Documente Academic
Documente Profesional
Documente Cultură
by Chris Scalabrini
Summary of Modules
Alternate Proficiency and Feats
If you want to add a further level of specialization in your
campaign. Inspired by earlier editions of Dungeons &
Dragons.
What to Expect
Alternate Exhaustion
Compatibility
Each additional rule module was designed to be as fully
compatible with the base game as possible. Any module that
replaces a mechanic from the base game is documented as
doing so. Some modules have interactions with other
modules.
Alternate Backgrounds
If you find backgrounds as-written underwhelming or
restrictive. Inspired by Burning Wheel and earlier editions of
Dungeons & Dragons. Included are additional suggestions to
provide players with gameplay or story benefits.
Alternate Inspiration
If you find your table forgetting that Inspiration even exists as
a mechanic. Inspired by RPGs with player currencies such as
Savage Worlds and Burning Wheel.
Alternate Attunement
If you want to make Magic Items a bigger part of your
campaign. Inspired by earlier editions of Dungeons &
Dragons.
Alternate Maneuvers
If you want yet another set of grappling rules. Inspired by
Pathfinder.
Design Goals
Provide a consistent and predictable mechanical
advantages in increasingly narrow and specialized areas
of focus.
Bring back the ability to specialize from earlier editions,
while preventing the "+2 spam" that it was known for.
Mastery Bonus
Level
Novice
Proficient
Adept
Expert
Feats
1st
+1
+2
+3
+3
1st
2nd
+1
+2
+3
+3
3rd
+1
+2
+3
+4
2nd
4th
+1
+2
+4
+4
5th
+1
+3
+4
+5
3rd
6th
+1
+3
+4
+5
7th
+1
+3
+5
+6
4th
8th
+1
+3
+5
+6
9th
+2
+4
+5
+7
5th
10th
+2
+4
+6
+7
11th
+2
+4
+6
+8
6th
12th
+2
+4
+6
+8
13th
+2
+5
+7
+9
7th
14th
+2
+5
+7
+9
15th
+2
+5
+7
+10
8th
16th
+2
+5
+8
+10
17th
+3
+6
+8
+11
9th
18th
+3
+6
+8
+11
19th
+3
+6
+9
+12
10th
20th
+3
+6
+9
+12
Rationale
Custom Feats
Players may want to use feats from the PHB, or may want to
reference feats from an earlier edition of D&D or another
similar game. DMs are advised to use the following
guidelines for designing feats:
Math
At first glance, it may seem the numbers are a bit
overpowered, and to be sure, this will increase character
power. However, every monster in the Monster Manual
follows the exact same formula for deriving combat statistics.
By subtracting the "Proficient" bonus for the monster's CR
(for example, a CR 5 monster has a +3), and adding a
different bonus depending on the monster's skill, you can
balance the player character's advantage. This also provides a
powerful hook for customizing monsters, since each of the
otherwise identical monsters may be better at a different one
of their abilities.
Feat Ideas
General Feats
Academic
Actor
Acrobatic
Alert
Animal Affinity
Athletic
Aware
Prerequisite: Alert
You have Proficient level mastery on Initiative rolls. In
addition, other creatures don't gain advantage on attack rolls
against you as a result of being hidden from you.
Durable
When you roll a Hit Die to regain hit points, the minimum
number of hit points you regain from the roll equals twice
your Constitution modifier (minimum 2).
Endurance
Fleet
Gumshoe
Heavily Armored
Impersonator
Cosmopolitan
Lightly Armored
Dabbler
Linguist
Deceitful
Deft Hands
Lip Reader
Dungeon Adept
Dungeon Expert
When you use the Dash action, difficult terrain doesn't cost
you extra movement during that turn.
Moderately Armored
Observant
Orienteer
You always know which way is north, and you always know
how many hours until the next sunrise or sunset.
Perceptive
Persuasive
Practiced
Prodigy
Resilient
Self-Sufficient
Shield Proficiency
Shine Job
Skilled
You may gain Adept mastery in 1 skill for which you have
Proficient mastery.
Skulker
Stealthy
Tough
Tougher
Prerequisite: Tough
Your hit point maximum increases by an amount equal to
your character level when you gain this feat. Whenever you
gain a level thereafter, you gain an additional hit point.
Defensive Duelist
Prerequisite: Dexterity 13
When you are wielding a finesse weapon with which you are
proficient and another creature hits you with a melee attack,
you can use your reaction to add your Novice bonus to your
AC for that attack, potentially causing the attack to miss you.
Bodyguard
Double-Slice
Brawler
Dual Parry
Accurate Shot
Bulwark
Dual Wield
Called Shot
Duelist's Parry
Charger
When you use your action to Dash, you may use a bonus
action to make one melee weapon attack.
