Alternate Rule Modules by Chris Scalabrini Who is this document for? This document is intended for D&D 5e players who think their characters no longer have the level of customization that they came to expect from a D20 game. The modules in this document add more crunch to 5e for groups who desire it. What to Expect Presented in this document are a number of alternative rulesets to the base D&D 5e game. In addition, I present my rationale and design goals, allowing you to tweak the mechanics as you see fit if you disagree with my conclusions or motivations. Each new rule module is standalone, which allows DMs to pick and choose mechanics to suit the tone of the campaign they wish to run. Compatibility Each additional rule module was designed to be as fully compatible with the base game as possible. Any module that replaces a mechanic from the base game is documented as doing so. Some modules have interactions with other modules. Summary of Modules Alternate Proficiency and Feats If you want to add a further level of specialization in your campaign. Inspired by earlier editions of Dungeons & Dragons. Alternate Exhaustion If you want to make Exhaustion great (again). Reward players with higher Constitution with a greater level of survivability. Included are additional suggestions for when to use Exhaustion. Alternate Carrying Capacity If you'd like your campaign to require careful curation of gear and supplies. Inspired by games like Darkest Dungeon. Included are 2 variants: Items on Hand vs Items Carried. Alternate Backgrounds If you find backgrounds as-written underwhelming or restrictive. Inspired by Burning Wheel and earlier editions of Dungeons & Dragons. Included are additional suggestions to provide players with gameplay or story benefits. Alternate Inspiration If you find your table forgetting that Inspiration even exists as a mechanic. Inspired by RPGs with player currencies such as Savage Worlds and Burning Wheel. Alternate Attunement If you want to make Magic Items a bigger part of your campaign. Inspired by earlier editions of Dungeons & Dragons. Alternate Maneuvers If you want yet another set of grappling rules. Inspired by Pathfinder.

Alternate Proficiency and Feats Variant Mechanic: Mastery Bonus Any time the base game references your Proficiency Bonus, instead refer to your Mastery Bonus for the roll in question. For example, if you are a Novice in Strength Saving Throws, when making a Strength Saving throw, you would roll the Novice bonus for your level + your Strength modifier. Any time your class would grant you Proficiency in a weapon, skill, saving throw, or item, you are instead Proficient in it. In isolation, this provides no mechanical difference from the base game. Any time your class would grant you Expertise in a weapon, skill, saving throw, or item (as in the Rogue and Bard class benefit), you are instead Expert in it. In isolation, this provides almost no mechanical difference from the base game. Binary proficiencies, such as languages, are unaffected. For any effect that requires proficiency, you are considered to have proficiency if you have a positive Mastery Bonus. If an effect instructs the player to increase their Mastery for a specific effect, a Novice becomes Proficient, Proficient becomes Adept, Adept becomes Expert. There is no bonus above Expert. This system also replaces Feats as written in the Player's Handbook. The two are incompatible. Design Goals Provide a consistent and predictable mechanical advantages in increasingly narrow and specialized areas of focus.

Bring back the ability to specialize from earlier editions, while preventing the "+2 spam" that it was known for. Rationale One of the biggest complaints I hear of 5th edition is that it is homogeneous. Not as bad as 4th edition where every class felt identical despite huge numbers of options, but where each member of the same class seems more or less identical. Multiple progression tracks and finer granularity of feats gives characters the ability to specialize in specific areas by giving them more choices to make over their career. Math At first glance, it may seem the numbers are a bit overpowered, and to be sure, this will increase character power. However, every monster in the Monster Manual follows the exact same formula for deriving combat statistics. By subtracting the "Proficient" bonus for the monster's CR (for example, a CR 5 monster has a +3), and adding a different bonus depending on the monster's skill, you can balance the player character's advantage. This also provides a powerful hook for customizing monsters, since each of the otherwise identical monsters may be better at a different one of their abilities. Mastery Bonus Level Novice Proficient Adept Expert Feats 1st +1 +2 +3 +3 1st 2nd +1 +2 +3 +3 ─ 3rd +1 +2 +3 +4 2nd 4th +1 +2 +4 +4 ─ 5th +1 +3 +4 +5 3rd 6th +1 +3 +4 +5 ─ 7th +1 +3 +5 +6 4th 8th +1 +3 +5 +6 ─ 9th +2 +4 +5 +7 5th 10th +2 +4 +6 +7 ─ 11th +2 +4 +6 +8 6th 12th +2 +4 +6 +8 ─ 13th +2 +5 +7 +9 7th 14th +2 +5 +7 +9 ─ 15th +2 +5 +7 +10 8th 16th +2 +5 +8 +10 ─ 17th +3 +6 +8 +11 9th 18th +3 +6 +8 +11 ─ 19th +3 +6 +9 +12 10th 20th +3 +6 +9 +12 ─ Custom Feats Players may want to use feats from the PHB, or may want to reference feats from an earlier edition of D&D or another similar game. DMs are advised to use the following guidelines for designing feats: One Alternate Feat should be between a third and half as powerful as a PHB Feat. Players gain twice as many of these feats and ability score improvements, after all.

