Here is an easy to understand list of the alternative rules i am running in my games as Dungeon Master.
Brutal Critical:
When a critical hit is made, rather than rolling double the dice you instead maximize the possible damage done by the damage dice THEN roll damage dice as normal, adding the two together.
Both Friends and Foes have this rule in effect
When rolling a D20 for a skill check friend or foe a critical failure (result of 1 on the D20) DOESN'T guarantee failure.
When rolling a D20 for a skill check friend or foe a critical success (result of 20 on the D20) DOESN'T guarantee success.
Better Potions:
ACTION: Potions may be used as an Action to receive the maximum possible healing.
BONUS ACTION: Potions can be used as a bonus Action to receive the standard D&D 5th Edition Healing amount.
THROWN: Potions can be thrown at a creature for healing requiring a successful attack roll.
System Shock:
When a creatures takes more than half their maximum health as damage in a single turn they must make a Constitution saving throw DC 15. on a failed save the player rolls a D10 to determine the result as their body goes into 'System Shock.“
When a creature rolls a D20 that results in a 1 on an attack roll they will suffer a negative effect based on the situation such as dropping their weapon, tripping prone or taking damage.
A list of specific spells that require their specific material components and cannot be ignored with a spell focus like normal, Materials with a gold cost still need to be paid.
Different to Inspiration points
Characters may receive Hero points at the end of a session based on Role play and actions performed.
Tips for Using Hero Points
Never plan your hero point use. its supposed to used for a major heroic moment or to correct a major mistake in the moment. Thinking and reacting in the moment is the key to good Hero Point use. and a Hero point's success is entirely based off how well your role play and how a hero point can be justified wither with logic, entertainment or both.
Taken from Viva Dirt League's NPC D&D cause its a cool idea.
If players fail a skill check they can choose (If Dungeon Master Allows) to 'Take 20'
Depending on the skill check as dictated by the Dungeon Master they can allow the players 20 Un-interrupted Minuets in game time to automatically succeed on a skill check.
This may not be possible due to the nature of the task or environment it is up to the Dungeon master as each situations arises.
If a spell requires a specific component with a gold value players can instead use the raw gold amount rather than the specific material if they don’t have the specific material.
In game the gold is converted to the item listed on the spell. Such as a gemstone or unique resource. so spells that do not consume the resource the player still looses the gold but gains the required item for future spell casts.
With the 2024 Rules being Released this is now part of the core rules making this house rule defunct
Your characters gain a bonus feat as part of your background, this replaces the Background feature you would normally get. It cannot be an Abilities Score improvement and should relate to your background in someway. I use this rule even when not running the 2024 revision.
Using Foundry VTT means its easy to track the weight of items on party members. Meaning if players hit their maximum load their speed is reduced to 0 as they have “Reached their Limit”
Taken from Viva Dirt League's NPC D&D cause its a cool idea.
When a skill, attack, save or otherwise results in a tie (example: Attack roll matching the Armor class) the result will always act positively in the players favour.
To Much Extra Math to keep track of and with several new mechanics such as weapon mastery and Masterworks this idea isn't really viable anymore
A idea from Draw Steel's system where rolling less than the target's AC no longer means a miss.
If the attack roll is within 'a Quarter down' the target's AC it will do half damage instead. If the attack roll is less than 'A Quarter down' of the target's AC then it misses.
Taken from Viva Dirt League's NPC D&D cause its a cool idea.
Rather than just casting the revivify or similar spell on a player after they got bifurcated and roasted by a red Dragon this rule adds a bit more stakes to death and reviving players.
The spell requires the same time and costs but there is now a DC check to see if the soul returns. This DC starts at 10 by default.
Players take an opportunity to role play their characters trying to convince the dead character's soul to return to the mortal realm. Each player making the attempt choses a skill and then takes the moment to RP with that skills themes, Such as Persuasion, Deception, intimidation etc.
The player then rolls a skill check with the DC being determined by how well the Dungeon Master thinks the rolling player's role play attempt was (DC= 5 Really well done, 10 Pretty well done, 15 Not very well done, 20+ Didn't really try).
Each successful roll from other players lowers the revivify DC by 2 to a minimum of 1. once the players have concluded their checks the DM rolls a flat D20 in public view if successful the player is revived as normal per the spell's effects. if not the soul is lost to what ever afterlife they had waiting.
Strongholds & Follower's Mechanic
An extended rest is detailed as a rest over a week. used in the book to recover various unique abilities found in the book. This rule is going to implement the use of an Extended rest more often.
Where is an Extended Rest Used?
Players and NPS's alike can suffer lingering injuries, this is a normal alternative rule in the Player's handbook but I have altered it slightly to have more opportunities to be applied. When can i suffer a Lingering Injury?
How Can I Heal a Lingering Injury? Lingering Injuries need time and resources to heal, such as multiple days of healing magic therapy or a steady douse of prescribed medication OR the highest tiers of Healing Magic.
Taken from Viva Dirt League's NPC D&D cause its a cool idea.
Xp is collected by players defeating monsters, completing tasks/quests or other sources. but collected XP is not permanent until an 'Extended Rest' is complete.
Actually Levelling Up Once a character has Gained XP enough for a level up they must complete a levelling up montage over a number of days equal to the level they are levelling up to (Minimum of 3 Days)
Played around wit the alternate initiative rules before and as a DM i really like it it keep combat tempo up, allows players to plan and makes sure no player is falling asleep at the table cause they are not paying attention util its their turn.
How it was used during the testing phase
a single player would roll 1 D10. on the result of a 6 or higher Players go first. less and the Foes go first then it alternates between each group back and forth after each side has a turn, going down the list of combatants in any order they wish until everyone has had a turn, then the round resets.
How it will be used for D&D going forward and reasons why
Players can nominate someone in their team to be the initiative roller, a character that may have high dexterity or other bonuses to initiative.
The main changes here is that the Dice is being changed back to a D20 for the theming sake of playing D&D, and a character's initiative bouses no longer go to waste being able to boost the nominated roll.
Food is not made equal, Rations and bland sustenance created with magic is not the same as a well cooked meal by a experienced cook or purchased from a tavern and some food is even magical in nature.
Testing
(In Development, not Active)
The idea behind this rule is to make different flavours of damage actually do different things. Making elemental and different damage types more interesting. Its Also designed to encourage teamwork more as talking with allies about stacking the required sources of damage to trigger a depuff .
How it Works
Friend or Foe, if they suffer three (3) instances of damage of the same type (Slashing, Fire etc) in a row then the creature must make a constitution saving through (DC = 10*) if they fail, they suffer a debuf related to the triggering damage type.
Slashing Blades slice through flesh over and over, the target is loosing blood rapidly now, effective is the blade that cuts on its own.
Bludgeoning Break through their fortitude, Their mind a daze, wide open, Quickly! Make the next strike count!
Piercing Gaps in their armour, openings in their scales. A thin blade with the force of a ram, that aught pierce through!
Fire The fires of hell burn the flesh, Even after the flames subside the flesh wounds and weeps, It screams when disturbed, Press the advantage!
Cold The unforgiving cold, deep and dark, they can't escape it, they mind screams to move by their body numb and flesh cold as death.
Lightning The cracking of the sky as light burns from the heavens, But this light is no divine power, it is a raw unstoppable force of nature.
Force
Necrotic
Poison
Acid
Psychic
Radiant