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House Rules & Etiquette, game rules, gaming etiquette

Gaming Etiquette Guidelines:

Here are 20 guidelines to keep your tabletop sessions awesome, without sounding like a stuffy instruction manual:


  1. Be on Time (or at least send a pizza emoji): Seriously, don't leave everyone hanging. Your friends have lives (and snacks).
  2. Bring Your Stuff (don't be that guy): Character sheet? Check. Dice? Check. Pencils? (Maybe just one that isn't chewed to bits).
  3. Put Your Phone Away (unless it's for pizza again): Your TikToks can wait. Dragons, however, are a real-time threat.
  4. Listen Up, Buttercup: The GM isn't narrating for their health. Pay attention so you don't ask "Wait, where are we again?" for the fifth time.
  5. Stay in Character (mostly): Unless you're mid-combat and someone makes a hilarious typo, try to keep your character's voice consistent.
  6. Share the Limelight (don't be a spotlight hog): Let others have their heroic moments. There's enough glory to go around!
  7. Don't Be a Creep (seriously, just don't): Keep it fun, not uncomfortable. Respect everyone's comfort zones.
  8. Ask Before You Go Full Chaos: Thinking of drop-kicking the king? Maybe run it by the table first. We all love chaos, but only the planned kind.
  9. Use Your Words (nicely): If something's bugging you, say something. Silently stewing won't make that rogue less annoying.
  10. Chill on the Rules Lawyering: The GM is trying their best. Let them make a quick call so we can actually play the game. We're here for epic adventures, not a debate club.
  11. Give Feedback (like a cool coach, not a grumpy critic): After the session, share what you loved and what could be tweaked. Be helpful, not hurtful.
  12. Be a Newbie Buddy: If someone's fresh to the game, throw them a bone! Help them out without making them feel dumb.
  13. Leave Your Drama at the Door: Tabletop is for escapism, not airing your real-life grievances. Keep it fun and friendly.
  14. High-Five Each Other's Awesome: Celebrate successes! Lean into each other's character arcs. We're a team, even if your rogue keeps stealing my stuff.
  15. Compliment the Good Stuff: See a cool piece of role-play? Shout it out! Positive vibes make everyone better.
  16. Roll Loud, Announce Proud: Don't be a shy roller! Yell out those numbers and modifiers so everyone knows you totally nailed that perception check.
  17. Potty Breaks (or snack runs) Are Fine, But Don't Interrupt the Epic Monologue: Try to time your bio-breaks for natural lulls in the action.
  18. Appreciate the GM's Hard Work: They spent hours making this world for you. Don't go derailing it with a spontaneous gnome uprising (unless it's really funny).
  19. No Metagaming (don't be a psychic know-it-all): Your character wouldn't know the BBEG's weakness just because you read it on Reddit. Keep it in-character!
  20. Just Have Fun & Roll With It: It's a game! Be flexible, embrace the unexpected, and enjoy the ride. Sometimes the best stories come from the wackiest detours.




Alternative Rules to consider

5e D&D House Rules - some suggested changes for consideration by Tony Sticks, Matthew Mercer and others...


1) Rolling for Stats

DM must be present.

4d6 (drop the lowest die) Roll six times, arrange as desired. 

Re-roll the whole lot if they do not add up to at least 70.

The player may decline the reroll.

A level 1 a character's stats cannot be higher than all modifiers = to +8 (before racial modifications)


Explanation: Nobody wants to play a weak character, after all, we are adventures. This method allows for decent stats and the possibility of a low stat (weakness), which is incredibly fun for roleplay purposes. That is something the Point-buy system doesn't lean into. However, this system has the potential of making really strong early game characters. That is why a limit of a total of +8 modifiers is present. +8 may seem underwhelming but compared to the max of +7 the Point-Buy system allows, the limit is reasonable. 


2) Die Rolls Off Table = Critical Failure

Any die that is rolled off the table and onto the floor will result in a critical failure, (1). If this was a damage die, the damage dealt is 1 + ability modifier.

If this was self-inflicted damage, the damage dealt is MAX die + ability modifier.

However, if this a death saving throw roll, reroll die on table. 

Additional rerolls will be determined by the DM, example: Player seems as if they are intentionally abusing this rule to their benefit. 

