

So this homebrew rule reduces the time to drink a healing potion down to a bonus action. Healing or not, it still feels like losing a turn. That’s underwhelming and can instantly suck the fun out of a combat for players. Your character just took an awful beatdown from whatever they’re fighting and now has to spend their next turn… just drinking a potion? Rules-as-Written (or RAW), healing potions feel like they add insult to injury. But when you have to choose between that and options that are more geared towards helping keep you alive… Optional Rule #2: Healing Potions Only Take a Bonus Action Feats like Actor, Observant, or Keen Mind can be useful and really add to the roleplaying side of D&D. Not having to sacrifice ability score improvements for must-have feats like Great Weapon Master, Sentinel, or War Caster is just a great feeling.Ĭuriously, though, this homebrew rule also incentivizes players to look at feats that don’t get chosen as often. This helps players better build the character that they want right out of the gate. (Yes, even the variant Humans who now get TWO feats!) So with this homebrew rule, everybody gets a bonus feat at first level. More often than not, feats are where your players’ character concepts really come to life. This choice makes Human (variant) especially appealing because they get a bonus feat at first level. Because many of the feats in D&D 5e are freaking awesome (to use the technical term), it’s a bit of a tough choice!ĭo you want your barbarian to get the Great Weapon Master to deal out extra punishment or boost their strength so that they’ve got a better chance of hitting?

Typically, players have to choose between a feat or two ability points every four levels. Getting an extra feat at first level is seriously powerful.
LINGERING INJURIES DMG 5E FREE
