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Big Book of Variant Rules

A collection of variant rules


to adjust your game to your liking.

Introduction: Variants, house rules, and other rules changes made at


the table have been a staple of tabletop roleplaying games for as
long as there have been tabletop roleplaying games. This document
analyses variants and optional rules published in the Player’s
Handbook and the Dungeon Master’s Guide, adds several additional
rules variants, and offers advice on why you should and not use each
optional rule and variant.

by Tyler Kamstra

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards
of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Contents
Contents ....................... 2 Scroll Mishaps (DMG 140) ....... 13 Diagonals (DMG 252) .............. 22
Training to Gain Levels (DMG Facing (DMG 252) .................... 23
Introduction .................. 3 131) .......................................... 14
Fighting Dirty ........................... 23
How to Use This Document ....... 3 Wands That Don’t Recharge .... 14 Flanking (DMG 251) ................. 23
Introducing Variants to Your Equipment................... 15 Hitting Cover (DMG 272) ......... 24
Game ......................................... 3
Encumbrance (PHB 176) .......... 15 Morale (DMG 273) .................. 24
Core Dice Mechanics..... 4 Playing on a Grid (PHB 192)..... 24
Encumbrance Points ................ 15
1d20 to 3d6 ............................... 4 Equipment Sizes (PHB 144) ...... 16 Plot Armor ............................... 24
1d20 to 2d10 ............................. 4
Variant Starting Equipment (PHB Injury, Healing, and
Bonus Dice ................................. 4 143) .......................................... 16
Death .......................... 26
Proficiency Dice (DMG 263) ...... 5 Ability Checks and Skills Dying Causes Exhaustion ......... 26
Players Always Roll .................... 5 .................................... 17 Healer’s Kit Dependency (DMG
Ability Scores ................ 6 Ability Check Proficiency (DMG 266) ......................................... 26
263) .......................................... 17 Healing Surges (DMG 266) ...... 26
Ability Dice Pool......................... 6
Automatic Success (DMG 239) . 17 Injury Causes Exhaustion ......... 26
Customizing Ability Scores (PHB
13) ............................................. 7 Background Proficiency (DMG Injuries (DMG 272) .................. 27
264) .......................................... 17
Honor and Sanity (DMG 264) .... 7 Massive Damage (DMG 273) ... 27
Personality Trait Proficiency
Races ............................ 8 (DMG 264)................................ 17 Slower Natural Healing (DMG
267) ......................................... 28
No Racial Ability Score Tiered Proficiency .................... 18
Adjustments .............................. 8 Vitality and Wound Points ....... 28
Skills with Different Abilities (PHB
Variant Humans (PHB 31) .......... 8 175) .......................................... 18 Resting........................ 30
Classes, Levels, and Initiative ...................... 19 Epic Heroism (DMG 267) ......... 30
Advancement................ 9 Delay ........................................ 19 Limited Short Rests.................. 30

Additional Fighting Style: Greyhawk Initiative .................. 19 Gritty Realism (DMG 267) ....... 30
Versatile..................................... 9 Initiative Score (DMG 270) ....... 19 Other Variants ............ 32
Alternative Great Weapon Popcorn Initiative ..................... 20
Fighting Style ............................. 9 Adjusted Experience for
Proficiency to Initiative ............ 20 Encounters .............................. 32
Class-Specific Ability Score
Adjustments .............................. 9 Shuffle Initiative ....................... 20 Magic Items and Ability Scores 32

Double Subclasses ................... 10 Side Initiative (DMG 270) ......... 20 NPC Loyalty (DMG 93) ............. 32

Feats (PHB 163) ....................... 10 Re-Rolled Initiative ................... 20 Only Players Award Inspiration
(DMG 241) ............................... 33
Gestalt ..................................... 10 Speed Factor (DMG 270).......... 20
Optional Planar Effects (DMG 50-
Mixing Potions (DMG 140) ...... 11 Subtraction Initiative ............... 21
67) ........................................... 33
More Difficult Item Identification Combat ....................... 22 Plot Points (DMG 269) ............. 33
(DMG 136) ............................... 11
Action Options (DMG 271) ....... 22 Renown (DMG 22) ................... 33
Multiclassing (PHB 165) ........... 11
Cleaving Through Creatures Spell Points (DMG 288) ........... 33
Multiclassing Feats .................. 11 (DMG 272)................................ 22
Introduction
Dungeons and Dragons provides an excellent rule set,
but if you find that you don’t like parts of the system, or
if you just want to experiment with new mechanics, this
document provides a collection of variant rule ideas
which may suit your needs, as well as analysis of why
you should and should not use each variant.
This document also catalogs and analyses official
optional rules and rules variants published in the
Player’s Handbook and the Dungeon Master’s Guide,
provided reasons why you should and should not use
each option, and also offer suggestions to further alter
many.

How to Use This Document


This document includes variants both taken from official
source material and written or adapted specifically for
this document.
Official variants will have their titles followed by a
book abbreviation (PHB for Player’s Handbook, DMG for
Dungeon Master’s Guide) and a page number in
parentheses, indicating the source of the variant.
Original variants will have no source indication in their
title and will contain the whole of their rules text in the
first section of text beneath the variant’s title.
Any variant is generally experimental and may require
fine-tuning beyond what is presented in the text of the
variant. Remember that this is your game, and no one is
coming to tell you how to have fun. If you like the idea
of a variant, but not the specific rules, change them.
Experiment with your changes, and change them again if
you don’t like the results.

Introducing Variants to Your Game


A group of players coming together to start a campaign
generally does so with the assumption that the standard
rules of the game are being used. Any variants to those
rules might be unexpected.
Before introducing variant rules in your game, discuss
them with the other people at the table. Try to come to
a consensus about which variants to use, if any. Decide
how long you want to try the variant, and what will
happen if the group doesn’t enjoy the variant. Some
variants can be easy to abandon, while others might
require characters to be altered or re-created, so be
sure to plan ahead.
If a variant doesn’t work out for your group, don’t be
afraid to abandon it. Consider trying other variants to
the same rules, or going back to the official rules. There
are no wrong answers.
Core Dice
Mechanics
Dice are central to many RPGs, including Dungeons and the players might encounter, since something as simple
Dragons. Rolling a d20 is the primary “random number as an above-average AC could be sufficient to make the
generator” in the game. This is intended to account for enemies unassailable.
luck, randomness, and all of the innumerable
circumstances which determine whether or not a 1d20 to 2d10
creature succeeds at a task. Whenever rolling a d20 for an ability check, attack roll,
A d20 provides a flat probability curve: every number or saving throw, instead roll 2d10. Rolling a 19 or 20 is a
from 1 to 20 has an equal chance of occurring. This “natural 20” for rolls on which it matters, such as attack
makes it easy to do math regarding a roll and the DC. A rolls. Rolling a 2 or a 3 is a “natural 1” for rolls on which
fighter with +5 to their attack roll against a creature it matters, such as attack rolls, but still counts as a value
with an AC of 10 has a 75% chance of hitting. However, of 2 or 3, respectively.
this also means that there is a lot of randomness. Effects which normally allow creatures to deal critical
“Average” roll values are no more common than natural hits on a 19 or 20 allow them to deal critical hits on an
1’s and 20’s, so approaching any challenge often has 18, 19, or 20.
frustrating, random outcomes.
Why You Should Use This Variant
1d20 to 3d6 A compromise between 3d6 and 1d20, 2d10 doesn’t
Whenever rolling a d20 for an ability check, attack roll, upset the game’s math quite as much as 3d6. The upper
or saving throw, instead roll 2d6. Rolling 17 or 18 counts bound remains the same, and the lower bound only
as a “natural 20” for rolls on which it matters, such as increases by 1. You still get curved probabilities, making
attack rolls. Rolling 3 or 4 “natural 1” for rolls on which average rolls more common and more reliable, but you
it matters, such as attack rolls. still have the ability to roll as high as 20. Because you
Effects which normally allow creatures to deal critical can no longer roll a 1, creatures heavily invested in
hits on a 19 or 20 allow them to deal critical hits on a 16, specific capabilities are less likely to fail checks due to an
17, or 18. extremely low roll.

Why You Should Use This Variant Why You Should Not Use This Variant
3d6 provides a nice probability curve. Average rolls Though the probability curve isn’t as steep as 3d6,
around 10.5 are considerably more common, and have making probabilities curved still upsets the fundamental
the same average value as rolling 1d20. This means that math of the published rules. Creatures with abnormally
creatures can generally count on being able to pass high AC may become nearly unassailable because
checks which they should be able to pass on average. players may have trouble rolling anything except
In addition, using three dice natural shaves off the average rolls.
highest and lowest d20 values. Creatures with especially
high numbers may be unable to fail low skill DCs. This Bonus Dice
means that players who invest heavily in a skill might Based on the Proficiency Dice optional rule (see the
never fail low DC’s, which is a common issue when Appendix), this rule presents a way to change Dungeons
rolling a 1 makes even the most trivial DC’s unbeatable. and Dragons from a d20 game into a dice pool game.
Whenever a bonus is added to a d20 roll (proficiency
Why You Should Not Use This Variant bonus, etc.), convert the bonus into a die, as indicated
Changing the dice used for the primary roll has on the table below. If multiple bonuses apply to the roll,
significant effects on the math inherent to the rules of convert each of them separately. If the creature rolls
the game. A +1 on d20 roll improves your chances by multiple times, such as due to Disadvantage or
5%. On a 3d6 roll, +1 is difficult to calculate, but the Advantage, reroll all of the dice and calculate the totals
effects are more significant as you shift further away separately.
from the mean in the probability curve. For example: A character with a +2 proficiency bonus
Creatures may have an AC so high that other and +3 Dexterity modifier makes an attack with a ranged
creatures can never hit them without a “natural 20”.
This may limit your options for selecting creatures which
weapon. Instead of rolling 1d20+5, the creature instead +8 +3d4 +7.5
rolls 1d120+1d4+1d6. +9 +2d8 +9

Static Bonus Dice Average Bonus Why You Should Use This Variant
+1 +1 +1 Rolling dice is fun!
+2 +1d4 +2.5
+3 +1d6 +3.5 Why You Should Not Use This Variant
+4 +1d8 +4.5 Totaling all of your rolled dice can significantly slow
+5 +1d10 +5.5 down your game, and it can make your bonuses
+6 +1d12 +6.5 unreliable so checks which should be easy may become
+7 +2d6 +7
difficult to pass.

