house rules

Villainous class options: Death domain and Oathbreaker (96):

Cleric: Death domain (96-97):

The Death domain is concerned with the forces that cause death, as well as the negative energy that gives rise to undead creatures. Deities such as Myrkul or Shar are patrons of necromancers, death knights, liches, mummy lords, and vampires.
Gods of the Death domain also embody murder (Bhaal), pain (Loviatar), disease or poison (Talona), and the underworld (Kelemvor).


Paladin: Oathbreaker (97):

An Oathbreaker is a paladin who breaks his or her sacred oaths to pursue some dark ambition or serve an evil power. Whatever light burned in the paladin’s heart has been extinguished. Only darkness remains. A paladin must be evil and at least 3rd level to become an Oathbreaker. The paladin replaces the fearutres specific to his or her Sacred Oath with Oathbreaker features.


Recurring expenses: Hirelings and garrisons (127):

It’s not unusual for adventurers – especially after 10th level – to gain possession of a castle, a tavern, or another piece of property. They might buy it with their hard-won loot, take it by force, obtain it in a lucky draw from a deck of many things, or acquire it by other means. The Maintenance Costs table shows the per-day upkeep cost for any such property. (The cost of a normal residence isn’t included here because it falls under lifestyle expenses, as discussed in the Player ‘s Handbook.) Maintenance expenses need to be paid every 30 days. Given that adventurers spend much of their time adventuring, staff includes a steward who can make payments in the party’s absence.

Maintenance costs (127):


Downtime activities (129):

Building a stronghold (129):


Gaining renown (129):

A character can spend downtime improving his renown within a particular organization. Between adventures, a character undertakes minor tasks for the organization and socializes with its members.

Running a business (129):

A character rolls percentile dice and adds the number of days spent on this downtime activity (maximum 30) to determine what happens.

Other rewards: Supernatural gifts (228):

A character might receive a blessing from a deity for doing something truly momentous. These include temporary bonuses and, in some cases, permanent improvements.

Rest variant (Gritty realism) (267):

This variant uses a short rest of 8 hours and a long rest of 7 days. This puts the brakes on the campaign, requiring the players to carefully judge the benefits and drawbacks of combat. Characters can’t afford to engage in too many battles in a row. and all adventuring requires careful planning.
This approach encourages the characters to spend time out of the dungeon. It’s a good option for campaigns that emphasize intrigue. politics. and interactions among other PCs. and in which combat is rare or something to be avoided rather than rushed into.

Plot points (What a twist!) (269):

Each player starts with 1 plot point. During a session, a player can spend that point for one effect. The effect depends on your group’s approach to this optional rule. Three options are presented below. A player can spend no more than 1 plot point per session. You can increase this limit if you like, especially if you want the players to drive more of the story. Once every player at the table has spent a plot point, they each gain 1 plot point.

A player who spends a plot point gets to add some element to the setting or situation that the group (including you) must accept as true. For example, a player can spend a plot point and state that his or her character has found a secret door, an NPC appears, or a monster turns out to be a long-lost ally polymorphed into a horrid beast. A player who wants to spend a plot point in this way should take a minute to discuss his or her idea with everyone else at the table and get feedback before settling on a plot development.

Initiative variant (Initiative score) (270):

With this optional rule, creature don’t roll initiative at the start of combat. Instead, each creature has an initiative score, which is a passive Dexterity check: 10 + Dexterity modifier. By cutting down on die rolls, math done on the fly, and the process of asking for and recording totals, you can speed your game up considerably-at the cost of an initiative order that is often predictable.

Note: Some factors may give you bonuses to your initiative. For example, being in a fighting stance or being exceptionally alert. Penalties may also apply.

Climb into a bigger creature (271):

If one creature wants to jump onto another creature, it can do so by grappling. A Small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might. As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and has advantage on attack rolls against it.

The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action- knocking it off, scraping it against a wall, or grabbing and throwing it- by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

Disarm (271):

A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

house rules

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