Variant Rules (Demon Slayer Supplement)

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Variant Rules[edit]

The following are writeups and links to various variant rules this campaign should use.

Further Beyond[edit]

This rule is used only with demons, because they can go beyond the normal limits of humans.

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.

Limbs System[edit]

Some features cause a creature to lose limbs on a hit or failed saving throw. The attacker rolls a d12 to decide which 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 damaged. When you reach that number of damage again, the limb will be broken. If you manage to reach that number of damage once again, the limb will be lost. If damage overcomes the limb's hit points, it will be transfered to the limb's secondary hit points. For example, reducing a damage limb hit points to 0 but still doing more than that makes the damage go over to it's next stage, the broken limb hit points.

The limbs' list is down bellow:

Number Rolled Body Part Damage Required Damaged Limb Consequences Broken Limb Consequences Lost Limb Consequences
1 Left leg The creature's Constitution modifier times it's level or CR(Minimum 2 hit points). The creature's walking, climbing, and swimming speeds are halved. The creature has disadvantage on Dexterity saving throws, and they cannot jump. The target loses its left leg.
2 Right leg The target's Constitution modifier times it's level or CR(Minimum 2 hit points). The creature's walking, climbing, and swimming speeds are halved. The creature has disadvantage on Dexterity saving throws, and they cannot jump. The target loses it's right leg.
3 Left arm The target's Constitution modifier times it's level or CR(Minimum 2 hit points). Any attack rolls using this arm are made with disadvantage. Any ability checks using this arm are rolled with disadvantage. The creature loses it's left arm, making any ability checks or attack rolls with it automatically fail.
4 Right arm The target's Constitution modifier times it's level or CR(Minimum 2 hit points). Any attack rolls using this arm are made with disadvantage. Any ability checks using this arm are rolled with disadvantage. The creature loses its right arm, making any ability checks or attack rolls with it automatically fail.
5 Torso The creature's Constitution modifier added twice times it's level or CR.(minimum 3 hit points) The creature must roll a DC20 Constitution saving throw when digesting anything or puke it all out. The creature will have disadvantage on all Constitution saving throws, and its hit point maximum are halved. The creature loses its torso, which means instant death for most creatures.
6 Neck The creature's Constitution modifier times it's level or CR.(minimum 2 hit points) The target can hold it's breath for half as long, and can suffocate for half as long. The target can hold it's breath for 1/4th as long as it usually could, and can suffocate for 1/4th as long. The target will lose its neck, which means instant death for most creatures.
7 Jaw The creature's Constitution modifier times half it's level or CR(Minimum 2 hit points). The creature will have disadvantage in all Charisma checks. The creature will always fail Charisma checks and cannot eat anything without assistance, it also can't hold it's breath. The creature's jaw will be destroyed, rendering it useless.
8 Left Ear The creature's Constitution modifier times half it's level or CR(Minimum 2 hit points). The creature will receive a -5 on all perception checks involving hearing. The creature will receive a -7 on all perception checks involving hearing, and if it does any saving throws to avoid being deafened it does so with disadvantage. The creature's left ear is completely destroyed, making the creature deafened on that ear.
9 Right Ear The creature's Constitution modifier times half it's level or CR(Minimum 2 hig points). The creature will receive a -5 on all perception checks involving hearing. The creature will receive a -7 on all perception checks involving hearing, and if it does any saving throws to avoid being deafened it does so with disadvantage. The creature's right ear is completely destroyed, making the creature deafened on that ear.
10 Left Eye The creature's Constitution modifier times half it's level or CR(Minimum 2 hit points). The creature will receive a -5 on all perception checks involving sight. The creature will receive a -7 on all perception checks involving sight, and if it does any saving throws to avoid being blinded it does so with disadvantage. The creature's left eye is completely destroyed, leaving said creature completely blinded on that eye.
11 Right Eye The creature's Constitution modifier times half it's level or CR(Minimum 2 hit points). The creature will receive a -5 on all perception checks involving sight. The creature will receive a -7 on all perception checks involving sight, and if it does any saving throws to avoid being blinded it does so with disadvantage. The creature's right eye is completely destroyed, leaving said creature completely blinded on that eye.
12 Skull The creature's Constitution modifier times it's level or CR(Minimum 2 hit points). The creature will have disadvantage on all Wisdom, Intelligence and Charisma ability checks and saving throws, and cannot concentrate on anything. The creature will fall unconscious. The creature's skull will be destroyed, generally meaning death for most creatures.

