DD Redux
DD Redux
DD Redux
BasIc
Set:
Players
REDUX by ReduxDM
Book
with Lothar, Suso, and Selwyn however. What started out as a one-shot near
Arabel turned into a world-spanning campaign that ended on an asteroid of
all places.
Rob, Sal, Shannon, and Teo: Some of my favorite sessions of all time
come from gaming with you all. Ill never forget our Call of Cthulhu adventure with everyone staying in character like some fuckin thespians. Oh, and
thanks for introducing me to my gamer wife. That was pretty cool too.
James, Jessica, Mei and Shawn: You were the first group to survive the
dungeons of Quasqueton. In Search of the Unknown was your first adventure
with me and it is the first one that I took the time to Redux. Tokuro and Korbort are still out there. And they are still looking for you. Maybe Ned
Shakeshaft is too.
Aurash, Chris, Kevin, Mike, Phillip, and Rick: None of us exactly knew
how to play at first (clerics with spellbooks?), but it didnt stop us from having
some grand adventures. I ran my longest Dark Sun campaign with you guys.
You helped assassinate a despotic sorcerer-king and almost saved Tyr from
the marching Urikite armythat is until that unfortunate incident with Aurashs
thri-kreen gladiator getting charmed and turning his 5 attacks per round
against you all. Sweet justice.
Sal: Your passing was much too soonfor us and for the world. I wish I
could have gamed with you more, talked with you more, and simply gotten
to know you more. You made every game fun, even when your character
got the worst of a water nymph encounter.
Eric, James, Jay, Kender, Matt, and Wayne: You guys introduced me to a
whole new world of games in Palladium. My most memorable moments are
Credits
Game Designers: Gary Gygax, Dave Arneson, David Zeb Cook, Monte Cook, Richard Baker, Jonathan Tweet, Skip Williams, David Kenzer, Jolly Blackburn, Fred Hicks, Rob Donoghue, and Michael Curtis. This Redux borrows design concepts and rules from all of these men.
Playtesters: Sal, Teo, Rob, Shannon, and Eric. I love gaming with you guys. We miss you Sal.
Layout and Typesetting: ReduxDM
Cover Art: Jeff Easley
Interior Art: Brendon Fraim, Brian Fraim, Tom Baxa, George Vrbanic. There at least two others that I couldnt find credit for.
Redux: ReduxDM
Too numerous to mention by name are the hundreds of other game designers, players, playtesters and artists that had a hand in the original source material
for this Redux.
ReduxDM
March, 2014
Introduction ........................................................ 5
Chapter 3: Classes............................................. 20
Class Descriptions ............................................................... 22
Warrior ............................................................................. 23
Priest ................................................................................. 24
Rogue ............................................................................... 25
Wizard ............................................................................. 26
Multi-Class Characters .......................................................... 27
Backgrounds ...................................................................... 30
Skills ................................................................................. 33
Chapter 5: Equipment........................................ 34
Index ................................................................ 71
Introduction
Introduction
crossbows, and plate armorplus all the gear that adventurers need to stay
alive.
Combat (Chapter 6): Critical hits, combat actions such as charge or
dodge, fighting with two weapons, and rules for all the unpredictable maneuvers and challenges that adventurers face on the field of battle.
Adventuring (Chapter 7): Getting around the fantasy world, and gaining
in power over time.
Magic (Chapter 8): Learning, preparing, and casting spells.
Spells (Chapter 9): Spells from level 1 to level 2 for priests and wizards.
Welcome to the game that has defined the fantastic imagination for over a
quarter of a century.
When you play the DUNGEONS & DRAGONS game, you create a unique
fictional character that lives in your imagination and the imaginations of your
friends. One person in the game, the Dungeon Master (DM), controls the
monsters and people that live in the fantasy world. You and your friends face
the dangers and explore the mysteries your Dungeon Master sets before you.
Each characters imaginary life is different. Your character might:
x
x
x
x
x
x
x
x
x
x
x
x
x
x
x
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x
DICE
The rules abbreviate dice rolls with phrases such as 3d4+3 (which
means three four-sided dice plus 3, generating a number between 6 and
15). The first number tells you how many dice to roll (all of which are added
together), the number after the d tells you what type of dice to use, and any
number after that indicates a number added to or subtracted from the result.
Some examples include the following:
1d8: One eight-sided die (generating a number from 1-8). This is the
amount of damage a longsword deals. 1d8+2: One eight-sided die plus 2
(3-10). This is the amount of damage that a longsword deals when swung
by a character with a +2 Strength bonus.
2d4+2: Two four-sided dice plus 2 (4-10). This is the amount of damage
that a 3rd-level wizard deals with a magic missile spell.
d%: The d% (percentile dice) is a special case. When you roll d%, you
generate a number between 1 and 100 by rolling two different colored tensided dice. One color (designated before you roll) is the tens digit and the
other is the ones digit. A roll of 7 and 1, for example, give youre a result of
71. A 0 and 6 equals 6. A double-0 (two zeros), however, represents 100.
Some pairs of percentile dice are both the same color. In this case, the tens
digit is marked on the tens die in tens: 00, 10, 20, etc., while the ones die
has numbers from 1 to 0. With these dice a roll of 70 and 1 would give you
a result of 71, and a result of 00 and 0 would be 100.
How to Play
Chapter One
Chapter 1: How to Play
How to Play
H
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How
Play
How to Play
you make an ability check to open the door, and the orc makes a check to
keep it shut.
Resolving a Contest: A contest uses the same rules as an ability check,
except that more than one creature makes a check. Any bonuses and penalties you apply when making an ability check that is not a contest also apply
to contests involving that ability.
The creature with the higher check result wins the contest. The creature either succeeds at its action or prevents its opponent from succeeding.
If the contest ends in a tie, the situation remains the same as it was before
the contest. Thus, one contestant might win the contest by default. If you and
a bandit tie in a contest to snatch a ring, neither one of you grabs it. If you
tie in a contest to push open a door held shut by an orc, the door remains
shut.
Likewise, if you tie in a contest to hide from another creature, your situation with respect to that creature does not change. If the creature was already aware of you before the contest, you fail to hide. If it was not aware
of you before the contest, you remain hidden.
The adventures that unfold in DUNGEONS & DRAGONS take place in your
imagination. The Dungeon Master describes environments and circumstances, and you and your fellow players, using your imaginations, respond by
asking questions, describing your characters actions, and testing your characters abilities to overcome obstacles and foes. This shared imaginary environment hosts the chambers you explore, the battles you fight, and the encounters you experience.
If youre a player, these rules assume that you have a set of polyhedral
dice, a character sheet, and something to take notes with. If youre the DM,
you should have dice, a way to take notes, and an adventure, either a published adventure or one of your own creation. You can use whatever visual
aids enhance your enjoyment of the gameminiatures, maps, and the like
or use none at all.
Most of this material in this chapter is directed at an individual player, but
the rules are for players and DMs alike.
BASIC RULES
You do things in the game by first describing the thing you want your
character to do. The DM then responds to your description, and might ask
you to use one of your characters ability scores to help determine success.
You use your ability scores and their modifiers to interact with the game
world in three basic ways: ability checks, attack rolls, and saving throws. All
three involve rolling a d20, applying any relevant bonuses and penalties
(collectively called modifiers), and comparing the total to a target number. If
the total meets or beats that number, the task succeeds.
SAVING THROWS
A saving throw, or save, is a special kind of ability check. Saving throws
represents an attempt to resist a spell, a trap, a poison, a disease, or a
similar threat. The rules and the DM tell you when to make a saving throw; it
is not something that you do at will.
Each character class has two saving throw types that they are particularly
skilled in. When making saving throws of these types, the character can add
his Proficiency Bonus to the roll.
ABILITY CHECKS
ATTACK ROLLS
An ability check is a test to see if your innate talent and training are
enough to overcome a challenge. Most of the time, you must make an ability
check because the DM has determined that an action you want to attempt
has a chance of failure. The outcome is uncertain, and your DM turns to the
dice to determine your fate.
When you need to make an ability check, your DM asks you to make it
using an ability of his choice. The DM chooses the ability that applies best to
the task at hand.
To make an ability check, first look at the relevant ability on your character
sheet. The ability has both a score and a modifier. Then follow these steps.
When you meet a ferocious monster, you likely will need to attack it to defeat it. An attack roll is similar to an ability check (you roll a d20 and add
modifiers), except that you compare the result of your attack roll to your targets Armor Class (AC). To hit the target, your result must be equal to or
greater than the AC. If you hit, you deal damage with your attack, reducing
your targets Hit Points. When a creature drops to 0 Hit Points, it typically
falls to the ground, dying.
Additional rules for attacks and taking damage are provided in Chapter
6: Combat.
ADVANTAGE AND DISADVANTAGE
1. Roll the die: Roll a d20 and add the relevant abilitys modifier.
2. Apply bonuses and penalties: If a class feature, a spell, proficiency, or
some other effect gives you a bonus or a penalty to this check, apply it to
your roll.
3. Announce the total: Tell the DM the result of your check.
When you make an ability check, your DM picks a target number, called
a Difficulty Class (DC), for the check. The DM has details on how to determine DCs. The more difficult a task, the higher its DC.
If your check result is equal to or greater than the DC, you succeed. Otherwise, you fail. When you succeed, your action works as intended. When
you fail, you either make no progress or perhaps suffer a setback.
CONTESTS
A contest pits two or more characters or creatures against each other, with
the outcome determined by each contenders luck and talent. Contests are a
form of ability check, except that instead of matching your roll against a DC,
both you and the creature you are opposing make a roll. You then compare
the two results to see who succeeds.
When to Have a Contest: Contests arise when two creatures attempt to
do the same thing and only one can succeed, such as if both you and a
bandit attempt to snatch up a magic ring that has fallen on the floor. In other
cases, you might attempt something that another creature actively opposes. If
you attempt to push open a door that an orc holds shut from the other side,
How to Play
x Ranged attack rolls, including attacks made with bows, crossbows, throwing axes, slings, and other ranged weapons.
x Armor Class (AC), provided the character can react to the attack.
x Checks made to balance on small ledges, squeeze through small spaces,
hide in shadows, move silently, and to pick locks.
x Saving throws made to avoid spells such as lightning bolt or fireball,
dodge a falling pillar, or dive out of the way of a charging horse.
INSPIRATION POINTS
You earn an Inspiration Point if the DM determines that either your ideal,
flaw, or bond complicates the adventure in a meaningful way. At any later
point, you can spend one Inspiration Point to gain Advantage on a single
roll. See page 10 for more details on ideals, flaws, and bonds.
ABILITY SCORES
Just about every dice roll that you make is going to be based on one of
your characters abilities. A tough character has a better chance of surviving
a wyverns poison sting. A perceptive character is more likely to notice bugbears sneaking up from behind. A stupid character is less likely to find a
secret door that leads to a hidden treasure chamber. Your ability scores tell
you what your modifiers are for rolls such as these.
CONSTITUTION
Constitution (Con) represents your characters health and stamina. A Constitution bonus increases a characters Hit Points, so the ability is important for
all classes, but especially the warrior so he can stay in combat longer
You apply your characters Constitution modifier to:
x Each Hit Die (though a penalty can never drop a Hit Die roll below 1). If
a characters Constitution changes enough to alter his Constitution modifier, his Hit Points also increase or decrease accordingly.
x Checks made to march for long hours, go without sleep, or to survive
without food and water.
x Saving throws made to resist disease, poison, or fatigue; withstand a
medusas petrifying gaze; endure the debilitating effects of a deep
wound; or ignore excruciating pain.
ABILITY MODIFIERS
Each ability score has a modifier ranging from -5 to +5. Table 1 shows
the modifier for each score. The modifier is the number you apply to the die
roll when your character tries to do something related to that ability. You also
use the modifier with some numbers that arent die rolls. A positive modifier is
called a bonus, and a negative modifier is called a penalty.
Table 1: ABILITY SCORE MODIFIERS
Score
1
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20-21
INTELLIGENCE
Modifier
-5
-4
-3
-2
-1
0
+1
+2
+3
+4
+5
Intelligence determines how well your character learns and reasons. This
ability is important for wizards because it affects how many spells they can
cast and how hard their spells are to resist. Its also important for any character who wants to have a wide assortment of proficiencies.
You apply your characters Intelligence modifier to:
x The number of languages your character knows at the start of the game.
x Spell checks made by wizards when casting arcane spells.
x Checks made to find secret doors, search an area for traps, disarm found
traps, appraise treasure, recall ancient lore, or forge a document.
x Saving throws made to resist a spell that attempts to overcome your intellect or to detect illusions for what they actually are.
STRENGTH
WISDOM
x Melee attack rolls that are made using Strength-based weapons such as
two-handed swords and spears.
x Damage rolls when using a melee weapon or a thrown weapon (Exception: Attacks made with a characters off-hand receive no damage bonus
from having a high Strength).
x Checks made to break down doors, bend metal bars, lift heavy gates,
break restraints, climb walls, or to jump long distances.
x Saving throws made to resist being pushed against your will, knock aside
a boulder that is rolling toward you, catch a collapsing ceiling, or grab
onto a ledge to keep from falling.
DEXTERITY
CHARISMA
Dexterity (Dex) measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important ability for rogues and for anyone that
wants to be a skilled archer.
You apply your characters Dexterity modifier to:
x Melee attack rolls that are made using Dexterity-based weapons such as
daggers and short swords.
How to Play
x Turning attempts made by priests to turn zombies, skeletons, and other
undead.
x Checks made to calm a startled horse, recruit new henchmen, bluff your
way past a city guard, negotiate a treaty between elves and dwarves,
gather rumors at the local tavern, impress the princess with a song, or inspire a follower to fight for you.
x Saving throws made to resist personality altering spells such as charm
person.
CREATING A CHARACTER
You begin playing the DUNGEONS & DRAGONS game by creating a character: the persona you play during the game.
Before you start, you might find it helpful to think about the basic kind of
character you want to play. You might be a courageous warrior, a skulking
rogue, a fervent priest, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brawny rogue who likes to
mix it up in hand-to-hand combat, or a sharpshooter who picks off enemies
from afar.
Follow these steps in order to create any character you want to play.
1. DETERMINE ABILITY SCORES
Much of what your character does in the game depends on his abilities:
Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each
ability has a score, which is a number you record on your character sheet.
To begin, you generate ability scores randomly. Roll three, 6-sided dice
and record the total on your character sheet as your characters Strength
score. Do this five more times, once each for Dexterity, Constitution, Intelligence, Wisdom, and Charisma in order.
2. CHOOSE A RACE
Every character belongs to a race, a species on the world of Tellene. The
most common player character races are dwarves, elves, halflings, and
humans. See Chapter 2: Races for more information.
The race you choose contributes to your characters identity in an important way, by establishing general appearance and natural talents gained
from culture and ancestry. Your characters race grants particular racial traits,
such as adjustments to ability scores, special senses, talent with certain
weapons, or the ability to use minor spells. These traits sometimes dovetail
with the capabilities of certain classes (see step 3). For example, the racial
traits of halflings make them exceptional rogues, while elves tend to be powerful wizards.
Your race also indicates the languages your character can speak, plus a
number of bonus languages based on your Intelligence modifier. Your DM
may let you choose a regional language, or even an exotic language, instead of a standard language, depending on his campaign. Record the traits
granted by your race on your character sheet.
3. CHOOSE A CLASS
Every character is a member of a class. Class broadly describes what
profession your character pursues, what special talents he possesses, and the
tactics he is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation.