Proficiency Dice (DMG 263) “special attack roll” against the targets “save score”. The
special attack roll is a d20 roll, adding any modifiers
Originally published as part the “D&D Next” playtest, normally applied to the DC of the ability (proficiency
but dropped in favor of static proficiency bonuses, bonus, ability score, etc.). The targets “save score” is 13
proficiency dice replace your proficiency bonus with an + ability modifier + proficiency bonus (if the creature is
additional die added to your rolls. proficient in the save).
The 13 + modifiers calculation uses the same logic as
Why You Should Use This Variant the AC math explained above, but adjusts for the fact
Rolling dice is fun! that saving throw DCs are calculated as 8 + modifiers,
rather than 10 + modifiers as Armor Class is calculated.
Why You Should Not Use This Variant If this is confusing, or you don’t like it for some reason,
Rolling multiple dice can make the results of checks consider calculating save scores as 11 + modifiers and
unreliable, and can take extra time at the table. applying a -2 penalty to all “special attack roll”
modifiers. The results are the same either way.
Players Always Roll
This variant removes the need for the dungeon master Why You Should Use This Variant
to roll dice, unless the results need to be kept hidden Dungeon Masters have enough to do. Tracking
from the players for some reason, or if the roll does not monsters, planning turns, keeping players focused,
involve players (such as when two NPCs attack each adjusting adventures on the fly when players go off the
other). This variant was published in 3.5’s version of rails, etc. Making your players roll means that you have
Unearthed Arcana, and I have updated the mechanics less to do and can spend that time planning rather than
and numbers to suit 5th edition Dungeons and Dragons. adding up damage rolls.
Whenever a player is attacked, instead of rolling an
attack roll for the attacking creature, the player rolls a Why You Should Not Use This Variant
“defense roll” against the attackers “attack score”. The Having the Dungeon Master roll for the monsters helps
“attack score” is equal to 11 + the attacker’s attack to establish the mental separation between what the
bonus, and the player’s “defense roll” is a d20 roll, player does and does not control. If the Dungeon
adding the player’s AC – 10. On a natural 1, the player Master rolls and harms the player, then it’s clear that
suffers a critical hit. On a natural 20, the attacker the player is facing an external challenge. If the player
automatically misses. Any damage dealt to the players is rolls and harms their own character, it might feel like
rolled by the player. the player has somehow failed or done something to
This should in no way alter the probability of a player harm themselves. This is not an issue of reality so much
being hit. The attack score being 11 + modifiers as an issue of perception.
maintains the statistical gap between attack rolls and Also, rolling dice is fun, and you’re playing the game
AC. Where AC is normally 10 + modifiers vs. the average to have fun just as much as your players are.
attack roll of 10.5 + modifiers (a difference of 0.5 before
modifiers), switching to defense rolls means that the
average attack is 11 + modifiers, while the average
defense is 10.5 + modifiers, maintaining the difference
of 0.5 before modifiers.
When a player subjects a creature to an effect
requiring a saving throw, such as a spell or a
dragonborn’s breath weapon, the player makes a
Ability Scores
If there are dice remaining in the dice pool at this
stage, they are discarded. Each player’s ability scores are
now finalized.
Ability Dice Pool Example: Bob, Joe, and Ray are building characters.
They each think of a character concept. Bob wants to
This method of generating ability scores allows parties play a wizard, and knows that he wants high
to generate ability scores cooperatively by sharing a Intelligence, and decent Dexterity and Constitution, but
pool of d6s which are used to roll for ability scores. The doesn’t care much about his other ability scores.
pool contains a number of dice based on the number of First, they form the dice pool, counting out 72 dice
players. Each player then rolls for their ability scores by (24 each) from a big sack of d6s that one of the players
rolling a number of d6s which the player assigns to each brought. Each of them claims 18 dice to meet the
ability score, which are subtracted from the pool. minimum of three dice per ability score, leaving 18 dice
Players must roll specifically for each ability score, and in the pool. They decide to leave a few dice in the pool
may not reorder or rearrange the results of their rolls in case anyone rolls badly, but distribute 12 of the dice
after seeing the results, but may spend additional dice evenly. Each of them now has 4 dice to distribute on top
late in the process if they don’t like the initial results. of the minimum of 3 dice.
Create a pool of d6s, adding 24 dice per player (4 for Bob decides to assign one die to Dexterity, one to
each of 6 ability scores. Add 4 dice for each additional Constitution, and two to Intelligence. Once everyone
ability score beyond 6). You do not need this many decides where their dice will go, they begin rolling. Bob
physical dice (though it may be helpful), but keep track rolls reasonably well, but his Constitution roll goes badly
of how many dice are in the pool. and he gets only 8 even though he rolled 4 dice.
After forming the pool, players begin claiming dice for After everyone is done with their initial rolling, they
their ability scores. Each player must roll at least three decide how to use the remaining dice in the dice pool.
dice for each ability score, so distribute those dice first Bob is worried about his low Constitution, so the group
(18 to each player). Any remaining dice may be agrees that he should roll an additional die. 2 dice are
distributed however the group likes. They might divide subtracted from the pool, and Bob rolls another d6,
the dice evenly, or they might allocate more dice to keeping the top 3 results of the 5 dice he has rolled
some players and fewer to others. Dice left in the pool total. Unfortunately, Bob rolls a 1 on his additional die.
may be used later, but at additional cost (see below). His friends are still worried about his Constitution, so
Players must assign at least three dice for each ability they spend two more dice from the dice pool so that
score, and may not assign more than 6 dice to any one Bob can roll an additional die. Bob rolls better this time,
ability score. Assigning more dice for an ability score and selects the three highest rolls from among the total
makes it more likely that the result will be higher, so of 6 dice rolled for his Constitution. He would like to
players will generally want to assign more dice to ability have a better result, but he has now rolled the
scores which are important for the character that they maximum of 6 dice for one ability score, and cannot roll
have in mind. Once these dice are rolled, the results any more.
may not be reassigned to other ability scores. Whatever 4 dice remain in the dice pool. After some discussion,
the player rolls is what they get. Joe and Ray split the remaining dice, each rolling an
Once every player has assigned dice, the players all additional d6 for one of their ability scores. Once the
roll the assigned dice, determining the results of each of dice pool is empty, everyone’s ability scores are
their ability scores in order. If a player rolls more than finalized.
three dice for one ability score, they must keep the
three highest dice results and add them together, Why You Should Use This Variant
discarding the results of the remaining dice rolled. Ability score generation by any of the published
After rolling all of the assigned dice, if there are methods is a solitary activity, and the results of one
additional dice remaining in the dice pool, they can now player have no effect on another player’s character.
be used. By subtracting two dice from the dice pool, a While that is fine, it does nothing to tie the characters
player may add one additional die to the number of dice together. This method generates the party as a whole,
rolled for an ability score. This may be repeated, but and allows the party to begin pooling and sharing
players may still never roll more than 6 dice for an resources before the characters are finalized.
individual ability score. Just as before, the player must
retain the three highest dice results for each individual Why You Should Not Use This Variant
ability score, discarding any remaining die rolls. Generating characters can take a long time. If you want
players to finish their characters between game sessions
to save time at the table, this can make that process generated like any other ability score, making it an
very difficult. obvious dump stat because it can be raised by the
character’s actions without spending important
Variants to the Variant resources like Ability Score Increases.
Consider altering the number of dice in the pool. More The Sanity rules are extremely thin. While they
dice will make the party stronger, while fewer dice will present a good way to separate Sanity from other
make them weaker. mental ability scores, there’s no mechanics for
characters going insane like you would find in similar
Customizing Ability Scores (PHB 13) systems in other RPGs.
The default methods of generating ability score are to
roll 4d6 and drop the lowest, or to use the standard Variants to the Variant
ability score array. The ability score array is presented as Allow Sanity to be raised and lowered similar to honor.
an option for players who don’t like the idea of Characters who encounter sanity-damaging situations
determining their ability scores randomly. While these like reading forbidden texts could make a sanity saving
options are fine, rolling lacks precision, and the standard throw and lose sanity on a failure. Taking actions to
ability score array lacks customization. The Customizing reinforce the characters sanity like the magical
Ability Scores rules, commonly referred to as “point equivalent of psycho-therapy might permanently raise
buy” allocates a point budget and allows ability scores their sanity. If a character’s sanity falls below 10 they
to be purchased, allowing players to fine-tune their might show signs of their decaying mental state which
ability scores without exceed the cap of 15 set by the worsen over time. A character that falls to 0 sanity
standard ability score array. becomes catatonic, their mind irreparably shattered by
the horrors which they have witnessed.
Why You Should Use This Variant
Point-buy allows players to build exactly the character
they want while maintain balance with other party
members.

Why You Should Not Use This Variant


Some players may find the process of purchasing ability
scores intimidating or confusing because it requires
math, and many groups miss the charm and
randomness of rolling for ability scores.

Variants to the Variant


Consider raising or lowering the point budget to adjust
the power level of player characters in your campaign.

Honor and Sanity (DMG 264)


The Honor and Sanity rules are simple rules used to
represent complex mechanics.

Why You Should Use This Variant


Honor is useful in cultures where honor and etiquette
are central tenets of social interaction, while Sanity is
useful in games with horror or insanity aspects. Neither
are necessary in a conventional Dungeons and Dragons
campaign, but in campaigns where those topic feature
heavily it can be useful to add additional mechanics to
handle them.

Why You Should Not Use This Variant


Honor is an ability score that doesn’t work like an ability
score. The DM is encouraged to raise or lower a
character’s Honor score based on their actions, but it’s
Races
No Racial Ability Score Adjustments of the same race and class to feel and play very
differently.
Races do not provide a racial ability score increase.
Instead, they may select one racial feat. Why You Should Not Use This Variant
Consider combining this variant with the Class-Specific Not every published race has official racial feats. Player’s
Ability Score Adjustments variant. Handbook races have feats in Xanathar’s Guide to
Everything, but other races do not. You may need to
Why You Should Use This Variant create custom feats if players in your game want to play
Racial ability score increases tend to shoehorn races into non-standard races.
a small set of classes. Dragonborn are almost always Races have a lot of variation in how many racial ability
paladins, sorcerers, or warlocks. Removing the ability score adjustments they receive. Some receive +1 to a
score increases opens up these uncommon class single ability score, while others receive bonuses to
combinations, and allows races to shine based on their several ability scores. Due to this variance, trading your
unique traits instead of their boring numerical bonuses. ability score adjustments for a racial feat may be a great
Selecting a racial feat also creates a sort of “grid” or trade for some races, while it might be an awful trade
subrace/feat combinations which can allow characters for others.

Variant Humans (PHB 31)


The Player’s Handbook presents a variant of the human
race which trades some ability score increases for a
skill/took proficiency and a feat.

Why You Should Use This Variant


Basic humans are generally considered a poor racial
choice. They’re not especially interesting to play, and
there is almost always a better or more interesting
option for whatever character the player might want to
play.

