![]() The story is that a character’s ancestors have enabled them to learn a skill that might not normally have been available to them. Again, you have to be wary about balance when doing this, but it can go beyond feats and kits to offer an even greater chance to personalize a character. ![]() For example, if you want to stray from the traditional rogue, you can pick up skills like alchemy that aren’t traditionally available to rogue characters. ![]() I don’t like the binary skill system in D&D 5e that much, so I came up with a system where you can spend your skill points in any skill you want. This system is a lot like the skill point system in the Pathfinder Roleplaying Game, but it works in D&D. By leaving teleportation out of their reach, I can have them slow down and not miss any important plot points. What I do is make sure that it’s progressively more expensive to travel faster. If you’re using teleportation magic, you move instantaneously. If you’re flying, you move at quadruple your normal speed. If you’re riding a carriage, you move three times your normal speed. If you’re riding a horse, you move at twice your normal speed. While traveling on foot, you move at normal speed. But I’ve come up with a simpler system that works for me. It’s a good system that fits D&D really well. I find that this makes it easier for a player to craft an item and it also makes it easier for me as a DM to say, “sure you can craft that.” While you want to make sure you don’t allow players to create something too powerful that will upset the balance in the game, giving more characters a chance to create unique magic items makes it easier for me to reward players. You don’t have to be a wizard or a sorceress to make your own magic items. This is a skill that everyone can use to make items. There’s a system for creating magic items in D&D, but I like to make it even easier. Here’s my list of seven unique homebrew rules for D&D 5e! 1.
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