O' Ye Little Faith (Stamina rules for 5e)

by DanDraco

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O' Ye Little Faith

This is a alternate rule set for 5e. Heavily inspired from the Critical Role one shot for Elden Ring "O' Ye Little Faith".

Listed are rules both acting as observation from the oneshot and my own interpretations. This is made with 5e as a foundation in mind and help to convert the existing 5e system to it.

Stamina Pool

The biggest draw is the Stamina Action Pool. Players have a set stamina. On their turn and outside of it, they have their set stamina. Every action, attack, or spell or movement past your intital speed movement costs 1 stamina. Any repeating action doubles the Stamina cost from the last one. When it is their turn once more, Stamina refills.

Stamina is calucated via

Total Stamina = your Proficiency Bonus + Constitution modifier

Part 1 | Stamina & Reactions

Combat Arts

Players will be able to perform Combat arts on their turn with additional actions. As stated before, each action costs 1 stamina. Those that are used with an attack cost an additional +1 with the attack.

To perform these, a character must be a class where its first level feature lets them be profienct in martial weapons.

Athletics

You can spend +1 stamina to add 10 feet to your movement speed until the end of your turn. When you do so, you also have Advantage on your first Strength, Dexterity or Constitution check you make until the start of your next turn.

Bait and Switch

Spending a +1 stamina will swap places with an ally.

Disarm

Spending a +1 attack with an additional +1 stamina will cause an attempt to disarm an enemy of their weapon.

Trip Attack

When you hit a creature with an attack from a melee weapon, you can spend +1 stamina force that creature to make a Dexterity saving throw. On a failed save, the target suffer the attack's normal effects and it is knocked prone and have its movement speed reduced to 0 until the end of its turn.

Charged Attack

As part of your attack, doubling its stamina cost, you can take -5 penalty to the attack roll and if the attack hits, you can add +10 to the attack's damage.

Grapple

You can spend +1 stamina to grapple a target. Contesting your athletics with their athletics or acrobatics.

Enemy Actions & Reactions

In this system, enemies, do not roll to attack, but roll damage in addition to their "to hit" d20 roll that will act as a DC to meet. There are additional uses for player stamina to respond to a incoming attack from an enemy. Player still roll to hit as normal.

However, it is recommanded to ask a player who is able to dodge or block if they will do such a action before rolling the attack and damage.

Defensive Reactions

When a player is the target of a attack incoming they now have two options. Both costing Stamina; Block or Dodge. They cannot do both on the same attack they are targeted as they must pick one, if selected for another attack they must use whatever they selected until their next turn.

Block

Blocking will attempt to block the incoming attack, costing 1 stamina The defending player rolls a Strength Save, meeting the attackers "to hit" die they made in the attack as its DC, if it is equal to higher, the attack is successively blocked.

  • Add a +1 if player has heavy armor
  • Add a +2 if player has a shield in the other hand.

If the player rolls a nat 20, they perfect parry the attack. Staggering the enemy. The next attack on that enemy will have advantage and add a 1d12 to the damage roll.

Dodge

The other reaction, is dodging. Costing 1 Stamina, for this reaction, the player rolls a dexterity save, the DC being the enemies "to hit" die once again. If it fails, player takes the damage.

Heavy Plate increases stamina consumption by +1.

Performing a Nat 20 Dodge will allow the player to move 5ft in any direction they are able. This movement doesn't provoke opporunity attacks.

