DnD House Rules 5e
This is a collection of House Rules for 5e Dungeons and Dragons.
Initial Attributes
Races
Backgrounds
- Acrobat
- Beggar
- Bounty Hunter
- Buccaneer
- Burglar
- Cutpurse
- Fence
- Investigator
- Scout
- Smuggler
- Spy
- Swindler
- Thug
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
- Maybe should just start at first level like Cleric or Warlock.
- Should grant proficiency
- Each should have restrictions (With Costs)
Initiate
- Squire (CHA)
- Open Hand (DEX)
- Hermit (INT)
- Novice
- Student
- Apprentice
- Sneak Attack Focus
- Touch Spells Focus
From Ranger
- Improved Combat Style
From Monk
- Unarmorer Movement
- Deflect Missiles
- Stillness of Mind
- Evasion
- Stunning Strike
- Purity Of Body
- Diamond Soul
- Timeless Body
Oaths
- Nature
- Vengence
- Devotion
- Animals (Companion)
- Fiends
- Fey
- Elements
- Old ones
- Ancients
- Open Hand/Simplicity
- Shadow/Silence
- Obedience
- Chastity
- Trickery
- Knowledge
- Life
- Light
- Tempest
- War
- Death
- X Hunter/Slayer
- Oathbreaker
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.