Grace Points (3.5e Variant Rule)
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Grace Points[edit]
- 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 Points Spent | Benefit gained |
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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 |
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