The number one rule in is that there are no hard-and-fast rules. The Dungeon Master has the ability and right to change or add any rule to the game that would make the game more fun. Players often call this the Rule of Cool because, even though the rules as written make what it is, no one wants to play a game that isn't fun and cool.
The official 5e and other 5e rulebooks have a lot of optional rules players can utilize if their DMs allow. The primary problems with including optional rules in official RPG books are time for designers and writers to work and money to pay them with, not desire or passion. Thankfully, third-party publishers, designers, and fans have both of those in spades, and they have used them to create some amazing supplements that follow the Rule of Cool to the letter.
Raise armies! Research spells! Spy on your enemies!
More than just a set of rules and charts, this book also describes a style of play that assumes your character becomes more interested in influencing the world around them. You’ll still adventure and fight monsters, but this supplement gives you tons of fun things to do during your downtime.
is an incredible supplement by MCDM, the third-party publisher founded by veteran RPG designer Matt Coville. This unofficial supplement is so popular and well-loved that Wizards of the Coast has released an Unearthed Arcana playtest for bastions. It would take a similar approach to in the for the 2024 update to
is one of the bestselling supplements on DMs Guild. Not only do players love magic items, players love named magic items. Like Sting from or Raistlin Majere's Staff of Magius, there's something that feels better about items with a history. This supplement provides rules to enhance weapons players already have and are attached to as well as rules to generate brand-new ones.
Spirit points are a new system that allows players to craft their own magic items. Random tables help dungeon masters always keep chests and hoards filled with loot,
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