Oh I forgot this one. Your familiar/animal companion dies, you gain one level of exhaustion.
And other players can restore HP by licking your tears.
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Not as bad as permanently losing a point of con... kids these days don't know what real Wizards has to go through back in the day.![]()
That reminds me of another house rule, albeit character creation one - you can put your ability stat bonuses on any stat. So when you choose your race, you are choosing it based on matters other than "which race boosts my main stats".
Been playing since the red box, and 18 in a stat after racial mods (in rare cases) has never been too high.
One high stat and a couple of dump stats is actually a pretty poor investment in 5th edition. Spreading your stat points out tends to make for a much more survivable character.
Also; for ever Half Orc barbarian tavern brawler or Mountain Dwarf heavy armor master gunning for Strength 18 at first level, there is a Strength 16 Half Orc or Dwarf with an extra 2 points to allocate to another ability score, and the Great weapon master, Polearm master or Shield master feats.
I toyed around with a Shadowrun style priority system.
You can either have 30 ability score points, or 27 and a feat (along those lines).
Disagree here mate. If they run out of intresting feats, it lets them use those extra ASI's for... well.. ASI's! This improves saves and skills (survivability and utility).
Also, I do use a fair few homebrewed feats.
Some stats are just better than others. The idea of saves for all stats is great but in reality saves are just not spread out amongst all of the stats. Your character is much more survivable if you have good save stats.
Dump stats are a problem in 5e.
Why do you want even higher stats? Stats already start close to the cap in 5e. I recommend thinking of 5e as its own game. Don't think about how you had 18s in other D&D games and compare that to 5e. Especially if you play with feats. Feats become too good if you start with high stats.
In the regular game characters are starved of ASIs. One of the things fighters get are extras. It is something special they get. If everyone gets extra ASIs it simply makes fighters worse in comparison.
EDIT: I really like this one! Very flavorful! If I ever get around to running a homebrew world, I might do something like this too.
For all of you who've said you use house rules for initiative: how are they working out for you? I'm not satisfied with the default method for initiative, as I find working out the initiative order grinds everything to a halt and can sometimes take the tension out of a pending combat. I imagine rerolling initiative - and thus have to reorder the list - every round would make that feeling even worse and thus slow the game down even more. And I'm not sure I like the idea of side initiative either, in which all of one side goes and then all of the other side (assuming they haven't been completely decimated before they even get a turn). I've tried just running freeform combats without rolling initiative but my players don't really like that. So yeah - I have yet to find a method of running turn-based combats that I actually like.
In the regular game characters are starved of ASIs.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.