Explanation: D&D is an exciting game, however lack of attention can ruin the experience for everybody such as rolling a die off of the table and having to look for it. This stops the pacing of the game. In order to encourage players to aim when they roll their die this rule was implemented. 


3) Lingering Injuries

When a player takes a Critical Hit, they may suffer a lingering injury. 

When a player drops to 0 hit points, they may suffer a lingering injury.

Player will roll a D6. On a 1. That player suffers a lingering injury. 

(DM chooses injury chart)

Explanation: This rule is designed to make the game feel more dramatic and realistic. Bringing a consequence to combat and being knocked unconscious. As the campaign progresses the party will sustain scars and other damage. In order to keep the damage unbiased the players will roll for their injuries on a random chart. This chart ranges from small simple scars to a loss of an eye or a limb, providing for an interesting turn of events. The enemy the players are fighting may also take lingering injuries. 


4) Resurrection Challenge - The Fading Soul (Out of Combat Resurrection)

- Use this rule when casting a Resurrection spell that requires a time frame longer than 1 action. When a death occurs a character's soul leaves its body, the soul must be willing to return to its body. Resurrection magic requires a Skill Challenge by the party, (up to) 3 players. 

DC starts at 10, 3 checks set the final DC for the resurrection by the living players. The living players make a contribution to help return the soul back to its body in any way they choose to do so. Example: praying, slapping the body, building a shrine, etc…

The DM decides the DC on their contribution attempt as the players roll to help.

Successes of contribution lowers the final DC by 3. 

Failures of contribution increase the final DC by 1.

Any previous deaths or failed resurrection attempts of this character increases the final DC by 1. 

Then, a final Resurrection Roll is made by the DM, (straight d20, no modifiers) to signify if the player’s soul returns, or is lost. 

If the souls is lost, no further resurrection attempts will work except for 9th level resurrection spells. 

Exception: True Resurrection Spell and Wish Spell ignore this Resurrection challenge, and can bring back the soul of a failed Resurrection challenge attempt, however this method will result in a small setback as in Rule 9, Returning to Life.

Explanation: There comes to point in the game where player death becomes a minor inconvenience to the party as they can easily revive their characters. In order to make death feel more risky, impactful, and emotional, the party will proceed to use their combined efforts to return the soul of the player back into its body. This makes reviving a character a group effort.


5) Rapid Resurrection (EX: 1 Action, Revivify Spell)

If a spell with a casting time of 1 action is used. (Example, Revivify Spell)

No party contribution checks are allowed. 

The player who is casting the spell makes a Rapid Resurrection check, rolling a d20 and adding their spell casting modifier (not spell attack bonus), this check cannot be modified or enhanced in any way. The DC is 10, increasing by 1 for each previous successful and failed resurrection the character’s soul has undergone and by 1.

Rolling a 1 on a Rapid Resurrection check is a fail regardless of modifiers. 

On a failure, the character’s soul is not lost, but further attempts cannot be made to restore this character to life until a Resurrection spell with a casting time higher than 1 Action is attempted. 

Explanation: Attempting to revive a player is a special thing and should not be removed from the game. However, we should first focus on keeping the players alive. This rule makes reviving a player riskier the more you do it.


6) Returning to Life using True Resurrection or Wish Spell

When a player is returned to life using the True Resurrection Spell or Wish spell they bypass the Resurrection challenge but sustain mental/spiritual damage. These spells force the character’s soul back into their body. Their character soul is starting to become more with the spirit world, constant resurrection puts a toll on the character's spiritual form making them perform worse in a physical form, this is done by...

-2 to Constitution (permanent)

Getting a -2 drops the modifier by 1, including HP and Hit Die modifier, lowering max HP is signaling that this character is starting to become weaker in their physical form.

If Constitution reaches 0 overall, the character fully becomes one with the spirit realm and can no longer return to a physical form. 

Explanation: Once characters learn Wish or True Resurrection dying becomes no longer a threat. If a character dies and returns to life, there should be some form of punishment. This comes in the form of the player's body sustaining major damage making it harder for the soul to remain inside the player's body. This rule is required because True Resurrection and Wish spell avoid the Resurrection Challenge of the previous rules. As these spells force a character to return to life, whether its soul was willing or not. This also reminds the characters that even with access to these powerful spells they are not gods and can still die.


7) What Happens When I Die?