Why You Should Not Use This Variant


See the entry on Feats, above.
Classes, Levels, and
Advancement
Additional Fighting Style: Versatile Why You Should Not Use This Variant
Increase damage die by one size while using a single Two-handed weapons don’t need more damage, and
versatile weapon in one or two hands (1d6 > 1d8 > 1d10 the published version of Great Weapon Fighting can
> 1d12). take much of the sting out of rolling minimum damage
Fighters and Paladins may select this Fighting Style frequently.
option. Class-Specific Ability Score Adjustments
Why You Should Use This Variant Each character’s choice of class grants an increase to a
Versatile weapons usually aren’t ignored because related ability score at first level. This ability score is the
they’re still among the best of comparable weapons. ability score which specifies a minimum on the
Longswords and battleaxes are already fine on their Multiclassing Prerequisites table on page 163 of the
own. However, the Versatile property is generally only Player’s Handbook. If the class lists only one ability
used if the player can’t find something better to do with score, the player receives +1 to the ability score. If the
their off hand. class lists multiple ability scores, the player receives +1
This fighting style makes these weapons slightly more to the player’s choice of one of the listed ability scores.
lethal and makes using them two-handed as effective as If the character’s race (including your choice of subrace,
using a two-handed weapon. For players that like to if your race has subraces) provides a +2 bonus to any of
rapidly change what they’re holding or frequently need the abilities specified for the player’s class, they do not
a free hand, such as characters that need a hand to hold gain this ability score increase.
a spellcasting focus or characters that like to grapple, Example: Jon wants to create a new Fighter. As a
this can be a meaningful benefit without outdoing Fighter, he would have the choice of +1 Strength or +1
Fencing in damage output. Dexterity due to his choice of class. For his race, he
considers Dragonborn, Dwarf, and Human. Dragonborn
Why You Should Not Use This Variant receive a +2 bonus to Strength, so he won’t get the class
This is a niche option at best, and it might seem ability increase, but if he focuses on Strength he won’t
appealing for players who don’t understand its need it. If he selects Dwarf, he may still get the class
implications, and they might select it when other ability score increase if he selects Hill Dwarf, but he
options would benefit them more. won’t receive a bonus if he selects Mountain Dwarf. If
he selects human (variant or classic), he will still receive
Alternative Great Weapon Fighting Style the class ability score increase because neither version
Add half of your Strength bonus, rounded down, to of human provides a +2 to any ability score.
damage rolls for attacks you make with a melee weapon If a race provides a +2 bonus to the class’s related
that you are wielding with two hands. The weapon must ability score, consider granting the player a +1 increase
have the two-handed or versatile property for you to to their lowest ability score since they won’t get an
gain this benefit. increase to their related ability. This helps to
compensate for races which already provide +2 to a
Why You Should Use This Variant related ability score losing some of what makes them
An extremely basic analysis of its statistics reveals that special.
the published Great Weapon Fighting option adds, on If you combine this variant with the “No Racial Ability
average, just over 1 point of damage per attack. It also Score Adjustments” variant, consider altering the math
disproportionately favors weapons which roll multiple further. If the class lists a single related ability score,
damage dice, meaning that it’s only an appealing choice grant a +2 increase instead of a +1. If the class lists two
for greatswords and mauls. While greatswords and related ability scores with the word “or” (Strength or
mauls are great, it’s not fun to limit players to just two Dexterity), the player may choose +2 to either or +1 to
options which make effective use of such a mediocre both. If the class lists two related ability scores with the
ability. word “and” (Strength and Charisma), the player instead
receives a +1 increase to both ability scores.
Why You Should Use This Variant Why You Should Not Use This Variant
th
The math of 5 edition Dungeons and Dragons assumes Feats are powerful, and can be unpredictable. Some
that players start with a +3 modifier to their class’s combinations of feats can make players especially
primary ability score. Deviating from this bonus can powerful. Emphasizing feats can also lead players to
make players too weak to survive low levels, and it will neglect increasing their ability scores. The math of the
put them behind the expected progression of ability game assumes that players will increase their important
score increases. Because of this, races which don’t ability scores, and not doing so may cause the players to
provide a relevant ability score bonus are mechanically have difficulty succeeding at ability checks and attack
difficult to play, even if they might be a lot of fun. You rolls.
almost never see Dragonborn wizards or Rock Gnome
Fighters. A +1 bonus to the class’s dependent ability Gestalt
makes these class/race combinations viable without Gestalt characters select two different classes each time
making races which already excel at those classes less they gain a level, and gain the benefits of both classes,
special. keeping the best of either class where the two conflict.
This creates powerful characters, but they are still
Why You Should Not Use This Variant limited by their own level, maximum spell level, and
Providing any free bonus always has the risk to upset their limited quantity of actions in a given turn.
the balance of the game. Races which already get a +1 Characters may not take two levels of the same class at
catch up to races which provide a +2 to related abilities, the same character level, and may still not multiclass
which makes races which provide +2 less special. This
into a class in which they already have levels.
can also make races like Dwarfs and Gnomes Gestalt characters’ levels are typically denoted in two
considerably more popular because bonuses to “branches”. Each “branch” is written separated by a
Constitution may become much more appealing. “pipe” character (|). A 1st-level Gestalt character might
Double Subclasses be presented as Bard 1 | Wizard 1, while higher-level
characters might be presented as Bard 2 | Fighter 2,
Whenever a character selects a subclass, they may Cleric 1 / Rogue 1 | Wizard 2, or some other
instead select two, and gain the benefits of both. combination. Most players try to keep single classes in
one “branch” of their build for simplicity, but sometimes
Why You Should Use This Variant throughout a character’s career the player might need
Choosing a subclass can be a difficult choice, and since to spread those levels between branches. In this case,
the decision is permanent players may never get the the character might be noted as Warlock 5 / Rogue 1 |
chance to try subclasses that may be a lot of fun. Wizard 4 / Rogue 2. In these cases, the character has all
of the class features of a level 3 Rogue.
Why You Should Not Use This Variant Your proficiency bonus functions normally, as it’s a
This is in no way balanced. It gives classes a significant function of your character’s level. For example, a Fighter
increase in power, but the benefits are not balanced 5 | Rogue 5 would have a +3 Proficiency Bonus because
between classes. Wizards get a handful of useful 5th-level characters have +3 Proficiency Bonuses.
abilities from their subclass, but most of their function At first level, you gain all of the fixed proficiencies
comes from spells. Conversely, Fighters and Rangers get granted by both of your classes, including armor,
many of their most powerful abilities from their shields, weapons, tools, skills, etc. Classes also allow you
subclasses. to select two or more additional proficiencies from a list
specific to that class. You may select the higher number
Feats (PHB 163) of proficiencies provided by your two classes, and may
Offered as an alternative option to Ability Score select from any of the options provide by either class.
Increases, feats allow characters to gain additional You gain the higher of the two hit point maximums
capabilities outside of their race and class features. granted at first level.
When you gain a level, keep the larger hit die from
Why You Should Use This Variant among those granted by your two classes, and increase
Some excellent options simply aren’t available as class your hit point maximum as appropriate for that class. If
features, and if players want to play to those concepts both of your classes grant an Ability Score Increases at
they may have trouble doing so effectively without the same level, you gain both because ability score
access to feats. increases are class features.
If one or more of your classes grant the Spellcasting
feature, total all of your levels in spellcasting classes to
determine your number of spell slots. If your total and will prevent them from chugging a bunch of potions
spellcasting levels exceed your level, take any to overpower major encounters.
remainder, and add additional spell slots as though they
were gained for being a spellcaster of that level. For Why You Should Not Use This Variant
example: A Fighter 2 / Wizard 2 | Cleric 4 has 6 total Players worked hard to earn those magic items, and it
spellcasting levels. They gain 4 2nd-level spell slots and 3 seems cruel to punish them for enjoying them as they
1st-level spell slots from 4 levels of spellcasting, and the please.
remaining 2 levels of spellcasting give the character 3
additional 1st-level spell slots. Spells known and spells More Difficult Item Identification (DMG
prepared function normally as though you were 136)
multiclassing in each of your classes.
Strongly consider disallowing multiclassing if you Normally magic items can be identified by spending a
choose to use the Gestalt variant, as it can add a great short rest examining them. This reveals all of their
deal of additional complexity to already complex properties and how they function (excluding curses).
characters. If you do so, you might also consider limiting
Ability Score Increases to one per character level so that
Why You Should Use This Variant
players don’t gain two Ability Score Increases at the Allowing mysterious magic items to give up all of their
same time. secrets in the span of an hour of wavering them about
removes much of the mystery from magic items. It also
Why You Should Use This Variant makes the identify spell all but useless. Using this variant
In small parties, having too few players may mean that makes magic items more interesting and challenging,
the party has too few resources to succeed in many and provides a clear and constant benefit for learning
adventures. Inability to pick locks, find traps, or dispel identify.
spells could mean that the party is unable to proceed.
The Gestalt variant allows characters to considerably
Why You Should Not Use This Variant
broaden their skillset, improves their survivability, and Identify is only on the Bard and Wizard spell lists, which
can allow them to succeed in an adventure designed for means that if neither of those classes are in the party
larger parties. the players will need to find an NPC. If you offer a lot of
magic items, hunting down an NPC to identify them all
Why You Should Not Use This Variant may become a frustrating chore.
Gestalt characters are complex. Certain combinations of
classes can be difficult to play, and some can be
Multiclassing (PHB 165)
disproportionately powerful. 5e’s classes are not Hugely popular among people who enjoy complex
designed for this by any means, and the results of using characters, multiclassing offers a ton of customization,
the Gestalt variant are unpredictable. but adds complexity and allows for potential balance
issues.
Variants to the Variant
You might choose to allow players to level in the same Why You Should Use This Variant
class twice, potentially gaining the benefits of multiple Customization is a huge part of building a character.
subclasses. In this case, the character’s uses of use- While single-class characters are often great, allowing
limited class features stack. For example: a Fighter 1 | multiclassing allows for a great deal of additional
Fighter 1 could use Second Wind twice per short rest. interest characters.
Any redundant proficiencies (weaposn, armor, skills,
etc.) are not replaced. Why You Should Not Use This Variant
Multiclassing is complicated, and often allows for
Mixing Potions (DMG 140) combinations which the game designers may not have
The Dungeon Master’s Guide includes a sidebar which predicted. Sometimes these combinations can be
offers ideas for bad things that might happen if a exceptionally powerful, which may cause issues in your
creature consumes multiple potions with ongoing magic game.
effects.
Variants to the Variant
Why You Should Use This Variant See the section of Multiclassing variants, earlier in this
Knowing that mixing potions might have harmful effects document.
may encourage players to conserve expendable items
Multiclassing Feats
Instead of taking levels in another class, multiclassing why players select certain classes over others with
feats allow access to some of a class’s core features by similar features.
taking a feat. If you use multiclassing feats, I do not
recommend using the published multiclassing rules at Multiclassing Feats
the same time. Multiclass: Barbarian
4th edition Dungeons and Dragons included Prerequisite: Strength 13 or higher
multiclassing feats in the core rules. It provided easy
access to a handful of useful abilities from another class • You gain proficiency with simple weapons, martial
without adding the mechanical complexities of taking weapons, and shields.
levels in multiple classes as had been the norm in 3rd • You may fly into a barbaric rage. This ability functions
edition, and as is the norm in 5th edition. This variant as the Rage class feature. Your Rage bonus to damage
attempts to borrow from that concept. rolls is equal to half your Proficiency Bonus. Once you
Characters may take as many base multiclassing feats use this ability, you may not use it again until you
as they like. Characters may not take multiclass feats for finish a short or long rest.
their own class, and they cannot select the same feat Multiclass: Bard
more than once. Characters may not take multiclass Prerequisite: Charisma 13 or higher
feats at 1st level (including Variant Humans).
• You gain proficiency with one skill of your choice, one
musical instrument of your choice.
Why You Should Use This Variant
• You learn one cantrip form the Bard spell list.
Multiclassing is complicated beyond the mechanics of
Charisma is your spellcasting ability for this spell.
counting levels from multiple classes. Delaying Ability
Score Increases and important class features like Extra • You gain the Bardic Inspiration class feature. Your
Attack and access to new spell level can have inspiration die is a d6, and you may use the ability
problematic effects on the balance of your game. A once per day.
fighter who gets Extra Attack at level 6 instead of level 5 Multiclass: Cleric
might not make it to level 6. Multiclass feats allow Prerequisite: Wisdom 13 or higher
players access to iconic abilities from other classes • You gain proficiency with Light armor, medium armor,
without introducing complicated balance issues. and shields.
• You learn one cantrip form the Cleric spell list.
Why You Should Not Use This Variant
Wisdom is your spellcasting ability for this spell.
Feats are already an optional rule, and their use often
• Choose one 1st-level spell from the Cleric spell list.
offers a significant increase in the player characters’
You learn that spell and may cast it using any spell
capabilities. Adding more feat options always means
slots you have available. Wisdom is your spellcasting
that you are raising the theoretical ceiling on how strong
ability for this spell.
a character may be.
• You gain one 1st-level spell slot, which stacks with
Multiclass feats mean that characters don’t need to
spell slots gained from the Spellcasting class feature.
sacrifice powerful high-level class abilities to gain access
to low-level features from other classes. This can mean Multiclass: Druid
that players who would normally sacrifice one or more Prerequisite: Wisdom 13 or higher
levels in their primary class make what could be • You gain proficiency with Light armor, medium armor,
considered a less-costly sacrifice for what may be the shields, and the Druidic language.
same benefit. • You may not wear armor or use shields made of
In order to replicate the most bare-bones features
metal.
gained by multiclassing, these feats are necessarily more
• Choose one 1st-level spell from the Druid spell list.
powerful than feats with similar functions. For example,
You learn that spell and may cast it using any spell
the Cleric multiclass feat offers the most important
slots you have available. Wisdom is your spellcasting
parts of the Moderately Armored feat and the Magic
ability for this spell.
Initiate feat.
• You gain one 1st-level spell slot, as per the
Finally, this variant limits character customization.
Spellcasting class feature, which stacks with spell slots
Multiclass Feats cater well to “class dip” style
gained from the Spellcasting class feature. Multiclass:
multiclassing where player characters take only a
Fighter
handful of levels in a second class, but they do not allow
builds where a player takes a roughly even number of
levels in multiple classes. They also don’t grant any of
the subclass features, which are often a major part of
Prerequisite: Strength 13 or higher or Dexterity 13 or slots you have available. Charisma is your spellcasting
higher ability for this spell.
• You gain one 1st-level spell slot, as per the
• You gain proficiency with light armor, medium armor,
Spellcasting class feature, which stacks with spell slots
simple weapons, martial weapons, and shields.
gained from the Spellcasting class feature.
• You gain one style chosen from the Fighter’s Fighting
• You gain the Font of Magic class feature. Your
Style class feature
maximum number of Sorcery points equals your
Multiclass: Monk Proficiency bonus.
Prerequisite: Dexterity 13 or higher and Wisdom 13 or
Multiclass: Warlock
higher
Prerequisite: Charisma 13 or higher
• You gain proficiency with short swords.
• You learn one cantrip form the Warlock spell list.
• You gain the Martial Arts class feature, as a Monk of
Intelligence is your spellcasting ability for this spell.
your level.
• Choose one 1st-level spell from the Warlock spell list.
Multiclass: Paladin You learn that spell and may cast it using any spell
Prerequisite: Strength 13 or higher and Charisma 13 or slots you have available. Intelligence is your
higher spellcasting ability for this spell.
• You gain proficiency with light armor, medium armor, • You gain one 1st-level spell slot, as per the Pact Magic
simple weapons, martial weapons, and shields. class feature, which stacks with spell slots gained
• You gain the Lay on Hands class feature. You pool of from the Pact Magic class feature. As normal for Pact
healing power allows you restore a number of hit Magic, you regain this spell slot when you complete a
points equal to your proficiency bonus x 5. short or long rest.
• You gain the Divine Smite class feature. If you do not • Select an Otherworldly Patron. You gain all of the
have spell slots, you may use it once per day to deal features of this choice, as a Warlock of a level equal to
1d6 damage. your proficiency bonus. The 1st-level spell you learn
may be taken from the expanded spell list provided by
Multiclass: Ranger
your patron.
Prerequisite: Dexterity 13 or higher and Wisdom 13 or
higher Multiclass: Wizard
Prerequisite: Intelligence 13 or higher
• You gain proficiency with light armor, medium armor,
simple weapons, martial weapons, shields, and one • You learn one cantrip form the Wizard spell list.
skill from the Ranger’s skill list. Intelligence is your spellcasting ability for this spell.
• You gain the Favored Enemy class feature, selecting • Choose one 1st-level spell from the Wizard spell list.
one type of favored enemy. You do not gain You learn that spell and may cast it using any spell
additional favored enemy types at 6th and 14th level as slots you have available. Intelligence is your
a Ranger normally does. spellcasting ability for this spell.
• You gain one 1st-level spell slot, as per the
Multiclass: Rogue
Spellcasting class feature, which stacks with spell slots
Prerequisite: Dexterity 13 or higher
gained from the Spellcasting class feature.
• You gain proficiency with light armor, and one skill • You gain the Arcane Recovery class feature. Your
from the Rogue's skill list or thieves' tools. effective Wizard level is equal to your Proficiency
• Choose two of your skill proficiencies or your bonus, so you may recover spell slots with a
proficiency with thieves’ tools. Your proficiency bonus combined level equal to half your proficiency bonus.
is doubled for any ability check you make that uses
that proficiency.
Scroll Mishaps (DMG 140)
• You gain the Sneak Attack class feature, dealing as A sidebar in the Dungeon Master’s Guide introduces a
much damage as a Rogue of levels equal to your system which spell scrolls more difficult to use.
proficiency bonus.
Multiclass: Sorcerer Why You Should Use This Variant
Prerequisite: Charisma 13 or higher If spell scrolls are common in your game, players might
frequently try to use them to cast spells far above the
• You learn one cantrip form the Sorcerer spell list. players’ level. Losing the scroll might be seen as an
Charisma is your spellcasting ability for this spell. inexpensive cost for the potential benefits. This system
• Choose one 1st-level spell from the Sorcerer spell list.
You learn that spell and may cast it using any spell
makes those risks considerably more dangerous than Requiring players to take time away from adventuring
just losing one item. also means that they may need to put a sensitive quest
on hold while they improve their skills in preparation for
Why You Should Not Use This Variant new challenges, or they might need to delay gaining
Failing to activate a spell scroll is enough punishment levels in order to meet a time-sensitive goal.
already since it usually means wasting a powerful magic
item. Why You Should Not Use This Variant
Depending on the pace of your game, this may have no
Variants to the Variant meaningful effect on the game except to cos the players
Instead of an Intelligence (Arcana) check, you might gold.
allow other skill checks as appropriate for the class
which created the spell. Druids and Rangers might use Wands That Don’t Recharge
Wisdom (Nature), while Clerics and Paladins might use Instead of a small pool of charges that gradually refill,
Intelligence (Religion). the Dungeon Master’s Guide suggests that wands might
Training to Gain Levels (DMG 131) be given a fixed number of charges that is larger than
the normal cap, but which can never be refilled.
The Dungeon Master’s Guide suggests that characters
might be required to spend downtime training and Why You Should Use This Variant
resting in order to gain the benefits of gaining a level. If you want to offer magic items without making them a
permanent fixture, expendable items are a great option.
Why You Should Use This Variant Usually this is done with potions, but a box of 25 potions
Requiring down time to train slows the calendar of mage armor might seem odd to the players, and
considerably. Reaching level 20 requires 460 days under potions of magic missile aren’t possible.
the proposed system, meaning that characters can no
longer go from level 1 to level 20 in the span of a few Why You Should Not Use This Variant
months. Wands with fixed charges do very little that couldn’t
already be accomplished by potions or spell scrolls.
Equipment
In addition to an items raw Encumbrance, its
Encumbrance value can be mitigated by better
distributing its weight. Armor or clothing worn on the
Encumbrance (PHB 176) body has its Encumbrance value reduced by three.
Items stored in a container such as a belt pouch of
Encumbrance offers a relatively simple mechanism to backpack have their Encumbrance reduce by half (do
slow creatures which are carrying too much not round), provided that they fit within the
equipment. container’s carrying capacity after having their
Encumbrance halved. Weapons stored in a fitted
Why You Should Use This Variant container such as a sheath or scabbard hung from a
Players shouldn’t be able to carry every stick and rock belt similarly have their encumbrance halved. Weapons
they find while adventuring, but at the same time they too long to be stored this way, such as glaives and most
shouldn’t suddenly halt in place when they reach their other polearms, likely cannot benefit from being
maximum carrying capacity. stored.
When in doubt, remember that this is an abstract
Why You Should Not Use This Variant system. If you think an item’s encumbrance should be
Tracking encumbrance is a pain, and it can usually be
higher or lower than the listed value, you’re probably
circumvented by purchasing a pack mule or having the
right. A pile of single coins is made up of items with 0
fighter drop his backpack when initiative is rolled.
encumbrance, but holding 100 coins is very difficult, so
Encumbrance Points you might increase the encumbrance value unless
they’re put into a suitable
Blatantly stolen from Fantasy Flight Games’ roleplaying Container, such as a purse or sack.
games, this system replaces weight management with Below is a table giving examples of encumbrance
abstract “encumbrance” values. These values values for example items, follow by a table of
approximate both the weight and size of an item, so an containers including their own encumbrance values
item with an encumbrance value of 1 might be a and the amount of encumbrance worth of items which
dagger, a small sack of cotton, or a heavy stone. Each they can contain.
of those items is vastly different in size, density, and
weight, but their combined aspects make them roughly Encumbrance Example Item
equal in terms of how difficult they are to carry. 0 Single coins, gemstones, sheet of
A creature can carry items with an encumbrance paper, scroll
value equal to 1.5 times their Strength score (rounded 1 Dagger and similarly sized weapons,
down). For each size category above Medium, double Purse of Coins, average sized book,
wand, belt pouch, bedroll
the creature's carrying capacity. For a Tiny creature,
2 Weapon with the Light property such
halve the creature’s carrying capacity. Quadrupedal as a short sword, oversized books
creatures double the amount of Encumbrance that such as a spellbook, full-body
they can bear, stacking multiplicatively with clothing, backpack, small chest
adjustments for their size (a large-sized horse can carry 3 One-handed weapons, shields, light
4 times their Strength score in Encumbrance). armor, tiny-sized creature’s body
If you carry Encumbrance in excess of half your 4 Medium armor (non-metal), weapons
Strength score (rounded up), you are encumbered, with the Heavy property, large chest
which means your speed drops by 10 feet. If you carry 5 Medium armor (metal), heavy armor
(non-metal)
Encumbrance in excess of your Strength score, you are
6 Heavy armor (metal), small-sized
instead heavily encumbered, which means your speed creature’s body
drops by 20 feet and you have disadvantage on ability 8 Medium-sized creature’s body.
checks, attack rolls, and saving throws that use
Strength, Dexterity, or Constitution. If you carry
Encumbrance greater than 1.5 times your Strength Encumbrance Capacity* Item
score, you are heavily encumbered and your speed is 1 2 Belt Pouch
reduced to 0. 2 3 Sack
2 3 Backpack

