, paralyzed, petrified and unconscious creatures get grabbed or shoved automatically with no hand-waving from the DM. Restrained targets get penalized if they rely on Dexterity. Frightened, poisoned and exhausted targets still have a have a harder time escaping after being grabbed.
Allows monsters with Legendary Resistance to avoid grapples.
Reins in the effects of Expertise in Athletics and easy sources of advantage on Strength checks like Rage or Enlarge/Reduce. Those still make it much harder to escape a grapple, but they don't let you practically auto-succeed on the initial grapple or shove attempt.
Makes martial classes and bards automatically good at avoiding grapples and shoves (but not necessarily good at escaping after being grabbed.)
The Grappler feat increases Strength by 1 and grants a +5 bonus to your Strength (Athletics) checks for maintaining grapples.
As an action, you can attempt to restrain a target that you're grappling if you have both hands available or help from an ally. The target must be of your size or smaller. This uses the usual contest from the grapple rules. The target is no longer restrained if it escapes the grapple, you stop using both hands or your ally lets go. While the target is restrained, you can use an action to repeat the contest with disadvantage if you have both hands available. On a success, the target begins suffocating. Incapacitated targets automatically fail these contests.
Every year above the maximum age for the race the character must make a DC20 constitution save that does not take into account proficiency. Once a character fails that save roll a d12 to determine the month in which they start dying. This can be adapted to a different die roll depending on the calendar. On the first of the month they gain one level of exhaustion. On the next day they must make a DC15 constitution save. On a fail they gain a level of exhaustion and on a success the DC increases by 1. This carries on until the character dies. The levels of exhaustion can not be lessened except by an effect that reduces the characters age to below the maximum age for that race.
I have a fairly large chunk of house rules. The main ones that can be shared ill add (some will give the idea rather than specifics)
Backgrounds give +1 to an ability score value (I typically use standard array). They either are specific to the background or an option between two ability scores (EG. Acolyte gives the option of either +1 to Int or Wis while Sage only give +1 to Int).
Expertise doesn't give double proficiency, instead if gives a +2 bonus. However characters can gain a further step; Mastery in a skill which increases that bonus to +4 (max proficiency bonus of +10). If a character doubles up on a proficiency at creation, say from class and background they can either choose another skill or gain the expertise bonus (+2). Rogues and Bards can choose a skill they are proficient in to gain expertise or mastery in when they get the abilities.
Additional skills are gained at every 4th level, essentially anytime they would gain an ASI, this can be used to gain expertise or mastery in already proficient skills.
Starting Racial HP bonus: Races give a small hit point bonus from scratch, beyond those of a class. (Humans, Dragonborn, Tieflings and the like gain 4 (the 'norm'), Elves, Gnomes, Halflings and the like (slight races) gain 3, while Half-orcs, Dwarves and the like (hardy races) gain 5).
Recovery has had a chunk of changes (as my groups prefer a more gritty/traditional style); Expended HD are recovered at once per day of comfortable rest (typically in towns and safe places). A long rest recovers only 1 HD worth of hit points (doesn't use your recovery hit dice). 2 HD recovery for a solid camp (bedrolls, fire, food, etc). 3-5 HD for a comfortable rest (eg town). Short rest recovery requires use of a healers kit (1 use per person, or 2 people per use with the Healer feat) to use hit dice. Note I have various 'mundane' healing options characters can use that give HD worth of recovery when used with a short rest, healing kit and/or medicine (think like a healing salve or Healers feat), though these only work once per batch of damage (IE need to be injured in combat again).
Wounds: essentially heavy slow healing injuries. You can a wound from a crit or going unconcious. Wounds reduce all healing by an equal number (eg. 3 wounds reduce all healing by 3 points). Characters suffer -1 per wound to any tests beyond the first (eg. 3 wounds means you are at -2 to all ability checks, savings throws and attack rolls). Wounds can be only be healed once at full hit points. Either by casting a cure wounds spell, 5 points of laying on hands, or expending a hit die and making a successful con save (DC: 12 + number of current wounds) at the end of a long rest. A medicine check from an ally can replace the con save.
Revival from death is similar to the Critical Role one but has a permanent "tampering with mortality" effect table, similar to anyone familiar with the Adventurer Conqueror King System (ACKs).
- If you get a critical hit, we calculate damage as such: Take all the dice you would have thrown for damage, and take the maximum value. Next, roll damage as if you had only done a normal hit, and then add the two values together, along with appropriate flat modifiers. This is the damage you now deal.
