The goal of these variant rules is to grant martial characters access to more traits they can use -somewhat akin to a Battlemaster’s Maneuvers or a Warlock’s Eldritch Invocation - making use of Hit Dice as an additional resource. To offset this cost, the player has the option to split the Hit Die gained each level into two smaller dice. Doing so increases the pool hit dice available and increases their Hit Point Maximum (on average) with level when rolling. On the other hand, choosing to use the traditional Hit Die option for each class (or using Hit Die from other classes through multiclassing) would mean less frequent usage of their Exerted Might abilities but potentially more powerful effects.
Revised Hit Dice
When you gain a level in Barbarian, Fighter, Monk, or Rogue, you can choose to either gain one larger Hit Die or two smaller Hit Die. The types of Hit Dice available to each class is outlined in the table below. Each time you gain a level in any of these classes, you roll one (or both) of the chosen dice and increase your Hit Point Maximum by the total rolled plus your Constitution modifier (minimum of 1).
Class
Hit Dice gained (chosen each time you gain a level in this class)
Barbarian
(A) 1d12 or (B) 2d6
Fighter
(A) 1d10 or (B) 1d6 and 1d4
Monk
(A) 1d8 or (B) 2d4
Rogue
(A) 1d8 or (B) 2d4
Level 2: Exerted Might
Optional feature available to Barbarians, Fighters, Monks, and Rogues
Your physical prowess allows you to perform superhuman feats. You may choose two of the Acts of Exertion available from the list below. Each one follows the following rules.
Hit Die Dependant. Exertion options are fueled by expending dice from the pool of Hit Die available to you.
Exerted Might Save DC. For any option which requires a saving throw, the DC is 8+your proficiency bonus+your Strength modifier.
You gain an additional Exertive Efforts of your choice when you reach 5th, 9th, 13th, and 17th level in this class. Additionally, at each level where you would gain a new effort, you can replace one you have with another from the list.
Exertive Efforts
Air Jump
When you make a high jump or long jump as part of your movement on your turn, you can expend one Hit Die to increase your jump distance by twice the value rolled. This additional distance moved does not count against your speed.
Catapult Arm
Whenever you throw a weapon as part of the Attack action or throw a piece of Adventuring Gear as part of the Utilize action, you can expend a Hit Die to increase the maximum distance each can be thrown by a number of feet equal to ten times the value rolled. For weapons with the Thrown property, this feature increases both the normal and long range of the weapon by the same amount.
Choking Grapple
While a creature is Grappled by you, you can expend a Hit Dice as a Bonus Action to tighten your grip. The target must succeed on a Strength saving throw or take Bludgeoning damage equal to the value rolled and gain the Restrained condition until the end of your next turn. If a creature fails this saving throw by 5 or more, it begins suffocating while it has the Restrained condition from this feature.
Concussive Shove
When you successfully shove another creature, you can expend a Hit Die to increase the distance it is pushed by a number of feet equal to the value rolled. In addition, if your Shove would cause the target to hit a surface or gain the Prone condition, the target takes Bludgeoning damage equal to the value rolled plus your Strength modifier.
Draining Strike
Once per turn when you hit with an attack made using a melee weapon or Unarmed Strike, you can expend up to two Hit Dice and deal additional damage equal to the total rolled. The damage type is the same as the weapon used to make the attack.
Escape Artist
You can expend a Hit Die as an Action to improve your flexibility. For a number of minutes equal to the value rolled, you have Advantage on any ability check or saving throw made to avoid or end an effect which gives the Grappled or Restrained condition. In addition, for the duration you can squeeze through a space as narrow as 1 foot wide, provided you are not wearing armor. You must Concentrate on this feature, as if concentrating on a spell.
Farmer’s Walk
You can expend a Hit Die as an Action to empower your lifting capability. For a number of minutes equal to the value rolled, your speed is not reduced as a result of being Encumbered. Additionally, your speed is not halved when dragging or carrying a creature Grappled by you. You must Concentrate on this feature, as if concentrating on a spell.
