Tome of Variance (LU: A5E)

by RulesMechanic

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TOME of VARIANCE
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Contents


This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at dnd.wizards.com/resources/ systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/ legalcode.

Design, layout features & page graphics are copyright 2021 by GM Binder (We Write Code) and used under the Terms of Service.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

The Level Up Compatibility Logo is used with permission. See www.levelup5e.com.


This work includes material taken from the A5E System Reference Document (A5ESRD) by EN Publishing and available at A5ESRD.com, based on Level Up: Advanced 5th Edition, available at www.levelup5e.com. The A5ESRD is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.

All other original material, except where another source is cited, is copyright 2021 by Rules.Mechanic@gmail.com and is open licensed under Creative Commons CC BY 4.0.

You can find the latest version of this Level Up: A5E edition free on GM Binder, along with previous versions (4.0, 4.1 & 4.2), and a core 5e edition. Size-optimized PDFs are available free on the Tome of Variance webpage.

Version 5.2013, Dec 2023. 2013 updates listed in the core 5e edition. Feedback very welcome.

Introduction

Welcome to the Tome of Variance (ToV), an independent handbook of variant rules options for the fifth edition of Dungeons & Dragons® (D&D®, Wizards of the Coast LLC), adapted for Level Up: Advanced 5th Edition. Within this tinkerer's tome, core game mechanics are buffed and built on, reconfigured and re-imagined, while keeping the distinctive feel (and compatibility) of fifth edition and LU: A5E.

Formatting, including page layout, matches the original fifth edition Fan Content Policy edition, with some gaps due to omission of options that are no longer needed for LU: A5E. The only really notable omission is the artwork.

Adding Optional Depth

This handbook has been designed as a cohesive but modular set of options that can add depth for both roleplayer and rollplayer, without disrupting compatibility or accessibility. Fairness and balance are central tenets, whilst allowing for different campaign styles: options with a (pseudo) realism approach may suit a grittier campaign; alternative versions may create a more heroic feel.

LU: A5E already provides excellent depth and expansion of the fifth edition core ruleset, addressing many of the concepts that originally drove development of the Tome. This LU: A5E version of the Tome has been designed to bring the Tome options over to LU: A5E, whilst adapting them to integrate smoothly with LU: A5E. It's recommended to start with the core LU: A5E ruleset and then see which ToV options bring a useful extra for your group's playing style and interests.

How to Use This Book

This rulebook is organized into four parts. The first contains core options and mechanics. The second contains additional options for specific circumstances, equipment, or feats. The third is an appendix for more experimental options and the fourth is an archive of useful alternate options from previous editions of the Tome.

If chapter catch your interest, try it out in a playtest or even a regular session - either as a block, or by picking individual options. Even the more transformative options are designed to be friendly with game balance and involve minimal or no conversion. If they don't catch your interest, or fail to shine in the playtest, you can

leave them and still try some of the other options. Although everything in this ruleset is designed to play well together, each option also stands alone and you can simply select the options that suit your group's taste and style.

Notes on the Tome

My thanks to all the curious experimentalists who pulled this Tome of Variance off the shelf of possibilities, dusted off their shiny click clack maths rocks, and tried out some new twists on the classic rules. I'm stunned that some very big names have picked this up and I've been very proud to see some ToV originals appear in the playtests and rules for some upcoming big name publications.

Thanks to GM Binder for fantastic design tools, to Wizards of the Coast for their really supportive SRD creative commons release, and to EN Publishing for the amazing Level Up community asset that is the A5ESRD.

This project took flight as a by-product of the pandemic, a side-quest during the long campaign against that microscopic BBEG. I hope you enjoy exploring these new options as much as I have enjoyed giving them a home between these pages.

The rules here have been extensively playtested through multiple iterations, but I'll always remain keen to hear about any issues or suggestions; please let me know at Rules.Mechanic@gmail.com (or on "X" @Rules_Mechanic).

If you found this handbook useful, please spread the word. And if you would like to do more, consider a donation to your favorite charity. Charity income has been hit very hard since the pandemic and every bit helps.

[RM]
VARIANCE | INTRODUCTION

Part 1

Core Options

VARIANCE | PART 1

Degree of Success

Degree of success (or failure) is a shared feature of many of the main variant options in this handbook. It's a simple way to add depth by expanding “pass or fail” into a spectrum of outcomes, while also linking skill to the likelihood of achieving the best results. It rewards players for doing what they can to achieve the very best roll, while giving them reason to think twice about risking a botched effort.

This variant rule provides a standard system for both success and failure across different types of rolls, while preserving the familiar fifth edition mechanic of Difficulty Class (DC) being in tiers of +/- 5. It’s a very intuitive system: rolling much higher than the target results in a much better outcome, rolling much lower results in a much worse outcome. And using steps of +/- 5 keeps the system fast and undemanding.

Roll Margin Outcome
Fail by 10 or more 10- Critical Failure
Fail by 5 (5-9) 5- Heavy Failure
Fail by 1 (1-4) 1- Failure
Exact roll 0 Marginal
Succeed by 1 (1-4) 1+ Success
Succeed by 5 (5-9) 5+ Strong Success
Succeed by 10 or more 10+ Critical Success

For example, the next table shows the rolls that would lead to each outcome when making a DC 10 or a DC 15 roll. For a DC 10 roll, after adjusting for any modifiers: a 10 is marginal; above that's a success; from 15 it's a

strong success; and from 20 it's a critical success. Similarly, below 10 is a failure; from 5 it's a heavy failure; and from 0 it's a critical failure.

Adjusted Roll DC 10 Adjusted Roll DC 15
0 or less Critical Failure 5 or less Critical Failure
1-5 Heavy Failure 6-10 Heavy Failure
4-9 Failure 11-14 Failure
10 Marginal 15 Marginal
11-14 Success 16-19 Success
15-19 Strong Success 20-24 Strong Success
20 or more Critical Success 25 or more Critical Success

In playtesting, these tiered outcomes have been immensely popular, both the descriptive flavor and the mechanics. Some outcomes, like heavy failure on an attack roll, don't need a mechanical effect (it's more exciting to move on to the next attack) but even there, a narrative effect was very popular.

Rolling a Natural 1 or 20

Rolling a critical success or critical failure when using degree of success is the equivalent of rolling a natural 20 or a natural 1 with the standard system. In playtesting, the preferred option was to combine the two by keeping the effect of a natural 20 or 1: simply count a roll of 20 as always being a critical success and a 1 as always being a critical failure.

Stacking Advantage and Disadvantage

In the core rules, advantage and disadvantage don’t stack. So advantage from multiple sources is no greater than a single source of advantage. Similarly, if there are multiple sources imposing advantage and disadvantage, then neither apply, even if there are more sources of one than the other.

To stack, you can simply allow multiple sources of advantage and disadvantage to cancel one-for-one. If there are more sources of advantage than disadvantage, then advantage applies, and visa versa. As an additional option, if you are left with multiple advantage (or disadvantage), you may choose to allow additional dice for each.

VARIANCE | DEGREE OF SUCCESS

Ability Checks

Many adventure modules include a range of outcomes for key ability checks by providing a spectrum of DCs for each check, across the common tiers of DC 10 (easy), 15 (medium), 20 (hard), etc ("Ability Checks", A5ESRD: Ability Scores).

The degree of success rules presented here extend that depth to all ability checks by giving a spectrum of outcomes according to the degree of success (or failure) against a single DC (expanding on ability check "Critical Successes and Failures", A5ESRD: Ability Scores).

Perhaps you are attempting a Charisma (Persuasion) check to ask for a queen’s help. A critical failure might mean that she throws you in the dungeon for your impudence; a heavy failure that she sends you away; simple failure has no additional consequence so you can try again with the High Vizier; marginal could get her support but with a bribe; simple success results in her support as intended; strong success gets some extra aid from the High Vizier who was listening in; and critical success could inspire the Queen to put on her armor and lead the way!

Perhaps you are listening in a door, or trying to recall some information. Degree of success can determine how much you hear or remember beyond the basic facts. While degree of failure can determine how badly you misinterpret things.

The descriptions in the table below aim to be fluid enough to adapt to any ability check and fit within your story, while giving a consistent framework to guide the outcome.

Marginal can often be the most interesting result. The ability check succeeded …but only just, so there is only a partial success or some negative consequence.

Result Description
Critical Failure (10-) Now in a worse situation than started (if using a tool, damaged; if social interaction, opposite effect; etc)
Heavy Failure (5-) A small negative consequence
Failure (1-) No additional consequences
Marginal (0) Success at a cost (succeeds but only partially or with a small negative consequence)
Success (1+) Core aim achieved, no additional gain
Strong Success (5+) Enhanced effect, or a small additional gain
Critical Success (10+) Maximum effect, or an additional gain as big as the original aim

Help with Ability Checks

This variant of "Working Together" (A5ESRD: Ability Scores) is based on Optional Rule's Friends with Advantage. If you can reasonably receive help from one or more others, then both you and one helper (your choice) roll. If the helper's bonus would be greater than yours, then they use your bonus. Use the highest result.

Sequential Checks

Sequential checks are a simple and effective option to determine a multi-stage or multi-skill challenge. The rogue who creeps along the rooftops (Sneak) before leaping down (Acrobatics) to surprise their mark. The wizard hunting through the library of the ancients for the cure to the bard's curse (Arcana and Investigation). However, note that each cumulative check adds difficulty in a similar way to rolling with disadvantage, so consider dropping a difficulty level (5 DC) for each additional ability check to maintain a similar chance of overall success.

If you are using the Degree of Success option, consider only using degree of success for the final ability check, unless each check is a distinct stage with a distinct outcome. However, if you want a cumulative degree of success, a marginal (exact roll) could confer disadvantage on the next roll (so that you may even wish to abandon and restart the attempt), a strong success (5+) could allow a reroll on the next roll, and a critical success (10+) could confer advantage on the next roll (see table below).

Result Description
Critical Failure (10-) Now in a worse situation than started, due to this stage
Heavy Failure (5-) A small negative consequence, due to this stage failing
Failure (1-) Fails without additional consequences
Marginal (0) Disadvantage on next stage's roll
Success (1+) Next stage as normal
Strong Success (5+) You may reroll the next check, but must keep the reroll
Critical Success (10+) Advantage on next stage's roll
VARIANCE | ABILITY CHECKS

Ability Checks in Combat

Using abilities during combat can add another dimension to the action, while also bringing in skills that otherwise get side-lined once initiative is rolled. Identifying the monstrosity (Nature), celestial (Religion) or elemental (Arcana) that has attacked the party; determining (Investigation) the construct's weaknesses; disguising the somatic (Sleight of Hand) or verbal (Deception) component of a spell; scaring (Intimidate) or distracting (Performance) an opponent; persuading (Persuasion)


onlookers to join the fight; tumbling (Acrobatics) or barging (Athletics) past an opponent to retrieve your fallen sword without Leaving Yourself Open (page 14).

To enable this, you may allow these improvised actions to use a bonus action instead of a main action, if the check is then rolled with disadvantage. If the ability check requires an interaction with an object, it still requires the time associated with that interaction (and you can, as usual, interact with one object or feature of the environment for free on your turn).

Saving Throws

Much like ability checks, saving throws really lend themselves to degrees of success or failure, both in narrative and in mechanics.

The two tables here cover both main types of saving throws: saves to entirely avoid an effect, damage, or a condition; and saves to halve damage from an effect.

For compatibility with saving throw outcomes presented in monster stat blocks etc, follow the system of "specific beats general" so that any specific outcomes described elsewhere take precedence over the general outcomes described here.


Saving Throw to Halve Damage
Roll Damage
Critical Failure (10-) Take maximum damage (damage dice count as their highest possible roll)
Heavy Failure (5-) Roll damage dice with advantage*
Failure (1-) Usual damage
Marginal (0) You may use your reaction to take half damage
Success (1+) Half damage
Strong Success (5+) Quarter damage
Critical Success (10+) No damage
Saving Throw to Avoid Effect
Roll Effect Damage Conditions
Critical Failure (10-) Maximum effect Take maximum damage Double duration. Disadvantage on first save to end condition
Heavy Failure (5-) Enhanced effect Roll damage dice with advantage* Double duration
Failure (1-) Usual effect Usual damage Usual effect
Marginal (0) Partial effect Half damage Half duration. Advantage on first save to end condition
Success (1+) Negates Negates Negates
Strong Success (5+) Negates. Automatic success for rest of day if same effect from same source Negates. Automatic success for rest of day if same effect from same source Negates. Automatic success for rest of day if same effect from same source
Critical Success (10+) Negates. Automatic success for rest of day if same source Negates. Automatic success for rest of day if same source Negates. Automatic success for rest of day if same source

*To roll damage dice with advantage, roll double the number of dice and use the higher roll(s). However, Heavy Failure is best not used for saving throws.

VARIANCE | SAVING THROWS

Combat

Combat is perhaps the most visible and iconic of the three pillars of adventuring in fifth edition. The core options here, degree of success and defense dice, can add depth, telling you a bit more about the quality of an attack or how you evaded it. It lends itself to a more descriptive outcome and can provide handy prompts that flesh out more of the flavor of the fight. As always, options here may be used separately or together. Additional options for specific combat situations and tactics are described in Part 2.

