5e Variant Rules
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Name | Summary | Author |
---|---|---|
Accumulative Advantage and Disadvantage | This rule allows for especially powerful or weak positions to not be undermined by a single tactical slip-up or adjustment. | Luigifan18 |
All or nothing Save | When making a save against a spell that does half damage on a successful save, take no damage on a natural 20 and double damage on a natural 1 | Dingobabee |
Breather | New rest type | Rlyehable |
Charge | Anyone remember how charging was a thing in 3.5e D&D? Now you can do it in 5th edition too. | Luigifan18 |
Combat - Defense and Armor Options | Options that aim to improve the realism of D&D 5e combat by adding defensive skill and ensuring that armor can cushion blows | rules.mechanic |
Deathblows | Martials should have more things to do with their extra attacks then just bonk an enemy a few times, this rule intends to address this. | ESONJ |
Eiji's Easy Attunement | Changes the number of attunement slots, and how to unattune items. | Eiji-kun |
Enhanced Polearms | New properties, minor stat modifications, and an optional rule useful for polearms. | |
Exotic Weapon | New weapon category for 5th edition | Rlyehable |
Extra Player and Weapon Sizes | Rules to help include PCs that are Large to Tiny in size. | Max7238 |
Hero's Epic Fall Damage | Fall Damage, a single method, unique choices, fair at all levels, based on weight, height, skill, and terrain, quickly done with a calculator or table. | Select Hero |
Hero's Epic Fall Injury Table | Injuries after falling down. | Select Hero |
Occult Magic | Pact Magic sucks. Here's my patch for it. | Zhenra-Khal |
Z's Flexible Consumables | Some variation on how we use consumable/charged magic items that cast spells, like scrolls and wands, allowing more characters to get use of them. | Zhenra-Khal |
Z's Additional Rituals | Some spells I believe should be rituals, but aren't for whatever reason. | Zhenra-Khal |
Z's Advantage Stacking | The rules surrounding Advantage and Disadvantage may be simple, but they lack room. Here's what I use, as unoriginal as it may be. | Zhenra-Khal |
Z's Armory | My version of the weapons and armor in D&D that makes things a little bit more interesting. | Zhenra-Khal |
Z's Channeling | A collective definition for that one thing certain spells do. | Zhenra-Khal |
Z's Critical Hits | Just a simple reference point for the way I do critical hits. I know it's a common rule, but it's here for an easy pointer. | Zhenra-Khal |
Z's Endurance Points | Bringing Negative Hit Points into 5e, both to clarify and unify the rule for use, and to help mitigate the whack-a-mole of Healing Word-ing downed allies. | Zhenra-Khal |
Z's Injury Levels | A convenient way of having different effects work differently based on a creature's health; An expansion of the Bloodied rule from 4e. | Zhenra-Khal |
Z's Realistic Resting | Some grittier-but-often-shorter rests, allowing for more flexible gameplay that doesn't let someone recover from a mortal wound with just a good night's sleep. | Zhenra-Khal |
Z's Two-Weapon Fighting | The normal TWF rules suck. Here's my thoughts on the matter. | Zhenra-Khal |
Z's Variant Attunement | My way of doing attunement. | Zhenra-Khal |
Z's Wild Magic | My personal Wild Magic rules and tables. | Zhenra-Khal |