You reroll a new character, with at least a new race or class. 

The new character (may) be 1 level behind the previous character that died. (DM decides) 

If checkpoint/story leveling is the DM’s choice, the DM will determine (if ever) when your new character has caught up to the party’s current level.

Explanation: This rule encourages the players not to die, play more carefully, and try to revive each other due to the consequences of this rule. It also encourages players to return as a new character rather than just a copy of the one who just died. 


8) Monk Stunning Strike is limited to one attempt per round of combat.  

Explanation: This ability is too powerful to be attempted up to 5 times in one combat round. 


9) Leveling up new HP/Hit Die

When a player levels up, they may choose to…

  1. Roll their hit die then choose that roll or scrap it for the DM’s mystery roll. Then add their Constitution modifier. (Always Reroll 1s)
  2. Choose half their hit die rounded up and add their Constitution modifier. (normal way)

Explanation: Hit die/HP are very important when it comes to a character. It may determine whether they live or die. When it comes to rolling for HP, statistics show that this is the most cheated stat players roll on. A constant low roll could result in a fragile character. This may lead to the player feeling dissatisfied with their character throughout the game. This may also lead to strange outcomes of a tanky wizard and a pushover barbarian. While this may be fun for some players in the roleplay light. Not all players enjoy having their most important stat based on random chance. With this rule, players can choose whether they want to risk and roll for a higher health pool with possible chances of a higher result or low result. Or take the slightly above average and dependant route of a static number. This choice is entirely up to the player and they may change their option every time they role for new HP/Hit Die. However, to still encourage rolls, the player may roll their Hit die and the DM rolls a mystery Hit die for them as well. The player may then choose their roll or the take the DM’s mystery roll. There will be no take-backs if the player chooses DM mystery roll. What this does is allow a lot of freedom during Hit die level up. Letting the player feel satisfied with any choice they make. Also, everyone hates getting a 1 on the roll. Let's reroll them! 


10) Spell Components

As a caster it is assumed that your character has the simple components to cast your spells in their inventory. (PHB, 203)

However spells that require a set amount of gold or diamonds, the caster must provide. 

Some spells require materials worth up to a certain gold amount such as gems, diamonds, and other materials of value. These materials can be substituted with the equivalent amount of gold.   

However, if a spell pouch is missing from a character's inventory, they cannot cast Material (M) spells. (depending on the material)

Explanation: The player's handbook pretty much states the same rule, but just to clarify why this is here. There are some powerful spells in D&D, they have a cost to using them on purpose. That way a caster will not go casting a strong spell left and right. If a spell has a requirement of a set amount of gold that needs to be used, gem or diamond. It will be the player's responsibility to acquire and manage these materials. 


11) Opportunity Spells

When a hostile creature’s movement provokes an opportunity attack from a player, the player can use their reaction to cast the spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action, be of level 2 or lower, and must target only that creature.

Explanation: This makes opportunity attacks more exciting because the player now has more choices on what they would like to do. This also gives a heavy caster focused build more flexibility instead of punishing them for not having a high dex/str score forcing them to use a melee weapon. 


12) Aliment is Simply a Guideline

Players are not restricted to certain actions due to their alignment. 

However, if your character has a certain devotion or deity that their abilities come from, for example, paladin, cleric, etc. the DM will determine the consequences (if any) for your actions. 

Just as stats change, alignment may change throughout the course of the campaign and is not set in stone. 

Explanation: This rule is placed to avoid stubborn characters who refuse to do a certain action putting the party at a hindrance. This rule is placed to let players know, while their disapproval does not go unnoticed. They are not obligated to not do or do actions because of their alignment, however of course they still may wish to do whatever they choose so. 


13) Intimidating Presence (Barbarian Ability) is based on Strength, not Charisma

Explanation: This is the only skill that requires a Barbarian to use Charisma. If a player wants to make a Barbarian with low Charisma to Roleplay, they should not be punished by not being able to use this skill. 


14) Reincarnate Spell (Expanded Race List)

DM will use an expanded random race chart on successful revival when using the Reincarnate spell.

Explanation: There will always be expansions to race options, we must not forget them.


15) Enemy’s Initiation Order

DM may roll a d(number of players + 1) then fit the enemy turn between the players. 