Degree of Success: Combat

Degree of success can be used for combat and is similarly intuitive in describing the quality of an attack. A better attack bonus increases the chance of hitting and of hitting well, increasing damage by shifting the degree of success towards strong and critical hits. Equally, armor not only reduces the chance of being hit but also the success margin, reducing the damage being dealt by that strike.

On average, degree of success will slightly increase the damage being done per attack (whether melee, ranged, or spell), as additional strong and critical hits will usually more than balance glancing blows. This matches the effect of heavy and critical failures from saving throws, so the result is similar across different sources of damage.

Roll Outcome
Natural 1 (or Critical Failure, 10-) Critical Fumble - dramatically / comically bad attempt that provokes an opportunity attack in melee, or misfire if ranged
Heavy Failure (5-) Bad Miss - poor attack
Failure (1-) Near Miss - dodged / deflected by armor
Marginal (0) Glancing Blow - half damage
Success (1+) Hit - usual damage
Strong Success (5+) Strong Hit - a clean strike, roll damage dice with advantage (roll double the dice and use the higher rolls)
Critical Success (10+) Critical Hit - maximum damage (damage dice count as their highest possible roll)

Using Average Damage

If you're using average damage for monsters, just add 50% when rolling damage with advantage, or double on a critical hit. In playtesting, this made average damage very popular: saving the GM time but still having appropriate variability.

Extended Glancing Blow Variant

If you want to emphasize the visible role of armor as damage reduction, you can extend the glancing blow range: none if unarmored; only on a marginal roll for light armor; marginal +1 for medium armor; and marginal +2 for heavy armor.

However, this slows play and the effect of armor already becomes distinct if you use the Defense option (page 7).

Critical Hits and Fumbles

Critical Hits as Maximum Damage

A variant for critical hit damage. Instead of doubling damage dice, use the maximum of the regular damage dice (so each die counts as its highest possible roll). This has a similar average effect, but never does less damage than a normal hit (or strong hit) and also avoids chance extremes from high rolls on doubled dice. Essentially a critical hit becomes the highest possible damage that a hit might normally achieve.

Effects That Increase Damage Dice

A number of effects add extra damage dice, either on any roll (e.g. Divine Smites, Sneak Attacks, Martial Advantage, etc) or only on a critical hit (e.g. Brutal Criticals, Savage Attacks, etc). With the standard rules, the first group are doubled (or, in this case, counted as maximum) on a critical hit and the second are not. You may wish to keep this.

An alternative that works well with degree of success (where critical hits can be more common), is for this to depend on declaring intent before the attack roll. So if you declare a Sneak Attack or a Smite before your attack roll, it will occur on any hit and be affected by the degree of success outcome (half damage with a glancing blow, maximum damage with a critical hit, etc). If you declare a Sneak Attack after the attack roll, or your Brutal Critical is triggered by a critical, then it is not affected by the degree of success (so you just roll the standard extra dice, not doubled or maxed).

Misses & Critical Fumbles

In playtesting, miss mechanics could slow combat at a time when it's better to keep things moving, so it's best if only a natural 1 is a critical fumble. However, a narrative effect was very popular: the bigger the miss, the worse the attack.

Melee

A critical fumble on a melee attack (or melee spell attack), provokes an opportunity attack from (just) the target. You can avoid the opportunity attack if you have another attack that turn and choose to use it to rescue the fumble instead, preventing the opportunity attack from being triggered.

Ranged

A critical fumble on a ranged attack (or ranged spell attack), results in a misfire. The attack is then rerolled against a random ally within range, including yourself. You can avoid the misfire if you have another attack that turn

VARIANCE | COMBAT SUCCESS

and choose to use it to rescue the fumble instead, preventing the misfire.

Defense (Expertise) Dice

This optional rule was developed in the core 5e Tome of Variance to allow attack success to be affected by the skill and actions of the defender as well as the attacker. By bringing defensive ability into the attack roll, it doesn't need to be reflected in hit points, which can become more specifically health and toughness ("Damage and Healing", page 8). Defense dice are an intuitive way to represent that defensive skill, allowing a player to roll to influence their chance of being hit.

In Level Up: Advanced 5th Edition, maneuvers and Parrying have been introduced, which can also help to achieve this aim. So in this version of the Tome, defense dice have been adapted to integrate with those distinctive features of LU: A5E and are now used as expertise dice to increase AC. This approach has a slightly different balance, which has the additional advantage of no longer requiring the correction factor that's used in the core 5e version of the Tome.

Note that defense dice are intended for player characters and nonplayer characters who have levels, as opposed to monsters who don't. Monsters simply follow the standard combat rules, avoiding any need for conversion of stat blocks. Which works well - a gelatinous cube really is more about absorbing hp than parrying blows with its pseudopodia.

Defense Dice

When you gain the Extra Attack feature, you gain a defense die. If you gain the Extra Attack (2) feature (fighters and marshals), you have two defense dice.

You may want to record this on your character sheet alongside your AC.

Using Defense Dice

You can use each defense die once per round.

When attacked with a melee attack, you may use a defence die to gain an expertise die to your AC, so long as you are holding a weapon (or shield) in which you are proficient, or are unarmed and have Unarmed Strikes. For a grittier setting, this defense die must be spent before you see the attack roll.

If another feature grants an expertise die to the same attack AC (such as the Parrying property, the Parrying Counter maneuver, or choosing to use a second defense die) then, as usual, these increase the size of the expertise die instead.

Ranged attacks. You may only use a defense die against a ranged attack (including ranged spell attacks) if you have a shield, special ability, or have taken the Dodge action.

Impaired defense. You cannot use a defense die if you were surprised by your attacker that turn, or if you are prevented from actively defending, e.g. restrained, incapacitated (paralyzed, petrified, stunned, unconscious) or rattled.

    Defending an ally. You may use one of your defense dice for an ally instead, so long as the ally or their attacker is within 5 ft of you.

Extra defense dice. You may exchange a Bardic Inspiration die, or a Heroic Effort Hit Die (page 10), for a defense die. If you Disengage as a bonus action (e.g. with Cunning Action), you gain a defense die until the start of your next turn.

Offense-Defense Balance

You may forgo any number of melee attacks from your Attack action (and/or bonus action if your bonus action grants you a melee attack) to gain an additional defense die for each, until the start of your next turn. Conversely, you may use a defense die to gain an expertise die to one of your melee damage rolls, or use two defense dice to add an expertise die to one of your melee attack rolls.

Evasive Fighting Style

A new fighting style. You may use your reaction to gain an additional defense die until the start of your next turn. You may also use defense dice against ranged attacks (ranged attacks still do not trigger the Parry and Trust maneuver).

Describing Combat

Degree of success and defense dice add descriptive depth to attack rolls, providing narrative prompts that fill out more of the flavor of the fight.

Maybe the goblin tripped as he critically fumbled (natural 1) his short sword attack. Or the bandit's wild swing (6) was never going to hit. Perhaps the wolf snapped at your arm but got a mouth full of chain mail (near miss with a 12). Or your splint armor spared you the full effects of the bugbear's morningstar attack (regular hit with a 16). You might land a clean axe-blow past the hobglobin's shield (strong hit with a 23) or spear the bulette through a chink in its armor (natural 20). Or you might parry (expertise die roll of 4) the pirate's cutlass at the last minute, after it had otherwise slipped past your guard!

The table below gives some narrative suggestions for what the roll (after modifiers) implies about the attack:

Roll Description
Critical fumble An error: slip, stumble, wild miss etc
Less than 10 A poor strike: clumsy, off-target etc
10 or more but miss Strike deflected by armor (or was blocked / evaded, if AC mainly dexterity)
Marginal Glancing blow
Regular Hit Damage partially absorbed by armor (or partially blocked / evaded, if AC mainly dexterity)
Strong Hit A good strike: got through defenses
Critical Hit A perfect strike: found weak spot
AC Expertise Skillful dodge or parry: avoiding (or partially avoiding) a hit
VARIANCE | DEFENSE DICE

Damage and Healing

The variant options throughout this tome can support a stricter interpretation of hit points (hp) as a precious and exhaustible resource of health and resilience. This can create a more tangible sense of peril and also allows meaningful trade-offs between short term gains from overexertion and longer term implications from depleting a resource that recovers slowly.

Hit Points

Direct scaling of hp with level results in a steep rise from a very low start at level 1. Although a sense of peril is important, a single unlucky injury can be fatal at this level. For variant rules where hp is more specifically health and toughness, this rapid scaling is harder to explain, as is rapid recovery after injury. In the options here, hp start higher so that the increase with level is less exponential (roughly doubling only with each tier of play). This change in scaling, along with grittier healing and the increased damage from Degree of Success, can rebalance peril through the tiers of play. It also balances the effects of defense options where you may take less hits or damage at higher levels.

These optional changes apply only to PCs (and NPCs that have levels). There is no need to make changes to monster hp. At low levels the PCs will have higher base hp than their opponents but the opponents will be coming into the fight uninjured - unlike the PCs.

Constitution In Starting HP

To give characters more baseline fortitude, calculate level 1 hp by taking the maximum of the class Hit Die as usual, but then add your Constitution score (the ability score itself) rather than the Constitution modifier. Essentially this is your Constitution contributing your baseline health and your class contributing the benefits of training.

Gritty Progression

The better progression option for a more tangible sense of peril and especially suited to games using defense options. You gain a Hit Die (and add the usual Constitution modifier) only every odd level (so level 3, 5, 7, etc). To convert hp for a character created with the standard rules, simply half and then add your Constitution score. This can also be applied to NPCs that have levels (same conversion) but monster hp is best left unadjusted.

Heroic Progression

An alternative option for a game with more epic characters that can shrug off more injuries, especially at higher levels. You gain a Hit Die (and add the usual

Constitution modifier) every level. To convert hp for a character created with the standard rules, simply add your Constitution score.

Implications for Other Uses of HP

HP totals are used for all-or-nothing effects such as Sleep or the Power Word spells. You may wish to adapt these by adding the caster's spellcasting ability score to the hp total.

Rest and Recovery

Slower hp recovery better reflects physical injury and a Natural Recovery variant of hp recovery is described below.

Natural Recovery

Short Rest

Although very little actual healing happens in just 1 hour, important stabilization is possible: stopping blood loss, replacing fluids, cleaning / covering / stitching wounds, strapping joints, splinting bones, etc. A single Hit Die (plus Constitution modifier) may be spent when you finish a short rest if there has been hp loss since the last short rest.

A successful Medicine check (DC 15) allows the maximum value of the Hit Die to be used.

You can only have up to 3 short rests per day (2 for a grittier option).

Long Rest

More healing can occur with a long rest but a number of days may be required to heal fully.

When you finish a long rest, you may spend Hit Dice up to half your maximum Hit Dice (rounded up) and your Constitution modifier is added to each. Similarly, you regain Hit Dice up to half your maximum Hit Dice. Hit Dice may be spent or regained in any order. Note that the number of Hit Dice will differ if you are using Gritty or Heroic Progression.

A successful Medicine check (DC 15) allows the maximum value of the Hit Dice to be used and an injury to be healed.

If you have just one level of fatigue or strife, you can also recover from these during a long rest anywhere, so long as you've had 1 Supply. If you have more than one level of fatigue or strife, you only recover a level if the long rest is taken at a Haven. If other effects or abilities restore fatigue or strife, then all effects together can only restore one further level between long rests.

If you've gained a level during a day, the benefits of your new level begin after you next finish a long rest.

You can only have 1 long rest per day.

VARIANCE | DAMAGE AND HEALING

Negative Hit Points

With this variant, damage can take you below 0 hp and this determines your death saving throw DC. This is a dangerous situation to be in and takes its toll. If you do recover, you initially only recover to 0 hp, where you remain unconscious but stable. If using this variant, it replaces the "Dying and Death Saving Throws", "Stabilizing a Creature" and "Suffering Fatigue" rules (A5ESRD: Combat).

Dropping Below 0 HP

When you drop below 0 hp, you take a level of fatigue.

While You Have Less Than 0 HP:

  • During your turn, you are unconscious and can't take any actions but you can spend a Hit Die (or take a level of fatigue to spend a Hit Die if no Hit Dice left) to heal that roll (plus Constitution modifier).
  • Another creature can attempt to stabilize you by performing a Medicine check (DC 10 or half your hp below 0, whichever is higher), to bring your hp back to 0.
  • You don't heal past 0 hp in a single turn. Healing that would take you above 0 hp, instead heals you to 0 hp.
  • At the end of your turn, you must succeed on a death saving throw (Constitution saving throw with a DC of 10 or half your hp below 0, whichever is higher) or take another level of fatigue. If using Degree of Success, see optional table below. Reaching level 7 fatigue results in being doomed.

At 0 HP (Unconscious but Stable):

  • You recover consciousness when you heal to 1 hp or more.
  • After you finish a short or long rest, you naturally recover consciousness and 1 hp (plus any hp from spending a Hit Die).
Death Saving Throw - Degree of Success
Roll Effect
Critical Failure (10-) Take 1 level of fatigue. Then make an additional death saving throw this turn
Heavy Failure (5-) Take 1 level of fatigue. Death saving throw next turn is with disadvantage
Failure (1-) Take 1 level of fatigue
Marginal (0) Death saving throw next turn is with disadvantage
Success (1+) No effects
Strong Success (5+) Death saving throw next turn is with advantage
Critical Success (10+) Stabilized (hp recover to 0)

Gritty Injury Variants

For a more gritty campaign, you may chose a grittier variant with additional effects from dropping below 0 hp:

  • Hit point maximum permanently reduced by 1
  • Injury: acquire a debilitating injury ("Recovery", A5ESRD: Adventuring)
  • Any healing is reduced by half when at 0 or negative hp
  • and/or Stunned for a round when recover consciousness.

