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It also rebalances classes through specialization, improves weapon mastery options for martials, adds critical hit/miss rules with varied damage effects, and refines travel and encumbrance for richer roleplay at the 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on DMsGuild by Xymok /Mathieu Korning 2024 ~\u003Cbr>Foreword\u003Cbr>I started playing DND with the 'pink box ', at 9 years old in 1983,-riding our BMXes-like many-to our friend 's basement to play. Years later, after giving up gamingfor 20 years or so, I returned to D&D to run a 5E game for my own kids (then 5, 7,9) & bros.\u003Cbr>To me 5E/2024 is an improved system, but my heart stayed OSR... Ifind certain parts of5E problematic-overpowered PCs &feats, absurd healing rules, too much magic, and a lack of specialization, so in 2020 I started homebrewing various rules for my own table.\u003Cbr>This set ofHomebrew rules are the result of that experiment. They work better as a collective whole-great care has been taken to try to keep things consistent and in the spirit of5E, but as always feel free to use what you like and homebrew the rest as you see fit-and above all remember to have fun! -Xymok\u003Cbr>DNDX-guiding principles\u003Cbr>1. PCs are overpowered & 5E's fast-healing rules are absurd\u003Cbr> Make DnD 'deadlier ', & add 'real ' effects to damage\u003Cbr> No \"dragon burns you for 49/50 HP ' & you are fine\u003Cbr> Or j' ust take a 2-hour break or sleep ifoff' & are OK\u003Cbr>2. Too many OP casters-Magic is Chaos and is dangerous\u003Cbr> DC-based magic system, & handicap for 1/2 casters\u003Cbr> Wild Magic Surge tables for all casters on a fumble\u003Cbr> Allow caster to regain spell slots to compensate DC\u003Cbr>3. Vancian Magic is cool but Dnd's magic feels too generic\u003Cbr> Split in 5 Types: Arcane/Divine/Primal/Bardic/Pact\u003Cbr> Add distinct 'feel ' per Type of Chaos with own cost\u003Cbr> Upcast rules using HD, without nerfing metamagic\u003Cbr> Add g' rimdark' 'feel ' to Clerics, Druids, & Warlocks\u003Cbr>4. Rebalance Classes & Specialization, & make skills matter\u003Cbr> Minor fixes to rebalance 5E/5.5 Classes/Subclasses\u003Cbr> Nerf secondary casters, & nerf non-proficiency use\u003Cbr>5. Fix and give better weapon mastery options for martials\u003Cbr> Mastery is needed by weapon type, e.g. \"swords\".\u003Cbr> Added a few that were missing. fixed requirements.\u003Cbr> Masteries can only be changed when you level up.\u003Cbr>6. Various other miscellaneous hacks to make RP more real\u003Cbr> Allow classes to regain limited class features by HD\u003Cbr> Fixed encumbrance/load, new travel/weather rules\u003Cbr> Critical Misses for everyone with set limit of 1/turn\u003Cbr> Critical Hits, with all 13 damage types in 4 groups | A quick note about the format & contents ofthis set of rules: These rules began as a set of1-page quick-reference sheets,-to be printed and placed in pairs in vinyl sheet protectors, which is exactly how I use them at my own table to this day.\u003Cbr>Though I have now decided to publish the full set as DNDX, The rules remain available individually to who would want it. As these are already organized thematically into 'cheatsheets '\u003Cbr>-No e fort will be made to reorganize these into a set rulebook. Unless there is much demand then I might revisit this infuture. For now this Forword & its list of Contents is all that is needed. Get DNDX here: [https://www.dmsguild.com/m/product/505657](https://www.dmsguild.com/m/product/505657)\u003Cbr>Contents\u003Cbr>1 . Magic is Chaos-Part 1\u003Cbr>2. Magic is Chaos-Part 2\u003Cbr>3. Magic is Chaos-Part 3\u003Cbr>4. Magic is Chaos-Part 4\u003Cbr>5. Magic is Chaos-Part 5\u003Cbr>6. Divine Wild Magic-Parts 1 & 2\u003Cbr>7. Stats & Subclasses\u003Cbr>8. Creed Table- (Clerics / Paladins)\u003Cbr>9. Hex Table (Warlocks / Eldritch Knt)\u003Cbr>10. Damage Effects and Recovery\u003Cbr>11 . Melee and Mayhem\u003Cbr>12. Weapon Mastery Feats\u003Cbr>13. Critical Hits & Critical Miss Table\u003Cbr>14. Torches, Tools, and Travel |\n| --- | --- |\n\nDUNGEONS & DRAGONS, D&D, WoTC, Wizard of the Coast, Ravenloft, Forgotten Realms, the dragon ampersand, & related products & logos are trademarks of Wizards of the Coast.~ This work references material that is copyright Wizards of the Coast and/or other authors, used with permission under the Community Content Agreement for Dungeon Masters Guild.  \nꭔ  \n~ DNDX and all other o","cbCaiia8kYLpbw7a","https://ap.wps.com/l/cbCaiia8kYLpbw7a","pdf",1383282,"English","# Foreword\n## DNDX-guiding principles\n## Contents\n## Trademark and copyright notes","[{\"question\":\"What is the main goal of DNDX homebrew rules?\",\"answer\":\"To make D\\u0026D 5E/2024 play feel more consistent with the spirit of 5E while fixing perceived issues such as overpowered PCs, problematic healing, and overly generic magic.\"},{\"question\":\"How does DNDX change magic compared with standard 5E?\",\"answer\":\"It frames magic as “Chaos” and uses a DC-based system with handicaps for half-casters, wild magic surge tables for all casters, and spell-slot recovery for casters to compensate for the DC system.\"},{\"question\":\"What changes does DNDX make for martials and combat resolution?\",\"answer\":\"It adds weapon mastery options tied to weapon types, limits mastery changes to level-ups, and introduces critical hits and critical misses with damage effects and recovery.\"}]","DNDX - Dungeons & Dragons 5E/2024 Homebrew Rules - Guiding Principles and Contents | PDF",1791240886]