Fortify Body
You can expend one or more Hit Dice as a Bonus Action to empower your defenses. Until the start of your next turn, you gain a Damage Threshold equal to the total rolled plus your Constitution modifier. The maximum number of Hit Dice you can expend each time you use this effort is equal to your Proficiency Bonus.
Heavy Draw
Once per turn when you make an attack using a Long Bow or Short Bow, you can expend a Hit Die and modify the attack in one of the following ways. You must choose which option to use after the Hit Die is rolled, but before the attack roll is made.
Extended Range. The weapon’s long range increases by a number of feet equal to five times the value rolled.
Impaling Shot. If you hit with the attack against a creature within the weapons normal range, the target takes additional damage equal to the value rolled. This additional damage is the same type as that dealt by the weapon.
Heightened Stamina
Whenever you make a Constitution saving throw, you can expend a Hit Die and add the value rolled to the total (no action required).
Meteor Impact
When you take damage from falling, you can take a Reaction and expend one or more Hit Dice, reducing the damage you would take by the total rolled. If the damage would be reduced to 0, each creature within 5 feet of the point you land must make a Dexterity saving throw. On a failed save, a creature takes Thunder damage equal to the remaining amount from the rolled Hit Dice beyond what was needed to reduce the damage to 0.
Persevere
When you are reduced to 0 Hit Points, but not killed out right, you can expend a Hit Die to remain conscious. For a number of rounds equal to the value rolled, you ignore the effects of the Unconscious condition. On each of your turns for this duration, you can Move up to half your Speed and can take either an Action or a Bonus Action (but not both), and you cannot use any of your Exertive Efforts. In addition, if you are not Stabilized, you must make Death Saving Throws as normal on each of your turns. This effect ends early if you would die or regain at least one Hit Point.
Pioneer
You can expend a Hit Die as an Action to traverse paths more efficiently. For a number of minutes equal to the value rolled, you gain a Climb Speed and Swim Speed equal to your walking speed. You must Concentrate on this feature, as if concentrating on a spell.
Push Through
When you fail an ability check made using Strength or Dexterity, you can expend a Hit Die as a Reaction and add the value rolled to the total, potentially causing it to succeed. If you would still fail the ability check, the Hit Die is not expended.
Seismic Slam
As an Action you can expend one or more Hit Dice to slam the ground around you with great force. Each creature within a 10 foot Emanation of you must make a Dexterity saving throw. A creature takes Thunder damage equal to the total rolled, or half as much damage on a successful save. A creature which fails this saving throw by 5 or more gains the Prone condition. The ground within this Emanation also becomes Difficult Terrain.
Sonic Swiftness
As an Action you can expend a Hit Die to bolster your footwork to create sonic bursts. Your Speed increases by 10 feet until the start of your next turn. For the duration you can deal Thunder damage equal to the value rolled each time you move within 5 feet of a creature or an object that isn’t being worn or carried. A creature or object can take this damage only once during a turn.
Titan’s Grip
You can expend a Hit Die to strengthen your grip. For a number of minutes equal to the value rolled, you can ignore the Two-Handed property of melee weapons you wield. In addition, while wielding a weapon with the Versatile property, you use the higher damage die regardless of how many hands you use for attacks made with it for the duration. You must Concentrate on this feature, as if concentrating on a spell.
The damage threshold one is pretty useless, and a few more attack-modifying ones would be nice, but it's an excellent start.
Might upgrade that one to allow you to expend multiple Hit Die to fuel and/or let you add your Con modifier to the total. Maybe something like "You can expend one or more Hit Dice as a Bonus Action to empower your defenses. Until the start of your next turn, you gain a Damage Threshold equal to the total rolled plus your Constitution modifier. The maximum number of Hit Dice you can expend each time you use this effort is equal to your Proficiency Bonus."
Want to be careful not to overtune it, since a high Damage Threshold lets you ignore damage altogether, rather than reducing it like Resistance or most other damage avoiding features in the game.
Rollback Post to RevisionRollBack
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
You could draw inspiration from the MotMM Goliath's feature, where they can reduce damage.
