5E House Rules

Rules of the House.

Gaining XP

When you return to relative safety...

  • bearing significant plunder gained through deadly peril, or when you are paid for dangerous work, gain 1 XP per 1 gp of gold and treasure.

  • having rescued an innocent, completed a quest, or performed a heroic deed of note, gain your current level times 1–100 XP, depending on the danger.

  • after defeating monsters and overcoming traps, gain one tenth their listed XP.

Humans are granted a 10% boost to XP gained.

Ability Score Improvements

When granted an ability score improvement class feature on any level other than 4th, 8th, 12th, 16th, or 19th, it must be used for improving one of the class's primary abilities or starting saving throw proficient abilities. (PH, 45)

Inspiration

Inspiration may be spent to gain advantage on an attack role, save, or ability check before or after making the initial roll.

Inspiration may be handed out at any time at the DM's discretion. However, these situations grant inspiration more often:

  • Acting out personality traits, ideals, bonds, or flaws, especially when such actions put characters in harm's way.

  • Solving problems in a unique, impressive, and clever way.

  • Overcoming a significant challenge or minor milestone.

(PH, 125)

Getting Into and Out of Armor

Donning or Doffing a shield only takes a bonus action. (PH, 146)

Advantage and Disadvantage

You have Advantage if more sources grant you Advantage than Disadvantage, and visa versa, rather than any number of one canceling out any number of the other. (PH, 173)

Combining Skill and Tool Proficiencies

If a PC has both a skill and a tool proficiency that apply to a check, they may roll with advantage. (PH, 173; XGtE, 78)

Ability Checks

Checks are only made when the task is possible to do and the outcome is uncertain and potentially dangerous. If something would have a DC of 5 or lower, no check is needed. The character can simply accomplish the task. Also, if 5 plus the character's relevant modifiers (ability and proficiency bonuses) would meet or exceed the DC, the task is automatically successful without a roll. Conversely, if something would have a DC higher than 30, no check is made. The task is impossible for the character to accomplish.

Rolling a natural 1 is a fumble and always a failure and rolling a natural 20 is a critical and always a success, even if the modified roll would not have failed or succeeded numerically when compared to the DC of the task. Failing or succeeding a roll in such a way may introduce new complications or advantages.

Failing a roll doesn't always mean failing a check. At the DM's discretion, a failed roll can still accomplish a given task, provided some other complication or danger is introduced. Players may request this compromise from the DM after a failed role, but the DM is under no obligation to offer it. (PH, 174)

Pushing a Roll

To push a d20 roll, a PC may gain one level of exhaustion to reroll their dice. They may keep rerolling and gaining additional levels of exhaustion until they reach 6 and begin making death saves.

They may also push at death's door, marking a failed death save in exchange for staying conscious long enough to make an additional reroll. They may continue to push in this way until accumulating three failed death saves, at which point they succeed and die.

Skills

Use the variant rule: Skills with Different Abilities. (PH, 174)

Working Together

PCs can only help, granting a fellow PC advantage on a check, if they have proficiency in a relevant skill or tool. (PH, 175)

Encumbrance

Encumbrance dictates movement speed and is based on armor worn and equipment and treasure carried. It is assumed that PCs carry enough equipment for one week of adventuring—including weapons, ammunition, rations, and other gear. Decrease speed by one step if carrying significant amounts of treasure and/or if heavily equipped. Increase speed by one step if only lightly equipped, not equipped, and/or if armor worn is magical.

Armor

Speed

No Armor & No Equipment

+10’

No Armor & Lightly Equipped

+5’

No Armor, Light Armor, or Medium Armor

Heavy Armor

-5’

Heavy Armor & Heavily Equipped or Carrying Treasure

-10’

Heavy Armor & Heavily Equipped & Carrying Treasure

-20’ and DIS

Equipment, Treasure, and YOU!

What does equipped really mean? What about lightly equipped? What constitutes extra equipment? And how much treasure can I really carry? Read on to learn!

Equipped: A character who is equipped carries everything they need to perform the abilities of their class (e.g., up to three weapons, a shield, ammunition, a holy symbol, spell components, etc.), as well as a pack of equipment (such as the Explorer’s Pack), and all the supplies needed to adventure for a week (rations, etc.).

Lightly Equipped: A lightly equipped character only carries the equipment needed to perform the abilities of their class, with very little extra gear (a mostly depleted pack and no more than a day or two of supplies).

