Mana, 2nd Variant (5e Variant Rule)
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A Cleric, Druid, or Wizard Reaches 11th level, they learn to manipulate magic at their will. They gain a number of mana points equal to the sum of their spell slots of each level multiplied by the spell level. For example, an 11th-level Wizard has 4 1st-level spell slots, 3 2nd, 3rd, and 4th-level spell slots, 2 5th-level spell slots, and 1 6th-level spell slot. So, the wizard would have 47 mana points (4x1 + 3x2 + 3x3 + 3x4 +2x5 +1x6). The points replaces spell slots, you gain more mana when if you would’ve gain a slot instead under normal circumstances. The amount of Points is always greater if it isn't an actual spell or if the player doesn't know the spell in his spellbook but it must’ve have atleast been seen casted before. It's up to the DM to determine how much greater the cost would be. Note, that this system can replace the spell slot system that D&D uses and instead can be given at level 1. Instead when you learn spells, you just master some forms of magic and the mana cost of it won't change and will remain fixed to the spell level. With this mastery you can change the elements used by your spell, since mana is not predetermined in nature At the final two quarters to level 20x you gain a 25% increase, ie(at 20th level you would naturally have 89 points, divide it by half and add the sum of 133.5 rounded down to a sum of 133 YOU CAN NOT go over you naturally spell slot with this rule
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