The most common classes are warrior, priest, rogue, and wizard. Warriors are tough fighters and weapon specialists, priests are champions endowed with magic from the gods, rogues are experts in many areas of expertise and skullduggery, and wizards are masters of arcane magic. See
Chapter 3: Classes for more information on each class.
Your character receives a number of benefits from your choice of class.
Many of these benefits are class featurescapabilities that set your character
apart from members of other classes. Record all the starting character information and class features granted by your class on your character sheet.
4. CHOOSE A BACKGROUND
Your character has a background, a story that describes where he came
from, his original occupation, and the characters place on Tellene. Choose
a background from among those in Chapter 4: Backgrounds and Skills.
Your DM might offer additional backgrounds beyond the ones included
there. A background gives your character a background trait (a general
benefit) and proficiency in four skills. Record this information on your character sheet.
5. CHOOSE AN IDEAL, FLAW, AND BOND
All characters have character traits known as ideals, flaws, and bonds.
Choose one ideal, one flaw, and one bond and use the space provided on
the character sheet to record them.
Ideals motivate you act in a certain way. This encompasses everything
from a life goal to a core belief system. Ideals might answer any of these
questions: What are the principles that you will never betray? What would
prompt you to make sacrifices? What drives you to act and guides your
goals and ambitions? What is the single most important thing you strive for?
Flaws represent the vices, compulsions, fears, and weaknesses of a character. Flaws might answer any of these questions: What enrages you? What
is the one thing that you cannot bear to witness without becoming angry?
What are you afraid of? Whats the one person, concept, or event that you
are terrified of? What are your vices?
Bonds represent a characters connection to people, places, and events in
the world. Bonds might answer any of these questions: Whom do you care
most about? To where do you feel a special connection? What is your most
treasured possession?
6. CHOOSE EQUIPMENT
Your class suggests a package of starting equipment, including weapons,
armor, and other adventuring gear. You can choose this package to get
started quickly.
Alternatively, you can purchase your starting equipment. Each class has a
different amount of starting money to begin their adventuring career. See
Chapter 5: Equipment for details. Once you have decided on your characters starting equipment, record these items on your character sheet.
7. FILL IN NUMBERS
Its a fact of the adventuring life that characters get into trouble. They fight
with monsters and other hostile beings, they deal with traps and hazards that
threaten to waylay them, and they endure brutal environmental conditions.
Several important numbers determine how well your character succeeds in
combat and other perilous situations: Hit Points (HP), Hit Dice (HD), Armor
Class (AC), base speed, and attack bonuses. You can find more information
about these numbers in Chapter 6: Combat.
Hit Dice: A character who rests can use Hit Dice to recover Hit Points. A
character gets one Hit Die per level. The dies type is determined by class.
On your character sheet, record the type of Hit Die your character uses and
the number of Hit Dice you have (For a 1st level character, this number is 1).
Hit Points: Your characters Hit Points define how tough your character is
in combat and other dangerous situations. Your characters maximum Hit
Points are determined based on your Hit Dice. Roll all of your Hit Dice (1 at
1st level) and add your Constitution modifier. As you increase in level, this
maximum increases too. Record your characters Hit Points on your character
sheet.
Armor Class: Your characters Dexterity modifier, armor bonus and shield
bonus (if any), and other features contribute to your Armor Class, which
represents how well your character avoids being hit in battle. If you arent
wearing armor, your AC equals 10 + your Dexterity modifier. Add the bonuses given for your armor and shield in Chapter 5: Equipment, and record the total.
10
How to Play
Base Speed and Weapon Speed: Characters act in combat in a sequence according to either their base speed or their weapons speed,
whichever is slower. Your characters base speed is determined by his race.
Weapon speeds are determined by the weapon being used. See Chapter
2: Races and Chapter 5: Equipment for details.
Attack modifiers: A character can make two kinds of attacks: melee (handto-hand combat) and ranged (attacks made from a distance). Your melee
attack modifier is your Strength modifier plus bonuses or penalties from other
sources. Your ranged attack modifier is your Dexterity modifier plus bonuses
or penalties from other sources. You add your proficiency bonus (+1 for a 1stlevel character) to attack rolls with weapons youre proficient with. Write
down your total attack modifiers, using the weapons your character wields,
on your character sheet.
Spells: Some characters can cast spells. If your character can, your class
description states which ability (usually Intelligence or Wisdom) your character uses when making spell checks. See Chapter 8: Magic for details.
Proficiency: Characters can acquire proficiencyfrom their class, race,
and backgroundin any of a variety of weapons, armor, skills, and saving
throws. Proficiency is often reflected in the addition of a characters proficiency bonus (derived from the characters level) to an ability check, saving
throw, or attack roll.
Armor: You need to be proficient with armor to wear it effectively. If you
put on armor that you cannot use, you have Disadvantage on checks, saving
throws, and attack rolls that involve Strength or Dexterity.
Weapons: When you attack with a weapon youre proficient with, you
add your proficiency bonus to your attack roll. If you attack with a weapon
youre not proficient with, you have Disadvantage on the attack roll (and you
dont add your proficiency bonus).
Saving Throws: When you have proficiency in a specific kind of saving
throw, you add your proficiency bonus to your saving throws of that type.
Skills: When you have proficiency in a skill, you add your proficiency bonus to ability checks you make that involve that skill.
8. DESCRIBE YOUR CHARACTER
Heres where you fill in the physical and personality details about your
character. Spend a few minutes thinking about what he looks like and how
he behaves in general terms. Its a good idea to take into account your
characters ability scores and race when making these decisions.
Name: You should come up with a suitable name for your character. Your
characters race description includes name suggestions for members of that
race.
Physical Traits: You can decide on your characters height and weight, using the information provided in your race description, as well as hair, eye,
and skin color, and age if desired. To add a touch of distinctiveness, you
might want to give your character an unusual or memorable physical characteristic, such as a scar, a limp, or a tattoo. Note these details on your character sheet.
Goals and Motivations: A backstory, even if its brief, can help guide you
when roleplaying your character. The background choices are good starting
points for thinking about your characters goals, taking into account upbringing, homeland, life-changing events, training, and the like. You might also
want to discuss your characters goals and motivations with your DM; talking
about these details paves the way for the DM to craft adventures that get the
players involved.
Alignment: A typical creature in the worlds of DUNGEONS & DRAGONS has
an alignment, which broadly describes its moral and personal attitudes.
Alignment is a combination of two factors: one identifies morality (good, evil,
or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define all the possible
combinations.
Although evil adventurers exist, they tend to cause problems in groups with
others who dont share their interests and objectives. Generally, evil alignments are for villains and monsters.
These brief summaries of the nine alignments describe the typical behavior
of a creature with that alignment. Individuals might vary significantly from that
typical behavior, and few people are perfectly and consistently faithful to the
precepts of their alignment.
Lawful good creatures can be counted on to do the right thing, as expected by society. Gold dragons, paladins, and most dwarves are lawful
good.
Neutral good is about doing the best one can to help others according to
their needs. Many angels, some cloud giants, and most gnomes are neutral
good.
Chaotic good creatures act as their conscience directs, with little regard
for what others expect. Copper dragons, many elves, and unicorns are chaotic good.
Lawful neutral individuals act in accordance with law, tradition, or personal codes. Many wizards are lawful neutral.
Neutral is the alignment of those that prefer to steer clear of moral questions and dont take sides, doing what seems best at the time. Lizardfolk,
most nature priests, and many humans are neutral. Animals and other creatures that dont choose their moral compass are also neutral.
Chaotic neutral creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are
chaotic neutral.
Lawful evil creatures methodically take what they want, within the limits of
a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins
are lawful evil.
Neutral evil is the alignment of those that do whatever they can get away
with, without compassion or qualms. Many drow, some cloud giants, and
grimlocks are neutral evil.
Chaotic evil creatures act with arbitrary violence, spurred by their greed,
hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.
For many thinking creatures, alignment is a moral choice; humans, dwarves, elves, and other humanoid races can choose whether to follow the
paths of good or evil, law or chaos. Many other creatures, though, have
inborn tendencies toward certain alignments. Most gnolls are irredeemably
chaotic evil, and gold dragons are innately lawful good.
Alignment is an essential part of the nature of creatures from the Outer
Planes (celestials and fiends). A devil does not choose to be lawful evil, and
it doesnt tend toward lawful evil, but rather it is lawful evil at its core. If it
somehow ceased to be lawful evil, it would cease to be a devil.
Most creatures that lack the capacity for rational thought have neutral
alignments. Such a creature is incapable of making a moral or ethical
choice, and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have a neutral alignment.
Personality: Some notes about your characters personality can breathe life
into your roleplaying. How does your character respond to stress, danger, or
moral crises? Perhaps he has an unusual behavioral or personality quirk, such
as a nervous tic, a lisp, or a raspy voice.
9. PLAY!
Once you create your character, youre ready to start playing. Each character plays a role within a party, a group of adventurers working together for
a common purpose. Teamwork and cooperation greatly improve your partys
chances to survive the many dangers you face in the worlds of DUNGEONS &
DRAGONS. Talk to your fellow players and your DM to decide whether your
characters know one another, how they met, and what sorts of quests the
group might undertake.
11
Races
Chapter Two
Chapter 2: Races
Races
12
Races
1
3
13
Races
Dwarven warriors carry the body of a fallen leader deep into their underground mountain city, passing the tombs of kings dead for some thirty dwarven generations. Wandering Dejy nomads explore the ruins of a fallen
civilization deep within the massive Vohven jungle, and awake a power
none could expect. Bold adventurers set off into the Khydoban desert, seeking a country populated with undead and ruled by a powerful lich lord.
Barbarian horse lords war among each other for control of territory, while
Slennish cultists kidnap the innocents left behind the lines. Xenophobic elves
patrol the Lendelwood, guarding their ancient city against a threatened human assault.
In the world of Tellene, your character is not defined merely by his abilities. A character's background, native land, race, religion and much more all
play important parts.
Your characters race gives you plenty of cues as to what sort of person
he is, how he feels about characters of other races, and what his motivations
might be.
RACE DESCRIPTIONS
The rest of this chapter describes each race. Remember that these descriptions apply only to the majority of each races members. In each race, some
individuals diverge from the norm, and your character could be one of these.
Dont let a description of a race keep you from detailing your character as
you like.
At the heading of each race is the following game rule information that
you will need to know when creating and playing your character:
Ability Adjustments: Each race has certain strengths and weaknesses that
are reflected as adjustments to your ability scores. Adjust your ability scores
by the amount listed.
Maximum Hit Die: Hit Dice are normally determined by the class that you
choose. However, some races are less hardy than others. Smaller races,
such as elves and halflings, have a maximum hit die type. Elves, for example
have a maximum hit die of d8. This means that an elven warrior will always
use 8-sided dice for his Hit Dice instead of the 10-sided dice that a warrior
normally gets.
Base Speed: This is the action phase that you begin acting on during a
combat round. This speed may be adjusted if you are attacking with a
weapon or casting a spell. See Initiative, page 44.
Movement: This is the amount of distance in feet that you can cover during
a single combat round and still take an action. See Movement in Combat,
page 45.
Male and Female Names: Each race has its own language and naming
conventions that make its traditional names unique. A sample of names are
provided for both male and female members of the race. When a culture or
race uses surnames, examples of those are given as well.
Automatic Languages: There are a myriad of languages and local dialects
on Tellene. All characters know how to speak and read one or more languages based upon their race.
Bonus Languages: You can speak and read a number of additional bonus
languages equal to your Intelligence bonus. Select your characters bonus
languages (if any) from this list.
14
Races
BRANDOBIANS
HUMANS
Ability Adjustments:
Maximum Hit Die:
Base Speed:
Movement:
None
d10
Fast
30 feet
Humans live throughout Tellene, from the arctic hinterlands to the tropical
rainforests. They form the largest and most populous civilizations of any race,
and are the dominant sociopolitical force on Tellene. All humans on Tellene
share the standard human features and abilities.
HUMAN FEATURES
Experience Bonus: Humans are quick to learn new skills and find themselves adapting to situations very quickly. You gain a 10% bonus on all
experience points earned.
Bonus Skill: You can select one extra skill from the list provided. See
Skills, page 33.
Triple Class: If you decide to multi-class, you can choose a combination of
three classes as opposed to two (see page 26).
Automatic Language: Native (in the case of Dejy) or national language
(e.g. Brandobian for Mendarns, etc.).
Bonus Languages: Typically, humans speak the Merchants Tongue or
other tongues spoken by neighbors or frequent trade partners.
The human race has fragmented into several distinct cultures, each deserving of its own description.
Brandobians are the smallest of the human races, with slender bodies
measuring usually a little over five feet in height. Their skin tones are usually
olive and their dark hair ranges from curly to straight. Brandobians have fine
features, clear voices, and a hardy resistance to disease.
Brandobians live on the western coast of Tellene and occupy maritime
colonies off their own coast, on Western Svimohzia and along the Elos Bay.
Their numerous colonies result from centuries of exploration and conquest,
and the Brandobians take great pride in the vastness and impact of their
travels. Their people are vibrant and alive and rarely keep their opinions to
themselves. Right or wrong, you know where a Brandobian stands.
Adventurers from this region generally become warriors, rogues, or priests.
Although Eldorans disdain magic, powerful wizards live in Cosdol and numerous lesser mages live in Pel Brolenon.
Male Names: Atlamir, Brendol, Coldon, Crend, Defrin, Estand, Fortind,
Glandal, Granden, Gruthal, Ichil, Ilthan, Lonveln, Malvus, Munvaln,
Nandten, Nurband, Senden, Sevlen, Transen, Valesin, Voldomar, Vrasten,
Vrindon.
Female Names: Avil, Blesden, Brava, Brennor, Cosolel, Dandrel, Elbren,
Elvled, Eve, Gulda, Lelten, Mindoleen, Mindrel, Mindril, Norlel, Norvita,
Olita, Pandred, Ranselita, Sabeleen, Selguld, Strolema, Vurethel, Wencrel,
Yulan.
Surnames: Blondol, Brendril, Brodoran, Celdon, Colbrandar, Colmen,
Corvled, Dolcrindel, Dorbren, Dorguld, Edarn, Folnester, Fortron, Galborn,
Guldselan, Ingamin, Lelten, Melran, Minel, Norcrensel, Olmcrelnel, Rancren,
Rondstern, Stron, Thronel, Torist, Velsin, Vleldin, Volven.
15
Races
DEJY
The Dejy are the most diverse of all the human races. Ample evidence
shows that they have inhabited or roamed the farthest corners of Tellene and
all areas in between. Today, they are most populous in the Young Kingdoms, the Wild lands, and the various wastelands (deserts, jungles, tundra,
remote islands and the like). They range in size from the short and thickboned people of Dynaj to the lean and rangy desert riders of the Elos. Skin
colors run from amber-gold to burning red to the light brown color of worn
leather. While facial features vary from tribe to tribe, hair color is always
dark, facial and body hair sparse, and the Dejy typically have flatter faces
than the angular Brandobians or hawk-nosed Kalamarans.
Male Names: Bajyr, Chojen, Gyrjen, Janesh, Jaresh, Jish, Jorjen, Khodri,
Kotesh, Nyrash, Rijani, Roshnyr, Saryf, Shanko, Shathy, Shiseth, Shyja, Shynath,Thakyr,Thekevi.
Female Names: Adagyr,Ashny,Aslesh, Chada, Cheshy, Daresh, Dolshy,
Enshy, Freesha, Jolndar, Jynko, Koshy, Kylsha, Rosharek, Shary, Slajen,
Thena,Vashel, Yendo, Yerjen, Yuji.
