Rules
Here are some reasons why we have homebrew rules in our games:
Fun: Fun comes first. Sometimes the rules don't support all settings, players, etc. Fun should always be the focus.
Tailored Gameplay: Homebrew rules enable players and DMs to customize the game mechanics, balancing, and storytelling elements to suit their group's playstyle and preferences. This fosters a more immersive and engaging experience for everyone involved.
Expanding Content: Creating homebrew rules can introduce new races, classes, spells, and magical items that may not exist within the official material. This breathes fresh life into the game and opens up exciting opportunities for unique character concepts and narratives.
Worldbuilding: Crafting homebrew rules allows DMs to build entire worlds from scratch, with their pantheons, cultures, and histories. This level of creative freedom enables a deeper, more enriched storytelling experience for players as they explore an entirely original realm.
Addressing Imbalances: Some players may find that certain aspects of the official rules don't align with their vision for character progression or power balance. Homebrew rules offer the flexibility to rectify these issues and create a more satisfying game for everyone.
Personal Touch: Homebrew rules provide a chance for players and DMs to leave their unique mark on the game, making it feel more personal and memorable. It fosters a sense of ownership and investment in the shared narrative.
Campaign Specifics: When running a campaign inspired by a particular book, movie, or franchise, homebrew rules can help replicate its atmosphere and themes more accurately. This way, players get to experience their favorite stories in the D&D universe.
Challenge and Surprise: Homebrew rules can introduce unexpected twists, challenges, or hidden mechanics, keeping players on their toes and encouraging creative problem-solving.
Experimentation: Trying out homebrew rules can be an enjoyable experiment. It allows players and DMs to explore uncharted territory and discover novel ways to enhance their D&D sessions.
Spell Slots
Spell based characters CAN use more spells than their allotted spell slots per day, but doing so takes exhaustion points equal to the spell's level. Exhaustion can make it more difficult to complete various tasks and at 6 exhaustion points you fall over dead, no save available.
Hero Tokens
Each player gets 1 hero token per level. Based on player feedback, the DM gets 3 (I voted for none, but you guys wanted me to have some). This token acts the same as inspiration and can be used to get advantage on any dice roll or disadvantage on a target. Note, to apply disadvantage, you have to be the target of the roll (or involved in some way). For example, if an enemy strikes a party member with a Nat 20, you cannot force them to reroll at disadvantage if your character is not involved with the attack, but the player being struck may.
Potions
You may take a potion as a bonus action, but administiring a potion is still an action. Choosing to use an action to take a potion allows you to heal the maximum amount from that potion.
Spell Crits
Spells can crit on a Nat 20 attack or a Nat 1 save. For non-damaging "crits" the DM may use their discretion for an additional or enhanced effect.
RAI vs RAW
When evaluating rules for gameplay, we will error on the side of RAI (Rules As Intended) over RAW (Rules As Written) because RAW can lead to exploited rules, such as coffeelock. Example; See Evasion rule decision.
Evasion Ruling
The written rule on Evasion implies it is just something that always happens, regardless, but in the description of how the rule works is that your movement allows you to evade the additional damage. When a creature is under the Paralyzed effect, should they get the bonus from Evasion? As written, perhaps, but as intended, probably not. My reasoning for this is because if you cannot move, you cannot evade.
One Last Action
When someone fails their last death saving throw and is about to lose their life, they may use one final action to save their team, kill the big bad, or aid someone else before they pass.
Alternatively, see the homebrew rule for "Swansong".
Swansong
If you reach the end of the road - troubles too great to manage, your debts too heavy, your race run - you may take your swansong. A swansong is a voluntary process where you go out in one final blaze of glory. A swansong would need to be declared at the start of a scene provided you and the DM agree this is a fitting narrative end for your character or that your death will drive the narrative forward for the rest of the party. A swansong lasts the duration of the scene or combat and has the following effects.
You make all rolls at advantage.
No attack or action you make can be at disadvantage.
All attacks you make are deadly.
You can take a dodge action as a reaction.
You sustain a mortal wound during the scene.
You die at the end of the scene. Unable to be saved.
Pets vs Companions
Pets will not get their own initiative order but this doesn’t mean you cannot use them narratively. If you land a successful hit on an enemy, you can still flavor it by saying your animal had aided in some way like by distracting the enemy or by retrieving the arrow from your quiver for you. Something that is just flavor.
Companions take place in initiative and will generally follow commands, but are not bound to them. The DM controls their actual actions. Companions can die and can aid in rolls and provided advantages.
Summoned creatures from items and spells are treated per the spell or item description. If not specified, the player may choose which category they fall in.
Conditions
Intoxicated
A common condition in the many bars, saloons, taverns, and brothels of any major city or remote town, a creature can become intoxicated by imbibing too much alcohol or other substance. An intoxicated creature is mentally impaired. The creature suffers disadvantage on all Intelligence and Wisdom-related skill checks, ability checks and saving throws as well as on attack rolls. The creature has advantage on Strength-related skill checks.
If the creature is subjected to the intoxicated condition and is already intoxicated (owed to drinking additional spirits or because of the ability or attack of another creature) it must succeed on a DC 13 Constitution saving throw or fall unconscious for 1 minute. Each time the creature takes damage, and at the end of each of its turns it can make a new saving throw, ending the unconscious condition (but not the intoxicated condition) on a success. The intoxicated condition can be removed by completing a short or long rest.
A Medium creature can drink four drinks per +1 to it's constitution modifier. A creature that is Large or Larger can drink twice as many drinks as the size category below it (8 per +1 for Large, 16 per +1 for Huge, etc.) A Small or Tiny creature can drink half as many drinks as the size category above it (2 per +1 for Small, and 1 per +1 for Tiny).
Dehydrated
A creature that suffers from 3 levels of exhuastion owed to heat becomes deyhdrated. A dehydrated creature's ability scores are reduced by 2 when it becomes dehydrated and at the end of each long rest until it drinks water.