Alternate Feats should only increase Mastery one stage at a time and only for specific situations.

Alternate Feats should not be class specific, though they can be mechanic-specific (such as referencing specific spell schools).

Alternate Feats can form a "feat tree", with each additional feat further improving the same mechanic, rewarding investment and focus in a specific area.

Feats can have pre-requisites, which can be other feats, being of a particular character level, having a certain level of mastery in something (such as a skill), ability scores, or common class mechanics, such as spell casting or extra attacks.

Feat Ideas General Feats Academic When performing an ability check involving recalling information previously learned, you may increase your Mastery one stage. Actor Prerequisite: Charisma 13 You have advantage on ability checks for trying to pass yourself off as a different person. Acrobatic When performing an ability check involving balance or graceful movement, you may increase your Mastery one stage. Alert You have Novice level mastery on Initiative rolls. In addition, you can't be surprised while you are conscious. Animal Affinity When performing an ability check involving taming, understanding, tracking, or communicating with animals, you may increase your Mastery one stage. Athletic When performing an ability check involving might, fitness, or physical power, you may increase your Mastery one stage. Aware Prerequisite: Alert You have Proficient level mastery on Initiative rolls. In addition, other creatures don't gain advantage on attack rolls against you as a result of being hidden from you. Cosmopolitan You gain proficiency in 2 languages of your choice. Dabbler You may gain Novice mastery in 3 skills. Deceitful When performing an ability check involving lying or disguises, you may increase your Mastery one stage. Deft Hands When performing an ability check involving careful manual dexterity, you may increase your Mastery one stage. Dungeon Adept You have advantage on checks made to detect the presence of secret doors. You can search for traps while traveling at a normal pace. Dungeon Expert You have advantage on saving throws to avoid or resist traps. You have resistance to damage dealt by traps. Durable When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum 2). Endurance You have advantage on Constitution saving throws to resist the effects of extended physical exertion, hot and cold environments, and suffocation. Fleet Your speed increases by 10 feet. Gumshoe When performing an ability check involving deducing information through logical conclusions, you may increase your Mastery one stage. Heavily Armored Prerequisite: Proficient with Medium Armor You gain Proficiency with Medium Armor. Heavy Armor Training Prerequisite: Proficient with Heavy Armor While you are wearing heavy armor, non-magical piercing, bludgeoning, and slashing damage is reduced by 3. Impersonator Prerequisite: Charisma 13 You can mimic the speech of another person or the sounds of animals. You must have heard the person speaking or the animal sounds for at least 1 minute. A successful Insight check contested by your Deception check allows a listener to determine the effect is faked. Lightly Armored You gain Proficiency with Light Armor. Linguist Prerequisite: Proficient in 4 languages You can create written ciphers. They may only be deciphered if you teach them, if they succeed on an Intelligence check (equal to your Proficient bonus + your Intelligence score), or with magic. Lip Reader If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it is saying by reading the movements of its mouth. Medium Armor Mobility Prerequisite: Proficient with Medium Armor Your maximum Dexterity bonus, when wearing Medium armor, is raised from 2 to 3. Medium Armor Training Prerequisite: Proficient with Medium Armor Your maximum Dexterity bonus, when wearing Medium armor, is raised from 2 to 3.

Feat Ideas (continued) General Feats (continued) Mobile When you use the Dash action, difficult terrain doesn't cost you extra movement during that turn. Moderately Armored Prerequisite: Proficient with Light Armor You gain Proficiency with Medium Armor. Observant Prerequisite: Wisdom 13 When calculating your passive Perception or Investigation values, you may increase your Mastery by 2 stages. Orienteer You always know which way is north, and you always know how many hours until the next sunrise or sunset. Perceptive You may increase your mastery on ability checks involving perceiving situations or emotions and finding information. Persuasive You may increase your mastery on ability checks involving convincing others overtly. Practiced You may gain Proficient mastery in 2 skills for which you have Novice mastery. Prodigy You may increase your mastery on ability checks involving performances or crafting. Resilient Choose an ability score. Either gain Novice mastery or increase your mastery for saving throws for that ability score. Self-Sufficient You may increase your mastery on ability checks involving wilderness survival and health. Shield Proficiency You gain Proficient mastery with Shields. Shine Job Dim light doesn't impose disadvantage on your ability checks relying on sight Skilled You may gain Adept mastery in 1 skill for which you have Proficient mastery. Skulker Prerequisite: Dexterity 13 You may try to hide when you are only lightly obscured from the creature from which you are hiding. Stealthy You may increase your mastery on ability checks involving hiding and escaping. Tough Your hit point maximum increases by an amount equal to your character level when you gain this feat. Whenever you gain a level thereafter, you gain an additional hit point. Tougher Prerequisite: Tough Your hit point maximum increases by an amount equal to your character level when you gain this feat. Whenever you gain a level thereafter, you gain an additional hit point.

