D&D 5e House Rules
House rules are small tweaks and changes to game systems that suit the GM and Players' needs to make the system align with how they enjoy the game, see the setting, or overcome some stumbling block in the mechanics.
Critical Hits
The Critical Hit mechanic uses the 3.5 method of Confirming criticals.
Conditions
Blinded: The Blinded condition also halves the character's movement rate. A suddenly blind character is caught off guard, must adapt, and thus is hindered in movement.
Darkvision
Many creatures in fantasy gaming worlds, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray. The creature with Darkvision suffers from Disadvantage when trying to see something in an area that is of Bright Light (see table below).
Light Source Normal Darkvision
Darkness Blinded Disadvantage
Dim Light Disadvantage Bright Light
Bright Light None Disadvantage
Sleeping in Armor
Xanathar’s Guide to Everything (p. 77) offers rules for sleeping in Armor. We have modified this, instead of only being able to recover “one-quarter of your spent Hit Dice (minimum of one die)”, we instead have the PC gain 1 Level of Exhaustion. Also, the Core Exhaustion rule that says ‘Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.’ is ignored if the PC sleeps in Armor.
Magic Item Attunement
Magic Item Locations (The default three attuned items seemed stodgy to us. The following line replaces the default text.). An item can be attuned to only one creature at a time, and a creature can be attuned to no more than items equal to 2 + Casters-Ability-Mod. Any attempt to attune to more items than this amount fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time. We use the 3.5 magic item locations chart to govern item types.
Zero Level Characters
Zero-level characters are an interesting way to start a game. It requires some extra effort on the GMs part to present a Session 0 and game opening that allows players to explore the setting and opening scene without killing their characters.
This opening and scene exploration allows for the GM and the party to get to know each other and gain a feel for the game setting and how they might fit into the setting and party.
Do not choose a class: you begin play with only your racial and background features.
Hit Dice: You have 1d6 Hit Dice.
Max Hit Points: Your maximum hit points are equal to 6 + your Constitution modifier.
Proficiency Bonus: Your proficiency bonus is +1
Equipment: You begin only with the equipment granted by your background, or 4d4 gp.
Instant Death
Massive damage can kill you instantly. When damage reduces you to 0 Hit Points and there is damage remaining, you die if the remaining damage equals or exceeds your Constitution.
Combat, Speaking during
Characters can speak 3 words for free. Anything longer or more engaging than that requires the use of the characters’ Bonus Action.
Encumbrance, Lifting, and Carrying
The rules for lifting and carrying and how a character is hindered by the weight of equipment. Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.
Carrying Capacity: Your carrying capacity is your Strength score multiplied by 5. This is the weight (in pounds) you can carry, which is high enough that most characters don’t usually have to worry about it.
Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to three times your carrying capacity (or 12 times your Strength score). While pushing or dragging weight over your carrying capacity, your speed drops to 5 feet.
Encumbered: If you carry weight over 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet.
Heavily Encumbered: If you carry weight over 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
Size and Strength: Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.
Strength Encumbered Heavily Encumbered Push, Drag, or Lift
8 40 lbs. 80 lbs. 96 lbs.
9 45 lbs. 90 lbs. 108 lbs.
10 50 lbs. 100 lbs. 120 lbs.
11 55 lbs. 110 lbs. 132 lbs.
12 60 lbs. 120 lbs. 144 lbs.
13 65 lbs. 130 lbs. 156 lbs.
14 70 lbs. 140 lbs. 168 lbs.
15 75 lbs. 150 lbs. 180 lbs.
16 80 lbs. 160 lbs. 192 lbs.
17 85 lbs. 170 lbs. 204 lbs.
18 90 lbs. 180 lbs. 216 lbs.
19 95 lbs. 190 lbs. 228 lbs.
20 100 lbs. 200 lbs. 240 lbs.
Polymorph and Wildshape
Polymorph Spell - CR limit by level for Polymorph spell.
Level CR -- Level CR
1 1/4 -- 11 4
2 1/2 -- 12 5
3 1/2 -- 13 6
4 2 -- 14 6
5 3 -- 15 7
6 3 -- 16 7
7 3 -- 17 8
8 3 -- 18 8
9 4 -- 19 9
10 4 -- 20 10
Druid Wildshape - CR limit by level for Wildshape Ability.
Level CR -- Level CR
1 --- -- 11 1
2 1/4 -- 12 1
3 1/2 -- 13 1
4 1/2 -- 14 1
5 1/2 -- 15 1
6 1/2 -- 16 2
7 1/2 -- 17 2
8 1 -- 18 2
9 1 -- 19 2
10 1 -- 20 2
Circle of the Moon - CR limit by level for Wildshape Ability.
Level CR -- Level CR
1 --- -- 11 2
2 1/2 -- 12 2
3 1/2 -- 13 3
4 1/2 -- 14 3
5 1 -- 15 3
6 1 -- 16 3
7 1 -- 17 4
8 1 -- 18 4
9 2 -- 19 4
10 2 -- 20 4
Hold Breath (Suffocating)
A creature can hold its breath for several Rounds equal to 5 + its Constitution modifier (minimum of 5 rounds). The duration is halved for exertion (Dash movement or combat).
