D&D (2024) What are your 2024 houserules?


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So far I have been running it pretty RAW, but my game is limited to PHB24 and MPMotMultiverse.

  • ability scores are not attached to backgrounds
  • spirit guardians and the like only trigger once per turn
  • at any point in a fight, the party can choose to retreat. In that case, the party flees the battle, but they will suffer a narrative setback
 

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reworked weapon table:

base damage(simple): 1d8, pick a type from B/P/S
Small characters use Heavy weapons with disadvantage as in 2014.
Small characters can use 1Handed Heavy weapons with two hands to avoid disadvantage.

for melee weapons:
martial: +1 die step
2 Handed: +2 die step
Heavy: +1 die step, cannot be light, doh!

Light: -1 die step, cannot be Heavy
Finesse: -1 die step, cannot be Heavy
Thrown(40/120): -1 die step
Reach(10ft): -1 die step, cannot be Heavy if 1Handed
Reach(15ft): -2 die step, must be 2Handed, cannot attack within 5ft.

die steps: d3-d4-d6-d8-d10-d12-2d6-2d8

weapon die cannot be lower than d3, if it would be lower, some properties must be removed.

Versatile is free property for all 1Handed non-light, non-finesse weapons.

some weapons can get free legacy thrown property with range 15/30. I.E: dagger, hand axe, spear.
 

1) You must be wielding a weapon in your other hand when attacking with a bonus attack from TWF

2) 4E death saves. Death saves reset on long rest.

3) On your third success, you become Stable. If you failure exceed 2+ Con Modifier, you die.

3) Orcs have Powerful Build

4) Longswords and Tridents get Flex. Flex is "If you hit a creature with a melee attack roll using this weapon, you can roll the weapon's versatile damage die and add it to your damage roll instead of your Strength modifier unless that modifier is negative"

5) Bodybuilding (STR), Browbeat (STR), and Endurance (CON) Skills

6) Orc longaxe, Dwarves waraxe, Elf thinblade, halfling heavy sling, gnome geargun, dragonborn dragontail, Goliath warclub

7) Several languages are dialects
 

In addition to Bloodied (and based upon videos from both Treantmonk and the Dungeon Dudes), I will be pulling the following additions, revisions, and clarifications:
  • Cleric Divine Order (but making my own modifications since I had already been working on something similar prior to the One D&D playtest)
  • Split Guild Artisan/ Merchant background into Artisan and Merchant backgrounds
  • Wearing Armor untrained
  • Shields
    • Using a Shield untrained
    • Shields are held/stowed not donned/doff
  • Grenade like weapons
  • Nets
  • Inspiration is declared after the roll is made
  • Exhaustion
  • One spell with a spell slot per turn
  • Choosing to fail a saving throw
  • Controlling a mount
  • Underwater Combat
  • Damage against multiple foes (for spells)
  • New Action Types: Influence, Magic, Search, Study,
That reminds me...

- I am using the Baldur's Gate 3 weapon properties (someone had done it as a homebrewery doc, and even in 2024 I'd use it over the Vex, etc.)

- Added additional conditions (Aflame, Alert, Bloodied, Concentrating, Confused, Cursed, Diseased, Distracted, Doomed, Engulfed, Frozen, Hidden, Insane, Melting, Sleeping, Surprised, Terrified & Vulnerable).

- Added a bunch of Advanced Combat actions

A sample of them
Advanced Combat Options

During their turn, any character, with the DM’s approval, can attempt any one of the following stunts as a bonus action or reaction, as indicated by the ability.

To qualify for an action that activates on an attack, you must have made a melee weapon, melee spell, ranged weapon or ranged spell attack. Spells that have an effect on a failed save cannot be used with combat options that require an attack to be used.

At the DM’s option, a character may expend a point of inspiration to perform one of the listed actions below without it taking up a bonus action or reaction. In any case, no more than one combat option listed below can be used by a single character per round.

These combat options are not suggested for use by creatures run by the DM, unless it is an extraordinary example of its kind (in general, a “named” NPC or otherwise unique NPC).

DMs and players are encouraged to create their own additional combat options to further spice up combats and cover unusual or one-shot actions that might occur in the combat - such as interacting with furniture or obstacles, targeting specific opponents or performing unusual tactics.

Avenge
You swear to wreck vengeance on an opponent who felled an ally.

As a reaction when an opponent drops an ally to 0 hit points, you can move half your speed and make a single weapon attack or take no movement and cast a single cantrip attack as if you were 1st level.

Avoid
You give ground to avoid an opponent’s attack.

As a reaction when an opponent misses you with an attack, you can move up to half your speed away. This does not provoke an attack of opportunity for the opponent that just missed, but may provoke opportunity attacks from other creatures.

Blind
You take a moment to render your opponent unable to see.