Heavily Equipped: Heavily equipped characters have extra weapons (more than three), more than a pack’s worth of equipment, and enough supplies to adventure for more than a week.

Treasure: Once a character is carrying treasure worth at least two hundred and fifty gold pieces, they count as carrying treasure. They can carry treasure worth up to their strength score times two hundred and fifty before they have to decrease their speed by another step.

Ask your Dungeon Master if you think your carrying situation merits an exception. Things that make sense trump silly little rules.

Optional Slot Encumbrance

PCs have a number of item slots equal to their Strength score. PCs carrying items that fill up to twice this many slots are encumbered, reducing their speed by ten feet. PCs carrying items that fill more are heavily encumbered, reducing their speed by twenty feet and imposing disadvantage on ability checks, saving throws, and attack rolls using Strength, Dexterity, or Constitution. PCs can never carry items that fill more than three times their Strength score in item slots.

Items that can be held in one hand use one slot. Items that require two hands to carry or wield use two slots. Small items can be bundled together into one slot. Tiny or very light items do not require a slot until they are collected in significant quantities. In general, every five pounds of equipment counts as one slot.

Examples of things that use 1 slot:

  • One week of rations

  • 8 torches

  • 5 daggers

  • 250 coins

  • 25 pieces of jewelry or gemstones

  • 20 arrows in a quiver

Examples of things that use 2 slots:

  • two-handed weapons

  • armor

Rather than using the above, PCs may optionally use the Variant: Encumbrance rules (PH, 176).

(PH, 176)

Saving Throw Adjustments

If an effect grants a bonus to or imposes a penalty on an ability check, be it numerical or advantage/disadvantage, the same is applied to saving throws for that ability. (PH, 179)

Armor Saving Throws

When a Dexterity saving throw is called for, in some cases at the DM’s discretion you may instead make an armor saving throw. Roll a d20 and add your armor modifier, which is calculated in the same way as an ability modifier. Proficiency in armor saving throws can be gained by taking an appropriate feat.

Speed

When dividing time by wilderness, dungeon, and combat turns. the following speeds and distances are used:

The distance a PC can move in a combat turn is their speed in feet given on their character sheet. A PC can move three times their combat speed in a dungeon turn. In a wilderness turn, a PC can move a number of miles equal to their dungeon speed divided by five.

Combat

Dungeon

Wilderness

50’

150’

30 miles

40’

120’

24 miles

30’

90’

18 miles

20’

60’

12 miles

10’

30’

6 miles

(PH, 181)

Short Rests

Only two short rests may be taken between each long rest. (PH, 186)

Spending Hit Dice While Resting

During a short rest, a character may spend a number of hit dice equal to their proficiency bonus. (PH, 186)

Camping

When camping away from civilization, a DC 15 Constitution saving throw is required to regain hit points and hit dice, and to decrease exhaustion. The saving throw DC increases by 5 for unprepared for bad weather and 10 for extreme weather (5 if prepared for).

The DC may cumulatively be reduced by 5 by succeeding on any of the following:

  • Building a fire. Succeed on a Survival check to gather appropriate wood and build a fire.

  • Cooking. Expend rations or gather/hunt for food and succeed on a Wisdom Check (optionally using Cooking Utensils) to cook a meal.

  • Camaraderie. Succeed on a Performance check to raise everyone's spirits.

Failure on the Constitution saving throw imposes one level of exhaustion, still granting all other benefits of a long rest, but hit dice must be expended to regain hit points.

Bonus Actions

Usually, any single small interaction that doesn't require a roll may be performed for free during an encounter as part of your movement and action. To do more, a bonus action may be used. A bonus action may also be used to perform any proficient skill checks. You may also use your action to perform a bonus action. (PH, 189)

Rolling 1 or 20

If the d20 roll for an attack is a natural 1, the target may make an opportunity attack using their reaction.

If the d20 roll for a saving throw is a natural 1, damage is dealt as a critical hit.

If the d20 roll for a saving throw is a natural 20, all harmful effects are avoided. (PH, 194)

Grappling and Shoving

Grappling and shoving do not require the use of the attack action. Instead, they may be used as their own action. (PH, 195)

Damage and Healing

Damage to hit points above half a character's hit point maximum is superficial, consisting of tiring cuts and bruises that leave no lasting signs of injury.

