House, Optional and Variant Rules used in my games

Character Rumors

At character creation, each player writes a number of rumors about their characters equal to (numberOfCharacters - 1) * 2. The goal here is to encourage players to really talk to each other in character.

That means, in a group of 4 characters, (4 - 1) * 2 = 6. At least one of the rumors should be true and at least one should be false. The remaining (in this example, ((4 - 1) * 2) - 2 = 4) can be either true, false, or kinda true.

At the start of the session, we shuffle and distribute the rumors from one player to the others, repeating the process until all players receive two rumors from each other player. No player should keep rumors about their own character.

Hit Point Roll Adjustment

When a player character (PC) reaches a new level, they roll for hit points. If the result is less than the Average ((MaxDice ÷ 2) + 1) for their class, they may choose to take the average instead.

This rule aims to enhance character durability. It is particularly useful in challenging campaigns. While its impact is minimal at lower levels, it becomes more significant over time. Note that this rule does not necessarily make the game easier; it simply reduces the likelihood of losing a character due to minor mistakes or unlucky rolls. However, the overall difficulty of the game remains unchanged.

It also allows me to throw more challenging encounters at the party without fear of accidentally killing a character.

Lingering Injuries

This is a variant rule present in the Dungeons Master's Guide.

A character might drink one potion while still under the effects of another, or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.

When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.

Massive Damange

This is a variant rule present in the Dungeons Master's Guide.

A character might drink one potion while still under the effects of another, or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.

When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.

Mixing Potions

This is a variant rule present in the Dungeons Master's Guide.

A character might drink one potion while still under the effects of another, or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.

When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.

NPC Spellcasting Services

Characters can receive spellcasting services from an NPC located anywhere that is at least town-sized (1000 or more residents) or has a specific NPC able to cast the spell(s) needed. In addition, the characters must be able to travel there in order to receive services during an adventure. Otherwise, characters follow the rules for post-adventure recovery as listed in the D&D Adventurers League Player’s Guide. Spellcasting services provided by NPCs are limited to the spells on this list.

Spellcasting ServiceCost
Cure Wounds10 gp
Identify20 gp
Lesser Restoration40 gp
Prayer of Healing40 gp
Dispel Magic90 gp
Remove Curse90 gp
Speak with Dead90 gp
Divination210 gp
Greater Restoration450 gp
Raise Dead1,000 gp
Resurrection3,000 gp
True Resurrection30,000 gp

Optional Class Features

Your class gains access to all Optional Class Features found in Tasha's Cauldron of Everything. When an Optional Class Feature replaces a core feature from the book, you can choose which one to use. If it provides an additional benefit to your class, you automatically gain it.

Examples:

  • Barbarians get Primal Knowledge at Level 3.
  • Rangers have the option to replace Favored Enemy with Favored Foe, if desired.
  • Casters have access to new/extra spells.
  • Caster can replace cantrips at level 4.

Potions & Consumables

By the rules as written (RAW), consuming potions in combat requires an action. However, on our games, drinking a potion during combat only requires a bonus action. This adjustment aligns with the upcoming changes in the new revision of the 5th edition.

A significant modification is introduced for out-of-combat potion consumption. If a character takes their time (1 minute) to drink healing potion slowly, they receive the maximum possible effects from the potion.

Conversely, during combat, when the healing potion must be consumed quickly, the character rolls to determine its benefits. Other potions besides healing that require a roll will be evaluated on a per-potion basis.

Administering a healing potion to another character remains an action.

Skills with Different Abilities

You can use any attribute you want in your skill checks, as long as you can make a reasonable argument for it and role-play it. This is a variant rule presented in the Player’s Handbook, page 175:

Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you're proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check.

Similarly, when your dwarf fighter uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma.