Last Updated 11/01/17
Like I said back in my original D&D 5e House Rules post, I don’t use house rules much anymore, just a couple here and there to sand off those rough edges. I’ve come to believe that having a massive host of house rules means one of two things: you’re either using the wrong system for the game you want to play, or you don’t know how to effectively utilize the system you’re playing.
So here’s a pared-down list of the house rules I use when playing D&D 5e. I may toss a few more back on here if I find myself reverting to them often enough!
Character Creation & Advancement
- Easy Reward: Bring food for everyone to share.
- Easy Reward: At the end of each session, the group votes on who roleplayed the best. That person gets this reward.
Give them a fly speed of 30 feet.
Attacks of Opportunity
Attacks of opportunity only occur when a creature who has been targeted or targeted another creature with a melee weapon attack spends movement without using the Disengage action.
There is no differentiation between types of cover; you have it, or you don’t. Ranged attacks against you have disadvantage. You have advantage on Dexterity saving throws.
If you are using a creature as cover, ranged attacks that would target you target your cover instead.
I use this initiative variant for encounters that aren’t budgeted and pre-planned.
At the beginning of each round of combat, each player makes an initiative roll against a DC set by the lowest Dexterity score in the opposing party. Characters who succeed go before the NPCs, while players who fail go afterwards.
You are always considered to be carrying the tools you are proficient with, besides Vehicles (Land) and Vehicles (Sea). You are also always considered to be carrying an appropriate focus for your class.
You start with a kit of your choice. When you take a long rest in a civilized area, you can either choose a different kit, or refill your current kit.