-Checking for traps uses either perception or investigation, at the player's choice. Not sure if it's truly a house rule, but worth mentioning.
- Depending on which of us is DMing, we may or may not ignore encumbrance and/ or attunement. Currently we use both, but players have 2 extra attunement slots.
-Our current campaign has a special house rule regarding the ASI. Whenever you have the option to either take an ASI or a feat, take both. DM has stated that this is intentionally meant to make us overpowered, as he wants to throw some pretty tough challenges at us early on.
- One of the players who will DM for us has a house rule for lingering injuries if you get hit by a critical hit. He has a couple of different tables he rolls on for different types of damage (Bludgeon, pierce, slash, and magic). For example getting critically hit by a piercing attack may cause you to start bleeding out, taking 1D8 physical damage every round until either healed to full health or falling unconscious. Getting critically hit by a bludgeoning attack may break your leg, knocking you prone and cutting your movement speed in half. Getting critically hit by a slashing attack may sever your hand, dropping anything you were carrying and giving you disadvantage with all attacks or abilities that require you to use your hands. And getting critically hit by a magical attack can set you on fire (burning for 1D8 fire damage every round until extinguished), Stunned for 1D4 rounds (if the attack was lightning or thunder), or even a random effect from the Wild Magic Sorcerer's Table.
Critical successes and critical failures apply to skill checks and saving throws, not just attacks.
No PvP unless all parties explicitly consent to it. I never enforce rolls in PvP conflict, but if all players involved decide they want to resolve it with dice rolls, I help arbitrate the results.
The game that I'm in as a player in has more house rules in addition to the ones listed above:
If you roll a 1, you have to take a shot.
If you roll a 20, the first words out of your mouth must be, "**** yeah!" Otherwise, take a shot. Also, you can assign a shot to someone else at the table.
If you roll a 2, the first words out of your mouth must be, "It's not a one!" Otherwise, take a shot.
If two players roll the same initiative and have the same Dex score, they can have a chug-off to see who goes first. (You can choose to concede if you don't wanna do a chug-off.)
If you roll three 1s in a row, the DM gets to kick you in the junk.
If you roll three 20s in a row, the DM buys everyone pizza.
If you roll four 20s in a row, you say, "Four-twenty, blaze it!" and smoke a bowl. (This hasn't happened yet.)
You get extra XP from:
Bringing food or beverages to share
Bringing your own mini
Getting a quote from our game posted on the Out Of Context DnD Tumblr
Accurately answering a trivia question the DM asks at the start of each session
No Dragonborn.
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"We're the perfect combination of expendable and unkillable!"
Darts are a monk weapon. There's simply no reason for them not to be. Flavor-wise, monks throwing around shuriken makes sense. Mechanics/balance wise, a dart has the same range and damage as a thrown dagger, which is a monk weapon.*
*I guess this might be up for debate, but I think it's correct. A dagger is a simple melee weapon, whether or not you throw it, and thus a monk weapon.
MECHANIC: Casting a spell that requires a somatic or consumable material component while in melee allows anyone within reach of you at the time of casting to have Advantage on their initial attack during their turn. This Advantage goes away at the start of your next turn.
NARRATIVE: Casting is a somewhat lengthy process requiring concentration and several seconds to complete - especially when such casting requires a consumable material and/or somatic component. During this time, you cannot effectively defend yourself as you would under normal situations. Therefore, if you cast a spell that requires any somatic or consumable material component while an enemy is within reach of you, the fact that you must let your guard down to do such casting allows the enemy to sneak through your defenses.
NOTE #1: The "consumable" material component is only because non-consumable components can be accessed through your spell focus and need not be accessed to cast.
Critical Misses
MECHANIC: A critical miss will allow a +2 for the next attack against you, if that attack occurs before your next turn.
NARRATIVE: Critical hits have always had a wonderful effect, but critical misses have not. While a random critical miss table is fun, it can also be very detrimental to your character. This is a good balance.
Critical Success/Failures on Initiative
MECHANIC: Critical success (20) on initiative allows for Advantage on your first action and removes the surprised condition on your character if your character is surprised. Critical failure (1) gives Disadvantage on your first action.
NARRATIVE: Natural 1's and 20's should add more excitement than just when they occur as an attack action.
Disarm
MECHANIC: Attack roll with Disadvantage versus the better of the opponent's STR (Athletics) or DEX (Acrobatics) check. You have extra Disadvantage (see Stacking Advantages/Disadvantages) if your opponent's weapon is held in more than one hand. Your opponent has Advantage if larger than you or Disadvantage if smaller. Remove one level of Disadvantage if opponent is Prone.