FHOKKI
The Fhokki tower over all other human races and have adapted to handle
the bitter cold of their environment. Their hair ranges from platinum blonde to
vibrant red to dark brown, and their skin color tends to be pale. Their fair
faces often light up in laughter or redden in anger; they are an emotional
and expressive people.
Traditionally, Fhokki live in extended families that dwell in log homes.
Some Fhokki clans herd reindeer as their principal means of livelihood, others fish the plentiful depths of Lake Jorakk, and supplement their diet with deer
taken from the thick forests of their homelands.
Fhokki inhabit the length and breadth of the Wild Lands. The Hurrkal and
other clans live as far south as the edge of Reanaaria Bay, where they generally get along peaceably with the humans and demihumans there. The
Trusk live in Skarrna and the Rokk Woods. The Kartorr and Roth clans range
to the north and east further than Kalamaran scribes record.
Males Names: Arturr, Dvorn, Elmin, Froljar, Gortha, Gurthay, Hostud,
Hreathwrot, Hurrkal, Lokkur,Mantak, Ragil, Rastur, Rythok, Thalnawr, Thelvan, Thurvan, Viljar, Vosted.
Female Names: Defyn, Dythrok, Enga, Fontharra, Gulli, Gytha, Halvena,
Otha, Rortakk, Rothla, Ryndar, Shrokker, Sorykka, Tankarra, Thanarkka,
Thelka, Thilla, Thrayd, Unula, Vrykor.
KALAMARAN
To hear a Kalamaran speak of his people's history, you would think that it
was his idea to cultivate rice in the Alubelok Swamp, that he personally
marched in formation against the Fhokki barbarians, and that he built Kolokar's Barrier with a brick in his left hand and trowel in his right. Kalamarans
are as proud as the sun is bright, and others lament that the Kalamaran can
usually make good his boast.
Kalamarans construct their homes, their arms and armor, and their cities
with grandeur in mind. They exaggerate both size and detail, covering massive lintels with brilliant frescoes, and placing them above colossal doorways.
Pure Kalamarans have blue eyes and dark red hair, features that are now
prominent only among the nobility. They are tall, especially in the eastern
Young Kingdoms and northern Kalamar, where Fhokki blood runs strong. But
Fhokki blood is hardly the only racial influence. Today's Kalamaran has
unprecedented range in size, shape, build and coloration. Centuries of
conquest and trade have given the Kalamarans access to every known race.
PSor, Parama, Pilamel, Pitar, Pulan, Puramal, Resemer, Saterus, Satira, Selemar, Sulat, Vanamir.
Female Names: Asa, Benali, Dela, Dorata, Famaril, Fanam, Felana, Fitolima, Gimane, Goranu, Helena, HuUra, Ilubek, Inala, Kaperele, KiIsa,
Kibika, Korasela, Lamasaru, Lisanara, Mepate, Nelata, Pakara, Takane,
Tomare.
Surnames: ArTur, Balemo, Darisek, Dilomas, Esamil, Falama, Fapeki,Gomanas, Hapnam, Heran, KuAto, Kuwaki, Lesepar, Mokira, PLedin,
PMare, Pateris, Ragarela, Ragosip, Remel, Saketi, Sepiter, Setiran, Vitisar.
REANAARIAN
Reanaarians are medium in build, often stocky but rarely fat. They are a
folk of extremes: they respect hard work, but they enjoy holidays and feasting. They are clever bur appear dull and boring to outsiders. They are fascinated with magic bur rarely pursue it as a class.
The Reanaarians, like the Brandobians, are inquisitive folk. Just as during
the period of their great migrations, they explore their current home, the
Reanaaria Bay area, without aims of conquest or glory. They enjoy the beauty of their home and rarely come into conflict with the dwarves, elves, or
halflings who live there.
Reanaarians inhabit the western shores of the Bay, leaving the north to the
Skarrns (Fhokki) and the east to the Dejy. Reanaarians who stray more than
100 miles inland are rare.
Male Names: Boelain, Bouzaar, Dealaan, Emearer, Geolain, Haar, Lenaiz, Liamar, Neila, Norgren, Peasor, Raizix, Reenea, Reollain, Sortureer,
Sutilla, Taofoor, Vaxea, Vuuawa, Wiuxiu.
Female Names: Alixoor, Boebea, Ceopeari, Daarlau, Gaafour, Huurum,
Keilaaw, Leugoo, Lewao, Miana, Naavabi, Naavazoor, Neavazaar, Rianoo, Teelia, Vandakeer, Vaolai, Veuza, Vuubou, Ziliana.
Surnames: Feasiari, Feaveu, Foormau, Gazee, Huuraew, Laaria,
Leenoorva, Lorot, Nae, Naizix, Nartuir, Peer, Reemae, Rooxea, Seetoov,
Sumorna, Tarealeon, Vaotal, Vuria, Xookaer.
SVIMOHZ
Second only to the Dejy in diversity, the Svimohz have shiny black skin
and a wide range of facial features that vary from region to region. The
Meznams, for example, tend to be taller, with sharp angular features, long
beards and athletic builds. The Zazahnii are less muscular, bur their shorter
builds make them look barrel-chested and ungainly.
The traditional Svimohzish custom of sprawling, close-knit families still exists, especially in Ohzvinmish, Meznamish and rural Zazahni. Family ties are
very tight, and foreigners who fall in love with a Svimohz must make a good
impression on the family or risk losing their paramour's affection.
Svimohz live throughout the island, except in Ul-Karg, which is wholly
dominated by hobgoblins, and in the west, which many people avoid because of the Mendarn (formerly Pel Brolenese) colony of Vrandol. While the
Mendarns are less belligerent than the Brolenese, many Svimohz formerly
residing there have migrated east or north to friendlier places.
Male Names: Amar, Anarvis, Ansven, Azhanimahr, Hilanozh, Izvan,
Mesvanish, Miznamyho, Mizovohr, Movazh, Onsar, Razhan, Roshanaz,
Selevahn, Shazahn, Suvar, Svemahni, Wherahzni, Zhulurahn, Zohshanam.
Female Names: Anasvish, Daresvim, Ehnosham,Emeni, Hava, Lashasvow,
Leshan, Menahvna, Minona, Morashez, Movamo, Nomishim, Sanano,
Savano, Sharresh, Sisi, Vanazha, Zeminah, Zhashosa, Zoravam.
Family Names: Arhomven, Aziri, Damozh, Eshovim, Ghanim, Izahn,
Mezahn, Mizani, Mozaresh, Neshnamohn, Ohmdalz, Shenshal, Svowmizh,
Vezdor, Vlan, Whenonesh, Yahul, Zalden, Zhamish.
16
Races
DWARVES
Ability Adjustments:
Maximum Hit Die:
Base Speed:
Movement:
DWARF FEATURES
Infravision: You can see heat signatures in the dark up to 60 feet.
Stonecunning: You have Advantage on Intelligence checks to notice unusual stonework, such as sliding walls, stonework traps, new construction
(even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. If you merely come within 10 feet of unusual stonework,
you can make an Intelligence check (without Advantage) as if you were
actively searching. You can also intuit depth, sensing your approximate
depth underground as naturally as a human can sense which way is up.
Lowland dwarves have a sixth sense about stonework, an innate ability that
they get plenty of opportunity to practice and hone in their underground
homes.
Poison Resistance: Dwarves are naturally resistant to poison. You have
Advantage on all saving throws made to resist the effects of poison.
Dwarven Defense: Giants, ogres, and trolls have Disadvantage to attack
rolls made against you. This represents special training that lowland dwarves
undergo, during which they learn tricks that previous generations developed
in their battles with giants and their kin.
Arcane Failure: Because of your non-magical nature, any magical item
that you use that is not directly related to your class has a 20% chance (1-4
on a 1d20) to malfunction when used. This check is made each time you use
an item. A malfunction affects only the current use; the item may work properly the next time. For devices that are continually in operation, the check is
made the first time the device is used during an encounter. If the check is
passed, the device functions normally until it is turned off. If a cursed item
malfunctions, you notice its cursed nature and can dispose of the item. Malfunctions apply to rings, amulets, potions, horns, jewels, and all other magical items except weapons, shields, armor, gauntlets, and girdles. Arcane
failure does not apply to you if you are a dwarven priest using priest scrolls.
Automatic Languages: Dwarven and one human language.
Bonus languages: Giant, Gnome, Goblin, Hobgoblin, Kobold, Merchants Tongue, Orc, and Undercommon.
17
Races
ELVES
Ability Adjustments:
Maximum Hit Die:
Base Speed:
Movement:
Elves live in villages and towns scattered throughout Tellene, usually loyal
to a prince or a king that rules a loose hereditary monarchy. The oldest and
most secluded of these settlements number in the tens of thousands, but these
few are rare and exist only in deep forests. Elves gather in cities in the
Lendelwood and the Kalalali Forest. High elves (also known as "Lathlani" in
Low Elven) are the standard most commonly encountered elves on Tellene.
Elves are more often amused than excited, and more likely to be curious
than greedy. With such a long life span, they tend to keep a broad perspective on events, remaining aloof and unfazed by petty happenstance. When
pursuing a goal, however, whether an adventurous mission or learning a
new skill or art, they can be focused and relentless. They are slow to make
friends and enemies, and even slower to forget them. They reply to petty
insults with disdain and to serious insults with vengeance.
Lathlani are content to remain within their lands and let the other races
fight over the rest of the continent. They have grown weary of dealing with
the short-lived races, especially the humans, and now prefer to let them run
their course. However, should any race encroach on what the high elves
perceive to be their domain, they will quickly learn what force has made the
high elves one of the longest lasting races on Tellene.
The lathlani have the best relations with those demi-human races that live
close to and respect nature: halflings and other elves. While they respect the
power and integrity of dwarves, they cannot understand their culture or the
ways, and prefer to leave them alone. They are generally distrustful of humans, as they seem too eager to make and break promises, but rend to
evaluate each one as an individual case. High elves live all across Tellene,
but their largest numbers are in Cilorealon, the Kalokopeli Forest and the
Brindonwood.
Lathlani favor worship of Banadar the Raconteur, Adrededar the Guardian, Halobrendar the Riftmaster, Adrabrintariel the Pure One and Nanaeclya
the Lord of Silver Linings. To a lesser extent, they also revere Elobreria the
Eye Opener, Albabrilia the Great Huntress and Gavedever the Raiser.
High elves speak High Elven among themselves, but they use Low Elven
when speaking to non-elves. They are adept linguists and usually understand
Merchant's Tongue as well (they consider it a rather simple tongue) but rarely
speak it, forcing their trade partners to use Low Elven (the original merchant's tongue).
The Elven language is the most complex language on Tellene. Spoken Elven is divided into two classifications: High and Low (or Common) Elven.
Only a full-blooded elf will be fluent in High Elven as no elf would ever teach
a mortal the sacred language of his ancestors. Low Elven is a language of
trade and commerce that elves taught other races in order to conduct business. Non-elf player characters and NPCs that speak Elven will only know
some variety of Low Elven.
When dealing with non-elves, elven family names are usually translated to
Low-Elven. Some go so far as to reduce their name to the graceless Merchants Tongue. High elves that do so sometimes have names like Whitehelm, Highspear, and Lightfoot, while wood elves use arboreal or ruralsounding names like Woodhall, Oaklimb, and Greentree.
Male Names: Amator, Artesidet, Bare, Cyrn, Huliard, Hurell, Jumar,
Mellitee, Selemar, Shifan, Sincarel, Telarai, Torasceine, Werlen, Wevelin.
Female Names: Ameris, Asaivelia, Celmereian, Colinaseti, Culessa, Hanasila, Jelena, Jeserel, Laraneia, Mehelet, Setita, Tessevi, Tultetika, Wylee,
Zowale.
ELF FEATURES
Spell Resistance: You have Advantage when making saving throws
against enchantment spells or effects such as charm person and sleep.
Low-light Vision: You can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. You retain the
ability to distinguish color and detail under these conditions.
Martial Training: You were trained in elvish martial traditions and can select one of the following weapons to become proficient in: longsword,
shortbow or longbow. Elven priests must still abide by their weapon restrictions and cannot use longswords, shortbows, or longbows without incurring disfavor from their god (unless they worship a god that allows the use of
those weapons already). If you select a class that is already proficient in
these weapons (such as the warrior), you gain no additional benefit.
Find Secret Doors: Secret doors (those constructed so as to be hard to notice) and concealed doors (those hidden from sight by screens, curtains, or
the like) are difficult to hide from elves. You have Advantage when making
Intelligence checks to find secret or concealed doors. If you merely come
within 10 feet of a concealed door you can make an Intelligence check
(without Advantage) as if you were actively searching. You must still actively
search for secret doors to be able to make an Intelligence check to find
them.
Wilderness Stealth: Elves are very skilled at moving unseen in their woodland homes. You have Advantage when making Dexterity checks to hide and
avoid being heard when in wooded environments. You do not automatically
have Advantage when trying to hide in deserts, city streets, or any nonwooded environments. You lose this ability if you are wearing metal armor.
Automatic Languages: High Elven, Low Elven, and one human language.
Bonus Languages: Dwarven, Gnoll, Gnome, Gnome, Goblin, Halfling,
Merchants Tongue, Orc, and any human language.
18
Races
HALFLINGS
Ability Adjustments:
Maximum Hit Die:
Base Speed:
Movement:
Halflings are common throughout the civilized lands of Tellene. They are
rare in the harsh north and do not often live high in the mountains, but they
thrive in the peaceful lands tamed by themselves and other races. Lightfeet
(called gurin in the Halfling tongue) halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they
can. Often they are strangers and wanderers, and others react to them with
suspicion or curiosity. Depending on the clan, halflings might be reliable,
hard-working (if clannish) citizens, or they might be thieves just waiting for the
opportunity to make a big score and disappear in the dead of night. Regardless, halflings are cunning, resourceful survivors.
Lightfeet prefer trouble to boredom. They are notoriously curious. Relying
on their ability to survive or escape danger, they demonstrate a daring that
many larger people cant match. Halflings enjoy wealth and the pleasure it
can bring, and they tend to spend silver as quickly as they acquire it.
Halflings are also famous collectors. While more orthodox halflings may
collect weapons, books, or jewelry, some collect such objects as the hides of
wild beastsor even the beasts themselves. Wealthy halflings sometimes
commission adventurers to retrieve exotic items to complete their collections.
Halflings stand about 3 feet tall and usually weigh between 30 and 35
pounds. Their skin is ruddy, their hair black and straight. They have brown or
black eyes. Halfling men often have long sideburns, but beards are rare
among them and mustaches almost unseen. They like to wear simple, comfortable, and practical clothes. A halfling reaches adulthood at the age of
20 and generally lives into the middle of his second century.
Lightfeet consider gnomes good neighbors, because the two races share
the same sized furniture. The-larger folk tend to get the scale wrong or seat
them with the children, which is annoying. Lightfeet also enjoy the company
of high elves. Lightfeet consider dwarves reliable but not fun (the opposite of
their views on most elves).
Lightfeet tend to live with other races, but they rarely report crime or other
problems to the government as long as only halflings are involved. The
halflings defer to a priest or respected elder of their own and generally abide
by his decision for disputes, crimes and punishment and other conflicts.
Lightfeet thrive in central Kalamar, the Dopromond Hills, Welpremond
Downs, Pekal, Prompeldia, the Fautee Forest, Ozhvinmish, Ahznomahn and
the rural parts of western Reanaaria. Gurin enjoy city life as well as rural
settlements, but they might feel stifled in an overcrowded city where humans
are predominant.
