House Rules Summary
Part1
Chapter 2: Races
Chapter 3: Classes
Monk
Way of the Amaranth Order
Rogue
Rune Master
Warlock
Otherworldly Patrons
Pact of the Raven
Invocations
Chapter 4: Personality and Backgrounds
Inspiration
Backgrounds
Chapter 5: Equipment
Armor and ShieldsWeapons
Tools
Artisan Crafting
Mounts and Vehicles
Chapter 6: Customization Options
MulticlassFeats
Part 2
Chapter 7: Using Ability Scores
Advantage and DisadvantageProviding Advantage
Tactical Advantage
Ability Checks
Saving Throws
Chapter 8: Adventuring
TimeMovement
The Environment
Materials in Cre
Social Interactions
Resting
Illness and Diseases
Between Adventures
Store and Resources
Training
Languages
Tools
Retraining
Proficiency Versatility Training
Spell Versatility Training
Fighter Versatility Training
Favoured Enemy Versatility
These are based on Xanathar’s Guide to Everything for Reference pg 125
Shopping, Trading and Selling
Carousing
(TIme does not need to be consecutive and gold must be provided up front)
Crafting (see Artisan Crafting)
Crime
Gambling
Pit Fighting
Relaxation
Religious Service
Research
Scribing Spell Scroll
Chapter 9: Combat
The Order of CombatCompanions & Allies
Movement and Position
Tactical Advantage
Actions in Combat
Action
Bonus Action
Reactions
Free Actions
Making an Attack
Cover
Damage and Healing
Resurrection
Mounted Combat
Underwater Combat
Holding your Breathe
Part 3
Chapter 10: Spellcasting 10
Casting a SpellChapter 11: Spells
House Rules for Non-CombatAbility Checks
House Rules for Magic Effects outside of Combat
House Rules for Combat
Initiative
Your Turn
Action
Bonus Action
Movement
Magic
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