Homebrew Rules

Critcal Hits

Double the Amount of dice for your roll. For example if your normal damage is 1d8+3+2d8(smite), you would roll 2d8+3+4d8

Critical Fails

In the event you roll a natural 1 on an attack roll, you will definitely miss the intended target and will have a chance to hit an ally based on a die roll I have you make. This die roll will change depending on the severity of the fuck up within the context of the situation and obviously relies on you having an ally within range and in a reasonable path of the attack to hit.

Healing Potions

During combat you can drink them as either an Action or Bonus Action. If you drink it as a Bonus Action you roll for the health you gain. If you drink it as an Action or outside of combat, you always gain the max health of the potion. Feeding the healing potion to another actor uses an Action and you must roll for it.
Note: this is only for healing potions, drinking any other potion takes the potions indicated time.

Poisons

Seeing as poisons are often perceived as underpowered, I am aiming to change and tweak that as I find a sweet spot for what seems fair. For now the following guidelines will apply to in-combat actions regarding poisons:

Resurrection

After you die and are a target of a resurrection spell, you roll a d20. On a roll of 10 or higher, you resurrect as expected. 9 or less, your adventure with this character is over. (At least through resurrection means). Every time you are targeted by the resurrection spell, the threshold of the d20 roll increases. So the second time you are resurrected you have to roll an 11, the third time a 12, ect.

Modified Fall Damage

When you fall more than 5 feet, take bludgeoning damage equal to half the distance you fell. If you take any damage, you land prone. If you fall into water or a soft substance, calculate damage as though the fall were 20 feet shorter, 30 if you intentionally dove in (up to the depth of the substance).



Downtime

Learning New Proficiencies

During downtime, if you wish to learn one of the following: weapon proficiency, skill half-proficiency, language half-proficiency/proficiency (I'll explain), or toolkit half-proficiency, you will need to practice the skill in question with someone proficient in said skill who has at least a +10 to the associated roll for skills and toolkits or a +9 when it comes to weapons. For languages any proficient individual will do.

These could be party members or these could be NPCs you find. If you elect to do this with a party member (learn a proficiency), obviously, all time requirements will need to be met by both you and them. So, check to make sure they are willing to sacrifice their downtime to aid you first, please.

Once you have located a teacher you will need 2 full weeks of cumulative studying or practicing (16-hour days) of the skill to gain the benefits of the proficiencies listed above. If you have already obtained a skill or toolkit half-proficiency, you may not stack them to become proficient. Without spending anymore resources than downtime, half-proficiency is as good as it gets. You will notice however that weapons and languages are an exception. In 2 full weeks you could become proficient with a weapon. And after a total of a month you can become fully proficient in a language.

Now if it wasn't already obvious becoming half-proficient with something will mean that when you roll a d20 relevant to the given tool, weapon, or skill you get to add half your proficiency bonus rounded down. But what the fuck is a language half-proficiency? Well, think of it like someone who natively speaks Spanish, speaking a broken English. When you obtain a half proficiency in a language you may roll a d20 + 2 in order to attempt to interpret either active speech or a written portion of said language. On a 15 or higher you succeed and are able to understand at the very least the context, but on a failure you are only able to pickup words that have no context for the sake of understanding the message.

Learning or Creating New Spells

For those who have chosen to be spellcasters, you have the ability to learn new spells from your class for a level with which you have spell slots, or you can create a new spell of a level for which you have slots. The cost is 1 week of downtime for a known spell or two weeks of downtime for a newly created spell. A newly created spell should be discussed with the DM beforehand and requires approval. Obviously.

In order for you to perform this task you must be defined as a full caster, or a pact caster. In either instance similar to learning a new proficiency, you too will need the help of a teacher, meaning someone with a +10 or better to their spell attack rolls. This, unlike proficiencies, cannot be taught by a party member, as different classes have different ways of using magic.

There are of course some limits to this. No one can learn a spell during downtime higher than 5th level whether it be known to the world or created fresh, although a newly created spell greater than 5th level could be discussed outside of session to be granted as a spell you receive during your next level up. You can also only create one new spell per character level. For each level of spell starting with Cantrips representing a 0th level spell, the DC for the arcana check and gold cost scales as follows:

Arcana Check DC = 15 + (spell's level)
Gold Cost = 500 + 2000 x (spell's level)