True, but damage reduction features are already a dime a dozen in the game. I have been toying with different ways to incorporate Damage Threshold as a mechanic PCs can benefit from, especially now that the 2024 rules have included it as a keyword in the PHB
Rollback Post to RevisionRollBack
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
You could draw inspiration from the MotMM Goliath's feature, where they can reduce damage.
True, but damage reduction features are already a dime a dozen in the game. I have been toying with different ways to incorporate Damage Threshold as a mechanic PCs can benefit from, especially now that the 2024 rules have included it as a keyword in the PHB
The problem with damage threshold is that its more random and inherently hard to balance, because it's all or nothing. Damage reduction just works, and the only balance needed is figuring out a good number to fit how powerful you want it to be.
You could draw inspiration from the MotMM Goliath's feature, where they can reduce damage.
True, but damage reduction features are already a dime a dozen in the game. I have been toying with different ways to incorporate Damage Threshold as a mechanic PCs can benefit from, especially now that the 2024 rules have included it as a keyword in the PHB
The problem with damage threshold is that its more random and inherently hard to balance, because it's all or nothing. Damage reduction just works, and the only balance needed is figuring out a good number to fit how powerful you want it to be.
It is very swingy, but if you roll well and get it to swing in your direction then it will feel very powerful. At low levels, I am envisioning the Fighter being able to wade through a hoard of goblins or the aoe of a Spike Growth completely unharmed. The fighter only gets this toughness for a round and can only do so a few times a day, but in those situations it would really make your martial character feel unstoppable.
Its meant to be preemptive rather than reactive - like choosing to take the Dodge action on your turn as opposed to using something like Uncanny Dodge or Deflect Attack. It may ward you against more attacks than those latter abilities, but comes at the cost of less guaranteed benefit.
Rollback Post to RevisionRollBack
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
You could draw inspiration from the MotMM Goliath's feature, where they can reduce damage.
True, but damage reduction features are already a dime a dozen in the game. I have been toying with different ways to incorporate Damage Threshold as a mechanic PCs can benefit from, especially now that the 2024 rules have included it as a keyword in the PHB
The problem with damage threshold is that its more random and inherently hard to balance, because it's all or nothing. Damage reduction just works, and the only balance needed is figuring out a good number to fit how powerful you want it to be.
It is very swingy, but if you roll well and get it to swing in your direction then it will feel very powerful. At low levels, I am envisioning the Fighter being able to wade through a hoard of goblins or the aoe of a Spike Growth completely unharmed. The fighter only gets this toughness for a round and can only do so a few times a day, but in those situations it would really make your martial character feel unstoppable.
Its meant to be preemptive rather than reactive - like choosing to take the Dodge action on your turn as opposed to using something like Uncanny Dodge or Deflect Attack. It may ward you against more attacks than those latter abilities, but comes at the cost of less guaranteed benefit.
That makes sense.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Overall Goal
The goal of these variant rules is to grant martial characters access to more traits they can use -somewhat akin to a Battlemaster’s Maneuvers or a Warlock’s Eldritch Invocation - making use of Hit Dice as an additional resource. To offset this cost, the player has the option to split the Hit Die gained each level into two smaller dice. Doing so increases the pool hit dice available and increases their Hit Point Maximum (on average) with level when rolling. On the other hand, choosing to use the traditional Hit Die option for each class (or using Hit Die from other classes through multiclassing) would mean less frequent usage of their Exerted Might abilities but potentially more powerful effects.
Revised Hit Dice
When you gain a level in Barbarian, Fighter, Monk, or Rogue, you can choose to either gain one larger Hit Die or two smaller Hit Die. The types of Hit Dice available to each class is outlined in the table below. Each time you gain a level in any of these classes, you roll one (or both) of the chosen dice and increase your Hit Point Maximum by the total rolled plus your Constitution modifier (minimum of 1).
