TEXT: Fifth Edition Options:
  Recovery Dice
  5th Edition
  Compatible
  Spend Your Hit Dice
  like a Hero!
  
   
   
   
   
  Credits 
  Written by: Mark Hart  
  Additional Content by: Brian Berg, Rick Cox, Nathan Sherrets 
  Editing: Michael Ritter 
  Cover Design: Brian Berg 
  Layout: Brian Berg 
  Cover Artwork: Eric Lofgren; Interior Art: Felipe Gaona, Eric Lofgren, Brett Neufeld 
   
  Legalese 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artifacts, locations, 
  etc.), dialogue, plots, storylines, language, incidents, settings, characters, artwork and trade dress are product 
  identity as defined in the Open Game License version 1.0a, Section 1(e) and are not Open Content. 
   
  Open Content: Except material designated as Product Identity, the new rules and mechanics are Open Game 
  Content as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than 
  the material designated as Open Game Content may be reproduced in any form without written permission 
  from TPK Games. 
   
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the 
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  the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license.   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. 
   
  To learn more about the Open Game License, visit wizards.com/d20. 
   
  Published by Total Party Kill Games, LLC. 1st printing, April 7th, 2017. 
   
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  INTRODUCTION 
  Introduced in Fifth Edition, Recovery 
  Dice—otherwise known as Hit Dice—
  allow a character to recover hit points 
  without the need for healing potions 
  or cure wounds spells. This serves to 
  extend 
  the 
  adventuring 
  day 
  by 
  delaying the party’s need to return to 
  civilization, which in turn allows 
  characters 
  to 
  continue 
  exploring 
  dungeons, looting crypts, and slaying 
  monsters. As described in the core 
  rules, Recovery Dice represent a fire-
  and-forget healing system requiring 
  minimal bookkeeping. As a result, 
  most players tend to forget about 
  Recovery Dice in the middle of a fight. 
   
  Recovery Dice Options takes the 
  concept and runs with it. Rather than 
  relegating Recovery Dice to the role of 
  emergency healing, this sourcebook 
  provides a range of optional ways for 
  characters to use this mechanic. These 
  options extend this game mechanic far 
  beyond the realm of healing. Does 
  your 
  barbarian 
  desperately 
  need 
  another rage? Could your wizard 
  benefit from regaining a spent spell 
  slot? Desperately need to shake off a 
  condition afflicting your character so 
  you 
  can 
  prevent 
  a 
  TPK? 
  This 
  sourcebook provides these possibilities 
  and many, many more. 
   
  OPTIONS, OPTIONS… 
  As indicated, the concepts and options 
  included herein are just that—optional. 
  We recommend you read through the 
  possibilities and then discuss with 
  your GM and fellow players which of 
  these options to try in your campaign. 
  Some of the suggested ways to use 
  Recovery Dice can alter the tone of 
  your campaign, making it grittier or 
  more dangerous, for example. Other 
  options can make characters more 
  potent, providing them with new tools 
  for surviving combat and destroying 
  their enemies. As a result, you won’t 
  want to use every single possible idea 
  included in this book; indeed, some of 
  the options contradict one another. 
   
  The best way to start is by introducing 
  a few options. Let your players try 
  them out, see how they perform in the 
  game and how they affect encounters. 
  As your gaming group becomes more 
  comfortable with the concept, toss in a 
  few more options, stir, and repeat. 
   
  USING RECOVERY DICE 
  Each level, a character gains an 
  additional Hit Die to add their hit point 
  total. Each class has its own Hit Die; for 
  example, fighters use d10s, while 
  rogues use d8s. These Hit Dice also 
  form a pool from which the character 
  can expend one, some, or all of the dice 
  to regain hit points after a short rest. 
  The character regains half of this dice 
  pool (minimum of 1) following a long 
  rest.  Unless specified, using recovery 
  dice is a reaction. 
   
  To 
  help 
  differentiate 
  the 
  game 
  mechanics, this sourcebook hereafter 
  refers to Hit Dice as Recovery Dice 
  when they pertain to expending dice 
  from the pool. 
   
  Below you will find many optional 
  ways to use Recovery Dice beyond 
  their use for healing. Some options are 
  open to any character class or race 
  
   
   
  without restriction. Some options are, 
  however, divided into categories based 
  on race and class. Thus, a dwarven 
  fighter has the choice of using his 
  Recovery 
  Dice 
  in 
  different 
  ways 
  compared to an elven wizard. 
   
  Beyond your character’s race and class, 
  the following options rarely have other 
  prerequisites. You typically don’t need 
  to possess a feat or other feature in 
  order to use an option available to you. 
  The only caveat: your GM must 
  approve any options you wish to use. 
  Players should discuss with their GM 
  which options are available and which 
  aren’t, especially since some of these 
  options enhance a character’s power 
  and effectiveness given the right 
  circumstances. 
   
  In addition, below you will find a 
  number of other possible ways to use 
  Recovery Dice in your games. These 
  suggestions, rather than modifying an 
  individual character’s power, change 
  the tone and lethality of the campaign. 
  If your GM chooses one of these 
  optional systems, it can make combat 
  more 
  dangerous 
  or 
  more 
  unpredictable. Also, recognize that 
  some of these options end up diluting 
  the value of inspiration, and in some 
  instances, might take the place of 
  inspiration since it is more under an 
  individual player’s control. 
   
  When a character expends a Recovery 
  Die to activate one of these options, 
  they does not regain hit points with 
  that die unless the option chosen 
  states otherwise. If a character has no 
  dice remaining in their pool, they 
  cannot use these options. In some 
  cases, expending a Recovery Die 
  involves rolling that die and adding the 
  result to some game effect. In other 
  cases, there’s no need to roll the die—
  your character simply receives a 
  straightforward benefit in exchange 
  for the die. 
   
  TRACKING RECOVERY DICE 
  There are a number of methods you 
  can use to track your party’s Recovery 
  Dice during game play. We find that 
  the best method is to use red poker 
  chips 
  or 
  glass 
  counters. 
  Once 
  expended, they are turned into the 
  Game Master. This creates a visual 
  component for the game that allows 
  for simple recordkeeping and reduces 
  inadvertent abuse. 
   
  THE NARRATIVE 
  In execution, using Recovery Dice for 
  healing represents an abstract concept. 
  Players are free to describe the process 
  however they wish. Expending these 
  dice to heal damage could be described 
  as bandaging wounds, catching your 
  breath, taking a swig from a whiskey 
  flask, drawing on inner reserves, or just 
  about any other possibility. 
   
  The same holds true for the options 
  described below. That being said, 
  when your character expends Recovery 
  Dice, consider describing or role-
  playing what the process looks like. 
  Perhaps 
  your 
  half-orc 
  barbarian, 
  having burned through all his rages for 
  the day, needs to dredge up the last of 
  his reserves for one last rage. What 
  does he do to invoke that surge? Does 
  he bellow out a war cry, beat his chest, 
  or pray to his ancestors for strength? 
  
   
   
  Ultimately, how you describe the scene 
  doesn’t matter so long as it makes the 
  game more enjoyable for you and 
  everyone at the table. If you come up 
  with 
  a 
  particularly 
  inventive 
  or 
  dramatic description, you may open up 
  future adventure hooks or story ideas 
  to play upon. 
   
  When expending Recovery Dice, you 
  might also consider playing off your 
  character’s personality trait, ideal, 
  bond, 
  or 
  flaw—perhaps 
  earning 
  inspiration in the process! 
   
  Here are a few suggestions and ideas to 
  offer in-game explanations of what 
  occurs when a character spends 
  Recovery Dice. Some of these ideas 
  won’t work as smoothly with some of 
  the options, so let common sense and 
  story sense guide you. Regardless of 
  how you describe the scene, remember 
  that you are drawing on a finite 
  resource, and in so doing taking away 
  from that reserve of energy that you 
  might need later. 
   
   You offer a prayer to your deity, 
  drawing upon your faith to keep 
  you going. 
   A 
  deep-throated 
  battle 
  cry 
  invigorates 
  you 
  even 
  as 
  it 
  terrifies your enemies. 
   You take a long, deep swig from 
  your whiskey flask. 
   You summon the last spark of 
  energy from your dwindling 
  reserves, allowing you to push 
  on. 
   A bard’s song or rousing speech 
  inspires you to action. 
   Sheer iron will is all you’ve got 
  left, but it’ll have to be enough. 
   You tap into the local flow of 
  arcane energy. 
   That trick your old mentor 
  taught you might spell the 
  difference between life and 
  death. 
   Raw, primal emotion pushes 
  you beyond the limits of human 
  endurance. 
   The spirit of your ancestors 
  possesses 
  you 
  for 
  a 
  brief 
  moment. 
   