Flanking
MECHANIC: Flanking provides a +1 bonus to hit.
NARRATIVE: Flanking should provide a tactical advantage. Flanking is not in vanilla 5e, except as an optional rule. However, the optional rule is mathematically overpowered (offering advantage). Therefore, flanking provides a +1 bonus to hit.
Grappling
MECHANIC: The rules under the Grappler feat are now available to everyone. Plus the initial grapple is done at Disadvantage. Remove this Disadvantage if the opponent is Disarmed or Prone.
NARRATIVE: This just makes more sense.
Initiative Bonus
MECHANIC: Your Initiative bonus is the sum of your DEX and WIS bonuses. This holds for bad guys as well.
NARRATIVE: I have never liked the "faster guy gets the first strike" when sometimes the more perceptive person should be acting first. Thus, I combined the two.
Opportunity Attacks
MECHANIC AND NARRATIVE: 5e has a horribly unrealistic opportunity attack system (essentially, you only provoke an OA when moving out of a threatened square). Therefore, I am instituting a 3.5-esque OA system. If you are threatened, then doing anything that would distract from defending yourself (drinking a potion, grabbing something from your backpack, getting up from a prone position) provokes an OA.
Potion Miscibility
MECHANIC: Mixing drinks (potions) in your belly can have consequences.
Shove
MECHANIC: Same as RAW but with Disadvantage unless using a shield. Remove this Disadvantage if the opponent is Disarmed.
Shove Aside
MECHANIC: Same as Shove but with double Disadvantage unless using a shield (then only Disadvantage). Remove this Disadvantage if the opponent is Disarmed.
Tumble
MECHANIC: You may attempt to Tumble through an opponent's square (treated as Difficult Terrain) if you succeed at a contest at Disadvantage of your DEX (Acrobatics) versus your opponent's DEX (Acrobatics). This may be done as an Action or a Bonus Action. Remove this Disadvantage if the opponent is Disarmed or Prone.
Non-Combat (Typical)
Cantrips
MECHANIC: Cantrips only scale with the level of the class that allows the cantrip - not character level. If your character is multi-class and two or more classes have access to the cantrip, then add those levels together to determine caster level.
NARRATIVE: I just don't understand why a first-level sorcerer who has subsequently taken 8 levels of fighter should be considered a 9th-level caster.
Identifying Magic Items
The Identify spell or experimentation is the only way to identify a magic item. If you have previous experience with a similar item (e.g., a potion of healing), the DM may allow a DC 15 skill check with Advantage to identify the item.
Short Rests and Healing
MECHANIC: As per the RAW with the exceptions that your character must have more than 25% of their HP max prior to the short rest to benefit from the HD expenditure. Otherwise, they can only heal via magical means (once above the 25% mark, the standard short rest mechanic holds).
NARRATIVE: The resting healing mechanics in 5e are non-sensical. You have just been beaten to within an inch of your life, you have 1 hit point out of 100, and in an hour you can be right as rain. This makes no sense at all.
Long Rests and Healing
MECHANIC: This is significantly different from the RAW. You must spend HD (as per the short rest) to regain HP. At the end of the Long Rest, you recover half the HD spent. As with the Short Rest, your character must have more than 25% of their HP max prior to the Long Rest to benefit from the HD expenditure.
NARRATIVE: See Short Rests and Healing.
Skill Checks
MECHANIC: The following checks are made with Disadvantage unless the character attempting the check has the appropriate proficiency: Arcana, History, Nature, Religion, Animal Handling, Medicine, Sleight of Hand, and Survival. The Bard's Jack of All Trades class feature negates this penalty. Finally, a character can only provide help on a specific task if the task is one that they could attempt alone without disadvantage.
NARRATIVE: This is just more realistic.
Stacking Advantages/Disadvantages
MECHANIC: Multiple Advantages or Disadvantages provide +1 or -1, respectively, to both Advantage or Disadvantage rolls. That is, if your character is attacking with Advantage and receives Advantage from another special circumstance plus another Advantage from yet another circumstance, you roll with Advantage at an additional +2 bonus on both rolls.
NARRATIVE: This provides an easy fix for the multiple Advantage system leading to a typical +3 bonus (on average) and that's it.
Non-Combat (Downtime)
Languages
Languages should not be as rampant as they are in 5E. It seems like the designers wanted to hand them out like candy. So... here is the House Rule for languages.
You start with Common plus your base racial language (e.g., dwarvish for dwarves). Humans can choose one additional language.
