Variant Rules (Chainsaw Man Supplement)
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Variant Rules[edit]
The following are writeups and links to various variant rules this campaign should use.
More Actions[edit]
This rule serves to give more variety in what you can do on your turn.
Additional Status Conditions[edit]
These rules serves to make using different types of attacks being worth it, instead of just using the same attacks over and over again.
Tiny Player Characters[edit]
This rule will be used for smaller devils such as the war or chicken devil.
Limbs System[edit]
In the Chainsaw Man series, limbs are constantly lost due to the sheer amount of damage creatures can receive at once. This system is here so that we can have that in dnd.
Whenever a creature causes any damage to another creature that isn't thunder, psychic or poison, the creature will receive damage to one of it's limbs. You roll a d6 to decide which limb, you may give more damage with other attacks in the turn, but the d6 is only rolled for the first one, meaning you'll keep attacking the same limb. Effects that makes the target suffer constant damage will always affect the limb targetted by it the first time it was caused.
Whenever you damage a limb's hit points fully, it will become broken. When you reach that number of damage again, the limb will be removed. If you break a limb and that damage overcomes the limb's hit points, it will be transfered to the limb's secondary hit points to remove it.
The limbs' list is down bellow:
Number Rolled | Body Part | Damage Required | Broken Limb Consequences | Lost Limb Consequences |
---|---|---|---|---|
1 | Left leg | The target's Constitution modifier times half it's level or CR(rounded up, minimum 2 hit points). | Your walking, climbing, and swimming speeds are halved, and you cannot jump. | The target loses its left leg. |
2 | Right leg | The target's Constitution modifier times half it's level or CR(rounded up, minimum 2 hit points). | Your walking, climbing, and swimming speeds are halved, and you cannot jump. You cannot use your right leg anymore. | The target loses it's right leg. |
3 | Left arm | The target's Constitution modifier times half it's level or CR(rounded up, minimum 2 hit points). | Any skill checks or attack rolls using this arm are rolled with disadvantage. | The target loses it's left arm, making any ability checks or attack rolls with it impossible. |
4 | Right arm | The target's Constitution modifier times half it's level or CR(rounded up, minimum 2 hit points). | Any skill checks or attack rolls using this arm are made with disadvantage. | The target loses its right arm, making any ability checks or attack rolls with it impossible. |
5 | Torso | The target's Constitution modifier added twice times it's level or CR.(minimum 3 hit points) | The target will have disadvantage on all Constitution saving throws, and its hit point maximum are halved. | The target will lose its torso, which means instant death for most creatures. |
6 | Head | The target's Constitution modifier added twice times it's level or CR.(minimum 3 hit points) | The target becomes unconscious. | The target will lose its head, which means instant death for most creatures. |
To heal a body part is a very complicated thing. Broken limbs regain hit points equal to your Constitution modifier at the end of every long rest, being considered unbroken once you reach their maximum hit points. Lost limbs may only be regained by making devil contracts.
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