Damage to hit points below half a character's hit point maximum is more serious, representing injuries that may need medical attention. The character becomes bloodied—a condition that is visible to all.

Once a character is bloodies, one use of a healer's kit (or magical healing) must be applied in order for them to naturally regain hit points during a short or long rest, or regain hit dice during a long rest. (PH, 196)

Critical Hits

A critical hit deals the maximum damage possible plus the result of rolling all the damage dice again. (PH, 196)

Damage Resistance and Vulnerability

Damage resistances and vulnerabilities stack when granted or imposed from differing sources. (PH, 197)

Damage Aversion

When attacking a creature that seems like it should be weak to a given type of damage, call it out. At the DM’s discretion, the creature may have aversion to the stated damage type. In such a case, if you hit, roll all damage dice of that type twice and use the higher result (essentially advantage).

Aversion is applied on a case-by-case bases and may not be applicable the next time the same type of creature is encountered.

Damage Opposite-of-Aversion

This applies when attacking a creature that seems like it should be strong against a given type of damage. At the DM’s discretion, the creature may have aversion to the stated damage type. In such a case, if you hit, roll all damage dice of that type twice and use the lower result (essentially disadvantage).

This is applied on a case-by-case bases and may not be applicable the next time the same type of creature is encountered.

Dropping to Zero Hit Points

When a PC drops to zero hit points or fails a death saving throw, they gain one level of exhaustion. (PH, 197)

Exhaustion

While you have Exhaustion, you experience the following effects:

Exhaustion levels. Exhaustion is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level reaches 6.

D20 rolls affected. When you roll a d20 for a check, attack, or save, the roll is reduced by 2 times your Exhaustion level.

Speed reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.

Removing exhaustion levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, you are no longer exhausted.

(PH, 291)

Identifying a Magic Item

Use the variant rule: More Difficult Identification (DMG, 136)

Detecting a Curse

When you cast the identify spell or otherwise attempt to discern if something is cursed, roll an arcana check with a DC based on the strength and subtly of the curse. If you succeed, you learn that the item is cursed but not the nature of the curse itself.

Attunement

Characters can attune to a number of magical items equal to their proficiency bonus. (DMG, 136)

Spell Scrolls

Casting a spell not on your spell list requires a check with a DC of 15 + the spell’s level using your spellcasting ability. On a failed check, the spell scroll is wasted. (DMG, 139)

Retreating from the Dungeon

Retreating from the dungeon is a DC 25 task.

The following decrease the DC by 5 each, to a minimum of 5:

  • The way has been cleared of monsters, traps, and other hazards.

  • Doors along the way have been wedged open.

  • Doors leading off the way have been wedged shut.

  • The party has mapped well enough to accurately describe their escape route.

  • The party is unencumbered by treasure.

  • The party has adequate light (and food, if applicable.)

Each player in the party rolls (using appropriate abilities and skills). If at least half the party succeeds, the whole group successfully retreats.

If the party fails to retreat, each player must roll on the following table (if a result isn’t applicable, reroll):

1d6

Result

1

You have died. Same DC for your party to retrieve your body.

2

You have been captured. Same DC for your party to know by whom.

3

You are lost in the dungeon. Same DC for your party to know where you are.

4

You have lost your treasure. Same DC for you to know where.

5

You have lost your weapons and armor. Same DC for you to know where.

6

You have lost your supplies. Same DC for you to know where.

Turns

The Basic Procedure

Play in D&D generally follows this basic procedure:

  1. The DM describes the situation—what the characters see, hear, smell, taste, or feel.

  2. The players may ask clarifying questions, to which the DM will further describe the situation, or the DM will indicate what action must be taken to acquire said information.

  3. Based on the presented information about the situation, the players declare what actions their characters will take.

  4. The DM and players resolve all such actions.

  5. The above steps are repeated.

Dungeon Turn

When exploring the dungeon, time is tracked in dungeon turns. A dungeon turn lasts about ten minutes and proceeds thusly:

  1. The DM rolls for wandering monsters.

  2. The party decides what they want to do—moving, entering rooms, listening, or searching—and the DM describes what the party sees and what happens. (If monsters or NPCs are encountered, the social interaction procedure is used.)

  3. The DM updates time records, paying special attention to light sources, spell durations, and the party’s need to rest.

During a dungeon turn, everyone in the party can move three times their speed (for example, a character whose speed is 30’ can move 90’) and perform an action (such as searching a room for traps or secret doors).