Class
Hit Dice gained (chosen each time you gain a level in this class)
Barbarian
(A) 1d12 or (B) 2d6
Fighter
(A) 1d10 or (B) 1d6 and 1d4
Monk
(A) 1d8 or (B) 2d4
Rogue
(A) 1d8 or (B) 2d4
Level 2: Exerted Might
Optional feature available to Barbarians, Fighters, Monks, and Rogues
Your physical prowess allows you to perform superhuman feats. You may choose two of the Acts of Exertion available from the list below. Each one follows the following rules.
Hit Die Dependant. Exertion options are fueled by expending dice from the pool of Hit Die available to you.
Exerted Might Save DC. For any option which requires a saving throw, the DC is 8+your proficiency bonus+your Strength modifier.
You gain an additional Exertive Efforts of your choice when you reach 5th, 9th, 13th, and 17th level in this class. Additionally, at each level where you would gain a new effort, you can replace one you have with another from the list.
Exertive Efforts
Air Jump
When you make a high jump or long jump as part of your movement on your turn, you can expend one Hit Die to increase your jump distance by twice the value rolled. This additional distance moved does not count against your speed.
Catapult Arm
Whenever you throw a weapon as part of the Attack action or throw a piece of Adventuring Gear as part of the Utilize action, you can expend a Hit Die to increase the maximum distance each can be thrown by a number of feet equal to ten times the value rolled. For weapons with the Thrown property, this feature increases both the normal and long range of the weapon by the same amount.
Choking Grapple
While a creature is Grappled by you, you can expend a Hit Dice as a Bonus Action to tighten your grip. The target must succeed on a Strength saving throw or take Bludgeoning damage equal to the value rolled and gain the Restrained condition until the end of your next turn. If a creature fails this saving throw by 5 or more, it begins suffocating while it has the Restrained condition from this feature.
Concussive Shove
When you successfully shove another creature, you can expend a Hit Die to increase the distance it is pushed by a number of feet equal to the value rolled. In addition, if your Shove would cause the target to hit a surface or gain the Prone condition, the target takes Bludgeoning damage equal to the value rolled plus your Strength modifier.
Draining Strike
Once per turn when you hit with an attack made using a melee weapon or Unarmed Strike, you can expend up to two Hit Dice and deal additional damage equal to the total rolled. The damage type is the same as the weapon used to make the attack.
Escape Artist
You can expend a Hit Die as an Action to improve your flexibility. For a number of minutes equal to the value rolled, you have Advantage on any ability check or saving throw made to avoid or end an effect which gives the Grappled or Restrained condition. In addition, for the duration you can squeeze through a space as narrow as 1 foot wide, provided you are not wearing armor. You must Concentrate on this feature, as if concentrating on a spell.
Farmer’s Walk
You can expend a Hit Die as an Action to empower your lifting capability. For a number of minutes equal to the value rolled, your speed is not reduced as a result of being Encumbered. Additionally, your speed is not halved when dragging or carrying a creature Grappled by you. You must Concentrate on this feature, as if concentrating on a spell.
Fortify Body
You can expend one or more Hit Dice as a Bonus Action to empower your defenses. Until the start of your next turn, you gain a Damage Threshold equal to the total rolled plus your Constitution modifier. The maximum number of Hit Dice you can expend each time you use this effort is equal to your Proficiency Bonus.
Heavy Draw
Once per turn when you make an attack using a Long Bow or Short Bow, you can expend a Hit Die and modify the attack in one of the following ways. You must choose which option to use after the Hit Die is rolled, but before the attack roll is made.
Extended Range. The weapon’s long range increases by a number of feet equal to five times the value rolled.
Impaling Shot. If you hit with the attack against a creature within the weapons normal range, the target takes additional damage equal to the value rolled. This additional damage is the same type as that dealt by the weapon.
Heightened Stamina
Whenever you make a Constitution saving throw, you can expend a Hit Die and add the value rolled to the total (no action required).
Meteor Impact
When you take damage from falling, you can take a Reaction and expend one or more Hit Dice, reducing the damage you would take by the total rolled. If the damage would be reduced to 0, each creature within 5 feet of the point you land must make a Dexterity saving throw. On a failed save, a creature takes Thunder damage equal to the remaining amount from the rolled Hit Dice beyond what was needed to reduce the damage to 0.
