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
- 15,14,13,12,10,8
- 13,13,13,12,12,12
- 14,12,12,12,12,12
- 15,15,15,8,8,8
- 15,15,11,10,10,10
- 15,14,13,10,10,10
Races
Non-Humans
Replace all ability score adjustments with:
- The "class" Ability Score Improvement feature
- 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.
- NOTE: ASI can be traded for a feat
- A different ability score of your choice increases by 1 or proficiency in one skill, language or tool
Humans
- The "class" Ability Score Improvement feature
- 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.
- note ASI can be traded for a feat
- A different ability score of your choice increases by 1 or proficiency in one skill, language or tool of you choice
- You gain one feat of your choice
Basic Variant
- Your ability scores each increase by 1
- Your base walking speed is 30
- 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
- Acrobat
- Beggar
- Bounty Hunter
- Buccaneer
- Burglar
- Cutpurse
- Fence
- Investigator
- Scout
- Smuggler
- Spy
- Swindler
- Thug
- Laborer/Housekeeper
- Circus Performer
- Peasant
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.
- Doesn't have to choose Mage Hand as cantrip. Must choose find familiar as a spell known, if you cannot already cast it from another class or ability.
- Don't get Mage Hand Legerdemain See Shared Skills instead
- Don't get Versatile Trickster See Shared Cunning instead
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
- Proficiency in Medium Armor and Shields
- Can sneak attack with all weapons with which you are proficient
- Can use your Cunning Action to expend a hit dice to heal as if in a short rest.
- As a Cunning Action you can target a creature within 60 feet. It must make a Wisdom save, DC = 8 + Strength(Intimidation), or be frightened of you until the end of your next turn.
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:
- You have advantage on Strength(Athletics), Dexterity checks and Dexterity saving throws.
- Your movement is unaffected by difficult terrain.
- Other creatures have disadvantage on opportunity attacks against you.
- You can use Dexterity instead of Strength for the Attack and Damage Rolls of your Unarmed strikes or acrobat weapon.
- You can Sneak Attack with Unarmed strikes and acrobat weapons.
- Your unarmed strikes and acrobat weapons do 1d6 damage.
- When you use the Attack action, you can make one unarmed strike as a bonus action.
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:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take Reactions until the end of your next turn.
- It takes Sneak Attack damage on the hit as if you had Advantage.
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
- Alternate to Arcane Companion??
- Spell List??
- ??(Optional Scout spell list)
- alternate spell limitations instead of using the wizard spell list with the additional enchantment/illusion limit.
- Use the Ranger spell list with the Druid Cantrip list.??
- Use Druid spell list
??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
- Archery
- Defense
- Dueling
- Great Weapon Fighting
- Protection
- Two-weapon Fighting
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
- Maybe should just start at first level like Cleric or Warlock.
- Should grant proficiency
- Each should have restrictions (With Costs)
- Bonus Class Spells
Initiate
- Squire (CHA)
- Open Hand (DEX)
- Hermit (INT)
- Novice
- Student
- Apprentice
- Sneak Attack Focus
- Touch Spells Focus
From Ranger
- Improved Combat Style
From Monk
- Unarmored Movement
- Deflect Missiles
- Stillness of Mind
- Evasion
- Stunning Strike
- Purity Of Body
- Diamond Soul
- Timeless Body
Oaths
Druid/Ranger
- Ancients
- Nature
- Animals (Companion)
- Fey
Monk/Rogue
- Vengeance
- Open Hand/Simplicity
- Shadow/Silence
- Trickery
- Knowledge League of shadows Shaolin Monks Assassins
Cleric
- Elements
- Fiends
- Old ones
- Life
- Light
Fighter
Devotion
Obedience
Chastity
Tempest
War
Death
X Hunter/Slayer Templars
Oathbreaker
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
When using a versatile weapon one handed, you can use the versatile die instead of the normal die for damage.
Before you make a melee attack with a versatile weapon that you are proficient with wielded in two hands, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Weapon and Shield Master
You master fighting with a one handed weapon and a shield, gaining the following benefits:
You can draw or stow a one-handed weapon an a shield when normally you would only be able to draw or stow a single weapon.
If you take the Attack action on your turn you can use a bonus action to make a melee attack with the shield. The damage for this attack is 1d4 bludgeoning damage.
Spells
- Elemental Attunement (Cantrip)
- Fangs of the Fire Snake LVL 1
- Fist of Unbroken Air Lvl 2
- Shape of the Flowing River Lvl 1
- Water Whip Lvl 2