Knocking a Creature Out

You can avoid taking a creature below 0 hp in melee by intentionally pulling your blow. You must decide to do this before you roll damage. This halves the damage but if that takes them below 0 hp, reduce their hp to 0 instead.

VARIANCE | DAMAGE AND HEALING

Overexertion

The following overexertion options allow alternative uses of Hit Dice or fatigue in desperate circumstances.

Heroic Effort

You may spend one Hit Die (or take a level of fatigue if no Hit Dice left) to:

  • Add half the rolled value to any other roll: ability checks (including initiative), saves (including death saving throws), casting rolls (page 11), attack rolls, damage rolls, etc.
  • Add half the rolled value to the save DC for a spell you're casting or a maneuver you're using.
  • Add half the rolled value to your AC until the start of your next turn.
  • Recover temporary points (hit points, exertion points, spell points, sorcery points, etc) up to your proficiency bonus for a duration of 1 minute.
  • Recover a temporary spell slot up to your proficiency bonus for a duration of 1 minute.
  • Or to recover a special die (e.g. superiority die, Bardic Inspiration die, defense die, etc).

You must then finish a short or long rest before you can do this again. For a grittier version, if you recover your Heroic Effort with a short rest then you can't spend any Hit Dice during that rest.

Heroic Exertion

You may spend a level of fatigue to reroll any roll you make, any attack against you, or any damage rolls from a single attack (by you or against you). You must then finish a short or long rest before you can do this again.

Heroic Reaction

You may spend a level of fatigue to take an additional reaction this round (although you can't take more than one reaction during the same turn). You must then finish a short or long rest before you can do this again.

Variant Fatigue

Ordinarily, the seven levels of fatigue each introduce a distinct effect (cannot sprint; disadvantage on Strength, Dexterity and Constitution checks; speed halved; disadvantage on attack rolls and Strength, Dexterity and Constitution saving throws; hit point maximum halved; speed reduced to 5ft; doomed).

In this variant to fatigue (derived from a post by Horwath), those effects instead all gradually accumulate over the seven levels. So you gain a cumulative -1 penalty on all ability checks, attack rolls, saving throws and casting rolls (page 11); a cumulative -1 to AC and to your spellcasting DC; a cumulative -1 to your damage rolls; and a cumulative -5 to speed (to a minimum of 5 ft). Essentially a -1 penalty to all rolls, plus the reduction in speed, per level of fatigue. 7th level remains death (doomed). You cannot maintain a fast travel pace at 3 levels of fatigue, nor a normal travel pace at 4 levels, and not even a slow pace at 6 levels.

With the overexertion options above, or via injury, you may well accumulate fatigue during combat. The effects of fatigue gained during combat (including death from becoming doomed) are only felt after the encounter in which they were inflicted has ended. The gradual accumulation of effects with variant fatigue also limits the immediate impact of these.

Fatigue Effects
Level Cumulative Effect
1 -1 to ability checks, attack rolls, saving throws, AC, DCs, & damage rolls; speed reduced by 5 ft
2 -2 to ability checks, attack rolls, saving throws, AC, DCs, & damage rolls; speed reduced by up to 10 ft
3 -3 to ability checks, attack rolls, saving throws, AC, DCs, & damage rolls; speed reduced by up to 15 ft; unable to maintain a fast travel pace
4 -4 to ability checks, attack rolls, saving throws, AC, DCs, & damage rolls; speed reduced by up to 20 ft; unable to maintain a normal travel pace
5 -5 to ability checks, attack rolls, saving throws, AC, DCs, & damage rolls; speed reduced by up to 25 ft
6 -4 to ability checks, attack rolls, saving throws, AC, DCs, & damage rolls; speed reduced by up to 30 ft; unable to maintain a slow travel pace
7 Doomed
VARIANCE | FATIGUE

Spellcasting

With this variant, a single casting roll replaces spell attack rolls and spell DCs, and can now be applied to all spells. This is a little simpler and more intuitive for new players, but also has the advantage of linking all magic to the caster's skill and making more of a story of each spell.

Casting Roll

A casting roll is simply a d20 plus your spell attack bonus (which remains your spellcasting ability modifier plus your proficiency bonus).

  • Spell attack: roll against target's AC
  • Saves: use the roll as the DC for any saves
  • Other spells: roll against a casting DC of 10 plus the spell level it was cast (or upcast) at. Cantrips have a DC of 10.
...and that's it. A simple intuitive system that covers all spells and puts the rolls in the caster's hands.

Additional Options

A few additional options can build on this simple core system.

Spell-like Abilities

Some PCs have spells or spell-like abilities that represent an innate ability and don't use spell slots. These spells or effects are generally limited in choice and in number of uses. These can be considered as being more innately reliable and any d20 roll of less than 10 can be treated as a 10.

Monsters

Similarly, monsters have reliable innate casting and you can simply use a 10 as their d20 roll, instead of rolling (or simply use the fixed spell save DC in their stat block if relevant).

If you wish to save time on monsters attempting saving rolls, you can instead use a 10 as their average d20 roll and add the usual modifiers. Or, even faster, avoid both roll and modifiers, and just use the actual value of their relevant ability score instead (which is usually very similar).

Saves

The rolled spell save DC is likely to be higher than your fixed spell save DC would have been (since these were effectively 8 + spell attack bonus). That's fine in a heroic magic setting and has other trade-offs in a gritty magic setting (see below).

Heroic Magic Settings

For a heroic magic setting, you don't lose the spell slot if a spell fails due to the casting DC, and spells that have attack rolls or saves don't also need to succeed against the casting DC.

Gritty Magic Settings

For a gritty magic setting, you lose the spell slot if a casting fails and you must succeed against the casting DC for all spells, even those attack rolls or saves. So Fireball, a 3rd level spell with casting DC 13, would fail on a roll of 12, and targets wouldn't take any damage (instead of taking half or full damage depending on their save).

Casting Advantage & Disadvantage

Another spellcaster who is able to cast the same spell may use the Help action to aid you in casting the spell, allowing you to roll the casting roll with advantage (or a helping roll, page 4). Conversely, conditions that cause you to make all ability checks with disadvantage (for example, the frightened or poisoned conditions) also impose disadvantage on casting rolls. If you are casting with disadvantage, it may be safer to stick to lower level spells.

Disrupting a Spell

If another creature can detect that you are in the process of casting a spell (for example, can see the somatic component or hear the verbal component), the act of casting can be used to trigger a reaction before the spell completes (for example, if the creature has Readied an Attack or movement).

If you take damage while casting a spell with a casting time of 1 action or longer, it could disrupt your concentration and cause the spell to fail. You must make the usual Constitution saving throw (DC 10 or half the damage you take, whichever number is higher) to allow the spell to proceed.

VARIANCE | SPELLCASTING

Counterspell

Another way to disrupt a spell is with Counterspell. The spell variant below resolves this as a contested casting roll.

Counterspell

3rd‑level abjuration


  • Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

You attempt to interrupt a creature in the process of casting a spell. You do this by contesting their casting roll with your Counterspell casting roll. If the spell slot you use is higher than the creature's spell, add the difference to your roll. If the slot you use is a lower level than their spell, subtract the difference from your roll.

  • If your casting roll is higher than theirs, the creature’s spell fails and has no effect.
  • If your casting roll is lower than theirs, your Counterspell fails and their spell proceeds (it may still fail to work if their casting roll was low).
  • If your casting roll matches theirs, both spells fizzle, and neither spell slot is expended.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, that level is used in the comparisons with the creature's spell.

Degree of Success: Spells

Degree of success can also be applied to casting rolls. The higher the roll, the closer it looks to how it should do and players may enjoy describing how a spell differs from its intent.

There are suggested mechanical effects for criticals, but use the Combat (page 6) or Saving Throws (page 5) tables and outcome tiers instead if it was a spell attack or save.

A grittier version of this table, for campaign settings with rarer magic, is in the Archive (page 40)

Wild Magic Variant

Instead of using the suggested critical failure effect, you may wish to have a random magical effect by casting a random cantrip, with a random target, from your class spell list. Rolling on a "wild magic" table is an alternative option.

Roll Effect
Critical Failure (10-) Fails dramatically / comically. You can’t cast that spell again until you finish a short or long rest
Heavy Failure (5-) Starts then fizzles
Failure (1-) Fails
Marginal (0) Very odd appearance but succeeds
Success (1+) Acceptable appearance
Strong Success (5+) Appears exactly as described
Critical Success (10+) Perfect. Double the usual effect

Concentration

Finally, the degree of success table for casting also fits well with Constitution saving throws when trying to maintain concentration on a spell (either an active spell or, if using the Disrupting a Spell option, one being cast).

VARIANCE | SPELLCASTING

Part 2

Additional Options

VARIANCE | PART 2

Tactical Combat

As with the core options in Part 1, the additional options here in Part 2 may be used individually or together. These additional options have a narrower focus, with less effect on core mechanics, so are easily swapped in or out. This first section focuses on combat and tactics, with options that can add a layer of situational depth to combat. Note that LU: A5E maneuvers already add significant depth to combat; the options here are involved with different aspects of combat and can complement maneuvers.

Variant Initiative

With this variant, initiative is determined by a single lead creature on each side. The DM chooses which player (and which opponent) would have to react. This will usually be the ones who are closest or who are already interacting (e.g. the lead player as the party enter the throne room, or the player who had been negotiating with the bandits when things got nasty). If there are several equally involved players, then let the players choose amongst themselves.

Group Check

If others would be able to help, e.g. other creatures keeping a lookout, you can use the Help with Ability Checks option (page 4)

Monster Initiative

Monsters' initiative can simply be 10 + their dexterity bonus.

Player Order

Players choose the order they'll go in (and decide any tactics, with no further discussion between different players' turns), although the player who rolled initiative must go first that round. The DM chooses the order monsters go in when it's their side's turn.

Alternating Initiative

The simplest system is to have each side take all of its turns before the other side takes theirs. However, combat can be more balanced, and more exciting, if individual players and monsters alternate turns, as suggested by Cody Lewis.

You may even want to split out multiple attacks/actions from a single powerful creature when fighting multiple opponents, but this becomes rapidly complex if applies to more than one creature.

Surprise Variant

A simple variant for determining surprise is for it to occur when your opponents beat your initiative roll by 10 or more. You add +5 to your roll if you're hidden from your opponents.

Pre-empting an Attack

When you roll initiative, so long as you're not surprised, you may use your reaction to say or do something quick that might interrupt the start of combat (e.g. shouting "Stop, we're on your side!"). You can't then take another reaction during the first round of combat.

Leaving Yourself Open

In a fight, a creature’s actions can create an opening for an opportunity attack. With this variant, some additional situations provoke attacks from opponents in melee range:

  • Moving out of your opponent’s range
  • Standing from prone
  • Picking up an item from the ground (e.g. recovering a weapon after being disarmed)

You don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction.

You can avoid provoking an opportunity attack by taking the Disengage or Fend actions (see below). The opportunity attack provoked by casting a spell triggers after the spell is complete, unless it has a casting time of more than 1 round, or the creature Readied an Attack for the act of casting itself.

If you're not using the defense dice option, you may wish to to extend Leaving Yourself Open to actions that limit a creature's ability to defend themselves (Archive, page 40).

VARIANCE | TACTICAL COMBAT

Disengage

This option expands on the Disengage action (A5ESRD: Combat). As with the standard Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn. In addition:

  • If you take the Disengage action and have the Extra Attack feature, you may use your bonus action to make an attack.

Fend

Fend is a bonus action available with a shield or with some feats. When you take the Fend bonus action, you gain a defense die.

Melee Reach and Space

Closing Range

This optional rule applies when you move within reach of an opponent whose melee weapon has a longer reach. Similar to the Polearm Savant feat, this provokes an opportunity attack. To determine reach, weapons with the reach property have the longest reach, followed by those that are two-handed (or versatile), followed by all other weapons, except those with the light property (or unarmed attacks) which have the shortest reach.

There are number of circumstances where closing range doesn’t provoke an opportunity attack (unless of course the defender has a polearm and the Polearm Savant feat):

  • If the opponent is surprised
  • If the attacker is hidden from the opponent
  • If the opponent is already engaged in combat with another attacker
  • If the attacker is wielding a shield
  • Or if the attacker teleports (or equivalent) directly within reach

Note that if the attacker does close, the opponent may retreat on their turn to re-establish their range. However, unless they take the Disengage action, that retreat may itself provoke an opportunity attack.

When an attacker successfully closes range, opponents with longer reach weapons may also find their weapons less effective if then affected by Restricted Space or if held in Grappling Range (see following).

Restricted Space

In a restricted space where 5 ft range can’t be maintained (such as a tight dungeon corridor, thick forest, or the crush of a large melee), attackers with more than 5 ft reach (for example, wielding weapons with the reach property) have disadvantage on attack rolls, unless used in a close reach mode (such as the butt of the weapon: an improvised weapon dealing 1d4 damage).

This is when the attacker with the short reach weapon can turn the tables on their longer reach opponent: intentionally pinning their target into a corner, or against another attacker, to level the playing field. A greatsword isn’t as effective when you can only punch out with the butt of it.

