Slow Advancement Rewards

by Utternonsense

Search GM Binder Visit User Profile

Slow Advancement Rewards

In games where players and GMs are interested in slower-paced level advancement, the following system of minor incremental rewards are an option to still give players some feeling of progression between levels.

At the end of sessions or after milestones, characters can choose one of the following advancements. After a character selects an advancement, it cannot be selected again until their proficiency bonus increases.

Examples

Aptitude. You gain a +1 bonus to one skill of your choice.

If you choose this advancement again, other than choosing a new skill to receive this +1 bonus, you can also choose a previously selected skill and increase the bonus by 1 again.

Belligerence. When you make a saving throw against being Charmed or ending the Charmed condition, you gain a +1 bonus to the roll.

Borrowed Magic. (Requires Spellcasting or Pact Magic) Choose a spell of first level or higher from the spell list of another class. The spell you choose must be of a level you can cast. The chosen spell is added to the spell list of your spellcasting class. When you choose this option, you can replace one of the spells you know or have prepared with the chosen spell.

Courage. When you make a saving throw against being Frightened or ending the Frightened condition, you gain a +1 bonus to the roll.

Death Defiance. When you make a Death Saving Throw, you gain a +1 bonus to the roll.

Elemental Fortitude. When you take acid, cold, fire, lightning, or thunder and before you apply any damage resistance or vulnerabilities, you reduce that damage by 1.

Favoured Cantrip. Choose one cantrip you know that deals damage. You gain a +1 bonus to that cantrip’s damage rolls.

As part of a long rest, you can spend time practicing and choose a new cantrip to gain the benefit of this advancement instead. If you choose this advancement again, you must choose the cantrip to which your bonus currently applies and the bonus increases by 1.

Favoured Weapon. Choose one weapon (such as warhammers or daggers) that you are proficient with. You gain a +1 bonus to damage rolls made with that weapon.

As part of a long rest, you can spend time practicing and choose a new weapon type to gain the benefit of this advancement instead. If you choose this advancement again, you must choose the type of weapon to which your bonus currently applies and the bonus increases by 1.

Fleetness. Your walking speed increases by 5 feet.

Hardened Fists. You gain +1 bonus to the damage of your Unarmed Strikes.

Heightened Senses. As a bonus action, you can focus your senses and gain Blindsight with a range of 5 feet until the end of your next turn. If you already have Blindsight from another source, this advancement increases the range of it by 5 feet for the same duration.

If you choose this advancement again, the Blindsight (or the temporary increase to your pre-existing Blindsight) increases by a further 5 feet each time.

Iron Stomach. When you make a saving throw against being Poisoned or ending the Poisoned condition, you gain a +1 bonus to the roll.

Inherent Spell. (Requires Spellcasting or Pact Magic) Choose one of your known spells. The spell can be of a level no higher than half your proficiency bonus (rounded down). Once per long rest, you can cast that spell without expending a spell slot. If you prepare spells, you must have the spell prepared to cast it in this way.

If you choose this advancement again, you can choose a different spell or choose the same spell to receive an additional casting per long rest.

Physical Fortitude. When you take bludgeoning, piercing or slashing damage and before you apply any damage resistance or vulnerabilities, you reduce that damage by 1.

Readiness. You gain a +1 bonus to initiative rolls.

Robustness. Your total and maximum hit points increase by 2.

Choosing a Reward

Ideally, a reward should reflect something that occurred in the session for that character. For example, a character who frequently failed Stealth checks may choose the Aptitude Reward and apply it to Stealth to reflect them learning from their failures and trying to do better. A Wizard who bonded strongly with a druidic circle and learned about their philosophy and their approaches to magic may choose the Borrowed Magic Reward and learn the Entangle spell to highlight this new connection.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.