Combat Stamina (5e Variant Rule)
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Combat Stamina[edit]
(This is an Alternative energy system for combat focused classes (Fighter, Barbarian, Ranger, Rogue Paladin and Monk) to make combat more exciting and interesting for them, please ask your DM's permission to use this system!!!)
- The Player can perform a host of combat abilities using their stamina which is cumulative with other combat feats.
- Characters wearing medium, light, or no armor can reduce the stamina point cost from all abilities by 1.
- Total Stamina Pool; is equal to Character total class level plus their constitution modifier plus their proficiency bonus.
- Stamina Point Rejuvenation: A player can take an entire Full Action to recover their stamina points (So no attacks, actions, or movement) in one round and they will recover all their Stamina points for the next round. If they take a 1 full attack action or a movement action they only recover Stamina points equal to their Constitution modifier plus their proficiency modifier.
Name of Ability | Description and damage | Stamina Cost |
---|---|---|
Incredible Athletics | Player can move 10 feet further during movement as well as perform a high jump and long jump 10 feet further or they can also reroll any Strength, Constitution or Dexterity ability checks with advantage. | 3 (2) Stamina Points |
Strike of Wrath | Sacrifice an extra attack to perform a Standard attack but deal triple weapon damage with triple dexterity or strength modifier bonus to damage | 4 (3) Stamina Points |
Counterattacking | When an enemy attacks the player in combat (hit or miss) they can perform a standard attack action | 3 (2) Stamina Points |
Whirlwind Striking | You can use one attack action or extra attack to make a melee attack against any number of creatures within 5 feet of you, with a separate roll for each target (stacks with Hunter Ranger's Whirlwind Attack) | 4 (3) Stamina Points |
Armor Rolling | As a bonus action, if wearing armor, every time you take damage from an enemies attack, you roll with your armor and reduce the damage equal to your constitution modifier (stacks with Heavy Armor Master) | 2 Stamina Points |
Trip Attack | Player Performs a standard melee attack but the enemy must make a Dexterity check (DC=8 + player's Strength/Dexterity modifier + player's proficiency modifier) or be knocked prone for one round | 4 (3) Stamina Points |
Bashing Attack | Player performs a standard melee attack but the enemy must make a Strength Check (DC=8 + player's Strength/Dexterity modifier + player's proficiency modifier) or be pushed back 15 feet in the direction the player chooses. | 3 (2) Stamina Points |
Charging Attack | (This is cumulative with the charger feat) when a character takes a full movement or dash action they can take a bonus action perform one standard attack or shove. Their Weapon damage deals double damage if they are using any type of spear or polearms (e.g. spear, Halberd, Lance) | 4 (3) Stamina Points |
Disarming Attack | Player performs a standard attack but they also disarm any opponent who is holding a weapon of some sorts (like an axe or wand but it's up to the DM's discretion if claws, appendages or tentacles get lopped off) This obviously reduce damage down to 1d4 bludgeoning. | 4 (3) Stamina Points |
Armor Breaker | Player performs a standard attack but if they 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. (This can only effect magical armor if the player is wielding an Artifact or legendary magic weapon but Legendary and Artifact magic Armor cannot be affected.) | 4 (3) Stamina Points . |
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