Part 1 | Turn Actions
Simple Weapons
Weapon Damage Properties Weapon Art Weight Cost
Club 1d4 Bludgeoning light Slow 2 lb. 1sp
Dagger 1d4 Piercing Finesse, Light, Thrown (range 20/60) Finisher 1 lb. 1 gp
Greatclub 1d8 bludgeoning Two-handed Sunder 10 lb 2 sp
Handaxe 1d6 Slashing Light, Thrown (Range 20/60) Vex 2 lb. 5 gp
Javelin 1d6 Piercing Thrown (Range 30/120) Slow 2 lb. 5 SP
Light Hammer 1d4 Bludgeoning Light, Thrown (Range 20/60) Sunder 2 lb. 2 GP
Mace 1d6 Bludgeoning - Sunder 4 lb. 5 GP
Quarter Staff 1d6 Bludgeoning Versatile (1d8) Flex 4 lb. 2 SP
Sickle 1d4 Slashing Light Finisher 2 lb. 1 GP
Spear 1d6 Piercing Thrown (Range 20/60), Versatile (1d8) Flex 3 lb. 1 GP
Simple Ranged Weapons
Weapon Damage Properties Weapon Art Weight Cost
Light Crossbow 1d8 Piercing Ammunition (Range 80/320), Loading, Two-Handed Sunder 5 lb. 25 GP
Dart 1d4 Piercing Finesse, Thrown (Range 20/60) Vex 1/4 lb. 5 CP
Shortbow 1d6 Piercing Ammunition (Range 80/320), Two-Handed Vex 2 lb. 25 GP
Sling 1d4 Bludgeoning Ammunition (Range 30/120) Slow 1 SP
Martial Melee Weapons
Weapon Damage Properties Weapon Art Weight Cost
Battleaxe 1d8 Slashing Versatile (1d10) Topple 4 lb. 10 GP
Estoc 1d6 Piercing Finesse, versatile (1d8) Breaker 4 lb. 25 GP
Flail 1d8 Bludgeoning Sap 2 lb. 10 GP
Glaive 1d10 Slashing Heavy, Reach, Two-Handed Graze 6 lb. 20 GP
Greataxe 1d12 Slashing Heavy, Two-Handed Cleave 7 lb. 30 GP
Greatsword 2d6 Slashing Heavy, Two-Handed Graze 6 lb. 50 GP
Halberd 1d10 Slashing Heavy, Reach, Two-Handed Cleave 6 lb. 20 GP
Lance 1d10 Piercing Heavy, Reach, Two-Handed (unless mounted) Topple 6 lb. 10 GP
Longsword 1d8 Slashing Versatile (1d10) Flex 3 lb. 15 GP
Katana 2d4 Slashing Finesse, two-handed Sunder 3 lb. 30 gp
Maul 2d6 Bludgeoning Heavy, Two-Handed Topple 10 lb. 10 GP
Morningstar 1d8 Piercing Sap 4 lb. 15 GP
Pike 1d10 Piercing Heavy, Reach, Two-Handed Push 18 lb. 5 GP
Rapier 1d8 Piercing Finesse Vex 2 lb. 25 GP
Scimitar 1d6 Slashing Finesse, Light Finisher 3 lb. 25 GP
Shortsword 1d6 Piercing Finesse, Light Vex 2 lb. 10 GP
Trident 1d8 Piercing Thrown (Range 20/60), Versatile (1d10) Topple 4 lb. 5 GP
War Pick 1d8 Piercing Versatile (1d10) Flex 2 lb. 5 GP
Warhammer 1d8 Bludgeoning Versatile (1d10) Flex 2 lb. 15 GP
Whip 1d4 Slashing Finesse, Reach Slow 3 lb. 2 GP
War scythe 1d8 Piercing/Slashing heavy, reach, two-handed Gleave 8 lb. 25 gp
Martial Range Weapons
Weapon Damage Properties Weapon Art Weight Cost
Blowgun 1 Piercing Ammunition (Range 25/100), Loading Vex 1 lb. 10 GP
Crossbow, Hand 1d6 Piercing Ammunition (Range 30/120), Light, Loading Vex 3 lb. 75 GP
Crossbow, Heavy 1d10 Piercing Ammunition (Range 100/400), Heavy, Loading, Two-Handed Push 18 lb. 50 GP
Longbow 1d8 Piercing Ammunition (Range 150/600), Heavy, TwoHanded Slow 2 lb. 50 GP
Musket 1d12 Piercing Ammunition (Range 40/120), Loading, TwoHanded Slow 10 lb. 500 GP
Pistol 1d10 Piercing Ammunition (Range 30/90), Loading Finisher 3 lb. 250 GP

Cleave

Prerequisite: Melee Weapon, Heavy Property

If you hit a creature with a melee attack using this weapon, you can make an attack roll with the weapon against a second creature within 5 ft of the first that is also within your reach where your first attack's roll hits their AC, you can damage them as well.

Flex

Prerequisite: Versatile Property

When you hit with a melee attack using this weapon, you deal its Versatile damage even if you’re wielding it with one hand.

Graze

Prerequisite: Melee Weapon, Heavy Property

If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can’t be increased in any way, other than increasing the ability modifier

Push

Prerequisite: Heavy, Two-Handed, or Versatile Property

If you hit a creature with this weapon, you can push the creature up to 10 feet away from you if it is no more than one size larger than you.