   
  The following ways of using Recovery 
  Dice are open to all characters, 
  regardless of race or class, as long as 
  the GM approves of their use in the 
  campaign. 
   
  Agile Dodge 
  When you suffer a critical hit, you can 
  expend a Recovery Die. Subtract the 
  amount rolled on the die from the 
  damage. 
   
  Absolute Concentration  
  You can, as a bonus action, expend a 
  Recovery Die to gain advantage on a 
  concentration check. 
   
  Athletic Surge 
  When you expend a Recovery Die while 
  climbing, crawling, or swimming, you 
  can move an additional 10 feet. If you 
  both move and take the Dash action 
  while 
  climbing, 
  crawling, 
  or 
  swimming, you can move an extra 15 
  feet for the round. 
   
  
   
   
  Blessings of the North 
  You can expend a Recovery Die as a 
  bonus action to gain resistance to cold 
  damage until the end of your next 
  turn. 
   
  Brute 
  When you spend a Recovery Die as a 
  bonus action, your Strength score 
  increases by half your Recovery Die roll 
  (rounded down) for Strength checks 
  and saving throws until the start of 
  your next turn. 
   
  Deep Breath 
  If you spend a Recovery Die as a 
  reaction while holding your breath or 
  suffocating, treat your Constitution 
  score as 4 points higher than it actually 
  is (thus increasing your Constitution 
  modifier by +2). 
   
  In addition, you can spend a second 
  Recovery Die to gain advantage on 
  saving throws or Constitution checks 
  while drowning. 
   
  Desperate Dodge 
  You can expend two Recovery dice as a 
  reaction to turn a critical hit into a 
  normal hit. 
   
  Diehard 
  Expend a Recovery Die to gain 
  advantage on a death saving throw. 
  Alternatively, you can spend two 
  Recovery 
  Dice 
  to 
  automatically 
  succeed at a death save. 
   
  Feet Don’t Fail Me 
  Spend a Recovery Die to perform a 
  Dash action as a bonus action. 
   
   
  Focused Effort 
  When making a skill check, you can 
  spend 
  a 
  Recovery 
  Die 
  to 
  gain 
  advantage on the roll. 
   
  The GM may limit this option to skills 
  where exceptional effort and focus 
  might make a difference. The best 
  skills for this option include tool use 
  skills, Athletics, and any Intelligence 
  skill. Focused Effort makes less sense 
  with Charisma-based skills and many 
  of the Wisdom-based ones. 
   
  Fool’s Luck 
  If you have the Lucky feat, you can 
  expend one Recovery Die as a reaction 
  to regain one luck point. 
   
  Hardy 
  During a short rest, expend a Recovery 
  Die to remove up to two levels of 
  exhaustion. If you don’t take a short 
  rest, you can instead spend a Recovery 
  Die as an action to remove one level of 
  exhaustion. You can only do this once 
  between short rests. 
   
  Hasty Ritual 
  By spending a Recovery Die, you can 
  cast a spell as a ritual in 1 minute, 
  instead of 10. 
   
  Hot-Blooded 
  Spend a Recovery Die as a bonus action 
  to gain resistance to fire damage until 
  the end of your next turn. 
   
  
   
   
  Incredible Leap 
  When making a jump of any sort, you 
  can expend a Recovery Die to raise 
  your Strength by half the result of the 
  die roll. This Strength boost only 
  applies to making an Athletics check 
  for jumping, and for determining how 
  far or high you can jump. The boost 
  lasts until the start of your next turn. 
   
  Iron Determination 
  As a bonus action, spend a Recovery 
  Die to ignore any one condition you 
  suffer until the start of your next turn. 
   
  Practiced Practitioner 
  When it comes to level-based spell 
  effects for cantrips, you can increase 
  your effective caster level by +4 by 
  expending a Recovery Die. This boost 
  lasts until the start of your next turn. 
  For example, a 1st-level spellcaster 
  using poison spray would inflict 
  damage (2d12) as if they were a 5th-level 
  spellcaster. 
   
  Recharge 
  Following a short rest, you can expend 
  two Recovery Dice as an action to 
  regain one use of a feature that 
  normally requires a long rest to 
  recharge. 
   
  Note, this option can have a dramatic 
  effect on overall character power and 
  encounter balance. 
   
   
  
   
   
  Reckless Strike 
  Before you make an attack roll, you can 
  spend 
  a 
  Recovery 
  Die 
  to 
  gain 
  advantage. If you do so, the opponent 
  you attack also gains advantage on its 
  melee attacks against you until the end 
  of its next turn. 
   
  Resurgence 
  Spend a Recovery Die as an action to 
  temporarily ignore a condition. The 
  amount you roll on the die is how 
  many rounds you can ignore the 
  condition’s effects. This applies only to 
  the following conditions: charmed, 
  frightened, paralyzed, or exhaustion. 
  During this time, you do not continue 
  to roll saving throws to end the effect. 
  Once the benefit ends, the condition 
  resumes. 
   
  As an option, the GM may rule that 
  this option doesn’t cost an action. 
   
  Rub Some Dirt on It 
  As a bonus action, expend one or more 
  Recovery Dice to gain the result as 
  immediate temporary hit points. Do 
  not add your Constitution modifier to 
  this total. These hit points are lost 
  following a short rest. 
   
  Still Standing 
  When you take enough damage to drop 
  you to 0 hit points, you can spend a 
  Recovery Die as a reaction. This allows 
  you to remain standing with one hit 
  point. For each round you wish to 
  continue standing, you must spend 
  another Recovery Die as a reaction. If 
  you choose not to do so, you fall 
  unconscious with 0 hit points at the 
  end of that round. If you receive 
  healing of any sort during this time, 
  you no longer need to spend Recovery 
  Dice to stay upright and conscious.   
   
  As an option, if you take damage again, 
  your GM may or may not allow you to 
  spend Recovery Dice to remain at 1 hit 
  points. 
   
  Survivor 
  You can spend a Recovery Die to avoid 
  suffering the effects of thirst or 
  starvation. You do not regain Recovery 
  Dice spent in this fashion until after 
  you’ve received food and water and 
  have taken a long rest. 
   
  Swift Healing 
  You can regain hit points by spending 
  Recovery Dice as a bonus action, rather 
  than following a short rest. You regain 
  hit points equal to half the amount 
  rolled (rounded down). 
   
  Consider 
  limiting 
  this 
  option 
  to 
  barbarians, 
  fighters, 
  and 
  possibly 
  paladins and rangers. 
   
  Sympathetic Healing 
  You can expend one or more Recovery 
  Dice during a short rest to help heal 
  another creature. You do not regain hit 
  points, but rather the recipient regains 
  hit points equal to half  your roll. Do 
  not add your Constitution modifier to 
  this healing. 
   
  Take a Breather 
  Expend a Recovery Die to regain the 
  use of a feature that normally requires 
  a short rest to recharge. 
   
  Twist of Fate 
  As a reaction, expend one Recovery Die 
  to reroll a saving throw. You may use 
  
   
   
  this option after you roll the save, but 
  before you know the results. You must 
  accept the reroll. 
   
  Unflinching Awareness 
  You know something terrible is about 
  to happen, and you are ready for it. As 
  a reaction, expend one Recovery Die to 
  gain advantage on your next initiative 
  roll. This benefit (and the spent 
  Recovery Die) are lost if you do not roll 
  for initiative in the next ten minutes.  
   
  RACIAL RECOVERY  
  DICE OPTIONS 
  The options below are divided among 
  the various character races. These 
  options can help differentiate between 
  characters of different races, further 
  highlighting 
  their 
  varied 
  natures, 
  strengths, and weaknesses. 
   
  Dwarf 
   
  Iron Fortitude 
  Your body can soak up poison with 
  impunity. 
  When an attack or effect will cause 
  you to suffer poison damage, as a 
  reaction you can spend and roll a 
  Recovery Die. You gain temporary hit 
  points against poison damage equal to 
  the result of your die roll. These 
  temporary 
  hit 
  points 
  only 
  apply 
  against poison damage, but otherwise 
  operate like normal temporary points. 
   
  Sheer Willpower 
  It doesn’t matter how much poison is 
  pumping through your blood—it isn’t 
  going to stop you from chopping 
  someone’s head off. 
  If you become poisoned, as a 
  reaction you can spend a Recovery Die. 
  You can ignore the poisoned condition 
  for a number of rounds equal to the die 
  roll. During this time, you continue 
  attempting saving throws to end the 
  effect, but during this time, you don’t 
  suffer penalties for being poisoned. 
   