Feat Ideas (continued) Combat Feats Accurate Shot Prerequisite: Precise Shot, Dexterity 17 Your ranged weapon attacks ignore half cover and three-quarters cover. Bodyguard When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapona ttack against the attacking creature. Brawler You become Proficient with unarmed strikes and improvised weapons. Your unarmed strikes do 1d4 bludgeoning damage. Bulwark Prerequisite: Shield Brace If you aren't incapacitated, you may add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that only targets you. Called Shot Prerequisite: Proficient with a ranged weapon Before making an attack, you may choose to subtract your Proficient bonus to add your Expert bonus to the attack's damage. Charger When you use your action to Dash, you may use a bonus action to make one melee weapon attack. Cleave Prerequisite: Power Attack On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with a melee weapon attack, you can make one melee weapon attack as a bonus action. Crashing Charge Prerequisite: Charger When making a melee weapon attack as a result of the Charger feat, you may add your Adept bonus to the damage of the attack, or you may shove the creature 10 feet if the attack lands. Crossbow Expert Prerequisite: Proficient with a crossbow You ignore the Loading property of crossbows with which you are proficient. Dirty Fighter Prerequisite: Brawler When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Defensive Duelist Prerequisite: Dexterity 13 When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your Novice bonus to your AC for that attack, potentially causing the attack to miss you. Double-Slice Prerequisite: Two-Weapon Focus When making attacks with your off-hand weapon with a bonus action, you may add your ability score modifier to the damage. Dual Parry Prerequisite: Dual Wield You gain a +1 bonus to your AC while you are wielding a separate melee weapon in each hand. Dual Wield You can draw or stow two weapons with a free action instead of one. When wielding two weapons, only one needs to have the Light property. Duelist's Parry Prerequisite: Defensive Duelist, Dexterity 15 You may use your Proficient bonus rather than your Novice bonus for the purposes of the Defensive Duelist feat. Far Shot Prerequisite: Point-Blank Shot Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Magebane When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature. Mage Slayer Prerequisite: Magebane When you damage a creature that is concentrating on a spell, that creature has disadvantage on its saving throw to maintain its concentration. Parting Shot Prerequisite: Point-Blank Shot, Dexterity 15 When making an Disengage action, you may use your bonus action to make a single ranged attack. Pin Down Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.

Feat Ideas (continued) Combat Feats (continued) Point-Blank Shot Prerequisite: Proficient with a ranged weapon You no longer have Disadvantage when attacking a target within 5 feet of you with a ranged attack. You still have disadvantage of you are attacking a further target with a hostile creature within 5 feet of you. Polearm Expertise When you take the attack action and are attacking only with a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. It deals 1d4 bludgeoning damage. Polearm Master Prerequisite: Polearm Expertise While you are wielding a glaive, halberd, or a quarterstaff, other creatures provoke opportunity attacks when they enter your reach. Power Attack Prerequisite: Proficient with a melee weapon, Strength 13 Before making an attack, you may choose to subtract your Proficient bonus to add your Expert bonus to the attack's damage. Precise Shot Prerequisite: Point-Blank Shot, Dexterity 13 When making an Attack action, you may make an additional attack with your ranged weapon using your bonus action. You do not add your ability score modifier to the damage dealt for this additional attack. Rapid Shot Prerequisite: Point-Blank Shot, Dexterity 15 When making an Attack action, you may make an additional attack with your ranged weapon using your bonus action. You do not add your ability score modifier to the damage dealt for this additional attack. Savage Attacker Once per turn, when you roll damage for a melee weapon attack, you may roll twice and use either result. Shield Bash Prerequisite: Dual Wield, Novice or greater with a Shield Your shield is no longer an improvised weapon for the purposes of performing melee weapon attacks with it. As a weapon, it gains the Light property and deals 1d4 bludgeoning damage. Shield Brace Prerequisite: Proficient with a Shield As an action, you may enter a defensive stance until the start of your next turn. While in this stance, your shield's AC bonus is equal to your Mastery bonus with Shields. Shield Focus Prerequisite: Proficient with a Shield, Extra Attack Gain Adept mastery with Shields. Shield Wall Prerequisite: Shield Brace If you are subjected to an effect that allows you to make a Dexterity saving throw to only take half damage, you may use your reaction to instead take no damage if you succeed on the saving throw. Silencer When you are hidden from a creature and miss with a ranged weapon attack, your position is not revealed. Snap Shot Prerequisite: Rapid Shot You may make attacks of opportunity with your ranged weapon. Your threat range is 5 feet. Stand Still When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Step up When a hostile target within 5 feet of you uses the Disengage action, you may use your Reaction to move up to half your movement speed. You must follow the target that used the Disengage action. Two-Weapon Focus Prerequisite: Dual Wield, Extra Attack When using your bonus action to attack with an off-hand weapon after taking an Attack action, you may make two attacks with your off-hand weapon instead. Weapon Focus Prerequisite: Proficient in chosen weapon, Extra Attack Gain Adept mastery in a weapon of your choice. Weapon Proficiency Gain Proficient mastery in 2 weapons of your choice. Weapon Specialization Prerequisite: Weapon Focus in chosen weapon When you deal damage with the chosen weapon, you may add your Novice bonus to the damage dealt. Other Ideas If combined with other modules, consider feats that allow for additional Exhaustion points, additional Gear slots, or provide mechanical improvements to maneuvers (such as a higher Mastery bonus for specific maneuvers, or additional effects like provoking opportunity attacks).

