Variant Rules (Soul Society Supplement)
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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.
Setting Specific Rules[edit]
Evasive Dexterity Saving Throws[edit]
In this setting, creatures are known for their prowess to dodge than their durability capabilities.
Whenever a feature says they make an evasive dexterity 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.
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