  Elf 
  Silent Runner 
  You stalk your foe with preternatural 
  stealth. 
  If you spend a Recovery Die, you 
  can add the result of the die roll to your 
  next Dexterity (Stealth) check to 
  determine success. 
   
  Uncanny Aim 
  Your senses extend beyond the natural 
  and into the supernatural, allowing 
  you to see things normally hidden. 
  If an enemy creature is within 
  range of your weapon or ranged spell 
  attack 
  but 
  obscured 
  or 
  behind 
  anything less than total cover (i.e., you 
  have line of effect, but not line of sight, 
  to the target), you can spend a 
  Recovery Die to make the attack 
  without disadvantage. You must still 
  attack the creature’s true location—if 
  you attack the wrong location, you 
  automatically miss. The target still 
  gains the benefit of cover. 
   
  Halfling 
  Blessing of Lady Luck 
  Luck 
  flows 
  through 
  your 
  veins, 
  allowing you to succeed by the seat of 
  your pants. 
  
   
   
  At any time during the adventuring 
  day, expend and roll a Recovery Die as 
  an action and record the result. For the 
  next 24 hours, this value represents 
  your luck pool. Each time you make an 
  ability check, attack roll, or saving 
  throw, you can add +1 to your roll. 
  Doing so depletes your luck pool by 1 
  point. Once the luck pool is empty, you 
  cannot use this option until after 
  you’ve completed a long rest. Any 
  unused points in the pool are lost once 
  you take a long rest. 
   
  Danger Sense 
  You possess a keen sixth sense that 
  keeps you alive. 
  If you are surprised, you can spend 
  a Recovery Die to not be surprised. 
   
  Fool’s Fortune 
  You hate to push your luck, but 
  sometimes you have to beg the Lady 
  for more than your fair share. 
  You can spend a Recovery Die as a 
  bonus action to gain momentary good 
  fortune. When you do so, you can force 
  an enemy you can see to reroll a saving 
  throw, ability check, attack roll, or 
  damage roll. You can only use this 
  option once per enemy action. The 
  target creature must use the second 
  roll. You use this ability after the 
  creature makes its roll, but before the 
  GM announces the results of that roll. 
   
  Human 
  Fierce Determination 
  When your comrades need you the 
  most, you’ll do whatever it takes to 
  save their sorry asses. 
  When you fail a saving throw to 
  resist 
  or 
  avoid 
  being 
  charmed, 
  frightened, paralyzed, exhausted, or 
  poisoned, you can spend a Recovery 
  Die to gain an immediate reroll of the 
  failed save. 
   
  Human Resolve 
  You possess a well of great resolve 
  thanks to your deep burning desire to 
  succeed. 
  When you fail a die roll by 5 or less, 
  you can spend a Recovery Die as a 
  reaction to add half its result (rounded 
  down) to your roll result. 
   
  Quick Witted 
  You think fast on your feet, finding 
  unorthodox solutions when everyone 
  else has given up. 
  You can spend a Recovery Die as a 
  reaction to change the ability involved 
  for your next saving throw or ability 
  check to an ability that better favors 
  success. For example, if the GM calls 
  for you to make a Dexterity saving 
  throw against an incoming bolt of 
  lightning, you instead choose to base 
  the saving throw on your Constitution. 
   
  When you choose this option, you 
  must provide an in-game explanation 
  for why you have a chance of pulling 
  this off. Describe how using your 
  Strength instead of your Wisdom (for 
  example) looks in the scene. If the GM 
  accepts your story, you make the roll 
  with your chosen ability. Once you’ve 
  made this choice, you cannot change it 
  back. 
   
   
   
  
   
   
  Dragonborn 
  Draconic Presence 
  The 
  full 
  fury 
  of 
  your 
  draconic 
  ancestors emanates from you. 
  When you spend a Recovery Die as 
  a bonus action, you temporarily gain a 
  fraction of your draconic ancestry’s 
  Frightful Presence ability. As an action, 
  you activate this fearful aura. Each 
  creature of your choice within 30 feet 
  and aware of you must succeed on a 
  Wisdom saving throw (use the same 
  DC as for your breath weapon). Any 
  creature that fails this saving throw 
  becomes frightened for a number of 
  rounds 
  equal 
  to 
  your 
  Charisma 
  modifier (minimum of 1). A creature 
  can repeat this saving throw at the end 
  of each of its turns, ending the effect 
  on itself with a success. Once the 
  creature makes this save, it becomes 
  immune to your Draconic Presence for 
  the next 24 hours. 
   
  Unleashed Breath Weapon 
  You draw from your body’s strength 
  and vitality to supercharge your breath 
  weapon attack. 
  For each Recovery Die you spend, 
  up to a maximum equal to your 
  Constitution modifier (minimum of 1), 
  you can add the result of the roll to the 
  damage your breath weapon inflicts.      
   
  Gnome 
  Brilliant Tinkerer 
  Your clockwork devices are like your 
  children, each one special in its own 
  way. 
  If you spend a Recovery Die as part 
  of the construction of a clockwork 
  device, the device has 5 hit points 
  (instead 
  of 
  1), 
  and 
  it 
  continues 
  operation for up to 48 hours without 
  needing repair. If you spend a second 
  Recovery 
  Die 
  as 
  part 
  of 
  the 
  construction, that device does not 
  count against your limit of devices 
  active at one time (i.e., you can have up 
  to four devices active at one time). 
   
  Gifted Illusionist 
  Your illusions seem almost real. 
  When you cast minor illusion, you 
  can spend a Recovery Die to increase 
  the spell’s duration to a number of 
  minutes 
  equal 
  to 
  double 
  your 
  spellcasting ability modifier. 
  
   
   
  Half Elf 
  Charismatic 
  The raw magnetism of your human 
  heritage combines with the unearthly 
  nature of your elven heritage. 
  You can expend a Recovery Die to 
  gain advantage on one type of 
  Charisma-based skill check for the next 
  10 minutes. You must choose the skill 
  (i.e., 
  Deception, 
  Intimidation, 
  Performance, or Persuasion) before 
  any dice are rolled. 
   
  Fey Blooded 
  Your elven heritage protects you from 
  charms and sleep magic. 
  If you fail a saving throw against 
  being charmed or put into a magical 
  sleep, you can spend a Recovery Die as 
  a reaction. Roll the die and add the 
  result to your saving throw. 
   
  Half Orc 
  Destructive Savagery 
  The sight of your enemy’s blood only 
  drives you to strike harder. 
  If you score a critical hit, you can 
  spend a Recovery Die to reroll one, 
  some, or all your damage dice, 
  including the extra die provided by 
  your Savage Attacks trait. 
   
  Unstoppable 
  The rage building within you refuses to 
  let you die—at least not until after 
  you’ve tasted the blood of your enemy. 
  If you make use of your Relentless 
  Endurance trait, you can spend a 
  Recovery Die as a reaction and add the 
  die roll to your current hit points. If 
  you do so, you are not considered to 
  have actually used the Relentless 
  Endurance trait. 
   
  Tiefling 
  Infernal Gift 
  In times of desperate need, you accept 
  and embrace your infernal legacy. 
  You can spend a Recovery Die as a 
  bonus action to enhance one of the 
  spells provided by your Infernal Legacy 
  trait. If you do so, all target creatures 
  suffer disadvantage on saving throws 
  to resist the effects of these spells. 
  Starting at 5th level when you cast 
  darkness, the spell’s radius increases to 
  25 feet when you spend a Recovery Die 
  as a bonus action. 
   
  
   
   
  Palpable Evil 
  You radiate an intense aura of evil, 
  drawn from deep within your tainted 
  soul. 
  By spending a Recovery Die as a 
  bonus action, you can imbue your 
  physical presence with a touch of the 
  infernal. Your eyes glow blood-red, 
  wisps of brimstone waft off your 
  hands, tendrils of shadow snake 
  around your arms and shoulders, and 
  so forth. In doing so, you gain 
  advantage on Intimidate checks for the 
  next minute. In addition, you gain 
  advantage when attempting Charisma 
  (Persuasion) checks while dealing with 
  evil-aligned creatures, but you suffer 
  disadvantage when dealing with good-
  aligned 
  creatures. 
  While 
  this 
  transformation remains in effect, you 
  (falsely) register as a fiend to a paladin’s 
  Divine Sense feature. You can end this 
  effect as a bonus action. 
   
   
  The following Recovery Dice options 
  are broken down by character class. In 
  some cases, one or more options could 
  work well with more than one class, 
  especially with regards to certain types 
  of spellcasters. Your GM has final say 
  as to whether a character of one class 
  can gain access to the Recovery Dice 
  options provided for another class. 
   