Lightfeet frequently worship Dari the Raiser if good and Narokam the Seller of Souls if evil. Some lightfeet might revere Kaepran the Risky, and other
common patrons are Rasda the Great Huntress, Sartan the Eye Opener,
Thassah the Bear, Taotan the Fate Scribe and Ledia the Laugher.
Halflings speak their own language and a variety of other useful tongues,
including the languages of humans. Nicknames are extremely popular with
halflings, and it might be difficult for a stranger to track down a halfling with
no more information than his name because any given halfling might be
known by a dozen different nicknames among his friends, family, neighbors,
lord or vassal, fellow worshippers, etc. Halfling communities rely on Merchants Tongue or the local human language to write their text.
Male Names: Babaktar, Borin, Furum, Gonflen, Guvrokam, Kavleta, Nolan, Nurdan, Theartan, Zandi.
Female Names: Arenou, Bousrah, Catrakkan, Mari, Noolau, Sahar, Sarshar, Sejeyla, Tajela, Virda.
Surnames: Altean, Bojardi, Kapran, Maleki, Murmalal, Padraven, Ramin,
Sadek, Sapran, Takhi.
HALFLING FEATURES
Small Size: As a small creature, you gain a +1 bonus to Armor Class,
and a +1 bonus to attack rolls. However, your carrying capacity is threequarters that of medium-sized characters. You also must use smaller weapons
than a medium-sized character. You are able to hold small (size S) weapons
such as a short sword in one hand. However, you must wield a medium (size
M) weapon such as a longsword with two hands. Large (size L) weapons
are simply too hefty for your tiny hands.
Thrown Weapons: Halflings have a natural talent with thrown weapons.
Rock pitching is a favorite sport among many a halfling child. You gain a +1
bonus to attack rolls made using thrown weapons.
Wilderness Stealth: Halflings are very skilled at moving unseen in woodlands homes. You have Advantage when making Dexterity checks to hide
and avoid being heard when in wooded environments. You do not gain
Advantage when trying to hide in deserts, city streets, or any non-wooded
environments. You lose this ability if you are wearing metal armor.
Lucky: Halflings are surprisingly capable of avoiding mishaps. You can
add one saving throw type to your classs list of saving throws, giving you a
total of three saving throw types that you add your Proficiency Bonus to.
Fear Resistant: Halflings are extremely courageous (or nave, depending
on whom you ask). You have Advantage on all saving throws made to resist
fear type effects.
Automatic Languages: Halfling and the local human language.
Bonus Languages: Dwarven, Low Elven, Merchants Tongue, Gnome,
Goblin, Orc, and any human language.
19
Classes
Chapter Three
Chapter 3: Classes
Classes
Youre no hero.
Youre an adventurer:
a reaver,
a cutpurse,
a heathen-slayer,
a tight-lipped warlock guarding long-dead secrets.
You seek gold and glory,
winning it with sword and spell,
caked in the blood and filth of the weak, the dark, the demons, and the vanquished.
There are treasures to be won deep underneath,
and you shall have them...
20
C
lass
ses
Classes
2
1
21
Classes
Adventurers seek gold, glory, justice, fame, power, or knowledge, or perhaps other goalssome noble and some base. Each chooses a different
way to achieve these goals, from brutal combat power, to mighty magic, to
subtle skills. Some adventurers prevail and grow in experience, wealth, and
power. Others die.
Your characters class is his profession or vocation. It determines what he
is able to do: combat training, magical ability, proficiencies, and more.
Class is probably the first choice that you make about your character after
seeing his ability scores (just ahead of race, or perhaps in conjunction with
that decision).
There are four different types of character classes:
Warriors are fighters with exceptional combat capability and an unequal
skill with weapons.
Priests wield divine magic and are capable fighters as well.
Rogues are tricky, skillful scouts, spies and thieves that win the battle by
stealth rather than brute force.
Wizards are potent spellcasters that harness extraordinary arcane power
at the risk of becoming corrupted by otherworldly powers.
Each class description includes many features: Requirements, Hit Dice,
weapons allowed and other aspects of the class.
CLASS DESCRIPTIONS
The rest of this chapter describes each class. In each description youll
find a general discussion in game world terms, the sort of description that
characters in the world could understand and the way such a character
might describe himself. These descriptions are general. Individual members
of a class may differ in their attitudes, outlooks, and other aspects.
At the heading of each class is the following game rule information that
you will need to know when creating and playing your character:
Requirements: Every class has some requirements that you must meet in
order for your character to be a part of the class. The most common requirement is a minimum level of ability score. For example, you must have a
Strength of 9 or higher to be a warrior. The wizard and the priest classes
have additional race and alignment requirements.
Hit Dice: The type of Hit Die used by characters of the class determines
the number of Hit Points gained per level. A character rolls one Hit Die when
he gains a new level and adds the result to his hit point total, thus a character has the same number of Hit Dice as levels. For his first Hit Die, a 1st level
character gets the maximum Hit Points rather than rolling (although Constitution modifiers, plus or minus, still apply).
For example, Selwyn gets a d8 Hit Die because he is a priest. At 1st level
he gets 8 Hit Points instead of rolling. Since he has a Constitution score of
13, he has a +1 bonus, raising his starting Hit Points to 9. When he reaches
2nd level (and every level thereafter), Selwyns player rolls a d8, adds 1 (for
his Constitution bonus) and then adds the total to Selwyns Hit Points.
Weapons: This is a list of weapons that members of the class are proficient with. If a character uses a weapon that he is not proficient with, he has
Disadvantage on all attack rolls made with the weapon.
Armor: This is a list of armors that members of the class are proficient in. If
a character wears armor that he is not proficient in, they have Disadvantage
on checks, saving throws, and attack rolls that involve Strength and Dexterity.
Some special class abilities do not work while wearing armor that is not on
this list. For example, a wizard cannot cast spells while wearing armor while
a rogue cannot make use of his backstab ability if he is wearing chain mail.
Saving Throws: Some classes are more resistant than others to certain
types of attacks and effects. Characters of this class add their Proficiency
Bonus to all saving throws made of the types listed.
Skills: One or more skills are listed here that your character can become
proficient in. See Chapter 4: Backgrounds and Skills.
Class Table: This table details how a character improves as he gains experience levels. Class tables include the following:
22
Classes
WARRIOR
Requirements:
Hit Dice:
Weapons:
Armor:
Saving Throws:
Skills:
Strength 9
d10
Any
Any
Strength and Constitution
Choose one from Acrobatics, Athletics, or Intimidation.
The questing knight, the conquering overlord, the kings champion, the
elite foot soldier, the hardened mercenary, and the bandit kingall are
warriors. Warriors can be stalwart defenders of those in need, cruel marauders, or gutsy adventurers. Some are among the lands best souls, willing
to face death for the greater good. Others are among the worst, with no
qualms about killing for private gain, or even for sport.
Most warriors see adventures, raids, and dangerous missions as their job.
Some have patrons who pay them regularly. Others prefer to live like prospectors, taking great risks in hopes of the big haul. Some warriors are more
civic-minded and use their combat skills to protect endangered people who
cannot defend themselves. Whatever their initial motivations, however, warriors often wind up living for the thrill of combat and adventure.
Of all classes, warriors have the best all-around fighting capabilities.
Warriors are familiar with all the standard weapons and armors. In addition
to general fighting prowess, warriors are able to perform Mighty Feats of
Arms in the midst of battle. As warriors gain experience, their ability to perform these feats increases. In the hands of a capable and creative warrior,
mighty feats can mean the difference between victory and crushing defeat.
Warriors often worship The Power Master (god of strength and medicine),
or The Old Man (god of war, power, and strategy). A crusader or paladin
type of warrior might instead devote themselves to The Knight of The Gods or
The True. Barbarians are likely to worship Battle Rager. A warrior may style
himself as a crusader in the service of his god, or he may just want someone
to pray to before putting his life on the line yet another time.
Warriors come to their profession in many ways. Most have had formal
training in a nobles army or at least in the local militia. Some have trained in
formal academies. Others are self-taughtunpolished but well tested. A
warrior may have taken up the sword as a way to escape the limits of life on
the farm, or he may be following a proud family tradition. Warriors share no
special identity. They do not see themselves as a group or brotherhood.
Those who hail from a particular academy, mercenary company, or lords
regiment, however, share a certain camaraderie.
Human warriors are usually veterans of some military service, typically
from more mundane parents. Dwarf warriors are commonly former members
of the well-trained strike teams that protect the underground dwarven kingdoms. They are typically members of warrior families that can trace their
lineages back for millennia, and they may have rivalries or alliances with
other dwarf warriors of a different lineage. Elf warriors are typically skilled
with the longsword. They are proud of their ability at swordplay and eager
to demonstrate or test it. Halfling warriors usually stay in their own communities as part of the area militia rather than adventuring.
The warrior excels in a straight fight, but he relies on others for magical
support, healing, and scouting. On a team, it is his job to man the front lines,
protect the other party members, and bring the tough opponents down. Warriors might not understand the arcane ways of wizards or share the faith of
priests, but they recognize the value of teamwork.
In most adventuring parties, the warrior serves as a melee combatant,
charging into the fray while his comrades support him with spells, ranged
attacks, and other effects. Warriors who favor ranged combat can prove
very deadly, though without other melee support, they can find themselves in
front-line combat more often than they might prefer.
Experience
0
2,000
4,000
8,000
Proficiency
Bonus
+1
+1
+2
+2
Feat
Die
d3
d3
d4
d4
WARRIOR FEATURES
Weapon Specialization: You gain a +1 bonus to attack and damage
rolls made with one type of weapon, such as longsword or a short bow.
Improved Critical: Attacks that you make using a weapon can score a
critical hit on a roll of 19 or 20. You must still beat your targets Armor Class
by 5 or more in order for your strike to be considered a critical hit (see Critical Hits, page 47, for more information).
Attack Bonus: Unlike other classes, you do not add your proficiency bonus to your attack rolls. Instead, you receive a randomized modifier known
as a Feet Die. At 1st level, this is a d3. You roll this d3 on each attack roll
and apply it to both your attack roll and damage roll. On one attack, the die
may give you a +1 to your attack roll and damage roll. On the next attack,
the die may give you +3! The Feat Die advances with your level, climbing to
d4 at 3rd level. You always make a new roll with this die in each combat
round. If you have multiple attacks, the same Feet Die roll applies to all attacks in the same combat round.
Mighty Feats of Arms: Prior to any attack roll, you can declare a feat.
This feat is a dramatic combat maneuver within the scope of the current
combat. The feat does not increase damage but could have some other
combat effect: pushing back an enemy, tripping or entangling him, temporarily blinding him, and so on. Your Feat Die determines the feats success. This
is the same die used for your attack and damage modifier each round. If the
feat die is a 3 or higher, and the attack lands (e.g., the total attack roll exceeds the targets AC), the feat succeeds. If the feat die is a 2 or less, or the
overall attack fails, the feat fails as well. Refer to the Combat section for
additional information on Feats (see page 48).
23
Classes
PRIEST
Requirements:
Hit Dice:
Weapons:
Armor:
Saving Throws:
Skills:
Priests of the Eternal Lantern are the sworn enemies of the undead and the
minions of darkness. They dedicate themselves to the banishment of the evil
that lurks in the shadows of the night by bringing all creatures into the purifying light of Radiance. The Order of Light preaches that only by walking in
the light of the Lady of Luminosity can one save ones soul from the taints of
darkness. The main weapon against evil in the arsenal of the clergy is conversion. All priests must go on a one-year mission to gain converts and bring
them into the flock.
During the darkest hours of the night, the priests act as sentries by walking
through cities, towns and villages with lanterns and torches to help the Lady
of Luminosity hold back the darkness. This ritual is known as the Dark
Watch. Priests of the Eternal Lantern are often found as members of adventuring bands who assist a town watch or city guard in protecting the settlement from evil.
The principal reason for the Orders adventures are, misgivings aside, ventures against the undead and their minions. An active vampire, lich or mummy is sure to spark vigorous activity from the Order of Light. Sermons at
weekly services advise worshippers how to protect themselves from the undead, while junior priests initiate exploratory missions to discover the nature
of the threat. Higher-level priests organize the final strike, usually leading
them personally. Even the aged can participate in these holy quests, where
the power of faith is tested against the evil of the undead.
Members of the Order consider their ability to turn undead the most basic
and pure demonstration of their faith. Lacking the rigid structure of spell casting and stemming directly from a combination of the priests faith and the
Eternal Lanterns favor, this channeling of positive energy is a cleansing experience. Its a reaffirmation of the Eternal Lanterns love for living things and
hatred of the abomination of undeath.
The Order of Light does not preach the value of physical might at arms.
They know that the undead take many forms, and not even the mightiest
warriors strength is a reliable weapon against an incorporeal opponent.
Thus, they urge the mastery of divine spells over skill with steel. Nevertheless,
they are quite capable of defending themselves in combat, especially
against undead creatures.
The faith attracts a steady stream of people who love the feel of the sun
on their backs and enjoy seeing a beautiful dawn start their day. These
hopeful and generally cheerful folk make up a large portion of the followers
and working prieststhose whose motivation ends at conducting weekly
services.
Adventuring priests and those with great ambition are cut from a different
cloth. These people may have lost friends or loved ones to the undead and
join the faith that gives them the best chance at revenge. Maybe they suffered personally at the hands of undead, bearing their scars underneath their
white robes as silent testimony to a horrific past. The fire inside these zealots
drives them to become leaders or popular adventuring priests, giving them
an importance beyond their numbers.
The Order of Light serve a useful function in maintaining bright city lights,
keeping mundane criminals at bay. They have a true hatred for the undead,
those who maintain a mockery of life and the inner light of the soul.
The holy symbol of the Eternal Lantern is half of a shining sun. The Order
of Light garb themselves in different color robes depending on their rank in
the Order. The lowest ranks wear white while more experienced priests wear
yellow robes.
Experience
0
1,500
3,000
6,000
Proficiency
Bonus
+1
+1
+2
+2
Spells
1
2
1
2
1
3
2
PRIEST FEATURES
Spells: You may prepare and cast any spell on the priest spell list (page
66), provided you can cast spells of that level.
You do not acquire your spells from books or scrolls, nor do you prepare
them through study. Instead, you pray for your spells at noon, when the sun is
at its highest, receiving them as divine inspiration. You must spend 1 hour at
this time in quiet supplication to regain your daily allotment of spells. Time
spent resting has no effect on whether you can prepare spells.
Bonus Spells: A high Wisdom score indicates a greater divine connection.
If you have a Wisdom score of 13-15, you receive an extra 1st level divine
spell per day. If your Wisdom score is 16 or higher, you receive both an
extra 1st level spell and an extra 2nd level spell per day (the bonus 2nd level
spell is only available when you reach 4th level).
Turn Undead: You have the unique ability to turn away, or even destroy,
undead creatures. To turn undead, you must declare the attempt as an attack
and then make a spell check as follows: 1d20 + priest level + Charisma
modifier. You must display your holy symbol toward the undead and utter a
prayer, chant or other invocation of The Eternal Lantern. Turn undead is considered a special attack and takes one round and has a maximum range of
60 feet. In most cases, the number of undead turned will be 2d6. If you are
five or more levels higher than the undead being turned, the undead are
instead destroyed. When the turning a mixed group of undead, you Charisma check is compared to the turning DC of each undead creature with the
lowest level undead being turned first.
