House Rules

===== Death Saving Throws & Exhaustion =====
* Death saving throws are made behind the screen, only for the rolling player (if they wish to do so) and the DM to see.
* When you are stabilized and/or regain consciousness, you do not lose your accumulated death saving failures during combat. (For example, if you are downed, fail a death saving throw, and then are healed for 5 hit points, but are brought back down to 0 hit points later that same fight, you still have that one failure.) At the end of combat, your accumulated death saving fails are converted into levels of exhaustion.
* Standard 5th edition exhaustion rules don’t apply. Instead, you gain a -1 penalty on ability checks, attack rolls, and saving throws for every level of exhaustion you have. You additionally suffer a -1 penalty on any calculations for saving throw DCs per level of exhaustion (For example your spell saving throw DC, or Maneuver save DC). Accumulating 6 levels of exhaustion results in character death. You lose 1 level of exhaustion upon completing a long rest. You lose all your levels of exhaustion by only undertaking light activity for a 24-hour period which includes a long rest.
===== Inspiration =====
* Each player has one Inspiration token per session, that they can give out to another player when they do or describe something cool/clever/interesting/whatever you find appropriate to reward with inspiration. A player can not be rewarded with more than one inspiration at a time, and any inspiration rewarded in this way is lost at the end of the session.
* Inspiration (the non-bardic kind) can be used to reroll an ability check, attack roll, or saving throw, after seeing the result but before the DM determines whether the roll succeeds or fails. You also reroll any additional rolls that affect the roll, such as advantage or disadvantage, or additional dice from features such as Guidance or Bardic Inspiration.
===== Character Progression =====
* You can attune to a number of magic items equal to your proficiency bonus.
* You can not choose a feat with the Ability Score Improvement you get at level 4, 8, 12, 16, and 19. Feats will be available in a different way.
===== Combat & Actions =====
* Flanking (standing on the opposite side of a creature from an ally that is not incapacitated) provides a +2 bonus to melee attack rolls. Some creatures with special senses or an expanded field of vision cannot be flanked.
* Your first diagonal movement on a turn costs 5 feet, the next 10 feet, then 5 feet, and so on.
* Drinking a potion takes a bonus action, administering it to an unconscious creature still takes an action. You can still drink a potion as an action, which makes it provide its maximum effect (for example, a Healing Potion that’s drunk as an action heals you for 10 hit points, instead of the usual 2d4+2).
* When you are dual wielding, you can make the off-hand attack as an additional attack as part of the attack action, rather than as a bonus action after having taken the attack action.
* Certain simple mental checks, such as quickly perceiving something or trying to recall information on a creature, only require a bonus action.
* You can only provide the Help action on a skill check if you are proficient in that skill or if you have some backstory reason to provide insight on that check (for example, if you are an elf, you can still provide the Help action for someone making a History check about elven culture even if you yourself are not proficient at History).
* The use of a Healer's Kit no longer lets you automatically succeed on a Medicine check to stabilize someone. Instead, when you use a Healer's Kit on an unconcious creature, you make a DC 10 Medicine Check as normal and on a success, the creature regains conciousness with 1 HP. One use of a Healer's Kit can also be used on a concious creature to remove a Death Saving Failure.