Dnd House Rules

Ability Scores

  • Characters simply distribute 82 points on a 1:1 basis among their ability scores, starting at 0. Thus a Strength of 10 costs 10 points, and so forth.


Use the Backgrounds rules found in the Player's Handbook 2 on page 178 with the following tweaks.

  • Characters choose three backgrounds and gain one benefit from each. Bonuses gained from backgrounds do not stack. Example: Luthos chooses Urban, Poor, and Criminal, and chooses to make Streetwise a class skill, gain a +2 bonus to Streetwise, and add Thievery as a class skill.
  • If attempting an action that a normal skill doesn't cover, a character gains a +5 bonus to the ability check if the action is strongly linked to one of the character's backgrounds.


  • A character may use an implement from any of his classes for his implement powers. Thus, if a Warlock multiclasses as a wizard, he may use a rod as an implement for his wizard powers.
  • Fighters get four class skills, rather than three. Add History and Insight to their list of possible class skills.
  • Bards add the Master's Wand ability to the power for free. (Note: Master's Wands do not exist.)
  • Wizards can choose one of the following options for their At-Will Powers:
    • Use Invoker At-Wills (from PHB2) with a re-skin to match Wizard At-Wills.
    • Add the Master's Wand ability to the power for free. (Note: Master's Wands do not exist.)


  • Half-Elves are modified as follows.
    • Dilettante: The Half-Elf may multiclass into two classes rather than one; one must be the class his Dilettante power comes from.
    • Dual Classed: The Half-Elf may choose a single class feature from the same class he chose his Dilettante power from. He may use this class feature once per encounter if the feature is at-will and once per day if the feature is per encounter.
    • Group Diplomacy becomes Diplomatic Elegance: When in a skill challenge, the Half-Elf may choose to negate the first failure in a skill challenge if the active character is using the Diplomacy skill or gain two successes rather than one on the first Diplomacy check he attempts in a skill challenge. He may not choose both in the same skill challenge.
  • The Tiefling's Infernal Wrath Racial Power deals bonus damage equal to the character's Intelligence Bonus, Wisdom Bonus, or Charisma Bonus, whichever the player chooses in character generation.


  • If you gain a specific skill via a feat and you already have that skill, you can choose another skill from the class list (for multiclassing feats) or gain skill focus in that skill.
  • Expanded Spellbook: This gives bonus Utility spells as per Remembered Wizardry.


  • Characters may take one multiclass per tier, maximum. This is to not impinge too heavily on Bards.
  • Power Swap feats may be taken once per feat. They allow any number of swapping of powers, though you must have half your primary class' powers minimum (round up). Thus, if a character takes the Novice Power feat and has 3 Encounter powers, he may have two primary encounter powers and 1 multiclass encounter power. When he gains a fourth power, he may have two of each. Paragon Path powers count as whichever class the path is for. Thus a Rogue path counts as a Rogue power, while a Cleric path counts as a Cleric power.


Blade Cascade (Ranger Attack 15)
Time seems to slow down as your weapons fall upon your hapless foes like rain from an ominous sky.
Daily, Martial, Weapon
Standard Action, Melee Weapon
Requirement: You must be wielding two melee weapons.
Target: One or more creatures
Attack: Strength vs AC. Alternate main and off-hand weapon attacks until you miss. As soon as an attack misses, this attack ends. You may attack a total of four times — twice per weapon.
Hit: 2[W]+Strength modifier damage per attack.

Careful Attack (Ranger Attack 1)
You use both your weapons to line up a strike.
At-Will, Martial, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength+2 vs AC
Hit: 1[W]+Strength modifier damage.

Sure Strike (Fighter Attack 1)
You line up your attack and attack quickly.
At-Will, Martial, Weapon
Standard Action, Melee Weapon
Target: One creature
Attack: Strength vs AC
Special: A weapon's proficiency bonus is doubled for this attack.
Hit: 1[W]+Strength modifier damage.

Skill Powers

Characters gain one skill power per tier for free. Thus, a Paragon character may have two skill powers. These powers (as well as the skill power gained through the Skill Power feat if a character has taken that feat) may be retrained after an extended rest. Any powers garnered by trading in normal class utility powers may not be retrained in this fashion.


