GM House Rules for D&D 5e (2014)#

Welcome to our D&D 5e campaign! These house rules enhance the core 5e experience by incorporating mechanics from Pathfinder 2e and other systems to create more dynamic gameplay.

Overview#

This campaign uses modified rules to make characters more versatile and combat more strategic. These changes affect character progression, skills, combat mechanics, and spellcasting.

**New to These Rules?** Don't worry about memorizing everything! Start with the basics and reference specific sections as needed during play. Your GM will help guide you through any questions.

🧭 Start Here — Building a Character#

If you’re building or leveling a character, read the rules in this order. Each step only takes a few minutes.

StepPageWhy
1Character AdvancementKnow when you get ASI vs Feats — this affects your whole build plan
2Skills SystemKnow which skills to invest Expertise into as you level
3Combat RulesKnow your AC math, especially if you’re in Light armor
4ManeuversIf you’re a martial class, this is extra power you get for free
5Spell Scaling & TiersIf you’re a caster, know how your tier affects spells against bosses
6Death Saving ThrowsKnow what happens when you drop to 0 HP in this campaign
**Already have a character?** Skip straight to whichever page answers your current question — use the Rule Sections list below or the sidebar.

What’s Different?#

Here’s a quick summary of the major changes:

🎯 Character Advancement#

  • Ability Score Improvements (ASI) are now separate from Feats
  • You get +2 ASI every 4 levels (starting at level 2)
  • You get 1 Feat every 4 levels (starting at level 4)
  • More flexibility to customize your character!

🎲 Skills System#

  • Gain additional skill proficiencies as you level up
  • Skills can be improved to Expertise Levels (1-4)
  • Each expertise level unlocks special abilities
  • Make skill checks more meaningful at higher levels

⚔️ Combat Enhancements#

  • Critical hits deal maximum damage + roll damage dice again
  • Light armor now caps your Dexterity bonus to AC at +5
  • Touch AC and Flat-Footed AC for tactical depth

🗡️ Maneuvers#

  • All martial classes get Superiority Dice and Maneuvers, not just Battle Masters
  • More tactical options in combat — trips, parries, pushes, and more
  • Scales automatically as you level up

🔮 Spell Scaling & Tiers#

  • Character tiers (1-4) affect spell effectiveness
  • Higher-tier enemies resist crowd control better
  • Lower-tier enemies are more vulnerable to your spells
  • Adds challenge and strategy to spellcasting

Rule Sections#

Click on any section below to learn more:

Quick Reference#

Your LevelWhat You Get
2+2 ASI
3+1 Skill, +2 Maneuvers (Martial Class Only!)
4+1 Feat
5+1 Skill, +1 Maneuver, Enter Tier 2
6+2 ASI
7+1 Skill, +1 Maneuver
8+1 Feat
9+1 Skill, +1 Maneuver
10+2 ASI
11+1 Skill, +1 Maneuver, Enter Tier 3
12+1 Feat
13+1 Skill, +1 Maneuver
14+2 ASI
15+1 Skill, +1 Maneuver
16+1 Feat
17+1 Skill, +1 Maneuver, Enter Tier 4
18+2 ASI
19+1 Skill, +1 Maneuver
20+1 Feat
**Remember**: These rules apply to all players equally. If you have questions or concerns about any rule, talk to your GM!

These house rules are designed to enhance player agency and tactical depth while maintaining the core 5e experience. Have fun!