  A number of these options also include 
  suggested ways for the GM to limit, 
  expand, or otherwise modify the 
  benefits 
  a 
  character 
  gains 
  by 
  expending Recovery Dice. Some of 
  these suggestions can work together, 
  while others are exclusive of one 
  another. 
   
  Bard 
   
  Impromptu Talent 
  You’ve never tried this before, but you 
  saw someone do it once before. How 
  hard can it be? 
  When you make an ability check using 
  your Jack of All Trades feature, expend 
  a Recovery Die and add the result to 
  your skill check. This benefit lasts until 
  you complete an ability check. 
   
  Improvisational Magic 
  You push your skill in arcane magic to 
  the breaking point in pursuit of new 
  and mysterious magic. 
  You can gain temporary access to a 
  bard spell that is not on your list of 
  known spells. To do so, expend a 
  Recovery Die to add a spell to your list 
  of known spells. At the same time, 
  choose a known bard spell of equal 
  level that you lose access to as long as 
  this option remains in effect. Until you 
  complete a long rest, the temporary 
  spell replaces one of your known 
  spells. 
   
  Surge of Inspiration 
  Your comrades need your inspirational 
  words more than ever. 
  Spend a Recovery Die to regain one 
  of your expended Bardic Inspiration 
  dice. 
   
  Options: 
   You can regain a number of 
  expended Bardic Inspiration 
  dice equal to how many 
  
   
   
  Recovery Dice you spend, to 
  a maximum equal to your 
  proficiency bonus. 
   You can expend a Recovery 
  Die to grant yourself a Bardic 
  Inspiration die whenever you 
  grant 
  another 
  ally 
  an 
  Inspiration die. 
   
  Urgent Countercharm 
  With lives hanging in the balance, you 
  need to rally your comrades before 
  they fall sway to the enemy. 
  When you spend a Recovery Die, 
  you can perform the Countercharm 
  feature as a bonus action, instead of an 
  action. 
   
  Barbarian 
  Desperate Rage 
  You push past your fatigue and call 
  forth a surge of fury. 
  You can spend one Recovery Die to 
  regain the use of one of your rages for 
  the day. 
   
  Options: 
   You gain a cumulative level 
  of exhaustion each time you 
  use Desperate Rage before 
  taking a long rest. 
   
  Savage Critical 
  You unleash all your might in one 
  powerful blow. 
  If you hit another creature with a 
  critical hit, you may spend a Recovery 
  Die to add an additional weapon die of 
  damage. 
   
  Options: 
   Spend a Recovery Die to 
  reroll one of the damage dice 
  of a critical hit. You must 
  accept the reroll. 
   If you use a Recovery Die to 
  boost a critical hit, you gain a 
  level of exhaustion.  
   
  Cleric 
  Answered Prayer 
  You call upon your deity to renew his 
  divine blessings upon you. 
  Spend a Recovery Die to regain a 
  use of an expended Channel Divinity. 
   
  Call for Intervention 
  In your moment of need, you lift up 
  your voice in urgent prayer. 
  When 
  using 
  your 
  Divine 
  Intervention feature, you can spend a 
  Recovery Die. Add the result of that die 
  roll to your cleric level. The result is the 
  percent chance you have of gaining 
  your deity’s assistance, as described in 
  the core rules. 
   
  Options: 
   You 
  can 
  spend 
  multiple 
  Recovery Dice, adding the 
  result of each die roll to your 
  effective cleric level. The GM 
  may wish to limit this to no 
  more 
  than 
  double 
  your 
  actual cleric level, or 
  a 
  maximum number of dice 
  equal 
  to 
  your 
  Wisdom 
  modifier (minimum of 1). 
   
  
   
   
  Empowered Channel 
  For a brief moment, your magic flares 
  with a spark of your life force. 
  When casting a spell from your 
  domain list, you can spend a Recovery 
  Die to increase that spell’s saving 
  throw DC by 1. 
   
  Undead Bane 
  You draw from your inner reserves of 
  energy to help drive off the undead. 
  When using the Destroy Undead 
  feature of your Channel Divinity, as a 
  bonus action you can spend Recovery 
  Dice to increase your effective cleric 
  level. For each Recovery Die you spend, 
  add one to your effective cleric level to 
  determine what CR of undead you can 
  affect. You are limited to spending a 
  number 
  of 
  dice 
  equal 
  to 
  your 
  proficiency bonus. 
  For example, as a 5th-level cleric, 
  you can destroy undead of CR ½ or 
  lower. If you spend three Recovery 
  Dice (which requires a Wisdom of 16 or 
  higher), however, you are treated as an 
  8th-level cleric, and thus able to destroy 
  undead of CR 1 or lower. This boost 
  lasts until the end of your turn. 
   
  Options for Divine Domains 
  You may wish to create additional 
  Recovery Dice options for each divine 
  domain. These may key off of a specific 
  feature within a domain, or involve the 
  use of that domain’s Channel Divinity 
  special feature. 
   
  The examples below are provided for 
  the Knowledge domain and the Life 
  domain. 
   
  Gifted Healer 
  Your deity’s divine grace flows through 
  you and to those most in need of help. 
  When using the Preserve Life 
  feature of the Life domain’s Channel 
  Divinity option, you can spend one or 
  more Recovery Dice, up to a number 
  equal 
  to 
  your 
  Wisdom 
  modifier 
  (minimum of 1). Roll these dice and add 
  the results to the pool of hit points you 
  can distribute to creatures within 30 
  feet. 
   
  Inspired Knowledge 
  The knowledge and wisdom of your 
  god floods through your mind at the 
  moment of greatest need. 
  When using your Knowledge of the 
  Ages feature, you can expend a 
  Recovery Die and add the result to 
  your skill or tool check. 
   
  Druid 
  Darkvision 
  Using a trick your master showed you, 
  your beast form gains the ability to see 
  in the dark. 
  When you use your Wild Shape 
  feature and take on the form of an 
  animal lacking in darkvision, you can 
  gain 
  darkvision 
  as 
  part 
  of 
  the 
  transformation 
  by 
  spending 
  a 
  Recovery Die. This benefit lasts until 
  you revert to your normal form or 
  change shape into another beast. 
   
  Enduring Form 
  You remain in your beast form, 
  ignoring the strain it places on your 
  body. 
  
   
   
  If you spend a Recovery Die, you 
  can remain in a beast shape for an 
  additional hour. 
   
  Options: 
   You can remain in beast form 
  one additional hour for each 
  Recovery Die you spend, to a 
  maximum equal to your 
  proficiency bonus. 
   
  Nature’s Wrath 
  You transfer a fraction of your life force 
  to empower your magic’s harmful 
  effects. 
  By spending a Recovery Die, any 
  cantrip you cast for the next 10 
  minutes 
  adds 
  your 
  Constitution 
  modifier (minimum of 1) to any 
  damage inflicted. 
   
  Quick Change 
  You ignore the nerve-wracking pain to 
  transform to normal shape in the blink 
  of an eye. 
  After spending a Recovery Die, you 
  can revert to your normal form as a 
  free action on your turn. 
   
  Versatile Spellcasting 
  When need is greatest, you can change 
  the magic to which you have access. 
  You can change your list of 
  prepared spells when you finish a short 
  rest if you spend a Recovery Die. 
   
  Fighter 
   
  Additional Second Wind 
  Your reserves are gone but the battle 
  stands at a critical point. You push past 
  all physical limits, drawing on sheer 
  willpower to keep fighting. 
  You can use your Second Wind 
  feature again by spending a Recovery 
  Die. 
   
  Options: 
   In exchange for a Recovery 
  Die, when you use your 
  Second Wind feature, add 
  your Constitution modifier 
  (minimum 
  of 
  1) 
  to 
  the 
  number of hit points you 
  regain. 
   
  Critical Strike Master 
  You take advantage of your foe’s 
  moment of vulnerability, slipping a 
  devastating blow past his flawed 
  defenses. 
  When you spend a Recovery Die, 
  your critical hit range temporarily 
  
   
   
  increases. If you normally critical only 
  on a 20, you instead critical on a 19 or 
  20; if you critical on a 19 or 20, you 
  instead critical on an 18-20. You can 
  choose whether to use this option after 
  you make your attack roll. You can only 
  use this option once per round. 
   
  Soul Bonded Weapon 
  Although it will cost you later, you can 
  briefly infuse your bonded weapon 
  with some of your spiritual essence. 
  As a fighter with the Eldritch 
  Knight archetype, you can expend a 
  Recovery Die to infuse a spark of magic 
  into one of your bonded weapons. 
  Doing so requires a bonus action. 
  When you spend the die, the weapon is 
  treated as magical for purposes of 
  bypassing 
  a 
  creature’s 
  damage 
  resistances. At the end of your next 
  turn, the weapon loses this benefit. 
   