Grappling Range

In extreme restricted space (or during a grapple), weapons with more than 5 ft reach can’t be used at all to attack, unless used a close reach mode as an improvised weapon. Even in close reach mode, they have disadvantage on attack rolls and it may be wiser to drop the weapon and fight unarmed or with a knife. Even mid-range weapons (any weapon without the light property) have disadvantage on attack rolls unless using the pommel etc (for 1d4 damage). This is when the dagger finds its true calling and creates space for the close combat / grappling specialist. Note the Grappler feat gives advantage on attacks while grappling, which may be particularly relevant for rogues.

If the attacker wants to get within grappling range and stay there, play this as an attempted Grapple maneuver (A5ESRD: Combat Maneuvers), using one of the attacker's attacks. If not already within reach, the attacker would need to close range first, provoking an opportunity attack. If the opportunity attack lands, then the grapple check is with disadvantage.

VARIANCE | TACTICAL COMBAT

Ranged Attack Into Melee

This is a common situation for ranged weapons and spell attacks but hitting the right target is more difficult and comes with some risk. The following option formalizes the use of cover with a simple guide for how much cover to apply.

Cover

Apply cover when your target is in melee. If your opponents are larger in size or in number than your allies, apply half cover (+2 to target’s AC). Otherwise apply three-quarters cover (+5 to target’s AC).

Friendly Fire

If a you miss with a ranged attack into melee (including a ranged spell attack), reroll (once) as an attack on a second creature in that melee (the nearest opponent of the target, or select any creature at random in the melee). If you're using Degree of Success, the misfire of a critical fumble could also target allies outside of the melee, including yourself.

Called Shot

This is a general flexible option for when an attacker wants to target a specific part of their opponent’s body, or wants to have a specific effect such as a trip, or to lock blades, pin a weapon, disarm, or anything else. The attacker must declare their intention before making the attack roll. Simply apply a -1 to -10 modifier on the attack roll, depending on the difficulty (see Called Shot Difficulty table, where assumed chance is the typical chance for matched opponents).

A called shot can’t be attempted if it takes the die roll needed to hit above 20, nor can limited-use attack bonuses or automatic hits be used for these actions.

The default modifier can be considered -5 (note that this parallels degree of success). Or refer to this difficulty table:

Called Shot Difficulty
Modifier Difficulty Assumed Chance
-2 Relatively simple about a 50% chance
-4 Doable with a good hit about a 40% chance
-6 Also requires luck about a 30% chance
-8 Unlikely about a 20% chance
-10 Possible but improbable about a 10% chance

If using stacked advantage, an alternative is that a relatively simple called shot applies one level of disadvantage to the roll, while a complex called shot applies two levels.

Strength and Damage

Although your Strength modifier is commonly used for attack and damage rolls, Dexterity (ranged weapons or weapons with the finesse property) and Charisma (some warlocks) are also used.

With degree of success, an attack modifier also translates into increased damage by increasing the success margin, resulting in more strong and critical hits. Since this captures the impact of ability (Strength, Dexterity, Charisma, etc), the damage roll bonus can more specifically reflect power. This is also relevant for ranged attacks, where draw strength (or throwing strength) would be expected to influence damage (except for spells and firearms).

If you want to reflect this in the damage bonus, then use half the non-Strength ability modifier (round up), and add half you Strength modifier (also round up). This means Strength always contributes, while keeping all options viable.

If you do use this option, it rebalances Dexterity well and provides space to broaden options for fighters by allowing them to treat any weapon without the heavy property as having the finesse property.

VARIANCE | TACTICAL COMBAT

Magic Options

This section includes additional options for spells, with personalization, increased spell slot flexibility, and an option to handle teleporting into melee. Each option can be used with any (or none) of the others, including Casting Roll, Disrupting a Spell, Degree of Success, and Overexertion.

Developing Spells

Players can have their own versions of spells that are mechanically identical but add flavor, and interest, by having a personalized appearance. Fifth edition sourcebooks and LU: A5E have excellent guidance on how to personalize a character's spells to fit a theme that is meaningful for them. If you are using the degree of success and casting roll options from this tome, the success margin also determines if the spell ends up looking the way it was intended.

This may inspire players to want to develop spells that are also mechanically different. This is a bigger undertaking, requiring a consideration of game balance, and in-game resources (time and cost). Balance is easier with variant spells than new ones and the "Spellcraft" rules (A5ESRD: Adventuring) describe how to craft rare spells in LU: A5E. A simple extension to those spell modifications is to add a metamagic-like enhancement to an existing spell, increasing its spell level by one. There are also many homebrew collections that may provide inspiration, although balance can be variable, depending on the source.

The option described below provides an alternative to the Spellcraft system when developing a new spell, using a three stage process: research, development, and testing. Each stage has a requirement in terms of time and cost that will need repeated if that stage is unsuccessful.

Level. The maximum level of spell a PC can develop should be one level below their own spell level in that class.

Time. It takes significant downtime to develop a new spell: 1 week per level, for each of the three stages.

Cost. Developing a new spell is also expensive. 100 gp per level per week is reasonable.

Stage 1 - Research. This stage reflects the study required to develop the theory underlying the spell. To successfully complete the research stage, you must succeed in an Arcana skill check (using your spellcasting ability) with a DC of 15 plus twice the spell level.

Stage 2 - Development. This stage represents the practical development of the spell from the research theory. It requires a successful Investigation skill check (using your spellcastingability) with a DC of 15 plus twice the spell level.

Stage 3 - Testing. This last stage reflects mastery of the spell to the point where it can be finalized and reliably cast. If using the casting roll option, the character must succeed in a casting roll with an additional penalty on the DC equal to the spell's level (so the DC is now 10 plus three times the spell level). If not using the casting roll option, you may substitute a successful Performance skill check (using your spellcasting ability), with a DC of 15 plus twice the spell level.

You may want to use the degree of success option for these sequential checks (page 4). Any critical failure means the spell can’t be attempted again, heavy failure that you must restart from Stage 1. The Stage 3 result would apply to the first time you then cast the spell.

VARIANCE | MAGIC OPTIONS

Teleporting Into Melee

Teleporting into combat is a classic scenario in fantasy literature. In fifth edition, this may cause Surprise when rolling initiative, and may give advantage on the attack roll if the teleporting creature was hidden. However, the effect during ongoing combat, or when the creature wasn't hidden, is less defined.

With this option, when you teleport to bring a creature within reach of your melee weapon and immediately attack, you gain advantage on that first attack roll. If you repeat this against the same creature, you only gain advantage if you're hidden and able to see your target before teleporting.

Casting Flexibility

These three options increase flexibility in which spells you can cast, and when.

Spell Flexibility

This option increases spell flexibility while also providing all casters with a tangible benefit from Intelligence. You know and can prepare a number of additional spells equal to your Intelligence modifier (this pool is shared if multi-classing) and can change those spells on a long rest. These spells must be from a spell list and level that you have access to and may include cantrip(s).

Improvised Spells

A related option for innate casters such as sorcerers is improvising a spell that they don't know, as suggested by Atsur. For this, a new metamagic option may be taken:

Spontaneous Spell

You can spend 3 sorcery points to try to cast a spell that you don't know. The spell must be from the sorcerer spell list and 5th level or lower. Expend a spell slot of that level or higher and when the casting duration is complete, make a spellcasting check (DC of 10 plus the spell’s level; adding your spell attack bonus to the roll). If you succeed, you then cast the spell as normal (you may not combine this with another metamagic option). If you fail, the spell is not cast and you instead cast a random cantrip, with a random target, from your class spell list. Alternatively, you may wish to use a "wild magic" table for failed attempts.

Spell Slot Flexibility

A simple option to increase spell slot flexibility at a cost is to allow a higher slot to be used for a lower level spell as usual, but to also allow two lower level slots to be sacrificed to recover a spent slot from the next level. So a player with two remaining level 3 slots and one remaining level 4 slot, could use the level 3 slots to recover an expended level 4 slot, and use the two level 4 slots they now have to recover an expended level 5 slot.

VARIANCE | MAGIC OPTIONS

Equipment

Shields

LU: A5E already provides significant depth for equipment (A5ESRD: Equipment). Many of the previous Tome of Variance equipment options are no longer needed but a few are kept here, either to support other Tome options, or as an alternative to the LU: A5E rules for the sake of continuity.

Closing Range

If using the Closing Range option, a shield provides cover for the wielder when closing on an opponent with a longer reach weapon, so it doesn't provoke an opportunity attack.

Fend

While wielding a shield, you may Fend as a bonus action to gain a defense die.

Bucklers and Vambraces

Bucklers (very small shields) and vambraces (a form of forearm armor) are exmaples of light shields and can give a +1 bonus to AC when used in a free hand, so long as you have proficiency in shields. They don’t give the other benefits listed above and, unlike other light shields (A5ESRD: Equipment), can't be thrown as an improvised weapon. However, a buckler can be donned or doffed as an object interaction (doesn't use an action if it is the only object interacted with that turn) and vambraces allow the free hand(s) to perform other actions (e.g. sleight of hand or somatic components of a spell).

Shield Cost Weight Armor Class (AC)
Light Shield 10 gp 4 lb +1
Buckler 10 gp 2 lb +1
Vambraces (pair) 15 gp 3 lb +1

Quality and Repair

Equipment quality and repair is well-described in LU: A5E and only a few additional options remain in this Tome for the sake of continuity.

You may wish to allow equipment of masterwork quality to provide a +1 bonus. Conversely, damaged equipment may have a -1. Poor quality equipment is equipment that counts as damaged (and priced accordingly), this damage can't be repaired.

  • Damaged or poor quality weapon: -1 to attack bonus and damage
  • Damaged or poor quality armor: -1 to AC (inc shields)
  • Masterwork weapon: +1 to damage and/or attack bonus
  • Masterwork armor: +1 to AC (not shields)

A +1 from quality isn't magical for the purposes of resistance or immunity to nonmagical weapons and the maximum total bonus from quality and any magical bonus remains +3 (and +3 should be reserved for high level play).

In many settings, a damage bonus of +3 is fine but bonuses to AC and attack bonus are best limited to +1 to better match the maximum AC and attack bonuses seen for monsters.

Instead of a further attack bonus, magic weapons can have increased damage (e.g. a d4 bonus to all damage rolls, or proficiency bonus once per combat), or a unique feature (e.g. a once-per-combat cantrip, once-per-day 1st level spell, or a negation of disadvantage effects), or a bonus to your Strength score (while staying within the ability score cap).

Instead of a further AC bonus, magic armor and shields can provide damage reduction (e.g. a d4 damage reduction every turn, or proficiency bonus oncer per combat), or a unique feature (such as limited-use damage resistance, save proficiencies, or temporary hit points).

VARIANCE | EQUIPMENT

Added Weapon Properties

This legacy option is an alternative to the excellent LU: A5E weapon properties, kept for continuity. Here, just three alternative additional properties are used:

Reliable. A weapon that is designed for dependability in dealing damage. If you roll a 1 or 2 on a damage die, you may reroll the die. Weapons with the two-handed or versatile property generally have the penetrating property instead.


    Defensive. A weapon that is designed to parry or guard. Add +1 to AC while wielding this weapon. Simple weapons generally don't have the defensive property.

Penetrating. A weapon that is designed to get through defenses and armor. +1 to your attack bonus for this weapon.

For simplicity, all monsters’ attacks can be treated as having the penetrating property.



Weapons (Part 1)
Weapon Cost Damage Weight Properties
Simple Melee Weapons
Club 1 sp 1d4 bludgeoning 2 lb. Light, reliable
Dagger / Dirk 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60), penetrating
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed, reliable
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60), penetrating
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120), penetrating
Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60), penetrating
Mace / Flail 5 gp 1d6 bludgeoning 4 lb. Reliable
(Quarter) Staff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8), defensive when two-handed
Sickle 1 gp 1d4 slashing 2 lb. Light, reliable
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed, penetrating
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60), penetrating
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed, penetrating
Sling 1 sp 1d4 bludgeoning Ammunition (range 30/120), reliable
VARIANCE | EQUIPMENT
Weapons (Part 2)
Weapon Cost Damage Weight Properties
Martial Melee Weapons
Arming Sword1 25 gp 1d8 slashing 3 lb. Finesse, defensive
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10), penetrating
Court Sword / Epee 20 gp 1d6 piercing 2 lb. Finesse, light, penetrating
Flail, long 10 gp 1d10 bludgeoning 6 lb. Heavy, two-handed, reliable
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed, defensive
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed, penetrating
Greatpick / Igorot 10 gp 2d6 piercing 5 lb. Heavy, two-handed, penetrating
Greatsword2 50 gp 2d6 slashing 6 lb. Heavy, two-handed, defensive
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed, penetrating
Hand-and-a-Half Sword3 30 gp 1d8 slashing 4 lb. Versatile (1d10), defensive
Lance 10 gp 1d12 piercing 6 lb. Reach, special, penetrating
Main Gauche 4 gp 1d4 piercing 1 lb. Finesse, light, defensive
Martial Quarterstaff 5 gp 1d10 bludgeoning 5 lb. Finesse, two-handed, defensive
Maul4 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed, penetrating
Military Spear 2 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8), reach
Morning Star5 15 gp 1d8 piercing 4 lb. Reliable
Panzerstecher 25 gp 1d8 piercing 3 lb. Finesse, penetrating
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed, penetrating
Rapier 25 gp 1d8 piercing 3 lb. Finesse, defensive
Sabre6 25 gp 1d8 slashing 3 lb. Finesse, reliable
(Light) Scimitar7 20 gp 1d6 slashing 2 lb. Finesse, light, reliable
Shortsword8 10 gp 1d6 piercing 2 lb. Finesse, light, defensive
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8), reach
War Pick 5 gp 1d8 piercing 3 lb. Penetrating
Warhammer 15 gp 1d8 bludgeoning 3 lb. Versatile (1d10), penetrating
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
Blowgun 10 gp 1d4 piercing 1 lb. Amm.(range 25/100), loading
Crossbow, hand 75 gp 1d6 piercing 3 lb. Amm.(range 30/120), light, loading, penetrating
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Amm.(rng.100/400), heavy, loading, two-handed, penetrating
Longbow 50 gp 1d8 piercing 2 lb. Amm.(range 150/600), heavy, two-handed, penetrating
Net 1 gp 3 lb. Special, thrown (range 5/15)

1/Longsword/Medieval Claymore/Zweihänder 2/Bastard Sword/Katana/Spatha 3/Greathammer/Greatmace 4(Spiked Mace)/Ball-and-Chain Flail 5/Broadsword/Jian 6/Cutlass/Falchion/Falx/Kopis 7/Backsword/Dao/Machete/Messer 8/Gladius/Katar/Xiphos

VARIANCE | EQUIPMENT

Armor Options

The table below is another legacy option: a generic armor classification to cover a broad variety of armors, including some historical examples.