As a bonus action against an opponent you just hit, you can force them to make a Dexterity saving throw against a DC of 8 + your attack bonus. On a failure, the target is blinded until the end of its next turn.

Brace
You prepare for an opponent’s approach.

You convert your bonus action into an extra reaction that triggers when an opponent moves into your reach. Once triggered, you can use any action that would use a reaction or bonus action.

Cleave
Your attack continues through a fallen enemy.

When you reduce a foe to 0 hit points with a melee or ranged weapon attack, as a bonus action you can choose an adjacent opponent with the same or worse AC. Any damage you did in excess to the original target’s hit points is applied to the secondary target.

Consume
You gulp down a helpful consumable.

As a bonus action, you can consume a potion or other liquid beverage or consume one piece of magical or mundane food and gain any benefits thereof.

Cower
You make yourself look unworthy of being harmed.

As a reaction, if you have not attacked an opponent (or its allies) who is about to attack you, you can force the opponent to make a Wisdom saving throw against a DC of 8 + your Persuasion (Cha) skill. On a failure, the opponent chooses another target in range to attack, if able.

Deafen
You deliver a blow that leaves the enemy’s ears ringing.

When you hit an opponent with a critical hit or the hit exceeds the target’s AC by 4 or more, you can use your bonus action to force them to make a Constitution saving throw against a DC of 8 + your attack bonus. On a failure, the target is deafened until the end of its next turn.

Desperation
This HAS to work.

When you are below half hit points and make an attack that misses, you can use your bonus action to add +1d6 to the roll to attempt to turn the miss into a hit. Once you hit with this action, you cannot use it again until you take a short or long rest.

- Trying out some changes to concentration (bringing spells somewhat back towards pre-5th edition)

Concentration
Only one spell can be concentrated on at a time, though spellcasters have options to allow them to transfer concentration to familiars or at higher level can concentrate on more than one spell at a time. Note that even if the spellcaster casts a spell on another being or creature, it is the caster who must maintain concentration on the spell for it to be effective.

Concentration Actions
Normally, concentrating on a spell is a free action and does not require that the caster openly declare they are continuing to concentrate from round to round. If the spell is cast on another creature or being you do not normally need to maintain line of sight or keep the target in range, unless the spell specifically states otherwise (such as for witch bolt or various summon spells).

If you cast a spell on an enemy, you can choose to expend extra focus on it.

Bonus action. If you spend your bonus action, any saving throw the target makes against your spell until your next turn suffers disadvantage. If the spell affects multiple targets, you choose only one to have disadvantage.

Action. If you spend your action, a single target of your choice receives no saving throw against the spell until your next turn. If the spell affects multiple targets, you may spend your action to give all targets disadvantage on the save until your next turn.

If you choose to willfully cease concentrating on a spell, it naturally ends at the start of your next turn. If you need the effects to end earlier, you can choose to dismiss the spell. Disrupted spells end instantly.
 

weapon masteries are "maneuvers light"

you know a number of masteries as noted class table.

you can apply that mastery to every applicable weapon.
you can apply one one mastery effect per attack.

Cleave: any melee 2Handed or Versatile weapon
Graze: any 2Handed or Versatile weapon
Nick: any Light weapon
Push: any non-Light weapon
Sap: any Versatile weapon
Slow: any weapon
Topple: any non-Light weapon
Vex: any Finesse, Light or Ranged weapon
Flex(UA): any Versatile weapon

9th level fighter can apply 2 masteries per attack.
Per individual attack or Attack action?
 

That reminds me...

- I am using the Baldur's Gate 3 weapon properties (someone had done it as a homebrewery doc, and even in 2024 I'd use it over the Vex, etc.)

- Added additional conditions (Aflame, Alert, Bloodied, Concentrating, Confused, Cursed, Diseased, Distracted, Doomed, Engulfed, Frozen, Hidden, Insane, Melting, Sleeping, Surprised, Terrified & Vulnerable).

- Added a bunch of Advanced Combat actions

A sample of them
Advanced Combat Options

During their turn, any character, with the DM’s approval, can attempt any one of the following stunts as a bonus action or reaction, as indicated by the ability.

To qualify for an action that activates on an attack, you must have made a melee weapon, melee spell, ranged weapon or ranged spell attack. Spells that have an effect on a failed save cannot be used with combat options that require an attack to be used.

At the DM’s option, a character may expend a point of inspiration to perform one of the listed actions below without it taking up a bonus action or reaction. In any case, no more than one combat option listed below can be used by a single character per round.

These combat options are not suggested for use by creatures run by the DM, unless it is an extraordinary example of its kind (in general, a “named” NPC or otherwise unique NPC).

DMs and players are encouraged to create their own additional combat options to further spice up combats and cover unusual or one-shot actions that might occur in the combat - such as interacting with furniture or obstacles, targeting specific opponents or performing unusual tactics.

Avenge
You swear to wreck vengeance on an opponent who felled an ally.