Feat Ideas (continued) Magic Feats Battlemage Prerequisite: Ability to cast spells, War Caster You have advantage on Constitution saving throws for the purposes of maintaining concentration on a spell when you take damage. Elemental Adept Prerequisite: Ability to cast spells, Elemental Novice in the chosen element Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. Elemental Novice Prerequisite: Ability to cast spells Choose one of the following damage types: acid, cold, fire, lightning, or thunder. When rolling damage for these spells, you may treat any 1 on a damage die as a 2. You can select this feat multiple times, choosing a different damage type each time. Elemental Master Prerequisite: Ability to cast spells, Elemental Adept in the chosen element, Intelligence 13 Choose one of the following damage types: acid, cold, fire, lightning, or thunder. When casting spells that deal damage of one of the types listed, you may instead cast the spell using a spell slot one level higher to change the damage type to the chosen element. Ritual Caster Prerequisite: Intelligence or Wisdom 13 You have learned how to cast rituals from a ritual book. When you choose this feat, choose a class that gains cantrips. Choose one 1st level spell from that class's spell list that has the Ritual tag. Your spellcasting ability for your ritual spells is the same as the class you chose. You may add more spells to your ritual book if they are found in written form, such as a magical spell scroll or a wizard's spellbook. Any spell you copy must be on the spell list for your chosen class, the spell's level must be no higher than half your level (rounded up), and it must have the Ritual tag. Copying a spell takes 2 hours per level of spell, and costs 50 gp per level. School Specialist Prerequisite: Ability to cast spells Choose one school of magic: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. For the purposes of casting spells in the given school you: Use your Adept bonus instead of your Proficient bonus when casting the spell.

Use your Adept bonus instead of your Proficient bonus for calculating your Spell Save DC. You may take this feat multiple times, naming a different school each time. Snapspell Prerequisite: Ability to cast spells, War Caster When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell to attack the creature. It must have a casting time of 1 action, and must target only that creature. Pinpoint Spell Prerequisite: Ability to cast spells, Spell Sniper Your ranged spell attacks ignore half cover and three-quarters cover. Spell Sniper Prerequisite: Ability to cast spells When you cast a spell that requires you to make an attack roll, its range is doubled. Spell Specialist Prerequisite: Ability to cast spells Choose one spell you know and are able to cast. For the purposes of casting that spell, you may increase your Mastery by one stage for the purposes of spell attacks and spell save DCs. War Caster Prerequisite: Ability to cast spells You may perform the somatic components of spells even when you have weapons or a shield in one or both hands.