Armor and Rest

Sleep in armor is less restful, so you can spend and recover half as many Hit Dice when taking a long rest with armor on.


Strength and Armor

As alternative to Strength thresholds, you are Lightly Encumbered if your armor's base AC modifier (base AC - 10) is greater than your Strength modifier, and Encumbered if it's greater that your Strength modifier + proficiency bonus.





Generic & Historical Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Unarmored
Clothing1 1 gp 10 + Dex modifier - - 2 lb. / 0 slots
Light (light body, very light limbs)
Toughened2 10 gp 11 + Dex modifier (max 5) - - 7 lb. / 1 slot
Reinforced3 45 gp 12 + Dex modifier (max 5) - - 12 lb. / 2 slots
Medium (heavy body; light limbs & head)
Hide4 10 gp 12 + Dex modifier (max 2) - - 12 lb. / 2 slots
Chain shirt5 50 gp 13 + Dex modifier (max 2) - - 17 lb. / 3 slots
Breastplate6 350 gp 14 + Dex modifier (max 2) - - 22 lb. / 4 slots
Half plate7 750 gp 15 + Dex modifier (max 2) - Disadvantage 27 lb. / 5 slots
Heavy (heavy body, limbs & head)
(Full) Metal-reinforced8 30 gp 14 - Disadvantage 22 lb. / 4 slots
(Full) Mail9 75 gp 15 Str 13 Disadvantage 27 lb. / 5 slots
(Full) Augmented mail10 200 gp 16 Str 13 Disadvantage 32 lb. / 6 slots
Three-Quarter plate11 500 gp 17 Str 15 Disadvantage 37 lb. / 7 slots
Full plate12 1,500 gp 18 Str 15 Disadvantage 42 lb. / 8 slots

1Cloth, Robes, Softened Skins

2Layered Cloth, Suede, Light Leather, Light Hides

3Leather (Buff Coat, Jerkin), Quilted (Doublet, Gambeson, Padded Jack), +/- sparse metal reinforcement

4Heavy Hides, with any Toughened or Reinforced limb protection

5Chain Shirt/Hauberk, with any Toughened or Reinforced lining and limb protection

6Plated Body Armor (Splint, Lamellar, Scale/Lorica Squamata, Piecemeal, Brigandine, Coat-of-Plates, Banded/Laminar/Lorica Segmentate, Breastplate/Cuirass), with any Toughened or Reinforced lining and limb protection

7Plated Body Armor (usually Breastplate/Cuirass), with individually-fitted flexible metal armor on limbs (Chain, Scale, Splint)

8Metal-reinforced body, limb & head armor (e.g. Leather, Quilted with sewn-on Ring or other metal)

9Chain body, limb & head armor, with any Toughened or Reinforced lining

10Full mail reinforced with piecemeal plate (Splint, Lamellar, Scale, Piecemeal, Brigandine, Coat-of-Plates, Banded/Laminar)

11Full piecemeal plate (Splint, Lamellar, Scale/Lorica Squamata, Piecemeal, Brigandine, Coat-of-Plates, Banded/Laminar/ Lorica Segmentate) or incomplete/field plate (Breastplate/Cuirass & plate arms with piecemeal mail/plated legs)

12Full, individually-fitted, plate armor. Can wear for 1h (then short rest or reduce for Half or Three-Quarter plate for 1h)

VARIANCE | EQUIPMENT

Inventory Slots

Inventory slots are a simplified and streamlined approach to encumbrance that many players will be very familiar with from other games.

In the core rules, you can carry a total weight (in lb) of up to 5x your Strength score before becoming Encumbered. So 5 lb (2.5 kg) for every point of Strength. Most items are around 5 lb anyway, so you can instead simply use a number of 5 lb Inventory Slots equal to your Strength score.

Just use one line on your character sheet for each slot. You can double them up while Encumbered. Or triple them while Heavily Encumbered.

  • Worn clothes and armor don't count (shields do). Worn armor has a separate Strength requirement or Encumbrance effect (see Armor Options above).
  • Light items (coins, rings, potions) don't use slots unless you have an excessive number of them.
  • Heavy items (personal tent, weapons with the heavy property) use 2 slots.
  • And very heavy items use more (e.g. a set of spare armor requires a number of slots equal to its base AC modifier, i.e. base AC - 10)

So a rogue with a Strength score of 10, has 10 inventory slots. Their short sword and dagger don't count, neither does the hardened leather armor they're wearing, nor their thieves' tools, nor the 100 gp and 4 gems in their purse. But their lantern (with 10 days of oil), long bow, quiver (with 20 arrows), rope (20 ft), crowbar, disguise kit, food (5 days), water (5 days), bedroll, and tarp fill the 10 slots.

Inventory Slots
Slots Weight Items
0 <3 lb Weapons with the Light property (up to 2), ranged weapons that deal up to d6 damage (up to 2), money (<500 coins), potions (<10), rings, spell components, small instrument, thieves' tools, etc
1 ~5 lb Most items, including weapons (except Light or Heavy), shields, quiver (20 arrows/bolts), spell book, basic food (5d), water (5d), lantern (10d oil), torches (10), rope (20 ft), change of clothes, crowbar, iron spikes (10), bedroll, tarp, healing kit, artisan's tools, etc
2 ~10 lb Weapons with the Heavy property, tent (per person), etc

Lightly Encumbered. An optional first stage of encumbrance. You are Lightly Encumbered when you use more Inventory Slots than half your Strength score. You gain 1 temporary level of fatigue while Lightly Encumbered.

Encumbered. You are Encumbered when you use more Inventory Slots than your Strength score. You gain 2 temporary levels of fatigue while Encumbered. Once you accumulate 1 hour of being Encumbered, you must take a short or long rest before doing so again.

Heavily Encumbered. You are Heavily Encumbered when you use more Inventory Slots than double your Strength score. You gain 3 temporary levels of fatigue while Heavily Encumbered. Once you accumulate 1 minute of being Heavily Encumbered, you must take a short or long rest before doing so again.

VARIANCE | EQUIPMENT

Crafting Magic Items

The optional rules here build on the guidance in fifth edition sourcebooks and LU: A5E, by using an extension of the Developing Spells system (page 17). There are three main classes of magic item crafting: a magical bonus, an imbued spell and a bespoke effect. An item can be imbued with one of each.

Magical Bonus

This involves imbuing an item with magic energy, resulting in a bonus on rolls using that item - most commonly a weapon. Use the same required player level, time, cost and development checks as for developing a spell (page 17) of equivalent difficulty, as in the table below.

Equivalent Spell Level Difficulty
Bonus Equivalent difficulty
+1 3rd level spell
+2 6th level spell
+3 9th level spell

Imbued Spell

This involves imbuing the item with the ability to cast a spell. You can only imbue a spell that you yourself can cast. The required player level, time, cost and development checks are equivalent to developing a spell of double that level. An imbued spell can be cast once every day (resetting at dawn) and has all the same properties, including casting time, as the original spell.

Equivalent Spell Level Difficulty
Imbued spell level Equivalent difficulty
Cantrip See text
1st level 2nd level
2nd level 4th level
3rd level 6th level
4th level 8th level

Cantrips

Cantrips are a special case. The required player level, time, cost and development checks depend on the number of times the cantrip can be cast per day (once is equivalent to a 1st level spell development, twice to a 2nd level, up to 8 which is equivalent to an 8th level spell development).

For cantrips that scale with player level, the level is that of the item wielder not the crafter.

Enhanced Spells

A spell may be enhanced with a metamagic version when it's imbued; treat this as increasing the spell level by one (and so increasing the difficulty level by 2). A spell may also be imbued to be cast more than once a day: increase the equivalent difficulty level by 2 for each extra casting. Finally, a spell may be imbued at an upcast level; simply treat it as that higher level.

Charges

Instead of one or two spell castings that reset each day, an item may hold a number of charges, as is the case for many wands. Imbuing the spell follows the same rules and gives 1 charge. Additional charges (up to a maximum of 10) can be added (or restored) any time afterwards, either by the original crafter or more commonly by a suitable level arcane tradesperson in a major town. Each charge takes a number of days equal to the spell's level (minimum 1) and costs either 100 gp per day per level (half this cost is materials, half is profit) or 1/10 of the total value of the item.

Bespoke Effects

Bespoke effects might include breathing underwater, resistance to a damage type, an ability score increase, or a feat or class ability. Consider which spell, racial ability, class ability, feat, etc the effect is most like. This will determine the difficulty of the crafting.

A feat, racial ability or 2 point ability score increase is equivalent to a 5th level spell development, a half-version of the effect is equivalent to a 3rd level spell development. For a spell, use the spell rules above. For a class ability, the equivalent difficulty level is the level the class ability is gained.

The crafter must also have access to someone or something that has the desired ability, to model the crafting.

For all these effects, if the source effect is always on, then so is the magical version. If the source effect is used a limited number of times or day, then the magical version can be used only once per day (to imbue an additional use, add 2 levels to the equivalent spell development level).

VARIANCE | CRAFTING MAGIC ITEMS

Feats

Feats that relate to combat or spellcasting can be adapted to make additional use of the options described in this handbook. These adapted feats (with changes highlighted in bold), as well as eleven new feats, are described below. There is also an additional variant option for gaining feats.

Adapted Feats

Attentive

Always aware of your surroundings, you gain the following benefits:

  • When rolling initiative you gain a +5 bonus.
  • You can only be surprised if you are unconscious.
  • A creature attacking you does not gain advantage from being hidden from you, or unseen by you, or from teleporting to attack you.
    • When you use the Ready action to prepare an Attack action and have the Extra Attack feature, you may also make those extra attacks as part of the attack. Any attack ability that usually applies once per turn may only apply once per round.

Deflector

Prerequisite: Dexterity 13 or higher

When you are wielding a finesse weapon which you are proficient with, you gain an additional defense die on your turn.

Powerful Attacker

You’ve mastered wielding unwieldy weapons, using weight and momentum to empower your strikes. You gain the following benefits:

  • Any time your attack reduces a creature to 0 hit points, any excess damage from that attack may carry over to another creature within reach which has the same AC or less. If the remaining damage likewise reduces that creature to 0 hit points, repeat this process, carrying over the remaining damage until there are no valid targets, or until the damage carried over fails to reduce a creature to 0 hit points.
  • You gain proficiency with the Cleaving Swing maneuver and do not have to spend exertion to activate it.
  • Before you make an attack with a heavy weapon you are proficient with, you can choose to take a penalty on the attack roll, up to your proficiency bonus. If that attack hits, you deal extra damage equal to double that amount.

Spellbreaker

You have learned specialized techniques to fight against magic users more effectively. You gain the following benefits:

  • You gain proficiency with the Purge Magic maneuver and do not have to spend exertion to activate it.
  • When a creature within 5 feet of you begins casting a spell, you can use your reaction to make a melee weapon attack against that creature, potentially disrupting the spell.
  • If you are not in melee (i.e. no opponents within 5 feet of you) and a creature further than 5 feet from you begins casting a spell, you can use your reaction to make a ranged attack against that creature, potentially disrupting the spell.
  • When a creature concentrating on a spell (or concentrating on casting a spell) is damaged by you, it has disadvantage on its concentration check to maintain its concentration. This includes saving throws against having a spell disrupted.
  • You have advantage on saving throws made against spells cast within 30 feet of you.

Fortunate

Fate seems to smile on you when you need it most.

You gain 1 fate point. Whenever you make an attack roll, ability check, or saving throw and do not have disadvantage, you may spend a fate point to roll an additional d20 and choose whichever result you wish. You may do this after the initial roll has occurred, but before the outcome is known. If you have disadvantage, you may instead spend a fate point to choose one of the d20 rolls and reroll it.

Alternatively, when you are attacked, you may choose to spend a fate point to force the attacking creature to reroll the attack. The creature resolves the attack with the result you choose.