Breaker

Prerequiste: Heavy, versatile

If you strike an opponent who is wearing non magical armor or natural armor they take a permanent and cumulative -1 penalty to their AC, Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.

Sunder

Prerequisite: Heavy, Two-Handed

Your powerful blows with sunder weapons can devastate opponents. You gain the following benefits: You roll one extra die of damage for the sunder property if the attack roll exceeds the target's AC by 10 or more.

Sap

Prerequisite: No Other Properties

If you hit a creature with this weapon, that creature loses additional modifiers to its attack roll once.

Slow

If you hit a creature with this weapon and deal damage to the creature, you can reduce its Speed by 10 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 10 feet.

Topple

Prerequisite: Heavy, Reach, or Versatile Property

If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw with a DC equal to 8 + your Proficiency Bonus + the ability modifier you used to make the attack roll. On a failed save, the creature has the Prone condition

Vex

Prerequisite: Ammunition, Finesse, or Light Property

If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Finisher

Prerequisite: Light

When you hit a creature that is prone or cannot move with weapon, you deal one more die of extra damage equal to the weapon's damage die.

Martial Changes

Weapon Arts

Along with combat arts, weapon arts are something a warrior knows with their weapon. Any class proficient in their weapon might unlock it through their class feature or can do so via a feat. Based on Onednd's Weapon Mastery and mostly the same with one new addition. Those listed are rewritten to follow some of the stamina system.

Changed Fighting Styles

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction once per round to Add your DR Dice to their DR roll.

Double Weapon Fighter

When you engage in two-weapon fighting, if you have the light property weapon in your off hand, each time you spend an stamina to attack with your main weapon, you can attack with your off-hand light weapon as well with no stamina cost as long as its on the same target.

Defense

While you are wearing armor, you gain a an additional dice of the DR of the armor you are wearing.

New & Changed Feats

Blade Master

You master the versatile weapon family of swords: estocs, flamberges, greatswords, katanas, longswords, rapiers, sabers, scimitars and shortswords. You gain the following benefits when wielding any of them:

  • On your turn, you can use +1 stamina on your turn or as a reaction to assume a parrying stance, provided you have the weapon in hand. Doing so grants you a +2 bonus to your to-Block Roll until the start of your next turn or until you're not holding the weapon.

  • Creatures provoke opportunity attacks from you when they begin their movement while within your reach, not just when they leave it.

  • When you make an opportunity attack with the weapon, you have advantage on the attack roll.

Other Changes

A useful rule of thumb when deciding changes from base dnd to this one is as such:

  • Boosts to AC adds to your To-block Roll
  • Bonus actions are labeled "once per turn no stamina cost" actions

Dual Wielder

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to you To-Block roll while you are wielding a separate melee weapon in each hand.

  • You can use Double Weapon Fighter even when the one- handed melee weapons you are wielding aren't light.

  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one, even if those weapons aren't light.

  • When you're wielding two separate melee weapons and hit the same creature with both weapons on a turn, you gain advantage on all subsequent weapon attacks against that creature until the start of your next turn.

Polearm Master

You can keep your enemies at bay with polearms: glaives, halberds, longspears, lucerne hammers, pikes, poleaxes, quarterstaves, spears and war scythes. You gain the following benefits when wielding any of them:

  • As a +1 stamina action on your turn or as a reaction you can ready the weapon in a defensive stance. Until the start of your next turn, you gain an additional reaction that can only be used to make an opportunity attack with the weapon. You can't use this reaction on the same turn you use your normal reaction.
  • Other creatures provoke an opportunity attack from you when they enter the reach of the weapon, or when they move towards you from a space within your reach.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

  • Your Parry trigger for blocking an attack can happen on a 19-20 roll.
  • If you aren't incapacitated, you can add your shield's to-Block Roll bonus to any Dexterity saving throw you make against a spell or other harmful effect .
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect, provided you aren't incapacitated.

Armor Mastery

Armor class for this ruleset is now massively redone. Armor class is now calulated via the differing armor type. Each armor also has properities associated with it.

When a player is hit by an attack, and does not dodge or block, they roll their Damage Reduction to reduce damage they take. If they attemept to dodge or block and fail, they cannot roll DR. The original system inspired by Flutes Loot's Armor class rework.