Cleave
Crashing Charge
Prerequisite: Charger
When making a melee weapon attack as a result of the
Charger feat, you may add your Adept bonus to the damage of
the attack, or you may shove the creature 10 feet if the attack
lands.
Crossbow Expert
Dirty Fighter
Prerequisite: Brawler
When you hit a creature with an unarmed strike or an
improvised weapon on your turn, you can use a bonus action
to attempt to grapple the target.
You can draw or stow two weapons with a free action instead
of one. When wielding two weapons, only one needs to have
the Light property.
Prerequisite: Defensive Duelist, Dexterity 15
You may use your Proficient bonus rather than your Novice
bonus for the purposes of the Defensive Duelist feat.
Far Shot
Magebane
When a creature within 5 feet of you casts a spell, you can use
your reaction to make a melee weapon attack against that
creature.
Mage Slayer
Prerequisite: Magebane
When you damage a creature that is concentrating on a spell,
that creature has disadvantage on its saving throw to
maintain its concentration.
Parting Shot
Pin Down
Polearm Expertise
When you take the attack action and are attacking only with a
glaive, halberd, or quarterstaff, you can use a bonus action to
make a melee attack with the opposite end of the weapon. It
deals 1d4 bludgeoning damage.
Polearm Master
Shield Focus
Shield Wall
Silencer
When you are hidden from a creature and miss with a ranged
weapon attack, your position is not revealed.
Snap Shot
Power Attack
Precise Shot
Rapid Shot
Savage Attacker
Once per turn, when you roll damage for a melee weapon
attack, you may roll twice and use either result.
Shield Bash
Shield Brace
Stand Still
Step up
Two-Weapon Focus
Weapon Focus
Weapon Proficiency
Weapon Specialization
Other Ideas
If combined with other modules, consider feats that allow for
additional Exhaustion points, additional Gear slots, or
provide mechanical improvements to maneuvers (such as a
higher Mastery bonus for specific maneuvers, or additional
effects like provoking opportunity attacks).
Elemental Adept
Elemental Novice
Elemental Master
Ritual Caster
School Specialist
Snapspell
Pinpoint Spell
Spell Sniper
Spell Specialist
War Caster
Alternate Exhaustion
Variant Mechanic: Exhaustion
Math
Optional Variants
Points
Left Effect
5
Max HP is halved
Movement speed is 0
Rationale
The effects of Exhaustion all indicate a character is slowly
succumbing to a malaise, whether it's lack of sleep,
overexertion, illness, or even distraction. Thus, this implies
this mechanic (even in the base game) may be used more
often. For example, applying Exhaustion can replace Energy /
Level Drain, which makes monsters with such abilities quite
potent and scary!
Constitution is arguably the second most powerful ability
score after Dexterity, and therefore in the least need of a
power boost. However, the Barbarian class feature, Frenzy, is
univerally regarded as being terrible due to the woeful effects
of Exhaustion. Because Barbarians are likely to have a higher
Constitution score than others, they benefit the most from
having extra Exhaustion Slots over, say, a Wizard.
Alternate Feats
Catch Breath
Prerequisite: Constitution 15
Once per Long Rest, during a Short Rest you may attempt a
Constitution saving throw (DC is equal to 12 + number of
spent Exhaustion Points). On a success, you may recover one
point of Exhaustion.
Energetic
Prerequisite: Constitution 13
Your Exhaustion Point maximum is increased by 1.
Prerequisite: Constitution 13
You may spend an Inspiration to stave off one of the effects of
Exhaustion until your next short rest.
Math
Generally, a character will have between 5 and 10 gear slots,
though a character wearing a particularly sweet magic belt
may have as many as 14. Because this module provides a
restriction, it can be seen as a net power decrease.
Optional Variants
Necessities
A DM may choose that gear slots are in addition to
necessities. That is, things like food, water, coins, and basic
camping gear don't consume gear slots (up to a reasonable
amount). This limits the amount of crunch inherent in this
type of mechanic.
Items Carried
A DM may choose to use gear slots to represent total items
carried, forcing players to very carefully prepare before
adventures.
Some of the most iconic D&D magic items are strictly for
carrying things, namely a Bag of Holding and a Handy
Haversack. A DM may opt that said items simply add
additional gear slots.
In addition, a character may desire a specialized container,
such as a bandolier for holding vials or a quiver for holding
arrows. This increases the character's total carrying capcity
while limiting the types of items carried. In general, a player
should be able to trade 1 general gear slot for 3 specialized
gear slots by using a specialized container.