You may attempt to turn undead a number of times equal to 3 + your
Charisma modifier (though a penalty can never drop this number below 1).
Touch of Dawn: You can make a single mace that you wield glow with
the intensity of the continual light spell for 10 minutes. If another character
attempts to dispel this light, treat the touch of dawn as continual light cast by
a spellcaster equal to your level. Each activation counts against your daily
use of your turn undead ability.
24
Classes
ROGUE
Requirements:
Hit Dice:
Weapons:
Armor:
Saving Throws:
Skills:
Dexterity 9
d6
Club, dagger, hand crossbow, light crossbow, quarterstaff, short bow, sling, boardsword, longsword, and
shortsword.
padded, leather, studded leather
Dexterity and Intelligence
Choose four from Acrobatics, Athletics, Deception,
Escape Artist, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Pick Locks, Sleight of
Hand, and Stealth
Rogues share little in common with each other. Some are stealthy burglars.
Others are silver-tongued tricksters. Still others are scouts, infiltrators, spies,
diplomats, or thugs. What they share is versatility, adaptability, and resourcefulness. In general, rogues are skilled at getting what others dont want
them to get: entrance into a locked treasure vault, safe passage past a deadly trap, secret battle plans, a guards trust, or some random persons pocket
money.
Rogues adventure for the same reason they do most things: to get what
they can get. Some are after loot; others want experience. Some crave
fame; others seek infamy. Quite a few also enjoy a challenge. Figuring out
how to thwart a trap or avoid an alarm is great fun for many rogues.
Rogues have a sixth sense when it comes to avoiding danger. Experienced rogues develop seemingly mystical powers and skills as they master
the arts of stealth, evasion, and sneak attacks. In addition, while not capable
of casting spells on their own, rogues can fake it well enough to cast spells
from scrolls, activate wands, and use just about any other magic item.
Although they are not renowned for their piety, most rogues revere Risk
(god of thievery, gambling and luck). Evil rogues might secretly worship The
Unseen One (god of murder and death). Since rogues are so diverse, however, many of them give praise to many deities, or none at all.
Some rogues are officially inducted into an organized fellowship of
rogues or guild of thieves. Some are self-taught; others learned their skills
from independent mentors. Often, an experienced rogue needs an assistant
for scams, second-story jobs, or just for watching his back. He recruits a
likely youngster, who then learns the skills of the trade on the job. Eventually,
the trainee is ready to move on, perhaps because the mentor has run afoul of
the law, or perhaps because the trainee has double-crossed his mentor and
needs some space.
Rogues do not see each other as fellows unless they happen to be members of the same guild or students of the same mentor. In fact, rogues trust
other rogues less than they trust anyone else. Theyre no fools.
Adaptable and often unprincipled, humans take to the rogues life with
ease. Halflings and elves also find themselves well suited to the demands of
the career. Dwarf rogues, while less common, are renowned as experts with
locks and traps.
Rogues love and hate working with members of other classes. They excel
when protected by warriors and supported by wizards. There are plenty of
times, however, that they wish everyone else was as quiet, guileful, and
patient as they. Rogues are particularly wary of priests, so they endeavor to
prove themselves useful when contact with priests is unavoidable.
The rogues role in a group can vary dramatically based on his proficiency selectionfrom charismatic con artist to cunning burglar to agile combatantbut most rogues share certain aspects. They arent capable of prolonged melee combat, so they focus on opportunistic sneak attacks or
ranged attacks. The rogues stealth and his trap finding ability make him the
best scout in the game.
Experience
0
1,250
2,500
5,000
Proficiency
Bonus
+1
+1
+2
+2
Backstab
Die
d3
d3
d4
d4
ROGUE FEATURES
Backstab: When attacking a target from behind or when your target is
otherwise unaware, you add your Backstab Die to your attack roll and damage roll. When making a backstab attack, you must use a close-quarters
melee weapon. This weapon must be shorter than your arm. You can only
backstab living creatures that have a discernible back anatomy. You must
also be able to see the target well enough to pick out a vital spot, and then
must be able to reach it. You cannot backstab if you are wearing armor that
you are not proficient with.
Luck Points: You gain the benefit of having 20 Luck Points (+1 per level)
that you may expend during the course of adventuring. Each point spent
increases the results of your ability checks and saving throws by +1, or decreases attack or damage rolls against you by -1.
You cannot use Luck Points to bolster your own combat prowess (i.e., your
attack or damage rolls). Luck points should be used to extricate you from a
pitched battle, not empower you to join one! Nor can Luck Points help out
your allies (i.e. you cannot use Luck Points to pump up a warriors damage
roll or reduce a monsters attack roll on him).
You must decide immediately if you wish to expend Luck Points to avoid a
hit, not after gauging the damage of the blow. You cant wait to see if a hit
deals 18 points of damage instead of 3 and then go back and avoid the
blow (though you can use Luck Points to reduce the damage).
Once Luck Points are expended, theyre gone until you advance in level.
For example, as 1st level rogue you start your adventuring career with 21
Luck Points. Once you spend them, theyre gone until you reach 2nd level, at
which point your Luck Points restore (+1), for a total of 22 Luck Points. Unused Luck Points do not carry over to the next level.
25
Classes
WIZARD
Requirements:
Hit Dice:
Weapons:
Armor:
Saving Throws:
Skills:
Among all peoples are those who strive to understand the oft-forbidden
and widely feared arcane magics of the multiverse. These few must have no
fear in their quest for knowledge, as delving into the arcane involves powers
and energies poorly understood by those bound to mortal planes. If not harnessed with care, unleashing these magics can cause catastrophes of great
proportion and drive those who dabble in this art to corruption. The reward,
however, for the diligence and willingness to plumb the depths of these
magical energies is potentially great indeed. Wizards bind themselves to this
task, seeking to master eldritch sorceries and unravel the riddles and meanings of the world. They use their powers to reshape the world around them
and bring princes and kings to their knees.
Wizards depend on intensive study to create their magic. They examine
musty old tomes that expose their mind to unimaginable horrific truths. The
very study of these ancient texts has the chance to drive a wizard into temporary or even permanent corruption of mind and body. For a mage, magic is
not a talent but a dangerous, yet rewarding art.
Wizards conduct their adventures with caution and forethought. When
prepared, they can use their spells to devastating effect. When caught by
surprise, they are vulnerable. They seek knowledge, power, and the resources to conduct their studies. They may also have any of the noble or
ignoble motivations that other adventurers have.
The wizards strength is his spells. Everything else is secondary. He learns
new spells as he experiments and grows in experience, and he can also
learn them from other wizards or attain them from other wizards spellbooks
using whatever means he deems appropriate.
Wizards commonly revere The Riftmaster (god of magic). Some worship
The Mule (god of math, science, invention, reason and knowledge). Wizards in general are more devoted to their studies than to their spiritual sides.
Wizards recognize each other as comrades or rivals. Even wizards from
very different cultures or magical traditions have much in common because
they all conform to the same laws of magic. Unlike warriors or rogues, wizards see themselves as members of a distinct, if diverse, group. In civilized
lands where wizards study in academies, schools, or guilds, wizards also
identify themselves and others according to membership in these formal organizations. But while a guild magician may look down his nose at a rustic
mage who learned his arts from a doddering hermit, he nevertheless cant
deny the rustics identity as a wizard.
Humans take to magic for any of various reasons: curiosity, ambition, lust
for power, or just personal inclination. Human wizards tend to be practical
innovators, creating new spells or using old spells creatively.
Elves are enthralled by magic, and many of them become wizards for
love of the art. Elven wizards see themselves as artists, and they hold magic
in high regard as a wondrous mystery, as opposed to the more pragmatic
human mages, who see magic more as a set of tools or tricks. Elves are
particularly resistant to the corruption effects brought about by the study of
arcane magic and look down on humans that have sacrificed their minds
and bodies by dabbling in things they were not meant to experience.
No dwarf or halfling wizards are known to exist.
Experience
2,500
5,000
10,000
20,000
Proficiency
Bonus
+1
+1
+2
+2
Spells
1
1
2
2
3
1
2
WIZARD FEATURES
Spells: You may prepare and cast any spell on the wizard spell list (page
66), provided you can cast spells of that level.
Magic is unknown, dangerous, and inhuman. Even the best wizards occasionally fail to properly harness a spell, with unpredictable results. At 1st
level the GM randomly determines 4 spells that you know, representing years
of study and practice. Later in your adventuring career, you can learn spells
found in dark tomes (see Binding Spells to a Spellbook, page 60). They
may be of any level for which you are eligible, as shown by the spell level
column above. Higher-level spells are more powerful but harder to castand
there are consequences for failure.
Bonus Spells: A high Intelligence score indicates a greater ability to retain
the complex formula needed to cast arcane spells. If you have an Intelligence
score of 13-15, you receive an extra 1st level arcane spell per day. If your
Intelligence score is 16 or 17, you receive both an extra 1st level spell and
an extra 2nd level spell per day (the bonus 2nd level spell is only available
when you reach 3rd level).
26
Classes
MULTI-CLASS CHARACTERS
The occasion may arise in which the four classes provided fail to serve the
needs and desires of the game. The game develops its own internal dialogue and folklore where the rules of the game mesh with the tales and desires of the players. Hence, there is a desire to meld the archetypical classes
to create those generated purely in the game. Thus, we have multi-classing.
So that, in the world of literature the warrior/wizard is rare, in the game the
warrior/wizard becomes an archetype.
There could be any number of reasons to justify a character having the
abilities of more than one class, which can be an interesting part of the
characters history. Some cultures may require all adults to serve a term in the
army, even if they intend to join the clergy. Perhaps a period of lean times
and hard luck may have forced the character to take up thievery and become a rogue. A character trapped in the wilderness may have learned
basic warrior survival skills just to stay alive. Or maybe the character simply
wished to expand his horizons a bit.
BASIC MULTI-CLASSING RULES
The Dungeon Master is the ultimate arbiter of which classes can be combined and how they are combined. The Dungeon Master can (and should)
amend the rules to fit their needs and their restrictions trump any rules presented here.
Decision: The decision to multi-class must be made during the character
creation process and cannot be changed later.
Combinations: Humans can combine up to three classes while dwarves,
elves, and halflings can combine two classes.
Races: Any classes can be combined so long as each class is available to
the characters race.
Requirements: The character must meet the requirements of every class that
he is combining. For example, a dwarf cannot become a warrior/wizard
since dwarves are not normally allowed to become wizards.
Weapons: Multi-class characters can use any weapon from any of the
combined classes weapons list at no penalty. However, multi-class priests
may still suffer disapproval from their deity if they use weapons that their god
does not approve of.
Armor: Multi-class characters can use any armor from any of the combined
classes armor allowed list at however, they still suffer any penalties mentioned for a class ability such as with the rogues backstab ability or the
wizards ability to cast spells.
Starting Silver: To determine the starting silver for a multi-class character,
simply roll for each class, add the results and divide by 2 or 3 depending on
the number of classes the character has multi-classed in.
Proficiency Bonus: Multi-class characters do not add their Proficiency Bonus together for each class.
Hit Die: A d4, d6, d8 and d10 are used to establish the hit dice of the
core classes. For the multi-class character, a combination of these are used to
determine that characters hit dice. Please refer to Table 6 and cross reference the hit die used for the classes to determine the hit dice for the multiclass character. For example, for a warrior/priest combination cross, refer to
the chart and cross reference d10 and d8. The d8 results means this character has a d8 hit die.
For those characters with three classes, take the highest and lowest and
cross reference on the chart to get your hit dice. For example, a warrior/priest/rogue character would cross reference a d10 (the highest Hit Die
of the three classes) and a d6 (the lowest) for a final result of d8.
Level Progression and Experience Points: As with the normal classes, multiclass characters must acquire experience points to progress in levels. Multiclass characters are considered a single class and advance as a single class
irrespective of differing experience point progressions for their core classes.
The experience point progression for a multi-class character is equal to a
combination of the core classes experience point progressions at each level
plus the additional experience points listed below
Table 7: MULTI--CLASS EXPERIENCE POINTS
Le
evel
2nd
3rd
4th
d4
d4
d6
d6
d6
d6
d6
d6
d6
d8
d8
d6
d6
d8
d8
3 Classes
300
600
1200
2 Classes
200
400
800
d10
d6
d8
d8
d10
27
Outside of the skills required for combat, thievery, and magic, your character knows
the skills dictated by the occupation he had before choosing a life of adventure.
28
B
ackgrounds and
an d S
kills
Backgrounds
Skills
2
9
29
BACKGROUNDS
Most adventurers have one of the backgrounds described. Each of the
backgrounds available has the following game rule information associated
with them:
Trait: A background provides your character with a trait. A trait is a special ability that describes something your character can do, or can expect,
related to his place in the world. Typically, traits are exceptional, and the
description of each trait explains how it functions in the game. Each trait has
a unique name that it is referred to in the background description.
Skills: A background gives your character proficiency in a few skills, reflecting the tasks that you grew up practicing and perfecting.
Equipment: Each background provides equipment suggestions appropriate
to the background to speed up the creation of your character. If you take the
equipment package, you must also take the equipment package granted by
your class. You can forgo taking the two equipment packages and instead
purchase your starting equipment individually (see Equipment A La Carte,
page 36).
CRAFTSMAN
You apprenticed under a master artisan or craftsman until you learned
enough to strike out on your own. You have the skills needed to create finished items from raw materials. Additionally, you are well connected to other
artisans in your field, perhaps as a member of a guild, and have learned to
deal with colleagues and customers alike in good faith.
When you choose this background, choose a profession, or roll a d20
and consult the following table to determine it.
Table 8: CRAFTSMAN PROFESSIONS
d20
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Result
Armorsmith
Basket Weaver
Bookbinder
Blacksmith
Bowyer or Fletcher
Calligrapher
Carpenter
Cartographer
Cobbler
Jeweler
Leatherworker
Locksmith
Painter
Potter
Sculptor
Shipbuilder
Stonemason
Trapmaker
Weaponsmith
Weaver
30
Result
Boater
Brewer
Cook
Driver
Farmer
Fisher
Forester
Herdsman
Innkeeper
Lumberjack
Messenger
Miller
Miner
Porter
Rancher
Sailor
Stablehand
Tanner
Trapper
Woodcutter
Salt of the Earth: Since you come from the ranks of the common folk, you
fit in among them with ease. You can find a place to hide, rest, or recuperate among commoners, unless you have shown yourself to be a danger to
them. They will shield you from the law or anyone else searching for you,
though they will not risk their lives for you.
Skills: Animal Handling, Riding, Survival and one Profession skill based on
your profession.
Equipment: Peasants outfit, iron pot, spade, flask of rotgut, and a tool kit
(appropriate to your profession).
GUIDE
You know the wilderness like the back of your hand. You have spent
many days and nights in the wild, sometimes traveling on your own but more
often leading others along rarely used tracks and paths.
Wanderer: You have an excellent memory for maps and geography, and
you can always recall the general layout of terrain, settlements, and other
features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Skills: Athletics, Lore (Nature), Riding, Survival.
Equipment: Navigators tools, tent, tinderbox, travelers outfit, waterskin,
and a winter blanket.
GUILD THIEF
You made a living by stealing as a member of a thieves guild. The guild
is similar to a modern organized crime syndicate. It exacts protection money
from criminals and businesses alike, and it uses its influence to keep the city
watch focused on apprehending criminals who operate without the guilds
blessing.
Necessity might have driven you to this work, having no other means to
provide for yourself, or you might have been an orphan taken in by a
thieves guild. Whatever your reasons, you learned how to slip into places
where others would prefer you not go, neutralizing traps, locks, and sentries
with uncanny skill.