Each positive Intelligence modifier grants you another language. You may choose these from your racial list or your background, but then can expand beyond this if you have exhausted these lists because of your super-awesome Int score.
Class features that grant very specific languages (e.g., thieves cant or druidic speak), do not count toward your language slots.
In addition, if your Intelligence is 8 or lower, you are not able to read these languages, but you may speak them. If your Intelligence is 6 or lower, you can only speak a single language--badly. Depending on the complexity of the idea, others may be required to make Intelligence checks to understand your words.
Training
When you gain a level, and a proficiency or language is gained, you may train during downtime. This requires the expenditure of 250gp, and requires a number of 8 hour days training equal to 250 divided by the relevant modifier, or Intelligence in the case of languages. You cannot learn saving throw proficiency in this fashion.
Gaining Levels
Time and expenses for training are required when gaining new levels. These resources grow with level. Early levels require a few days to a week for training, while mid-levels can require a month or two. Very high levels can require years! This rule is campaign-dependent.
Hit Points
While your character starts with full hit points, you obviously must roll when you level-up in the future. You may re-roll under the following conditions.
I use a critical hit/ miss table. Its just a lot of fun and adds some real consequences to natural 1s.
Beasts and some monstrosities can be tamed with a series of animal handling checks, the DC depending on the manner of your interaction and previous interactions with the animal.
Cockatrice can either make 2 attacks for 1d4 each or the standard 1 beak attack with the petrification effect which must be declared before the attack.
When you roll for HP reroll ones.
Gonna try some of the house rules used here though.
Character creation - all characters use the point buy system or standard array. Hit points use the fixed progression.
Every character may choose a free feat (assuming they qualify for it) at creation. I find that feats are much more useful early on at allowing players to further define their character concept.
Languages are split between exotic and regular languages. Many choose your languages says to choose from the regular. And many people forget that one and all choose in the exotic instead.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Languages are split between exotic and regular languages. Many choose your languages says to choose from the regular. And many people forget that one and all choose in the exotic instead.
I'm not recalling any background or race that limits the language choice to "regular" languages?
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
I let anyone use a spell scroll, regardless of if it is on their spell list or not. The only caveat is that if you class doesn't have spell slots (a non-casting class like some Fighters, Barbarians, Rogues, ect.), then you need to make an Int (Arcana) roll DC 10 + spell level to get the scroll to function correctly.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Though that literally kills use magic device ability of a thief.
As for languages errata might have changed it. I do have exotic and common languages in phb. On beyond only the haunted background makes a difference.
Anyway i highly encourage people to make it a house rule.
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DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Though that literally kills use magic device ability of a thief.
I don't see how?
Use Magic Device
By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
First off, Use Magic Device is an ability that doesn't come around until 13th level. Secondly, it is an ability that is geared towards Rogues using actual magical items that may require specific races and/or classes to use, not silly consumable items like scrolls.
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"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
Roll 4d6 and drop the lowest die + rearrange at will has been the method of choice for rolling new character in the D&D world since the 80s. Also, coming from a place where "magic users" had a d4 for hit points, you get the max amount of possible hit points for the first three levels.
Health per level: 1st level: Max 2nd level: Max 3rd level Max Depending on the HD you have you can reroll some of the lower ones. 1d6 - Reroll 1 and 2. 1d8 - Reroll 1, 2, and 3. These rules are there because in our first campaign we were 2 players. And because if the sorcerer in my new campaign gets a ******* 1 on her HD she gets a mind blowing 3 hit points at her next level! And a whole +1 from her draconic heritage. So I give a lot more health out so PC can survive better at times.
Mundane items, such as good ale, high quality wine, etc. Gives inspiration or a buff to a certain stat. Example: Deadwood Mead - You gain a 1d8 inspiration die you can use on any charisma checks, for the rest of the day.
In my own campagin where I DM: Scrying is a intelligence save instead of wisdom.
Gods are much more present and watching. They give spells to their clerics why the **** shouldn't they see a level 12 wizard praying to them in a large temple. So when my wizard player (a forest gnome) stepped away from a symbol to silvanus because he didn't want to set a trap and attack their quarry at his shrine, an oak leaf gently fell on both my players shoulders and my rangers pet bear. To show that he was grateful for their respect and that he was watching.
I'm trying to use this one: You can try to target a specific body part, like the head. But it will (depending on what body part) become harder to hit but perhaps give a bonus to damage.
I can't remember anymore at the top of my head at the moment. I'll probably remember a few more when I'm doing with this comment. xD
Giving a free feat at first level can make things interesting.