If using both styles of gear slots, a DM may choose to have
specialized containers specific to one of the types. For
example, a Quiver may provide arrows on hand, while a
magic backpack may provide a bonus to items carried.
Design Goals
Heavy Loads
Both
Rationale
Few gamers like calculating or tracking weight. Some games,
such as Luke Crane's Torchbearer, provide an emergent
trade-off mechanic due to limited gear: Do you ditch the
torches to take this sweet loot, or do you leave the loot
because the light is too important to give up?
Gear Packs
A DM may choose that a set of related gear, as a pack, only
consumes a single slot. For example, a climbing kit, despite
having a harness, pitons, and rope, might only consume a
single slot.
Alternate Feats
Strong Back
Prerequisite: Strength 13
You have 2 additional Gear Slots.
Alternate Backgrounds
Variant Mechanic: Story Points
Design Goals
Provide a greater level of customization while
encouraging player backstory.
Incentivize the Intelligence ability score, which is
otherwise a "dump stat" for most classes.
Rationale
Intelligence is woefully underpowered in 5e. Benefiting only
Wizards (and the rare Eldritch Knight or Arcane Trickster),
Intelligence is something of a near universal "dump stat." In
previous editions of D&D, Intelligence provided a hook into
the Exploration and Social aspects of the game by providing
additional skills and languages. This variant mod is simply
bringing that concept back.
If a player wants some sort of perk not listed here, let them
be creative! Remember that anything that provides something
equal to a Background Power from the PHB roughly costs 1
story point.
Optional Variants
Balance Maximums
A free-form point-based system is ripe for min/max abuse. A
DM can therefore enforce that a character may only have up
to a specific maximum number of a given style of Life
Experiences. For example, a DM might decide a character
may have at most 3 Life Experiences that provide a Skill
Proficiency.
Life Experiences
Each Life Experience proviudes one of the following benefits.
Remember that these represent the character's experiences
before becoming a seasoned adventurer at first level, and
should be selected at first level if making a higher level
character.
Prerequisite: Intelligence 15
For any tool check, you may roll as if you had Novice mastery.
You do not count as proficient for tool checks that require
proficiency.
Studious
Prerequisite: Intelligence 13
When attempting to learn a new language or tool proficiency,
you may cram 2 days of work into 1. The GP cost remains,
but the number of days required is halved.
Alternate Inspiration
Variant Mechanic: Instincts
Cost Effect
1 Gain advantage on a d20 check before it is
made
1 Grant disadvantage on a d20 check that
targets you before it is made
1 Grant Inspiration to another player
2 Reroll one die of any of your d20 checks after
is it made.
When you would improve your Wisdom score
due to an Ability Score Improvement granted by a
class, a feat, a boon, or a magic item that provides
a permanent improvement, recalculate your
maximum Inspiration.
In addition to the usual ways of gaining
Inspiration listed in the base rulebooks, at the DM's
discretion, whenever one of your Instincts is used
to great effect (either positively or negatively), you
gain 1 point of Inspiration.
Design Goals
Provide predictable player hook for predictable actions
Provide players with an additional tool for character
description
Provide the players with an additional tool for causing
non-disruptive shenanigans
Provide character-defining hooks for gaining Inspiration,
as it's an underused mechanic
Rationale
Instincts sort of provide a more actionable version of the
Bonds, Ideals, and Flaws. They allow a player to define their
character's immediate gut reactions to certain situations,
which often are more telling of a character than what they
say. They also provide the DM with a clue as to what sorts of
adventures the players want to see, and also provide the DM
with a tool to cause trouble or to spotlight a character.
Instincts
While not a hard and fast rule, instincts generally follow the
following forms:
If or When [something happens], I [reaction]
Always or Never [statement]
Players and DMs are encouraged to craft instincts that are
beneficial, flavorful, or potentially detrimental.
Sample Instincts
Feel free to use these outright or to craft your own using these
as a template.
When I am offered a drink, I always accept
When I wake up, look at the weather
Shoot first, ask questions later
Always give others a chance to explain themselves
If I see danger, hide immediately
Always have a guard when resting
If I don't understand something, I taste it
Never hand my sword to another
Always keep a dagger in my boot
When I am lost, prayer will show the way
Always order the house beer
When I'm somewhere new, I always look for exits
Optional Variants
Additional Sources of Inspiration
Consider the following events as possible avenues for giving
players inspiration:
Gaining a level
Completing a plot arc or module
Stabilizing after 2 failed Death Saving Throws
A natural 20
A natural 1
Inspiration Vote
At the end of each session, players (and DM) can discuss the
session and hand out Inspiration to players who embodied
their characters well and defined the session. Some possible
awards to give inspiration for include:
MVP: The one who saved the day with the "clutch" roll
Workhorse: The one who kept the game going by having
the right skills at the right time
Story Driver: The one who drove the story the most, even
if it's way out in left field.
