Over time and experience, I’ve amassed a set of house rules that I implement that supercede the ruleset of D&D. I tend to favour the Rule of Cool as a thing and am also not a fan of rules lawyering
Rule of Cool
If something is suggested or happens that would make the game more interesting, roll for it! This may even be known as a bullshit roll
D&D can be played in many ways, with lots of different directions that can be followed. The games I run, are more RP heavy with player creativity being the focus. That being said, the most important thing in a game is for everyone at the table to have fun, and I favour games that don’t abuse the mechanics of D&D, focussing more on player creativity and thinking outside the normal rules. Below are some groundrules that I expect players to follow, if for some reason you don’t agree with these, my apologies, but my games aren’t for you
DMs have the final say
In matters where discussions are happening, at the end of the day, whatever the DM decides is what should be followed, if more conversation is needed, have it after the session. This might resolve in some “retconning” of things that happened, or adjustments to how the game will be played in the future, but to keep things moving, the DM has the final say.
These are some optional class features that you can add to augment some of the weaknesses in the classes that I’ve felt through playing them
Sorcerers feel a bit strange in play, even though they’re my favourite magic based class, and metamagic exists, they have a distinct lack of spells that are only for sorcerer’s and since a sorcerer gets their power from themselves, I thought that it’d be an interesting case for them to create spells where their blood is a component
Spell Creation
A sorcerer may utilise the magic in their blood to create unique spells that can’t be copied, in order to cast the spell, the Sorcerer takes 1d4 slashing or piercing damage, which takes the place of all the spell components. Spells created in this way do not count towards your spells known/prepared, but you may only create a spell when you gain an ASI or Feat
Typically, a spell created in this manner is discussed with the DM, and is only able to be casted by the sorcerer, this can have a myriad of results, some may be more powerful than the average spell as well.
Monks generally feel unfun to play because there’s so many different things that require Ki, and even though you restore them on a short rest, adding at most 5 I think makes it more fun
Additional Ki
Starting at lvl 1, you gain an additional amount of Ki points equal to your Wisdom Modifier
Warlock go eldritch blast. This make warlock do more than eldritch blast
Cantrip Adept
When taking an eldritch invocation that modifies the usage of Eldritch blast, you may apply that modification to any other cantrip using a Spell Attack Roll
I try to experience everything at least once, but there’s only so many games to play in, and some classes & subclasses look very uninterested when compared to the other options. So lets change that!
I very much dislike the lack of spell variety that warlocks have in actual usage, having insanely limited spell slots. I think a warlock would be more fun if they had a pool of mana to cast spells from instead, letting them use things more lower level spells instead of solely relying on eldritch blast. This would be an optional change that a Warlock may use to replace their Spellcasting Rules
Mana Pool
Warlocks have a pool of mana that they can cast spells with, each spell costs the same amount of Mana Points as the spell level casted at. The amount of Mana Points that a Warlock has is equal to their Warlock level plus half their Proficiency modifier rounded up. Spells cast using Mana Points may only be cast up to half your Warlock levels rounded up, up to 5th level spells (See table below). You regain all expended Mana Points when you finish a short or long rest
Warlock Level Highest Spell Level 1-2 1 3-4 2 5-6 3 7-8 4 9+ 5
Spells can be complicated to get into, here’s some general changes that I think will make things easier to keep track of
For spells that have a duration of 8 hours, and aren’t already rituals and concentration, I’ve found is super easy to forget whether or not they’ve been used, so I decided to add either the Ritual Spell tag or change their duration to 24 hours so you don’t need to keep track of time and just cast at the start of the day, easy!
The following spells now can be cast as Ritual Spells and have a 24 hour duration
Distort Value Gift of Alacrity Mage Armor Snare Darkvision Tiny Servant
The following spells now have a 24 hour duration
Encode Thoughts Aid Nondetection Death Ward Faithful Hound/Mordenkainen’s Faithful Hound Seeming Soul Cage Etherealness Foresight Wind Walk
The following spells now can be cast as Ritual Spells
Guardian of Faith Dream
Some feats are better or more interesting than others
Spell Sniper (from One D&D)
Prerequisite: Spellcasting or Pact Magic Feature
Repeatable: No
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
Ability Score Increase. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20 Bypass Cover. Your Attack Rolls for Spells ignore Half Cover and Three-Quarters Cover Casting in Melee. Being within 5 feet of an enemy doesn’t impose Disadvantage on your Attack Rolls with Spells Increased Range. When you cast a spell that has a range of at least 10 feet and that requires you to make an Attack Roll, you can increase the Spell’s range by 60 feet
I like making things matter, and letting cool things happen
Light Weapon Property: Beat Parry (this is in testing)
When a creature targets you with a successful melee attack, make a contested attack roll with your offhand weapon that has the Light property in return, if you beat their roll, this attack and further attacks made as part of a multiattack are made with a -5 penalty to the attack roll, and the next attack you make on that creature has advantage
Positioning does something!
I like making characters. I like others making characters. I like making characters liking characters. I like characters :)
Take one stat at 18, then roll 20d6, drop the lowest 5, then distribute the rest of the rolls (3 dice per stat) as you wish to your stats. If you then have no negative stats, and wish to have one, you may decrease one of those stats to at the lowest a 6
Or you may use the stat roller I made (making sure there’s at least 1 18)
Example for stat rolling
Roll 20d6 ->
4, 4, 3, 1, 6, 5, 1, 6, 4, 6, 4, 4, 3, 2, 4, 2, 2, 5, 4, 4
then drop the lowest 5 rollsThe rolls you distribute are
6, 6, 6, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3
. Below is an example of how you could distribute these rolls as stats
Stat Rolls Total Str 4, 3, 3 10 Dex 6, 6, 6 18 Con max 18 Int 5, 4, 4 13 Wis 4, 4, 4 12 Cha 5, 4, 4 13