If you roll a natural 1 or 20 on the roll made when you spend a fate point, then you regain the fate point.

Otherwise, you regain the expended fate point when you finish a long rest.

VARIANCE | FEATS

Deadeye

Prerequisite: 8th level or higher

You’ve honed your skill with ranged weapons to a razor’s edge. You gain the following benefits:

  • You gain proficiency with the Farshot Stance and Ricochet maneuvers, and do not have to spend exertion to activate them.

  • When you use the Ready action to prepare an Attack action for when creatures move in your line of sight and you have the Extra Attack feature, you may make those Extra Attacks too and trigger each attack separately. Any attack ability that usually applies once per turn may only apply once per round.

  • Before you make an attack with a ranged weapon you are proficient with, you can choose to take a penalty on the attack roll, up to your proficiency bonus. If that attack hits, you deal extra damage equal to double that amount. This extra damage does not double on a critical hit.

  • You ignore half cover and and treat three-quarters cover as half cover when making a ranged weapon attack.

Power Caster

Prerequisite: The ability to cast at least one spell

You have advanced offensive capabilities with certain kinds of spells, gaining the following benefits:

  • The range is doubled for any spell you cast that requires a spell attack roll.
  • You ignore half cover and and treat three-quarters cover as half cover when making a ranged spell attack.
  • When you use the Ready action to prepare a ranged spell attack for when creatures move in your line of sight, you may also use your bonus action to Ready a second ranged spell attack, so long as it has a casting time of a bonus action and one of the spells is a cantrip.
  • Choose one cantrip that requires an attack roll. The cantrip must be from the bard, cleric, druid, herald, sorcerer, warlock, or wizard spell list. You learn this cantrip and your spellcasting ability for it depends on the spell list you chose from: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock..

Battle Caster

Prerequisite: The ability to cast at least one spell of 1st-level or higher

You have learned to wield magic effectively even in the chaos of combat. You gain the following benefits:

  • You gain a 1d6 expertise die on concentration checks to maintain spells you have cast. This includes saving throws against having a spell disrupted.
  • You don't provoke an opportunity attack when casting a spell with a casting time of 1 action, even if its range is more than 15 ft.
  • You can perform the seen components of your spells while using a weapon or shield with your hands.
  • Instead of making an opportunity attack with a weapon, you may use your reaction to cast a spell with a casting time of 1 action (or 1 bonus action) at the creature instead. The spell must be one that only targets that creature.
VARIANCE | FEATS

New Feats

Aim Under Pressure

Thanks to extensive practice with making ranged attacks under close pressure, you gain the following benefits:

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack or ranged spell attack rolls.
  • You don't provoke an opportunity attack when making a ranged attack or ranged spell attack.
  • Having the frightened or poisoned conditions doesn’t impose disadvantage on your ranged attack or ranged spell attack rolls, or on your casting rolls.

Dynamic Duelist

When your expertise die (or defense die) turns a successful melee attack into a miss, you can use your reaction to make a melee attack back at that attacker, adding an expertise die to your attack roll. If you made your defense roll as a reaction (e.g. Evasive fighting style), you make this attack as part of same reaction.

Mental Expertise

Through extensive training, you are an expert in focusing your mind. You gain the following benefits:

  • When you are subjected to an effect that allows you to make an Intelligence, Wisdom, or Charisma saving throw, you may add an expertise die to your roll for that save.
  • When you are subjected to any effect aiming to read or alter your mind or senses, including any effect that allows you to make an Intelligence, Wisdom, or Charisma saving throw, you can make a DC 10 Arcana check (your choice of Intelligence, Wisdom, or Charisma) to identify the effect and, if successful, a repeat Arcana check (your choice of Intelligence, Wisdom, or Charisma) to identify the source. You don't need to use your reaction to do this.
  • When you make a casting roll, you may use your reaction or bonus action to spend a Hit Die and add its roll to your casting roll (the Hit Die size is always d6). You must use this ability before the saving throw roll is rolled.
VARIANCE | FEATS

Mental Resilience

Accustomed to pushing through mental adversity, you gain the following benefits:

  • When you are subjected to an effect that allows you to make an Intelligence, Wisdom, or Charisma saving throw, you may use your reaction to spend a Hit Die and add it to your roll for that save. You may use this reaction after you see the saving throw roll, potentially making a failed saving throw into a success (or changing the degree of success).
  • When you are subject to an ongoing condition as a result of a failed Intelligence, Wisdom, or Charisma saving throw, you may take a level of fatigue and end that condition as if you had succeeded in the saving throw.

Physical Resilience

Accustomed to pushing through physical adversity, you gain the following benefits:

  • When you are subjected to an effect that allows you to make a Strength, Dexterity, or Constitution saving throw, you may use your reaction to spend a Hit Die and add it to your roll for that save. You may use this reaction after you see the saving throw roll, potentially making a failed saving throw into a success (or changing the degree of success).
  • When you are subject to an ongoing condition as a result of a failed Strength, Dexterity, or Constitution saving throw, you may take a level of fatigue and end that condition as if you had succeeded in the saving throw.

Shield Expertise

Prerequisite: Shield proficiency

Through extensive training, you have developed expertise in the defensive use of a shield. You gain the following benefits when you have a shield donned:

  • You can use your defense dice even when attacked with a ranged attack or ranged spell attack.
  • When another creature attacks you (whether melee, ranged or spell attack), you may use your reaction to add an expertise die to your AC for that attack.
  • When you are subjected to an effect that allows you to make a Strength, Dexterity, or Constitution saving throw to avoid or reduce an effect when it first occurs, you may add an expertise die to your roll for that save.
VARIANCE | FEATS

Spontaneous Caster (Origin: Atsur)

Prerequisite: The ability to cast at least one spell

Once per long rest, you can try to cast a spell that you don’t know. The spell must be from a spell level and list that you have access to, and must be 5th level or lower. Expend a spell slot of that level or higher and when the casting duration is complete, make a spellcasting check (DC of 10 plus the spell’s level; adding your spell attack bonus to the roll).

If you succeed, you cast the spell normally (you may not use metamagic options with this spell). If you fail, the spell is not cast and you instead cast a random cantrip, with a random target, from your class spell list. Alternatively, you may wish to use a "wild magic" table for failed attempts.

Versatile Caster

Prerequisite: The ability to cast at least one spell

You have an exceptionally breadth of spellcasting knowledge:

  • You know and can prepare 1 extra spell. The spell must be from a level and spell list that you have access to, and must be 5th level or lower. You may change your choice of spell after you finish a long rest.
  • You have advantage on Arcana checks related to spellcasting, including identification of a spell as it's being cast.

Vigilant

Prerequisite: Extra Attack class feature (or Thirsting Blade invocation)

Accustomed to the organized chaos of melee combat, you have developed a keen sense of combat awareness and can take advantage of opportunities that others may miss. Once during a round:

  • You may take an additional reaction.
  • Or you may gain an additional defense die.
  • Or if at the start of your turn you've not been attacked or targeted since your last turn, you may make an additional melee attack (against a creature in reach at that time).

You can use this feature a number of times equal to your proficiency bonus. You regain any expended uses when you finish a long rest.

VARIANCE | FEATS

Weapon Expertise

Through extensive training, you have developed expertise in a specific weapon. Choose a weapon that you have proficiency with or choose Unarmed Strikes. You may change your choice when you gain a level in a martial class. You gain the following benefits while you are wielding that weapon (or unarmed if unarmed expertise):

  • When you roll to attack with that weapon (or the Unarmed Strike), you can use your reaction to add an expertise die to the attack roll. You must use this ability before you make the attack roll.
  • When you successfully hit with that weapon (or the Unarmed Strike), you can use your reaction to add your proficiency bonus to the damage.
  • When another creature attacks you (whether melee, ranged or spell attack), you can use your reaction to add an expertise die to your AC for that attack.

Weapon Mastery

You have developed mastery of a specific weapon. Choose a weapon that you have proficiency with or choose Unarmed Strikes. You may change your choice when you gain a level in a martial class. You gain the following benefits while you are wielding that weapon (or unarmed if unarmed expertise):

  • You gain a +1 to your attack bonus, AC, and damage.
  • You have proficiency in Performance and Intimidation checks with that weapon (or unarmed if unarmed expertise) and may use Strength or Dexterity instead of Charisma for the check.

Additional Feat Options

Gaining Feats

At certain levels, your class gives you the Ability Score Improvement feature. With the standard feats option, you can forgo taking that feature to take a feat of your choice instead. However, with an expanding list of interesting feat options, it is very tempting to always choose the feat over the Ability Score Improvement feature, leading to minimal ability score progression over the game.

You may instead wish to use a variant of the Ability Score Improvement feature. At each level where your class gives you the Ability Score Improvement feature, you increase just one ability score of your choice by 1 but also take a feat of your choice. To balance this, you may wish to omit the initial ability score bonuses from background.

VARIANCE | FEATS

Part 3

Experimental Options

VARIANCE | PART 3

Appendix A: Variant Sorcerer

The appendices in this third part of the handbook describe some more experimental options - the "unearthed arcana" of this Tome.

The underlying mechanical detail is a bit more exposed and the language a bit less polished. They have been included for those who like to try something a bit more experimental, with rough edges that may still evolve significantly. They are peripheral options, so have been separated out into these experimental appendices.

This first appendix introduces two new variants on spellcasting, designed to reflect the more innate nature of a sorcerer's magic, and the physical strain associated with that. Common to both is a different approach to spellcasting ability and a move away from spell slots to a system more grounded in the sorcerer's own health resources and constitution. However the two variants use very different approaches to the mechanics of such a magic system.

Spellcasting

You have an innate connection to raw arcane power that you can channel from within, or from the world around you. You tap that power to craft your magic, limited less by supply, and more by the strain of opening and controlling this font of arcane energy that fuels your spells.

Spellcasting Ability

While Charisma works well for bards as a spellcasting ability that's tied to social interaction, Intelligence appears a better fit for a warlock, and Wisdom for a paladin.

With these variant sorcerers, Constitution is your primary ability for control and supply of your magic, since your access to magic relies on your ability to cope with the raw energy that you tap. You use your Constitution when making casting rolls (for the Innate variant), or depend on it to hold on to the power you draw to fuel a spell (for the Channeler variant). Sometimes maintaining control of that arcane energy comes at a physical cost, taking a toll on your HD or hp.

However, you don't necessarily use your Constitution as your spellcasting ability. This depends on the nature of the spell you are casting. Sorcerers rely on their natural talents and have more affinity for spells that match those talents. Whenever a spell refers to your spellcasting ability, you use the ability that matches the spell save ability. For a spell attack, you choose any ability that you can use for a non-spell attack (usually Strength or Dexterity).

Spell save DC = 8 + your proficiency bonus +
your modifier for the save ability

Spell attack modifier = your proficiency bonus + the ability modifier you use for non-spell attacks

Variant Spellcasting (Replaces Spell Slots)

The variant sorcerers presented here don't use spell slots. Their use of spells is more fluid, although it's still a resource that becomes increasingly limited until restored with rest. The system used differs significantly between the two variants and is their defining feature, as described below.

Innate Variant

For the Innate variant sorcerer, your casting rolls (page 11) determine the number of spells you cast in a day. You use Constitution as your spellcasting ability score. If your casting roll succeeds, the spell is cast. If it fails, the spell fails and you can't attempt any further spells until you finish a short rest. On a heavy or critical failure, you can't attempt any further spells until you finish a long rest. You may use these options with or without other Degree of Success effects (page 12).

Each time you cast a spell, you get a cumulative -1 modifier to your casting roll. This resets when you finish a long rest. So if you've already cast 3 spells that day, you make your next casting roll with a -3 penalty. With this system, spells of your current level rapidly risk a failed roll and no further casting. A 5th level sorcerer may have a 75% chance of casting Fireball but is unlikely to succeed more than twice in a day, even if they cast no other spells. Low level spells are much more reliable, until the -1 modifiers add up.

You can overcome bad rolls by drawing on your own health energy. You may spend any number of Hit Dice to increase the roll (Hit Dice always count as d6s, even if you have larger Hit Dice available), or you can take a level of exhaustion to reroll.

VARIANCE | APPENDIX A

Channeler Variant

For the Channeler variant sorcerer, a sorcerer spell points system (such as the official fifth edition optional rule) determines the number of spells you cast in a day (the LU: A5E warlock spell points system provides less spell points). However, you don't have immediate access to the arcane energy, or mana, that fuels those spell points. Instead you can hold a small mana reservoir but need to draw more energy to cast larger spells. This mana comes from a Source to which you have a deep innate connection, whether elemental, natural or supernatural.

Drawing Mana. From 1st level, you are able to tap your Mana Source to channel arcane energy for your spells.

Tapping Mana. As a bonus action on your turn, you may tap mana from your Source, gaining mana up to the highest level of sorcerer spell you know. So a 5th level sorcerer who has access to 3rd level spells may tap up to 3 mana.

Gathering Mana. When you take the Cast a Spell action, you may Gather mana instead. This gains you mana up to the highest level of sorcerer spell you know plus your proficiency bonus. So the same 5th level sorcerer may gather up to 3 + 3 = 6 mana.

Heroic Effort. At any time, you may draw on your own health energy by spending a Hit Die to gain mana equal to that roll.

