You are on page 1of 1
DYNAMIC INITIATIVE ‘This optional initiative rule replaces the d20 roll with a die based off a declared action. Lowest aumbere go first. START OF ROUND Bnemy actions. The DM secretly chooses what the enemies will do and rolls their initiative. Declare Action(s) Players as a group generically declare what Action and Bonus actions they will take, such as "] attack with my sword and use bardic inspiration" or "I cast fireball” Players do not designate who they will target or how they will earry out the action(s) until itis their actual turn Incapacitated If unable to take Actions, don't declare ns but roll initiative (2 d20) to determine when you attempt to break the incapacity (f the effect allows it) If an incapacity is removed on a turn that you had declared actions, ‘you may take them at the end of the round Roll a die. Find the highest numbered die for all your declared actions, no matter how many actions you are taking, ‘Thats the only die you tol for initiative Modifiers. None. You roll oly the die based on your chosen actions. Ties. Ties are resolved by whoever has the highest Dexterity or Intelligence score, or if those are the same, a d20 roll DM counts up. DM counts up from 0 and players announce when they act Your turn, Decide whether to move, how to carry out actions, or to delay/change your mind. INITIATIVE DICE Die (max ‘Action d20)* No action, loaded crossbow first round only 1 0 RG om Any action not listed a6 Melee attack damage dice Psionics, Spells dio Incapacitated 20 Monsters like dragons may have damage dice that exceed 1420.4 d20is the highest a roll can be in a given round. a The DM should give players a brief description, ifit is obvious, about what enemies may be doing, such as "the giant looks like it's reaching for another rock, what do you do?” In. actual gameplay, declaring actions. will generally be a rapic-fire process, and players and the DM will often be deciding and rolling at the sarne time. If a player announces strategy before a OM has finalized enemy actions, the DM should not act on that knowledge. When counting up, the DM can speed tp play by using categories (eg. Oto 5...5 to 10..) ESSE ADVANTAGE OR DISADVANTAGE Like normal, take the best or worst of two rolls, REACH, OPTIONAL: Any creature armed with a weapon or natural attack with at least 10' reach may, when a target creature without at least 10" reach, enters its threat zone, forfeit its Declared actions ly on that target and instead use its Attack action immediate without reach, a SSS SS eG This grants no extra actions in a round and has no cffect if a creature has already acted in the round. Reach greater than 10° has no additional impact (eg. a creature with 15' reach does not have this ‘option against a creature with 10° reach). This ‘option reflects the advantages of reach weaponry. A ‘ceature may nat wish to forgo its declared actions and is not obligated to do so. For example, a dragon may wish to use its breath weapon. V—V—_e___ CHANGING INITIATIVE Delaying: Once per round, when it is your turn, you can choose to wait, acting on a specific number later in the round, for right before or right after a specific condition, If the condition fails to occur, you go last in the round. If multiple creatures delay, whoever had initiative first acts first. For example, a caster using Counterspell may conditionally wait until the enemy caster tries to use a spell Changing your Mind: On your turn you may decline to take your declared Actions and instead take those actions on count 0 of the next round. If multiple creatures change their mind, ties are resolved as above. You may still use your movement, DURATIONS Duration, such as conjure spells, is checked at the end of the round. Effects such as Hold Person are checked as usual at the beginning or end of the target's round as per the effect description. et DURATION AS INTENDED Durations are intended to have effect. The Monk stunning. strike is a good example of a poorly written duration effect. As intended, it lasts until the cond of the target's next turn so it effectively loses. an action, not the monk's next turn where, in a variable initiative system, the effect might fade with ro impact if, for example, the monk is last then first in the next round. Any similarly worded effects are intended to ensure the effect has impact as designed, —_—_—_—_—_? ‘This is unofficial Fan Content permitted under the Fan Content Policy. Not approvedjendorsed by Wizards. Portions ofthe materials used ‘are property of Wizards of the Coast. ©Wizards of the Coast LLC.

You might also like