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Races 15
2 30 Bag of Holding which might suit the character’s personality or
2 2 Small Chest background. Backgrounds provide additional items and
4 5 Large Chest gold, but the value of these items often vary widely,
* - Items stored in containers have their encumbrance
causing players to start with large and seemingly
halved before checking the container’s capacity.
arbitrary gaps in their starting wealth.

Why You Should Not Use This Variant


Why You Should Use This Variant
Buying equipment can be intimidating for a new player,
Almost no one cares to track weight in Dungeons and
and it may not be clear what they need to buy to
Dragons games unless your game is especially
function. Purchasing equipment can also take a long
simulationist. This variant tries to find a middle-ground
time, which might make character creation take longer
between ignoring weight entirely and forcing players to
than necessary.
track how many pounds of gear they’re carrying.

Why You Should Not Use This Variant


It’s much easier to just to ignore encumbrance
altogether. You usually only need to worry about
encumbrance when things get especially silly, like if
you have a party member carrying around a huge
collection of weaponry, or trying to carry around a hot
air balloon because it’s technically lighter than air.

Equipment Sizes (PHB 144)


A sidebar in the Player’s Handbook offer some
additional rules for equipment sizes, which offer
improved realism but limit the utility of items looted
from enemies.

Why You Should Use This Variant


If you are trying to portray a realistic world, equipment
designed for one creature likely shouldn’t work for
creatures of wildly different anatomy.

Why You Should Not Use This Variant


Many players won’t care that the full plate they looted
from an orc won’t fit the party’s halfling. If one of them
raises questions, tell them that armor is designed to be
easily resized by adding/removing plates and adjusting
straps.

Variant Starting Equipment (PHB 143)


Instead of using the starting equipment detailed in
your class description and your background, players
can choose to start with a quantity of gold based on
their class, and can spend that gold on equipment
however they please.

Why You Should Use This Variant


The starting packages for classes offer the basics of
everything the class needs to function in combat, but
leave very little additional gold to spend on items

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Races 16
Ability Checks and
believe that specialization should be rewarded, and the
most-suited party member should generally be the one
to attempt a task specifically because they are most

Skills
likely to succeed.

Why You Should Not Use This Variant


Ability Check Proficiency (DMG 263) Randomness is a somewhat realistic part of life. Even
the strongest person might need to try a few times to
A means to omit skills entirely, Ability Check
break down a door, and a weak person might get lucky
Proficiency dramatically simplifies ability checks.
and strike the door at just the right place to break it. It
also removes the satisfaction of rolling for ability
Why You Should Use This Variant
checks.
Skill checks can often be complicated, and it’s not
always clear which skill proficiency should apply. Ability Variants to the Variant
scores are more clearly delineated, so it’s usually easier
Instead of using the player’s raw ability score, use 10 +
to determine which of them to use.
skill modifier. The original variant doesn’t account for
proficiency, Expertise, or other modifiers to skills like
Why You Should Not Use This Variant
magic items. This also matches similar mechanics like
The system is not written especially well-written.
Passive Perception.
Rogues get twice as many proficiencies as most classes,
but still only get one ability check proficiency. Half- Background Proficiency (DMG 264)
elves and variant humans get an extra ability check
proficiency because they normally get a skill Another attempt to omit the skill system Background
proficiency. The Skilled feat gets you three additional Proficiency allows players to apply their proficiency
ability check proficiencies. Proficiency in every ability bonus whenever something in their background
check is achievable by level 2. justifies it.