There are two types of consumables: Alchemy and Potions. Characters who have the ability to create these items may use one such item per encounter per tier in each category. Thus, a character who is Heroic Tier may use 1 Alchemical Item per Encounter and one Potion (of any type) per Encounter maximum. He does not have to establish which Alchemical Items or Potions he's created beforehand. At Paragon, he may use two of each per tier. Most such items are weaker than any power except some At-Wills, so it works out all right.

If a character wishes to use more than this general maximum, he may refresh a category by spending an action point. Thus, if a paragon character uses two alchemical items in an encounter and wishes to use more, he may spend an action point and regain two uses of alchemical items.

This is for 'off the cuff' consumable use. In the event the character is preparing for an encounter, he simply produces the alchemical items or potions necessary, possibly with a pertinent skill check. This may cost healing surges in emergencies or when the GM demands it to illustrate cosmic cycles (as in, for balance if preparation is done constantly to the detriment of balance).

Healing Potions heal the character's healing surge value + the maker's Intelligence bonus. If the potion is of one tier lower than the character (a Paragon character drinking a Heroic healing potion), halve this value. If it's two tiers lower (Epic character drinking a Heroic healing potion), quarter this value.


  • There are no 'exclusive' rituals other than for things like Dragonmarks. They are still considered a specific type for special abilities such as the bardic ability to cast certain rituals free, however.
  • High level characters may have a great many rituals. Discuss this with the GM.
  • Most rituals do not cost money. Characters may freely cast rituals that do not create permanent magical items with a cost of Level*10 gold in the Heroic Tier, Level*50 gold in the Paragon Tier, and Level*500 gold in the Epic Tier. If a ritual costs more than this amount or is cast repeatedly, it costs a variable number of healing surges instead of money, depending on the GM's cognizance. This value may be more or less at certain times, due to various mystical alignments or for balance purposes. Rituals that replace skills will always cost a variable number of healing surges (see Knock for an example).
  • The time to perform a ritual varies. Most rituals take more time and concentration than one can devote to in combat, but may only take a few moments to a minute to cast. Other rituals with very long casting times retain these times. Speak to the GM if curious, but in general a ritual that takes the default ten minutes to cast really simply requires the ritualist to not be in combat. This may be extended at times by the GM if the situation warrants it.


In general, wealth is handwaved so as to insure characters aren't coin-counting. These rules do not apply to combat gear or magical items, merely 'fluff' and environmental stuff. Also note that wealth is not infinite, so don't try to outfit an entire army with this. Well, in heroic. At each Tier, characters have the following wealth guidelines:

  • Heroic: Characters can easily buy fancy clothing or a night in a restaurant. A manservant is feasable. With IC effort and some skill checks, the characters can afford a manor in a city or in the country.
  • Paragon: Characters can easily have a great number of people working for them, including a guard of low heroic level. With IC effort and some skill checks, the characters can afford a castle or large keep.
  • Epic: The sky's the limit. Want a floating castle with a ton of mundane servants? Want a guard of heroic characters with a low paragon captain of the guard? Go for it. Again, highest end stuff needs some effort or skill checks.

Action Points

Characters get one action point per encounter.

Custom Rituals

Grow Lattice
Level: 11
Category: Creation
Time: 8 hours
Duration: Permanent
Cost: 5 heaing surges per participant
Key Skill: Dungeoneering

This ritual grows a lattice of stone or crystal from a seed. The seed
cannot be an inherently valuable material like gold or gemstones,
though it can grow marble or certain types of crystal.

This ritual requires seven spellcasters who know this ritual; each
must pay its healing surge cost. The lead caster may shape the
lattice as he wishes, though any structure constructed must be able to
support itself; thus, an impossibly slender building could not be

Consult the following table to determine how large a lattice can be grown.

Dungeoneering Check Size of Lattice
19 or Lower A Statue
20 - 29 Average Building
30+ Large Tower


Polyglot Stone: This gives you three languages, not one.