Alternate Exhaustion Variant Mechanic: Exhaustion You have a number of Exhaustion Points equal to 6 + Constitution Modifier When the base game instructs you to you take a level of Exhaustion, instead lose one of your points. Every long rest, you may regain one of your expended Exhaustion Points. In addition, you suffer the following ill effects, if and only if you have at least one Exhaustion Point lost: Exhaustion Points Remaining Points Left Effect 5 Disadvantage on all D20 rolls that are not attacks or saving throws 4 Movement speed is halved 3 Disadvantage on all D20 rolls 2 Max HP is halved 1 Movement speed is 0 0 You are dead Note that these effects are cumulative; a character with 1 point remaining suffers all exhaustion effects short of death. If you are killed by reaching 0 points of exhaustion and are resurrected, you return to life with 1 Exhaustion Point remaining. If you are killed by reaching 0 Hit Points and are resurrected, you return to life with the same number of Exhaustion Points you died with. Design Goals A character with 10 Constitution is no different than a character without this rule module. Rationale The effects of Exhaustion all indicate a character is slowly succumbing to a malaise, whether it's lack of sleep, overexertion, illness, or even distraction. Thus, this implies this mechanic (even in the base game) may be used more often. For example, applying Exhaustion can replace Energy / Level Drain, which makes monsters with such abilities quite potent and scary! Constitution is arguably the second most powerful ability score after Dexterity, and therefore in the least need of a power boost. However, the Barbarian class feature, Frenzy, is univerally regarded as being terrible due to the woeful effects of Exhaustion. Because Barbarians are likely to have a higher Constitution score than others, they benefit the most from having extra Exhaustion Slots over, say, a Wizard. Math Generally speaking, a player character will have between 5 and 10 points of exhaustion, though a 20th Level Barbarian who has read a Manual of Bodily Health (dmg) could have up to 13! Since most characters will have at least 10 Constitution to the detrimental effect a negative modifier has on HP, this module can be seen as a net power increase unless the DM doles out Exhaustion damage in more situations. Optional Variants The following variants are suggested additional uses of the Alternate Exhaustion mechanic. They are strictly optional. Exhaustion Hit Dice Whenever a character has an opportunity to expend hit dice but has none remaining, that player may instead lose Exhaustion Points. For each Exhaustion Point lost, that character regains 1 expended Hit Die, which is immediately available for use. A character may only use this option once per rest. Failed Fitness Ability Checks If there is an important ability check representing some great feat (such as scaling a cliff, pushing a boulder, or or bending bars) whose progress would halt the game, the DM may instead treat a failure as a success, with the caveat that the player takes a point of exhaustion. Alternately, a point of exhaustion may be a suitable punishment for a Natural 1, in such circumstances representing a pulled or strained muscle. Generic Poisons and Diseases As a catch-all mechanic for poisons and diseases that have progressive symptoms, each progression of the disease may simply subtract an Exhaustion Point from the afflicted. Furthermore, particularly nasty ailments could prevent the restoration of Exhaustion through non-magical means (or even magical means). Some afflictions may have a set number of stages (and thus be potentially non-lethal without an additional source of Exhaustion damage), while others could progress until it is cured. Be creative! Alternate Energy Drain Several monsters have an Energy Drain attack, which as writte, reduces the maximum hit points of a character. Such an ability can be made quite scary if the attach simply dealt damage to a character's Exhaustion Point pool, rather than Hit Points. DMs are warned to be careful with this mechanic. Any Energy Drain attack should deal at most 2 points of Exhaustion!

Alternate Exhaustion Synergy Other Alternate Modules Many alternate modules benefit greatly from Alternate Exhaustion, due to the fact that they offer mechanics that allow a player to expend Exhaustion in order to achieve some other taxing effect. While these mechanics can be used on their own, with this module, it acts as a balancing act, allowing other characters to benefit from other modules at the cost of another of their character's strengths. Alternate Feats Catch Breath Prerequisite: Constitution 15 Once per Long Rest, during a Short Rest you may attempt a Constitution saving throw (DC is equal to 12 + number of spent Exhaustion Points). On a success, you may recover one point of Exhaustion. Energetic Prerequisite: Constitution 13 Your Exhaustion Point maximum is increased by 1. Push to the Limit Prerequisite: Constitution 13 You may spend an Inspiration to stave off one of the effects of Exhaustion until your next short rest.

Alternate Carrying Capacity Variant Mechanic: Gear Slots You have a number of Gear Slots equal to 6 + Strength Modifier For each item you carry, assign it to one of your gear slots. During a round of combat, a single item may be retreived or stowed using a free action. Retrieving or stowing an additional item costs a Standard Action. If you are wearing Medium Armor, a slot is reserved and may not be used, representing the inconvenience of wearing armor. Heavy Armor similarly reserves 2 slots. Worn magic items (such as boots, hats, and belts) do not consume any slots. Carried magic items (such as extra boots, hats, and belts) consume slots. Items on Hand A DM may choose to use gear slots to represent items on hand, such as items on bandoliers or belt pouches. This means that while characters may continue being walking armories, only the items in their slots are accessible, much like a wizard may know more spells than they have prepared. DMs are encouraged to figure out how items may or may not stack, as items like ammunition or darts may be carried in bulk while items like greatswords and helmets may not. Note that wielded items, like swords and shields, are items on hand. Any items carried but not in a gear slot require an action to retrieve. Items Carried A DM may choose to use gear slots to represent total items carried, forcing players to very carefully prepare before adventures. Both A DM may choose to use both mechanics, one representing hauling capacity and the other representing things at-the-ready. Design Goals Armor is encumbering for a character wearing it.

Provide boundaries for item capacity without weight calculation or tracking.

