Character Creation Variant Rules in De Carus | World Anvil
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Character Creation Variant Rules

A collection of variant rules for character creation. These are optional and not every player should be required to follow the same variants to construct their character. Check with your Dungeon Master before using any of these. This is currently a work in progress, information may be incomplete or missing entirely.  

Contents

  Ability Scores Races    

Ability Scores

Variant rules for determining Ability Scores  

Dice Rolling

 

Re-roll 1's

When rolling dice for ability scores with 4d6, re-roll any 1's until there are none. Then drop the lowest number as usual and add the rest. This ensures that the lowest possible score is a 6 (three 2's) instead of a 3 (three 1's). It keeps player ability scores from dropping into the extremes. Additionally you can make it a range, so any numbers rolled that are 1-2 are re-rolled until there are none. At that range the lowest number would be 9 (three 3's), and ensuring a player's worst score only has a -1 modifier. Good for beginner players who are easy to become disappointed from failure due to randomization.  

Rolling 12's

Roll 1d12 + 6 instead of rolling 4d6, and dropping the lowest. This effectively flattens the probability curve to make all numbers of equal weight, but keeps all scores within the range of 7-18. This can also be converted to 1d8+8 to remove extreme highs and lows, keeping the numbers between 9-16

Fate of the 20

If you want to be a madman, just roll a d20 for each ability score and go with it. You have the potential of getting 20s across the board, but also 1's.   Back to Contents  

Point Distribution

 

Dice Points

This option allows the player to have more control over their ability scores but still adding some randomness. Players all start with a base of 8 across all ability scores. Now roll 8d4. Each number rolled on a d4 can be added to any one ability score. eg: four of the d4 you rolled were 1, 1, 3, and 4. You take the die that rolled a 4 and add that 4 onto Dexterity. The die that rolled a 3 is added to Wisdom and the two dice that rolled 1's and both are added to Constitution   An individual ability score cannot go over a total of 18. Once a number rolled by a d4 is added to an ability score it cannot be used on another ability score. An additional option is to use the "re-roll 1's" listed above in addition to this rule so that the lowest possible points to spend is 16 (eight 2's) instead of 8(eight 1's)  

Party Pool

Instead of rolling for dice, every player in the party will share a pool of points to spend on their Ability Scores. There are 27 available points in the pool to spend per player character, for a normal party of 4 that's 108 available points. All ability scores for each player character start at 8 and increasing any ability scores costs a point from the party's pool for each number above 8. The highest ability score you can end up with is 16. Players should be able to discuss and decide how to distribute all the points in the party pool together across their characters.   This rule removes randomization and allows the group to coordinate their overall party structure better. This does require everyone playing to cooperate with each other and is a better option for experienced players or groups that are interested in a Min/Max game. This can also be a good way for players to establish roles for the party, such as if the group wanted a clear hierarchy with one character taking on role of an experienced leader then that character may have more points spent on them overall compared to the rest of the party.   Back to Contents  

Races

Variant Rules for Races  

Racial Ability Score Improvement

Variant Rule options specifically for Ability Score Improvements with Races.  

Ability Score Improvement Variant: Ability Improvement Points

  Instead of individual player character races handing out ability score improvements to specific ability scores, a player has the option of spending points across their ability scores. A player has up to 3 Ability Improvement Points to distribute however they want across their ability scores with these rules and restrictions:
  • The total number of an individual Ability Score cannot exceed 20.
  • You cannot use more than 2 bonus points to the same Ability Score.
  • You can reduce one Ability Score of your choice that you had rolled by 1 to give you and additional bonus point to use. (This cannot be done more than once)
  • You can use 2 of your bonus points to gain a feat instead of using it on Ability Scores.
  • Optional restriction: Each race does have restrictions which ability scores these points can be distributed across. Best to restrict to no less than 3 ability scores. eg: Choosing an Elf allows the player to spend their Ability Improvement Points across only Dexterity, Wisdom, and Charisma.
  Back to Contents  

Racial Traits

Variant Rule options specifically for Racial Traits.  

