House Rules

Charging

By default, every character has the Charger feat: When you use an action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you choose to make a melee attack and hit) or push the target up to 10 feet away from you (if you choose to shove and you succeed).

Class House Rules

Fighter

The Eldritch Knight archetype’s spells are no longer limited to the schools of abjuration and evocation and can be from any school of magic.

Rogue

The Arcane Trickster archetype’s spells are no longer limited to the schools of enchantment and illusion and can be from any school of magic.

Feats

I will be allowing all feats from the Player’s Handbook, as well as the sample feats detailed in this Unearthed Arcana article about weapon mastery feats.

Heroism

Once per session, each PC can use Heroism to either re-roll any d20 roll they have already made, gain a +5 bonus on any d20 roll they have yet to make, regain the use of a feature that recharges on a long or short rest, take an additional action, or instantly attune to a single magic item. At their discretion, a PC who has not yet used their Heroism can also transfer it to another party member.

Improvising

Because 5e is a much more open game, it’s capable of much more improvisation than other editions without causing the game’s delicate balance to fall apart. Some examples of improvisation that I allow and encourage are:

  • Team Attacks: Combining your abilities to attack in tandem, combining spells to form powerful combinations, or aiding an ally in some way. These options can give advantage to an attack roll, impose disadvantage on an enemy’s saving throw, or combine attacks to deal more damage than either attack would by itself.
  • Ability Substitution: Using one ability score for a skill or task instead of the normal one, such as using Intelligence to pick a complex lock instead of Dexterity, or Strength to intimidate instead of Charisma.
  • Combat Maneuvers: Maneuvers such as disarming, tripping, tackling, sundering enemy weapons and armour, snatching worn or held items, intercepting an attack meant for someone else, and other stunts not covered by the rules will be handled by rolling whichever ability or skill is deemed appropriate for the situation with a DC based on the circumstances. Players are encouraged to be creative.
  • Called Shots: While not a guaranteed instant kill, attacking an enemy in a certain way or targeting a certain area can turn the tide of a battle by hindering your foes.
  • Unusual Spell Use: Using a spell in a way other than its intended use can result in gaining the upper hand during an encounter.
  • Weapon Damage Types: If it’s reasonable, a weapon can be used to deal a different damage type with no penalty. For example, a rapier or shortsword could deal slashing damage, a longsword could deal piercing damage, or a morningstar could deal bludgeoning damage instead of their normal damage types. If it’s more awkward, such as using a longsword to deal bludgeoning damage, a penalty to the attack or damage roll might be incurred.

Spell House Rules

Banishment

Use the following rules for Banishment:
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: Instantaneous
As your action, you can choose either one extraplanar creature (see below) or any number of summoned creatures called by the same spell (such as those summoned with Conjure Animals) within range. These creatures must succeed on a Charisma saving throw or be sent back to their home plane if they are not already on their home plane. If all creatures summoned by the same spell are banished, the spell that called them ends.

This spell only affects creatures of the following types: celestials, elementals, feys, fiends, undead, or creatures summoned through magic. Celestials are sent to the Astral Realm, elementals return to an elemental realm matching their type, fey are sent to the dream realm, and fiends and undead are sent to the Void, while summoned creatures are sent back to wherever they came from.

Counterspell

A colourful and flavourful description of how you foil the enemy’s spell is mandatory. If you do not provide one when prompted, your counterspell automatically fails.

House Rules

Adventure Luna 4 ~Rebirth~ devilpants