D&D 5E Survivor 5E - Rules Options and Variants - FEATS WINS!

OB1

Jedi Master
Action Options 27
Automatic Success 15
Building Strongholds 41
Cleaving Through Creatures 18
Crafting Magic Items 20
Customizing Ability Scores 16
Encumbrance 19
Equipment Sizes 20
Facing 20
Fear and Horror 20
Feats 28
Healer's Kit Dependency 31
Healing Surges 17
Hero Points 20
Hitting Cover 20
Honour 16
Initiative Variants 21
Injuries 20
Inspiration 24
Level Advancement without XP 21+1=22
Loyalty 18
Massive Damage 21
Milestone XP 13
Mixing Potions 33
Morale 23
More Difficult Magic Item Identification 28
Multiclassing 27
Piety 8-2=6
Playing on a Grid 18
Plot Points 21
Proficiency Dice 26
Renown 18
Rest Variant - Gritty Realism 23
Scroll Mishaps 25
Selling Magic Items 19
Skill Variants 20
Slow Natural Healing 20
Training to Gain Levels 20
Wands Don't Recharge 15
 

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Action Options 28
Automatic Success 15
Building Strongholds 41
Cleaving Through Creatures 18
Crafting Magic Items 20
Customizing Ability Scores 16
Encumbrance 19
Equipment Sizes 20
Facing 20
Fear and Horror 20
Feats 28
Healer's Kit Dependency 31
Healing Surges 17
Hero Points 20
Hitting Cover 20
Honour 16
Initiative Variants 21
Injuries 20
Inspiration 24 - shouldn't this be the Variant: Only Players Award Inspiration?
Level Advancement without XP 22
Loyalty 18
Massive Damage 21
Milestone XP 13
Mixing Potions 33
Morale 23
More Difficult Magic Item Identification 28
Multiclassing 27
Piety 4
Playing on a Grid 18
Plot Points 21
Proficiency Dice 26
Renown 18
Rest Variant - Gritty Realism 23
Scroll Mishaps 25
Selling Magic Items 19
Skill Variants 20
Slow Natural Healing 20
Training to Gain Levels 20
Wands Don't Recharge 15
 

Yardiff

Adventurer
Action Options 28
Automatic Success 15
Building Strongholds 41
Cleaving Through Creatures 18
Crafting Magic Items 20
Customizing Ability Scores 16
Encumbrance 19+1=20
Equipment Sizes 20
Facing 20
Fear and Horror 20
Feats 28
Healer's Kit Dependency 31
Healing Surges 17
Hero Points 20
Hitting Cover 20
Honour 16
Initiative Variants 21
Injuries 20
Inspiration 24
Level Advancement without XP 22
Loyalty 18
Massive Damage 21
Milestone XP 13-2=11
Mixing Potions 33
Morale 23
More Difficult Magic Item Identification 28
Multiclassing 27
Piety 4
Playing on a Grid 18
Plot Points 21
Proficiency Dice 26
Renown 18
Rest Variant - Gritty Realism 23
Scroll Mishaps 25
Selling Magic Items 19
Skill Variants 20
Slow Natural Healing 20
Training to Gain Levels 20
Wands Don't Recharge 15
 

CleverNickName

Limit Break Dancing
Inspiration 24 - shouldn't this be the Variant: Only Players Award Inspiration?
I was as surprised as anyone else to learn that Inspiration is an optional rule. But here's what the rules have to say about it.

In the Player's Handbook:
"Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that's true to his or her personality traits, ideal, bond, and flaw." (emphasis mine)​

In the Dungeon Master's Guide:
"Think of inspiration as a spice that you can use to enhance your campaign" (emphasis mine)​
and later,
"Inspiration might not work for your campaign. Some DMs feel it adds a layer of metagame thinking, and others feel that heroism, roleplaying, and other parts of the game are their own rewards that don't need incentives like inspiration."​

So with all that in mind, I listed Inspiration as the "rules option," and I'm using it here as an umbrella term for the rule itself and all of the other associated bits, like how it is awarded and by whom.
 

Omand

Hero
Action Options 27
Alternatives to Epic Boons 2
Automatic Success 14
Building Strongholds 40
Cleaving Through Creatures 18
Crafting Magic Items 20
Customizing Ability Scores 16
Encumbrance 19
Equipment Sizes 20
Facing 20
Fear and Horror 20
Feats 30
Healer's Kit Dependency 31
Healing Surges 17
Hero Points 20
Hitting Cover 20
Honour 16
Initiative Variants 21
Injuries 20
Inspiration 24
Level Advancement without XP 21
Loyalty 18
Massive Damage 21
Milestone XP 13
Mixing Potions 34 corrected
Morale 23
More Difficult Magic Item Identification 28
Multiclassing 27
Piety 10
Playing on a Grid 18
Plot Points 21
Proficiency Dice 26
Renown 18
Rest Variant - Gritty Realism 22
Scroll Mishaps 24
Selling Magic Items 19
Skill Variants 20
Slow Natural Healing 20
Training to Gain Levels 20
Wands Don't Recharge 17
Thanks, apparently I cannot add.
 