Thieves Cant: Among thieves, there is a secret language, which uses a
combination of jargon words and secret signs that members of the criminal
underworld know and use. Creatures hearing you converse in Thieves Cant
might think you say one thing when you are actually saying something else
entirely.
You have learned the secret language of thieves. You can correctly interpret thief signs and doublespeak, and you can communicate in this manner
to others familiar with this language.
Skills: Deception, Escape Artist, Sleight of Hand, Stealth
Equipment: Thieves tools, lampblack, oil can, breeches with secret pocket, belt pouch, and peasants outfit.
31
SOLDIER
You trained in military skills and possibly fought in a war. You studied the
use of weapons and armor, basic survival techniques, and how to stay alive
on the battlefield. You might have been part of a standing national army or a
mercenary company, or perhaps a member of a local militia who rose to
prominence during a recent war.
When you choose this background, work with your DM to determine
which military organization you were a part of, how far through its ranks you
progressed, and what kind of experiences you had during your military career.
Military Rank: You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority
and influence, and they will defer to you if they are of a lower rank. You can
invoke your rank to exert influence over other soldiers and requisition simple
equipment, horses, and vehicles for temporary use. You can also usually gain
access to friendly military encampments and fortresses where your rank is
recognized.
Skills: Athletics, Intimidation, Riding, Survival
Equipment: Lucky charm, souvenir of a previous military campaign (a
weapon taken from an enemy, a scar, a medal, or some similar item), rank
insignia, travelers outfit, and bone dice or cards.
MINSTREL
You wander the land performing music, telling tales, and entertaining audiences with your talents. Rarely does a community not welcome you in, as
you bring news of distant lands to the common folk.
Noted Performer: You can always find a place to perform, usually in an
inn or tavern. At such a place, you receive free lodging and food (within
reason) as long as you perform each night. In addition, your performance
makes you something of a local figure. When strangers recognize you in a
town where you have performed, they typically take a liking to you.
Skills: Disguise, Lore (History}, Persuasion, and one Performance skill.
Equipment: Entertainers outfit, ink, musical instrument (your choice), paper
(five sheets) and travelers clothes.
SPY
You can learn information that others attempt to keep secret. You collect
rumors, whispers, stories, and hard-won evidence. Then you use that
knowledge to aid your own endeavors and, when appropriate, to sell to
those willing to pay a premium.
Contact: You have a contact who acts as your liaison to a network of
other spies. You know how to communicate with your contact over great
distances (including through the use of magic for quicker communication if
you have access to the appropriate spells or items) and typically can ex-
32
SKILLS
Skills represent areas of expertise, advanced training, or natural talent for
performing a specific task. They represent concrete ways that your characters past continues to influence the present, giving an edge at some activities.
SKILL PROFICIENCY
A characters class and background grant the character proficiency in one
or more skills. If your character would gain the same skill proficiency from
two different sources, you can become proficient in any other skill of your
choice instead.
USING SKILLS IN PLAY
During play, you describe what your character is doing, and if the Dungeon Master decides that a check is necessary, you make the check using
the ability that the DM specifies. You determine which of your skills applies to
the situation, and then announce to the DM that you have that skill and are
applying it to the check. For example, if your character tries to sneak past
some orc sentries, the DM might call for a Dexterity check. In this case, you
make a check using your characters Dexterity modifier. If he has the Stealth
skill, you announce that you are using your Stealth skill, roll your Dexterity
check and add your proficiency bonus to the result.
As a player, its up to you to describe clearly any action that your character is trying to take and how you expect a skill to apply. You can incorporate
the use of skills in your task description: Drawing on my knowledge of arcane lore, I study the strange glyph. If the DM then calls for a checkmost
likely an Intelligence checkyou make the check and add your proficiency
bonus.
Athletics: You are physically gifted and are good at things like climbing,
jumping, and swimming.
Carousing: You have a knack for socializing, gambling, and partying.
You are particularly good at gathering information and making contacts in
these environments.
Deception: You are good at lying, bluffing, and conning others.
Disguise: You are experienced in creating and applying physical disguises for yourself and others.
Escape Artist: You are proficient in escaping bonds, cuffs, and entanglements.
Healing: You are a skilled healer and can apply your talents to heal
wounds and diagnose illnesses.
Insight: You know people and are good at detecting emotions and deception.
Intimidation: You particularly good at using force to make others do your
will and give you information.
Lore: You have knowledge about the world that most dont carry. You can
select this skill more than once. When you do, select a different field of Lore
each time. Common example fields of study are: Arcane, Divine, History,
Nature, and Undead.
Performance: You are skilled in one type of public performance. You can
select this skill more than once. When you do, select a different type of performance art each time. Common performance types include: ballad, buffoonery, chant, comedy, dance, drama, drums, epic, flute, harp, juggling,
limericks, lute, mandolin, melody, mime, ode, pan pipes, recorder, shalm,
storytelling, and trumpet.
Pick Locks: You know how to pick and open locks. Generally, you will
need a set of thieves picks to be able to attempt to pick a lock with any
success.
Perception: You have a keen intuitive ability to notice objects and changes
in your environment that others might miss. This is a passive sense that usually
kicks in when you arent trying to investigate or search (see Perception, page
55).
Persuasion: You are good at getting others to see your point of view, and
even to act on it, without resorting to violence or Intimidation.
Profession: You have experience in a profession that may include any
number of individual specialized tasks. You can select this skill more than
once. When you do, select a different category of profession each time. For
examples of common professions, see Table 8 and Table 9.
Riding: You are skilled at riding a common form of mount such as a horse.
Investigation: You are skilled at searching areas and objects for things that
have been obscured from casual observation like hidden doors, footprints,
and non-magical traps (see Perception, page 55).
Sleight of Hand: You are proficient in the dexterous use of your hands to
manipulate objects without being seeing. The most common uses of this skill
are to hide an object on your person or to pick the pockets of another.
Stealth: You know how to hide in shadows and behind cover. You are also proficient at moving silently.
Survival: You are skilled in the art of wilderness survival. You are better at
finding food and water than others and can build shelters and fires.
SKILL DESCRIPTIONS
The skills in the game are described below. Note that not every application of the skill is described, just the most common. Creative players may
come up with all sorts of unique ways to apply their skills and proficiencies in
play. Dungeon Masters and players may also create new skills in addition to
the ones listed here.
Acrobatics: You have an amazing sense of balance and grace.
Animal Handling: You have experience with taming, training and working
with animals.
33
Equipment
Chapter Five
Chapter 5: Equipment
Equipment
34
E
quipment
Equipment
3
5
35
Equipment
In the large marketplaces of Tellene, armorsmiths and weaponsmiths offer a
wide variety of arms and armor for those with the silver to buy them. Here
you can find practical, sturdy swords and perhaps a few elven blades of
exceptional quality.
This chapter covers the merchandise that characters may want to purchase
and how to go about doing so.
EQUIPPING A CHARACTER
A beginning character generally has enough wealth to start out with the
basics: some weapons, some armor suitable to his class (if any), and some
miscellaneous gear. As the character undertakes adventures and amasses
loot, he can afford bigger and better gear. At first, however, the options are
limited by the characters budget.
STARTING PACKAGES
Each class has a starting package that provides default equipment. If you
equip your character with the default equipment, you can customize these
packages a little by swapping in some equipment of your choice for the
indicated equipment. Trades like this are fine as long as the value of the
equipment you swap in isnt higher than the value of the equipment given in
the package.
The following are the standard equipment packages for each character
class:
Warrior: Scale mail armor (+4 AC), small shield (+1 AC), longsword
(1d8 damage), Shortbow (1d6 damage), backpack, waterskin, one days
trail rations, bedroll, sack, flint and steel, quiver with 12 arrows, 1d4 silver
pieces.
Wizard: Quarterstaff (1d6 damage), backpack, waterskin, one days trail
rations, bedroll, sack, flint and steel, ten candles, scroll case, three pages of
parchment, vial of ink, quill, belt pouch, spellbook, 1d4 silver pieces.
Priest: Scale mail armor (+4 AC), small shield (+1 AC), mace (1d6 damage), backpack, waterskin, one days trail rations, bedroll, sack, flint and
steel, wooden holy symbol, three torches, 1d4 silver pieces.
Rogue: Leather armor (+2 AC), shortsword (1d6 damage), light crossbow
(1d6 damage), dagger (1d4 damage), backpack, waterskin, one days trail
rations, bedroll, sack, flint and steel, thieves picks, hooded lantern, three
pints of oil, quiver with 12 crossbow bolts, 1d4 silver pieces.
EQUIPMENT A LA CARTE
If you dont want to take the standard package for your character class,
you can instead purchase weapons, armor, and miscellaneous equipment
item by item. You begin with a random number of silver pieces that is determined by your characters class, and you decide how to spend it (see Table
10). Alternatively, your DM can assign average starting silver for each character, as indicated on Table 10.
Note that buying beginning equipment this way is an abstraction. Your
character doesnt walk into a store with handfuls of silver and buy every item
one by one. Rather, these items may have come the characters way as gifts
from family, equipment from patrons, gear granted during military service,
swag gained through duplicity, and so on.
Assume your character owns at least one outfit of normal clothes. Pick any
one of the following clothing outfits for free: artisans outfit, entertainers outfit,
explorers outfit, priests outfit, peasants outfit, scholars outfit, or travelers
outfit. (See Clothing, page 41.)
Amount
5d4 x 10 silver pieces
3d6 x 10 silver pieces
2d6 x 10 silver pieces
(1d4+1) x 10 silver pieces
Trade Coin
Copper Piece
Silver Piece
Gold Piece
Platinum Piece
TRADE
Guilds, nobles, and royalty regulate trade. Chartered companies are
granted rights to dam rivers in order to provide power for mills, to conduct
trade along certain routes, to send merchant ships to various ports, or to buy
or sell specific goods. Guilds set prices for the goods or services that they
control, and determine who may or may not offer those goods and services.
Merchants commonly exchange trade goods commodities without using
currency. As a means of comparison, some trade goods are detailed on
Table 12.
36
Equipment
Table 12: TRADE GOODS
Commodity
Chicken, 1
Cinnamon, 1 lb.
Copper, 1 lb.
Cow, 1
Dog, 1
Flour, 1 lb.
Ginger or pepper, 1 lb.
Goat, 1
Gold, 1 lb.
Iron, 1 lb.
Linen, 1 lb. (sq yard)
Cost
2 tc
1 sp
5 sp
10 sp
25 sp
2 tc
2 sp
1 sp
500 sp
1 cp
4 sp
Commodity
Ox, 1
Pig, 1
Saffron or cloves, 1 lb.
Salt, 1 lb.
Sheep, 1
Silk, 1 lb. (2 sq. yards)
Silver, 1 lb.
Tea leaves, 1 lb.
Tobacco, 1 lb.
Wheat, 1 lb.
Cost
15 sp
3 sp
15 sp
5 sp
2 sp
20 sp
50 sp
2 cp
5 cp
1 tc
SELLING LOOT
In general, a character can sell something for half its listed price. Characters who want to upgrade to better armor or weaponry, for example, can sell
their old equipment for half price.
Trade goods are the exception to the half-price rule. A trade good, in this
sense, is a valuable good that can be easily exchanged almost as if it were
cash itself. Wheat, flour, cloth, gems, jewelry, art objects, and valuable
metals are trade goods, and merchants often trade in them directly without
using currency (see Table 12). Obviously, merchants can sell these goods for
slightly more than they pay for them, but the difference is small enough that
you dont have to worry about it.
WEAPONS
The weapon a character uses says something about who he is. You probably want to equip your character with both a melee weapon and a ranged
weapon. If you cant afford both your melee weapon of choice and your
ranged weapon of choice, decide which is more important to the character.
What size of weapon you choose determines how your character can
choose to wield it (with one hand or two) and how much damage he can
deal with it. In general, the larger, two-handed weapon deals more damage
than one-handed weapons, but wielding a two-handed weapon prevents the
wielder from using a shield, so thats a tradeoff.
When selecting your characters weapons, keep in mind the following
factors (given as column headings on Table 13).
Cost: This value is the weapons cost in silver pieces (sp), copper pieces
(cp), or trade coins (tc). The cost includes miscellaneous gear that goes with
the weapon, such as a scabbard for a sword or a quiver for arrows.
Speed: Characters armed with weapons modify their base speed with
their weapon speed. All weapons are assigned a speed rating of Fast, Average, or Slow. When the character makes an attack his action phase is his
own base speed or weapon speed, whichever is slower. A Fast human
armed with a two-handed sword, a Slow weapon, attacks in the Slow phase
of the round.
Damage: The Damage columns give the damage you deal by the weapon on a successful hit.
Attribute: Some weapons are designed to take advantage of the Dexterity
of the wielder, while others are best used by someone with high Strength.
This column tells you what ability score bonus to apply to your characters
attack rolls when using this weapon. Dexterity is always used on missile and
thrown weapon attacks.
Range: A weapon that can be used to make ranged attacks has a range
value listing two numbers. The first is the weapons normal range, in feet,
and the second indicates the weapons maximum range. When attacking a
target beyond normal range, you have Disadvantage on the attack roll.
Weight: This column gives the weight of the weapon in pounds.
Size: The size of a weapon compared to your size determines whether
you can wield the weapon in one hand or if it requires two hands, or even is
too large to use at all.
Light: If the weapons size category is smaller than yours (such as a human
using a Small dagger), then the weapon is considered light for you. You can
use a a light weapon in one hand. If you are attacking with two weapons,
then a light weapon must be carried in your off-hand. Light weapons can
also be used in your off hand, and you can use them while grappling.
One-Handed: If the weapons size category is the same as yours (such as
a human using a longsword), then the weapon is one-handed for you. If you
are attacking with two-weapons, then a one-handed weapon can only be
held in your primary hand.
Two-Handed: If the weapons size category is one step larger than your
own (such as a human using a quarterstaff), then the weapon is two-handed
for you. You can only use a two-handed weapon effectively in two hands.
Too Large to Use: If the weapons size category is two or more steps
larger than your own (such as a halfling trying to use a two-handed sword),
the weapon is too large to use.
Type: Weapons are classified according to the type of damage they
deal: bludgeoning, piercing, or slashing. Some monsters may be resistant or
immune to attacks from certain types of weapons.
Some weapons deal damage of multiple types (for example, the morningstar, which deals both bludgeoning and piercing damage). If a weapon
is of two types, the damage it deals is both types. Therefore, a creature
would have to be immune to both types of damage to ignore any of the
damage from such a weapon.
In other cases, a weapon can deal either of two types of damage (such
as the polearm, which can deal either piercing or slashing damage). In a
situation when the damage type is significant, the wielder can choose which
type of damage to deal with such a weapon.
WEAPON PROFICIENCY
Your class grants you proficiency with certain weapons or categories of
weapons. If you make an attack roll using a weapon with which you lack
proficiency, you make the attack roll with Disadvantage.