  Options: 
   As a bonus action, spend 
  another Recovery Die to 
  grant your weapon one of 
  the 
  following 
  damage 
  properties: acid, cold, fire, 
  lightning, 
  necrotic, 
  or 
  poison. When you strike a 
  creature, you inflict damage 
  of the chosen type. This lasts 
  until the end of your next 
  turn. 
   
  Veteran Battle Master 
  You’ve fought and survived enough 
  battles to pick up a few tricks and 
  tactics that most novices never have 
  the chance to master. 
  If you have no Superiority Dice 
  remaining when you roll initiative, you 
  can exchange one Recovery Die for one 
  Superiority Die. 
   
  Options: 
   You 
  can 
  swap 
  multiple 
  Recovery Dice in exchange 
  for Superiority Dice on a one-
  for-one basis, to a maximum 
  equal to your proficiency 
  bonus. 
   
  Monk 
  Regenerate Ki 
  You draw from the wellspring of your 
  inner force to recharge your ki. 
  Regain a ki point by spending a 
  Recovery Die. 
   
  Options: 
   You can regain a ki point for 
  each 
  Recovery 
  Die 
  you 
  spend, up to a number equal 
  to your proficiency bonus. 
   
  Superior Missile Deflection 
  Your reflexes accelerate in the face of 
  incoming missile attacks. 
  When you use the Deflect Missiles 
  feature, if you spend a Recovery Die 
  you can reduce the amount of damage 
  you take by 3d4 + your Dexterity 
  modifier + your monk level. 
   
  Supreme Defense 
  The movements of your foe slow even 
  as your perception speeds up. 
  When you spend two Recovery Dice 
  as a reaction, one enemy you can see 
  suffers disadvantage on its attacks 
  against you. This lasts until the 
  beginning of the creature’s next turn. 
   
   
  
   
   
  Paladin 
  Guardian Angel 
  Someone up there likes you… 
  As a reaction, you can expend a 
  Recovery Die to counter an enemy’s 
  advantage against you. This option 
  only allows you to counter advantage—
  you cannot impose disadvantage. 
   
  Options: 
   Other 
  classes 
  may 
  gain 
  access to this usage, such as 
  the cleric and the druid 
  (representing 
  divine 
  guidance), or possibly the 
  bard 
  and 
  the 
  rogue 
  (representing luck). 
   
  Spirited Smite 
  You sacrifice your own life force to 
  empower the divine wrath flowing 
  through you. 
  When you use your Divine Smite 
  feature, you can spend a Recovery Die 
  to add an additional d6 of radiant 
  damaged to the total. 
   
  Options: 
   You can expend more than 
  one Recovery Die as part of a 
  smite attack. 
   You 
  gain 
  a 
  level 
  of 
  exhaustion for each die you 
  add to the smite attack. 
   The maximum number of 
  dice you can add equals your 
  proficiency bonus. 
   Alternatively, the maximum 
  number of added dice equals 
  your Constitution modifier. 
   
  Healing Hands 
  You tap into your own life energies to 
  help heal your comrades. 
  When you use your Lay on Hands 
  feature, you can expend up to one 
  Recovery Dice for every 5 points of 
  healing you give. Add the result of the 
  die roll to your healing, but do not add 
  your Constitution modifier to the total. 
   
  Ranger 
  Enduring Hatred 
  When you come face to face with your 
  greatest, most hated enemy, you give 
  your attacks everything you’ve got. 
  If you successfully hit a favored 
  enemy creature with a weapon attack, 
  you can expend a Recovery Die and add 
  the result to your damage. If you roll a 
  critical hit against a favored enemy, 
  you can expend a Recovery Die to reroll 
  any of your damage dice, but you must 
  accept the reroll. 
   
  
   
   
  Lethal Hunter 
  When it comes to slaying your hated 
  enemies, you push your mind and body 
  to their limits. 
  If you took the Hunter archetype, 
  you can spend a Recovery Die as a 
  bonus action to gain access to one of 
  the features you don’t currently have. 
  Thus, at 3rd-level you can spend a 
  Recovery Die to gain access to one of 
  the features under Hunter’s Prey; at 
  7th-level, access to a feature under 
  Defensive 
  Tactics; 
  11th-level 
  for 
  Multiattack; and 15th-level for Superior 
  Hunter’s Defense. You gain access to 
  this feature until the end of your next 
  turn. 
   
  Rapid Shot 
  You know that in battle, those who act 
  first usually also get to act last. 
  When combat is imminent but 
  before initiative is rolled, you can 
  spend a Recovery Die to make an 
  immediate ranged or melee weapon 
  attack against a creature in range you 
  can see. You receive advantage on this 
  attack. 
   
  Shared Bond 
  You care more about your beast 
  companion than you do about most 
  people. 
  As a bonus action, you can donate 
  one or more of your Recovery Dice to 
  your 
  beast 
  companion. 
  The 
  companion must be within sight. The 
  companion can use one, some, or all of 
  these donated dice immediately, but 
  doing so costs your action for the turn. 
   
  Skilled Nemesis 
  You’ve spent years studying, observing, 
  and learning to understand your 
  enemies. You know more about them 
  than they know about themselves. 
  When you need to make an 
  Intelligence or Wisdom check related 
  to your favored enemy, you can spend 
  a Recovery Die and add the result to 
  your check. You must spend the 
  Recovery Die before you make the 
  check. 
   
  Survivalist 
  The wilderness is your true home, a 
  part of your very soul. You know it, and 
  more importantly, you understand it. 
  When you need to make an 
  Intelligence or Wisdom check related 
  to your favored terrain, you can spend 
  a Recovery Die and add the result to 
  your check. You must spend the 
  Recovery Die before you make the 
  check. 
   
  Rogue 
  Amazing Dodge 
  You twist, bend, and roll out of the 
  path of an incoming attack 
  When you use your Uncanny Dodge 
  feature, you can spend a Recovery Die 
  to further reduce the damage you 
  suffer. Subtract the result of the roll 
  before halving the damage. 
   
  Options: 
   You can expend more than 
  one Recovery Die to reduce 
  the damage as part of your 
  Uncanny 
  Dodge, 
  to 
  a 
  
   
   
  maximum equal to your 
  proficiency bonus. 
   
  Backstabber 
  You know precisely where to strike 
  your enemy to inflict the most damage, 
  and put everything you have into it. 
  You can spend a Recovery Die to do 
  an additional die of sneak attack 
  damage. 
   
  Options: 
   You can spend more than 
  one Recovery Die to increase 
  your Sneak Attack damage, 
  up to a number of dice equal 
  to your proficiency bonus. 
   
  Quick Reflexes 
  Your quick thinking and sharp reflexes 
  let you act first. 
  At the start of a battle, you can 
  spend a Recovery Die and add the 
  result to your initiative check. 
   
  Options: 
   If 
  you 
  spend 
  a 
  second 
  Recovery 
  Die, 
  you 
  gain 
  advantage on your initiative 
  roll. 
   Other classes might gain 
  access to this usage, such as 
  bards, monks, and rangers. 
   
  Sorcerer 
  Blood Magic 
  You draw on your life force reserve to 
  fuel your magic. You’ll pay the price 
  later, but for now you need all the 
  power you can grasp. 
  You can expend one Recovery Die 
  to regain 1 sorcery point as a bonus 
  action. You cannot have more sorcery 
  points than normally allowed for your 
  level. 
   
   
  Options: 
   You can spend up to two 
  Recovery Dice to regain 2 
  sorcery points as an action. It 
  isn’t recommended that the 
  DM allow this option to 
  regain a larger number of 
  sorcery points. 
   
  Boosted Spell 
  You draw upon your spark of life to 
  boost the raw power of your magic. 
  When you wish to cast a spell at a 
  higher level, you can spend two 
  Recovery Dice in place of a one level 
  higher slot. For example, if you wish to 
  cast fireball at 4th-level of effect, you 
  use a 3rd-level spell slot and expend two 
  Recovery Dice, rather than using a 4th-
  level slot. You can combine this option 
  with a higher-level slot. For example, if 
  you wanted to cast bane as a 3rd level 
  spell, you can do so with a 2nd-level 
  spells lot and by expending two 
  Recovery Dice. 
   
