DnD House Rules 5e

This is a collection of House Rules for 5e Dungeons and Dragons.

Initial Ability Scores

You have 27 points to spend on your 6 Ability Scores.

Cost Score Modifier
- 1 -5
- 2-3 -4
- 4-5 -3
- 6-7 -2
0 8 -1
1 9 -1
2 10 +0
3 11 +0
4 12 +1
5 13 +1
7 14 +2
9 15 +2
- 16-17 +3
- 18-19 +4
- 20-21 +5
- 22-23 +6
- 24-25 +7
- 26-27 +8
- 28-29 +9
- 30 +10

Standard Arrays

Races

Non-Humans

Replace all ability score adjustments with:

  1. The "class" Ability Score Improvement feature
    1. You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
    2. NOTE: ASI can be traded for a feat
  2. A different ability score of your choice increases by 1 or proficiency in one skill, language or tool

Humans

  1. The "class" Ability Score Improvement feature
    1. You can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
    2. note ASI can be traded for a feat
  2. A different ability score of your choice increases by 1 or proficiency in one skill, language or tool of you choice
  3. You gain one feat of your choice

Basic Variant

  1. Your ability scores each increase by 1
  2. Your base walking speed is 30
  3. You can speak, read, and write Common and one extra language

Racial Re-skins

Languages

You can swap your 2 starting languages.

Small Variant

A Medium race can be made Small as part of a re-skin. Reduce your speed by 5 feet to a maximum of 25 feet.

Large Variant

A Small race can be made Medium as part of a re-skin. Increase your speed by 5 feet to a maximum of 30 feet.

Darkvision

You can trade your 1 point ability score increase for 60 feet darkvision.

Orc

Same stats as Half-Orc.

Dragon Born

Draconic Ancestry: Draconian

Breath Weapon & Damage Resistance
None
Magic Resistance
You have advantage on saving throws against spells and other magical effects.

Draconic Ancestry: Dragon Turtle

Breath Weapon & Damage Resistance
None
??Natural Armor??
You have a thick, leathery shell. When you aren’t wearing armor, your AC is 12 +your Constitution modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.

Elf

Subrace: Half-Human

Replaces Half-Elf. Works as subrace for Dwarf or Halfling as well.

Ability Score Increase
One other ability score of your choice increases by 1. NOTE: This is replaced by the ability score increase changes.
Bonus Proficiency
You gain proficiency in two weapons, skills, tools or languages of your choice
Bonus Language
You gain proficiency in one extra language of your choice

Subrace: Tiefling Lower Plane Touched

Ability Score Increase
Your Charisma score increases by 1. NOTE: This is replaced by the ability score increase changes.
Infernal Legacy
As Tiefling Trait
Level Spell
1st Thaumaturgy
3rd Hellish Rebuke once per day
5th Darkness once per day
Bonus Language
You gain proficiency in Infernal

Subrace: Aasimar Higher Plane Touched

Ability Score Increase
Your Charisma score increases by 1. NOTE: This is replaced by the ability score increase changes.
Celestial Legacy
As Tiefling Infernal Legacy Trait, but different spells
Level Spell
1st Thaumaturgy
3rd Divine Favor once per day
5th Zone of Truth once per day
Bonus Language
You gain proficiency in Celestial

Backgrounds

Classes

?Multi Sub-classing?

Multi-classing into the same class to get abilities from different subclass. Can't be class that choose class at first level. Don't get proficiencies from Multiclassing. Spellcasting features level as total level in the class.

Fighter

Spell Slinger

Cantrips + Ritual Casting only

Rogue

Adventurer Archetype

Focused on dungeon exploration, this is just a re-skinned Thief archetype.

Charming Rascal Archetype

A charisma based rogue that relies heavily on charm, fast-talking and deception.

Misdirection

At 3rd Level, can use your Cunning Action to distract target giving yourself or an ally advantage on their next attack or ability check against the target. The target can maintain focus by making a Wisdom saving throw vs your Charisma(Deception).

    Save DC = 8 + Charisma(Deception)

Charmer

Starting at 3rd Level, you can attempt to charm a creature you are able to see. You must speak to it in a language it understands for 10 minutes, a pleasant conversation or stirring monologue. After which the creature must make Wisdom saving throw vs your Charisma(Deception). If it fails it is charmed by you for 1 hour or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance.

