Homebrew Rulings
Homebrew Rules PDFMental Mages
When creating a mage that uses a spellcasting ability, you can choose any mental ability stat ( Intelligence, Wisdom, Charisma ) for its spellcasting ability.
This rule removes the Constitution Sorcerer option.
Martial Mages
When creating a martial character and its magics require you to use a mental ability such as the Eldritch Knight or Arcane Trickster, you can also choose to use your Constitution ability for your magics instead.
Improved Armor Class
("Glacing Blow")Whenever an attack hits your AC exactly, the damage is halved. This is also another stack on top of resistances and saving throws.
Over-Exert Charged Abilities
Whenever you want to use an ability that has no charges ( Charges, Points, Dice, Rage, etc. ) you can expend another use of that ability by taking exhaustion levels per charge/resource used for the ability.
Potions & Potion Actions
The required time to pull and quaff a potion changes from one action to one bonus action. This enables many classes, especially more melee/combat focused classes, the ability to down a healing potion or enhancing liquid without sacrificing their entire round of attacks.
Administering a potion to an unconscious character still requires an action. Handing off a potion to another individual already in hand only uses your movement and a free action as long as you are within 5 ft of the target.
Taking an action to take a potion will result in maximum healing.
Improved Constitution
While leveling the character you may choose to take the average of the Hit Dice or roll for adding Hit Points. If you choose to roll for Hit Points and obtain a dice roll lower than the average of the hit dice you would then take the average instead. This roll must be observed by another player or the Dungeon Master.
Throwing Accuracy
A weapon with the Throwing/Pulling property uses 'Dexterity or Strength'. A weapon that uses the loading property, such as a crossbow, only uses 'Dexterity'.
Quick Surveillance
Taking a view of your surroundings is a quick visual of the current state of the battlefield or encounter. During initiative, a character may make one Wisdom [Perception] check during their turn using a free action to do so. If a character uses a free action to do so, they cannot relay the information from the perception check on that turn as another free action unless it can be relayed in one or two words.
Should a check be requested that does not require physical interaction, it is left up to the Dungeon Master's discretion if this will be allowed as a free action.
Warrior's Endurance
A long rest is never mandatory, but going without sleep does have its consequences.
Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion.
It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest.
Healing Temp Buff
Whenever you heal via potion or spell you gain temporary hit points equal to your proficiency bonus. You gain this temporary hit point buff only once from each source of healing. (Two sources of healing word would stack but not stacking from each good berry)
With this ruling all temporary hit points now stack.
Super Attunement
Magic Item attunement is no longer limited to only 3 attuned items. Item attunement is unlimited but once a creature not built to handle multiple attunements beyond 3 might start seeing magical side effects of being over attuned.
A variation of this spell is to limit attunement slots up to your proficiency bonus.
Spell Points
Using a variant System to cast spells from a pool of points gained after a long rest. This is a variant option in the 5e Fifth edition DMG.
(Homebrew) Casting Multiple 6th Level or Higher Spells
By the DMG you can only cast a 6th level or higher spell once per day using this spell casting method. The rule instead is you may cast any spell of 6th level or higher multiple times. Each time you cast the spell the amount of time greater than the normal amount of slots you would normally allow for you double the total amount of spell points it would cost you. This cost increases exponentially for all spells cast beyond their normal spell slot limitations.
Open Spell Lists
There are no longer spell class restrictions on spells any character can take. All spells are available to all spell casters. When creating a character or taking new spells it is high recommended to discuss these choices with the other party members so there isn't too much spell overlap causing a loss in character identities.
Spell Preparations
If you are a prepared caster if you don't plan on changing any spells after a long rest the spell list that was already prepared previously is already available to the character. Otherwise any spell change will require a character to perform the preparation requirements.
Additionally, if a prepared caster does not wish to prepare all of their spells they can leave any number of prepared slots open to be prepared at a later time.
Ranger Spell Caster
Rangers are now prepared spell casters.
Ranger & Paladin Cantrips
Rangers and Paladins can now select two cantrips when taking the first level in either class.
Better Crit Damages
Whenever a player now hits with a critical strike against an opponent, the amount of damage that would initially be rolled is now instead maxed out. The additional dice that would be rolled is still rolled and added to the maxed damage.
Mutl-vantages
When gaining multiple advantages and disadvantages you start gaining a +1 to the dice roll for every advantage beyond the first source and the adverse for disadvantage. If there are multiple sources giving both Advantage and Disadvantage they continue to negate each other until the sources give a positive or negative effect to the roll.
Better Arcane Archer
The Fighter Arcane Archer's arcane shots are now equal to the character's proficiency bonus. Using a bonus action once per round if you do not use an arcane shot, you may imbue your ammunition to gain a +1 to the attack and the ammunition is considered magical. This can only be added to non-magical ammunition.
Holding Turns
Instead of by the book only being allowed to hold an action during combat you can elect to hold your turn but can only be triggered by using your reaction to later trigger your held turn. When a player elects to hold their turn they must give a DM trigger to allow their turn to be triggered later on.
Real Monks
Monks Hit Dice are now D10s instead of a D8.
D20 Exhaustion
Exhaustion is now 1-10 giving all d20 rolls -1 per exhaustion up to 9. When you gain your 10th exhaustion point you die.
Escape Action
You can now use your whole turn to use the Escape action which grants you the Dash, Dodge and Disengage action on the turn to flee an enemy, battle or encounter.
Overpowered Spell Casting
A character can cast any spell beyond its normal max level but when doing so the amount to cast the spell costs double the amount of spell points the spell would normally cost in order to cast the spell and they gain an exhaustion point per spell level by a character's max spell level.
Popcorn Initiative
Initiatives are still rolled at the beginning of battle but that only determines which character is going first. Each player involved in battle (Including any number of DM monster initiatives) are then selected by the current player to go next on initiative.
The DM has reserved the right to jump into an initiative count for any reason.
Class Feature Enhancement
At level 9 you have the ability to take one class feature you don't already have from a class you have levels in. The feature can only be from the level you have that level of a class in or lower.
You gain another one at 13th level and 17th level.