Explanation: The goal of this rule is to make combat go: Player, Enemy, Player, Enemy. (Alternating) Setting up this combat order is faster because the DM ignores rolling for initiation and spending time on math. Having enemies go-between players makes the combat feel more dynamic, flexible and reactionary. Players have a chance to react to a status effect or a turn coming up. This also avoids clusters of enemies attacking a specific player at once or the party not being able to help because their turns are so far behind.


16) Casting While Out of Spell Slots

When you've used all your spell slots you can use the spell slots again, but you will gain levels of exhaustion. 2 exhaustion levels per spell slot level.

For example, You've used up all your slots, but need to cast Cure Wounds? As it is a 1st level spell, you would take 2 levels of exhaustion. Need to cast Invisibility, it is a level 2 spell, so you would take 4 levels of exhaustion. 

Players cannot cast themselves to death. 

Explanation: This gives more flexibility to the spell caster and a fun last roll of the dice, as this rule leads to a lot of high risk high rewards scenarios. Giving a character a chance to sacrifice their character's well being to save the party. 


17) Dropping to 0 Hit Points (Unconscious)

When you hit 0 hit points you DO NOT go unconscious, instead, you are seriously wounded and are dying, you are ONLY able to crawl 5ft a turn and talk. Death saving throws continue as normal as well as any Opportunity Attacks you trigger on yourself. 

Explanation: This lets the downed player still feel like they are still playing the game by being able to move tactically. This also lets them say some final words before they die. 


18) The “Last Breath” Option

If a player rolls their final death saving throw and fails or they get attacked to death, they have the option of choosing “Last Breath” as a reaction or dying as normal.

“Last Breath” The player gets up using their last bit of energy and takes their Last Breath giving themselves one final turn. (the only action they cannot do is heal themselves by any means)

Any ability check and attack rolled during this turn by that player has advantage.

Once the Last Breath turn is over, the player dies and they cannot be resurrected by ANY means. 


Explanation: There are many reasons why this rule is in here. If a players wants to die, they have the option of choosing this for a glorifying death. If the party has no resurrection abilities and the player does not want to risk them finding a way to revive them, (if there even is any) they can go out in style. This rule makes the player’s death meaningful and can lead to some great stories. This also lets the player sacrifice themselves in order to save the party. 


19) Everyone can use Spell Scrolls

If the spell being cast is of a higher level than the caster would normally cast they need to make an Ability Check using their spellcasting modifier. The DC is 10+ the spell’s level. On a failure, the spell scroll turns into dust. 

Noncasting classes will use INT as their spellcasting modifier. 

Explanation: If a monk wants to try and cast a fireball spell, sure! Maybe he’ll get lucky, or maybe it will blow up in his face. In the end, we are here for a good time. Let’s let the non-casting classes try some spells every once in a while. 


20) Rolling a 1, Critical Fail Rolls

Rolling a natural 1 is not only an auto fail but it has the worst outcome possible.

Some examples include 

Hitting Self

Breaking Equipment

Hitting an Ally 

Miscasting a Spell/Spell Scroll

Explanation: This makes the game interesting because anything can happen.  


21)  Multiclassing Within Reason

Explanation: It is important to remember Multiclassing is an “optional rule.” Multiclassing heavily favors some classes over others. This has the potential to create extreme metagaming. However, if your character spends a lot of ingame time with the “Paladin” he might gain a level in “Paladin” If it makes sense to the story or your character’s background the DM “may” allow you to multiclass only after the DM’s approval. 


22) Feats

Explanation: If a player is going to choose a feat, they must check with the DM first. The DM may deny some or all feats.  


23) Halfling Race Rework

“Lucky” Feat is removed

+1 to any ability score except DEX is added.

Explanation: The “Lucky” feat is considered the most broken and problematic feat in the game. The “Lucky” feat slows down the pacing of the game with the use of rerolling dice. This feat also destroys the spontaneous and comedic role play of D&D by rerolling dice anytime a 1 is rolled. So it is removed and replaced with a free ability point. 


24) Intelligence Modifier = Extra Skills Known 

Examples 

A character with 15 (+2) INT can pick two additional skills to be proficient in. 

A character with negative INT will NOT lose proficiencies.

Explanation: INT is considered a dump stat. In order to make it less of a dump stat and to encourage players to think twice about it, this rule was created. A smart character “knows” how to do a skill correctly so they gain proficiency in it. The player chooses which proficiency they would like and thus giving the player more options in character creation. 


