Homebrew Rules

Rule of cool: Your character can try to do anything.
Want to try to cast a 9th level when your character is 3rd level? give it a shot. Want to try to shoot your enemy's hand to get them to drop their weapon? go for it.

Descriptions: You can describe anything that your character does. If you kill someone or something, you can always explain how and what happens. If you do not describe it, I will.

Exhaustion: Being downed in combat gives you a level of 'soft' exhaustion. This soft exhaustion carries all of the downsides of regular exhaustion. However, you lose all levels of 'soft' exhaustion at the end of a long rest.

Team Instinct: (Not a Pokémon reference. Okay maybe a Pokémon reference) Your party is a team and has the advantage of knowing how each other fights and works. This team "instinct" is translated to being able to talk strategy for 3 minutes after initiative is rolled and before combat starts. This does not apply if you are surprised.

Secret death saving throws: death saves for all players are rolled by the DM.

Healing potions: Drinking a healing potion costs 1 bonus action. Healing potions also always restore the maximum role (for example, basic health potions no longer restore 2d4+2 and instead restore 10 health)

  Flanking: When you and an ally flank an enemy, you both receive a +2 bonus to attack rolls per ally other than yourself.

Critical Hits: When you roll a natural 20 on an attack roll, roll your damage dice as usual, then add the maximum possible roll to that number, then add your modifiers.