When Players roll for hit points they get plus over of they roll below average, my reason for that is because of you take the default amount you'll get more HP than if you rolled, this method makes it so it averages out to the same.
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Have not playtested a couple of these but here are some house rules I will have the next time I run....
Detect Magic is a Cantrip for Wizards
In combat a character can choose to act on a lower initiative. That initiative becomes their new one.
A critical in combat is figured out as follows… Roll damage die + Max number on damage die + Stat modifier. (ex. Long Sword crit would be 1D8 + 8 + Str Modifier)
Hero Points per DMG
During a Short Rest character can only spend one Hit Dice to heal unless they use a Healer’s Kit, then they can use as much Hit Dice as the rules allow.
Disarm per DMG
Cleaving per DMG with one caveat. Character must declare a cleave and does not get a second attack if normally granted one unless they use a bonus action.
All die rolls must be done with real dice. No Apps
......
I have one I am thinking about.. No rolling for Initiative. Initiative score is 10 + Dex Mod. + Wis Mod. ... My thinking is a fight can be as much mental as physical. Good instincts can be as important as quickness.
I also want to use a crit failure on attack rolls in combat, but not sure what to use
You can't handle my house rules...
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
Alternate grapple rules:
Instead of a contest, grappling and shoving force the target to make a Strength or Dexterity saving throw with DC = 8 + attacker's strength modifier + attacker's proficiency bonus. Escaping a grapple still uses the skill contest mechanic.
This has a couple of effects:
The Grappler feat increases Strength by 1 and grants a +5 bonus to your Strength (Athletics) checks for maintaining grapples.
As an action, you can attempt to restrain a target that you're grappling if you have both hands available or help from an ally. The target must be of your size or smaller. This uses the usual contest from the grapple rules. The target is no longer restrained if it escapes the grapple, you stop using both hands or your ally lets go. While the target is restrained, you can use an action to repeat the contest with disadvantage if you have both hands available. On a success, the target begins suffocating. Incapacitated targets automatically fail these contests.
Old age:
Every year above the maximum age for the race the character must make a DC20 constitution save that does not take into account proficiency. Once a character fails that save roll a d12 to determine the month in which they start dying. This can be adapted to a different die roll depending on the calendar. On the first of the month they gain one level of exhaustion. On the next day they must make a DC15 constitution save. On a fail they gain a level of exhaustion and on a success the DC increases by 1. This carries on until the character dies. The levels of exhaustion can not be lessened except by an effect that reduces the characters age to below the maximum age for that race.
I have a fairly large chunk of house rules. The main ones that can be shared ill add (some will give the idea rather than specifics)
Backgrounds give +1 to an ability score value (I typically use standard array). They either are specific to the background or an option between two ability scores (EG. Acolyte gives the option of either +1 to Int or Wis while Sage only give +1 to Int).
Expertise doesn't give double proficiency, instead if gives a +2 bonus. However characters can gain a further step; Mastery in a skill which increases that bonus to +4 (max proficiency bonus of +10).
If a character doubles up on a proficiency at creation, say from class and background they can either choose another skill or gain the expertise bonus (+2).
Rogues and Bards can choose a skill they are proficient in to gain expertise or mastery in when they get the abilities.
Additional skills are gained at every 4th level, essentially anytime they would gain an ASI, this can be used to gain expertise or mastery in already proficient skills.
Starting Racial HP bonus: Races give a small hit point bonus from scratch, beyond those of a class. (Humans, Dragonborn, Tieflings and the like gain 4 (the 'norm'), Elves, Gnomes, Halflings and the like (slight races) gain 3, while Half-orcs, Dwarves and the like (hardy races) gain 5).
Recovery has had a chunk of changes (as my groups prefer a more gritty/traditional style);
Expended HD are recovered at once per day of comfortable rest (typically in towns and safe places).
A long rest recovers only 1 HD worth of hit points (doesn't use your recovery hit dice). 2 HD recovery for a solid camp (bedrolls, fire, food, etc). 3-5 HD for a comfortable rest (eg town).
Short rest recovery requires use of a healers kit (1 use per person, or 2 people per use with the Healer feat) to use hit dice.
Note I have various 'mundane' healing options characters can use that give HD worth of recovery when used with a short rest, healing kit and/or medicine (think like a healing salve or Healers feat), though these only work once per batch of damage (IE need to be injured in combat again).
Wounds: essentially heavy slow healing injuries.
You can a wound from a crit or going unconcious.
Wounds reduce all healing by an equal number (eg. 3 wounds reduce all healing by 3 points).
