Category:Transformational Variant Rule
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These are all the transformational variant rules on D&D Wiki. A transformational variant rule can be implemented into a campaign, but involves a minor to significant change in the core rules and/or dynamics. These rules approach an area of the rules in a way different than the core rules do, and generally supplant those rules. Also see 3.5e Rules.
Pages in category "Transformational Variant Rule"
The following 200 pages are in this category, out of 261 total.
(previous page) (next page)A
- Ability Score Rolling Redux (5e Variant Rule)
- AC Overhaul (5e Variant Rule)
- Accuracy AC and Impact AC (3.5e Variant Rule)
- Action Points (5e Variant Rule)
- Adaptive Experience (5e Variant Rule)
- Additional Ability Score - Luck (3.5e Variant Rule)
- Advanced Injury System (5e Variant Rule)
- Advanced Prestige Classes (3.5e Variant Rule)
- Afterlife (5e Variant Rule)
- Alignment Demographics Variant Rules (3.5e Variant Rule)
- All-In Attack (Pathfinder Variant Rule)
- Alternate Healing System Feats (3.5e Other)
- Alternate Reincarnation Table (3.5e Variant Rule)
- Alternative Armor Table (5e Variant Rule)
- Arcane Foci (3.5e Variant Rule)
- Ark-Like Mounts (5e Variant Rule)
- Armor AC, BB Variant (3.5e Variant Rule)
- Armor and Damage Redux (5e Variant Rule)
- Armor As Damage Reduction (3.5e Variant Rule)
- Armor Class as Dodge and Toughness Class (5e Variant Rule)
- Armor Construction Rules (3.5e Variant Rule)
- Armor Construction, Races of War (3.5e Variant Rule)
- Armor Penetration (3.5e Variant Rule)
- Armor Piercing Weapon (3.5e Variant Rule)
- Armor Revisited (5e Variant Rule)
- Armor Sections (3.5e Variant Rule)
- Attune Staff (3.5e Variant Rule)
B
- Backgrounds (3.5e Variant Rule)
- Balanced Saves (3.5e Variant Rule)
- Basics (d20.00 Variant rules)
- Bearable Sunlight Sensitivity (5e Variant Rule)
- Beriadans Mana Variant (3.5e Variant Rule)
- Bleeding (5e Variant Rule)
- Blood Types (3.5e Variant Rule)
- Building a Better Masterwork (3.5e Variant Rule)
- Bundled Feats (3.5e Variant Rule)
C
- Carrying Capacity (d20.00 Variant Rules)
- Caster Levels Progression Variant (3.5e Variant Rule)
- Catching on Fire (3.5e Variant Rule)
- Chainsword (5e Variant Rule)
- Character Advancement XP Revisited (5e Variant Rule)
- Character History Generator (3.5e Variant Rule)
- Combat Maneuvers (3.5e Variant Rule)
- Combat Reactions (3.5e Variant Rule)
- Combat Realism - Being Outnumbered (5e Variant Rule)
- Combat Realism - Combat Tactics Options (5e Variant Rule)
- Combat Realism - Defense and Armor Options (5e Variant Rule)
- Combat Realism - General Combat Considerations (5e Variant Rule)
- Combat Realism - Hit Point recovery (5e Variant Rule)
- Combat Realism - Hit Points scaling (5e Variant Rule)
- Combat Realism - Weapons and Armor (5e Variant Rule)
- Comeliness (3.5e Variant Rule)
- Compact Classes (5e Variant Rule)
- Complex Death (5e Variant Rule)
- Condensed Ability Scores (5e Variant Rule)
- Cover and Flanking (5e Variant Rule)
- Crafting an Item Competently (5e Variant Rule)
- Crafting Variant: Smelting (3.5e Variant Rule)
- Critical Result Skill Bonuses (d20 Modern Variant Rule)
- Cross-Class Subclasses, Remake Edition (5e Variant Rule)
- Customized Magic Items (3.5e Variant Rule)
D
- Damage Reduction (5e Variant Rule)
- Damaged Weapons (3.5e Variant Rule)
- Deadly Falls (5e Variant Rule)
- Defence Bonus (3.5e Variant Rule)
- Detect Alignment Variant Rules (3.5e Variant Rule)
- Devil Fruits (5e Variant Rule)
- Dexterity Modifier Replacement Options (5e Variant Rule)
- Different Levels (3.5e Variant Rule)
- Diplomacy, Variant (3.5e Variant Rule)
- Dire Damage (5e Variant Rule)
- Dire Survival Rules (5e Variant Rule)
- Divine Rank (3.5e Variant Rule)
- Downtime Counting (5e Variant Rule)
- Dying (SAO) (3.5e Variant Rule)
- Dying 3.75 Edition (3.5e Variant Rule)
- Dying is Serious (3.5e Variant Rule)
E
