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- === VARIANT OPTIONS ===
- Climb into Bigger Creature
- - Target: Opponent at least two size category larger (Huge or above for Medium, Large or above for Small).
- - Setups: Move into opponent's space (checks might be needed).
- - ACTION: Dexterity (Acrobatics), vs Dexterity (Acrobatics).
- + Effect: attached to opponent; move with their move.
- + Effect: advantage on attack rolls against opponent.
- - Effect: opponent can use ACTION to dislodge. Strength (Athletics), vs Dexterity (Acrobatics).
- Disarm/Sunder
- - Target: Opponent's weapon or held item.
- - ACTION: attack roll, vs Dexterity (Acrobatics) or Strength (Athletics).
- - Detail: disadvantage on attack roll, if opponent holding the item with two or more hands (or similar limbs).
- - Detail: disadvantage on attack roll, if opponent is larger.
- - Detail: advantage on attack roll, if opponent is smaller.
- + Effect: opponent dropped the weapon or the item, or deals damage to the weapon.
- <Weapons' Durabilities>
- + Mostly Metal: 10 hardness
- + Mostly Woods: 5 hardness
- + Light Weapons: 5 hp
- + Normal Weapons: 10 hp
- + Versatile Weapons: 15 hp
- + Heavy Weapons: 20 hp
- + Resistance: Piercing.
- + Immunities: Psychic, Poison, Necrotic
- + Magical Durability: for each rarity, add +2 hardness and 10hp.
- Mark
- - Target: Opponent attacked in melee.
- - Setups: attack opponent using a melee weapon, and declare to Mark.
- + Effect: Until the end of your turn, any opportunity attack you made to the opponent has advantage.
- + Effect: A new Mark supersedes older Mark; each creature can only be Marked by one other creature.
- Overrun/Tumble
- - Target: Opponent.
- - ACTION/BONUS: Strength (Athletics) or Dexterity (Acrobatics) contest.
- + Effect: Can move through opponent.
- - Detail: Moving out of reach still provokes opportunity attack.
- Shove Aside (variant of Shove)
- - Target: Opponent.
- - ATTACK: Disadvantage Strength (Athletics), vs Strength (Athletics) or Dexterity (Acrobatics).
- + Effect: Opponent moved 5ft, but at any direction.
- Fear
- - Setups: despair, no hope, cornered situation, impending terror and utter danger, frightful beings.
- - Saves: Wis, vs DC set by DM (15 normal, 20 hard, 25 near-impossible).
- - Effect: Frightened for 1 minute.
- Horror and Sanity
- - Setups: sudden realization of dreadful truth, 'my whole life is a lie' moment, extremely grotesque scene, horrific events.
- - Saves: Cha, vs DC set by DM (15 normal, 20 hard, 25 near-impossible).
- - Effect: DM decides madness level (DMG p258): Short Term or Long Term. Player decides madness.
- - Variant: Short Term lasts for 10 days (Lesser Restoration cures it). Long Term lasts for 1 season (Greater Restoration cures it).
- Rest Variants
- - Spending Hit Die: requires one use of Healer's kit per hit die spent.
- - Slow Natural Healing: does not regain any hp from long rest; but you can spend hit die.
- - Long Rest effect: regain half of your spent hit dice (minimum of 1) by the end of Long Rest.
- Hit Points Abstraction
- - Basics: HP represents character's ability in surviving an otherwise deadly blows. It can be in the form of last ditch effort to evade or block thus render the direct blow to became a glancing blow, extra breath to move faster, simply tough stamina and endurance, the willpower to resist the horror of combat, or even layers of magical protections. Nevertheless, a hit is still a hit, and damage is still damage; poisons and diseases are delivered upon a minor scratch, extra damages might also means the magical nature of the attack bypasses the defenses, etc. However, reaching 0hp (and rendered unconscious) means that a fatal blow has connected and dealt serious shock to your system.
- - Gritty: When you are down to 0hp and drop unconscious, you also gain a Wound.
- <Wound>
- - Basics: A quite fatal and often visible injury or wound, internal or external (details are up to an agreement by both DM and the player).
- - Effect: Add Exhaustion level (1 Wound = 1 Exhaustion, 2 Wounds = 2 Exhaustion, 3 Wounds + 1 Exhaustion = 4 Exhaustion).
- + Remove: 1 hour of treating the wound, succeeding at Intelligence (Medicine) check, and spending two uses of Healer's Kit, will remove 1 point of Wound. The DC of this check is 5 + Wound x 5 (10 for 1 wound, 15 for 2 wounds, and so on).
- + Remove: Long rest remove 1 point of wound.
- Haggling
- - Setups: Basic price will fluctuate, at the increment/decrement of 10% (up to 50%). Selling Price is always at Basic Price -50%.
- - Action: Cha(Persuasion) without any Help. No retry on one shop, and the deal cannot be canceled.
- + Effect: You get a better price whether on buying or selling, based on your result ( 20=10%, 25=20%, 30=30% ).
- - SideFX: You might get a worse price, based on your result ( 10=10%, 5=20%, 0=30% ).
- Crafting Mundane Items
- - Setups: Must be Proficient with the Tool. Material cost is the Basic Price divided by Ranks.
- - Action: Spend downtime activities.
- + Effect: Complete 5gp worth of the item's Basic Price per day per Rank.
- + Helper: Each Helper must be Proficient with the Tool, and complete 5gp worth of the item per day per rank, and must spend downtime activities too.
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