Racial Trait Variant: Randomized Traits

    In D&D the main gameplay revolves around improvising with randomization and that philosophy can be incorporated into racial traits. This is a variant rule that gives each playable race a randomized collection of traits through the rolling of dice. Players are given 3d6 to roll, with duplicate numbers rerolled. Each number rolled gives the character a trait that matches that number. Players can reroll their traits if they want but they have to throw away all their previous rolls. Each race has their own randomized table of traits to roll on. Some races do have certain traits that are mandatory, such as Elves Fey Ancestry trait, subraces also have at least one mandatory trait.   Back to Contents

Human

Age.Humans reach adulthood in their late teens and live less than a century   Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.   Speed. Your base walking speed is 30 feet.   Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Human Traits Table

Roll the Dice
#TraitDescription
1Skill ProficiencyYou gain proficiency in one skill of your choice
2Gain FeatYou gain one feat of your choice
3Tool ProficiencyYou gain proficiency in one tool of your choice
4Weapon TrainingYou have proficiency with longswords, shortswords, and hand crossbows
5Extra LanguageYou learn an additional language
6Ability Score IncreaseOne ability scores of your choice increases by 1

Elf

  Age. Although elves reach physical maturity at about the same age as Humans, the elven understanding of Adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood⁠ and an adult name around the age of 100 and can live to be 750 years old.   Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.   Speed. Your base walking speed is 30 feet.   Fey Ancestry. You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.   Languages. You can speak, read, and write Common and Elvish. Elvish⁠ is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.   Subraces.Ancient divides among the elven people resulted in three main subraces: high elves, wood elves, and dark elves, who are commonly called drow. Choose one of these Subraces. In some worlds, these Subraces are divided still further (such as the sun elves and moon elves of the Forgotten Realms), so if you wish, you can choose a narrower subrace.  

High Elf

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.  

Wood Elf

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, Falling snow, mist, and other natural phenomena.  

Dark Elf

Sunlight Sensitivity. You have disadvantage on Attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your Attack, or whatever you are trying to perceive is in direct sunlight.   Drow Magic. You know the Dancing Lights cantrip. When you reach 3rd Level, you can cast the Faerie Fire spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th Level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your Spellcasting Ability for these Spells.

Elf Traits Table

Roll the Dice
#TraitDescription
1Fleet of FootYour base walking speed increases to 35 feet
2Keen SensesYou have proficiency in the Perception skill
3TranceInstead of sleeping you can meditate deeply, remaining semiconscious, for 4 hours a day. After resting⁠ in this way, you gain the same benefit that a human does from 8 hours of sleep
4Elf Weapon TrainingYou have proficiency with the Longsword, Shortsword, Shortbow, and Longbow
5DarkvisionYou can see in dim light within 60 feet of you as if it were bright light, and in darkn⁠ess as if it were dim light. You can’t discern color in darkne⁠ss⁠, only Shades of Gray (Reroll if also rolled Superior Darkvision)
6Superior DarkvisionYou can see in dim light within 120 feet of you as if it were bright light, and in darkn⁠ess as if it were dim light. You can’t discern color in darkne⁠ss⁠, only Shades of Gray

Dwarf

Age. Dwarves mature at the same rate as Humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.   Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.   Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing Heavy Armor.   Dwarven Resilience. You have advantage on Saving Throws against poison, and you have Resistance against poison damage (explained in “Combat”).   Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.   Subrace. Two main Subraces of Dwarves populate the worlds of D&D: hill dwarves⁠ and Mountain dwarves⁠. Choose one of these Subraces.

Hill Dwarf

Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.  

Mountain Dwarf

Dwarven Armor⁠ Training. You have proficiency with light and Medium Armor.

Dwarf Traits Table

Roll the Dice
#TraitDescription
1Dwarven Combat⁠ TrainingYou have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer
2Tool ProficiencyYou gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools
3StonecunningWhenever you make an Intelligence (History) check related to the origin⁠ of stonework, you are considered proficient in the History skill and add double your Proficiency Bonus to the check, instead of your normal Proficiency Bonus
4Something SomethingRabble Rabble
5DarkvisionYou can see in dim light within 60 feet of you as if it were bright light, and in darkn⁠ess as if it were dim light. You can’t discern color in darkne⁠ss⁠, only Shades of Gray (Reroll if already have Superior Darkvision)
6Superior DarkvisionYou can see in dim light within 120 feet of you as if it were bright light, and in darkn⁠ess as if it were dim light. You can’t discern color in darkne⁠ss⁠, only Shades of Gray

