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

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

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.


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.



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.



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.



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


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