  Improvisational Magic 
  You push your skill in arcane magic to 
  the breaking point in pursuit of new 
  and mysterious magic. 
  You can gain temporary access to a 
  sorcerer spell that is not on your list of 
  known spells. To do so, expend one 
  Recovery Die to temporarily add that 
  spell to your list of spells known. This 
  spell can be no more than one level 
  
   
   
  lower than the maximum level spell 
  slot you can cast. At the same time, 
  choose one of your known spells of 
  equal level that you lose access to as 
  long as this option remains in effect. 
  Until you complete a long rest, the 
  temporary spell replaces one of your 
  known spells. 
   
  Luck Wielder 
  You manipulate the whims and tides of 
  luck around you. 
  When 
  using 
  your 
  Bend 
  Luck 
  feature, you can spend one Recovery 
  Die and 1 sorcery point, rather than 
  spending 2 sorcery points. 
   
  Manipulate Wild Surge 
  You bend the chaotic flows of wild 
  magic ever so slightly. 
  If you trigger a wild surge but 
  before you roll on the Wild Magic 
  Surge table, you can spend a Recovery 
  Die. This allows you to take either the 
  result indicated by the percentile roll. 
  Alternatively, you can take the result 
  either above that one or below it. In 
  the case of a roll of 01-02, you can 
  choose the result of 99-00 (i.e., regain 
  all expended sorcery points) or 03-04; if 
  you roll 99-00, you can either choose 
  01-02 or 97-98. 
   
  Overcharged Spell 
  You throw everything you’ve got into a 
  spell, raining death and destruction on 
  your foes. 
  When using the Empowered Spell 
  metamagic feature, you gain one 
  additional die of damage for the spell. 
   
  Options: 
   You can expend multiple 
  Recovery Dice, gaining an 
  additional die of damage for 
  each 
  Recovery 
  Die 
  you 
  spend, to a maximum equal 
  to your Charisma modifier 
  (minimum 1). 
   While using the Empowered 
  Spell 
  metamagic 
  feature, 
  spend a Recovery Die to 
  increase 
  the 
  number 
  of 
  damage dice you can reroll 
  by 1 (i.e., as if your Charisma 
  modifier were 1 point higher 
  than it actually is). 
   
  
   
   
  Warlock 
  Arcane Secrets 
  You call upon your pact boon to give 
  you a flash of insight into the secrets of 
  magic. The knowledge fades quickly. 
  Spend a Recovery Die as a bonus 
  action to gain access to a cantrip from 
  the warlock spell list that you do not 
  know. You lose access to this bonus 
  cantrip at the end of your next turn. 
   
  Borrowed Invocation 
  Your patron hears your request and 
  gives you a momentary surge of arcane 
  power. 
  You 
  can 
  gain 
  access 
  to 
  an 
  invocation you do not know when you 
  spend a Recovery Die as a bonus 
  action. You must still meet the 
  invocation’s prerequisites in order to 
  use it.  You know this new invocation 
  until you end a long rest. 
   
  Eldritch Charisma 
  The dark mysteries of your patron 
  infuse your aura with supernatural 
  charisma. 
  By spending one Recovery Die as a 
  bonus action, your Charisma modifier 
  increases by 1 for the purposes of your 
  spell attack modifier and spell save DC 
  until the end of your turn. 
   
  Insight of the Ancients 
  With the proper measure of fear and 
  trembling, you call upon your patron 
  for answers. 
  You 
  ask 
  your 
  patron 
  for 
  information about a pressing problem. 
  By spending a Recovery Die, you can 
  cast one of the following spells if you 
  have a spell slot of the appropriate 
  with 
  which 
  to 
  do 
  so: 
  augury, 
  clairvoyance, 
  speak 
  with 
  dead, 
  divination, or commune. The casting of 
  this spell expends the spell slot and 
  requires 10 minutes to complete. 
   
  Wizard 
  Several of the following options 
  provide considerable flexibility to the 
  wizard. This can run the risk of 
  encroaching on and diluting the 
  sorcerer class’s features. If your party 
  includes both a wizard and a sorcerer, 
  keep a close watch on how these 
  Recovery Dice options affect game play 
  between them. 
   
  Advanced Arcane Preparation 
  You’ve learned a number of mnemonic 
  tricks and techniques to improve your 
  spell memorization. 
  While preparing your spells for the 
  day, spend a Recovery Die to treat your 
  Intelligence modifier as if it were 1 
  point higher, thus allowing you to 
  prepare one extra spell for the day. This 
  improvement 
  has 
  no 
  effect 
  on 
  spellcasting otherwise. 
   
  Experimental Magic 
  Against everything your master taught, 
  you attempt a spell outside of your 
  repertoire. 
  As a bonus action, you can expend 
  a Recovery Die to cast a spell that is not 
  on your list of known spells. The spell 
  must still be on your class’s list, e.g., 
  you cannot use this option to cast a 
  bard or cleric spell. 
   
  
   
   
  Options: 
   When using Experimental 
  Magic, you are limited to 
  casting a spell one level 
  lower than your maximum (if 
  you can only cast 1st-level 
  spells, you are limited to 
  cantrips). 
   Casting 
  an 
  experimental 
  spell 
  first 
  requires 
  a 
  successful 
  Intelligence 
  (Arcana) check with the DC 
  equal to 10 + the level of the 
  spell being attempted + 1. If 
  you fail this check, you burn 
  the spell slot but fail to cast 
  the spell. 
   
  Forced Casting 
  You reach past the limits of your 
  knowledge and skill and attempt to 
  cast magic beyond your grasp, despite 
  the risks. 
  You can attempt to cast a spell of 
  one level higher than you are allowed 
  to cast. In order to do so, you must first 
  succeed at an Intelligence (Arcana) 
  check, with the DC equal to 10 + the 
  level of the slot you wish to cast + 1. If 
  you fail this check, you expend a 
  Recovery Die without benefit. If you 
  succeed, you can cast the higher-level 
  spell. 
  For example, if a 3rd-level wizard 
  can attempt to force cast up to a 3rd-
  level spell. The DC for this Arcana 
  check is 14. If the wizard succeeds, they 
  can cast a 3rd-level spell. 
   
  Options: 
   If you fail the Arcana check, 
  you 
  gain 
  two 
  levels 
  of 
  exhaustion. 
   If 
  your 
  Arcana 
  check 
  succeeds and you cast the 
  spell, you gain one level of 
  exhaustion. 
   You can only use this option 
  once between long rests. 
   You must choose the spell 
  you wish to cast before you 
  expend the Recovery Die. 
  Thus, you can’t “save” the 
  slot to use in future without 
  having the specific spell 
  planned. The GM may limit 
  which spell you can select, 
  and he may also limit how 
  many different spells you can 
  have access to. 
   You suffer 1d6 of necrotic 
  damage for multiplied by the 
  level of the slot you force 
  cast. Resistance and other 
  factors cannot reduce this 
  damage. 
   The cost in Recovery Dice is 
  equal to the level of the spell 
  slot you attempt to cast; 
  force casting a 6th level spell 
  costs six Recovery Dice. 
   
  Infused Magic 
  You infuse your spell with a surge of 
  arcane power, casting it at a higher-
  level slot. 
  When you spend a Recovery Die, 
  you can cast a spell you have prepared 
  at one level higher effect without 
  costing a higher-level spell slot. For 
  instance, if you cast sleep at 2nd-level of 
  effect, it still only costs a 1st-level slot. 
  You cannot infuse a spell to a higher-
  level slot than you can cast. 
   
  
   
   
  Options: 
   You can only apply Infused 
  Magic to a number of spells, 
  selected ahead of time, equal 
  to your Intelligence modifier 
  (minimum of 1). You can 
  change this list after a long 
  rest. For example, a wizard 
  with 
  Intelligence 
  14 
  can 
  select two spells he can 
  empower, doing so when he 
  prepares his spells for the 
  day. 
   Other 
  spellcasting classes 
  gain access to Infused Magic 
  (although there is no benefit 
  to the warlock, since he casts 
  all his spells at a set level of 
  effect). 
   At 
  the 
  GM’s 
  option, 
  Empowered Magic is a feat 
  you must take in order to 
  gain its benefits. 
   
  Inner Mana 
  You draw upon your reserves to power 
  your magic. 
  As an action, spend one Recovery 
  Die to regain one spell slot level. You 
  can regain a higher-level spell slot if 
  you expend a die for each level of the 
  slot. 
   