Automatic Success (DMG 239) Why You Should Use This Variant
Trying characters’ capabilities to their backgrounds
Proposed as a solution to overcome the inherent
forces players to really consider their character’s back
randomness of the d20 system, the automatic success
story, which should encourage deeper, more complete
system allows characters to automatically succeed on
characters.
checks to which they are well suited.
Why You Should Not Use This Variant
Why You Should Use This Variant Gaining additional proficiencies is a major benefit in a
The d20 system inherently has flat probability: Any
lot of places, and this system removes all of those
number on the die roll is equally likely to occur. That,
benefits without replacing them. It also leaves room for
combined with 5e’s bounded math, means that even
abuse if a player writes a background in the character
characters who are exceptionally skilled as a specific
did a huge variety of things for brief periods of time.
task might struggle to overcome a task with a relatively
easy DC due to poor rolls. The variant cites an example Personality Trait Proficiency (DMG 264)
of a Fighter with 20 Strength failing to break down a
door, only to have low-Strength Rogue succeed due to Similar to the FATE system, characters don’t have
a lucky roll. While the math of the game is generally specific skills. Instead, they have positive and negative
solid, it can lead to frustrating situations like this when personality traits that might grant proficiency if the
Ability Checks are made. trait applies to the check somehow.
Allowing for automatic success means that
characters are consistently rewarded for specializing in Why You Should Use This Variant
specific areas, and characters who are exceptionally This makes characters less about stats, and more about
good at a task can count on being able to succeed personality and history. Your Rogue isn’t proficient
unless the challenge is especially difficult. The Dungeon with thieves’ tools, they’re “never deterred by a lock,
Master’s Guide presents this as a problem, but I no matter how sturdy”. Your Fighter isn’t proficient

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Races 17
with Athletics, they’re “a tower of muscle, hardened by characters who specialize in specific skills (rogues in
years spent hewing trees”. Stealth, Wizards in Arcana) frequently able to fail an
ability checks while someone else in their party
Why You Should Not Use This Variant succeed solely because several other people are rolling
The system seems to be incomplete. It doesn’t specify d20’s. While this can be explained away with a little bit
how many positive or negative personality traits a of thinking, it doesn’t feel great for proficient
character should have. It also doesn’t offer any characters to consistently be outdone by simple
examples, which makes it difficult to estimate what is probability.
appropriate unless players are experienced with other
roleplaying games which use similar systems. Why You Should Not Use This Variant
The only real addition is the “Unfamiliar” tier. While
Tiered Proficiency this is a minimal addition, it means that a character’s
Under this variant, skills have four levels of choice of class at 1st level has a greater effect on skills
proficiency: Unfamiliar, Familiar, Proficient, and Expert. available to the character. It can also mean that an
Unfamiliar represents skills in which the character unlucky roll or lack of familiarity can mean that success
has absolutely no training. If a character is not may be out of a party’s reach on an important ability
specified to be at another level of proficiency in a skill, check.
they are Unfamiliar. Characters that are Unfamiliar
with a skill may still attempt checks with the skill, but
Skills with Different Abilities (PHB 175)
may not succeed at DCs higher than 10 on Arcana, The Player’s Handbook offers rules for using skills with
History, Medicine, Nature, and Religion checks. ability scores other than the one typically associated
Alternatively, you might simply disallow checks in these with the skill.
skills if characters are Unfamiliar, such as Arcana. Other
skills are unaffected by being Unfamiliar. Why You Should Use This Variant
Familiar represents skills in which the character has The ability score typically tied to a skill doesn’t always
basic training, but in which they never gained make sense. The Player’s Handbook offers the example
proficiency. Characters are Familiar with a skill if it is on of using Constitution (Athletics) for long-distance
their class’s skill list. Being familiar with a skill allows swimming. These situations may not be especially
characters to make ability checks with that skill frequent, but they can make ability scores and skills
normally. Alternatively, you might allow players to add more interesting by mixing and matching to suit the
half their proficiency bonus to skills with which they’re situation.
familiar.
Proficient represents skills in which the character has Why You Should Not Use This Variant
thorough training. Characters who are proficient add Not every ability score can be used for every skill, and
their proficiency bonus to ability checks where that detaching skills from their normal ability score might
skill’s proficiency applies. encourage players to try things that don’t make sense.
Expert represents exceptional aptitude with a skill,
and is generally only accessible by specific class
features, feats, etc. Characters who are Expert in a skill
add double their proficiency bonus to ability checks
where that skill’s proficiency applies.

Why You Should Use This Variant


In the published rules, proficiency is mostly a strict yes
or no. This was intended by design to make skills
simpler than they had been in previous edition, and to
make all skills accessible to all characters, even if that
character was totally unfamiliar with the skill in
question.
While the published design meets these intended
goals, it has the unfortunate side-effect of making

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Races 18
Initiative
Why You Should Not Use This Variant
Changing the initiative order is confusing, and can be
difficult to track. In order to keep creatures from
Initiative and turn order are a well-understood system. stretching durations, you may need to track the
After initiative is rolled, everything proceeds in neat creatures’ original initiative separately from the
order to the encounter’s conclusion. While this is creature itself.
simple and easy to run, it’s not especially exciting.
Greyhawk Initiative
Delay
Mike Mearls introduced “Greyhawk Initiative”, first via
Allow creatures to delay their turn to a later point in Twitter, then eventually via Unearthed Arcana. Rather
the initiative order, permanently changing their than reproduce the Unearthed Arcana document here,
position in the order. When a creature declares that I encourage you to read the PDF and consider my
they delay, they postpone their turn until later in the arguments on why you should or should not use this
initiative order. After each other creature takes their variant.
turn, the creature which delayed may choose to take This variant shares concepts with the “Speed Factor”
their turn. Their initiative is changed to just below the initiative variant, detailed in the Appendix.
creature which just acted. The creature which delayed
may now take their turn as normal. Why You Should Use This Variant
If the creature does not take their turn before the Forcing players to plan their actions at the beginning of
end of the round, it’s possible that the creature may the round can speed combat by forcing players to
not act in a round, and may find themselves higher in make decisions at the same time instead of a long
the initiative order than they were previously. Any decision period at the beginning of each player’s turn.
effects with a duration other than instantaneous (such The chaotic nature of initiative order also means that
as spells), including ones that specify “at the beginning each turn can be unpredictable and exciting.
of your turn” or similar language, measure their
duration from the creature’s initiative when the effect Why You Should Not Use This Variant
was created. Creatures cannot extend the duration of Forcing players to pre-plan their actions is hugely
effects by delaying. restrictive. Changing your plan on the fly is necessary in
Delay is meaningfully different from Ready in several any turn-based system because your well-planned turn
ways. First, it does not require that the creature specify could be totally invalidated the turn before yours.
a trigger or consume its reaction to perform the Characters with a large number of options, such as
prepared action. Second, because the delayed turn those who can both use weapons and cast spells, will
does not occur in response to a trigger it cannot frequently be forced to use the Cast a Spell initiative
interrupt the actions of other creatures. Third, it allows die just to have the ability to use their whole suite of
the delaying creature to take a full turn worth of options.
actions instead of just their Action. Finally, it changes
the delaying creatures position in the initiative order, Initiative Score (DMG 270)
which is not possible in the published rules.
Replace initiative rolls with a static initiative score.
Optionally, consider making Delay a bonus action, so
creatures may delay their movement and action, but
Why You Should Use This Variant
may not use a Bonus Action on their delayed turn.
Rolling and recording initiative can take several
Why You Should Use This Variant minutes, which is often a frustrating waste of time
when the encounter is unlikely to last more than a
Allowing creatures to delay their turns makes initiative
round or two.
a tactical consideration. Allowing creatures to delay
their turn means that they can take turns closer to
Why You Should Not Use This Variant
their allies, potentially allowing them to make more
This system is easily abused. A rogue with 20 Dexterity
use of their turns in situations where they might
will go before almost every enemy, and characters with
frequently choose to Ready in order to act after a
the Alert feat and decent Dexterity essentially
specific creature’s turn.
guarantee that they will go first. While this isn’t much

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Races 19
of a problem on its own, it can grant a persistent Why You Should Use This Variant
advantage to Assassin Rogues who are dependent on Tying on initiative rolls is impossible, removing one
surprising their enemies. It also disadvantages minor headache. In addition, bonuses to Initiative have
characters with poor Dexterity, who might frequently a very clear, visible effect on the outcome in every
find that encounters are largely over before their turn encounter. Characters with high Initiative bonuses will
arrives. enjoy seeing their build choices consistently validated,
regardless of poor initial positioning before Initiative
Popcorn Initiative bonuses/penalties are applied.
I’m not certain of the original source of the Popcorn
Initiative concept, but The Angry DM/GM claims that Why You Should Not Use This Variant
his party coined the term. Whether or not they were This variant may place too much emphasis on Initiative
the first to do so is unclear, but they at least seem to bonuses. Dexterity is already an extremely important
have arrived at the term independently. ability score, and if this variant makes Initiative
Rather than duplicate his work, I suggest reading The bonuses too powerful it only adds to the issue that
Angry DM/GM’s article. Fair warning: The Angry DM Dexterity is arguably the most important ability score.
takes an intentionally combative tone in his writing
that many find off-putting. While his tone can be Side Initiative (DMG 270)
annoying, his content is frequently excellent and well Initiative is a straight d20 roll for each faction in the
considered. He even goes to the trouble of explaining encounter (typically one for the party and one for their
why you should and should not use this variant. enemies).
http://angrydm.com/2013/09/popcorn-initiative-a-
great-way-to-adjust-dd-and-pathfinder-initiative-with- Why You Should Use This Variant
a-stupid-name/ Players can choose in which order to take their turns,
allowing them to easily strategize and avoid issues like
Proficiency to Initiative spellcasters throwing fireballs into the room that the
All creatures add their proficiency bonus to their Fighter is fighting in. It also removes the need to track
initiative rolls. the initiative rolls.

Why You Should Use This Variant Why You Should Not Use This Variant
This allows stronger creatures and more-experienced In a fight between the party and single monster this
characters to respond more quickly in combat, granting isn’t much of an issue, but in fights with multiple
a slight advantage over less experienced creatures. enemies the side which wins initiative can easily
incapacitate one or more creatures on the other side
Why You Should Not Use This Variant before they have a chance to respond. This could turn
Monster stat blocks typically don’t list the creature’s an easy encounter into a deadly one or a deadly
proficiency bonus, and checking the table which encounter into a cakewalk.
defines Proficiency Bonus by CR every time you roll
initiative can slow things down. Duplicating the table Re-Rolled Initiative
onto a handy piece of paper will help, but it still adds Re-roll initiative every round as though you were
an extra step to rolling initiative. beginning a new combat.

Shuffle Initiative Why You Should Use This Variant


Create a card for each creature rolling initiative. Shuffle Chaos! Sometimes it can be fun for combat to be
these cards, then lay them out in a line in random frantic and unpredictable.
order. One end it the “top” of the initiative order. Shift
the cards up one space for each point of their Initiative Why You Should Not Use This Variant
bonus, or down if they have a penalty to Initiative rolls. Rolling initiative takes time, and doing it every round
If a creature has Advantage, move it fight spaces up. If will make combat take longer.
it has Disadvantage, move it 5 spaces down.
Speed Factor (DMG 270)

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Races 20
Speed factor requires creatures to decide their actions Subtraction Initiative
at the beginning of the round, then reroll initiative and
apply modifiers based on their actions. After each creature’s turn, subtract 20 from their
initiative score.
Why You Should Use This Variant
Forcing players to pre-plan their actions at the Why You Should Use This Variant
beginning of the round can help reduce table talk The difference between rolling a natural 20 with a +10
between turns, potentially speeding up combat. The Initiative bonus and rolling a natural 1 with a -1
cost for using heavy weapons, casting high-level spells, Initiative penalty should be more significant than which
and taking additional actions can also make low-level of those two creatures goes first.
options more appealing because responding faster may
be more effective than responding more forcefully. Why You Should Not Use This Variant
This variant presents two problems. First is the math.
Why You Should Not Use This Variant In long encounters you may find yourself at initiative
The variant presents three problems. First, rerolling scores several hundred below 0. Of course, once all of
initiative every round takes a long time, dragging out the “free turns” are out of the way, you can largely
what is already one of the most time-consuming parts return to vanilla initiative. Second, this places
of the game. additional emphasis on Initiative bonuses and on
Second, the system clearly favors creatures that rely Dexterity. Dexterity is already a phenomenally
on dexterity and light weapons. Creatures which powerful ability score, and placing more emphasis on it
already go early in initiative by merit of their high will disproportionately benefit Dexterity-centric
dexterity are now even more likely to do so. characters.
Conversely, spell casters and creatures which use big
weapons will go late in the initiative order.
Third, if a creature’s planned action is invalid they
lose their turn. If the target of your planned attack
dies, you stand around looking foolish. Creatures which
go late in the initiative order will have this happen
disproportionately often, which will become frustrating
very quickly.