Infiltration Expert

Starting at 9th Level, As Assassin

Use Magic Device

At 13th Level, As Thief

Imposter

When you reach 17th Level, As Assassin

Swashbuckler Archetype

The Battle Master Rogue a student of martial prowess focused on maintaining combat superiority

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options.

??Archery??
As Fighter
Dueling
As Fighter
Two Weapon Fighting
As Fighter
Shield Proficiency
You gain proficiency with a shield
Unarmored Defense
When you are not wearing any armor, your Armor class equals 10 + your Dexterity modifier + your Intelligence or Wisdom modifier. You can use a shield and still gain this benefit if you are proficient with shields.

Combat Superiority

Maneuvers
You learn 3 maneuvers of your choice. You learn 2 additional maneuvers at 9th, 13th and 17th level.
Superiority Dice
You have 4 superiority dice, which are d6s. You gain another superiority die at 9th, 13th and 17th level.
Saving Throws
Maneuver DC = 8 + your proficiency bonus + your Dexterity Modifier

Know Your Enemy

Starting at 9th Level, As Battle Master Fighter

Relentless

Starting at 13th Level, when you roll initiative and have no superiority dice remaining you regain 1 superiority die.

Extra Attack

Beginning at 17th Level you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Companion Archetype

Alternate to Arcane Trickster.

Shared Skills

At 3rd level, your familiar can use your bond to access your skills. When your familiar makes a ability check, it can use your bonus instead of its own.

Shared Cunning

At 13th level, when you use your Cunning Action to take a bonus action your familiar can take the same action, either immediately as a reaction or on its next turn as a bonus action.

Jack Of All Trades Archetype

The Jack of All Trades combines a sharp mind with a broad range of experiences to be ready for any situation.

The Jack of all Trades Archetype Rogue does NOT get additional Expertise at 6th Level. See Technical Aptitude instead.

Jack of All Trades

At 3rd Level, As Bard Ability

Linguistic Immersion (Decipher Script)

At 3rd level you have encountered enough languages in your travels to have a broader understanding of linguistics.

You gain proficiency in a number of languages equal to your Intelligence(History) modifier.

By spending 1 minute with up to 1 page of text you understand its literal meaning.

If the text is an activated spell item such as a scroll, and the spell's level is no higher than half your level (rounded up), you can cast it.

??If you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to copy it into a spell book. The spell's level can be no higher than half your level (rounded up). The process of copying the spell takes 2 hours per level of the spell, and costs 50 gp per level.??

Technical Aptitude (Disable Device)

At 6th Level, You are familiar with how a lot of things in this world work and how to break them. You are quite skilled at disabling devices, disarming traps, opening locks and even disrupting magical effects.

You gain proficiency or expertise in a number of tools equal to 1 + your Intelligence modifier.

You can use your intelligence in place of any ability score when using any tool or skill to craft, disable, repair or bypass any trap, device or effect.

You can take the Repair Action in combat to temporarily repair a broken item. Requires a Intelligence(appropriate tools) check. The DC is 13 more most items. The temporary repair will last for 1 minute of use after which is cannot be temporarily repaired again.

You can spend 10 minutes to dispel the magic on one creature, object, or magical effect within reach. For each spell on the target, make an Intelligence(Arcana) ability check. The DC equals 13 + the spell's level. On a successful check, the spell ends.

Once per long or short rest you can use the bonus action granted by your Cunning Action to rapidly perform one of the above disable/dispel/bypass actions or make a temporary repair.

Experienced Combatant (Combat Expertise)

By 9th Level, you have experienced a broader range of fighting styles and incorporated elements to help keep you safe.

Choose two of the following options.

Medium Armor Proficiency
You gain proficiency with medium armor
Shield Proficiency
You gain proficiency with shields
Unarmored Defense
When you are not wearing any armor, your Armor class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit if you are proficient with shields.
Weapon Proficiency
You gain proficiency with a weapon. You can choose this multiple times selecting different weapons.
Hide in Plain Sight
You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.
Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You can use Intelligence(Nature) with a +10 bonus in place of Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Use Magic Device

By 13th level, As Thief

Bonus Proficiencies

At 13th Level, you gain proficiency or expertise in a number of languages, skills or tools equal to your Intelligence modifier.

Seen it All (Slippery Mind)

By 17th level, you have heard or seen every trick and con. You can see through any illusion and are immune to Illusion, Fear and Charm effects.

You have also heard every story and legend. You can recall any of them as if casting Legend Lore without need for components.

Athletic Thug Archetype

Every thieves guild needs a guy who can take a hit that is you.