  Options: 
   The maximum level spell slot 
  you can recover in this way is 
  one 
  less 
  than 
  your 
  maximum, with a minimum 
  of 
  a 
  1st-level 
  slot. 
  For 
  example, a 5th-level wizard 
  can expend one Recovery Die 
  to regain a 1st-level slot, or 
  they can expend two dice to 
  regain a 2nd-level slot, but 
  they can’t recover a 3rd-level 
  slot. 
   You 
  gain 
  one 
  level 
  of 
  exhaustion for each level of a 
  spell slot you recover. Since 
  six 
  levels 
  of 
  exhaustion 
  equals death, this option 
  limits you to regaining 5th-
  level spells. 
   You can only regain a spell 
  slot to cast a spell you’ve 
  already cast in the past 24 
  hours. 
   Recovering a spell slot in this 
  fashion first requires a short 
  rest. 
   You can only use this option 
  once between long rests. 
   
  
   
   
  Spell Swap 
  When you need it the most, you can 
  recall the proper incantation for a spell 
  you don’t have prepared. 
  In 
  exchange 
  for 
  expending 
  a 
  Recovery Die, you can swap one of 
  your currently prepared spells for one 
  of your known spells you don’t have 
  prepared. This swap remains in effect 
  until you once again prepare spells for 
  the day, or spend another Recovery Die 
  to make another swap. 
   
  COMBAT OPTIONS FOR 
  RECOVERY DICE 
  The following Recovery Dice options 
  don’t necessarily benefit characters, 
  but rather serve to dial up or down the 
  lethality and grittiness of combat in a 
  campaign. These options don’t change 
  what Recovery Dice can do, but they 
  do change how those dice might be 
  spent or used up. Each of these 
  alternatives includes a lethality rating 
  of one to five daggers (†), where one 
  dagger signifies a small, but noticeable, 
  effect on combats, all the way up to 
  four 
  daggers, 
  which 
  means 
  that 
  particular option is guaranteed to 
  result in character deaths over time. 
   
  Brutal Critical 
  Lethality: † 
  When a creature suffers a critical hit, it 
  also loses one of its Recovery Dice. If 
  the creature has no dice remaining, 
  then it suffers an additional weapon 
  die of damage. 
   
  This option ramps up the potency of 
  critical hits. In addition, since this 
  option adds to the GM’s bookkeeping, 
  he may only want to track Recovery 
  Dice loss for solo monsters or major 
  NPC villains. Because most monsters 
  don’t necessarily use Recovery Dice, 
  this option affects characters more 
  than it hurts the monsters, and as such 
  represents an increase in the game’s 
  lethality.  
   
  This option may have the side effect of 
  making players reluctant to expend 
  Recovery 
  Dice 
  for 
  other 
  things, 
  balancing some of their great effects. 
   
  Empathic Healing 
  Lethality: ††† 
  When a character casts cure wounds or 
  other healing magic, he must expend a 
  Recovery Die. If he has no dice 
  remaining in his pool, he cannot 
  perform the healing, even if he has the 
  spell slots available. Likewise, a paladin 
  can’t use his Lay on Hands feature 
  unless he has the Recovery Dice 
  available to spend. 
   
  This option fits best with a grim, gritty 
  setting where healing magic is rare and 
  precious. That being said, this option 
  imposes a limit on certain classes, and 
  forces healers to choose between 
  having Recovery Dice for their own use 
  and the ability to heal their comrades. 
   
  There are several ways to modify this 
  option. 
   
   For healing spells, it costs one 
  Recovery Die per spell level; 
  thus, heal would cost the cleric 
  six dice. For the paladin’s Lay on 
  Hands feature, the cost is one 
  Recovery Die per 5 points of 
  healing granted. This option 
  
   
   
  increases 
  the 
  campaign’s 
  lethality by another degree, and 
  imposes a major limit on how 
  much healing any character can 
  perform. 
   If the healer has run out of 
  Recovery Dice for the day, he 
  can opt to expend his own hit 
  points to power his healing. If he 
  casts a 3rd-level cure wounds 
  spell, he would first have to take 
  3d8 points of damage to power 
  the healing. 
   
  Momentary Respite 
  Lethality: †† 
  When you expend Recovery Dice, you 
  gain the result of the die roll plus your 
  Constitution modifier in temporary hit 
  points, rather than normal hit points. 
   
  Monster Recovery Dice 
  Lethality: †† to ††† 
  For the most part, it doesn’t matter if 
  monsters have Recovery Dice or not 
  since they appear in one encounter, 
  after which they are usually dead and 
  thus healing isn’t an issue. With this 
  option, however, monsters have ready 
  access to Recovery Dice just like 
  characters do, i.e., equal to their Hit 
  Dice and usable in a variety of ways. 
   
  From the standpoint of monsters 
  regaining hit points, this option has 
  negligible effect in most campaigns. 
  For starters, few monsters ever survive 
  the encounter in which they appear. 
  Second, even if a monster survives, 
  they seldom pursue the adventurers in 
  hopes of a rematch, and if they do, 
  most GMs don’t bother with the 
  bookkeeping necessary to track a 
  monster’s hit points. 
   
  If, on the other hand, the GM gives 
  monsters access to some of the options 
  provided in this sourcebook, then 
  things become more dangerous for the 
  characters (and interesting for the 
  GM!). Imagine if a monster can expend 
  one of its Recovery Dice to shake off a 
  condition or go first on initiative—such 
  a benefit could provide decisive in a 
  battle. 
   
  Should the GM use this option, he 
  should generally limit it to “boss” 
  monsters and villain NPCs important 
  to the campaign; minions, henchmen, 
  and mooks shouldn’t have Recovery 
  Dice. In addition, the GM should 
  usually limit a monster to how many of 
  its dice it can expend in a given 
  encounter. 
  As 
  mentioned, 
  most 
  monsters 
  don’t 
  survive 
  a 
  single 
  encounter, so there is no reason for the 
  GM to play conservative with spending 
  dice, going for broke. One possible 
  option is treat Recovery Dice much like 
  lair actions or legendary actions—
  limited to one, two, or perhaps three 
  times 
  in 
  an 
  encounter. 
  Another 
  alternative would be to require the 
  monster succeed at some sort of ability 
  check 
  (most 
  often 
  Constitution, 
  Dexterity, Intelligence, or Wisdom) to 
  be able to spend a Recovery Die. 
   
  With this option in play, the GM may 
  allow animal companions and familiar 
  to benefit from different ways to spend 
  Recovery Dice. 
   
  
   
   
  Slow Healing 
  Lethality: †† 
  You cannot expend Recovery Dice for 
  healing after a short rest; you must 
  complete a long rest in order to spend 
  these dice. 
   
  Wound Thresholds 
  Lethality: †††† 
  One of Fifth Edition’s optional rules 
  requires that a character can only 
  expend a Recovery Die if they use an 
  application of a healer’s kit as part of 
  the process. Thus, no healer’s kit, no 
  healing from Recovery Dice. Along 
  similar lines, this option prohibits all 
  healing unless a character spends 
  Recovery Dice. 
   
  For example, if a character receives a 
  cure wounds spell, he must expend a 
  Recovery Die in order to receive the 
  healing. If the character is out of dice 
  for the day, then the cure provides no 
  benefit whatsoever. The same goes for 
  healing potions; if a character lacks any 
  Recovery Dice in his pool, then the 
  potion might as well be plain water. 
   
  There are several additional options 
  you can include as part of this concept, 
  some of which soften the overall 
  lethality. 
   
   If a character has no Recovery 
  Dice left and receives some form 
  of healing (e.g., cure wounds), he 
  receives 
  the 
  healing 
  as 
  temporary 
  hit 
  points, 
  not 
  normal ones. 
   Higher-level or more powerful 
  healing, such as heal, does not 
  require expenditure or presence 
  of Recovery Dice. 
   Divine healing doesn’t cost or 
  require Recovery Dice if the 
  cleric and his patient worship 
  the same deity. 
   Certain kinds of healing don’t 
  require Recovery Dice, such as 
  the paladin’s Lay on Hands 
  feature. 
   If a character lacks Recovery 
  Dice in his pool and receives 
  healing, he gains half the effect, 
  rather than no benefit. 
   As one possible alternative, a 
  creature 
  can 
  benefit 
  from 
  magical healing so long as it still 
  has at least one Recovery Die 
  remaining. A creature with no 
  remaining 
  Recovery 
  Dice 
  cannot, however, benefit from 
  any healing until it regains at 
  least one die. 
   
  ADDITIONAL OPTIONS 
  The following are a few more options 
  for using Recovery Dice in a campaign. 
  These options work best to tailor the 
  rules to fit a setting with a tone or 
  theme different from the Fifth Edition 
  baseline. 
   
  Big Damn Heroes 
  Under the core rules, at 1st level you 
  have one Recovery Die. With this 
  option, you also start with a number of 
  Recovery 
  Dice 
  equal 
  to 
  your 
  Constitution modifier. Thus, a 1st-level 
  character with a Constitution of 16 (+3) 
  has 4 Recovery Dice; at 5th level, he 
  would have 8 Recovery Dice. 
   