37
Equipment
Cost
5 sp
75 sp
30 sp
3 cp
300 sp
50 sp
35 sp
1 sp
2 sp
15 sp
2 sp
1 sp
5 cp
8 sp
10 sp
8 sp
10 sp
5 tc
1 cp
5 sp
1 sp
10 sp
15 sp
20 sp
15 sp
10 sp
50 sp
15 sp
2 sp
1 cp
Speed
Average
Average
Average
Fast
Average
Slow
Average
Fast
Slow
Fast
Fast
Average
Slow
Average
Slow
Fast
Average
Slow
Average
Average
Average
Fast
Average
Fast
Slow
Average
Very Fast
Fast
Slow
Damage
1d8
1d8
1d6
1d6
1d6
1d10
1d8
1d4
1d8
1d3
1d6
1d6
1d6
2d4
1d6
1d10
1d6
1d4
1d8
1d6
2d4
1d8
1d6
1d8
1d6
1d12
1d8
1d3
1d6
1d2
Attribute
Strength
Dexterity
Dexterity
Strength
Dexterity
Dexterity
Dexterity
Dexterity
Strength
Strength
Strength
Dexterity
Strength
Strength
Strength
Strength
Strength
Dexterity
Strength
Strength
Strength
Strength
Dexterity
Strength
Dexterity
Strength
Strength
Strength
Strength
None
Range
150/600
80/320
20/60
30/120
100/400
80/320
20/60
20/60
30/120
30/120
20/60
Weight
7 lbs.
3 lbs.
2 lbs.
*
3 lbs.
3 lbs.
14 lbs.
7 lbs.
1 lb.
1 lb.
15 lbs.
2 lbs.
5 lbs.
2 lbs.
10 lbs.
12 lbs.
6 lbs.
15 lbs.
4 lbs.
1 lb.
1 lb.
9 lbs.
5 lbs.
4 lbs.
4 lbs.
4 lbs.
4 lbs.
3 lbs.
15 lbs.
5 lbs.
6 lbs.
2 lbs.
Size
Medium
Large
Medium
Tiny
Medium
Tiny
Medium
Small
Tiny
Tiny
Medium
Tiny
Small
Medium
Medium
Medium
Medium
Large
Large
Small
Tiny
Large
Medium
Medium
Medium
Medium
Medium
Small
Large
Large
Medium
Medium
Type
Slashing
Piercing
Piercing
Bludgeoning
Piercing
Piercing
Piercing
Piercing
Bludgeoning
Bludgeoning
Slashing
Piercing
Bludgeoning
Bludgeoning and Piercing
Piercing
Piercing or Slashing
Bludgeoning
Bludgeoning
Piercing
Piercing
Slashing
Slashing
Piercing
Slashing
Piercing
Slashing
Piercing
Bludgeoning
Bludgeoning
Cost
5 sp
10 sp
15 sp
25 sp
50 sp
150 sp
200 sp
250 sp
600 sp
1,500 sp
3 sp
7 sp
38
Dexterity Checks
Disadvantage
Disadvantage
Disadvantage
Disadvantage
Disadvantage
Disadvantage
Disadvantage
Weight
10 lbs.
15 lbs.
30 lbs.
25 lbs.
40 lbs.
40 lbs.
40 lbs.
35 lbs.
45 lbs.
60 lbs.
5 lbs.
10 lbs.
Equipment
WEAPON DESCRIPTIONS
ARMOR
Armor isnt the only fashion statement a character can make, but its a big
one. Your class determines what types of armor you are proficient with as
well as whether you are proficient with shields. Table 14 summarizes the
benefits gained from wearing armor.
When selecting your characters armor, keep in mind the following factors
(given as column headings on Table 14).
Cost: The typical market price for the armor or shield. Armor made for
Small creatures (such as halflings) cost the listed price.
Armor Class Bonus: Each armor or shield grants a bonus to AC. This armor class bonus is added to the characters base AC of 10 in addition to the
characters Dexterity modifier.
Dexterity Checks: Some armor is difficult ot maneuver in. When you are
wearing such armor, you have Disadvantage on all Dexterity checks.
Weight: The armors weight in pounds.
ARMOR PROFICIENCY
Anyone can put on a suit of armor or strap a shield to an arm. Only those
proficient in armors use know how to use it effectively. If you put on armor
that you cannot use (as determined by your character class), you have Disadvantage on checks, saving throws, and attack rolls that involve Strength
and Dexterity.
ARMOR DESCRIPTIONS
Banded Mail: This armor is made of overlapping strips of metal sewn to a
backing of leather and chain mail. Generally the strips cover only the more
vulnerable areas, while the chain and leather protect the joints where freedom of movement must be ensured. Through straps and buckles, the weight
is more or less evenly distributed.
Chain Mail: This armor is made of interlocking metal rings. It is always
worn with a layer of quilted fabric padding underneath to prevent painful
chafing and to cushion the impact of blows. Several layers of mail are normally hung over vital areas. The links yield easily to blows, absorbing some
of the shock. Most of the weight of this armor is carried on the shoulders and
it is uncomfortable to wear for long periods of time.
Full Plate: This armor consists of shaped and fitted metal plates riveted and
interlocked to cover the entire body. The suit includes gauntlets, heavy leather
boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Buckles and straps distribute the weight over the body, so
full plate hampers movement less than splint mail even though splint is lighter.
Each suit of full plate must be individually fitted to its owner by a master
armorsmith, although a captured suit can be resized to fit a new owner at a
cost of 200 to 800 (2d4 100) silver pieces.
Full plate is also known as field plate.
Half Plate: This armor is a combination of chainmail with metal plates
(breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute
the weight, but the armor still hangs more loosely than full plate. The suit
includes gauntlets.
Hide: This is armor prepared from the extremely thick hide of a creature
(such as an elephant) or from multiple layers of regular leather. It is stiff and
hard to move in.
Leather: This armor is made of leather hardened in boiling oil and then
shaped into breastplate and shoulder protectors. The remainder of the suit is
fashioned from more flexible, somewhat softer materials.
Padded: This is the simplest type of armor, fashioned from quilted layers of
cloth and batting. It tends to get hot and after a time becomes foul with
sweat, grime, lice, and fleas.
Scale Mail: This is a coat and leggings (and perhaps a separate skirt) of
leather covered with overlapping pieces of metal, much like the scales of a
fish.
39
Equipment
Table 15: GOODS AND SERVICES
Adventuring Gear
Item
Backpack
Bedroll
Candle
Chalk, 1 piece
Chest (empty)
Firewood (per day)
Flask
Flint and steel
Healing kit
Holy symbol, silver
Ink (1oz. vial)
Ladder, 10-foot
Lantern, bullseye
Lantern, hooded
Lock, Simple
Mirror, small steel
Musical instrument
Oil (1 pint flask)
Parchment (1 sheet)
Pole, 10-foot
Pouch, belt
Quill/Inkpen
Rations, trail (per day)
Rope, hemp (50 ft.)
Sack (empty)
Scroll case
Spellbook, wizards (blank)
Tent
Thieves picks
Torch
Vial, ink or potion
Waterskin
Cost
2 sp
1 cp
1 tc
1 tc
2 sp
1 tc
3 tc
5 cp
50 sp
25 sp
8 sp
5 tc
12 sp
7 sp
20 sp
10 sp
5 sp
1 cp
2 cp
2 tc
1 sp
1 cp
5 cp
1 sp
1 cp
1 sp
15 sp
10 sp
30 sp
1 cp
1 sp
1 sp
Weight
2 lbs.
5 lbs.
1
/10 lb.
1
/10 lb.
25 lbs.
20 lbs.
1
/10 lb.
1
/10 lb.
1 lb.
1 lb.
1
/10 lb.
20 lbs.
3 lbs.
2 lbs.
1 lb.
1
/10 lb.
3 lbs.
1 lb.
1
/10 lb.
8 lbs.
3 lbs.
1
/10 lb.
1 lb.
10 lb.
lb.
lb.
3 lbs.
20 lb.
1 lb.
1 lb.
1
/10 lb.
4 lbs.
Clothing
Item
Artisans outfit
Entertainers outfit
Explorers outfit
Peasants outfit
Priests vestments
Scholars outfit
Travelers outfit
Cost
1 sp
3 sp
10 sp
1 cp
5 sp
5 sp
1 sp
Weight
4 lbs.
4 lbs.
8 lbs.
2 lbs.
6 lbs.
6 lbs.
5 lbs.
Cost
Weight
2 cp
4 tc
2 tc
1 cp
8 lbs.
1 lb.
lb.
lb.
2 sp
5 cp
2 cp
5 cp
3 cp
1 cp
3 cp
5 cp
2 cp
lb.
1 lb.
6 lb.
40
Equipment
Mirror, Small Steel: A polished steel mirror is handy when you want to
look around corners, signal friends with reflected sunlight, keep an eye on a
medusa, make sure that you look good enough to present yourself to the
queen, or examine wounds that youve received on hard-to-see parts of your
body.
Musical Instrument: Popular instruments include the fife, recorder, lute,
mandolin, and shawm.
Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil
as a splash weapon. It takes a full round to splash the contents of a flash
onto a creature within 5 feet of you or to throw it up to 20 feet, shattering it
on impact. Make a ranged attack against a target creature or object. On a
hit, the target is covered in oil. If the target takes any fire damage before the
oil dries (after about 1 minute), the target takes an additional 5 fire damage
from the burning oil. You can also pour a pint of oil on the ground to cover a
5-foot square area, provided that the surface is level. If lit, the oil burns for 2
rounds and deals 5 fire damage to any creature in the area.
Parchment: A sheet of parchment is a piece of goat hide or sheepskin that
has been prepared for writing on.
Pole, 10-foot: When you suspect a trap, you can put the end of your 10foot pole through that hole in the wall instead of reaching in with your hand.
Pouch, Belt: This leather pouch straps to your belt. Its good for holding
small items.
Quill: A quill is a wooden stick of feather with a special tip on the end.
The tip draws ink in when dipped in a vial and leaves an ink trail when
drawn across a surface.
Rations, Trail: Trail rations are compact, dry, high-energy foods suitable
for travel, such as jerky, dried fruit, hardtack, and nuts.
Rope, Hemp: This rope has 2 Hit Points and can be burst with a DC 17
Strength check.
Sack: This item is made of burlap or a similar material and has a drawstring so it can be closed.
Scroll Case: This capped leather or tin rube holds rolled pieces of parchment or paper.
Spellbook, Wizards (Blank): This large, leather-bound book serves as a
wizards reference. A spellbook has 100 pages of parchment, and each
spell takes up one page per spell level.
Tent: This simple tent sleeps two.
Thieves Picks: This kit contains the tools you need to pick and remove
locks. The kit includes one or more skeleton keys, long metal picks and pries,
a long-nosed clamp, a small hand saw, and a small wedge and hammer.
Without these tools, you must improvise tools, and you have Disadvantage
on Dexterity checks made to pick locks.
Torch: A typical torch is a wooden rod capped with a twisted flax soaked
in tallow. A torch burns for 1 hour, clearly illuminating a 20-foot radius and
providing dim light out to a 40-foot radius. If a torch is used in combat, you
make all attack rolls at Disadvantage since it isnt designed for such use.
Torches deal 1d3 points of bludgeoning damage, plus 1 point of fire damage if it is lit.
Vial: This ceramic, glass, or metal vial is fitted with a tight stopper and
holds 1 ounce of liquid. The stoppered container usually is no more than 1
inch wide and 3 inches high.
Waterskin: A waterskin is a leather pouch with a narrow neck that is used
for holding up to 4 pints of liquid.
Entertainers Outfit: This set of flashy, perhaps even gaudy, clothes is for
entertaining. While the outfit looks whimsical, its practical design lets you
tumble, dance, walk a tightrope, or just run (if the audience turns ugly).
Explorers Outfit: This is a full set of clothes for someone who never knows
what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a
shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a
leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes
have plenty of pockets (especially the cloak). The outfit also includes any
extra items you might need, such as a scarf or a wide-brimmed hat.
Peasants Outfit: This set of clothes consists of a loose shirt and baggy
breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used
for shoes.
Priests Vestments: These ecclesiastical clothes are for performing priestly
functions, not for adventuring.
Scholars Outfit: Perfect for a scholar, this outfit includes a robe, a belt, a
cap, soft shoes, and possibly a cloak.
Travelers Outfit: This set of clothes consists of boots, a wool skirt or
breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample
cloak with a hood.
FOOD, DRINK, AND LODGING
Many travelers are lodged by guilds, churches, family, or nobility. Adventurers, however, typically pay for hospitality.
Inn: Poor accommodations at an inn amount to a place on the floor near
the hearth, plus the use of a blanket if the innkeeper likes you and youre not
worried about fleas. Common accommodations consist of a place on a
raised, heated floor, the use of a blanket and a pillow, and the presence of
a higher class of company. Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the
corner.
Meals: Poor meals might be composed of bread, baked turnips, onions,
and water. Common meals might consist of bread, chicken stew (easy on the
chicken), carrots, and watered-down ale or wine. Good meals might be
composed of bread and pastries, beef, peas, and ale or wine.
CLOTHING
Different characters may want different outfits for various occasions. A beginning character is assumed to have an artisans, entertainers, explorers,
monks, peasants, scholars, or travelers outfit. This first outfit is free and
does not count against the amount of weight a character can carry.
Artisans Outfit: This outfit includes a shirt with buttons, a skirt or pants with
a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or
a leather or cloth apron for carrying tools.
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Chapter Six
Chapter 6: Combat
Combat
42
C
ombat
Combat
4
3
43
Combat
Mighty swords clash, arrows hiss through the air, claws rip and tear and
rend; these are the thrilling sounds of battle. Adventurers constantly find themselves embroiled in combat situationsand they wouldnt have it any other
way! Whether the adventurers must fend off a bandit ambush on a deserted
road or fight their way out of a bugbear lair in the deepest part of a dungeon, the rules in this chapter provide an exciting way to solve any combat
situation.
taken a turn, the fight continues to the next round if neither side has defeated
the other.
When an effect, such as one caused by a spell, lasts for a round, it lasts
from the current phase to the same phase in the next round. Unless specified
otherwise, the effect ends at the start of that next phase.
COMBAT SEQUENCE
In real life, combat is one of the closest things to pure anarchy. Each side
is attempting to harm the other, essentially causing disorder and chaos. Thus,
combats are filled with unknownsunplanned events, failed attacks, lack of
communication, and general confusion and uncertainty. However, to play a
battle in the game, it is necessary to impose some order on the actions that
occur. Combat in the D&D game is cyclical; everybody acts in turn in a
regular cycle of rounds. Generally, combat follows this sequence:
1. Determine surprise.
2. The DM decides what actions the monsters or NPCs will take,
including casting spells (if any).
3. The players indicate what their characters will do, including
casting spells (if any).
4. Roll initiative.
5. Combatants act in initiative order
6. When everyone has had a turn, the cycle begins again at step
two, and a new round begins. This generally repeats until combat ends.
THE COMBAT ROUND
Each round represents 6 seconds. During a round, each participant in a
battle takes a turn in an order determined by initiative. Once everyone has
SURPRISE
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Combat
Resolving Ties: If a tie roll occurs, it usually means some random event has
happened on the field of battle that effects most or all of the combatants. A
torrential downpour could soak the field, the ground could tremble, or the
horses nearby could bolt. The DM determines what happens based on the
environment and a potentially random roll. After the event is determined and
the effects described, re-roll initiative until there is no longer a tie.
Base Speed: A character's base speed is the time it begins to move or
makes an attack if it attacks without weapons. Most of the player character
races have a base speed of Fast. Halflings, however, have a base speed of
Very Fast. Some monsters have a different speed depending on their size
and natural speed. Encumbered characters and monsters suffer a one-phase
initiative penalty.
Weapon Speeds: Characters armed with weapons modify their base initiative with their weapon speed. All weapons are assigned a speed rating of
Fast, Average, or Slow. When the character makes an attack, his action
phase is his base initiative or weapon speed, whichever is slower. For example, a Fast human armed with a two-handed sword, a Slow weapon,
attacks in the Slow phase of the round.
