Homebrew

This is outdated and not correct.

Wound System
If a target falls unconscious through damage they gain a wound. (capped at 1 per encounter) Goal: To make falling Unconscious more meaningful, and to make medicine a useful skill.
 * Wounds do not do anything in themselves
 * A character can have up to 4 wounds if they would receive a 5th wound they die rather than go unconscious.
 * Can Flavor what the wound is based on the attack/damage that brought them to 0
 * Some Examples
 * 3rd-degree burns by fire damage
 * Extreme frostbite from cold
 * Major Concussion for bludgeoning
 * Major internal bleeding/ tissue damage slashing and piercing
 * etc.
 * How to get rid of wounds
 * A Extended Rest as detailed in Strongholds/Followers
 * Healer's Kit by someone proficient in medicine (healer's kit making it faster and easier)
 * Proficient Use of the Medicine skill over the course of a few days

Potions
Potions take a bonus action to use on yourself, and an action feeding it to someone else.

Goal: To make potions more useful, and to lessen the impact that not having a healer has on the party.

Character Creation
All characters gain an extra starting feat (cannot be Lucky), and human variant doesn't exist. All characters start with max gold.

Goal: To increase character creation depth by giving players a niche to enhance rather that be just the base class.