Light Armor

Padded

to-Dodge Roll: + Dex modifier

Damage Reduction: 1d4

Properties: Adaptable Resistance, Restrictive

Leather

to-Dodge Roll: + Dex modifier

Damage Reduction: 1d4

Properties: Slashing Resistance.

Brigandine

to-Dodge Roll: + Dex modifier

Damage Reduction: 1d6

Properties: None.

Medium Armor

Hide

to-Block Roll: + Dex/Str modifier

Damage Reduction: 1d6

Properties: Adaptable Resistance, Restrictive.

Chain Shirt

to-Block Roll: + Dex modifier

Damage Reduction: 1d6

Properties: Concealable.

Scale

to-Block Roll: + Dex/Str modifier

Damage Reduction: 1d8

Properties: Slashing / Piercing Resistance, Restrictive, Unarmed.

Breastplate

to-Block Roll: + Dex modifier

Damage Reduction: 1d8

Properties: None

Half-Plate

to-Block Roll: + Dex/Str modifier

Damage Reduction: 1d10

Properties: Adaptable Resistance, Slashing / Bludgeoning / Piercing Resistance, Restrictive, Unarmed, Versatile (Padded / Brigandine).

Heavy Armor

Ring

to-Block Roll: + Str modifier

Damage Reduction: 1d10

Properties: Slashing / Bludgeoning Resistance, Restrictive, Unarmed.

Chainmail

to-Block Roll: + Str modifier

Damage Reduction: 1d12

Properties: Adaptable Resistance, Slashing Resistance, Restrictive, Unarmed, Versatile (Padded / Chain Shirt).

Splint

to-Block Roll: + Str modifier

Damage Reduction: 1d12

Properties: Slashing / Piercing Resistance, Restrictive, Unarmed.

Plate

to-Block Roll: + Str modifier

Damage Reduction: 1d12

Properties: Adaptable Resistance, Unarmed, Slashing / Bludgeoning / Piercing Resistance, Restrictive, Versatile (Padded / Chain Shirt / Breastplate / Chainmail).

Barding

Matching AC Base + Riders Proficiency Bonus

Properties: Matching Armor used.

Part 3 | Arnmor Mastery

Properties

Property effects listed below:

Adaptable Resistance: When worn and applied with a special magical reagent, this armor gains resistance to the type of damage listed by the reagent (See Alchemical Items).

Concealable: This armor can be hidden under clothing and can only be detected with a successful investigation check, DC equal to the base armor rating (i.e. 12 for Chain Shirt).

Resistance: When worn, this armor has resistance to the damage type listed.

Restrictive: This armor restricts normal joint movement. When worn, the wearer has disadvantage on all Stealth checks.

Shielding: (Brace Action) As an action the wearer may use this armor to give them half-cover, if prone or squatting three-quarters cover, and all ranged attacks made against them have disadvantage (for this purpose the sharpshooter feat and any effect that ignores cover will ignore the AC bonus but not the disadvantage since the user is actively trying to block incoming attacks).

Unarmed: This armor incorporates hardened elements that can be used to increase the damage of an unarmed attack; as long as the wearer is proficient with the armor, they are proficient with unarmed attacks made while wearing the armor, and all unarmed attacks deal 1d4 + Str modifier Bludgeoning damage.

Versatile: This armor incorporates other types of armor into its functionality. This armor can be donned as any of the other forms of armor listed.

Alchemical Reagents

Certain armors allow for adaptable resistances based on consumable reagents available for sale, similar to potions for sale. Below are listed the different types of reagents available for use. Only one reagent may be applied to armor at a time. Progression for availability should match the availability of healing potions.

Simple Reagent (Common Potion) – These are sold as different kinds of paste that are applied to armor with the Adaptable Resistance property before it is donned. The reagent gives the wearer resistance to a single type of elemental damage (Acid, Cold, Fire, Lightning, Thunder) up to 10 points of damage prevented or a single area effect, whichever occurs first.

Greater Reagent (Uncommon Potion) – These are sold as different kinds of paste that are applied to armor with the Adaptable Resistance property before it is donned. The reagent gives the wearer resistance to a single type of elemental damage (Acid, Cold, Fire, Lightning, Thunder) up to 20 points of damage prevented or up to 2 area effects, whichever occurs first.

Superior Reagent (Rare Potion) – These are sold as different kinds of paste that are applied to armor with the Adaptable Resistance property before it is donned. The reagent gives the wearer resistance to a single type of elemental damage (Acid, Cold, Fire, Lightning, Thunder) up to 40 points of damage prevented or up to 4 area effects, whichever occurs first.

