Homebrew: House Rules

Alternative Flanking

When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has a +2 bonus on melee attack rolls against that enemy.   When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls against that enemy.  

Crunchy Crits

When you score a critical hit, add the maximum damage of the attack's damage dice to the damage dice you rolled against the target. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.   Example: If I rolled a critical hit with mt Great Sword I roll my 2d6 and then add the maximum of the damage dice to my roll (12) and then add my Strength Modifier.  

Dice Rolls

If you're going to make a dice roll into a dice tray it must remain in the dice tray or it does not count. Alternatively, if you do not own a dice tray or prefer not to use one, rolls on the table must remain on the table or it does not count. Additionally, it is encouraged that during combat you roll both the attack roll and damage roll at the same time to increase the pace of play and use dice that are clearly legible to all at the table.  

Falling Unconscious

When a player character loses the unconscious condition by means of healing they lose their action on their first turn.  

Healing Potions

When using them on yourself, Healing Potions can be used as either an action or a bonus action. As a bonus action you roll to see how much you are healed (e.g. Potion of Healing is 2d4+2). As an Action they restore maximum amount of HP possible (e.g. Potion of Healing is 10HP).   Additionally you can use a Healing Potion on another creature as an action and roll to see how much the creature is healed. Healing Potions gain the thrown property with a range of 15/30. Upon a hit the target takes damage equal to the user's Strength Modifier then receives the rolled amoung of healing from that potion.  

Help Action

To perform the help action on a skill check requires proficiency in that skill.  

Improved Inspiration

Whenever you, or an ally makes an attack roll, an ability check, or a saving throw, you can spend your inspiration to roll an additional d20. You can choose to spend your inspiration after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. Inspiration is reset at the end of the session.  

Secret Characters

All players will be aware of your character's race and class. No hiding either of those from the rest of the party.  

Misty Step

Add the following text to the end of the Misty Step spell: “This spell may be used in conjunction to a leveled spell that costs an action”  

Resurrection

The following spells are banned: Raise Dead, Reincarnate, Resurrection, and True Resurrection. Additionally, remove the last sentence from the spell Gentle Repose.  

Rolls Against Other Players

Any roll against other player's character must have consent from that player. This includes attack rolls, sleight of hand, etc. Also you cannot use Insight, Persuasion, and Deception rolls against another player. These will be role played out and a conclusion will be made off of those players own understanding.

What is a House Rule?

House Rules are rules that aren't established in the official guidebooks for D&D - and may go so far as contradicting them - but are used by parties to change the game more to their liking.

DM's Notes

Alternative Flanking

Flanking is an optional rule that normally grants advantage on an attack roll when you and an ally are on oposing sides of a creature distracting their line of sight. In my opinion, however, makes getting advantage too easy and diminishes the value of spells and coditions that would provide advantage. This alternative version of Flanking grants the mathmatical benefits of advantage but can be used in conjuction to those other abilities that prodive advantage.  

Crunchy Crits

This is very powerful for rogue sneak attack or paladin smites but this rule is only meant to prevent rolling the minimum amount of damage when rolling a crit.  

Improved Inspiration

I've never liked the way Inspiration worked RAW. This method of Inspiration allows it to feel much more beneficial since you no longer have to use it before you make a roll and it can be applied to rolls that already had advantage but still failed allowing you to roll a third dice. However, since this method of Inspiration is so strong I felt it necessary for players's inspiration to reset forcing them to use it before the session expires and prevents them from hoarding their inspiration points.  

Resurrection

In the world of Theros, the laws of death are governed by the gods Erebos and Athreos. That being said the only way to reverse a death without a Wish spell is through the spells Revivify and this is meant to reflect the character having a near death experience of standing at the river Tartyx and meeting Athreos but returning to the world of the living before joining the Ferryman.

Articles under Homebrew: House Rules