Variant Rules (Black Clover Supplement)
Variant Rules[edit]
The following are writeups and links to various variant rules this campaign should use.
General Rules[edit]
Additional Status Conditions[edit]
This rule serves to make using different types of attacks being worth it, instead of just using the same attacks over and over again.
Limb System[edit]
This rule makes any combat an actual risk, with a single slip up leaving a deep scar on one's character.
More Actions[edit]
This rule serves to give more variety in what you can do on your turn.
Supplement Variant Rules[edit]
Variant rules that affect the setting directly.
Setting Specific Rules[edit]
Evasive Saving Throws[edit]
In this setting, creatures are known for their prowess to dodge than for their durability capabilities. This variant rule aims to simulate that in combat, by making some physical saves require more effort to fully succeed.
Whenever a feature says they make a Evasive Strength/Dexterity/Constitution saving throw, follow these rules:
On a success, they're able to use their movement (taking from their next turn's movement) to avoid the attack, taking half as much damage if they end their movement outside of the area. They can use movement increasing abilities that don't cost an action or bonus action during this movement, if necessary. If a creature doesn't have enough movement to avoid the effect, they automatically fail.
If a creature has a feature that makes their successes no damage and their failures half as much, they only take no damage on a successful save, while a failed save is always full damage.
Spell Clashing[edit]
In this setting, there will be instances where spells will clash with eachother. In this moment, the advantages and disadvantages of Mana Attributes start to show.
When a creature is targeted by a damaging spell, they can use their reaction to initiate an attack clash with a similar effect (spell attack, saving throw, etc) if within range and the spell doesn't take an action cost above a Lengthy action. Both creatures immediately roll damage for their respective attacks. The higher roll deals damage equal to the difference between the two rolls; if the damage rolls tie, no damage is dealt.