Characters suffer -1 per wound to any tests beyond the first (eg. 3 wounds means you are at -2 to all ability checks, savings throws and attack rolls).
Wounds can be only be healed once at full hit points. Either by casting a cure wounds spell, 5 points of laying on hands, or expending a hit die and making a successful con save (DC: 12 + number of current wounds) at the end of a long rest. A medicine check from an ally can replace the con save.
Revival from death is similar to the Critical Role one but has a permanent "tampering with mortality" effect table, similar to anyone familiar with the Adventurer Conqueror King System (ACKs).
- Loswaith
- If you get a critical hit, we calculate damage as such: Take all the dice you would have thrown for damage, and take the maximum value. Next, roll damage as if you had only done a normal hit, and then add the two values together, along with appropriate flat modifiers. This is the damage you now deal.
-Checking for traps uses either perception or investigation, at the player's choice. Not sure if it's truly a house rule, but worth mentioning.
- Depending on which of us is DMing, we may or may not ignore encumbrance and/ or attunement. Currently we use both, but players have 2 extra attunement slots.
-Our current campaign has a special house rule regarding the ASI. Whenever you have the option to either take an ASI or a feat, take both. DM has stated that this is intentionally meant to make us overpowered, as he wants to throw some pretty tough challenges at us early on.
- One of the players who will DM for us has a house rule for lingering injuries if you get hit by a critical hit. He has a couple of different tables he rolls on for different types of damage (Bludgeon, pierce, slash, and magic). For example getting critically hit by a piercing attack may cause you to start bleeding out, taking 1D8 physical damage every round until either healed to full health or falling unconscious. Getting critically hit by a bludgeoning attack may break your leg, knocking you prone and cutting your movement speed in half. Getting critically hit by a slashing attack may sever your hand, dropping anything you were carrying and giving you disadvantage with all attacks or abilities that require you to use your hands. And getting critically hit by a magical attack can set you on fire (burning for 1D8 fire damage every round until extinguished), Stunned for 1D4 rounds (if the attack was lightning or thunder), or even a random effect from the Wild Magic Sorcerer's Table.
The house rules I use in the games I DM are:
The game that I'm in as a player in has more house rules in addition to the ones listed above:
"We're the perfect combination of expendable and unkillable!"
Darts are a monk weapon. There's simply no reason for them not to be. Flavor-wise, monks throwing around shuriken makes sense. Mechanics/balance wise, a dart has the same range and damage as a thrown dagger, which is a monk weapon.*
*I guess this might be up for debate, but I think it's correct. A dagger is a simple melee weapon, whether or not you throw it, and thus a monk weapon.
HOUSE RULES
COMBAT
Casting While Threatened
MECHANIC: Casting a spell that requires a somatic or consumable material component while in melee allows anyone within reach of you at the time of casting to have Advantage on their initial attack during their turn. This Advantage goes away at the start of your next turn.
NARRATIVE: Casting is a somewhat lengthy process requiring concentration and several seconds to complete - especially when such casting requires a consumable material and/or somatic component. During this time, you cannot effectively defend yourself as you would under normal situations. Therefore, if you cast a spell that requires any somatic or consumable material component while an enemy is within reach of you, the fact that you must let your guard down to do such casting allows the enemy to sneak through your defenses.
NOTE #1: The "consumable" material component is only because non-consumable components can be accessed through your spell focus and need not be accessed to cast.
Critical Misses
MECHANIC: A critical miss will allow a +2 for the next attack against you, if that attack occurs before your next turn.
NARRATIVE: Critical hits have always had a wonderful effect, but critical misses have not. While a random critical miss table is fun, it can also be very detrimental to your character. This is a good balance.
Critical Success/Failures on Initiative
MECHANIC: Critical success (20) on initiative allows for Advantage on your first action and removes the surprised condition on your character if your character is surprised. Critical failure (1) gives Disadvantage on your first action.
NARRATIVE: Natural 1's and 20's should add more excitement than just when they occur as an attack action.
Disarm
MECHANIC: Attack roll with Disadvantage versus the better of the opponent's STR (Athletics) or DEX (Acrobatics) check. You have extra Disadvantage (see Stacking Advantages/Disadvantages) if your opponent's weapon is held in more than one hand. Your opponent has Advantage if larger than you or Disadvantage if smaller. Remove one level of Disadvantage if opponent is Prone.
Flanking
MECHANIC: Flanking provides a +1 bonus to hit.
NARRATIVE: Flanking should provide a tactical advantage. Flanking is not in vanilla 5e, except as an optional rule. However, the optional rule is mathematically overpowered (offering advantage). Therefore, flanking provides a +1 bonus to hit.
