D&D 5E House Rule Ideas

simonb530

First Post
Here are few house rules I am thinking of applying to my next campaign and wanted to get opinions on balance or if any rule would overshadow another class.


  • Character Creation:
    • Ability Score: 27 Point buy;
    • Bonus Feat: Gain a skill feat (UA 4/17/17) at 1st level minus the ability score improvement.
  • Potions: Drinking a potion during your turn can be done using the free use of an object allowed by the rules, and in general is considered to be a “Use an Object” Action. Feeding a potion to an ally requires an action.
  • Classes: Monk gets d10 for Hit Points
  • Spells:
    • Concentration: 1 + 1 based on their class, ie Rangers get 1 plus Hunter's Mark, Wizards get 1 + wizard spell. Restriction can’t take Invisibility or Fly.
    • Cleric/Druid/Bard: Add Accelerated Recovery cantrip to spell list
    • Charm Spells: Once the spell has ended the target makes another saving throw, if successful the target knows on a fail the target doesn’t remember.
  • Short Rest: A short rest is a period of downtime (15 min) during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains all spent Hit Dice upon finishing a long rest, as explained below. Abilities that reset after a short rest will only if the character spends/drops a Hit Die. A healer’s kit is required to spend Hit Die, i.e. to bandage and treat the characters’ wounds
  • Long Rest: A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting Spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost Hit Dice. A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
  • Skills Checks:

    • Only pc proficient with the skill can aid another pc
    • When a skill check is called by pc, only that person can perform the check. This is to limit the effect of arcana knowledge this item, pc fails next person tries, etc
  • Death Saves: Each round you are unconscious and not stabilized you add 1 death save roll to your tally. These dice are not rolled until an ally checks on you. As soon as an ally checks on you, you roll all death saves at once.
  • If you reach 0 HP and are downed, you gain a level of exhaustion.


    ACCELERATED RECOVERY
    Evocation cantripCasting Time: 1 Action
    Range: Touch
    Components: V, S
    Duration: Instantaneous
    You touch an injured creature, concentrate on its wound, and watch as it is slowly healed by its own vitality. The character may spend 1 Hit Die. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier. The character regains hit points equal to the total. If the character doesn’t have any Hit Die, you can sacrifice yours. As you gain levels, the number of Hit Dice that may be spent increases: At 5th level, the creature may spend up to 2 Hit Dice, at 11th level they may spend 3, and at 17th level they may spend 4. (The player can decide to spend an additional Hit Die after each roll)


    So, some reasoning behind the house rules:

    Bonus feat: Why not. It adds more flavor to each character. I know some people might think that it will overshadow the rogue and bard expertise but they will just be able to get more skills

    Monk: To me it seems weird that all the "melee classes" have a d10 or higher but the monk is a d8. I feel the monk is little bit at a disadvantage with them a little MAD.

    Concentration: At least for me playing a caster, I always have a hard time deciding which spell to concentrate on. This would help alleviate that, especially for the ranger and paladin since all of their weapon attacking spells (Wrathful Smite, Hail of Thorns, etc)

    Accelerated Recovery: Is to give another option for healing but at the cost of using Hit Die.

    Short Rest: At least in our campaigns, we seem to take/require a short rest after most combats (could our DM is throwing higher CR than the recommended). Either way I feel an hour is too long, but a 15min break keeps the suspense and flow of the game.

    Long Rest: To prevent short rest from being abused too much the pc only regain spent hit die and hp. Thus, if they are wounded they will need to heal using hit die or something other means.

    Skill: This could be just my group, but when someone is trying to figure out a magical item. One person would start and fail. Then the item just gets passed around the party till one knows it.

    Death Saves: This is to help build suspense and to prevent yo-yo-ing

    Again any feedback is greatly appreciated and would like to see what house rules you use.
 

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My attempt to reply with quote was destroyed via. the formatting of the OP. Do not quote the OP.

Bonus Feat: I would suggest not giving out the double proficiency part of the Feat, because it will make skill checks far too easy (and step all over the Rouge & Bard).

Classes: the Monk has d8 HD because it’s not a true warrior, but more of a skirmisher (like the rogue). Some might argue the same about the Ranger, but Ranger has been considered part of the warrior group since the beginning.

Spells: Concentration is a pain for many players, but there is a reason for it. You’ve already noted that Invisibility and Fly can combo with things horribly. I’m positive you will find more combinations that you hate if you relax Concentration.

Spells: I normally use an Intelligence/Arcana check instead, but an additional save works just as well.

Long Rest: I’d add the ability to spend HD at the end of the rest, otherwise every Long Rest will be immediately followed by a Short Rest to regain necessary HP.

Skill Checks: requiring proficiency (except for tools) goes against the philosophy of 5E. I know that multiple checks among the party is a pain and needs fixed, but I don’t think this is the way to do it. Also, please note that players CANNOT call for ability checks, ever. Only the DM may call for it (since sometimes you don’t need a roll, because it’s too easy or impossible).

Death Saves: like the idea, but be ready for a lot more character death. Don’t forget that any damage deals 1 Failed Death Save (2 for a Critical Hit).

Exhaustion: I would consider putting a limit on the amount of exhaustion gained, because you can only get rid of 1 per Long Rest (short of a 5th level spell). I’d suggest allowing 1 level of “Dying Exhaustion” to be removed per Short Rest in addition to the normal reduction.

Accelerated Recovery: very bad idea! As a cantrip, this basically removes 90% of the purpose of a Short Rest. In combat, it’s probably fine, but out of combat a short rest can be taken in only a minute or two (at least for HP purposes).
 
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Everything but what happens at 0 HP makes the game much easier. 5e isn't particularly in need of boosting PC strength.

I do like the "gain exhaustion at 0 HP" as I implemented it in my campaign a few months ago when I proposed it to my players and they said they liked it. Yes, they voted to make things harder for themselves.

I also like the "don't death save until someone checks on you". I haven't seen that one suggested before. If I ever get to play a PC some time I'll be sure to ask the DM to implement it.
 

  • Concentration: 1 + 1 based on their class, ie Rangers get 1 plus Hunter's Mark, Wizards get 1 + wizard spell. Restriction can’t take Invisibility or Fly.

That's a lot so I'm just gonna comment on one thing at a time. Well, the stuff that interests me.

If you're up for a bit more work, I have an idea to enhance this. Rather than giving the wizard "1 + wizard spell (except fly and invisibility) assign a specific spell to each wizard school and make it "1 + school spell."

You might then even be willing to give the Illusionist invisibility because it enhances their niche.
 

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