House Rules

Character creation and leveling
All content in the PHB and published PDFs from WotC is allowed. Material from Unearthed Arcana is not allowed. To generate ability scores, use the Variant: Customizing ability scores on page 13 of the PHB.
A common set to use is 15, 14, 13, 12, 10, 8

Players can choose a faction during creation. Any factions a character wishes to join after the fact has to go through an application process.

When gaining a new level, players can take the average in () instead of rolling a hit dice.

Dropping to zero hit points
If a character drops to zero hit points, it gains a level of exhaustion.

Spell scroll usage rules
If the spell is on your class list and a level you can cast, you cast it automatically. If the spell is on your class list and a level you cannot cast, make an Arcana check using your spellcasting ability. The DC is 10 + spell level. If the spell is not on your class list, but is a level you can cast, make an Arcana check using your spellcasting ability. The DC is 10. If the spell is not on your class list and a level you cannot cast, make an Arcana ability check, using your spellcasting ability. The DC is 10 + spell level. If you do not have a spellcasting ability, make an Intelligence (Arcana) Check. The DC is 10 + spell level.

Additional combat options from the DMG
CLIMB ONTO A BIGGER CREATURE
If one creature wants to jump onto another creature, it can do so by grappling. A Small or medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.
As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature’s space and clings to its body. While in the target’s space, the smaller creature moves with the target and has advantage on attack rolls against it.
The smaller creature can move around within the larger creature’s space, treating the space as difficult terrain. The larger creature’s ability to attack the smaller creature depends on the smaller creature’s location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action- knocking it off, scraping it against a wall, or grabbing and throwing it- by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.

DISARM
A creature can use a weapon attack to knock a weapon or another item from a target’s grasp. The attacker makes an attack roll contested by the target’s Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.
The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.

OVERRUN
When a creature tries to move through a hostile creature’s space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature’s
Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature’s space once this turn.

SHOVE ASIDE
With this option, a creature uses the special shove attack from the Player’s Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.

TUMBLE
A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature’s Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature’s space once this turn.

House Rules

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