Smaller House Rules
A collection of House Rules that are not so complex they require individual articles
Mechanical Rules
Maximum Player Health
Player Characters have the maximum possible HP available to them based on their character level and Constitution modifier.Quickened Spellcasting
The rule dictating that only a single leveled spell can be cast in a turn is ignored. If the spell can fit in the turn economy, then it can be cast. In extreme cases, a Sorcerer/Fighter multiclass can cast 3 powerful leveled spells in a single turn if they combine it with the Fighter's Action Surge feat and the Sorcerer's Quicken Spell Metamagic feat.Modified Spellcasting for Wizards
A wizard has access to their entire list of copied spells in their spellbook as long as they have their spellbook open in their hand.In Combat
Spellbook Maintenance
*Note: A Sorcerer/Wizard multiclass cannot use the subtle spell metamagic on a Wizard spell that is outside of their prepared spell list.
Magic Items with Restrictions
If an item has an alignment or class requirement for its attunement, then a creature attempting to wield it that does not meet these requirements will suffer consequences. The would-be wielder will suffer damage of a type associated with the magic item, of an intensity reflective of the item's power. More legendary objects will inflict more backlash while more common magic items will be more like a sting.Herculean Strength
If a character has a 20 or higher Strength score, they can wield a two-handed weapon or a greatshield in one hand without resulting in a penalty. They must specifically become proficient in wielding a two-handed weapon in one hand or a greatshield in order to add their proficiency modifier to attacks made in such fashion.
The following player options become available to them to unlock:
One-Handed Greatweapon Proficiency
You become proficient in wielding two-handed weapons in one hand. If you two-hand a two-handed weapon while having this proficiency, the weapon deals an additional die of damage (greatswords become 3d6, greataxes become 2d12, etc.).Greatshield Proficiency
You become proficient in wielding tower shields that are as tall or taller than yourself, generally known as greatshields. Greatshields grant +3 to AC while equipped and weigh at least 30 lbs. When stowed on a humanoid character's back, they have the benefits of half cover against attacks from the rear.Dual Greatweapon Fighting Style
Additional Requirement: A class that can learn a Fighting Style.
You master fighting with two greatweapons at once, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate two-handed melee weapon in each hand.
- You can use two-weapon fighting even when wielding a two-handed melee weapon in each hand.
- You can draw or stow two two-handed weapons when you would normally be able to draw or stow only one.
Greatweapon Dual Wielder Feature
Additional Requirement: Proficiency with Martial Weapons
You master fighting with two greatweapons at once, gaining the following benefits:
- You gain a +1 bonus to AC while you are wielding a separate two-handed melee weapon in each hand.
- You can use two-weapon fighting even when wielding a two-handed melee weapon in each hand.
- You can draw or stow two two-handed weapons when you would normally be able to draw or stow only one.
Greatshield Master Feat
Additional Requirement: Greatshield Proficiency
You master wielding a greatshield, a towering wall of portable protection, becoming a master of turning defense into offense and gaining the following benefits:
- You can Attack using your shield or greatshield, using the same stats as if you were attacking with a greatclub (shields) or a maul (greatshields).
- If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
- If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
- As a reaction, you can choose a direction to particularly defend from attacks. While you are conscious, you gain the benefits of three-quarters cover against attacks coming from that direction, but you lose the +3 bonus from wielding a greatshield for any other direction until the start of your next turn.
- If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
- You can use two-weapon fighting even when wielding a shield or greatshield in your off hand.
Roleplaying Rules
Eligible Patrons for Warlocks
Answered Prayers
Any player character can make a Prayer Roll, a DC 20 Wisdom (Religion) check, to perform a personal prayer in a safe and private place to seek guidance from a deity of their choice. The response is most often in the form of vague, interpretable omens that can either lead a character towards their goal or mislead them away from it. This DC can be affected by a few factors relating to the character and the environment they perform the check in. If the player fails to meet the DC, the Prayer Roll cannot be attempted again by that character for a week. The DM has full control over the specificity and clarity of the received omen.
Below is a list of examples for how the DC can be affected:
Palpable Auras of Presence
Player Characters of 15th Level or higher, as well as creatures of CR 8 or higher with an Intelligence Score higher than 3, exhude an aura sentient creatures in the vicinity can sense physically, regardless of magical ability.
This aura carries an effect symbolic of some aspect of the owner's personality. Examples of these auras include an increase in temperature representing a passionate or fiendishly-aligned creature, a soothing air from a good-aligned or genuinely philanthropic character, or perhaps an entity might have an unsettling presence representing an underlying blade under a pleasant facade or a sleeping giant.
The range of this aura are as follows:
*This effect can be surpressed using spells and magical items that provide effects of nondetection or misdirection.
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