House and variant rules I use over all of my 5E games:
- Skills are not set to specific abilities. I ask for an ability check first, and then if a skill could apply to it, I allow it to be added to the roll.
- Traps, secret doors, and other inanimate things that are hidden are found with Investigation.
- Acrobatics, Intimidation, Medicine, Sleight of Hand, Performance removed as skills. Dexterity (Athletics) replaces Acrobatics, Strength (Persuasion) replaces Intimidation, Wisdom (Survival) replaces Medicine, Dexterity (Deception) replaces Sleight of Hand, Dexterity or Intelligence (Persuasion) replaces Performance depending on the type of performance or instrument.
- Commerce (money-related matters), Etiquette (nobility and high society-related matters), and Folklore (commoner and low society-related matters) added to the skill list.
- Special crafting rules for Alchemy, Poisons, Tinkering, Herbalism etc.
House and variant rules exclusive to my current Curse of Strahd campaigns:
- The Exhaustion table replaces the 3 Death Saves table and every time you reach 0 HP (and/or fail a death saving throw) you drop down a level on it. Thus it requires 6 failures to die, but each failure causes exhaustion penalties.
- 8 hours for a Short Rest / 3-5 days for a Long Rest, depending on the number of Exhaustion levels a PC needs to recover from.
- Re-worked the Backgrounds and Feats to be setting specific.
- Re-worked the Wild Mage table to include more options and make many of them setting specific.
Lots of other minor things I probably created on the fly that I can't remember at the moment.
- Skills are not set to specific abilities. I ask for an ability check first, and then if a skill could apply to it, I allow it to be added to the roll.
- Traps, secret doors, and other inanimate things that are hidden are found with Investigation.
- Acrobatics, Intimidation, Medicine, Sleight of Hand, Performance removed as skills. Dexterity (Athletics) replaces Acrobatics, Strength (Persuasion) replaces Intimidation, Wisdom (Survival) replaces Medicine, Dexterity (Deception) replaces Sleight of Hand, Dexterity or Intelligence (Persuasion) replaces Performance depending on the type of performance or instrument.
- Commerce (money-related matters), Etiquette (nobility and high society-related matters), and Folklore (commoner and low society-related matters) added to the skill list.
- Special crafting rules for Alchemy, Poisons, Tinkering, Herbalism etc.
House and variant rules exclusive to my current Curse of Strahd campaigns:
- The Exhaustion table replaces the 3 Death Saves table and every time you reach 0 HP (and/or fail a death saving throw) you drop down a level on it. Thus it requires 6 failures to die, but each failure causes exhaustion penalties.
- 8 hours for a Short Rest / 3-5 days for a Long Rest, depending on the number of Exhaustion levels a PC needs to recover from.
- Re-worked the Backgrounds and Feats to be setting specific.
- Re-worked the Wild Mage table to include more options and make many of them setting specific.
Lots of other minor things I probably created on the fly that I can't remember at the moment.