Here are the ones I decided on for my upcoming game:
Death, Dying, and Recovery
1) There are now 3 classes of rest.
a. Breather: 1 hour
i. You may roll up to 2 hit-dice and heal yourself.
b. Short Rest: 8 hours (elves only 4 hours)
i. All things short rests do now. In addition, you heal 1 fatigue.
c. Long Rest: 7 short rests
i. All things long rests do now.
2) Death Saving Throws
a. Unless something specifically says “applies to a death saving throw”, you do not get a bonus to this save.
b. Failures are recovered after a short rest.
c. Concealed Rolls: A player does not roll death saving throws every round while unconscious. Instead, once the player is tended to, they roll 1 death save for every round they have been unconscious. If the player fails 3 death saves, they die.
d. Roll on a 1: Player gets 2 failed death saves.
e. Roll on a 20: The player removes failed deaths save and they stabilize. It no longer brings them to 1 hp.
3) Unconscious: A player that is knocked unconscious by damage takes 1 fatigue.
4) No resurrection magic
Classes
General
1) Fighting Styles:
a. Dueling, Great Weapon Fighting, and Two Weapon Fighting styles are removed.
b. New Style (Offense): Gain +2 to damage when using melee weapons.
2) Extra Attack (Charge)
a. Any class that has acquired the extra attack ability gains the ability to charge.
b. If you are using your action to dash, you may make 1 attack as a bonus action.
Barbarian
1) Berserker: No longer suffers fatigue from use of frenzy.
2) General: A barbarian may take a bonus action to deal themselves 2 damage (aka 1 damage while raging). (This allows a barbarian to stay in rage when their target is far away like an archer).
Cleric
1) The chance that divine intervention occurs is doubled.
Fighter
1) Champion: Remarkable Athlete bonus applies to death saving throws.
Monk
1) Gain +1 ki
Paladin
1) Divine Smite: Can only be used 1/round.
Sorceror
1) Wild Sorc:
a. Tides of Chaos, the Sorc can choose to do the ability restore after any 1st level sorc spell is cast.
b. Wild Magic Table: The fireball you cast is not centered on yourself.
2) Metamagic Changes:
a. Metamagics can now all be used with each other.
b. Distant Spell: A range of self becomes touch. This cannot be combined with Twin Spell.
c. Extend Spell: The duration is doubled. Further, any roll to dispel or counterspell this spell has disadvantage on the roll.
d. Careful Spell: If a spell does an effect on a successful save, there is no effect.
e. Subtle Spell: This spell cannot be counter spelled (ie it can’t be identified in time to do so)
Weapons
1) Heavy/Versatile: Any weapon with these properties, when wielded in two hands, may take a -2 to attack rolls to gain +4 to damage.
Feats
1) Durable: Add this, gain +2 hit dice. When you take a breather, the number of hit dice you can use increases by 2.
2) Great Weapon Master:
a. Remove the -5/+10 clause.
b. Gain +1 str
c. You no longer need to use a bonus action to make use of this ability (also means you can use it multiple times in a row).
3) Sharpshooter: Remove the -5/+10 clause. Add: On a crit, add an extra weapon die to the damage.
4) Crossbow Expert/Polearm Master: Removed
5) New Feat: Trained
Trained
You may take this feat more than once.
You gain any combination of the following benefits, adding up to 10 points. A single benefit cannot be taken more than 3 times.
- 5 points: Increase one ability score by 1, to a maximum of 20 or learn a cantrip.
- 4 points: Gain proficiency in the next class of armor (Light, Medium, Heavy)
- 3 points: Gain proficiency in shields or the next class of weapons (Simple, Martial)
- 2 points: Gain proficiency in a skill
- 1 point: Gain proficiency in a tool or language