Prerequisite: Wisdom 13
Once per long rest, you may gain a point of Inspiration by
taking a level of Exhaustion.
In-Tune
Prerequisite: Wisdom 13
You have 1 additional Instinct.
Inspired
Prerequisite: Wisdom 13
Your maximum Inspiration is increased by 1.
Alternate Attunement
Variant Mechanic: Force of Will
Design Goals
A character with 10 Charimsa is no different than a
character without this rule module.
Provide a detriment to "dumping" Charisma.
Rationale
Charisma represents far more than a character's charming
good looks. It encompasses their presence and force of will.
The ability to have a commanding presence is independent of
having fantastic hair.
In prior editions of Dungeons & Dragons, the ability to use
magic devices was governed by your Charisma. It
represented your ability to forcibly dominate the magic item
into obeying your commands.
Math
Any character will have between 2 and 5 magic item slots,
with this module. Having 5 magic items attuned is rather
powerful, as would be expected of someone who specializes
fully in Charisma. This may be somewhat balanced by magic
items being rarer. This module more than any other needs to
be used carefully. DMs are encouraged to include the
Alterante Exhaustion module and the Overexertion variant.
Optional Variants
Overexertion
A character may attune magic items past their attunement
limit to a limit of 5. For each magic item attuned over their
limit, the character gains 1 level of Exhaustion. This may not
be healed by any means until the item is unattuned.
Note: This variant is especially effective at balancing
Charisma-based characters versus Consitution-based
characters with Alternate Exhaustion. This would allow a
burly Barbarian with low Charisma to equip the full 5 Magic
Items without gaining detrimental effects from Exhaustion.
This exhaustion represents the mental toll and tax of
dominating a force that does not want to be dominated past
your limits.
Attunement Levels
Some Magic Items may have levels of Attunement, where
they may consume more than one Attunement slot for
additional power. Consider a particularly powerful Artifact
that will only reveal its true nature or power once someone's
entire force of will is devoted to it (and then some).
This can also be used with particularly nasty cursed items,
which may not be unattuned, but may begin to consume
additional Attunement slots.
Alternate Maneuvers
Grapple
Variant Mechanic: Combat
Maneuvers
Design Goals
Don't overshadow the Battlemaster Fighter, but allow
other players to do a worse version of similar abilities.
Battlemasters have much better action economy than
these maneuvers do.
Bring a consistent mechanic separate from the Skill
module present in the base game for non-attack
maneuvers.
Treat maneuvers like spells wherever possible.
Rationale
The lack of combat maneuvers outside of a class
specialization feels like an oversight to me. Any combatant
who is proficient in melee combat should be able to fight dirty
or fight creatively.
Maneuvers
Dirty Trick
Range: 5 feet
Disarm
Range: 5 feet
The target must make a Strength saving throw. On a failed
save, the target drops one item it's holding, which lands at its
feet. If the target fails its save by 10 or more, it instead drops
2 items.
Range: 5 feet
You may only grapple a creature up to one size category
larger than you. The target must make a Strength or
Dexterity saving throw. On a failed save, the target is
Grappled by you, as per the Grapple condition. The target
may attempt to Escape the Grapple as an action. To do so,
you must succeed on a Strength saving throw against the
target's Maneuver DC. A creature larger than you
automatically succeeds on this check. When you move, you
may drag or carry the grappled creature, but your speed is
halved unless the creature is two or more size categories
smaller than you.
Pin
Range: 5 feet
Prerequisite:Target is grappled by you
The target must make a Strength or Dexterity saving
throw. On a failed save, the target is restrained, and you gain
the grappled condition. You may still release the grapple at
any time. The target may attempt to Escape the pin, identical
to escaping a grapple. If the pin is escaped, the target is prone
and grappled, and you are no longer grappled.
Push
Range: 5 feet
The targeted creature must make a Dexterity saving throw.
On a failed save, the target is pushed 5 feet. If the target failed
the save by 5 or more, it is instead pushed 10 feet. If the
creature hits a solid surface or a creature of equal size
category or larger, they stop moving. If it hits a creature
smaller than it, the smaller creature is moved out of the way
to the nearest unoccupied space. You may not push a target
more than one size category larger than you. Creatures
pushed do not provoke opportunity attacks with this
movement.
Reposition
Range: 5 feet
Trip
Dirty Fighter
Disarm Adept
Disarming Strike
Feinting Sweep
Filthy Fighter
Powerful Shove
Shove
Subjugator
Surprising Tug
Sweep
Opportunistic Maneuver
Press Advantage
Wrestler