Variants to the Variant


Instead of requiring pre-planning their turns, consider
applying the speed factor bonuses and penalties to the
creature’s initiative in the following round. This means
that creatures which typically take slow or numerous
actions might still be able to act early in the first round
of combat, but may fall lower in the initiative order on
successive rounds.
Considering omitting the portion of the variant that
requires re-rolling initiative every round. This will
remove a great deal of time spent rolling initiative
repeatedly. It also creates an interesting dynamic
where a creature’s choice of actions might cause it to
act before or after creatures with similar initiative rolls.
You might apply the speed favor bonuses and penalties
as a one-time modifier to the creature’s initial initiative
roll, or you might permanently adjust the creature’s
initiative result, causing creatures to slide up and down
in the initiative order over time.

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Races 21
Combat
at a time (2 attacks from Extra Attack, possibly an extra
attack from raging or two-weapon fighting), potentially
taking a lot of damage from a bunch of creatures who
Action Options (DMG 271) really have no business challenging a 20th-level
character. A spellcaster would have no such issue. They
The Dungeon Master’s Guide offers several additional could throw a fireball or something and depopulate the
action options for use in combat, including exciting room in a single gesture. Cleaving Through Creatures
things like climbing onto the backs of larger creatures allows that Barbarian to cut through those kobolds
and disarming foes. with ease and to feel really awesome while they do it.
Why You Should Use This Variant Why You Should Not Use This Variant
If you play long enough, a player will want to do one of Despite how awesome it sounds, the rule is not
the actions listed. Without the suggested rules, there without room for abuse. Effects which boost the
isn’t a good way to handle these actions. Options like character’s damage such as spells, magic items, and
the Battle Master Fighter’s Martial Maneuvers exist, critical hits might allow players to cleave enemies
but limiting disarming to a single class seems silly. This which are stronger than the rule is intended to cover. A
also offers additional options beyond swinging a 1st-level character with a greataxe and 16 Strength
weapon for martial characters who are mechanically could deal a whopping 25 damage if they were
simple and have few active abilities to call upon. exceptionally lucky. That’s enough to cleave through
These action options also provide additional uses for two hobgoblins and into a third, which could be
the Acrobatics and Athletics skills, neither of which see enough to end a low-level encounter in a single blow.
a lot of use in many campaigns. The rule also requires that the initial target be
undamaged. This might encourage players to track
Why You Should Not Use This Variant which enemies they have damaged previously and only
I can’t think of many reasons not to use most of these attack undamaged foes in order to trigger a cleave.
action options. The rules for using them are simple and This detracts significantly from the epic feeling of
easily explained, and they all seem to make sense. cutting down foes two or three at a time.
The “Mark” action is perhaps the only exception.
Marking creatures offers a significant increase in Variants to the Variant
effectiveness for melee characters looking to protect Instead of requiring that the initial target be
their allies from enemies attempting to get around the undamaged, simply require that the attack deal
melee character. The only similar capability I can think damage exceeding the creature’s hit point maximum.
of the Cavalier Fighter’s Vigilant Defender, which they Deduct that amount from the damage dealt, and
don’t get until 18th level. additional damage is used to continue cleaving. This
lessens the incentive for players to avoid attacking
Cleaving Through Creatures (DMG 272) injured foes, and might even encourage players to
Cleaving provides a way for melee characters to quickly finish off previously damage foes rather than
fight through hordes of weak creatures, provided that attempting to start a cleave on a fresh target.
they can do sufficient damage to begin cleaving.
Diagonals (DMG 252)
Why You Should Use This Variant The system used in 3rd edition, the Diagonals rule
At high levels, low-CR enemies often make for great makes moving diagonally on a grid cost additional
filler in an encounter. They make the encounter feel movement.
“full”, and it’s immensely satisfying for players to
quickly strike down a group of foes that might have Why You Should Use This Variant
been a challenge several levels prior. Unfortunately, Making diagonals cost additional movement makes
weapon users frequently have trouble disposing of mathematical sense. If you consider the three sides of
these creatures quickly because they’re limited by their a right triangle, the hypotenuse is longer than the two
number of attacks. smaller sides.
If a 20th-level barbarian is faced with a horde of
kobolds, they might be forced to kill them two or three

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Races 22
Why You Should Not Use This Variant (attacker throwing sand in the eyes of a creature with a
Doing math at the table may be hard and may slow large number of eyes or wearing a veil over their face),
down your game without meaningfully adding to the the defender has Advantage on the saving throw.
fun. If the attacker defeats the target on the opposed
roll, the attacker inflicts the chosen status condition on
Facing (DMG 252) the target until the end of the attacker’s next turn. The
target may repeat the saving throw as an Action on
Facing removes the bizarre concept that creatures are
their turn, ending the condition early if they exceeded
able to somehow look and defend themselves in every
the attacker’s original attack roll.
direction at the same time.
Why You Should Use This Variant
Why You Should Use This Variant
When a fight is going badly for the party, they might
Sneaking up behind a creature is, by the strictest
think of doing something silly like throwing a handful of
reading of the game rules, impossible unless you have
sand, or yanking an enemy’s pants down around their
something to hide behind. With this rule, there is a
ankles. These actions frequently take place in fiction,
tangible benefit to approaching and attacking a
but the rules of Dungeons and Dragons have no
creature from behind.
defined way to handle these actions. In addition,
adding the ability to take actions which make sense in
Why You Should Not Use This Variant
real life can offer additional mechanical options for
The limitations on the effects of shields
mechanically simple characters who frequently resort
disproportionately affect players who rely on shields
to swinging a weapon every round in combat.
compared to characters who fight in light or no armor.
Players use shields much more than the monsters they
Why You Should Not Use This Variant
fight, which means that players bear the brunt of this
Throwing sand in your opponent’s eyes to blind them,
effect.
even as an Action and for just one round, is a huge
In addition, tracking facing of every creature on the
tactical advantage. Making this an option for the
field can be very difficult, consuming a great deal of
players could dramatically change the way combat
time.
works, turning what would normally be a nice mix of
Fighting Dirty attacks, spells, and special abilities, into a playground-
style fight with handfuls of sand being thrown about at
Normal combat options include attacking, grappling, all times until one side is sufficiently inconvenienced
casting spells, and other conventional moves used to that the other side decides to do finally resort to actual
incapacitate or kill your foe. Fighting dirty offers fighting.
additional options: throwing sand in your opponent’s
eyes, striking them in the groin, pulling a cloak over Variants to the Variant
their head, or other maneuvers which might not be Adjust the condition options which can be applied.
directly harmful but generally hinder the target in Frightened or a single level of Exhaustion make great
some way. candidates.
To fight dirty, the attacker decides upon a status If you find that players are repeatedly abusing this
condition to impose upon the target, and a means by option, consider granting defenders Advantage on their
which to do so. The attacker may render the target saving throws if they have seen the player attempt
blinded or deafened, or may reduce the target’s speed Fighting Dirty previously.
by half. Then as an Action the attacker makes a melee
weapon attack roll against a target within reach using a Flanking (DMG 251)
free hand. This attack may use the higher of your Flanking awards Advantage for attacking a creature
Strength or Dexterity bonus, and your proficiency with another of the target’s enemies on the opposite
bonus applies. The target opposes this check using a side of the target.
Dexterity or Constitution saving throw (whichever the
target prefers) to avoid or resist the attack. Why You Should Use This Variant
If some circumstance might make the target Flanking provides a clear tactical incentive for creatures
resistant to whatever method the attacker is using to surround their target, potentially outweighing

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Races 23
benefits which might motivate then to remain This can help other creatures feel alive, which makes
adjacent, such as the Protection Fighting Style. It also the game feel more like a story about living things and
offers a way for numerous creatures to capitalize on less like a game played out on a table.
their superior numbers and compensate for relatively
weak attacks, simultaneously allowing low-CR Why You Should Not Use This Variant
creatures to threaten high-level players and allowing Morale doesn’t need to be a codified system. You’re a
players to swarm and overcome powerful foes. person. If you were in the same circumstances as the
monsters your party faces, would you run? You’re
Why You Should Not Use This Variant perfectly capable of using your best judgement to
Gaining Advantage should not be this routine and determine when a creature might decide to stop
simple. Players can easily conjure creatures or place fighting, so long as you actually remember to do it.
their familiars in order to provide guaranteed
Advantage, often disrupting the balance of your Variants to the Variant
encounters. Granting this capability to enemies may Consider replacing the Wisdom saving throw with a
also be a problem, as low-level enemies intended to be Charisma saving throw or a Charisma check if the
expendable minions in an encounter can quickly turn leader is attempting to compel their allies to continue
into a serious threat due to easy Advantage. fighting. You might allow Persuasion or Intimidation to
apply if it seems appropriate for the leader.
Hitting Cover (DMG 272)
Playing on a Grid (PHB 192)
This variant provides a quick way to determine if an
attack struck cover which the target was behind. While 5th edition is technically written to be played without a
this generally won’t matter, the DM might choose to grid or miniatures. However, the realities of the game
have the attack deal damage to the struck cover. This and the need to track precise positions during combat
might simply be for dramatic effect, but it might also and while navigating around traps often mandates the
destroy the cover. use of a precise and impartial mapping solution like a
grid.
Why You Should Use This Variant
The idea of destroying cover when it gets in the way is Why You Should Use This Variant
really cool. If a Barbarian attacks a foe cowering behind Where is Joe’s Fighter right now? Oh, Joe is in the
a low wall and hits the wall by mistake, a sufficiently bathroom? No one knows? Fantastic, let’s all sit around
high roll might reduce the wall to rubble and expose and wait for Joe to return so that we can find out if
the target for additional attacks. he’s hit by the axe pendulum trap, or if he’s still back in
the last room staring at the walls.
Why You Should Not Use This Variant A grid provides a precise, observable, and impartial
Doing this math may become annoying and time tool to mark the positions of each creature and object.
consuming, and it may not matter often. The more Everyone knows where everything is, what they can
attacks occur in an encounter, the more annoying this reach, and what’s going on. No mass, no debate, no
will become. confusion, no waiting for Joe to return from the
bathroom.
Morale (DMG 273)
The Morale rules offer a system that encourages
Why You Should Not Use This Variant
Dungeon Masters to make creatures flee or surrender, Using a grid often encourages players to think of the
game like a tactical miniatures game. The figures on
rather than fighting to the death in every single
the map become detached from the characters they
encounter.
represent, and they become avatars of stat blocks to
Why You Should Use This Variant be wielded against other stat blocks to see who rolls
In a world that is supposed to be internally consistent, the highest and has the biggest numbers. Of course,
few creatures will fight to the death under most this is not strictly a symptom of playing on a grid, and
circumstances. Even if they are defending their own may be a problem even without it.
homes, many creatures will eventually reach a point
that they consider escape or surrender the best option.
Plot Armor

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Races 24
A long-standing criticism of popular fiction is that
protagonists seem to be inexplicably impervious to
damage. Attacks which should easily strike them miss
for no apparent reason. This variant introduces a
mechanical way to reflect this “plot armor”, allowing
your players to feel heroic without necessarily relying
on armor.
All player characters have a minimum armor class of
10 + proficiency bonus. Alternatively, you might use 8 +
proficiency bonus. Bonuses to armor class (such as
shields) increase this AC. A character’s Dexterity bonus
does not apply to this AC calculation. If the character
has other means of calculating AC (armor, Unarmored
Defense, etc.) which exceed this AC, they use the
highest AC from among the AC calculations available to
the character.

Why You Should Use This Variant


It can feel deeply unsatisfying to have a 20th-level
character with an AC of 9 because your Dexterity is
poor, and a fighter who depends on full plate is
essentially a pin-cushion when they’re not armored.
This provides a scaling backup option for calculating a
player character’s armor class so that players are
always protected against the blows of weak enemies.

Why You Should Not Use This Variant


If wizards want to raise their armor class, they typically
need to spend their daily prepared spells on Mage
Armor or other spells. This variant will outpace the AC
granted by Mage Armor, granting wizards and similar
spellcasters a minor advantage. Similarly, catching
characters who use heavy armor while they’re
unarmored can be an interesting plot point, and this
variant removes much of the suspense of such events.

