Grace Points (3.5e Variant Rule)

From Dungeons and Dragons Wiki
Jump to: navigation, search
Homebrew.png
Author: Ghostwheel (talk)
Date Created: December 20, 2009
Status: Complete
Editing: Clarity edits only please
 Ratings for this homebrew:
Average:
NA
/ 4

 0 users favored it (4/4).
 1 users liked it (3/4).
 0 were neutral on it (2/4).
 0 users disliked it (1/4).
 0 users opposed it (0/4).

RatingPending.png
Rate this article
Discuss this article

Grace Points

There are many times when one wishes to award something extra for good roleplaying, great tactical insight, or simply someone getting the DM a soda.

In these times, granting experience or any other semi-permanent bonus can often lead to inequality between the power of characters. In order to allow DMs to reward players with small yet potentially substantial rewards, Grace Points exist. Grace points should be awarded at the end of each session, and the DM should award either 1, 3, or 5 points to each person, depending on how well they acted. Extra points can be awarded for specific acts as they come about, though one shouldn't award too many. Grace points may be turned in for the following benefits as non-actions unless noted otherwise, and do not stack with each other or themselves:

Grace Point Rewards
Grace Points Spent Benefit gained
5 Gain a number of temporary HP equal to one-third your most-occuring hit-die (or the higher if more than one occurs most often) times the number of HD you have
5 Roll 1d6 and add it to the save, skill check, ability check, or attack roll you just rolled. You must do this before the DM declares whether the action failed or succeeded. This ability may only be used once per check
10 Gain +1 to attack rolls until the end of the encounter
10 Gain +1 to AC until the end of the encounter
10 Gain +1 to saves until the end of the encounter
10 Gain +1 to DCs of abilities until the end of the encounter.
10 Take an extra move action
10 Your speed increases by 5' until the end of the encounter
10 You find a first-level potion
10 Make a single attack at your highest BAB
10 Reroll the damage dice you just rolled
15 Gain a number of temporary HP equal to one-half your most-occuring hit-die (or the higher if more than one occurs most often) times the number of HD you have
15 Take an extra swift action
15 Gain +10 to a skill check you just rolled
15 Roll 2d6 and add the higher one to the save, skill check, ability check, or attack roll you just rolled. You must do this before the DM declares whether the action failed or succeeded. This ability may only be used once per check
20 Take an extra standard action
20 You find a second-level potion
20 Reroll a d20 roll your character made before the DM declares its outcome; you must take the new roll even if it's worse than the original
25 Have an enemy reroll the attack they just made
25 Gain +1 to attacks, AC, saves, and DCs until the end of the encounter
25 Remove a single negative effect affecting you
25 Roll 3d6 and add the highest one to the save, skill check, ability check, or attack roll you just rolled. You must do this before the DM declares whether the action failed or succeeded. This ability may only be used once per check
30 Gain a number of temporary HP equal to two-thirds your most-occuring hit-die (or the higher if more than one occurs most often) times the number of HD you have
30 You find a third-level potion
30 Reroll a d20 roll your character made after the DM declares its outcome; you may take the better of the two rolls
30 Until the end of the encounter, gain the use of a feat for which you qualify (DM's discretion)
40 Replace an attack roll or saving throw with a 20; this must be declared before rolling, and never results in a critical threat
50 If killed, instead your character is raised to 1 HP



Back to Main Page3.5e HomebrewVariant Rules


Ghostwheel's Homebrew (311 Articles)
Ghostwheelv
AuthorGhostwheel +
Identifier3.5e Variant Rule +
Rated Bybalmz +
RatingRating Pending +
TitleGrace Points +