Variant Rules (Black Clover 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 Specfic Variant Rules[edit]

Backgrounds[edit]

Backgrounds work differently in this setting. Instead of choosing a background based on a past experience or profession, you choose a background based on the place you were born or grew up in.

Unlike normal 5e backgrounds, background features give you actual mechanical benefits here.

Evasive Saving Throws[edit]

In this setting, creatures are known for their prowess to dodge than for their durability capabilities. This variant rule aims to simulate that in combat, by making some physical saves require more effort to fully succeed.

Whenever a feature says they make a Evasive Strength/Dexterity/Constitution 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.

Heritage[edit]

In this supplement, there is one additional step during character creation. You must choose one of the available heritages, traits your character obtained before their journey or were born with.

Rarity[edit]

Rarity describes how common it is for a player to acquire something. This can span from races, to items, to even some abilities. GMs are not expected to only allow one type of rarity in their campaign. This merely serves as a guideline on how accessible some features are. Down below is the explanation for each rarity and how GMs should treat them.

Rarity Table
Rarity Description
Common Races and items of common rarity are the most plausible things to run into. These are often the most balanced and accessible options. A GM can allow any common features, as their inclusion will oftentimes not change the overall course of a campaign.
Uncommon Uncommon races and items are either less accessible, or slightly more powerful than their common counterparts. Generally, Uncommon features can be included alongside common features without causing any major balancing concerns, but it is ultimately up to the GM.
Rare Rare races and items are not only harder to come by, but quite strong when compared to Common variants. For players to start with Rare races, they should always seek GM approval.
Mythical Mythical races and items are typically either one of a kind, or are incredibly powerful. Their strength far exceeds even that of Rare items and races, and can easily reshape an entire campaign. The inclusion of Mythical options should be heavily limited.

Spell Clashing[edit]

In this setting, there will be instances where spells will clash with eachother. In this moment, the advantages and disadvantages of Mana Attributes start to show.

When a creature is targeted by a damaging spell, they can use their reaction to initiate an attack clash with a similar effect (spell attack, saving throw, etc) if within range and the spell doesn't take an action cost above a Lengthy action. Both creatures immediately roll damage for their respective attacks. The higher roll deals damage equal to the difference between the two rolls; if the damage rolls tie, no damage is dealt.

Starting Racial Hit Points[edit]

While in d&d 5e races generally don’t give hit point increases, this setting deals with high damage dice since early game. This variant rule is in here so most players and enemies don’t die in one hit.

All races grant you a flat bonus to your starting hit points, listed on their racial traits.

Strengthend Defense[edit]

Not all mages use the swift of their feet to dodge and avoid weapons and spells, others may rarely use their raw strength to force through attacks. When calculating your Armor Class, you may use Strength in place of Dexterity.

5.00
(one vote)

Black CloverVariant Rules

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