My Houserules

I'm not the best at organizing these but I'll give each a clear title and you can expand on the ones you wish you reference.

Torch Timers When lighting a torch the DM rolls behind the screen to determine how long it shall burn. Your torch will last between 10-30 minutes. Assuming you keep it well protected, that is...

Death, Dying, Stabilizing and Negative HP When at 0 HP or lower you're unconscious and dying. The DM rolls to see how long you have before you've bled out.
Negatives. You can survive up to LVL + CON Mod negative HP before dying instantly. If stable but still below 0 HP you remain unconcious & must be cared for to survive, healing naturally once per night only with nursing.
Stabilizing. DC 18 INT check to stabilize. Healing above 0 HP, such as with potions or magic, will also stabilize.

Gaining Spells When the number of spells you 'know' increases you will not automatically learn new spells.
Wizards. You can spend downtime in a town (with sufficient materials and accommodations) preforming magical research / consulting an arcane mentor to learn new spells. The process takes a minimum of 1 week game time.
Priests. You can spend downtime in a town or at a holy site (with required materials) preforming meditations on the holy / sacred rituals to petition your church for new miracles (holy spells). Minimum of 1 week as above.
Witches. You can spend downtime in your hut or with your coven communing with the beyond / consulting an arcane aunty to learn new spells. Takes a minimum of 1 week.

Resting and Natural Healing To rest you must consume a ration and sleep for 8 hours. Sleep can be broken up for light/routine tasks like taking watch.
Interruption. Each stressful interruption (like combat) requires a DC 16 CON check. Failure consumes the ration but confers no benefit from resting.
Success. Roll your HD for regained HP. Recover 1 DMG per Stat. Wizards regain d4 spells of choice if the spend some time studying their Spellbooks (see below).
Safe Haven. When resting in a safe haven add your CON Mod (if positive) to HP recovered.

Initiative Initiative is rolled each round of combat. One chosen player rolls a d6 (as does each group of monsters). Higher rolls act first.
Group Turn Order. Since we're playing over Discord once we're in combat I'll call turns based on who's where in the voice channel list, starting higher up and working my way down.
(If this were at my table in person I'd run clockwise from my left.)

Wizard Spellbooks Every time you learn a spell you must write it down in your spellbook.
Scrolls. When learning a spell from a scroll DC 15 INT check or you fail to meaningfully copy the spell. This expends the scroll the spell was written on regardless on if you succeed.
Recovery. You must study your spellbook during your rest to regain any lost spells.
Copying. You may copy your spellbook's contents to another tome of quality for 75GP per Tier per Spell.

Corruption Every time you Critical Fail (nat 1) a spell you gain 1 point of corruption. Priests can also gain corruption from directly disobeying or displeasing their god.
A low amount of corruption can be atoned for with proper curatives, rituals and penance - but there is a point of no return; A line that once crossed there is no going back from.
At 10 points of corruption you give into the darkness and become an inhuman monster. Dark forces now own your flesh - roll up a new character.

XP From Monsters Defeated monsters grant 1/2 their level in XP (rounded down).

Luck Changes You can use luck to:
  • Reroll any roll you just made, using the new result.
  • Give yourself +2 before you roll.
  • Give an enemy -2 before they roll.
  • Deal an extra die of DMG.

There have also been some changes to class titles and talent tables. These will be added shortly and linked below when complete. Main thing is that Wizards' option when rolling a '2' has been changed to "Learn a magical secret." instead of crafting an item.