Characters with high Strength have utility outside of pushing or hitting things. Rationale Few gamers like calculating or tracking weight. Some games, such as Luke Crane's Torchbearer, provide an emergent trade-off mechanic due to limited gear: Do you ditch the torches to take this sweet loot, or do you leave the loot because the light is too important to give up? Math Generally, a character will have between 5 and 10 gear slots, though a character wearing a particularly sweet magic belt may have as many as 14. Because this module provides a restriction, it can be seen as a net power decrease. Optional Variants Necessities A DM may choose that gear slots are in addition to necessities. That is, things like food, water, coins, and basic camping gear don't consume gear slots (up to a reasonable amount). This limits the amount of crunch inherent in this type of mechanic. Magic and Specialized Containers Some of the most iconic D&D magic items are strictly for carrying things, namely a Bag of Holding and a Handy Haversack. A DM may opt that said items simply add additional gear slots. In addition, a character may desire a specialized container, such as a bandolier for holding vials or a quiver for holding arrows. This increases the character's total carrying capcity while limiting the types of items carried. In general, a player should be able to trade 1 general gear slot for 3 specialized gear slots by using a specialized container. If using both styles of gear slots, a DM may choose to have specialized containers specific to one of the types. For example, a Quiver may provide arrows on hand, while a magic backpack may provide a bonus to items carried. Pack Animals and Vehicles Pack animals, such as Mules and Horses, have a number of gear slots equal to their Strength score with the appropriate bindings or bags. For a vehicle (such as a cart), decide how many pack animals it was designed for. For every animal it was designed for, it has 20 gear slots. For every 20 filled slots filled, an additional pack animal is needed. For example, a 4-ox cart with 1 ox has 80 slots, though the oxen can only pull it if it has 20 or fewer slots consumed. Heavy Loads For each additional item beyond the character's available gear slots carried, the character gains 1 level of Exhaustion. This level of Exhaustion is permanent until the the character's equipment load once again fits within the character's available gear slots. Gear Packs A DM may choose that a set of related gear, as a pack, only consumes a single slot. For example, a climbing kit, despite having a harness, pitons, and rope, might only consume a single slot.

Alternate Carrying Capacity Synergy Alternate Exhaustion This module greatly benefits from the Heavy Loads optional variant and the Alternate Exhaustion module. This allows a player to make the conscious decision to overexert their limits with a well-defined mechanical downside, which is quite important when all that loot needs to find its way out of the dungeon. Alternate Feats Strong Back Prerequisite: Strength 13 You have 2 additional Gear Slots.

Alternate Backgrounds Variant Mechanic: Story Points During character creation, you have a number of Story Points equal to: 6 + Intelligence Modifier You may spend Story Points to write life-defining experiences that taught you your skills, called a Life Experience. Each Life Experience provides an in-game mechanical benefit in addition to defining your character's history. In addition, any time you would increase your Intelligence Modifier due to Ability Score increases granted by your class, Feats, magic items, or boons that permanently improve your Intelligence, you gain 1 Story Point that must be immediately spent. Design Goals Provide a greater level of customization while encouraging player backstory.

Incentivize the Intelligence ability score, which is otherwise a "dump stat" for most classes. Rationale Intelligence is woefully underpowered in 5e. Benefiting only Wizards (and the rare Eldritch Knight or Arcane Trickster), Intelligence is something of a near universal "dump stat." In previous editions of D&D, Intelligence provided a hook into the Exploration and Social aspects of the game by providing additional skills and languages. This variant mod is simply bringing that concept back. If a player wants some sort of perk not listed here, let them be creative! Remember that anything that provides something equal to a Background Power from the PHB roughly costs 1 story point. Optional Variants Balance Maximums A free-form point-based system is ripe for min/max abuse. A DM can therefore enforce that a character may only have up to a specific maximum number of a given style of Life Experiences. For example, a DM might decide a character may have at most 3 Life Experiences that provide a Skill Proficiency. Faster (alternate) Learning A character who works smarter makes much more progress than one who works harder. When learning a new language or a tool proficiency, a character must make 1500 points of progress towards their goal. Each day, a character may spend 8 hours and 1 GP in order to make a number of points of progress equal to the number of Story Points they would have. For example, a character with 10 Intelligence would make 6 points of progress a day, requiring 250 days and 250 gp to learn the new proficiency. Life Experiences Each Life Experience proviudes one of the following benefits. Remember that these represent the character's experiences before becoming a seasoned adventurer at first level, and should be selected at first level if making a higher level character. Class Skill (1 Story Point) You gain proficiency in one skill in your first level class's skill list. Non-Class Skill (2 Story Point) You gain proficiency in one skill not listed in your first level class's skill list. Common Language (1 Story Point) You gain proficiency in one language commonly spoken within your campaign setting. Exotic Language (2 Story Points) You gain proficiency in one language not commonly spoken within your campaign setting. Item Proficiency (1 Story Point) You gain proficiency with one toolkit, vehicle, or other non-item, such as a gaming set. Group Relationship (2 Story Points) You have a relationship with an organized group, such as a guild, a faction, a military, or even a local club. During play, at your DM's discretion, you may invoke your relationship with the group to get a favor. This may be represented as advantage on a specific ability check, a discount on merchandise, or something story appropriate at your DM's discretion. Note that this relationship does not imply current membership with said group. For example, if you are a former guard in a particular city, you may be able to get some free mundane equipment from them, be better able to rally them when needed, or more easily get otherwise classified information. Local Reputation (2 Story Points) You have a positive reputation around a particular location for some good deed, such as among the patrons of a particular tavern, a neighborhood in a city, or even a whole village. During play, at your DM's discretion, you can invoke your reputation in order to make an NPC from that region more amenable to you. This may be simply a story effect (such as being let in an otherwise forbidden location), or it may provide a mechanical effect, such as discounted goods or advantage on an ability check. Your Life Experience must detail how you gained your reptuation.

