Reblog this with your favourite D&D house rules
A few of my personal favourites are:
The DM rolls a d10 for every new PC/NPC to see how attractive they are
If a player is absent from a session the DM will take their turns during combat and it’s referred to as ‘Jaegering’
Getting two nat 20s when rolling at advantage/disadvantage is a ‘legendary success’ and something godlike and occasionally encounter-breaking gets to happen
You’re only allowed to cast Thunderwave if you stick your hands out in front of you and yell THUNDERWAVE
if your character dies, you have to hand over your character sheet to the DM, who tears it up while sad music plays in the background
Our ‘luck’ d20 roll at the start of every new day of travelling has been replaced with ‘roll for breakfast without incident’
- If you roll a nat 20 on an initiative roll you can take a second action on your turn that is not an attack such as Disengage, Dash, Help, etc.
- When you roll a critical fail or critical hit on an attack there is an opportunity for something good or bad to happen depending on what the DM rolls. These rules apply to the enemy as well.
- Nothing bad happens if you crit fail on a Cantrip.













