Variant Rules (Bleach Supplement)
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Variant Rules[edit]
The following are writeups and links to various variant rules this campaign should use.
Alternate Armor and AC[edit]
While not wearing any armor, a creature's AC is equal to 10 + their Strength or Dexterity modifier + their proficiency bonus. In this setting, a creature's AC is their ability to dodge. If you have an Unarmored Defense feature, such as from being a monk or barbarian, you gain a +2 bonus to your AC while fulfilling that feature's requirements.
All armor grants a penalty the target's AC, and Strength and Dexterity saving throws. This penalty is referred to as its Armor Penalty. Additionally, armor grants a damage threshold. When a creature takes damage, if the amount of damage is below their damage threshold, they instead take no damage. This is decided after resistances, immunity, and other decreases to damage are calculated. A critical hit ignores the target's damage threshold.
If a creature would gain a bonus to their AC under standard 5e rules, such as by wielding a shield, that does not change how their AC is calculated, like the Unarmored Defense feature, they instead must use their bonus action to defend in order to benefit from it, adding any of these bonuses to what would be their AC under standard 5e rules to their damage threshold until the beginning of their next turn.
Additional Weapon Properties[edit]
- Long Reload - Similar to the reload property, a limited number of shots can be made with a weapon that has the long reload property. A character must then reload it using an action, or may use their bonus action to reload a single shot.
- Spread - A weapon with the spread property fires multiple projectiles with a single pull of the trigger. On a hit, roll the die listed in the weapon's spread property. The weapon's damage is dealt to the target a number of times equal to the spread die's roll.
Rarity Instead of Cost[edit]
This setting uses rarity instead of cost. Items that players are expected to come across regularly are given a typical rarity (i.e. Common) while items that should be treated as individual rewards, such as magic items, are given a special rarity (i.e. Special Common). If you wish to use cost, consider the following values measured in US dollars:
- Common - >$100
- Uncommon - $1,000
- Rare - $10,000
- Very Rare - $25,000
- Legendary/Special Common - $50,000
- Special Uncommon - $100,000
- Special Rare - $500,000
- Special Very Rare - $1,000,000
- Special Legendary - >$10,000,000
Multisubclass[edit]
Player Equivalent CR[edit]
In addition to the above rule, some creatures are categorized as "bosses". Bosses are intended to be equal to a party of 4 players of the same level as its CR, and are generally a larger size category with at least twice as many hit points.
Further Beyond[edit]
In addition to the above rule, when a creature's total level reaches 21st level, and again at 41st level, they gain proficiency in one common (Dexterity, Constitution, Wisdom) and uncommon (Strength, Intelligence, Charisma) saving throw.
Simple Exhaustion[edit]
Additional Status Conditions[edit]
More Actions[edit]
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