Alternate Background Synergy Alternate Feats Savant Prerequisite: Intelligence 15 For any tool check, you may roll as if you had Novice mastery. You do not count as proficient for tool checks that require proficiency. Studious Prerequisite: Intelligence 13 When attempting to learn a new language or tool proficiency, you may cram 2 days of work into 1. The GP cost remains, but the number of days required is halved.

Alternate Inspiration Variant Mechanic: Instincts All player characters have 3 Instincts, determined when selecting the character's background. Your maximum number of Inspiration points you may have is equal to (6 + Wisdom Modifier) / 2 You may spend Inspiration points for the following effects: Cost Effect 1 Gain advantage on a d20 check before it is made 1 Grant disadvantage on a d20 check that targets you before it is made 1 Grant Inspiration to another player 2 Reroll one die of any of your d20 checks after is it made. When you would improve your Wisdom score due to an Ability Score Improvement granted by a class, a feat, a boon, or a magic item that provides a permanent improvement, recalculate your maximum Inspiration. In addition to the usual ways of gaining Inspiration listed in the base rulebooks, at the DM's discretion, whenever one of your Instincts is used to great effect (either positively or negatively), you gain 1 point of Inspiration. Design Goals Provide predictable player hook for predictable actions

Provide players with an additional tool for character description

Provide the players with an additional tool for causing non-disruptive shenanigans

Provide character-defining hooks for gaining Inspiration, as it's an underused mechanic Rationale Instincts sort of provide a more actionable version of the Bonds, Ideals, and Flaws. They allow a player to define their character's immediate gut reactions to certain situations, which often are more telling of a character than what they say. They also provide the DM with a clue as to what sorts of adventures the players want to see, and also provide the DM with a tool to cause trouble or to spotlight a character. Instincts While not a hard and fast rule, instincts generally follow the following forms: If or When [something happens], I [reaction]

Always or Never [statement] Players and DMs are encouraged to craft instincts that are beneficial, flavorful, or potentially detrimental. Sample Instincts Feel free to use these outright or to craft your own using these as a template. When I am offered a drink, I always accept When I wake up, look at the weather Shoot first, ask questions later Always give others a chance to explain themselves If I see danger, hide immediately Always have a guard when resting If I don't understand something, I taste it Never hand my sword to another Always keep a dagger in my boot When I am lost, prayer will show the way Always order the house beer When I'm somewhere new, I always look for exits Optional Variants Additional Sources of Inspiration Consider the following events as possible avenues for giving players inspiration: Gaining a level

Completing a plot arc or module

Stabilizing after 2 failed Death Saving Throws

A natural 20

A natural 1 Inspiration Vote At the end of each session, players (and DM) can discuss the session and hand out Inspiration to players who embodied their characters well and defined the session. Some possible awards to give inspiration for include: MVP: The one who saved the day with the "clutch" roll

Workhorse: The one who kept the game going by having the right skills at the right time

Story Driver: The one who drove the story the most, even if it's way out in left field.

Alternate Inspiration Synergy Alterate Feats Extreme Meditation Prerequisite: Wisdom 13 Once per long rest, you may gain a point of Inspiration by taking a level of Exhaustion. In-Tune Prerequisite: Wisdom 13 You have 1 additional Instinct. Inspired Prerequisite: Wisdom 13 Your maximum Inspiration is increased by 1.

Alternate Attunement Variant Mechanic: Force of Will You have a number of Attunement Slots equal to: (6 + Charisma Modifier) / 2 For each Attunement Slot, you may have 1 Magic Item attuned. Design Goals A character with 10 Charimsa is no different than a character without this rule module.

