This document proposes additional rules for Hit Dice in Dungeons & Dragons 5th edition to make them more impactful. It suggests players can spend Hit Dice to gain benefits like advantage on ability checks, removing exhaustion, altering spells and attacks, or gaining extra hit points on a short rest. For example, a player could spend 1 Hit Die to get advantage on a Strength check or 2 to reroll damage dice for an attack. The rules are meant to provide strategic options during gameplay that have a cost in Hit Dice.
This document proposes additional rules for Hit Dice in Dungeons & Dragons 5th edition to make them more impactful. It suggests players can spend Hit Dice to gain benefits like advantage on ability checks, removing exhaustion, altering spells and attacks, or gaining extra hit points on a short rest. For example, a player could spend 1 Hit Die to get advantage on a Strength check or 2 to reroll damage dice for an attack. The rules are meant to provide strategic options during gameplay that have a cost in Hit Dice.
This document proposes additional rules for Hit Dice in Dungeons & Dragons 5th edition to make them more impactful. It suggests players can spend Hit Dice to gain benefits like advantage on ability checks, removing exhaustion, altering spells and attacks, or gaining extra hit points on a short rest. For example, a player could spend 1 Hit Die to get advantage on a Strength check or 2 to reroll damage dice for an attack. The rules are meant to provide strategic options during gameplay that have a cost in Hit Dice.
The following rules provide some additional fifth edition character options to make Hit Dice a more important part of the game. This ruleset can be used in whole, in part, or modified as the DM sees fit. Hit Dice Options The general idea of these additional Hit Dice rules is for the character to ‘dig deep’; whether that’s over-exer- tion, a gut check that went a little too deep, or just temporarily sacrificing a bit of oneself for a short-term success. The rules are meant to add a deeper dynamic to Hit Dice and give charac- ters some clutch options that still have a discernible cost. For the following options that involve spending a Hit Die for an addi- tional die roll, a character must choose to spend the Hit Die at the time of the initial roll. Ability Check. A character can spend one Hit Die to gain advantage on one Strength based ability check. Exhaustion. A character can spend one or more Hit Dice. For each Hit Die spent in this way, the character temporarily removes one level of exhaustion for one round. Martial Combat. A character can spend two Hit Dice to alter an attack in one of the following ways: Distant Throw. When you throw a weapon with the Thrown property, you can extend the range of the weapon by 30 feet plus 10 times your Strength modifier. Empowered Attack. When you roll damage for a melee attack, you can reroll a damage dice. You must use the new roll. Mind Magic. A character can spend two Hit Dice to alter a spell in one of the following ways. Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect one creature from the spell’s full force. A chosen creature automatically succeeds on its saving throw against the spell. Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can double the range of the spell. Empowered Spell. When you roll damage for a spell, you can reroll a damage dice. You must use the new rolls. Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can double its dura- tion, to a maximum duration of 24 hours. Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give one target of the spell disadvantage on its first saving throw made against the spell. Regain Hit Points. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of available Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total (minimum of 0). The player can decide to spend an addi- tional Hit Die after each roll. Saving Throw. A character can spend two Hit Dice to gain advantage on a Constitution, Strength, or Death saving throw.