  
   
   
  This option, especially when combined 
  with some of the ways of using 
  Recovery Dice described in this book, 
  increases 
  character 
  power 
  and 
  effectiveness right from the start. It 
  elevates 
  characters 
  more 
  towards 
  superheroes in a sense, emphasizing 
  high 
  fantasy 
  and 
  over 
  the 
  top 
  adventure. 
   
  There are several other ways you can 
  further modify this option that add 
  even more a sense of pulp adventure 
  and heroics. 
   
   Characters 
  regain 
  all 
  their 
  Recovery Dice after a long rest. 
   Characters regain half their 
  Recovery Dice after a short rest. 
   Instead of selecting the +2 
  ability increase or a feat, a 
  character could receive three 
  additional Recovery Dice. 
   
  Heroic Fatigue 
  To help balance out the spending of 
  Recovery 
  Dice 
  and 
  the 
  benefits 
  thereof, you can add the accumulation 
  of exhaustion levels for some (or all) 
  the options provided in this book. This 
  represents a character not only using 
  up some of his personal vitality, luck, 
  and energy (stealing from the future to 
  pay for a benefit now), it also 
  represents the character pushing his 
  body, mind, and spirit past normal 
  limits. With most of these options, you 
  can simply impose one exhaustion 
  level 
  after 
  the 
  character 
  has 
  accomplished what he wanted to do by 
  spending the Recovery Die. For some 
  of the more potent options, you can 
  exact multiple exhaustion levels. 
   
  Keep in mind the two downsides of 
  this approach. First, it may mean that 
  players are less willing to use the 
  Recovery Dice options in the first 
  place—they may consider the cost too 
  high. 
  Second, 
  this 
  increases 
  the 
  amount of bookkeeping that GMs and 
  players must do in the middle of the 
  action. This can bog down the game 
  and take away from the spontaneity of 
  combat. 
   
  Low Magic 
  If you favor a low magic campaign 
  setting, 
  this 
  option 
  requires 
  spellcasters to expend Recovery Dice to 
  cast 
  higher-level 
  spells. 
  Before 
  establishing the exchange rate of dice 
  to spell levels, decide the cutoff level 
  between low magic and high. For 
  example, one setting may consider 
  spells higher than 3rd level as extremely 
  rare, dangerous, or difficult to cast. 
  Another setting might be limited 
  primarily to “hedge magic”; any spell 
  over 1st level comes at a cost. Thus, 
  spells at or below the cutoff level do 
  not incur a cost (beyond expending the 
  spell slot). Spells above the cutoff, 
  however, 
  require 
  expenditure 
  of 
  Recovery Dice to power them. 
   
  After you set the spell level cutoff, you 
  next determine the price to cast magic 
  over this level. The easiest, most 
  straightforward method is a cost of 
  one Recovery Die per spell level over 
  the cutoff. With magic generally 
  limited at 3rd level, for example, casting 
  a 5th-level spell would cost two 
  Recovery Dice. If you want magic truly 
  rare and precious, the cost might come 
  in multiples of dice per spell level over 
  
   
   
  the cutoff, say two Recovery Dice per 
  spell level over the cutoff. The higher 
  the 
  cost, 
  the 
  fewer 
  spells 
  that 
  characters can and will cast—and the 
  fewer players will want to play 
  spellcasters. 
   
  Alternatively, you can establish a 
  simple cost of one Recovery Die to cast 
  any spell, regardless of level, beyond 
  the cutoff. This option still keeps magic 
  less commonplace, but imposes a less 
  severe restriction on spellcasters. 
   
  You 
  should 
  also 
  consider 
  what 
  spellcasting looks like, in the setting 
  itself, when a spellcaster draws upon 
  Recovery Dice to fuel his magic. Does 
  the casting leave him tired and 
  shaking? Does he need to offer up his 
  own blood as part of the process? 
   
  As part of a low magic setting, you 
  should also consider the role of magic 
  items. Even in a campaign where 
  magic is extremely rare, there are 
  usually a few magic items out there, 
  waiting to be discovered. If you want to 
  emphasize the rarity of magic items, 
  you can tie their use into Recovery Dice 
  as well. After a character attunes with 
  an item, he must spend a Recovery Die 
  every time he activates that item. If he 
  has spent all his dice for the day, he 
  can’t 
  use 
  the 
  magic 
  item. 
  This 
  restriction doesn’t work as well with 
  items that are “always on,” such as 
  weapons, armor, and shields, but it 
  works quite well for potions, scrolls, 
  and items that require activation, such 
  as wands, staves, and so forth. 
   
  Wounded Recovery 
  One option that can improve character 
  survivability and durability involves 
  using Recovery Dice and the wounded 
  condition (see Fifth Edition Options, 
  published by TPK Games). In brief, you 
  gain the wounded status when your 
  hit points fall to 10% or lower of your 
  hit point maximum. While wounded, 
  you suffer disadvantage on attack rolls, 
  ability checks, and saving throws. 
   
  With this option, when you become 
  wounded, you can immediately use 
  your reaction to expend a Recovery Die 
  to regain hit points. If doing so brings 
  your 
  hit 
  points 
  above 
  the 
  10% 
  threshold, you are no longer wounded. 
   
  New Threats 
  With this sourcebook, Recovery Dice 
  become more valuable and versatile to 
  characters, especially at lower levels. 
  Given this fact, it makes sense for you 
  to throw in some new hazards and 
  dangers to threaten a character’s 
  Recovery 
  Dice. 
  Some 
  of 
  the 
  possibilities are described below. 
   
  Diseases. Create a new disease, or 
  modify one of the existing ones, to take 
  away Recovery Dice, limit their use, or 
  limit their effectiveness. 
   
  For example, consider one of the 
  diseases presented in the core rules, 
  sewer plague. In addition to its other 
  effects, the sufferer only recovers half 
  normal hit points from spending 
  Recovery Dice. 
   
  A disease could slowly deplete a 
  character’s reserve of Recovery Dice as 
  
   
   
  the illness progresses, such as the loss 
  of one die per day the disease 
  continues. A disease could have other 
  effects, such as reducing the die value 
  of Recovery Dice by one step (e.g., d10 
  to d8, or d8 to d6) as long as the disease 
  runs its course. You could even have a 
  disease “consume” Recovery Dice and 
  using them to make itself stronger—
  perhaps 
  representing 
  a 
  parasitic 
  infection. 
   
  Life Drain. Undead are particularly 
  appropriate creatures for stealing or 
  draining a character’s Recovery Dice. 
  Vampires, wights, and wraiths are 
  good candidates. You can either give 
  these undead a special attack that 
  specifically 
  drains 
  a 
  character’s 
  Recovery Dice, or you can combine this 
  effect with other ones, such as necrotic 
  damage or reducing the target’s hit 
  point maximum. 
   
  For example, consider the wraith’s Life 
  Drain ability. You can add a Recovery 
  Die element to this attack, making it 
  more dangerous. Thus, in addition to 
  reducing 
  the 
  victim’s 
  hit 
  point 
  maximum, this attack could also drain 
  a Recovery Die (or more than one) until 
  the victim completes a long rest. 
   
  The GM should tread carefully when 
  adding this option to a monster’s 
  attacks. At the least, you should 
  provide your players with hints as to 
  the loss of Recovery Dice (if you prefer 
  not to simply tell them outright). If too 
  many monsters steal or drain Recovery 
  Dice, 
  then 
  players 
  may 
  become 
  reluctant to spend those dice for other 
  purposes, 
  including 
  the 
  options 
  described in this book. 
   
  Poisons. Like diseases, any existing 
  poison from the core rules could be 
  modified or a new one created that 
  includes loss of Recovery Dice, or 
  reduction of their effectiveness, as part 
  of its effect. 
   
  For example, you could modify burnt 
  othur fumes such that a character 
  cannot spend any Recovery Dice as 
  long as they remained poisoned by it. 
   
  Spells. What if certain necromantic 
  spells did more than steal hit points? 
  What if vampiric touch, for example 
  also drained a Recovery Die from the 
  target and gave it to the caster? A spell 
  such as ray of enfeeblement might take 
  away a Recovery Die in addition to its 
  reduction of Strength-based weapon 
  damage. 
   
  Be cautious in permitting a spellcaster 
  to add a Recovery Die element to any 
  spell’s 
  effects; 
  doing 
  so 
  could 
  unbalance an encounter in surprising 
  ways, and resourceful players have a 
  tendency to repeatedly use a tactic or 
  trick once they discover how well it 
  works. 
   
   
  
   
   
  
   
   
  OGL 
   
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