DnD House Rules 5e

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

Initial Attributes

Races

Backgrounds

Classes

Rogue

Charming Rascal Archetype

Misdirection

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

Fighting Style

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

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

As Arcane Trickster Doesn't have to choose Mage Hand as cantrip. Must choose find familiar as a spell known. Don't get Mage Hand Legerdemain Don't get Versatile 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.

Athletic Thug Archetype

Fighting Style

Proficiency in Medium Armor and Shields

+1 HP per Level

Can sneak attack with [one-handed, versatile, all] weapons

Remarkable Athlete

Improved Critical

Superior Critical

HEaling bost??

Reckless attack

The Champion Fighter of Rogue builds

Acrobat Archetype

Rogue/Monk/Bard

Unarmored Defense

Scout Archetype

Rogue/Ranger/Druid

Jack Of All Trades Archetype

Jack of All Trades

At 3rd Level, As Bard Ability

Bonus Proficiencies

At 3rd Level, you gain proficiency in a number of skills or tools equal to your Intelligence modifier.

Decipher Script

Use Magic Device

By 13th level, As Thief

Investigator/Trouble Shooter Archetype

Bounty Hunter Archetype

Adventurer Archetype

Focused on Dungeoneering

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

Martial Arts
As Monk
Zen Archery
You gain your Wisdom bonus to attack rolls you make with ranged 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

League of shadows Shaolin Monks Templars Assassins

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.

Equipment

Feats

Spells