As a reaction when an opponent drops an ally to 0 hit points, you can move half your speed and make a single weapon attack or take no movement and cast a single cantrip attack as if you were 1st level.

Avoid
You give ground to avoid an opponent’s attack.

As a reaction when an opponent misses you with an attack, you can move up to half your speed away. This does not provoke an attack of opportunity for the opponent that just missed, but may provoke opportunity attacks from other creatures.

Blind
You take a moment to render your opponent unable to see.

As a bonus action against an opponent you just hit, you can force them to make a Dexterity saving throw against a DC of 8 + your attack bonus. On a failure, the target is blinded until the end of its next turn.

Brace
You prepare for an opponent’s approach.

You convert your bonus action into an extra reaction that triggers when an opponent moves into your reach. Once triggered, you can use any action that would use a reaction or bonus action.

Cleave
Your attack continues through a fallen enemy.

When you reduce a foe to 0 hit points with a melee or ranged weapon attack, as a bonus action you can choose an adjacent opponent with the same or worse AC. Any damage you did in excess to the original target’s hit points is applied to the secondary target.

Consume
You gulp down a helpful consumable.

As a bonus action, you can consume a potion or other liquid beverage or consume one piece of magical or mundane food and gain any benefits thereof.

Cower
You make yourself look unworthy of being harmed.

As a reaction, if you have not attacked an opponent (or its allies) who is about to attack you, you can force the opponent to make a Wisdom saving throw against a DC of 8 + your Persuasion (Cha) skill. On a failure, the opponent chooses another target in range to attack, if able.

Deafen
You deliver a blow that leaves the enemy’s ears ringing.

When you hit an opponent with a critical hit or the hit exceeds the target’s AC by 4 or more, you can use your bonus action to force them to make a Constitution saving throw against a DC of 8 + your attack bonus. On a failure, the target is deafened until the end of its next turn.

Desperation
This HAS to work.

When you are below half hit points and make an attack that misses, you can use your bonus action to add +1d6 to the roll to attempt to turn the miss into a hit. Once you hit with this action, you cannot use it again until you take a short or long rest.

- Trying out some changes to concentration (bringing spells somewhat back towards pre-5th edition)

Concentration
Only one spell can be concentrated on at a time, though spellcasters have options to allow them to transfer concentration to familiars or at higher level can concentrate on more than one spell at a time. Note that even if the spellcaster casts a spell on another being or creature, it is the caster who must maintain concentration on the spell for it to be effective.

Concentration Actions
Normally, concentrating on a spell is a free action and does not require that the caster openly declare they are continuing to concentrate from round to round. If the spell is cast on another creature or being you do not normally need to maintain line of sight or keep the target in range, unless the spell specifically states otherwise (such as for witch bolt or various summon spells).

If you cast a spell on an enemy, you can choose to expend extra focus on it.

Bonus action. If you spend your bonus action, any saving throw the target makes against your spell until your next turn suffers disadvantage. If the spell affects multiple targets, you choose only one to have disadvantage.

Action. If you spend your action, a single target of your choice receives no saving throw against the spell until your next turn. If the spell affects multiple targets, you may spend your action to give all targets disadvantage on the save until your next turn.

If you choose to willfully cease concentrating on a spell, it naturally ends at the start of your next turn. If you need the effects to end earlier, you can choose to dismiss the spell. Disrupted spells end instantly.
How have your Concentration Actions been at the table? I kinda' want to steal this.
 



That reminds me...

- I am using the Baldur's Gate 3 weapon properties (someone had done it as a homebrewery doc, and even in 2024 I'd use it over the Vex, etc.)

- Added additional conditions (Aflame, Alert, Bloodied, Concentrating, Confused, Cursed, Diseased, Distracted, Doomed, Engulfed, Frozen, Hidden, Insane, Melting, Sleeping, Surprised, Terrified & Vulnerable).
Yes, I am going to be bringing in additional conditions as well. I will be using Dazed from the playtest, Diseased, and the following conditions that I have found online from Dungeon Coach, Dungeon Dudes, Dump Stat Adventures, and Spilled Ale Studios:

Bleeding, Burning, Clumsy, Discombobulated/Stupified (I will be renaming Confused or Disoriented ), Drained, Enfeebled/Weakened, Freezing/Frozen, Shaken, and Swallowed
 
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Now that it's been out for a bit, what houserule do you have for 2024?
I haven't actually started running any games using the 2024 rules as the baseline yet. I've let some 2024 stuff creep in to my current ongoing 2014 campaigns, though.

That being said, I did start a similar thread a while back listing my house rules. Here it is: D&D (2024) - 2024 House Rules / Fixes

I posted that back when we only had the PHB. I'm sure I'll make some tweaks to stuff in the DMG and MM, but those mostly won't need to be listed as house rules, I don't think.
 
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