alternatiVe
resurreCti On rules
Character death can often prove to become a minor
inconvenience in some campaigns once the adventuring
party reaches a certain level, with spells being available to
return fallen comrades from the afterlife with temporary
setbacks, robbing a small element of danger and threat
to future conflicts and challenges within the story. If you
wish to elevate the gravity of character death, you can
introduce any of these optional rules.
a taxing return
This variant harkens back to older edition rules where
every time a character is restored to life, the process cor-
rodes a fraction of their vitality, slowly consuming the
body until it can no longer sustain life.
Each time a character is brought back to life via a spell
or ritual, that character suffers a permanent loss of 1 point
of their Constitution ability score. This loss cannot be
restored outside of a carefully worded wish spell. Use of
the spell true resurrection to restore a character does not
impose this loss of Constitution. Characters that reach a
Constitution ability score of 0 are permanently dead and
cannot be resurrected.
didn’t COme BaCk right
Within this rule, the process of dying and being pulled
back into your body is a harrowing experience. The magic
itself pulls you from beyond the dark veil of death, taking
its toll on your body and psyche each time, leaving you
less and less the person you were.
When a character is brought back to life via magic,
that character must make a Wisdom saving throw with
a DC equal to 20 - the level of the magic used to return
the character to life. A failure on this check inflicts long
term madness (see DMG, p. 260), except that the duration
is measured in days rather than hours. A lesser restoration
or remove curse will alleviate the madness itself, though
it returns any time that character drops to 0 hit points or
awakens from sleep, until its full duration has expired.
didn’t COme
BaCk right (ad VanCed)
For additional consequences and player difficulty, you can
implement a further stage of corruption. If a character has
died a number of times equal to their Constitution
modifier, and they fail their Wisdom saving throw
upon being brought back to life, they instead suffer
an indefinite madness (see DMG p.260). Any
subsequent deaths inflict an additional indefinite
madness with each resurrection. A greater restoration
spell can temporarily suppress a type of indefinite
madness, with it returning anytime that character
drops to 0 hit points.
optional rules of critical role
For those who have watched along with our adven-
tures, you may see some of these optional rules as
familiar. Many of the elements included in this
chapter are based on or retooled versions of the house
rules we tried within our own campaign. Some have
undergone a number of changes for balance as we try
new things and learn from our experiences. For those
that are curious, the ones we utilized within our own
game are Rapid Quaffing and Multi-Spell.
multi-spell
At around 8th level, gift the Spelldriver feat to your play-
ers. This will allow spellcasting classes more options to
aid themselves and the party at higher levels without a
comparably sluggish per-round ability set, spending their
solitary action on a bonus action spell. This would also
apply to enemy spellcasters, leading to additional chaos
and challenge.
Accelerated Downtime
Certain adventures thrive on the adrenaline of the chase,
or the ever-present fear of ambush. As it stands, the need
to take a short rest can prove difficult during long dungeon
crawls, and this lends itself to a nice tone of personal stress
and risk-vs-reward. However, sometimes a rest is necessary
for the party to even continue, but the current rush of the
story’s clock won’t allow for a standard short rest. You could
consider lessening the required time to complete a short
rest to 30 minutes or less for the moment, or your entire
campaign, as an option. Another possibility is to allow the
party to take an Arduous Rally if they so choose.
arduOus rally
The party spends 5 minutes to rally their resolve in the
face of coming peril, the adrenaline fueling their need
to push on. The party benefits from the completion of a
full Short Rest, but all healing gained by spending hit
dice is halved, and all rallying characters suffer 1 point of
Exhaustion (p. 291 PHB).
“Like all of the great rites of passage in life, death
changes us, and simply returning to the world of
the living does not undo that change, nor is it at all
simple. Those who have passed beyond the veil are
marked by it, even if they manage to find their
way back .”
—From “On the Price of Death and
Resurrection,” by the sage Narrel