25) Conjuring/Minions/Familiars/Pets Spells Rework

All Summons/Minions/Familiars/Pets are controlled by the DM

Spells affected are below

Animate Dead (Cleric, Wizard, Oathbreaker Paladin 3): Player may command Pet, but DM Controls Pet and Creates Pet’s Stats

Animate Objects (Bard, Sorcerer, Wizard 5): Player may command Pet, but DM Controls Pet and Creates Pet’s Stats. The spell can only animate 2 large objects or 1 huge object. 

Conjure Animals/Celestial/Elemental/Fey/Woodland Beings (Varies): (Spell Rework) Call on Animal, 1 Action, Range: Worldwide, Duration: N/A, same spell components as the regular spell. The player magically calls out into the world any beast to come to their location. This is followed by a D20 + Spell Modifier to see how well the spell worked. DM makes DC. If it did, the called out the creature is on its way to help. However, it may take a while to arrive, and when it arrives it might not listen to you. DM controls and creates the beast’s stats. 

Find Familiar (Wizard 1, Pact of Chain Warlock lvl 3): The player may command the pet, but DM controls the pet’s personality and has final say over its actions.

Find Steed (Paladin 2): The player has heavy control over the pet. DM controls the pet’s personality and has a final say over its actions.

Simulacrum (Wizard 7): The player has heavy control over the pet. DM controls the pet’s personality and has a final say over its actions.

Any other summon spells are controlled in a similar way. 

Explanation: Summon spells can lead to unfair balancing in the game. These spells can make one player’s turn take a long time to complete. If the DM takes control of the pet then the game will have balanced pacing. The DM also taking control of the pet adds a lot of roleplay opportunity to the game.  


26) Long Travels Requires at Least 1 Minute of Roleplay

Explanation: When the players are traveling to a far destination, rather than the DM telling the party they arrived, the DM instead lets the party chat, giving the illusion of travel. This lets the player characters have time to talk to themselves and any NPC they are with. These are the moments that build character and create strong relationships between the party.  


27) Banned Spells: Healing Spirit 

Explanation: The healing potential of this spell is too strong for its spell slot level and casting time. 


28) Get Creative, Get Advantage.

Explanation: Flanking for advantage optional rule is boring, but if a player describes that they swing across a chandelier passing an acrobatics check with flying colors to attack the bad guy mid-swing. Yeah, that gets advantage. Other cool moves and their respected skill checks will matter based on the circumstances. 


29) Swimming in Armor

Light: No Modifier increase and no swim speed reduction

Medium: DC Increase by 5 and swim speed reduced by 10ft

Heavy: DC Increase by 10 and swim speed reduced by half of movement speed

Explanation: They heavier a player’s armor is, the harder it is for them to swim. This rule is a reference chart so that the players can see how hard it is to swim in their current gear. 


30) DM Applies Turn Timer

DM looks at the player whose turn it is and starts counting down from a number. If the player takes no action, the DM skips that players turn. Their character froze up in the moment and took the “Dodge Action”

Explanation: Combat can be slow, this applies pressure to the slow moments and encourages thinking and strategizing when it is not a player’s turn, rather than on their turn. 


31) Ritual Casts are Limited to Once Per Day

A spellcaster who has the ability to cast ritual spells as a “ritual” may cast up to one ritual spell per day as a “ritual.”

Explanation: Ritual spells can be very powerful when spammed. Let's keep ritual spells in the game without letting them ruin the experience for everyone.


32) Spell Clarifications List

For ruling purposes here are how the following spells are supposed to work. 

Acid Splash Cantrip: May only be casted on a creature. Acid Splash does not damage objects. 

Phantasmal Force level 2: Does not let you control or move the illusion after it is created.

Suggestion level 2: The V, M components require you to say some arcane babble before you cast the spell. 

Counterspell level 3: Must be able to see the caster and you will not know what spell the caster is casting.

Banishment level 4: Must have an item the target is afraid of or wants to get away from. 

Contagion level 5: Disease effect is chosen on hit, but effect starts only after 3 failed saving throws.


33) Spell Rework: Animate Dead

3rd Level Necromancy

Casting Time: 1 minute

Range: 10 feet

Components: V S M (A drop of blood, a piece of flesh, and a pinch of bone dust)

Spell duration: Until the caster finishes a long rest.

