
There are a lot of things that I like about the new 2024 rules for Dungeons and Dragons (D&D 5.5) but there are several things that I don’t care for. Before I run a D&D 5.5 game, here are the house rules I will be using to address some of these issues. I am sure that I will be updating this list from time to time as I run across other problems. These are in addition to, and in some cases may replace, my existing 5E house rules that I posted here: D&D 5E – My House Rules.
House rules I will use when running a D&D 5.5 campaign
1) I will be using the new (2024) rules exclusively. Players may not use spells, races, classes, subclasses, etc. from any earlier publications.
2) I will be using the house rules I posted here: The Old DM’s House Rules on Hiding and;
3) You cannot attack an ally. This includes opportunity attacks.
4) You can swap weapons (sheath one weapon and draw another one) once, and only once, on your turn.
5) I will have to nerf many spells, Conjure Minor Elementals for example. (I may provide details in a future post.)
6) Most on-going spells end when their caster dies and you can end any spell you have cast (no action required) if you aren’t incapacitated.
7) No crafting of magic items.
8) Background. Create your own. Just make up any background you want. Then, based on that background;
- Ability Scores. Increase three ability scores by 1, or one by 2 and one by 1, to a maximum score of 20.
- Skill Proficiencies. Select any two skills to be proficient in.
- Tool Proficiency. Select one tool to be proficient in.
- Equipment. Select any equipment pack, or 50 GP.
9) House rules to prevent weapon mastery abuse.
- You can’t use the weapon mastery feature of a weapon if you use it as an improvised weapon. An example would be throwing a melee weapon that doesn’t have the thrown property or making a melee attack with a ranged weapon.
- Save: For mastery features that allow a save to avoid the effect, it will be either a DEX or STR saving throw and the DC is 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus. You should always have that number calculated and ready to give to the DM when needed.
- Cleave: A single attack roll is used against both targets. The two targets must be within 5 feet of each other, within your weapons reach, and positioned so that they could be hit with a single swing of your weapon.
- Graze: A poison weapon does no poison damage on a miss. A roll of a natural 1 does not graze.
- Nick: Reword this to “When you make an attack action with this weapon you can make a second attack with it. You can make this extra attack only once per turn.”
- Push: Must be horizontally (not up into the air). The target can save to resist being pushed. If the creature is hit more than once by weapons that have this property, the distance they are pushed doesn’t exceed 10 feet.
- Sap: The target can save to resist the Sap.
- Slow: If the creature is hit more than once by weapons that have this property, or they are (or have been) affected by the use of the Slasher Feat, their total Speed reduction never exceeds 10 feet.
- Topple: If the creature is hit more than once by weapons that have this property, they automatically save.
- Vex: Reword this to “If you hit a creature with this weapon and deal damage to the creature, you have Advantage with the same weapon on your next attack roll against that creature before the end of your next turn.”
Additional house rules I may implement, depending on the adventure
1) No flying characters.
2) Player characters may not have an evil alignment.
3) No Multiclassing. (Multiclassing is no longer listed as an optional rule as it was in 5E.)
4) No Firearms.
5) No bastions.
6) I LIKE opposed checks.
7) My “rule of cool”: If I think it is cool I MAY allow it ONCE.
Call to action.
I’m always looking to improve my resources for the D&D community! I would love to hear your feedback on these house rules. Let me know what you think in the comments below.