Variant Rules (FMA Supplement)
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Variant Rules[edit]
The following are writeups and links to various variant rules this campaign should use.
One Currency System[edit]
While various currencies act in a vacuum mechanically in 5e, in canon they are something of a universal lifeforce. This variant rule is intended to bring that concept into reality.
- Reiki and soul points are equal to ki points.
- Chakra points, mana points, huntsman aura points, ice points, and fire points are worth half as many ki points.
- nen user aura points are worth one fifth as many ki points.
- reishi, reiryoku, and psychic power are worth a quarter as many ki points.
- RC cells and alchemical stamina are worth two fifths as many ki points.
- hardening uses and Mystic Eyes points are worth twice as many ki points.
- Wish points are worth one sixth as many ki points.
- Spell slots are worth a number of ki points as follows:
Spell Slot Ki Cost 1st level 1 ki 2nd level 2 ki 3rd level 3 ki 4th level 4 ki 5th level 5 ki 6th level 8 ki 7th level 10 ki 8th level 12 ki 9th level 15 ki
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.
Further Beyond[edit]
Player Equivalent CR[edit]
Armor Modification[edit]
Weapon Modification[edit]
Tiered Weapon Weight[edit]
Additional Status Conditions[edit]
Drinking[edit]
More Actions[edit]
Fair Critical Hits[edit]
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