Provide a detriment to "dumping" Charisma. Rationale Charisma represents far more than a character's charming good looks. It encompasses their presence and force of will. The ability to have a commanding presence is independent of having fantastic hair. In prior editions of Dungeons & Dragons, the ability to use magic devices was governed by your Charisma. It represented your ability to forcibly dominate the magic item into obeying your commands. Math Any character will have between 2 and 5 magic item slots, with this module. Having 5 magic items attuned is rather powerful, as would be expected of someone who specializes fully in Charisma. This may be somewhat balanced by magic items being rarer. This module more than any other needs to be used carefully. DMs are encouraged to include the Alterante Exhaustion module and the Overexertion variant. Optional Variants Overexertion A character may attune magic items past their attunement limit to a limit of 5. For each magic item attuned over their limit, the character gains 1 level of Exhaustion. This may not be healed by any means until the item is unattuned. Note: This variant is especially effective at balancing Charisma-based characters versus Consitution-based characters with Alternate Exhaustion. This would allow a burly Barbarian with low Charisma to equip the full 5 Magic Items without gaining detrimental effects from Exhaustion. This exhaustion represents the mental toll and tax of dominating a force that does not want to be dominated past your limits. Attunement Levels Some Magic Items may have levels of Attunement, where they may consume more than one Attunement slot for additional power. Consider a particularly powerful Artifact that will only reveal its true nature or power once someone's entire force of will is devoted to it (and then some). This can also be used with particularly nasty cursed items, which may not be unattuned, but may begin to consume additional Attunement slots.

Alternate Maneuvers Variant Mechanic: Combat Maneuvers Choose an ability score: Strength or Dexterity. This is your maneuver ability for your maneuvers. In addition, you use your Maneuver ability when setting the saving throw DC for a maneuver and when you make an attack with one. Maneuver Save DC = 8 + Proficiency Bonus + your Maneuver ability modifier Maneuver Attack Modifier = Proficiency Bonus + your Maneuver ability modifier In order to use a combat maneuver, your target must be within range of the maneuver. To use a Maneuver, you must take the Attack action. Each melee weapon attack made as a result of an Attack action can be replaced with a Maneuver instead. Design Goals Don't overshadow the Battlemaster Fighter, but allow other players to do a worse version of similar abilities. Battlemasters have much better action economy than these maneuvers do.

Bring a consistent mechanic separate from the Skill module present in the base game for non-attack maneuvers.

Treat maneuvers like spells wherever possible. Rationale The lack of combat maneuvers outside of a class specialization feels like an oversight to me. Any combatant who is proficient in melee combat should be able to fight dirty or fight creatively. Maneuvers Dirty Trick Range: 5 feet Choose one of the following effects: Half movement speed until the start of your next turn, Disadvantage on their first attack made before the start of your next turn, Advantage on the next attack affecting the target before your next turn. The target must make a Dexterity saving throw. On a failed save, they suffer the chosen effect. Disarm Range: 5 feet The target must make a Strength saving throw. On a failed save, the target drops one item it's holding, which lands at its feet. If the target fails its save by 10 or more, it instead drops 2 items. Grapple Range: 5 feet You may only grapple a creature up to one size category larger than you. The target must make a Strength or Dexterity saving throw. On a failed save, the target is Grappled by you, as per the Grapple condition. The target may attempt to Escape the Grapple as an action. To do so, you must succeed on a Strength saving throw against the target's Maneuver DC. A creature larger than you automatically succeeds on this check. When you move, you may drag or carry the grappled creature, but your speed is halved unless the creature is two or more size categories smaller than you. Pin Range: 5 feet

5 feet Prerequisite:Target is grappled by you The target must make a Strength or Dexterity saving throw. On a failed save, the target is restrained, and you gain the grappled condition. You may still release the grapple at any time. The target may attempt to Escape the pin, identical to escaping a grapple. If the pin is escaped, the target is prone and grappled, and you are no longer grappled. Push Range: 5 feet The targeted creature must make a Dexterity saving throw. On a failed save, the target is pushed 5 feet. If the target failed the save by 5 or more, it is instead pushed 10 feet. If the creature hits a solid surface or a creature of equal size category or larger, they stop moving. If it hits a creature smaller than it, the smaller creature is moved out of the way to the nearest unoccupied space. You may not push a target more than one size category larger than you. Creatures pushed do not provoke opportunity attacks with this movement. Reposition Range: 5 feet The targeted creature must make a Dexterity saving throw. On a failed save, the target is moved 5 feet. If the target failed the save by 10 or more, it is instead moved up to 10 feet. The creature must end within 5 feet of you, though you are able to move while repositioning it. If a creature would not fit in its new location, it simply stops moving. You may only reposition a creature one size category larger than you. You may not reposition the target somewhere dangerous, such as off a cliff or into a fire. Creatures repositioned do not provoke opportunity attacks with this movement. Trip Range: Melee weapon reach The targeted creature must make a Dexterity saving throw. On a failed save, the target is knocked prone. Creatures with more than 2 legs have advantage on this saving throw. Creatures without legs are immune to being tripped.