D&D 5e Rules Workshop
Write up a house rule so another table can switch it on: a variant of a rule the game already has, a whole subsystem it leaves out, an optional add-on, or a set of rollable tables. Shared rule sets get their own shelf in the gallery, and encounters and scenarios can say they work best with one.
Writing a rule another table can use
Most house rules live in one DM's head and a line in the session-zero notes. That is fine for your table. For somebody else's, a rule needs four things the notes usually leave out.
Say what it replaces
A table that adopts "flanking gives -2 AC" without knowing it replaces the advantage version ends up running both. Name the core rule plainly, and say whether yours sits beside it or instead of it.
Write it as steps
A subsystem is a procedure. Morale checks, injuries, a chase: write the steps in the order a DM runs them mid-session, when there is no time to reread three paragraphs.
Give it dials
The same rule suits a gritty campaign and a heroic one if it says how to turn it up or down. "Harsher" and "gentler" are the two most useful dials to write.
Be honest about the cost
Every rule moves the balance somewhere. Saying where — rogues get stronger, big groups of weak enemies get easier — is what lets another DM decide in a minute instead of finding out in session three.
Tables that cover the die
A rollable table with a gap stalls a session the moment the dice land in it. The workshop tells you which numbers have nothing written for them, fills the gaps with empty rows if you ask, and lets you roll it before you share it.