Those are good rules. The system I've considered is very simplified: If you're dropped to zero HP, roll your first death saving throw immediately rather than at the start of your turn (it still counts for your whole turn so it does not shorten the time frame for death saves). If you fail, roll...
The Blue Suede Shoes
A gift from Plarc Erskin to the King of Bards, these seemingly indestructible shoes protect the wearer from several forms of harm. When attuned, wearing the shoes grants resistance to bludgeoning and fire damage, and also grants advantage to Wisdom(Perception) checks made...
Charisma being such a dump stat otherwise, I'd recommend using it for "social initiative".
Consider thinking in terms of leverage, for social HP. Whatever damage you suffer must be repaid in the form of some kind of concession or favor, which you must be able to offer in order to continue the...
Melzian's Escape Kit
Consuming a meal, when prepared with a blend of rare spices costing 50 gp and served on this set, grants you the benefits of a heroes' feast, and additionally you have the ability to put yourself under a feign death effect at will while the feast's benefits last. The spice...
Amber Cat: On command, this palm-sized statue will animate and attempt to cuddle up to the warmest heat source within 50 feet, though it will avoid actual flames. It becomes inanimate as soon as it finds a stable place to sit or a creature picks it up. Attuning to and carrying the amber cat...
Maybe, limit the bonus to off-hand attacks, to apply only to unarmed strikes and grapples, thereby encouraging keeping a free hand. But that would still leave out shields.
The simplest patch, I think, is to add a fighting style specializing in versatile weapons.
Say, +2 to a two-handed attack roll, or when making a one-handed attack, +2 on any off-hand attack (when wielding a versatile weapon).
I've been considering a set of rules that might make sense for making firearms more interesting. Add the following special abilities to all standard weapons according to damage type.
Bludgeoning
Clobbering. Whenever you have advantage on your attack roll, you deal extra damage as listed below...
#72: In the abandoned homestead where you lived, you found manuscripts of the original owner's memoirs, which bear a striking similarity to a series of adventure tales long thought to be fictional and dramatized routinely on stage. You have the true version of certain details that were changed...
I always preferred the semi-ordered method mentioned in 3E: Roll the stats in order, re-roll one and swap two. You get enough adjustments to play the class you wanted, but not enough to optimize for a particular pre-conceived build.
For the most part it seems to work out, although it does allow a perfectly average character (+0 to everything) to slightly beat Usain Bolt's speed by rolling a 20.
Relevant Wikipedia article: https://en.wikipedia.org/wiki/Running#Limits_of_speed
Rather than make the formula more complicated...
Because the RAW don't really offer much in the way of chasing/racing.
Concepts
Fatigue. Fatigue is a more temporary form of exhaustion. It stacks with exhaustion and follows the same progression of effects, except at level 6 you are unconscious, rather than dead.
Fatigue Saving Throw...
A Halfling Noble Barbarian, prince of an obscure tribe, prophesied to find a new homeland for his people. Gets very frustrated when nobody takes his credentials seriously. His signet ring and pedigree papers are a carved bear tooth and an ink painting on a wolf pelt.
Good deeds:
- Relieve a disaster-stricken community.
- Teach a child to read.
- Help a stranded traveler.
- Buy tools for a poor village.
Evil deeds:
- can't forget old-fashioned cannibalism.
Good or evil:
- Leave a certain item, or collection of items, in a certain place to be discovered by...
I like the use of exhaustion as a simplified form of ability damage, although it's too deadly for some purposes. I've been tinkering with the idea of "fatigue" which would stack with exhaustion, but only cause unconsciousness at level 6, and be much easier to recover.