Homebrew Rules

Bonus Action Healing Potion

You can drink any healing potion as either an action or as a bonus action. When using a bonus action, you roll for the healing result like normal. If you instead drink the potion as an action, you receive the maximum healing that potion can give.

Sheathing and Unsheathing Weapons

When rolling initiative you choose the weapons that you start combat with. You can switch one weapon you are holding when you make an Attack, before you make the attack with it (scales with features like Extra Attack). Switching between two-handed and one-handed grips on Versatile weapons is free if your second hand is already empty. If you make no attacks on your turn you can switch one weapon you are wielding for free. Shields take a full action to don or doff, and you choose whether to have it equipped when you enter initiative.

Inspiration Post Roll

You can use inspiration to reroll a d20 result after you have already rolled it once, but before you know the result of the roll.

Exhaustion

We will be using the 2024 exhaustion rules since they simplify it pretty nicely, with the extra addition of Extra Effort as another way to gain exhaustion.

Exhaustion Level D20 Test Penalty Movement Speed Reduction
1 -2 -5
2 -4 -10
3 -6 -15
4 -8 -20
5 -10 -25
6 Death Death

Extra Effort

You can exert yourself beyond your normal limits and the cost of gaining exhaustion. If you are out of uses for a class feature (fighter’s action surge, monk’s ki points, druid wildshape, sorcerer sorcery points, etc.) you can gain 1 point of exhaustion to restore 1 charge of the feature. For spellcasters, you can regain a spellslot by gaining 1 point of exhaustion per level of the spellslot.

Spell Scrolls

It is possible to use a spell scroll even if it is not on your spell list, or if you cannot normally cast spells, though it will be more difficult. How you attempt to cast the spell depends on whether it is in your class’s spell list and whether it is of a level you can normally cast.

Spell in Spell List and of a level you can cast

No check required, you can use the spell scroll freely.

Spell in Spell List but higher level than you can cast

You make a spellcasting ability check with DC 10+(spell level). On a success you cast the spell, on a failure the scroll disappears with no effect.

Spell not in Spell List

You make an arcana check with DC 10+(spell level). On a success you cast the spell, on a failure the scroll disappears with no effect.

Spell Level Rarity Save DC Attack Bonus
Cantrip Common 13 +5
1st Common 13 +5
2nd Uncommon 13 +5
3rd Uncommon 15 +7
4th Rare 15 +7
5th Rare 17 +9
6th Very rare 17 +9
7th Very rare 18 +10
8th Very rare 18 +10
9th Legendary 19 +11

Copying Spells from Scrolls

Wizards can still only copy spells into their spell book that are on the wizard spell list. When copying from a spell scroll they must succeed on a DC 10+(spell level) arcana check. Regardless of the result the scroll is destroyed in the process.