Homebrew Rules for this Campaign
-Stealth is rolled only at the moment of possible detection.
-On critical hits, you deal the damage rolled, and then add the maximum you could have rolled to that number.
-Team inspiration. Inspiration is now given as a pool for the entire party, and you can have up to three inspiration points at a time. Any character can use these at any time, and is given the following additional uses:
1 - Re-roll a saving throw as a reaction
2 -"I have a thing for that", allowing a character to spend an inspiration point to 'remember' that their character had purchased a mundane item. (Crowbar, climbing gear, etc.)
3 -"I know someone for that", similar to the rule above. With reasonable limits, a character can spend an inspiration point to create an ally intended for agency.
-characters may swap initiatives with each other before the first round of combat, but not during. Characters are also allowed to lower their initiative to one point lower than an ally. (Think of this like a "ready" action)
-critical misses in combat leave you (or an enemy) open, allowing you (or an enemy) to use a reaction to make an attack.
-Players can opt to suffer two points of exhaustion to turn a hit into a critical.
-If a bard uses vicious mockery and their insult makes me laugh out loud, the target gets no saving throw.