Homebrew Rules

Just a list of all the homebrew and variant rules in play. All subject to repeal if the turn out to be super unbalanced/unfun, obviously

Lazy Crits
Rather than the RAW 5e crits (roll weapon damage die twice, add damage modifier once), I'm just going to use the lazy old 1e-3.5e crits (roll weapon damage die and add damage modifier as normal, then double the whole thing). Half-Orcs's Savage Attack feature (and any similar features) will triple critical damage instead of adding another weapon die.

Lasting Injuries
When a character falls to 0hp, they roll a d100 on this table:

Exhausted Spellcasting
Sometimes a spell caster may be out of the spell slots needed to cast a certain spell. A spell caster has the option to use their own life force to power their spells instead of spell slots, pushing themselves dangerously past their physical limit.

When a caster attempts to cast a spell without expending a spell slot, they must make a Constitution saving throw. The DC equals 10 + the spell's level. On a success, the caster suffers a number of levels of exhaustion equal to the spell’s level. On a failure, they suffer a number of levels of exhaustion equal to the spell’s level + 1