Remarkable Athlete

Beginning when you choose this archetype at 3rd Level, as Champion Fighter

Combat Brute

Improved Critical

Starting at 9th Level, your weapon attacks score a critical hit on a roll of 19 or 20.

Quick Recovery

At 13th level, you regain all expended hit dice on a short rest.

Superior Critical

Starting at 17th level, your weapon attacks score a critical hit on a roll of 18–20.

Acrobat Archetype

A movement themed Rogue build focused on keeping moving.

Rogue Level Tumbles Speed Feature
3-8 3 +10ft Floor Routine/High Wire Act
9-12 5 +15ft Big Finish
13-16 7 +20ft True Freedom
17-19 9 +25ft High Flying Act
20 10 +30ft

Floor Routine

Tumble

At 3rd Level, you fight while constantly on the move. You can begin tumbling while moving at least 5'.

Acrobat weapons are short-swords and any simple melee weapons that don't have the Two-Handed or Heavy property.

While tumbling, you gain the following benefits while unarmed or wielding acrobat weapons, if you aren’t wearing armor or wielding a shield:

If you are able to cast spells, you can’t cast them or concentrate on them while tumbling.

Your tumble lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t moved at least 5' since your last turn. You can also end your tumble on your turn as a bonus action.

Once you have tumbled the number of times shown for your rogue level in the Tumbles column, you must finish a long rest before you can tumble again.

Unarmored Movement Speed

At 3rd Level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Rogue levels, as shown in the table.

Unarmored Defense

At 3rd Level, When you are not wearing any armor, your Armor class equals 10 + your Dexterity modifier + your Constitution or Wisdom modifier. You can use a shield and still gain this benefit if you are proficient with shields.

High Wire Act (Second-Story Work)

When you choose this archetype at 3rd Level, As Thief Second-Story Work

Big Finish

By 9th Level, You always land on your feet. You and one ally you can touch ignore the first 30' when falling, and are resistant to fall damage. You can get up from prone for the cost of 10' of movement.

Whenever you hit a creature with an unarmed strike while tumbling, you can choose to immediately end your tumble imposing one of the following Effects on that target:

    Save DC = 8 + Dexterity(Acrobatics)

True Freedom

At 13 Level, While tumbling your movement is unaffected by difficult terrain, and spells and other effects can neither reduce your speed nor cause you to be paralyzed or restrained.

You can also spend 5 feet of movement to automatically escape from non-magical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on your movement or attacks.

High Flying Act

At 17th level, you have a fly speed equal to your current walking speed. This works only in short bursts. You fall if you end your turn in the air with nothing holding you aloft.

??Bounty Hunter/Investigator/Trouble Shooter Archetype??

Favored Enemy

Natural Explorer

Take them Alive/Foe Slayer/Death Strike

Great Tracker

Forensics

You're coming with Me

Head them off at the pass

??Scout Archetype??

Rogue/Ranger/Druid

??Master of Disguise Archetype??

Druid/Wizard ? Focused on shape shifting

??Warrior Monk??

A warrior in pursuit of physical and spiritual perfection bound by a sacred oath.

Hit Dice
1d10
Primary Ability
Wisdom + Dex or Cha
Armor
Medium Armor and Shields
Weapons
Simple Weapons, Short swords
Tools
None
Saving Throws
Wisdom & Charisma
Skills
Choose 2 from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Persuasion, Religion, and Stealth
Equipment
(a) scale mail or (b) leather armor
(a) a short sword or (b) a simple weapon
(a) a short sword or (b) a shield
(a) 10 Darts or (b) 5 javelins
(a) a priest's pack or (b) an explorer's pack
a holy symbol
Level Bonus Known 1st 2nd 3rd 4th 5th Features
1 +2 Fighting Style, Lay On Hands, Unarmored Defense
2 +2 2 2 Primeval Awareness, Spell Casting, Divine Smite
3 +2 3 3 Divine Health, Sacred Oath & Channel Divinity
4 +2 3 3 Ability Score Improvement
5 +3 4 4 2 Extra Attack
6 +3 4 4 2 Aura
7 +3 5 4 3 Sacred Oath Feature
8 +3 5 4 3 Ability Score Improvement
9 +4 6 4 3 2
10 +4 6 4 3 2 Aura
11 +4 7 4 3 3 Improved Divine Smite
12 +4 7 4 3 3 Ability Score Improvement
13 +5 8 4 3 3 1
14 +5 8 4 3 3 1 Cleansing Touch
15 +5 9 4 3 3 2 Sacred Oath Feature
16 +5 9 4 3 3 2 Ability Score Improvement
17 +6 10 4 3 3 3 1
18 +6 10 4 3 3 3 1 Aura
19 +6 11 4 3 3 3 2 Ability Score Improvement
20 +6 11 4 3 3 3 2 Sacred Oath Feature