- Economic Overhaul (5e Variant Rule)
- Elaborate Weapon Design (5e Variant Rule)
- Enhanced Existence Take Initiative Overhaul (5e Variant Rule)
- Enhanced Existence Truly Mortal Overhaul (5e Variant Rule)
- Enhanced Point Buy (5e Variant Rule)
- Equalized Death Saving Throws (5e Variant Rule)
- Everyone with more than one alignment, raise your hand (3.5e Variant Rule)
- Expanded Apprentice-Level Rules (3.5e Variant Rule)
- Expanded Sunder (3.5e Variant Rule)
- Experience Tokens (5e Variant Rule)
- Extended Racial HD-Class Level Swap (3.5e Variant Rule)
- Extra Action (5e Variant Rule)
F
- Fair Critical Hits (5e Variant Rule)
- Fatal Wounding (4e Variant Rule)
- Fear-Based Magic (5e Variant Rule)
- Feat Purchasing (3.5e Variant Rule)
- Fewer Die Rolls (3.5e Variant Rule)
- Fewer Iterative Attacks (3.5e Variant Rule)
- Firearms, BB Variant (3.5e Variant Rule)
- Five Elements (5e Variant Rule)
- Fluid Spellcasting (3.5e Variant Rule)
- Forbidden Spells (3.5e Variant Rule)
- Fragile Weapons (5e Variant Rule)
- Fully Customizable Backgrounds (5e Variant Rule)
- Fusion (5e Variant Rule)
G
H
I
L
- Labours (5e Variant Rule)
- Lengthened Spellcasting (3.5e Variant Rule)
- Let's all Change Alignment (3.5e Variant Rule)
- Lethal/Nonlethal Combination Damage (3.5e Variant Rule)
- Level 20 Reborn! (5e Variant Rule)
- Level Adjustment (5e Variant Rule)
- Level-Progressive Feats (3.5e Variant Rule)
- Limb System (5e Variant Rule)
- Limb Wounds/Conditions (5e Variant Rule)
- Lingering Injuries and Massive Damage (5e Variant Rule)
- Long Rests are Downtime (5e Variant Rule)
- Low Magic (3.5e Variant Rule)
- Low Magic Spellcasting Progressions (5e Variant Rule)
- Low Magic System (5e Variant Rule)
- Luck as an Ability Score (5e Variant Rule)
- Lycanthrope Overhaul (5e Variant Rule)
M
- Magic Item Creation (3.5e Variant Rule)
- Magic Weapon Enchantments (3.5e Variant Rule)
- Mana-Based Spellcasting (3.5e Variant Rule)
- Manpower (5e Variant Rule)
- Martial Maneuvers (5e Variant Rule)
- Material Pools (3.5e Variant Rule)
- Meaning of Life (3.5e Variant Rule)
- Metric Conversions (3.5e Variant Rule)
- Miscasts (4e Variant Rule)
- Modified Survival Rules (4e Variant Rule)
- Modular Subclasses (5e Variant Rule)
- More Attacks in a Standard Action (3.5e Variant Rule)
- More Realistic Ability Score Use (5e Variant Rule)
- Mounted (5e Variant Rule)
- Moving on Another Creature's Turn (5e Variant Rule)
- Multi-spell Concentration (5e Variant Rule)
- Multi-type Damage Weapons Variant (5e Variant Rule)
- Mundane Weapon Upgrades (3.5e Variant Rule)
N
O
P
- Pikmin Farming (5e Variant Rule)
- Planar Travel (3.5e Variant Rule)
- Player Customizable Variant Races (5e Variant Rule)
- Player Race Rebalance (5e Variant Rule)
- Point Buy, But Better! (5e Variant Rule)
- Point-Buy Classes (3.5e Variant Rule)
- Pointed Exhaustion (5e Variant Rule)
- Poisons, Variant (3.5e Variant Rule)
- Proficiency Training (5e Variant Rule)
- Prolonged Death Saving Throws (5e Variant Rule)
- Psionic Gifts (3.5e Variant Rule)
R
- Random Nation Generation Tables (3.5e Variant Rule)
- Realistic Healing (5e Variant Rule)
- Realistic Weapon Proficiencies (3.5e Variant Rule)
- Rebalanced Magic (5e Variant Rule)
- Recovery Hearts (5e Variant Rule)
- Reducing Absolutes (3.5e Variant Rule)
- Resting (5e Variant Rule)
- Retroactive Skill Points (3.5e Variant Rule)
- Revised Chance to Hit/Armor Class (5e Variant Rule)
- Revised Resting and Recovery (5e Variant Rule)
- Revised Two-Weapon Fighting (5e Variant Rule)
S
- Scaling AC (5e Variant Rule)
- Scaling Races (3.5e Variant Rule)
- Scaling Spells (5e Variant Rule)
- Scar (5e Variant Rule)
- Scent (5e Variant Rule)
- Semi-Conservative Spellcasting (3.5e Variant Rule)
- Sharpness (5e Variant Rule)
- Simple Exhaustion (5e Variant Rule)
- Simple Inventory (5e Variant Rule)
- Simplified Weapon Design (5e Variant Rule)
- Simplifying D&D 5e for Beginners (5e Variant Rule)
- Single Class Progression (3.5e Variant Rule)