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Races 25
Injury, Healing,
Why You Should Not Use This Variant
Requiring healer’s kits means that healing may be
considerably more difficult, and can present a

and Death
frustrating and frequent financial cost for the players.

Healing Surges (DMG 266)


Dying Causes Exhaustion Healing surges allow characters to spend their action
When you fall to 0 hit points but do not die, then later (or bonus action) to spend a large number of their hit
regain hit points you suffer one level of Exhaustion. dice to quickly recover hit points in combat.
These levels of Exhaustion stack, as normal, increasing
your level of Exhaustion. Why You Should Use This Variant
If this presents too much of handicap, consider Healing in combat is really boring. Especially in games
allowing creatures to recover from one of these levels with new players, one player often gets saddled with
of Exhaustion when they take a Short Rest, instead of playing the “heal bot”, and they’re badgered into
requiring a Long Rest as normal. healing the rest of the party any time someone gets a
paper cut. This isn’t fun for anyone. You might worry
Why You Should Use This Variant that granting easy healing like this makes things too
Under the official rules, falling unconscious is often a easy, but remember that players are still limited by
pleasant nap where you’re briefly removed from their number of hit dice.
combat and ignored until someone spares a bonus
action to hit you with healing word to get you back on Why You Should Not Use This Variant
your feet. This can happen five or six times in a given Spending up to half of their hit dice means that a
encounter at no cost long-term cost. This variant character can go from almost dead to fully healed
imposes ongoing penalties for falling below 0 hit (depending on how good their rolls are) in one Action
points, making near-death experiences present at any level. This can make magical healers in the party
ongoing handicaps until creatures take the time to feel less useful, and can encourage players to forgo
recover. playing divine casters who are normally responsible for
providing magical healing.
Why You Should Not Use This Variant
Falling below 0 hit points is already a problem for your Injury Causes Exhaustion
party. Just losing the action economy of an additional Upon falling to half of your maximum hit points or
party member means that the rest of the party will fewer (rounded down), you suffer one level of
expend more limited resources (hit points, spell slots, Exhaustion. If you regain hit points which would raise
etc.) to compensate for the unconscious ally. you above on one half of your hit points, you recover
Also, creatures that tend to spend a lot of time this level of Exhaustion. Upon falling to one quarter of
taking damage for the party (fighters, etc.) will suffer your maximum hit points or fewer (rounded down),
disproportionately compared to allies who traditionally you suffer an additional level of Exhaustion. If you
avoid damage by remaining at a safe distance. regain hit points which would raise you above on one
quarter of your hit points, you recover this level of
Healer’s Kit Dependency (DMG 266) Exhaustion. If you are below one quarter of your
Healer’s Kits are required to spend hit dice to heal. maximum hit points and recover enough hit points that
you now have more than half of your maximum hit
Why You Should Use This Variant points, you recover from both levels of Exhaustion.
Sitting around a dungeon for an hour and recovering These levels of Exhaustion stack with normal levels
from wounds which nearly killed you requires a great of Exhaustion. However, if you reach 6 levels of
deal of suspension of disbelief, and can take away from Exhaustion due to injury-induced exhaustion, you do
the group’s sense of immersion. not die, and simply fall unconscious until you are
healed sufficiently or otherwise recover from enough
levels of exhaustion that you regain consciousness. If

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Races 26
you reach 6 levels of Exhaustion from other sources, The published rule provides three circumstances
you still die as normal. which might leave a lingering injury. A critical hit makes
sense, but it also means that numerous weak creatures
Why You Should Use This Variant are more likely to leave a lingering injury simply due to
Injury in Dungeons and Dragons is extremely forgiving. the volume of their attacks. Dropping to 0 hit points
A creature at 1 hit point is just as lethal as a creature could also make sense, but if the blow that reduce the
with full hit points. This variant adds a tangible cost to player to 0 hit points did a tiny amount of damage, it
injuries without handicapping most of what a creature might feel silly to leave a lingering injury. Finally, failing
does in combat. So long as the creature doesn’t rely on a death saving throw by 5 is just a silly option. If you’re
ability checks in combat (grappling and similar dropped to 0 hit points by fire and fail two death saving
mechanics rely on ability checks), the first level of throws by 5 or more, you could lose a hand and have
fatigue may be minimally impactful within the scope of broken ribs. Also, you have a one in four chance of
a combat, but players may need to rest or drink some getting a lingering injury any time that you make a
potions after a fight before moving on to tackle traps, death saving throw.
locks, etc.
Variants to the Variant
Why You Should Not Use This Variant Attacks which leave a lingering injury should feel
Tracking these changes in condition can be annoying significant when they happen, and they should leave a
and time-consuming, especially for monsters. The first lingering effect as a long-term reminder. Consider
level of fatigue also means that many monsters which applying a lingering injury only if the player is reduced
rely on grappling may be less effective than their CR to 0 hit points by a critical hit.
might indicate. Also consider expanding the lingering injury tables.
The one in the Dungeon Master’s Guide is good for the
Injuries (DMG 272) basics, but other RPGs with more lethal rules offer
Dungeons and Dragons uses hit points to abstract much more diverse and exiting options.
injuries. This means that things like broken bones have
no mechanical effect on the game beyond hit point
Massive Damage (DMG 273)
loss. The Injuries variant offers a small system for Massive damage presents a fun additional effect on top
applying a handful of lingering injuries which affect of just damage dealt by weapons and spells.
players beyond simple hit point loss.
Why You Should Use This Variant
Why You Should Use This Variant An Assassin deals a devastating blow to an enemy,
Hit points are an intentional abstraction, but in a game reducing them from undamaged to a tiny sliver of their
trying to emphasize a gritty sense of danger, watching hit point maximum in a single strike. The enemy,
your hit points rise and fall repeatedly throughout the otherwise unphased, turns around and attacks the
day doesn’t add anything to the game. Lingering assassin as though it were just another hit. Everyone
injuries can make taking damage feel more dangerous, shrugs, and the game continues. Aside from shortening
and can leave lasting effects on the characters which the fight slightly, the Assassin’s incredible attack has
can make for excellent roleplaying, and might make a had no effect on the game. Massive damage adds a
character extremely memorable. satisfying rider effect to extremely powerful attacks.

Why You Should Not Use This Variant Why You Should Not Use This Variant
Characters who naturally tend to take more damage This adds a great deal of additional tracking that you
than others may be unfairly victimized by this system. must do. If you use numerous foes in a fight, several of
A fight who frequently suffers critical hits due the them might suffer one of the effects on the System
sheer volume of attacks they suffer might find Shock table in the same round, forcing you to keep
themselves repeatedly rolling for lingering injuries, and track of all of them, and the players may not have done
if they lose a hand they might be massively anything except swing their weapons around. It may
handicapped. A wizard losing a hand is still also unfairly disadvantage players. A melee character
inconvenient, but without the need to wield both a frequently suffers massive amounts of damage, so in a
sword and a shield the impediment is greatly reduced.

Not for resale. Permission granted to print or photocopy this document for personal use only.
Races 27
tough fight against a powerful single foe a player might updated the mechanics and numbers to suit 5th edition
suffer system shock several times. Dungeons and Dragons.
The rule also presents problems at very low levels. A In place of the normal hit point system, creatures
1st-level character will frequently deal more than half gain two pools to approximate their health and
of a target’s hit points worth of damage in a single injuries: Vitality Points and Wound Points. Vitality
blow, forcing you to track system shock in almost every Points represent superficial injuries, fatigue, and the
encounter for the first several levels of a character’s creature’s ability to avoid serious injury. Wound Points
career. represent serious physical injuries and the creature’s
ability to survive them.
Variants to the Variant Whenever a creature would normally gain hit points
Only apply Massive Damage if the source of damage is (such as from character levels), they instead gain
a critical hit, or if the creature rolled a natural 1 on a Vitality Points. However, do not apply the creature’s
saving throw. This will allow the System Shock table to Constitution modifier to the Vitality Points gained.
come into play in rare, exciting circumstances, and will Each creature has a pool of Wound Points equal to
add more fun to a lucky roll than just doing some extra their Constitution score. This pool is multiplied in size
damage. Requiring a critical hit also means that you depending on the creature’s size, as indicated on the
won’t need to worry about Massive Damage constantly table below.
occurring at low levels.
Size Wound Point Multiplier
Slower Natural Healing (DMG 267) Tiny x 1/2
Small x1
Characters no longer heal to their maximum hit points Medium x1
on a full rest. Large x1
Huge x2
Why You Should Use This Variant Gargantuan x4
If you prefer a bit more realism in your games, Slower Creatures which suffer damage subtract the damage
Natural Healing is a good first step. Players will no dealt from their Vitality Points. If a creature falls to 0
longer be able to take a long rest in a dungeon and Vitality Points, any damage in excess of the creature’s
wake up at full hit points. Unless they have other Vitality Points is applied as damage to the creature’s
sources of healing available, they may need to take a Wound Points. If a creature falls to 0 Wound Points, it
day or two to rest after suffering a large amount of hit falls unconscious and begins dying, as normal. Any
point damage. This can also emphasize the need to healing that raises the creature to 1 or more Wound
stay near somewhere safe to rest like a city, as long Points returns the creature to consciousness, as
forays into dangerous lands might leave the party normal.
badly injured for several days while they recover with If a creature suffers a critical hit or rolls a natural 1
dangerous creatures stalking the party just beyond the on a saving throw to avoid damage, the additional dice
light of their camp fire. rolled for the critical hit apply their damage to the
creature’s Wound Points, bypassing any remaining
Why You Should Not Use This Variant Vitality Points. For example: A fighter attacks a goblin
In a world where your party’s divine spellcaster can with a longsword and scores a critical hit. The fighter
restore a nearly dead creature to perfect health, rolls damage normally, first applying their normal
waiting several days for natural healing may seem like longsword damage (1d8 + Strength) to the goblin’s
a pointless nod to realism. There are enough magical Vitality Points. In addition, the fighter re-rolls the
healing options that most parties will easily circumvent longsword’s damage die (1d8), applying that damage
this limitation. to the goblin’s Wound Points. If the initial damage was
enough to deplete the goblin’s Vitality Points, excess
Vitality and Wound Points damage is applied to the goblin’s Wound Points as
A replacement for the hit points mechanic, this variant normal.
seeks to provide what may feel like a more realistic When a creature completes a long rest, they recover
approximation of injury without significantly altering all of their Vitality Points and a number of Wound
the mechanics of the game. This variant was published Points equal to the number of hit dice that they have at
in 3.5’s version of Unearthed Arcana, and I have

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Races 28
the end of the long rest (usually of their hit dice unless every creature’s ability to endure injuries grows much
you use additional variant rules). slower.
When a creature is healed, Wound Points and This variant can also make healing feel more
Vitality Points follow slightly different rules. When meaningful. A 1st-level player character dropped to 1
rolling hit dice to heal, roll the dice, but do not add the Wound Point won’t wake up the next day fully
creature’s Constitution modifier. The amount rolled is restored. Recovering from those injuries will require
added to the creature’s Vitality Points, and they several days of rest or magical healing to speed the
recover a number of Wound Points equal to the process along. This handicap will diminish over time as
number of dice rolled. When receiving magical healing, characters gain larger pools of hit dice, but if you use
a creature recovers a number of vitality points equal to Slow Natural Healing variant presented in the Dungeon
the amount rolled, and a number of Wound Points Master’s Guide, players will need to spend their freshly
equal to the spell level of the effect. Any healing over recovered hit dice to recover both Wound Points and
time, such as the per-round healing granted by the Vitality Points, further raising the cost of suffering
regenerate spell, is applied to Vitality Points and does injury.
not restore additional Wound Points, unless the
restored Vitality Points are exchanged for restored Why You Should Not Use This Variant
Wound Points, as described below. Raising the durability of weak creatures like goblins
Any effect which heals Vitality Points may restore 1 makes them much more threatening, and it’s difficult
Wound Point in exchange for restoring 5 fewer Vitality to adjust the CR of every creature in the Monster
Points. Any healing in excess of the creature’s Wound Manual. It also means that it’s more difficult to use
Points or Vitality Points is wasted. Healing to a low-level monsters as expendable minions against
creature’s Wound Points in excess of the creature’s high-level players who could normally slay those
Wound Points maximum is not applied to Vitality creatures in a single blow.
Points, and vice versa. Tracking two pools of hit points also adds extra work
Temporary hit points may prevent damage to wound to managing monsters. If you have an encounter with 6
points, damage to vitality points, or both. This decision goblins you have a lot of extra numbers to track for
is made by the injured creature whenever they suffer creatures who will ultimately end up forgotten after
damage. If the creature has temporary hit points, they they’ve been defeated.
must be used to prevent damage. For example: a
creature with 5 temporary hit points suffers a critical
hit, dealing 3 wound damage and 8 vitality damage.
The creature could prevent all 3 points of wound
damage and 2 points of vitality damage, or they could
prevent 5 points of vitality damage, or they could
balance the prevented damage somewhere between
those two extremes. The creature could not choose to
save the temporary hit points to prevent possible
future wound damage.