Half-Elf

Half-Elf Trait Table

Roll the Dice
#TraitDescription
1
2
3
4
5
6

Halfling

Halfling Trait Table

Roll the Dice
#TraitDescription
1
2
3
4
5
6

Gnome

Gnome Trait Table

Roll the Dice
#TraitDescription
1
2
3
4
5
6

Half-Orc

Half-Orc Trait Table

Roll the Dice
#TraitDescription
1
2
3
4
5
6

Tiefling

Tiefling Trait Table

Roll the Dice
#TraitDescription
1
2
3
4
5
6

Dragonborn

Dragonborn Trait Table

Roll the Dice
#TraitDescription
1
2
3
4
5
6
- Back to Contents    

Racial Trait Variant: Trait Menu

    Races do not start off with features aside from Age, Size, Speed, and Language. Instead players use Trait Points to choose all character traits from a list to build your own trait list unique to that character. Each character has 5 Trait Points to spend and each trait costs either one or two points to acquire. (possible prerequisite restrictions for some features)  
List of Character Traits
Cost Feature Name Description Prerequisite
1 Darkvision (60ft) See in darkness and low light up to 60 ft
2 Darkvision (120ft) See in darkness and low light up to 60 ft
2 Lucky Reroll 1s on all skill checks and saving throws Charisma or Wisdom 13+
1 Keen Senses Have Proficiency with Perception and cannot be surprised Wisdom 13+
1 Trance Do not sleep. Instead meditate for 4 hours to gain the benefits of a Long Rest as if it were for 8 hours Wisdom 10+
1 Tool Proficiency Gain proficiency in an additional tool of your choice
2 Brave Cannot be frightened through magical means Wisdom 13+
1 +1 Skill Proficiency Gain Proficiency in an additional skill of your choice
2 +1 Feat Gain a Feat of your choice
2 Damage Resistance Gain Resistance in a damage type of your choice Con 13+
2 Martial Training Gain proficiency in Martial weapons
1 Agility Gain Proficiency in Dexterity Saving Throws Dex 13+
1 Endurance Gain Proficiency in Constitution Saving Throws Con 13+
1 Powerful Gain Proficiency in Strength Saving Throws Str 13+
- Back to Contents  

Heritage

Instead of using Racial Traits or Subraces specific to a particular race, the additional abilities and traits are packaged into their own separate groups of traits and abilities. Building on the idea that your character has a long history of ancestors, each having passed on skills, knowledge, and natural abilities that had fit their needs for survival and success.   Races will still have certain physical traits that are common among them such as size, speed, and age limits. However something such as an Elf's Darkvision is not guaranteed to elves as a whole, instead it would be considered a trait that was naturally developed or magically gifted to a group of individuals in the past and that trait was passed on to their descendants. Players make two selections from the Heritage list below, One from the Major Traits, and one from the Minor Traits. This is related to what would be considered dominant and recessive genes, or knowledge that is directly or indirectly learned from the individuals that raised, trained, or inspired this character early on in their life.   This variant rule allows players to freely customize their characters how they want but still asks the player to carefully consider their choices, as they cannot choose more than two separate heritage traits to combine with some combinations working better together than others.  

Heritage Traits

Major Traits

Wild Child

Your ancestors lived among the beauty and splendor of nature. You instinctively know how to navigate the wilderness without disturbing the balance of nature.   Ability Score Increase. Your Wisdom increases by 2.   Mask of the Wild. You can attempt to hide when when you are only lightly obscured by foliage, heavy rain, falling snow, and other natural phenomena   Speak with Small Beasts. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
Minor Traits

Jack of Many Trades

A quick learner and knowledgeable in subjects. You have learned a great many skills that allow you to get ahead.   Ability Score Increase. Your Intelligence score increases by 1.   Skill Versatility. You gain proficiency in two skills of your choice.   Tool Proficiency. You can proficiency in one tool of your choice.   Extra Language. You can speak, read, and write on extra language of your choice.

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