Mana Pool

The maximum mana you can channel before completing a long rest is determined by the pool of spell points available for your sorcerer level, where each mana is a spell point and the maximum pool increases from around 4 at 1st level to around 133 at 20th level (if using the official fifth edition option).

Mana Reservoir

You can safely hold mana equal to the highest level of sorcerer spell you know, without needing control. This is known as your mana reservoir.

Controlling Mana. When you end your turn holding more mana than your reservoir, you may choose to release the excess (still counts to your daily maximum), or to try to keep hold of it by making a Constitution saving throw. The DC equals 10 plus the excess mana and a natural 1 is always a failure. If you fail this check, you lose all the mana you were holding and are unable to channel more until you finish a short rest.

Mana Burn. When you fail a Constitution saving throw to control excess mana, you may spend hit points or Hit Dice to add to that roll, potentially making the failed saving throw into a success. Or you may take a level of fatigue to reroll.

Mana Stores. Some rare magic items may function as mana stores, increasing your mana reservoir.

Casting Spells

You spend mana to cast spells, again using the spell points system, where each mana is a spell point and costs increase from e.g. 2 spell points for a 1st level spell to 13 spell points for a 9th level one.

Life Energy Alternative

You can adapt the Channeler sorcerer to use a life energy Source. Life energy may be channeled sustainably (preservation magic) or drained unsustainably (defiling magic). For this adaptation, Tapping Mana is sustainable but Gathering Mana becomes an alternative bonus action with a life energy cost (hp lost for each mana gained). This may be voluntary, with hp split evenly between yourself and any number of willing allies. Or it may be involuntary, with hp split evenly amongst all creatures within 30 ft who fail a Constitution save with DC equal to 10 + your proficiency bonus + your Constitution modifier (if all creatures save, no mana is drawn).

Other Class Features

All other features for these sorcerer variants are shared with the standard sorcerer (A5ESRD: Classes), except Flexible Casting.

Tapping Reserves (Replaces Flexible Casting)

Since you don't use spell slots, Flexible Casting can't be used to generate sorcery points. This is replaced with Tapping Reserves. As a bonus action on your turn, you can spend a Hit Die to gain 1d6 sorcery points

VARIANCE | APPENDIX A

Appendix B: Blinkstep Rogue

Although this Tome focuses more on general rules than on classes etc, the variant sorcerers explore new spellcasting mechanics and this rogue subclass explores a melee teleporter (page 18), fulfilling the archetype of a rogue who uses magic to get in and out of impossible situations.

The Blinkstep Rogue

Some rogues augment their stealth and agility with magic, using tricks of movement and illusion. These might include street hustlers and burglars, but also mischief-makers, covert operators and, of course, adventurers.

Spellcasting

At 3rd level, you acquire the ability to cast spells.

Cantrips. You know three cantrips of your choice from the wizard spell list, two of which must be transmutation or illusion spells. You learn another at 10th level.

Spell Slots. The Blinkstep Rogue Spellcasting table shows how many spell slots you have. To cast a spell, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher. You know three 1st-level spells of your choice from the wizard spell list, two of which must be transmutation and illusion spells.

The Spells Known column of the Blinkstep Rogue Spellcasting table shows when you learn more wizard spells. Each must be a transmutation or illusion spell, at a level for which you have spell slots. The spells you learn at 8th, 14th & 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell from the wizard spell list, at a level for which you have spell slots. the new spell must be a transmutation or illusion spell, unless it's replacing the spell from any school of magic that you gained at 3rd, 8th, 14th, or 20th level.

You learn additional spells with some of your Roguish Archetype features. You may cast these a set number of times without expending spell slots or spell components and without requiring a casting roll (page 11), but may also cast them with a spell slot if available.

Spellcasting Ability. Intelligence is the spellcasting ability for your wizard spells:

Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier

Spell attack modifier = your proficiency bonus +
your Intelligence modifier

Unearthly Step

Starting at 3rd level, you can cast Misty Step with this feature a number of times equal to your proficiency bonus. You regain these uses when you finish a long rest.

At 9th Level, when an attacker that you can see deals damage to you, you can use your reaction to move up to

15’ away and and the damage dealt is halved.

At 13th level, you can cast Misty Step at will, as if it were a cantrip for you.

Rogue Magic

Starting from 3rd level, in addition to your Blinkstep Rogue spells and Unearthly Step, you learn a Rogue Magic spell. You may cast this spell once with this feature and regain the ability to do so when you finish a long rest. Doing so doesn't require spell components and doesn't expend a spell slot. At 9th level and 13th level, you learn an additional Rogue Magic spell that you may cast instead.

At 3rd level, choose one Rogue Magic spell from the following list: blur, invisibility, or pass without trace.

At 9th level, choose another Rogue Magic spell, either: blink, gaseous form, or haste.

At 13th level, choose a third Rogue Magic spell, either: dimension door, etherealness, or greater invisibility.

Blinkstep

At 17th level, you gain the ability to teleport at will. You may use any of your movement to teleport that distance instead, including breaking up teleportation before and after your actions or between attacks. Movement while teleporting does not provoke opportunity attacks and you may move through objects and creatures, so long as you can see the location that you are teleporting to.

You may also use your reaction to move up to 15’ at any time. Any damage being dealt to you at the time is halved.

Blinkstep Rogue Spellcasting
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
VARIANCE | APPENDIX B

Appendix C: Character Creation & Progression

Some of the options here increase flexibility in character creation and progression to allow greater customization of your character. Others are experimental options aiming to improve balance or simplify mechanics. These options add to those of LU: A5E and recent fifth edition sourcebooks.

Customizing Ability Scores

Allowing customization of ability scores across a wider range can better represent a player's strengths and weaknesses, although there may be a temptation to over-optimize. If you want to enable a wider range, without trusting to a dice roll, you can use a system that aims to match the distribution of scores to what you might expect from balanced rolling. Two such systems are shown below. For either, you may wish to restrict just how wide a range is available (e.g. 6 to 16).

Paired Scores

Here you may choose any advantageous score, so long as you match it with a disadvantageous score that is at least as rare. The standard "best-3-of-4d6" roll has a skewed distribution, so the average (mean) roll is just over 12 (rather than the central 10.5 of a straight 3d6 roll) and 12 is also the middle (median) roll. Matched probabilities are listed in the table below. Your character starts with 12 in all six ability scores and you may replace a 12 with any higher number, so long as you replace a different 12 with the matched lower number.

Best-3-of-4d6 Distribution

Selected Score Probability of rolling this, or higher Matched Score Probability of rolling this, or lower
18 1.6% 5 1.2%
17 5.8% 7 5.7%
16 13.0% 8 10.5%
15 23.1% 9 17.5%
14 35.5% 10 26.9%
13 48.8% 11 38.3%

3d6 Distribution

Since the additional flexibility allows additional optimization, you may find a "best-3-of-4d6" distribution too generous. Here is the equivalent table for a straight 3d6 distribution.

Selected Score Probability of rolling this, or higher Matched Score Probability of rolling this, or lower
18 0.5% 3 0.5%
17 1.9% 4 1.9%
16 4.6% 5 4.6%
15 9.3% 6 9.3%
14 16.2% 7 16.2%
13 25.9% 8 25.9%
12 37.5% 9 37.5%
11 50% 10 50%

Points System

If you want even more flexibility, you can use a points system across the six ability scores, rather than having to use matched pairs. The points system described here bases the difference from one score to the next on the difference in probably of rolling that high (or low) if 4d6 were used.

The cost for any given ability score value is listed in the table below, with a 12 as no cost. You may choose any six ability score values such that the total cost is 0 or less.

Best-3-of-4d6 Distribution

Score Cost
3 -28
4 -21
5 -16
6 -12
7 -9
8 -7
9 -5
10 -3
Score Cost
11 -1
12 0
13 +1
14 +2
15 +4
16 +7
17 +10
18 +16

(The underlying model uses a log transformation of the proportional difference in probability of achieving at least that value (either per step or from median). Log(1.26) scales the minimum change (12 to 13) to 1. Rounded points were then subjectively rationalized between the cumulative points per step and exact points from the median.)

VARIANCE | APPENDIX C

3d6 Distribution

Score Cost
3 -42
4 -30
5 -22
6 -16
7 -11
8 -7
9 -4
10 -1
Score Cost
11 +1
12 +4
13 +7
14 +11
15 +16
16 +22
17 +30
18 +42

    (Here, log(1.12) scales the minimum change (10 to 11) to 2, which is needed to allow the central value of 10.5 to be "0".)

Saving Throw Proficiencies

With this option, players may choose their own saving throw proficiencies, to reflect that their character's focus in training may differ from others within the same class (whether due to their archetype or their individual character).

Choose one of Dexterity, Constitution, or Wisdom, and one of Strength, Intelligence, or Charisma. Since this reflects your training focus, you may only choose ability scores that are 13 or higher.

As an additional option to allow that focus to change over time, you may change one selection whenever you have the Ability Score Improvement feature from gaining a level.

For campaigns with a more epic feel, or to improve balance, especially at higher levels, you may wish to use half-proficiency for all other saves.

Four Ability Scores

This very unorthodox experimental option reduces the six ability scores to just four, but is not quite as radical as it initially sounds.

Constitution is removed and its use replaced by Strength (except concentration checks, which use your spell modifier).

Charisma is also removed and its skills are distributed amongst the four remaining stats:

  • Deception moves to Intelligence,
  • Intimidation to Strength,
  • Performance to Dexterity,
  • and Persuasion to Wisdom.

For spellcasters that previously used Charisma:

  • Warlocks use Intelligence,
  • Paladins use Wisdom,
  • while Bards and Sorcerers may choose either.

Charisma and Intelligence saves both now use Wisdom and you gain just one save proficiency from your class, either Strength (including Constitution), Dexterity or Wisdom (including Intelligence & Charisma). The same

could apply for monsters but it's easier to use existing stat blocks.

Overall, this change aims to improve balance between the scores and involve more classes in relevant social challenges.

Intelligence Proficiencies

With this common variant, added here for convenience, you start with an additional number of tool or language proficiencies equal to your Intelligence modifier.

Training & Versatility

As you progress through your levels, your interests, focuses and specializations progress and may shift and evolve. To reflect this, during downtime after you gain a level, you may gain a half-proficiency in a skill (half proficiency bonus), language (limited communication) or tool (half proficiency bonus; also advantage if at least half-proficient in the relevant skill) of your choice. If you already have half-proficiency, you gain full proficiency.

Subclass Flexibility

You may change subclass whenever you gain the subclass feature. You gain the first subclass feature(s) of the new subclass. If you return to a subclass, you continue from the last feature you received.

Multiclassing Commitment

Consider requiring a minimum number of levels (somewhere between 2 and 5) in a class for these to be kept if a character then gains levels in another class.

Simplified XP

A simplified method for awarding XP, derived from a post by Acromir. Any time the party overcomes a challenge, whether combat, exploration, social, or even crafting, simply decide on the difficulty: Easy, Medium, Hard, or Deadly and award each player a standard XP amount, defined by the party's average level. Appropriate tables of XP, level and difficulty can be found in the fifth edition sourcebooks or you can adapt your own from the LU: A5E combat encounter difficulty guidelines (A5ESRD: Encounter Design).

If different players contributed significantly more or less, or had more or less challenge / risk, you can choose to award individually.

VARIANCE | APPENDIX C

Part 4

Archive

VARIANCE | PART 4

The Archive

As this Tome evolves, some of the original options are being retired to this archive. They remain popular in the feedback and the modular nature of the Tome means that you can always still use them in place of the newer options. However they're being separated out into this archive to simplify the organization of the main Tome around their newer replacements.

Variant Defense

This variant was the original defense option in previous editions of the Tome, before the Defense Dice option replaced it. Instead of using a supply of defensive dice, a constant defensive bonus (your proficiency bonus) is added to your AC. A slightly bigger correction factor is needed for this (-4 as opposed to the -2 with defense dice).

So a level 6 fighter (proficiency bonus of +3), with a Dexterity of 14 (ability modifier of +2), and wearing breastplate armor (base AC 14), has a AC of 14 +2 +3 -4 = 15.

At lower levels, this will slightly increase the chance of being hit (and the chance of higher damage from degree of success). While at higher levels, the chance will slightly decrease. These effects balance well with the Gritty Progression option (page 8), so the options are best used together.

If you choose to use this variant, you may wish to use a previous edition of the Tome (e.g. v2.0), which is organized around this as a core feature.

Defense Proficiency Dice

A hybrid variant of the Defense and Defense Dice options is to use a defense proficiency die for the defense proficiency bonus. Players roll this proficiency die when defending, instead of applying the fixed proficiency bonus to their AC (the fixed -4 correction factor is still used).

Rolling your chance to influence an attack (and, with degree of success, its damage) allows players to feel more involved outside of their own turn and drove the popularity of this variant, as well as the development of the subsequent Defense Dice option.

Note that if an attack is being made against you with advantage or disadvantage, that only affects the d20 attack roll and not your defense proficiency die roll.

Defense Proficiency Dice
Level Proficiency Bonus Defense Proficiency Die
0-4 +2 d4
5-8 +3 d6
9-12 +4 d8
13-16 +5 d10
17-20 +6 d12

Offense-Defense Balance

If you're using one of these archive defense variants, this archive version of the offense-defense balance option uses proficiency bonus rather than defense dice:

Defense

When taking the Attack action with a melee weapon, for every 2 proficiency bonus points sacrificed from attack bonus, add 1 to your AC, until your next turn.