Why You Should Use This Variant


Characters at first level have some number of hit
points, then at second level this pool can as much as
double. While this works mechanically, some people
find it too unrealistic. Introducing Wound Points as a
separate pool gives and additional pool of durability to
low-level creatures, and decreases the rate at which
creatures become more durable. While this can make
low-level combats take longer (goblins suddenly
require 17 damage to kill), it also makes higher-level
combats much faster (Ancient Red Dragons can now
suffer almost 200 fewer damage before dying) because

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Races 29
Resting
rules assume that the party will take two short rests
throughout the day. However, nowhere in the rules are
the players prohibited from taking as many rests as
Epic Heroism (DMG 267) time allowed, so as written they could take nearly any
number of short rests and have many of their abilities
This variant makes short rests short enough that they recharged and ready to use in every encounter, which
can realistically be taken after every fight, and long could dramatically affect game balance.
rests can be taken when a party would normally take a
short rest. Why You Should Not Use This Variant
Sometimes players need to take extra rests to get
Why You Should Use This Variant through a day of balanced encounters simply due to
Sometimes you just want to feel like a superhero. With poor luck. Bad rolls throughout a series of encounters
the ability to recover all of your resources which might leave them short on hit points and resources,
recharge on a short rest, you get to use your fun and limiting their ability to rest could make things
abilities in nearly every fight. Battle Master Fighters get unintentionally difficult.
to use their maneuvers almost constantly, and
warlocks can use their spell slots freely and without Gritty Realism (DMG 267)
worrying about what’s around the next corner. Even
wizards can throw out their biggest spells slots quickly Gritty realism lengthens rests considerably, so a short
with confidence that they’ll have enough to last until rest likely occurs overnight and a long rest likely
their next long rest. requires a brief vacation. This de-emphasizes frequent
combat, shifting the emphasis of your game more
Why You Should Not Use This Variant toward exploration and social interactions, and greatly
This will make characters considerably more powerful raising the importance of planning and resource
than the core rules assume, and the effects will vary management.
from character to character depending on how much
they benefit from short rests. This may make it hard to Why You Should Use This Variant
balance encounters, which may cause problems in your Making rests take a long time means that combats
games. To compensate, you may need to use harder which require expending limited resources are more
encounters, which raises the risk of your players failing problematic. Spellcasters will be less likely to spend
due enemies’ higher damage output. Remember that their most powerful spell slots if they need to wait a
while your party will be able to recover faster and week or more to get them back. Planning before
they’ll be more capable offensively, their hit point entering combat becomes much more important, and
maximums won’t be any higher. A bad initiative roll since players can’t rush from one fight to the next,
could quickly turn a routine fight into a total party kill they’ll be left with more in-game time for other
simply due to relatively low hit point maximums. pursuits.
Extending the length of rests can also make the
Limited Short Rests passage of in-game time make more sense. Many
campaigns rush characters upward in level in the
Under this variant, players are limited to two normal course of a few weeks or months. A 1st-level apprentice
Short Rests before completing a Long Rest. After these wizard might become an archmagi in the space of a
two rests, the players may take additional rests, but year, breaking any semblance of internal consistency.
abilities which recharge on short rests such as Warlock This variant adds large blocks of time to your calendar,
spell slots do not recharge. They may still spend hit stretching out characters’ careers considerably.
dice as normal, and may still perform activities which Advancement that once took weeks or months might
normally take place during short rests like identifying now several years.
magic items. The need to spend time planning combats will also
consume real-world time. This will naturally mean that
Why You Should Use This Variant accomplishing goals takes longer in real life, thereby
The math used to balance encounters over the course lengthening the time it takes for characters to advance.
of a day are detailed on page 84 of the Dungeon This may be helpful if you want a campaign to run for
Master’s Guide under “The Adventuring Day”. These an especially long time.

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Races 30
Why You Should Not Use This Variant
Dungeons and Dragons is a game about “swashbuckling
adventure.” Exploration and exciting fights are a
central component of what defines the game. Making
combat less frequent and more costly dramatically
changes the tone of the game, which you and your
group may not enjoy. Iconic events like dungeon crawls
turn into slogs spanning multiple months as the players
need to retreat to the nearby town to recuperate
between major fights. The need to fit more events into
a single day might encourage you to use easier
encounters, often forcing players to wade through
several relatively easy fights without doing anything
but swinging swords and casting cantrips before
eventually reaching an interesting encounter.

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Races 31
Other Variants
Why You Should Use This Variant
While these items are wonderful for characters with
low scores in those abilities, the characters most likely
The published rules include several interesting optional to want those items will frequently have ability scores
rules and variants, but offer no guidance on their higher than the value provided by the magic item.
effects on the game.
Why You Should Not Use This Variant
Adjusted Experience for Encounters Bounded accuracy is a fundamental component of the
The rules for awarding experience after an encounter math that makes 5th edition work. Allowing players to
specify that experience is awarded based on each go beyond these limitations may introduce issues
creature in the encounter, while an “adjusted” value is balancing the difficulty of your game.
used to determine the difficulty of the encounter.
Instead of awarding experience based on each NPC Loyalty (DMG 93)
individual creature, award the adjusted experience Presented as part of a system to allow NPCs to fill gaps
value. in a party of player characters, NPC Loyalty provides a
mechanic to track how much an NPC likes the party.
Why You Should Use This Variant
The intent of awarding experience based on individual Why You Should Use This Variant
creatures is to simplify calculating how much If you plan to include NPCs in the party, it can be
experience to award. If the players defeat a gnoll, they helpful to have a way to keep track of how much they
always get the same amount of experience, no matter like the party. Since the DM must also run every other
how many friends the gnoll brought to the fight. NPC in the game, it may be hard for them to keep track
While simplicity is a noble goal, the reality of the of their thoughts about the party’s actions over time.
encounter design rules negate the effort. You already The somewhat random nature of the optional rule also
need to calculate the adjusted experience value of the means that an NPC might overreact to minor events, or
encounter to determine the difficulty of the encounter, might be barely impacted by major actions, which
and instead of awarding the party for tackling a tough could be interpreted as a realistic interpretation of how
challenge they are instead rewarded for a collection of people respond to events around them. Tying loyalty to
smaller challenges. the NPC’s alignment also helps to keep players close to
If you like to use encounters with numerous the alignments of NPCs they hire so you won’t have a
enemies, this will reward your players in a manner party of Chaotic-Evil PCs hiring a lawful-good cleric to
which you might feel is more appropriate. be their healer.
Why You Should Not Use This Variant Why You Should Not Use This Variant
This will present an increase in the amount of Loyalty to the party as a whole doesn’t always make
experience that your players gain as they progress sense. It’s rare that a person likes a group of people
through an adventure, which could be disruptive to the without having differing opinions about individual
pacing of your game, especially if you’re running a pre- members. If one character in the party routinely
published module. abuses an otherwise well-treated NPC, the NPC might
not leave the party, but they might offer a “them or
Magic Items and Ability Scores me” ultimatum.
Many magic items set an ability score to a specific
value. These items often end their description with text Variants to the Variant
like “It has no effect on you if your ability score is In addition to tracking loyalty to the party, track the
already 19 or higher.” Replace this sentence with this characters loyalty to specific characters. If the NPC’s
new text: “If your natural ability score is higher than loyalty to a specific character moves far above or
19, increase it by +2, and increase the maximum value below their initiative to the party, they might treat that
for this ability score by +2.” character differently from the party’s other members.

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Races 32
Only Players Award Inspiration (DMG Why You Should Use This Variant
If your party is experienced, creative, and motivated
241) more by a good story than by “winning”, this can
Instead of requiring you to constantly grant Inspiration, introduce some fun surprises to your game. Players can
you can force that burden upon the players. add interesting complications to encounters or to your
story in general, making the players collaborators in
Why You Should Use This Variant the events around them rather than just participants.
Allowing players to award each other Inspiration
encourages players to actively interact with each other, Why You Should Not Use This Variant
roleplaying, supporting one another, and otherwise This variant may leave players a lot of room to cheat, in
being good party members. a sense. They might use their plot points to tweak the
game in advantageous ways, even if those advantages
Why You Should Not Use This Variant are not overt. Be very certain that your party will not
Inspiration is a powerful resource. Allowing players to abuse this system before you consider using it.
decide who gets Inspiration and when leaves a lot of
room for abuse. Renown (DMG 22)
The Dungeon Master’s Guide introduces a system to
Optional Planar Effects (DMG 50-67) award and track renown with specific organizations,
The Dungeon Master’s Guide presents one or more and suggestions for rewards for gaining renown. It also
optional rules for many of the non-material planes. presents a variant on the variant called “Piety” which
These effects reflect the nature of the plane which uses the same system to track favor in the eyes of the
causes them, and can be as benign or as malignant as gods.
the plane that creates them.
Why You Should Use This Variant
Why You Should Use This Variant Players are accustomed to conventional rewards:
Other planes of existence are weird, and they should experience points, items, and gold. While these
be. Going to the Shadowfell isn’t like turning off your rewards all work fine, they also have measurable
lights and walking about in the dark, it’s considerably effects on the game, so awarding them too freely may
more sinister and weird and dangerous. The optional upset the mechanics of your campaign. Players might
rules present lingering effects which can really become too powerful for challenges which you have
reinforce to the players that they are somewhere planned. Renown is an excellent reward with minimal
totally different from the material plane, and the (if any) mechanical benefits, but can be deeply
effects of their travels may be serious if they’re not rewarding for players who enjoy being rewarded for
careful. their actions.

Why You Should Not Use This Variant Why You Should Not Use This Variant
The strengths and effects of these optional rules vary Tracking renown as a number makes it a system to be
wildly. Some are minor plot points, while other cans gamed. Players who are aware of the system and who
totally disrupt the plot of your game, like Elysium’s value its rewards might actively seek out Renown in
Beast Transformation rule. They may also provide potentially problematic ways. While seeking Renown
pointless distractions from the plot of your game, isn’t necessarily a bad thing (indeed it could make for
causing players to spend a great deal of time great stories), it may become a problem if your players
investigating planar effects instead of pursuing the start making decisions based on points of renown
story. gained rather than in-character motivations.

Plot Points (DMG 269) Spell Points (DMG 288)


Plot points introduce a mechanic by which players can The spell point system offers a replacement to the
alter the events of the game beyond what their normal spell slots system, replacing a number of spells
character could accomplish. slots of varying power with a sort of “mana pool”

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Races 33
which can be spent on the fly to cast spells of whatever
level the spellcaster can afford.

Why You Should Use This Variant


Even high level spellcasters often run short on spell
slots. They might expend low-level spell slots to deal
with weak foes throughout a given day, and may
eventually be forced to use more powerful spell slots
to defeat foes which don’t justify such a mighty
showing of power. Similarly, and spellcaster might have
little use low-level spells on a given day, but an
additional high-level spell slot might save their life. The
Spell Points system offers the flexibility to address
these issues.
Since Spell Points feel similar to mana pool systems
common in video games, using Spell Points may be a
useful option for introducing new players to
spellcasting.

Why You Should Not Use This Variant


The system limits spells of 6th-level and above, allowing
you to cast just one spell from each level between long
rests. Full spellcasters normally get up to two 6th- and
7th-level spell slots, so at high levels the system might
place problematic limits on spellcasters capabilities.

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Races 34

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