I have scoured the internet to find the Dungeons & Dragons house rules that bring the fun. These 12 are my favorites, but stick around to the end, and I’ll tell you how you can download a free list of more than 50 new house rules you can add to your game.
House Rule 1: Plot Twist Cards
Now, who doesn’t love a good plot twist? Imagine having a deck of Plot Twist Cards that can throw a curveball into your party’s plans. Before your next session, make yourself a deck of cards, each with a different kind of crazy plot twist. You can come up with them all on your own or google them, chatgpt them, whatever. Then, your players draw a card during key moments – at your discretion of course,, injecting unexpected challenges or opportunities into the narrative.
House Rule 2: the Devil’s Bargain
We’re borrowing this one from Blades in the Dark. Say your paladin rolls that crucial d20, and if they’re not quite satisfied, they can strike a deal with the DM – the aforementioned devil – to tip the scales in their favor by changing their roll to either at nat 1 or nat 20. Whichever benefits them. But a deal with the devil always has consequences. Down the road, the DM will change a roll to a nat 1 or nat 20 against the players.
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