Potions: Bonus action for self, Action to give to someone else.
Resting: Short rest is an hour, Long rest is 8 hours.
Guns: Rules for guns and gunpowder.
Carry Weight: Use common sense. Can you really carry 10 weapons, A barrel of apples and an elephant hide? Criticals: Roll normal dice, add max value of each die and then add normal bonuses.
Eg. Normal=1d6+3. Critical=1d6+6+3
* Requires roleplay and other methods tried first, eg. “Remember” an old friend who has connections to royalty or criminal underground who knows how to help.
^ Still needs to make logical sense, eg. An enemy wouldn't suddenly cut their own head off.
Death Saves: You must roll and tally successes and failures in secret, a successful medicine check by another creature reveals the status of the dying creature.
In addition Death save failures are only reset on a long rest.
Lingering Injuries: Use standard lingering injuries table. (DMG 272 or Expanded Lingering Injuries)
* 25% chance of sustaining injury (Roll 1d100, if 25 or under suffer an injury)
^ Attacker can decide to pick an injury from the table
Humans Gain an innate ability to tell if there is magic or undead nearby, this comes naturally as goosebumps, hair on neck and arms standing up, etc. Most do not realise what causes it but scholars and magically inclined know of this natural reaction.
Note. You cannot tell direction, distance, school, etc. only that it is there
Carry Weight (WIP)