New spell reads...

  • This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics). On your turn, you may use your bonus action to take the creature’s turn by mentally commanding them as long as they are within 60 feet of you. The DM will roll all the actions taken by the creature. Control over the creature is lost when; the creature is further than 60 feet from the caster, the caster is unconscious, or the caster has finished their long rest. Once the caster finishes taking their long rest the spell fades and the creature collapses, unless the caster recasts the spell asserting dominance over the creature recovering it to full health. At 3rd spell level, the caster may only command up to one creature at a time regardless of how many times the spell is casted. 
  • At Higher Levels: When you cast this spell at 5th level, you may control up to two creatures at the same time, three creatures at 7th level, and four creatures at 9th level. Each of the creatures must come from a different corpse or pile of bones.

Explanation: Pet/summon spells are unfun for the rest of the players. They take away from other players’ turns and actions while giving the player with the majority of the pets the spotlight. Pet spells can be lots of fun however and shouldn’t be removed from the game entirely. However, the Animate Dead spell is a spell that puts a lot of attention on one player and has the potential to snowball out of control. This rework has been done to keep the spell in line with the other summon spells. 


34) Spell Rework: Polymorph

Limited the challenge rating to 1, sentence changed to…

“The new form can be any beast (except dino) whose challenge rating is equal to or less than 1 and that the caster has seen before.” 

Explanation: This spell is too powerful for its level. The party may rely on this spell too much in combat. However, the roleplaying potential of this spell is endless and it should not be removed from the game. Dinosaurs are not part of the era the game takes place in (most of the time) and are thereby removed from choice selection, unless there is a reason for them not to be. 


35) Spell Rework: Healing Word

When casting this spell on an unconscious player (0 HP) they do not heal and they do not recover from unconsciousness, instead, they become stabilized and do not have to make any more death saving throws. 

Explanation: This is the strongest support spell in the game. When a player goes down the next character in the initiation order who has this spell casts it. Casting Healing Word, they are able to pick back up the injured player as a bonus action from a safe distance while still being able to attack the same turn. Then combat continues as if nothing happened. Death is a dangerous thing in D&D, the party should feel in danger when a party member goes down. With the new Healing Word change, the party must use stronger healing magic to recover from a safe distance or get closer to use a potion or cast Cure Wounds. This takes up that player’s action and makes the combat more strategic in dire situations. In order to not completely nerf Healing Word, the spell is still useful in that it stabilizes an injured player to buy the party more time to heal their teammate.  


36) Spell Rework: Banishment

If the banished creature is from the same plane, it returns in 1d8 rounds of combat (DM rolls in secret) In a random unoccupied spot up to 50 ft from the banished spot. 

If the banished creature is from another plane, in order for it to get banished permanently it must be at 25% health or lower. 

Explanation: Banishment is too strong for its spell level. This spell has the potential to single-handedly turn the tide of combat and even to one-shot a boss. In order to keep this spell in line with other spells, changes have been made. It's still a useful spell and now it even has some rng fun added to it. 


37) Spell Rework: Hypnotic Pattern

3rd level illusion 

Casting time: 1 action 

Range: 60 feet 

Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) 

Duration: Concentration, up to 1 minute 

You create a twisting pattern of colors that weaves through the air inside a 20-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. At the end of each of its turns, an affected target makes a Wisdom saving throw. If it succeeds, this effect ends for that target. The spell also ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Explanation: This spell has too much crowd control potential for its spell level. Changes have been made to make it more in line with other crowd control spells. 


38) Spell Rework: Counterspell 

Level 3 abjuration 

Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell 

Range: 60 feet 

Components: S 

Duration: Instantaneous

Classes: Sorcerer, Warlock, Wizard 

You attempt to interrupt a creature in the process of casting a spell. (the player has to let the DM know they are casting Counterspell before the DM reveals the spell or confirms the enemy’s spell, the player casting Counterspell will not have any clues as to what spell the caster is casting) Make an ability check using your spellcasting ability (not the spell attack modifier.) The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. (This skill check may not be enhanced in any way except for casting at a higher level) At Higher Levels. For each slot, you cast this spell higher than 3rd level you gain an additional +1 to this skill check. 