When a creature runs out of breath or is choking, it can survive for several rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 Hit Points and is dying, and it can’t regain Hit Points or be stabilized until it can breathe again.
Con Rounds – Con Rounds
8-9 5 – 16-17 8
10-11 5 – 18-19 9
12-13 6 – 20-21 10
14-15 7 – 22+ 11
Classic Firearms
Musketeer Feat
Firearm Proficiency. Starting when you choose this Feat, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.
Gunsmith. Upon choosing this feat, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting.
Quickdraw. You can also stow a firearm, then draw another firearm or one-handed weapon as a single object interaction on your turn.
Two Weapon Fighting. (Rapier & Main Gauche [ONLY]) When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Firearm Properties
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired several times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Ammunition. All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be nearly impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its unique ammunition and is generally sold or crafted in batches listed below next to the price.
Grenade. Upon a hit, everything within 10 ft of the target or impact square must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). On a Successful save, the target takes half damage. If you roll a Misfire, the Grenade is a dud and does not go off.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Weapons List
Name Cost Ammo Damage Weight Range Properties Carry
Palm Pistol 50g 2g (10) 2d4 piercing 1 lb. (40/160) Ammunition, Light, Reload 1, Misfire 2 2 Max, Waist Belt/Concealed
Musket, Pistol 150g 4g (20) 3d4 piercing 3 lb. (40/120) Ammunition, Reload 2, Misfire 3 4 Max, Waist Belt/Bandolier
Musket, Rifle 300g 5g (20) 4d4 piercing 10 lb. (80/240) Ammunition, Two-handed, Reload 2, Misfire 5 1 Max, Shouldered
Blunderbuss 300g 5g (5) 4d6 piercing 10 lb. (15/60) Ammunition, Two-handed, Reload 3, Misfire 7 1 Max, Shouldered
Grenade BlackPowder 150g – 3d4 piercing 2d4 Fire 1 lb. (20/50) Grenade, Misfire 3 3 Max, Belt Pouch/Bandolier
Horde Rules
A horde functions differently than a swarm. It assumes a level of intelligence greater than that of common beasts or insects (Swarm). A Horde is considered like a swarm — a group of like creatures acting as a single entity.
Features
Size: Hordes are comprised of creatures Small to Huge depending on the Horde’s Space.
Horde Tactics: A Horde may overwhelm a victim by occupying its’ space and dragging the victim to the ground or tearing him limb from limb. A Horde makes a grapple attack against any character in its space. If it succeeds, the victim is grappled. A Horde may cause damage to a victim that starts its turn grappled in this manner.
Horde Resistences: The Horde takes only half damage from non-area-of-effect attacks.
Horde Morale: If a Horde is reduced to less than half its maximum hit points, it disperses and no longer poses a threat (though individual creatures may remain and engage the target, at the DM’s discretion).
Attacks: The Horde makes one Attack for each Multiattack option it normally has at the Attack value on the table above.
Determine Statistics
CR Prof AC HP Attack Save Damage Space &
Bonus DC Dice Size
1 +2 12 85 +2 12 1d3 -2 10’ 2x2 S, M
2 +2 13 100 +3 13 1d3 -1 10’ 2x2 S, M
3 +2 13 115 +3 13 1d3 15’ 3x3 S, M, L
4 +2 14 130 +4 14 1d4 15’ 3x3 S, M, L
5 +3 14 145 +4 14 1d6 20’ 4x4 S, M, L
6 +3 15 160 +5 15 1d8 20’ 4x4 S, M, L
7 +3 15 175 +5 15 2d4 25’ 5x5 S, M, L
8 +3 16 190 +6 16 1d10 25’ 5x5 S, M, L
9 +4 16 205 +6 16 2d6 (3d4, 1d12) 25’ 5x5 S, M, L
10 +4 17 220 +7 17 2d8 (4d4) 30’ 6x6 S, M, L
11 +4 17 235 +7 17 3d6 (5d4) 30’ 6x6 S, M, L
12 +4 17 250 +7 17 3d8 (6d4, 2d10) 35’ 7x7 S, M, L
13 +5 18 265 +8 18 4d6 (7d4, 2d12) 35’ 7x7 S, M, L
14 +5 18 280 +8 18 4d8 (8d4, 5d6, 3d10) 40’ 8x8 S, M, L
15 +5 18 295 +8 18 6d6 (5d8, 3d12) 40’ 8x8 S, M, L
16 +5 19 310 +9 19 6d8 (12d4, 7d6, 4d10) 40’ 8x8 S, M, L
17 +6 19 325 +9 19 8d6 (7d8, 4d12) 45’ 9x9 S, M, L, H
18 +6 19 340 +10 19 8d8 (16d4, 9d6, 5d10) 45’ 9x9 S, M, L, H
19 +6 20 355 +12 20 12d6 (20d4, 9d8, 7d10, 6d12) 50’ 10x10 S, M, L, H
20 +6 21 400 +14 20 12d8 (24d4, 13d6, 8d10 ) 50’ 10x10 S, M, L, H