Variant Rules (Berserk Supplement)

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Variant Rules[edit]

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

Extended Environmental Exhaustion[edit]

Almost all exhaustion incurs an Exhaustion Saving Throw. The DC for this saving throw in equal to 10 + the number of consecutive instances of this source of exhaustion since the end of the previous long rest + creature's current levels of exhaustion.

  • A creature may travel a number of hours equal to twice their Strength, Dexterity, or Constitution modifier (minimum 1), whichever is higher. For every hour above this limit, they must succeed an Exhaustion Saving throw of the same type as their chosen traveling ability (as detailed above). On a failure, they gain 1 level of exhaustion. One level of exhaustion gained in this manner is lost at the end of a long rest. As usual, you may only lose 1 level of exhaustion as the result of the end of a long rest, even if they are from multiple sources.
  • Travel through deserts, snow, ice, mountains, swamps, rough seas, or particularly bizarre layers of the astral world incur a second saving throw in addition to the above. If the added effort does not entail wind, this exhaustion can be avoided by traveling with a flying speed.
  • For every 8 hours you do not drink at least 2.5 cups of water, you must succeed a Constitution Exhaustion Saving Throw or gain 1 level of exhaustion. You may remove 1 level of exhaustion gained from lack of water each hour by drinking at least 5 cups of water in a single 8 hour time frame.
  • For every 3 days that you do not eat at least 3 days' worth of food, you must succeed a Constitution Exhaustion Saving Throw or gain 1 level of exhaustion. You may remove 1 level of exhaustion gained from lack of food once every 3 days by eating at least 6 days' worth of food in a single 3 day time frame.
  • You must succeed an Intelligence Exhaustion Saving Throw for every day that you do not sleep at least 4 hours or gain 1 level of exhaustion. This time doubles for every level of exhaustion gained in this manner (24, 48, 96, 192, 384, 768). You may remove 1 level of exhaustion gained from lack of sleep by sleeping for at least 8 hours in a single 24 hour time frame.

Mental Exhaustion[edit]

Exhaustion from trauma can occur in multiple ways. If a creature was frightened during initiative, they must succeed a Charisma Exhaustion Saving Throw or gain 1 level of exhaustion when initiative ends. If a creature is dropped to 0 hit points from a would-be-lethal source, they must succeed a Charisma Exhaustion Saving Throw or gain 1 level of exhaustion. When a traumatic event happens to a creature, they must succeed a Charisma Exhaustion Saving Throw or gain 1 level of exhaustion. A creature may lose 1 level of exhaustion from mental exhaustion at the end of a long rest. If a creature reaches 6 levels of exhaustion from trauma, they do not instantly die, instead rolling 1d4.

  • 1. They gain the bloodlust condition. This condition only ends if they lose 1 level of exhaustion or are knocked unconscious. In the case of the latter, they remain unconscious until they lose 1 level of exhaustion.
  • 2. They gain the confused condition and can not speak in any coherent manner. If they view anything strongly related to the source of their trauma, they become stunned until the beginning of their next turn. This lasts until they lose 1 level of exhaustion.
  • 3. They become frightened of all creatures. This does not incur additional levels of exhaustion. This lasts until they lose 1 level of exhaustion.
  • 4. They become unconscious until they lose 1 level of exhaustion.

Better Silver[edit]

Silvered weapons deal magical damage, rather than acting as an additional, situational effect atop non-magical damage.

Armor Modification[edit]

Weapon Modification[edit]

Tiered Weapon Weight[edit]

Additional Status Conditions[edit]

Drinking[edit]

More Actions[edit]

Fair Critical Hits[edit]

Partial Armor[edit]


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