Grappling
MECHANIC: The rules under the Grappler feat are now available to everyone. Plus the initial grapple is done at Disadvantage. Remove this Disadvantage if the opponent is Disarmed or Prone.
NARRATIVE: This just makes more sense.
Initiative Bonus
MECHANIC: Your Initiative bonus is the sum of your DEX and WIS bonuses. This holds for bad guys as well.
NARRATIVE: I have never liked the "faster guy gets the first strike" when sometimes the more perceptive person should be acting first. Thus, I combined the two.
Opportunity Attacks
MECHANIC AND NARRATIVE: 5e has a horribly unrealistic opportunity attack system (essentially, you only provoke an OA when moving out of a threatened square). Therefore, I am instituting a 3.5-esque OA system. If you are threatened, then doing anything that would distract from defending yourself (drinking a potion, grabbing something from your backpack, getting up from a prone position) provokes an OA.
Potion Miscibility
MECHANIC: Mixing drinks (potions) in your belly can have consequences.
Shove
MECHANIC: Same as RAW but with Disadvantage unless using a shield. Remove this Disadvantage if the opponent is Disarmed.
Shove Aside
MECHANIC: Same as Shove but with double Disadvantage unless using a shield (then only Disadvantage). Remove this Disadvantage if the opponent is Disarmed.
Tumble
MECHANIC: You may attempt to Tumble through an opponent's square (treated as Difficult Terrain) if you succeed at a contest at Disadvantage of your DEX (Acrobatics) versus your opponent's DEX (Acrobatics). This may be done as an Action or a Bonus Action. Remove this Disadvantage if the opponent is Disarmed or Prone.
Non-Combat (Typical)
Cantrips
MECHANIC: Cantrips only scale with the level of the class that allows the cantrip - not character level. If your character is multi-class and two or more classes have access to the cantrip, then add those levels together to determine caster level.
NARRATIVE: I just don't understand why a first-level sorcerer who has subsequently taken 8 levels of fighter should be considered a 9th-level caster.
Identifying Magic Items
The Identify spell or experimentation is the only way to identify a magic item. If you have previous experience with a similar item (e.g., a potion of healing), the DM may allow a DC 15 skill check with Advantage to identify the item.
Short Rests and Healing
MECHANIC: As per the RAW with the exceptions that your character must have more than 25% of their HP max prior to the short rest to benefit from the HD expenditure. Otherwise, they can only heal via magical means (once above the 25% mark, the standard short rest mechanic holds).
NARRATIVE: The resting healing mechanics in 5e are non-sensical. You have just been beaten to within an inch of your life, you have 1 hit point out of 100, and in an hour you can be right as rain. This makes no sense at all.
Long Rests and Healing
MECHANIC: This is significantly different from the RAW. You must spend HD (as per the short rest) to regain HP. At the end of the Long Rest, you recover half the HD spent. As with the Short Rest, your character must have more than 25% of their HP max prior to the Long Rest to benefit from the HD expenditure.
NARRATIVE: See Short Rests and Healing.
Skill Checks
MECHANIC: The following checks are made with Disadvantage unless the character attempting the check has the appropriate proficiency: Arcana, History, Nature, Religion, Animal Handling, Medicine, Sleight of Hand, and Survival. The Bard's Jack of All Trades class feature negates this penalty. Finally, a character can only provide help on a specific task if the task is one that they could attempt alone without disadvantage.
NARRATIVE: This is just more realistic.
Stacking Advantages/Disadvantages
MECHANIC: Multiple Advantages or Disadvantages provide +1 or -1, respectively, to both Advantage or Disadvantage rolls. That is, if your character is attacking with Advantage and receives Advantage from another special circumstance plus another Advantage from yet another circumstance, you roll with Advantage at an additional +2 bonus on both rolls.
NARRATIVE: This provides an easy fix for the multiple Advantage system leading to a typical +3 bonus (on average) and that's it.
Non-Combat (Downtime)
Languages
Languages should not be as rampant as they are in 5E. It seems like the designers wanted to hand them out like candy. So... here is the House Rule for languages.
You start with Common plus your base racial language (e.g., dwarvish for dwarves). Humans can choose one additional language.
Each positive Intelligence modifier grants you another language. You may choose these from your racial list or your background, but then can expand beyond this if you have exhausted these lists because of your super-awesome Int score.
Class features that grant very specific languages (e.g., thieves cant or druidic speak), do not count toward your language slots.
