Homebrew Rules

These are a list of homebrew rules I will be using.

Resurrection Rituals
Retrieving a soul from beyond is not easy or assured. If a character is dead, and a resurrection is attempted by a spell or spell effect with longer than a 1 action casting time, a Resurrection Challenge is initiated. Up to 3 members of the adventuring party can offer to contribute to the ritual via a Contribution Skill Check. The DM asks them each to make a skill check based on their form of contribution, with the DC of the check adjusting to how helpful/impactful the DM feels the contribution would be. After all contributions are completed, the DM then rolls a single, final Resurrection success check with no modifier. The base DC for the final resurrection check is 10, increasing by 1 for each previous successful resurrection the character has undergone (signifying the slow erosion of the soul’s connection to this world). For each successful contribution skill check, this DC is decreased by 3, whereas each failed contribution skill check increases the DC by 1.

Only the strongest of magical incantations can bypass this resurrection challenge, in the form of the True Resurrection or Wish spells. After a Resurrection Challenge has been failed these spells are the only way to restore a character to life who was lost due to a failed resurrection ritual.

Elemental Adept
Prerequisites: Able to cast at least one spell

When you gain this feat, choose on of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to the chosen type, while immunity to the chosen type only halves damage, and whenever you roll damage for a spell that deals damage of the chosen type, treat any rolled 1's as being a 2.

You may take this feat multiple times; each time, you must select a different damage type.

Potions
Taking a potion yourself takes a bonus action. Giving your potion to anally takes a full action. Passing an item to an ally is a free actions.

Critical Hits
On a critical hit, instead of doubling dice damage. Treat your base dice rolls as max damage, then roll your critical hit dice. For example when rolling damage for a critical hit on a weapon that deals 1d6 + 4, the damage would be 1d6 + 14.

Level HP Rolls
When rolling for HP, if you roll a 1, you can instead take the average roll for your class.

Intimidation
A character can choose to substitute Charisma for Strength for intimidate checks.

Held Attacks
Held Actions to attack include extra attacks.