Action Points (5e Variant Rule)

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Action Points[edit]

This variant rule presents an alternative way to use actions, bonus actions, and movement in combat.

Points and Costs

In combat, a creature can perform actions and movement on their turn by spending Action Points. All creatures gain 2.5 action points at the start of their turns. Actions cost different amounts of points based on the nature of the action. All unspent Action Points are lost at the end of a creature's turn. See the table below:

Normal Action Costs
Action Type Cost
Movement 1 Action Point
Action* 1 Action Point
Bonus Action 0.5 Action Points, up to 2/per turn
Reaction 0 Action Points, 1/per round
  • If a creature takes the attack action twice or more on their turn (except by using action surge), they may only make a single attack with each additional action, regardless of however many attacks they could normally take.

Special Actions[edit]

By expending Action Points, you can take special actions. They are listed below.


Called Shots Cost: 1.5AP

You can expend 1.5 action points to take the Attack action against a specific point of an opponent. The table below largely assumes a familiar style of anatomy: brain in the head, legs that carry the body, etc. For creatures of alien anatomy, called shots may be impossible. Creatures that are two or more sizes larger than you are unaffected by called shots.

When making a called shot, the first attack you hit the targeted creature with during your attack action adds an additional effect.

Called Shot Table
Location Effect
Arm the creature drops whatever it's holding.
Leg/Wing the creatures walk/fly speed is reduced by 10ft until the start of your next turn.
Chest the creature is pushed back up to 10ft away from you, if the creature is one size larger than you it is pushed up to 5ft instead.
Head add an extra die of damage to the damage roll of the attack.


5-Foot Step Cost: 0AP

Whenever a creature makes a melee attack on their turn, they may immediately move up to 5 feet without expending movement and not provoking opportunity attacks from the creature they attacked regardless of if they hit. A creature who can attack multiple times can perform a 5-foot step after every melee attack they make.


Coup de Grace Cost: 1.5AP

Creatures can pull off a finishing blow against weaker creatures by spending 1.5 action points, the creature must be wielding a weapon to do so. The creature makes an attack roll against another creature within their melee range that is both; a lower CR than them and is prone, stunned, or unconscious. On a hit, the target is instantly reduced to 0 hit points. (remember that a players CR is equal to their level)

hold ground Cost: 2AP

While wielding a ranged weapon, you may spend 2 action points to prepare for oncoming enemies. Until the start of your next turn any creature that moves towards you that is within half the range of your weapon provokes an opportunity attack from you. Additionally, you may make a number of opportunity attacks equal to the number of attacks you could make with an attack action, without expending a reaction.

feats[edit]

Defensive duelist

You may make a number of opportunity attacks each round equal to your dexterity modifier minus one (to a minimum of 1) without expending your reaction


Balanced fighter

Prerequisite: 14 dex

While wearing medium armor, you add your dexterity modifier to the damage of melee attacks you make using strength, and add your strength modifier to the damage of ranged attacks you make using dexterity.

Additionally, when taking the attack action for the second time on your turn, you may two attacks instead of 1 but don't add your proficiency bonus to the attack roll for these attacks.


3.00
(one vote)

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