5e Variant Rules

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NameSummaryAuthor
Accumulative Advantage and DisadvantageThis rule allows for especially powerful or weak positions to not be undermined by a single tactical slip-up or adjustment.Luigifan18
All or nothing SaveWhen 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 1Dingobabee
BreatherNew rest typeRlyehable
ChargeAnyone 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 OptionsOptions that aim to improve the realism of D&D 5e combat by adding defensive skill and ensuring that armor can cushion blowsrules.mechanic
DeathblowsMartials 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 AttunementChanges the number of attunement slots, and how to unattune items.Eiji-kun
Enhanced PolearmsNew properties, minor stat modifications, and an optional rule useful for polearms.
Exotic WeaponNew weapon category for 5th editionRlyehable
Extra Player and Weapon SizesRules to help include PCs that are Large to Tiny in size.Max7238
Hero's Epic Fall DamageFall 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 TableInjuries after falling down.Select Hero
Occult MagicPact Magic sucks. Here's my patch for it.Zhenra-Khal
Z's Flexible ConsumablesSome 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 RitualsSome spells I believe should be rituals, but aren't for whatever reason.Zhenra-Khal
Z's Advantage StackingThe 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 ArmoryMy version of the weapons and armor in D&D that makes things a little bit more interesting.Zhenra-Khal
Z's ChannelingA collective definition for that one thing certain spells do.Zhenra-Khal
Z's Critical HitsJust 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 PointsBringing 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 LevelsA 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 RestingSome 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 AttunementMy way of doing attunement.Zhenra-Khal
Z's Wild MagicMy personal Wild Magic rules and tables.Zhenra-Khal



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