In addition, if your Intelligence is 8 or lower, you are not able to read these languages, but you may speak them. If your Intelligence is 6 or lower, you can only speak a single language--badly. Depending on the complexity of the idea, others may be required to make Intelligence checks to understand your words.
Training
When you gain a level, and a proficiency or language is gained, you may train during downtime. This requires the expenditure of 250gp, and requires a number of 8 hour days training equal to 250 divided by the relevant modifier, or Intelligence in the case of languages. You cannot learn saving throw proficiency in this fashion.
Gaining Levels
Time and expenses for training are required when gaining new levels. These resources grow with level. Early levels require a few days to a week for training, while mid-levels can require a month or two. Very high levels can require years! This rule is campaign-dependent.
Hit Points
While your character starts with full hit points, you obviously must roll when you level-up in the future. You may re-roll under the following conditions.
Hit Die
Reroll When Result Is
d6
1 – 2
d8
1 – 2
d10
1 – 3
d12
1 - 4
I use a critical hit/ miss table. Its just a lot of fun and adds some real consequences to natural 1s.
Beasts and some monstrosities can be tamed with a series of animal handling checks, the DC depending on the manner of your interaction and previous interactions with the animal.
Cockatrice can either make 2 attacks for 1d4 each or the standard 1 beak attack with the petrification effect which must be declared before the attack.
When you roll for HP reroll ones.
Gonna try some of the house rules used here though.
Character creation - all characters use the point buy system or standard array. Hit points use the fixed progression.
Every character may choose a free feat (assuming they qualify for it) at creation. I find that feats are much more useful early on at allowing players to further define their character concept.
Just a thing many people skip over...
Languages are split between exotic and regular languages. Many choose your languages says to choose from the regular. And many people forget that one and all choose in the exotic instead.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
I'm not recalling any background or race that limits the language choice to "regular" languages?
Most races limit it to regular. Background is usually what allows exotics.
Not gonna check all races. Too many now. But take some extra time when reading the language section.
If anything it could be a custom rule you create for your own game.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
I let anyone use a spell scroll, regardless of if it is on their spell list or not. The only caveat is that if you class doesn't have spell slots (a non-casting class like some Fighters, Barbarians, Rogues, ect.), then you need to make an Int (Arcana) roll DC 10 + spell level to get the scroll to function correctly.
Though that literally kills use magic device ability of a thief.
As for languages errata might have changed it. I do have exotic and common languages in phb. On beyond only the haunted background makes a difference.
Anyway i highly encourage people to make it a house rule.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
I don't see how?
First off, Use Magic Device is an ability that doesn't come around until 13th level. Secondly, it is an ability that is geared towards Rogues using actual magical items that may require specific races and/or classes to use, not silly consumable items like scrolls.
Roll 4d6 and drop the lowest die + rearrange at will has been the method of choice for rolling new character in the D&D world since the 80s. Also, coming from a place where "magic users" had a d4 for hit points, you get the max amount of possible hit points for the first three levels.
Health per level:
1st level: Max
2nd level: Max
3rd level Max
Depending on the HD you have you can reroll some of the lower ones.
1d6 - Reroll 1 and 2.
1d8 - Reroll 1, 2, and 3.
These rules are there because in our first campaign we were 2 players. And because if the sorcerer in my new campaign gets a ******* 1 on her HD she gets a mind blowing 3 hit points at her next level! And a whole +1 from her draconic heritage. So I give a lot more health out so PC can survive better at times.
Mundane items, such as good ale, high quality wine, etc. Gives inspiration or a buff to a certain stat. Example:
Deadwood Mead - You gain a 1d8 inspiration die you can use on any charisma checks, for the rest of the day.
In my own campagin where I DM:
Scrying is a intelligence save instead of wisdom.
Gods are much more present and watching. They give spells to their clerics why the **** shouldn't they see a level 12 wizard praying to them in a large temple.
So when my wizard player (a forest gnome) stepped away from a symbol to silvanus because he didn't want to set a trap and attack their quarry at his shrine,
an oak leaf gently fell on both my players shoulders and my rangers pet bear. To show that he was grateful for their respect and that he was watching.
I'm trying to use this one:
You can try to target a specific body part, like the head. But it will (depending on what body part) become harder to hit but perhaps give a bonus to damage.
I can't remember anymore at the top of my head at the moment. I'll probably remember a few more when I'm doing with this comment. xD
Giving a free feat at first level can make things interesting.
When Players roll for hit points they get plus over of they roll below average, my reason for that is because of you take the default amount you'll get more HP than if you rolled, this method makes it so it averages out to the same.