Supreme Reagent (Very Rare) – These are sold as different kinds of paste that are applied to armor with the Adaptable Resistance property before it is donned. The reagent gives the wearer resistance to a single type of elemental damage (Acid, Cold, Fire, Lightning, Thunder) up to 80 points of damage prevented or up to 8 area effects, whichever occurs first.

Eight Stat Usage

At this point, the above rules should be able to used with the 5e rules with modifications to some abilities. But beyond here, there will be advanced modifications. Including eight stats, spell points, etc.

Vigor

A stat who's modifier adds to max health.

Mind

Wisdom that mesauring perception, insight, and who's modifier increases Spell Points.

  • Animal Handling
  • Insight
  • Perception
  • Medicine

Endurance

Measuring Constitution. Who's modifier adds to stamina.

  • Survival

Strength

Measuring physical power

  • Athletics

Dexterity

Measuring agility

  • Acrobatics
  • Sleight of Hand
  • Stealth

Intelligence

Measuring reasoning and memory

  • History
  • Investigation

Faith

Measuring your resolve and regilion

  • Religion
  • Nature

Charisma

Measuring force personality and focus' on the feeling of the arcane.

  • Arcane
  • Deception
  • Intimidation
  • Performance
  • Persuasion

Spellpoints

For easier use of spells with Mind, using spell points variant rules. To relierate spellpoints:

In this variant, each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don't require slots and therefore don't require spell points.

Spell Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
6th 9
7th 10
8th 11
9th 13

Instead of gaining a number of spell slots to cast your spells from the Spellcasting feature, you gain a pool of spell points instead. You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can't reduce your spell points total to less than 0, and you regain all spent spell points when you finish a long rest.

The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can't do so.

The Spell Points by Level table applies to Full casters. For half casters, halve the character's level in that class and then consult the table. For a third-caster, divide the character's level in that class by three.

Your character's Mind Modifier will add more spell points.

Class Level Spell Points
1st 4
2nd 5
3rd 14
4th 17
5th 27
6th 32
7th 38
8th 44
9th 57
10th 64
11th 73
12th 73
13th 83
14th 83
15th 94
16th 94
17th 107
18th 114
19th 123
20th 133
Max Spell Lvel
1st
1st
2nd
2nd
3rd
3rd
4th
4th
5th
5th
6th
6th
7th
7th
8th
8th
9th
9th
9th
9th

Spell Changes

Spells cost +1 stamina to cast. However, you can only cast only one of each level and cantrip once. Meaning: Once you cast a cantrip, you cant cast another cantrip. Or if you cast a level 1 spell in the same turn, you can't cast another level 1 spell on that turn.

Class Feature Changes

Ability Score Increase

Increase one stat by +1 at levels 2nd, 6, 10, 14, 18 to a max of 20.

Feat

You learn a Feat at levels 4, 8, 12, 16, 20

Barbarian

  • Primary stat: strength
  • Secondary: endurance and vigor
  • Reckless Attack Change: Any action that uses stamina benefits from it
  • Unarmored Defense change: You have an additional to-Block Roll equal to your Endurance Modifier. You also have a base Damage Reduction Die of 1d8 as long as you do not wear armor.

Cleric

  • Primary Stat: Fth
  • Secondary: Mind

Fighter

  • Primary stats: Str or Dex
  • Secondary stats: Vigor and Endurance
  • Action Surge Change: You restore stamina to full instead.

Monk

  • Primary stats: Dex and Mind
  • Secondary stats: Endurance and Vigor
  • Unarmored Defense change: You have an additional to-Block Roll equal to your Mind Modifier. You also have a base Damage Reduction Die of 1d8 as long as you do not wear armor.
  • Monk abilities can use Ki or Stamina
  • Ki abilities do not use Stamina
  • Ki increased with + Mind Modifier

Paladin

  • Primary stat: strength and faith
  • Secondary: endurance and vigor
  • Charisma checks use faith instead of charisma

Sorcerer

  • Primary stat: charisma and endurance
  • Secondary: Mind
  • Draconic Resilience Change: You can use your Charisma Modifier to your to-Block Roll instead of strength. You also have a DR die of 1d4.
  • Quicken Metamagic Change: The spell with this metamagic does not have a stamina cost.
 

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