The campaign will be using the following house-rules. They are subject to modification depending on how they play.
Hit dice and resting
Instead of one hit die per level, each character has eight Recoveries; these may be spent during a rest, at the same time as the character receives magical healing or when a Fighter uses their Second Wind feature.
When a character spends a Recovery, gain a number of Hit points equal to a quarter of their total hitpoints plus their Con bonus.
A character with Proficiency in Constitution saves also adds their Proficiency bonus to the number of HP regained per Recovery spent.
Recoveries are fully refreshed after a long rest.
Short rest duration
Short rests now only take 15 minutes.
A berserker barbarian may use Frenzy a number of times equal to their constitution modifier without taking a level of exhaustion.
Like wizards, Clerics only know a few spells to start with. They begin the game with access to 4 1st level spells plus those granted by their domain. They gain two extra spells every time they level up, and may find extra spells through study of sacred texts or the discovery of lost rituals.
A cleric may also pray for divine intervention to gain access to new spells. The cleric uses an action to pray and then makes a Wisdom + Proficiency roll against a DC of 12+ the spell’s level. The cleric has disadvantage on this roll if they’ve prayed for spells more times this level than their Wisdom modifier. The cleric may gain advantage on this roll by praying for an hour per requested spell level.
If the roll fails, that spell can’t be requested until the Cleric next levels up.
If the roll succeeds, the spell immediately replaces one of the Cleric’s prepared spells. If they still have it prepared when they next level up, they may add it to their spells known in addition to the two they gain for levelling up.
Druids now cast and learn spells under the same limitations as clerics, except that they commune with nature rather than pray – they can only try and obtain new spells in a natural environment.
Fighters now start with 10 recoveries, and may spend them when activating Second Wind.
The Champion archetype is rolled into the base fighter. Eldritch knights can choose the level 3 ability from the Evocation or Abjuration specialist at level 3
Battlemasters gain their superiority dice every encounter. Relentless now gives you a superiority die at the start of your turn.
Paladins have full access to their Oath spells and the Aura and Smite spells, but otherwise use Ranger spell progression and spells known. They no longer need to prepare spells in advance.
Aura of Vitality, Crusader’s Mantle, Aura of Life, Aura of Purity, Circle of Power
Searing Smite, Thunderous Smite, Wrathful Smite, Branding Smite, Blinding Smite, Staggering Smite, Banishing Smite, Destructive Wave
Arcane Tricksters gain the level three ability from the Illusion or Enchantment specialist at level 3
All warlocks gain the Eldritch Blast cantrip at level one
Eldritch blast can be channelled through the pact weapon, going off when the attack hits. Used this way, all rays strike the same target. Invocations that affect the eldritch blast are applied to this attack as appropriate. (Eldritch Spear allows and requires that your pact weapon be a missile weapon)
Either add your charisma bonus as Necrotic damage (this stacks with Agonising blast, but only once per attack, rather than on each ray of the eldritch strike) or when you slay a creature with your pact weapon gain a number of hit points equal to the amount of damage your last strike did.