Homerules

Flanking (Custom Variant)

(same as normal Flanking rule except it grants a +2 bonus to attack instead of advantage)
When making a melee attack, you gain a +2 bonus to the attack roll if your opponent is threatened by a character or creature friendly to you on the opponent’s opposite border or opposite corner. When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked. Only a creature or character that threatens the defender can help an attacker get a flanking bonus. Creatures with a reach of 0 feet can’t flank an opponent.   Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.  

Quickdraw Slots

Purchasable Quickdraw Items, which can also be crafted using Leatherworker's Tools, grant players one or more quickdraw slots. You can store a potion or other small consumable in a quickdraw slot in preparation for battle. You may then use a bonus action (instead of an action) to consume the item that's in the quickdraw slot. Administering a potion or consumable to an ally still costs an action, regardless of whether it was stored in a quickdraw slot or not (though you can create special vial injectors using Glassblower's Tools to do so as a bonus action instead).  

Potion Sickness

The maximum amount of potions you can consume within the span of an hour is equal to your proficiency bonus. Some potions may contribute more than 1 use towards potion sickness. Generally speaking, Rare potions count as 2 consumptions, Very Rare potions count as 3 consumptions, and Legendary potions count as 4 consumptions. Any potion consumption beyond the limit results in a Constitution saving throw to avoid vomiting the potion, gaining no benefit from it. The save DC depends upon the potion rarity, starting at DC10 for Common, DC12 for Uncommon, DC14 for Rare, DC16 for Very Rare, and DC20 for Legendary. Upon failing this save, you will immediately vomit after any further attempts to consume a potion for the next 24 hours.  

Combat Fatigue

When a character that was dying is stabilized or healed, they immediately gain 1 level of exhaustion. Exhaustion gained this way cannot increase a characters exhaustion beyond 5 levels (in other words, you can't kill a character from exhaustion by trying to heal them).  

Modified Exhaustion

Level 1 exhaustion causes a -2 penalty on ability checks (instead of disadvantage). At level 3 exhaustion, this penalty becomes disadvantage instead. (Due to my Combat Fatigue homerule making exhaustion much more prevalent, the penalty for level 1 exhaustion felt too punishing, especially to roleplaying, hence this homerule)

Help Action (Custom Variant)

The Help action is changed in the following way: When used to aid a character making a skill check, if the aiding character does not have proficiency in the skill, they lend a +2 bonus to the roll. If both the character making the check, and the one aiding have proficiency in the skill, the skill check is made with advantage.