Persevere
When you are reduced to 0 Hit Points, but not killed out right, you can expend a Hit Die to remain conscious. For a number of rounds equal to the value rolled, you ignore the effects of the Unconscious condition. On each of your turns for this duration, you can Move up to half your Speed and can take either an Action or a Bonus Action (but not both), and you cannot use any of your Exertive Efforts. In addition, if you are not Stabilized, you must make Death Saving Throws as normal on each of your turns. This effect ends early if you would die or regain at least one Hit Point.
Pioneer
You can expend a Hit Die as an Action to traverse paths more efficiently. For a number of minutes equal to the value rolled, you gain a Climb Speed and Swim Speed equal to your walking speed. You must Concentrate on this feature, as if concentrating on a spell.
Push Through
When you fail an ability check made using Strength or Dexterity, you can expend a Hit Die as a Reaction and add the value rolled to the total, potentially causing it to succeed. If you would still fail the ability check, the Hit Die is not expended.
Seismic Slam
As an Action you can expend one or more Hit Dice to slam the ground around you with great force. Each creature within a 10 foot Emanation of you must make a Dexterity saving throw. A creature takes Thunder damage equal to the total rolled, or half as much damage on a successful save. A creature which fails this saving throw by 5 or more gains the Prone condition. The ground within this Emanation also becomes Difficult Terrain.
Sonic Swiftness
As an Action you can expend a Hit Die to bolster your footwork to create sonic bursts. Your Speed increases by 10 feet until the start of your next turn. For the duration you can deal Thunder damage equal to the value rolled each time you move within 5 feet of a creature or an object that isn’t being worn or carried. A creature or object can take this damage only once during a turn.
Titan’s Grip
You can expend a Hit Die to strengthen your grip. For a number of minutes equal to the value rolled, you can ignore the Two-Handed property of melee weapons you wield. In addition, while wielding a weapon with the Versatile property, you use the higher damage die regardless of how many hands you use for attacks made with it for the duration. You must Concentrate on this feature, as if concentrating on a spell.
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
I like this. Most ideas like this are awful, but this one is pretty good.
Thank you! Im sure it could use some more polishing, but I think the bones are there
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
The damage threshold one is pretty useless, and a few more attack-modifying ones would be nice, but it's an excellent start.
Might upgrade that one to allow you to expend multiple Hit Die to fuel and/or let you add your Con modifier to the total. Maybe something like "You can expend one or more Hit Dice as a Bonus Action to empower your defenses. Until the start of your next turn, you gain a Damage Threshold equal to the total rolled plus your Constitution modifier. The maximum number of Hit Dice you can expend each time you use this effort is equal to your Proficiency Bonus."
Want to be careful not to overtune it, since a high Damage Threshold lets you ignore damage altogether, rather than reducing it like Resistance or most other damage avoiding features in the game.
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
You could draw inspiration from the MotMM Goliath's feature, where they can reduce damage.
True, but damage reduction features are already a dime a dozen in the game. I have been toying with different ways to incorporate Damage Threshold as a mechanic PCs can benefit from, especially now that the 2024 rules have included it as a keyword in the PHB
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
The problem with damage threshold is that its more random and inherently hard to balance, because it's all or nothing. Damage reduction just works, and the only balance needed is figuring out a good number to fit how powerful you want it to be.
It is very swingy, but if you roll well and get it to swing in your direction then it will feel very powerful. At low levels, I am envisioning the Fighter being able to wade through a hoard of goblins or the aoe of a Spike Growth completely unharmed. The fighter only gets this toughness for a round and can only do so a few times a day, but in those situations it would really make your martial character feel unstoppable.
Its meant to be preemptive rather than reactive - like choosing to take the Dodge action on your turn as opposed to using something like Uncanny Dodge or Deflect Attack. It may ward you against more attacks than those latter abilities, but comes at the cost of less guaranteed benefit.
Four-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
That makes sense.