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Endurance System to replace Exhaustion. DnDBeyond Compatible.
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PDF of Rules Table

DnDBeyond Hombrew

If you wish to add this homebrew mechanic to your dndbeyond game, you need to do two things. You first need to add a custom ability Endurance on your player's character sheet and also add the item to each character in your campaign. The players will have the total amount of the item on their sheet equal to their default endurance value. Include in the notes their maximum amount to avoid later confusion.

Endurance replaces the default exhaustion system in D&D 5e. This change adds a sense of grittiness and realism to long term travel and makes battles more taxing, with possible long-term effects. It also enhances the importance of skills such as professions and entertainment, increases the value of inns and rest stops during journeys, and provides opportunities for players to engage in downtime activities like work or training during recovery periods.

A character's default endurance value is equal to their total score of either Strength or Dexterity, plus their Constitution score and level. (STR or DEX) CON LVL

Your endurance ability modifier is equal to your Strength or Dexterity modifier, plus your Constitution modifier. (STR or DEX) CON modifier

Traveling without proper supplies can prevent you from regaining endurance. If you lack necessary supplies for resting in the wilds (like a tent for rain or warm clothes for the cold), you lose 1d4 points of endurance. If you're properly equipped, you regain 1 point of endurance during a rest. Choosing not to rest and pushing yourself beyond normal limits costs you 2d4 points of endurance. Harsh conditions, like extreme temperatures, difficult terrain, or severe weather, can also reduce endurance. Each player makes an endurance check against a DC determined by the severity of the conditions; failing this check results in a loss of 1d4 endurance.

Staying at an inn allows you to regain more endurance, depending on the inn's quality. You can also increase your endurance through a well-cooked meal, entertainment, or magical/alchemical means. You must have proficiency in the tool used during the rest to attempt to provide a benefit. Combining these amenities can provide a greater boost to endurance recovery.

Below are some listed examples, feel free to homebrew some items or adjust spells as seen below.

Camping ( 1) Cheap Inn (1d4) Average Inn (1d6) Luxury Inn (1d8)
Meal ( 1) 2 1d4 1 1d6 1 1d8 1
Meal Leisure ( 2) 3 1d4 2 1d6 2 1d8 2
Lesser Restoration Spell (1d6) 1d6 1 1d4 1d6 2d6 1d8 1d6
Potion of Vitality (1d6) 1d6 1 1d4 1d6 2d6 1d8 1d6

Combat is exhausting. After each combat encounter, you lose endurance equal to the number of rounds the battle lasted. Falling unconscious during combat and failing a death saving throw further reduces your endurance by 1 point. As your endurance decreases, you suffer adverse effects that become more severe over time. These effects are cumulative until you rest long enough to recover. To alleviate these ailments, you must increase your endurance by 5 points above the threshold for each level of exhaustion.

  • If your endurance is <20, you suffer from a minor exhaustion.
  • If your endurance is <15, you suffer from a moderate exhaustion.
  • If your endurance is <10, you suffer from a serious exhaustion.
  • If your endurance is <5, you suffer from a critical exhaustion.
  • If your endurance reaches 0, you collapse and are unconscious until you receive proper rest and treatment.

Refer to the table below to know what condition or ailment you have suffered from.

Minor Moderate Serious Critical
1 Twisted Ankle: Speed is reduced by 10 feet. Hobbled: Your speed is halved. Broken Bone: Your speed is reduced to 5ft Severe Migraine: You suffer from the blinded condition.
2 Blurred Vision: Disadvantage on Perception checks. Chronic Headache: You are unable to concentrate on spells. Tinnitus: You suffer from the deafened condition Amnesia: Lose access to one of your class features. Dm's discretion
3 Difficulty Focusing: Disadvantage on Intelligence checks. Light Sensitivity: Disadvantage on attacks and Perception checks while in bright light. Migraine: When attempting to cast a spell, Roll a concentration check DC10. On a failure the spell fizzles. Agony: Your maximum HP is reduced by half.
4 Irritability: Disadvantage on Charisma checks. Memory Lapses: Disadvantage on Intelligence saving throws and checks. Dislocation: All attacks are made with disadvantage. Vertigo: Must make a Constitution saving throw after moving. On a failed save, fall prone.
5 Headache: If you are concentrating on a spell, make a concentration check at the start of your turn DC10. On a failure, you lose concentration. Dizziness: Disadvantage on Wisdom saving throws and checks. Shortness of Breath: You regain half, rounded down, of your class features on a rest instead of the full amount, including spell-slots. Uncontrollable Shaking: Attacks against you have advantage and you cannot walk a straight line.
6 Nausea: Disadvantage on Constitution saving throws. Pain: Your maximum HP is reduced by 10. Sluggishness: Disadvantage on initiative and -2 to AC Atrophy: Disadvantage on all saving throws and ability checks.
7 Sprained Wrist: All attacks are made with a -1 Stiff Joints: You are unable to take reactions. Restlessness: You must rest for double the amount of time to receive the benefits of a rest. Rheumatic Pain: You no longer benefit from proficiency.
8 Muscle Cramps: Disadvantage on Strength and Dexterity checks. Stomach Cramps: Must make a Constitution saving throw DC10 at the start of each turn. On a failed save, can only take an action or a bonus action, not both. Confusion: Roll a D6 at the start of your turn, on a roll of 1, you skip your turn. Severe Confusion: Roll a D6 at the start of your turn, on a roll of 1-2, you don't take your turn. On a roll of 3-4, you take your turn but can't distinguish friend from foe. On a roll of 5-6, take your turn normally

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