To heal a body part is a very complicated thing. Damaged limbs are completely healed after a long rest, and regain half of their maximum hit points after a short rest. Broken limbs regain hit points equal to your Constitution modifier times 8 at the end of every long rest, being considered damaged once you reach their maximum hit points. Lost body parts can only be regained by the use of a blood demon art or similar power.

Critical Limbs Table

Sometimes when you hit a very precise attack, it will definetely damage something more vital than a ear or an eye. When you are asked to roll from the critical limbs table, you roll a d6 instead of the normal d12 to decide which limb you have damaged.

Number Rolled Body Part Damage Required Damaged Limb Consequences Broken Limb Consequences Lost Limb Consequences
1 Left leg The creature's Constitution modifier times it's level or CR(Minimum 2 hit points). The creature's walking, climbing, and swimming speeds are halved. The creature has disadvantage on Dexterity saving throws, and they cannot jump. The target loses its left leg.
2 Right leg The target's Constitution modifier times it's level or CR(Minimum 2 hit points). The creature's walking, climbing, and swimming speeds are halved. The creature has disadvantage on Dexterity saving throws, and they cannot jump. The target loses it's right leg.
3 Left arm The target's Constitution modifier times it's level or CR(Minimum 2 hit points). Any attack rolls using this arm are made with disadvantage. Any ability checks using this arm are rolled with disadvantage. The creature loses it's left arm, making any ability checks or attack rolls with it automatically fail.
4 Right arm The target's Constitution modifier times it's level or CR(Minimum 2 hit points). Any attack rolls using this arm are made with disadvantage. Any ability checks using this arm are rolled with disadvantage. The creature loses its right arm, making any ability checks or attack rolls with it automatically fail.
5 Torso The creature's Constitution modifier added twice times it's level or CR.(minimum 3 hit points) The creature must roll a DC20 Constitution saving throw when digesting anything or puke it all out. The creature will have disadvantage on all Constitution saving throws, and its hit point maximum are halved. The creature loses its torso, which means instant death for most creatures.
6 Skull The creature's Constitution modifier times it's level or CR(Minimum 2 hit points). The creature will have disadvantage on all Wisdom, Intelligence and Charisma ability checks and saving throws, and cannot concentrate on anything. The creature will fall unconscious. The creature's skull will be destroyed, generally meaning death for most creatures.

Bounded Accuracy Enforcement[edit]

When you get ability scores above 30, some accuracy-related numbers change in effect. For save DCs and saving throw bonuses, you cannot add more than a +10 modifier from scores or score-related abilities to either. Instead, every save bonus from a score that would result in a bonus beyond 10 gives damage reduction, 3 per modifier point beyond +10. Save DCs get a similar boon, 3 additional damage per modifier beyond +10.

Attack rolls and armor class work a little differently. When 2 ability scores contribute to your armor class, only one of them can add a modifier beyond a +10 to your armor class value. Instead, a modifier point beyond a +10 grants 1 damage reduction against attacks.

Profiency bonus for all values works similarly. If you would add your proficiency bonus to any of these(attack rolls, armor class, saving throws, and save DCs) twice or more, the additional proficiency bonus only scales up to +6 at most. If you add half proficiency, it only scales up to +3 at most.

Design Note: This rule is meant to balance numbers past 30 to be relatively playable when opponents are equal-level, similar in feal to pathfinder 2e. It is well suggested to use it.


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