Fighting Style

Any Fighter/Paladin/Ranger Fighting Style or

Magic
2 Cantrips (Druid or Cleric)
Martial Arts
As Monk
Divine Smite - unarmed attacks count as melee weapon attack
Zen Archery
You gain your Wisdom bonus to attack rolls you make with ranged weapons.
Divine Smites work with ranged attacks instead of melee attacks??
Weapon Training??
All Martial Weapons

Lay On Hands

As Paladin

Unarmored Defense

As Monk

Primeval Awareness

As Ranger

Spell Casting

As Ranger can use spell casting focus with TBD spell list.

Divine Smite

As Paladin

Divine Health

As Paladin (Maybe should be based on Monk)

Sacred Oath

Initiate

From Ranger

From Monk

Oaths

Druid/Ranger

Monk/Rogue

Cleric

Fighter

Sorcerer

Psionic Origin

Your innate magic comes from the raw power of your mind. You may be able to trace your ancestry back to a mind flayer or similar aberration, one of their cruel experiments. You may have been granted an evolutionary quirk, or unlocked the minds potential through focus and dedication.

Awakened Mind

The aberrant nature of your mind gives you the ability to touch the minds of other creatures. You can communicate telepathically with creatures within 30 feet of you. You don't need to share a language, but the creatures must be able to understand a language.

Eschew Materials

At 1st level, you can cast your spells without most material components as if you had an arcane focus even if you do not have one.

Any spell you cast is a psionic effect as well as other types.

Telepathic Discipline

At 6th level, you can cast spells only thinking the verbal components. Spells you cast no longer have verbal components. Even the instructions for spells such as Suggestion can be issued telepathically in silence.

Thought Shield

Starting at 14th level, your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Effectively reflecting half all psychic damage.

Mind Alone

At 18th level, you can cast spells without gestures. Spells you cast no longer have somatic components. If you have selected Subtle Spell as a metamagic ability, you may swap it for another metamagic ability.

Arcanist (Ritualist, Spell Slinger, War Mage/Advisor)

An expert in the arcane focused on magical reliability

Hit Dice
1d8
Primary Ability
Intelligence
Armor
Medium Armor and Shields
Weapons
Simple Weapons
Tools
Calligrapher's tools
Saving Throws
Intelligence & Wisdom
Skills
Arcana plus Choose 3 from Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Persuasion, and Religion
Equipment
(a) scale mail or (b) leather armor
(a) a light crossbow and 20 bolts or (b) any simple weapon
(a) a shield or (b) any simple weapon
(a) component pouch or (b) an arcane focus
(a) a scholar's pack or (b) an explorer's pack
a spellbook (4 1st level spells)
Level Bonus Cantrips Rituals Features
1 +2 5 1st
2 +2 5 1st
3 +2 5 2nd
4 +2 6 2nd
5 +3 6 3rd
6 +3 6 3rd
7 +3 7 4th
8 +3 7 4th
9 +4 7 5th
10 +4 8 5th
11 +4 8 6th
12 +4 8 6th
13 +5 8 7th
14 +5 9 7th
15 +5 9 8th
16 +5 9 8th
17 +6 9 9th
18 +6 9 9th
19 +6 9 9th
20 +6 9 9th

Ritual Casting like wizard from any spell list

Cantrips from any spell list (expect eldrich blast)

Elemental adept (feat)

Linguist (feat)

Magic Initiate (feat)

Ritual Caster (feat)

Spell Sniper (feat)

War Caster (feat)

Action Surge

Extra Attack

Extra Cantrip

Treat as Cantrip

Magic Missile

Shield

Power Word Heal

Power Word Stun

Power Word Kill

Counterspell

Cast as Ritual

Mage Armor

Absorb Elements

Charm Person

Alarm

Mirror Image

Invisibility

Glyph of Warding (Any spell in spell book)

Dispel Magic

Banishment

Hallucinatory Terrain

Planar Binding

Wall of Force

Contingency

Guards and Wards

Simulacrum

Clone

Wish

Equipment

Feats

Versatile Weapon Master

Weapon and Shield Master

You master fighting with a one handed weapon and a shield, gaining the following benefits:

Spells