Offense

Or, visa versa, when taking the Attack action with a melee weapon, for every 2 proficiency bonus points sacrificed from AC (Defense option), add 1 to your attack bonus for melee attacks, until your next turn.

Using Defense Proficiency Dice

When you take the Attack action with a melee weapon, you may omit your proficiency bonus/dice for all attacks until the start of your next turn, to have advantage on defense proficiency die rolls during that time. Conversely, the first time you're attacked outside your turn, you may omit your defense proficiency dice until the end of your next turn to have advantage on melee attack proficiency die rolls during that time.

VARIANCE | ARCHIVE

Limited Defense

There are situations where an individual can’t defend to their full ability, and you may wish the defensive proficiency bonus to reflect this:

  • Defender unable to use weapon / shield (e.g. arms bound): Adjust AC by removing bonuses from the shield (and/or weapon) and their proficiency bonus (Defense option).
  • Defender unable to move freely (e.g. legs bound): Attacker rolls with advantage as per standard rules. Also remove any (positive) Dexterity bonus from defender's AC.
  • Defender unable to move body / react (e.g. restrained or stunned): Both of the above apply.
  • Defender fully immobilized (e.g. paralyzed or unconscious): All of the above apply plus any attack at a range of 5 ft or less is automatically a critical hit.
  • A defender who actively ignores a melee attacker is treated as restrained for that attack.

Monsters

As with defense dice, these defense variants are intended for player characters and nonplayer characters who have levels, as opposed to monsters who don't.

However, if you do want to use defense for monsters, use the same -4 correction factor, leading to the AC adjustment in the table below. Although proficiency dice can be used for monsters, it is easier and faster for the DM to use the fixed proficiency bonuses for monsters.

Monster AC by Challenge Rating
CR Proficiency Bonus AC Adjustment
0-4 +2 -2
5-8 +3 -1
9-12 +4 no change
13-16 +5 +1
17-20 +6 +2
21-24 +7 +3
25-28 +8 +4
29-30 +9 +5

Alternative Degree of Success Tables for Combat

Roll Standard Consistent Simplified Reduced DR* Armor Halves
Critical Fail (10-) Fumble Fumble Fumble Fumble Fumble Fumble
Heavy Failure (5-) (Miss) Miss (Miss) (Miss) (Miss) (Miss)
Failure (1-) Miss Weak Strike - quarter damage Miss Miss Miss Miss
Marginal (0) Glancing Blow - half damage Glancing Blow - half damage Weak Strike - quarter damage Weak Strike - quarter damage Glancing Blow - half damage minus DR* Glancing Blow - half damage
Success (1+) Hit - usual damage Hit - usual damage Glancing Blow - half damage Glancing Blow - half damage Hit - usual damage minus DR* Hit - half damage if light armor or better
Strong Success (5+) Strong Hit - damage rolled with advantage Strong Hit - damage rolled with advantage Hit - usual damage Hit - usual damage Hit - usual damage Hit - half damage if medium armor or better
Critical Success (10+) Critical Hit - maximum damage Critical Hit - maximum damage Critical Hit - maximum damage Strong Hit - damage with advantage; use maximum if natural 20 Critical Hit - maximum damage Hit - half damage if heavy armor
VARIANCE | ARCHIVE

Additional Options When Not Using Defense Dice

These archived options were no longer required when defense dice became a core option. If you're not using defense dice, whether you're using a different defense variant or not, then these options may have a role.

Leaving Yourself Open

Your pool of defense dice reflect the actions you took, with certain actions limiting your ability to defend yourself. If you are not using defense dice, you may want to expand the Leaving Yourself Open situations (page 14) to include some actions that would provoke an opportunity attack in melee:

  • Casting a spell with a casting time of more than 1 action, or a casting time of 1 action if the range is more than 15 ft
  • Making a ranged attack
  • Any action that actively ignores your opponent

Defensive Feats

A number of feats within this Tome make use of defense dice. If you are not using defense dice, then those feats instead add an expertise bonus to your AC for one attack before your next turn.

Being Outnumbered

It's harder to defend against an opponent if you also need to pay attention to other potential assailants.

The Help action and abilities like Pack Tactics can partially represent this, as can optional flanking rules. Defense dice provide an alternative to flanking: the number of rolls / dice are limited and represent how you divide your defensive focus). However, two other simple alternatives are suggested here if you're not using the defense rolls or defense dice options.

A melee group is a group where each creature is within reach of at least one opponent in the group.

Variant 1: Advantage

If during an attacker's turn, their side outnumbers the opponents by at least 2:1 in that melee group (so at least double as many attackers as opponents), then the attacker has advantage on attack rolls against those opponents.

Variant 2: Attack Bonus Modifier

This variant uses attack bonus modifiers rather than advantage. If during an attacker's turn, their side outnumbers the opponents in that melee group, then the attacker gains a +1 to their attack bonus against those opponents. If their side outnumbers the opponents by 2:1, they gain +2 instead. If they outnumber the opponents by 3:1, they gain +3, and so on up to a maximum of +5.

Gritty Spell Success Table

The original version of the casting option had some differences, including a grittier degree of success table. If your campaign setting has rarer, less reliable magic, then you may still wish to use this previous version:

Roll Spells with a Target Other Spells
Critical Failure (10-) Critical Misfire: switch target to you, or from you to a random target. You can’t cast further spells of that level or higher until you finish a short or long rest Critical Surge: you, and others within 30 ft, take 1d6 force damage for each level of the spell. You can’t cast further spells of that level or higher until you finish a short or long rest
Heavy Failure (5-) Misfire: switch to a random other target Surge: take 1d4 force damage for each level of the spell
Failure (1-) Fizzles Fizzles
Marginal (0) Very odd appearance. Disadvantage on spell attack roll. Advantage on saves against spell Very odd appearance. Disadvantage on spell attack roll. Advantage on saves against spell
Success (1+) Acceptable appearance Acceptable appearance
Strong Success (5+) Appears exactly as described Appears exactly as described
Critical Success (10+) Perfect. You may cause any one roll within the spell to be rerolled, replacing the original roll Perfect. You may cause any one roll within the spell to be rerolled, replacing the original roll
VARIANCE | ARCHIVE

Rolling Success & 3d20

Degree of success uses steps of +/- 5 to split success and failure into a spectrum from critical success through to critical failure. Steps of +/- 5 are easy to work with in-game and if you want to test out the math to see the chance of each result, that's easy to calculate (tables below).

Two other systems were playtested that involved rolling the degree of success. Each was initially very popular with some groups but then fell out of use. This was partly due to the additional rolls required and partly because effects that apply modifiers after a roll are more easily calculated with a single dice.

For those still using either variant, or interested in the math and mechanics underlying them, here's an in-depth look at the performance characteristics of the various degree of success methods.

Variant 1: Rolling Success

"Rolling Success" was a variant that used a second roll instead of counting +/- 5. Simply roll again after a success: a second success is a strong success; and if the second roll is also higher than the first, then it's a critical success. Likewise roll again after a fail: a second fail is a heavy failure; and if the second roll is also lower, then it's a critical failure. An exact roll is marginal (no second roll needed).

Main Roll Second Roll Outcome
Fail Lower Critical Failure
Fail Fail Heavy Failure
Fail Succeed Failure
Exact roll - Marginal
Succeed Fail Success
Succeed Succeed Strong Success
Succeed Higher Critical Success

Advantage & Disadvantage

If rolling with advantage or disadvantage, or with any reroll effect, these only apply to the main roll. You then make a single Rolling Success roll to determine degree of success (unless already a marginal success). If the main roll was with advantage, then use the most helpful main dice roll when comparing for critical success or failure. If the main roll was with disadvantage, then use the least helpful main dice roll.

"Rolling Success" is readily interchangeable with the steps of +/- 5 option, fits the fifth edition aesthetic, and was popular with some playtest groups.

Variant 2: 3d20

"3d20" is a second variant where three d20s are rolled instead. The majority roll determines success or failure. Strong success if all three succeed and a critical success if any of those is a natural 20. Heavy failure if all three fail and a critical failure if any of those are a natural 1. A marginal result occurs when there is a simple success (two of three d20s succeed) but at least one roll is exact.

Roll Also Outcome
(--+ A natural 1 Critical Failure)
--- A natural 1 Critical Failure
--- Heavy Failure
--+ Fail Failure
-++ An exact roll Marginal
-++ Success
+++ Strong Success
+++ A natural 20 Critical Success
(-++ A natural 20 Critical Success)

Advantage & Disadvantage

If rolling with advantage or disadvantage, simply roll four d20s and remove the lowest (advantage) or highest (disadvantage) roll. For any reroll effect, you may choose to reroll all the dice, or to reroll just one dice of your choice.

Some playtest groups liked the more reliable outcome of a "two out of three" rolling system for skill checks but it was less popular for combat. If you do want that reliability for skill checks, a simpler approach is to replace the standard d20 roll with 2d10 or 3d6.

Comparing Probabilities

In the charts on the next page, Rolling Success and 3d20 are compared with the standard option (steps of +/- 5) across the full range of target values for a d20 roll (this range is wider than you're likely to encounter, since bounded accuracy keeps the target "to hit" value of most rolls somewhere around a 9 on a d20). The second chart shows the effect of also using a natural 1 or 20 as a critical failure or success for the steps of +/- 5 or Rolling Success systems, or for including criticals that occurs with a split result (- - + fail or - + + success) when using the 3d20 system.

The correlation between steps of +/- 5 and Rolling Success is very good, especially at less extreme target rolls.

Treating a natural 1 or 20 as a critical failure or success only has a small effect when using steps of +/- 5, ensuring

VARIANCE | ARCHIVE

that there is always at least a 5% chance of these but not otherwise affecting the odds. It has a larger effect for Rolling Success as it raises the chance of a critical failure or success by 5% at every target value, making these too frequent at common target values such as 9.

3d20 has a less linear scaling than the other two methods and critical failure or success is too infrequent if limited to - - - or + + + rolls, so it's better to include - - + or - + + rolls as well.

Conclusion

Steps of +/- 5, with the addition of a natural 1 or 20 as a critical failure or success, is recommended as the main variant. Rolling Success (best used without an additional effect from a natural 1 or 20) and 3d20 (with criticals as above), are workable alternatives but are no longer recommended.

If No Additional Effect From a Natural 1 or 20
Target 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ 11+ 12+ 13+ 14+ 15+ 16+ 17+ 18+ 19+ 20
Steps +/- 5
Critical Hit % 50 45 40 35 30 25 20 15 10 5 0 0 0 0 0 0 0 0 0 0
Strong Hit % 25 25 25 25 25 25 25 25 25 25 25 20 15 10 5 0 0 0 0 0
Success Roll
Critical Hit % 43 38 34 30 26 23 19.5 16.5 14 11 9 7 5 4 2.5 1.5 0.75 0.25 0 0
Strong Hit % 52 47 42.5 38 34 30 26 22.5 19 16 13.5 11 9 7 5 3.5 2 1 0.5 0
3d20
Critical Hit % 15 13 11.5 10 9 8 7 6 5 4 3.5 3 2 1.5 1 0.75 0.5 0.25 0.1 0.01
Strong Hit % 85 73 61 51 42 34 27.5 21.5 16.5 12.5 9 6.5 4 3 1.5 1 0.5 0.1 0.01 0
If A Natural 1 or 20 Is Always a Critical Failure or Success
Target 1+ 2+ 3+ 4+ 5+ 6+ 7+ 8+ 9+ 10+ 11+ 12+ 13+ 14+ 15+ 16+ 17+ 18+ 19+ 20
Steps of +/- 5
Critical Hit % 50 45 40 35 30 25 20 15 10 5 5 5 5 5 5 5 5 5 5 5
Strong Hit % 25 25 25 25 25 25 25 25 25 25 20 15 10 5 0 0 0 0 0 0
Success Roll
Critical Hit % 48 43 39 35 31 28 24.5 21.5 19 16 14 12 10 9 7.5 6.5 6 5 5 5
Strong Hit % 47 42.5 38 34 30 26 22.5 19 16 13.5 11 9 7 5 3.5 2 1 0.5 0 0
3d20
Critical Hit % 15 14 14 14 14 13.5 13 13 12 11.5 11 10 9 8.5 7.5 6.5 5 4 3 1.5
Strong Hit % 85 73 61 51 42 34 27.5 21.5 16.5 12.5 9 6.5 4 3 1.5 1 0.5 0.1 0.01 0
VARIANCE | ARCHIVE

Tinkering with

the Mechanics

of A5E

A cohesive set of modular rules options that expand on the core D&D® and Level Up game mechanics, adding compatible depth, while keeping the distinctive feel of fifth edition.

Each option can stand alone or as an integral part of the wider ruleset, simply pick-and-mix to suit your group's taste and style.

Includes variant mechanics for:

Degree of Success • Ability Checks • Saving Throws • Advantage & Disadvantage • Combat • Defense & Tactics • Damage & Healing • Spellcasting • Overexertion • Equipment & Weapons • Feats • Character Creation



Craft homebrewed for use with Level Up: Advanced 5th Edition under the SRD 5.1 Creative Commons CC BY 4.0 License

Design: GM Binder (inc snippets, layout & graphics)

Image: www.peppercarrot.com by David Revoy
Creative Commons CC BY 4.0
commons.wikimedia.org