Omand

Hero
Action Options 28
Automatic Success 15
Building Strongholds 41
Cleaving Through Creatures 18
Crafting Magic Items 20
Customizing Ability Scores 16
Encumbrance 20
Equipment Sizes 20
Facing 20
Fear and Horror 20
Feats 28
Healer's Kit Dependency 31
Healing Surges 17
Hero Points 20
Hitting Cover 20
Honour 16
Initiative Variants 21
Injuries 20
Inspiration 24
Level Advancement without XP 22
Loyalty 18
Massive Damage 21
Milestone XP 11
Mixing Potions 33 + 1 = 34
Morale 23
More Difficult Magic Item Identification 28
Multiclassing 27
Piety 4
Playing on a Grid 18
Plot Points 21
Proficiency Dice 26
Renown 18
Rest Variant - Gritty Realism 23
Scroll Mishaps 25
Selling Magic Items 19 - 2 = 17
Skill Variants 20
Slow Natural Healing 20
Training to Gain Levels 20
Wands Don't Recharge 15
 

chrisrtld

Adventurer
Action Options 28
Automatic Success 15
Building Strongholds 42
Cleaving Through Creatures 18
Crafting Magic Items 20
Customizing Ability Scores 16
Encumbrance 20
Equipment Sizes 20
Facing 20
Fear and Horror 20
Feats 28
Healer's Kit Dependency 31
Healing Surges 17
Hero Points 20
Hitting Cover 20
Honour 16
Initiative Variants 21
Injuries 20
Inspiration 24
Level Advancement without XP 22
Loyalty 18
Massive Damage 21
Milestone XP 11
Mixing Potions 34
Morale 23
More Difficult Magic Item Identification 28
Multiclassing 27
Piety 2
Playing on a Grid 18
Plot Points 21
Proficiency Dice 26
Renown 18
Rest Variant - Gritty Realism 23
Scroll Mishaps 25
Selling Magic Items 17
Skill Variants 20
Slow Natural Healing 20
Training to Gain Levels 20
Wands Don't Recharge 15
 

Eyes of Nine

Everything's Fine
Action Options 28
Automatic Success 15
Building Strongholds 40
Cleaving Through Creatures 18
Crafting Magic Items 20
Customizing Ability Scores 16
Encumbrance 20
Equipment Sizes 20
Facing 20
Fear and Horror 20
Feats 28
Healer's Kit Dependency 31
Healing Surges 17
Hero Points 20
Hitting Cover 20
Honour 16
Initiative Variants 21
Injuries 20
Inspiration 24
Level Advancement without XP 22
Loyalty 18
Massive Damage 21
Milestone XP 11
Mixing Potions 34
Morale 24
More Difficult Magic Item Identification 28
Multiclassing 27
Piety 2
Playing on a Grid 18
Plot Points 21
Proficiency Dice 26
Renown 18
Rest Variant - Gritty Realism 23
Scroll Mishaps 25
Selling Magic Items 17
Skill Variants 20
Slow Natural Healing 20
Training to Gain Levels 20
Wands Don't Recharge 15
 

Argyle King

Legend
Action Options 28
Automatic Success 15
Building Strongholds 40
Cleaving Through Creatures 18
Crafting Magic Items 20
Customizing Ability Scores 16
Encumbrance 20
Equipment Sizes 20
Facing 20
Fear and Horror 18
Feats 28
Healer's Kit Dependency 31
Healing Surges 17
Hero Points 20
Hitting Cover 20
Honour 16
Initiative Variants 21
Injuries 20
Inspiration 24
Level Advancement without XP 22
Loyalty 18
Massive Damage 21
Milestone XP 11
Mixing Potions 34
Morale 24
More Difficult Magic Item Identification 28
Multiclassing 27
Piety 2
Playing on a Grid 18
Plot Points 21
Proficiency Dice 27
Renown 18
Rest Variant - Gritty Realism 23
Scroll Mishaps 25
Selling Magic Items 17
Skill Variants 20
Slow Natural Healing 20
Training to Gain Levels 20
Wands Don't Recharge 15
 

I was as surprised as anyone else to learn that Inspiration is an optional rule. But here's what the rules have to say about it.

In the Player's Handbook:
"Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that's true to his or her personality traits, ideal, bond, and flaw." (emphasis mine)​

In the Dungeon Master's Guide:
"Think of inspiration as a spice that you can use to enhance your campaign" (emphasis mine)​
and later,
"Inspiration might not work for your campaign. Some DMs feel it adds a layer of metagame thinking, and others feel that heroism, roleplaying, and other parts of the game are their own rewards that don't need incentives like inspiration."​

So with all that in mind, I listed Inspiration as the "rules option," and I'm using it here as an umbrella term for the rule itself and all of the other associated bits, like how it is awarded and by whom.
Fair enough… but a Variant of a Variant? Is it turtles ALL the way down?
 

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