Here I’m collecting homebrew rules that I think add value to my campaign.
A PC within 5 ft of another PC can, upon consent, use 5 ft of their movement to declare a “Buddy Cop” situation, going back to back with the other character. Both PCs now take up the same square, share a turn in the initiative order and gain +2 AC. However, they can only interact with enemies and objects which they are facing. Moving 1 ft now costs 2 ft of movement speed to stay back-to-back. Turning around costs 5 ft of movement and provokes an Opportunity Attack targeting the PC entering the field of view.
If you roll a natural 20 for your initiative roll, you have advantage on your first attack’s hit roll.
For this is who I am!
If a PC wants to accomplish something in a really key moment, but it requires a roll, they can invoke a personality trait, ideal or bond, reciting their written text for that field before rolling. This requires that they have a trait here that is relevant to the situation, driving home that this must be a personal and important moment for the character. If the relevancy holds up, the PC can add 1d6 to their roll. Based on the outcome of whether this roll succeeds or fails, they must slightly alter or add on to the item they invoked.
A PC has the bond “What does it mean to be a hero? And can I become one?”. When they were frightened by a vampire and couldn’t follow it into its cave, the PC rolled low on his WIS save, and invoked his bond, but still failed. Then, the bond became “What does it mean to be a hero? And can I become one? What if I can’t?”
Gotta go fast!
A player can decide to sacrifice their entire turn (Action, Bonus Action, Reaction) to move up to a distance equal to 4 times their Walking Speed in a straight line. This sprint still provokes Opportunity Attacks.
At the beginning of every session, each PC can state a true fact about their character with at least one sentence to gain a point of inspiration.
I know a guy!
When facing a difficult problem, a PC can declare “I know a guy…” and invent a helpful NPC (within reason) which the PCs can visit for aid in their current situation. The PC must work with the DM to provide a quick summary of their history and relationship. Fewer details are usually better to leave room for creative play. When the PCs try to interact with the NPC, the player who created the NPC makes a Charisma check to see how the NPC reacts positively or negatively to the party. A PC may use this ability a number of times equal to their Intelligence or Charisma modifier, but at least once.
I’m coming for you!
A PC can use their Action to declare a “Charge” on a creature of the same size or smaller that is at least 15 ft away from them. The character closes the distance between them and their target, up to their movement speed but not less than 15 ft. After they end their movement facing the target, they roll a contested STR check against the target. On a success, they choose to either a) shoulder-check the target, knocking them prone and pushing them back 5 ft without provoking an attack of opportunity or b) tackle the target, knocking both of you prone but the target is Grappled.
Players can collect a number of inspiration points up their level. At the end of each session, one point is automatically lost.
10 % of every monetary loot is transferred to a party fund from which the DM automatically deducts cost for living expenses, food and beverages.
Healing Potions come with an integrated injection device, similar to an EpiPen. A PC can use their Bonus Action to administer one, even to unconscious or unwilling targets.
A PC can decide to take a 15 minute break to spend one hit dice. No other benefits are gained.
Tis but a scratch!
If a PC recovers from falling unconscious, they gain one level of exhaustion. This level disappears when they recover at least 5 HP.