HOUSE RULES:
Change Spell Trappings: you may change a different trapping (damage type) for spells as long as the rest of the spell mechanic is the same. Examples: fire bolt becomes necrotic bolt, heat metal becomes freeze metal, fire ball becomes lightning ball etc... This gives you more options to customize your character.
Reskin Weapons, Armor and Equipment: you may also change what equipment, weapons and armor look like as long as the game mechanics of changed item are the same. This gives you more options to customize your character.
Natural 20 on Initiative: The player may choose to either have Advantage on the first action or may use Dash as their bonus action at the beginning of their turn.
Critical Hits: You max your normal damage dice you would roll regularly and add your damage modifier (usually Str or Dex). Then roll all of the extra dice you would get on the critical hit and add it all together. This makes the critical hit more dramatic instead of rolling ones and twos on your dice doing less damage than a normal hit. (This is not for GM run NPCs)
Critical Failure, Sometimes?: Most rolls of a 1 on a 20 sided dice will be a normal failure. There may be occasions I provide a consequence of a Critical Failure. I will let you know when the critical failure is in play and what the outcome will be prior to you rolling. If you choose to go ahead and the outcome is a critical failure, I expect that you will not argue, accept the results and we all move on. After all it was your choice to proceed at that point.
Inspiration: Every player starts with inspiration that refreshes every week on Sundays at 12:00AM Central Standard Time. This Inspiration cannot be saved or given to different player to use. This inspiration can be used for a reroll. Reason, sometimes the dice do not go your way. This gives you a little more control over rolling poorly. A Critical Failure, Sometimes? cannot be rerolled using this Inspiration.
Long Rests: You cannot take a Long Rest in a place that is not safe. Safe places will usually include: your home, party base, an inn, home of an ally etc. . . Examples of unsafe places: dungeons, wilderness, caves, in an enemies lair, city streets, inn located in dangerous areas of the city, etc . . .
Bleeding Out: When reduced to 0 Hit Points you begin to bleed out. Only the medical or magical aid of a teammate or external effect can revive you by healing 1 or more HP.
Death: occurs if
• You are reduced to -10 HP
• If you are unconscious and bleeding out for 3 rounds of play
• You fail a save against Death
No Passive Perception: I do not use Passive Perception