Explanation: Counterspell is the most unfun spell in the game. The DM does not like getting hit by it and the players don’t like getting hit by it. It skips an entire turn. However, counterspell has the potential for some great moments and shouldn’t be removed entirely. With this house rule change, Counterspell is now a gambling spell. A high-risk high reward spell. 


39) Spell Rework: Goodberry

The spell duration ends when the player finishes their long rest. 

Explanation: Goodberry is a spell that originally has a 24-hour spell duration. In order to simplify the game by not having to keep track of time and to keep this spell from being overused, the new spell duration is: until the caster finishes their long rest. This way the caster may maintain Goodberry benefits as they sleep but have to recast it in the morning. 


40) Falling Speed and Damage

Fall Speed is 500 feet a round. (6 seconds)

Fall damage dice changes based on creature size.

1d2b Tiny

1d4b Small 

1d6b Medium 

1d8b Large 

1d10b Huge 

1d12b Gargantuan

Damage increases the further a creature falls as shown in damage chart

           Distance  | Damage

  1. 10 - 19ft..|1d6
  2. 20 - 29ft..|3d6
  3. 30 - 39ft..|6d6
  4. 40 - 49ft..|10d6
  5. 50 - 59ft..|15d6
  6. 60 - 69ft..|21d6
  7. 70 - 79ft..|28d6
  8. 80 - 89ft..|36d6
  9. 90 - 99ft.|45d6
  10. 100-109ft|55d6
  11. 110-119ft|66d6
  12. 120-129ft|78d6
  13. 130-139ft|91d6
  14. 140-149ft|105d6
  15. 150-159ft|120d6
  16. 160-169ft|136d6
  17. 170-179ft|153d6
  18. 180-189ft|171d6
  19. 190-199ft|190d6
  20. 200ft   <  |210d6

Explanation: PHB damage is 1d6b damage per 10 feet up to 20d6. So 200 feet is the terminal velocity in Dungeon and Dragons rules. Fall speed according to XGtE is 500 feet a round or 6 seconds. However, fall damage is not lethal enough nor does it calculate monster size. This house rule makes fall damage an actual threat to both the players and enemies. 


41) Artificer Infusions Must Be Approved by the DM First

Explanation: Some magic items could be campaign breaking. 


42) Sorcerer Bonus Spell List + Class Buffs

Each Sorcerer subclass has bonus spells added to their spell list. 

Draconic Sorcerer

1st Level: Chromatic Orb, Cause Fear

2nd Level: Dragon’s Breath, Levitate

3rd Level: Fly, Fear

4th Level: Leomund’s Secret Chest, Elemental Bane

5th Level: Legend Lore, Control Winds

Wild Sorcerer

1st Level: Chaos Bolt, Color Spray

2nd Level: Mirror Image, Enlarge/Reduce

3rd Level: Blink, Slow

4th Level: Polymorph, Dimension Door

5th Level: Reincarnate, Mislead

Divine Soul

Choose a cleric domain. Gain those spells upon reaching the appropriate level.

Shadow Sorcerer

1st Level: Fog Cloud, Disguise Self

2nd Level: Shadow Blade, Blindness/Deafness

3rd Level: Animate Dead, Gaseous Form

4th Level: Shadow of Moil, Evard’s Black Tentacles

5th Level: Negative Energy Flood, Danse Macabre

Storm Sorcery

1st Level: Thunderwave, Feather fall

2nd Level: Warding Wind, Gust of Wind

3rd Level: Call Lightning, Thunderstep

4th Level: Storm Sphere, Freedom of Movement

5th Level: Control Winds, Wrath of Nature

Sorcerer Class Buffs

Refill the Font - Once per day after you finish a short rest, you can recover expended Sorcery Points equal to or less than half your Sorcerer levels (rounded up).

Learn More Metamagic

3rd Level: 2 Kown

5th Level: 3 Kown

7th Level: 4 Kown

9th Level: 5 Kown

12th Level: 6 Kown

15th Level: 7 Kown

18th Level: 8 Kown

Explanation: This class needed more options in order for it to be more fun and effective. 


43) Spells You Cannot Twinned Spell Clarification

Ice Knife

Chaos Bolt

Explanation: These spells already have a built-in effect that lets them affect more than one creature so they are ineligible to be twinned spelled.










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