The dungeon turn procedure assumes the party is traveling slowly and carefully, mapping, looking for traps and secrets, and generally moving stealthily. If they want to travel more quickly, the rules and basic procedure are used instead.

The party must take one short rest per six hours or risk gaining exhaustion.

Wilderness Turn

The wilderness is organized into six-mile hexes. When exploring the wilderness, time is tracked in wilderness turns. A wilderness turn lasts four hours and uses the following procedure:

  1. The party decides on a course of action—moving into an adjacent hex, performing a task in the current hex, et cetera.

  2. The DM rolls for weather and random encounters.

  3. The DM describes what the party sees as they travel and asks the party what they do, switching to the dungeon, social interaction, or combat procedure as required.

  4. The DM updates time records, paying special attention to supplies, spell durations, and the party’s need to rest.

The party can travel a number of miles per day equal to their dungeon speed divided by five (for example, a character whose speed is 30' and dungeon speed is 90' can travel 18 miles per day).

At least two consecutive wilderness turns per day must be spent on a long rest.

Each hex costs a certain number of miles to enter and has a difficulty, depending on its type of terrain.

Terrain

Cost in Miles

Difficulty

Road

3

0

Light (grassland, meadow, farmland, gentle hills)

6

5

Moderate (broken hills, desert, airy forest, arctic, open sea)

9

10

Difficult (mountains, swamp, jungle, dense forest)

12

15

Trail

3 less

5 less

Becoming Lost

There is a chance of becoming lost, dictated by the current hex’s difficulty, when the party attempts a wilderness task. When lost, the party remains in the current hex and must spend another turn and more miles to attempt to find their way again.

To avoid the risk of becoming lost, follow a road or trail, a river, a landmark, hire a guide, et cetera.

Hazards

Bypassing hazards requires a wilderness turn and a number of miles spent. The cost is the same as the terrain cost based on the challenge of the hazard, and the DC is the same as the terrain’s difficulty.

Wilderness Tasks

Wilderness tasks require spending a wilderness turn and the current hex’s mile cost. Often, they also require a roll, which will usually match the terrain’s difficulty.

  • Navigating: Avoid becoming lost or find your way again.

  • Scouting: Discovering the terrain in the six adjacent hexes.

  • Searching: Finding hidden features.

  • Foraging and Hunting: Finding or hunting for food.

  • Tracking: Following tracks.

Social Turn

Peaceful Social Interactions

When social interactions happen in town or other civilized parts, a specialized procedure isn’t necessary. Instead, such interactions generally follow The Basic Procedure outlined above.

Potentially Hostile Social Interactions

  1. The DM rolls for surprise, if applicable.

  2. The DM determines how far away the monsters are from the players’ characters.

  3. Initiative is rolled (see below) to determine who acts first.

  4. Individuals that are not surprised decide how they will respond to the encounter (such as by fighting, running, talking, or waiting). The encounter is played out accordingly.

Combat Turn

When an encounter turns violent, time is tracked in combat turns and rounds. A combat round lasts about six seconds and proceeds thusly:

  1. Initiative is rolled (if it hasn’t been already).

  2. Starting from the highest to the lowest initiative, everyone takes turns doing some or all the following (in any order they choose):

    • Move up to their speed.

    • Make an action.

    • Make a bonus action.

  3. Between turns, reactions are taken when called for.

The optional rules for flanking (DMG, 251) and morale (DMG, 273) are used.

Additional House Rules for 5E 2024

Presented in alphabetical order.

Checks as bonus actions. If you have proficiency with an associated skill or tool, you may perform such ability checks as bonus actions, assuming it would reasonably take six seconds or less to complete the task. This includes the Help, Hide, Influence, Search and Study actions.

Limited feats. You can only take the Ability Score Improvement feat when granted the Ability Score Improvement feature, unless a different feat specifically fits the narrative of your character (and by DM approval). When taking the Ability Score Improvement feat on any level other than 4th, 8th, 12th, 16th, or 19th, it must be used for improving your class's primary abilities or saving throw proficient abilities.

Limited multiclassing. You may only multiclass if it specifically fits the narrative of your character (and by DM approval).

Variable DCs. If a rule lists a static DC for a task, that DC may be modified up or down situationally by the DM.

Weapon mastery. If granted Weapon Mastery, instead of gaining the Mastery Property for a weapon, you get +1 to attacks and damage with said weapon.