YOUR TURN
On your turn, you can take one action. You can also move up to your
movement rate in feet. After you have moved and taken your action, your
turn ends. See Movement in Combat and Actions in Combat for more
information about moving and acting during a battle.
Skipping Your Turn or Part of It: You dont have to move or take an action
on your turn, and sometimes you might want to do nothing other than watch
the battle unfold. If you choose not to do anything on your turn, concentrating
on defense can help you remain safe until your next turn. Consider using your
action to dodge (see Actions in Combat).
MOVEMENT IN COMBAT
When you move during a battle, you can mix and match movement
modes as normal, walking, jumping, swimming, crawling, and so on (see
Chapter 7: Adventuring). You also follow these rules.
Breaking Up a Move: You can break up your movement on your turn,
moving both before and after your action. For example, if you have a speed
of 30 feet, you can move 10 feet, search for a trapdoor, and then move 20
feet.
Moving Around Other Creatures: You cant move through an enemys
space unless it is two sizes larger or smaller than you. In contrast, you can
move through an allys space, but you cant stop there.
Opportunity Attacks: If a hostile creature that you can see moves out of
your reach, you can make an immediate free melee attack against that creature. This attack is called an opportunity attack. The attack interrupts the creatures movement, occurring right before the creature leaves your reach.
You can avoid provoking an opportunity attack by taking the disengage
action (see Disengage below). You also dont provoke an opportunity
attack when someone or something moves you without using your movement,
action, or reaction. For example, you dont provoke an opportunity attack if
an explosion hurls you out of a foes reach or if gravity causes you to fall
past an enemy.
Movement and Spell-casting: Spell-casting requires complete concentration and cannot be done while moving. If you have declared that you are
casting a spell this turn, you begin casting on the Very Fast phase and so
cannot move until after the spell is finished casting (its casting time).
ACTIONS IN COMBAT
This section describes the typical actions you can take during your turn.
You can usually only take one action per turn.
ATTACK
Whether you are swinging a sword, launching an arrow from a bow, or
brawling with your fists, you are making an attack, the most common action
to take in a battle (see Attack Basics, page 47).
CAST A SPELL
Adventurers, such as wizards and priests, have access to spells and can
use them to great effect in combat. A spell requires a single action to cast,
and restricts movement until after the spell is completed. See Chapter 8:
Magic for rules on spell-casting.
CHARGE
To charge, you choose a target that is at least 10 feet away from you.
You move up to half your movement rate to a position where that target is
within your reach, and then you make a melee attack against it. After the
attack, your turn ends.
COUP DE GRACE
When a foe is unconscious, you have any easier chance than normal to
inflict a serious wound on it. You can use your action to perform a coup de
grace against an unconscious creature within 5 feet of you. Doing so requires you to attack that creature. If you hit, the attack is automatically a
critical hit. If the creature was already at 0 Hit Points, it dies.
DISENGAGE
When you disengage, you move up to half your movement rate. If you
leave a hostile creatures reach during this movement, you do not provoke an
opportunity attack from that creature.
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Combat
HELP
You can lend your aid to another creature in the completion of a task. The
creature you aid gains Advantage for the next relevant ability check he
makes to perform that task before your next turn.
HIDE
In battle, it is often advantageous to drop out of sight, but doing so can
be difficult. Trying to hide takes up your action (For rules on hiding, see
Stealth, page 55).
HINDER
You distract or otherwise hinder another creature within 5 feet of you.
When you hinder a creature, describe the manner in which you do so. The
creature has Disadvantage on the next relevant ability check it makes before
your next turn.
HUSTLE
With the hustle action, you move up to your movement rating. If you combine the action with your regular move, your speed is effectively doubled for
your current turn.
READY AN ACTION
DODGE
When you take the dodge action, you focus entirely on avoiding attacks.
Until your next turn, attack rolls against you have Disadvantage, and you
make Dexterity saving throws with Advantage. You lose this benefit if you
cannot move or take actions, such as if you become paralyzed by a monsters attack or stuck in quicksand.
GRAPPLE
Using at least one free hand, you try to grab and hold a creature no more
than one size larger than you by making a successful Strength check contested by the creatures Strength check or Dexterity check (the creature chooses
the ability). If you succeed, the creatures movement rate becomes 0 and
cannot increase until the grapple ends.
Moving a Grappled Creature: When you move, you can drag or carry a
grappled creature with you, but every 5 feet costs you 5 extra feet of movement, unless the creature is two or more sizes smaller than you.
Restraining a Creature: As a separate action, you can restrain a grappled
creature by making another successful Strength check contested by the creatures Strength check or Dexterity check. If you succeed, the creature is restrained. While youre restraining it, attacks against you have Advantage,
your attacks have Disadvantage, and you have Disadvantage on Dexterity
saving throws. You can stop restraining the creature at any time.
Ending a Grapple: You can release a grappled creature whenever you
like, and you must do so if you cant take actions or if you lose control of the
grabbing limb. If a force, such as the effects of a spell, removes a grappled
creature from your reach, the creature is freed, unless the force also targets
you and moves you with the creature. As an action, a grappled creature can
escape by succeeding on a Strength or Dexterity check contested by your
Strength check.
Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you forgo your action on your turn to
take an action later in the round as a reaction, an action that requires no
more than a split second of forethought.
When you ready an action, you decide what perceivable event or circumstance will trigger your reaction, and you choose what action youll take:
attack, grapple, hustle, or use an item. Examples include As soon as the troll
walks out from behind the corner, I shoot an arrow at it, or If the goblin
moves next to me, I hustle away.
When the trigger occurs, you can take your action, and you do so right
after the trigger finishes. If the action interrupts another creatures turn, that
creature can continue its turn right after the action is resolved.
If the trigger never occurs or you ignore it, you simply wait for your next
turn.
SEARCH
Whether youre searching for a creature or an object, trying to find something requires concentrationjust enough to use your action in the midst of a
fight (See Perception on page 55 for rules on perceiving things).
USE AN ITEM
Both mundane objects and magic items, from a normal torch to a wand of
magic missiles, are useful tools in combat. Activating such an item requires
an action.
In contrast, you can combine drawing or stowing one weapon or shield
with your action, your move, or both. Many of the other most common interactions with itemsmoving through a door that opens easily, picking up a
scroll, and withdrawing a potion from your backpackdo not require an
action at all. You are assumed to be able to incorporate such uses into your
turn, while you move and take your action. Sometimes, however, the DM will
require you to use your action when an item needs special care or when it
presents an unusual obstacle. For instance, your DM could reasonably expect you to use an action to open a stuck door.
You also use this action to interact with objects in the environment. Your
DM might require you to use this action to swing on a chandelier, knock over
a stone statue, pull a lever to open a portcullis, or turn a crank to lower a
drawbridge.
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IMPROVISING AN ACTION
Your ability scores allow you to do things not covered by the actions described in this section, such as breaking down doors, intimidating your enemies, sensing weaknesses in magical defenses, or calling for a parley with a
foe. When you describe an action not detailed elsewhere in the rules, the
DM tells you whether that action is possible and what kind of roll you need
to make, if any, to determine success or failure.
ATTACK BASICS
Attacks generally have the following structure:
1. Choose a target: Before you attack, pick a target within your attacks
range: a creature, an object, or a location.
2. Determine modifiers: The DM determines if the target has cover. Also,
check to see if you have Advantage or Disadvantage against the target. In
addition, spells, special abilities, and other effects can apply penalties or
bonuses to your attack roll.
3. Resolve the attack: After the DM has determined the situational modifiers
that might apply, you make your attack roll as described below. If you hit,
you roll damage, unless your attack specifies otherwise.
ATTACK ROLLS
When you attack with a weapon or a spell, you must determine whether
the attack hits or misses. You do so with an attack roll, a d20 roll adjusted
by modifiers that represent your natural skill with a weapon or spells, as well
as any special skill or training you possess.
The DM might decide that you have a better or worse chance to hit because of factors beyond your control. For example, it is harder to hit an orc
that is crouched behind a stone wall than one standing in the open.
An attack roll looks like this: d20 + ability modifier + weapon or magic
proficiency (if any) + situational modifiers. If the total of your roll plus modifiers equals or exceeds the targets Armor Class (AC), the attack hits.
Ability Modifier: The ability modifier used for a typical melee attack is
Strength, and the ability modifier used for a typical ranged attack is Dexterity. A magic attack uses the attackers relevant magic ability score, Intelligence for wizards and Wisdom for priests.
Proficiency Bonus: You add your proficiency bonus to your attack roll if
youre attacking with a weapon that you are proficient with.
Rolling a 1: If your d20 roll is a 1 before adding modifiers, your attack
automatically misses.
Rolling a 20: If your d20 roll is a 20 before adding modifiers, your attack
automatically hits. In addition, the attack is a critical hit if the attack roll beats
the opponents armor class by 5 or more (see Critical Hits, page 47).
Attacking without Proficiency: You make an attack roll with Disadvantage
if youre attacking with a weapon that you arent proficient with.
COVER
Cover is provided by solid objects that stand between you and your target. Walls, pillars, and trees are common examples of things that can provide cover. A target behind cover that blocks at least half its body is harder
to hit.
Half Cover: A target has half cover if an obstacle blocks at least half of its
body. The obstacle might be a low wall, a large piece of furniture, a narrow
tree trunk, or a creature, whether an enemy or a friend.
A target with half cover has a +2 bonus to AC and Dexterity saving
throws, but only against attacks and effects that originate from the opposite
side of the cover.
Three-Quarters Cover: A target has three-quarters cover if about threequarters of it is covered by an obstacle. The obstacle might be a portcullis,
an arrow slit, or a thick tree trunk.
A target with three-quarters cover has a +5 bonus to AC and Dexterity
saving throws, but only against attacks and effects that originate from the
opposite side of the cover.
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MIGHTY FEATS OF ARMS
A warrior can declare a Mighty Feat of Arms, or a Feat for short, prior to
any attack. If his Feat Die comes up as a 3 or better and the attack lands
(e.g., the total attack roll including the Feat Die exceeds the targets AC), the
Feat succeeds. The higher the Feat Die, the more successful the Feat.
A warriors Feats should fit the situation at hand and reflect the might and
daring of a great fighter. A terrific cleave of the axe that sunders an enemys
shield, a precise strike to the throat that silences the enemy leader, or a staggering uppercut that drops the gigantic gladiator are all examples of great
Feats. A warrior may even devise a signature move that he frequently attempts based on his particular proclivities. For example, he slashes a bloody
red Z on an enemys chest, or he lunges and leaves his bloody axe deep
in the enemys skull, inspiring terror among his opponents.
Certain magic weapons may grant a warrior particular prowess on certain kinds of Feats, while some spells improve a warriors ability to perform
the same Feats.
The DM has further guidelines for adjudicating how successful an attempted Feat is and what the effects are.
PERFORMING A FEAT
The following rules apply to Feats:
1. The warrior must declare the Feat before his attack. If he rolls the dice
before declaring what Feat he attempts, then no Feat takes place, even if
he rolls well on his Feat Die.
2. The Feat must be within the reasonable ability of a warrior to perform,
given the characters level and the enemys size and power. Use the examples below and the DMs discretion to adjudicate. For example, a lowlevel warrior could not throw an arch-demon even with a great Feat roll,
but a great Feat roll might let him throw a large orc that no normal man
could budge.
3. The Feat succeeds at the most basic level if the attack hits and the feat die
is a 3 or higher. The attack inflicts normal damage and the Feat takes
place. The higher the feat die, the greater the Feat. The DM may still allow the enemy a saving throw or require an opposed check of some kind,
depending on circumstances.
4. Finally, note that a Feat does not interfere with a critical hit and may stack
with a critical hit if both occur with the same blow.
EXAMPLES OF FEATS
Here are some example Feats in action.
Back From Whence You Came! A 1st-level warrior with a Strength of 15
(+2 bonus) has a d3 feat die. He is fighting a goat-headed demon that
emerged from an extraplanar portal. The warrior declares his Feat will be to
shove the demon back through the portal. He attacks, rolling 1d20 + 1d3 +
2 (due to his Strength). The result is a 16 on the d20, and a 3 on the 1d3,
plus his +2 Strength modifier, for a total attack roll of 22 (16+3+2). The
demons AC is 17, so the attack lands. Because the feat die came up a 3,
the Feat also succeeds. The warrior does 1d8+3+2 damage with his longsword and shoves the demon back through the portal! (Note, depending on
the size and strength of the opponent, the DM may still require an opposed
Strength check for such a maneuver. In this case the demon is man-sized,
and the DM rules that the pushback succeeds.)
We Dont Like Your Kind! On his next combat round, the same warrior
declares his Feat will be to shatter the demons horns, a grievous insult to any
horned denizen of the Nine Hells. He rolls 5 on his d20, 3 on his d3, plus
his +2 Strength modifier, for a total attack of 10 (5+3+2). This is below the
demons AC of 17. The attack misses, and even though the Feat Die came
up a 3, the Feat fails.
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Combat
to 0 Hit Points strikes you directly, leaving a bleeding injury or other trauma,
or it simply knocks you unconscious.
HEALING
A creature heals whenever it regains Hit Points. Creatures can heal by
magical means, such as from a cure light wounds spell or a potion of healing, or by resting.
Regardless of the method, add any Hit Points regained to your current Hit
Points. Remember, your Hit Points cannot exceed your hit point maximum, so
any Hit Points regained in excess of this number are lost.
DROPPING TO 0 HIT POINTS
When you drop to 0 Hit Points, you either die outright or fall unconscious
and suffer a potentially long-lasting consequence.
Instant Death: Massive damage can kill you instantly. When damage reduces you to 0 Hit Points and there is damage remaining, you die if the
remaining damage equals or exceeds your Constitution score. Say you have
6 Hit Points and take 18 damage from an attack. After reducing you to 0 Hit
Points, 12 damage remains. If your Constitution is 12 or less, you die.
Falling Unconscious. If damage reduces you to 0 Hit Points and fails to kill
you, you fall unconscious. This unconsciousness ends if you regain any Hit
Points. You also suffer the effects of a consequence (see Consequences,
below).
Death Rolls: Whenever you start your turn with 0 Hit Points, you must
make a special roll, called a death roll, to determine whether you creep
closer to death or hang onto life.
Roll a d20. If the roll is 10 or higher, you succeed and remain clinging to
lifehopefully long enough for a companion to stabilize you (see Stabilizing a Creature below). Otherwise, you fail. A failure has no effect by itself,
but three does affect you.
On your third failure, you die. The failures do not need to be consecutive,
and the number is reset to zero when you regain any Hit Points or become
stable.
Rolling a 20. If your death roll is a 20, all death roll failures are removed,
and you regain consciousness and restore 1 hit point.
Damage at 0 Hit Points: Each time a creature with 0 Hit Points takes
damage, it suffers a death roll failure. If the damage equals the creatures
Constitution score, it dies.
CONSEQUENCES
Any time you are reduced to 0 Hit Points, you suffer a potentially longlasting consequence that applies to one of your physical attributes (Strength,
Dexterity, or Constitution). Make a note of the consequence on your character sheet next to an ability score of your choice along with a memorable
description based on the wound suffered. In addition to the description, note
the severity of the consequence. For example, if Badger has 6 Hit Points and
is hit for 9 points of damage by the swing of an orcs axe, his player could
write Deep axe wound with a severity of 9 in his Dexterity consequence
slot.
Effect of Consequences: You have Disadvantage on checks and saving
throws that have a consequence associated with it.
Direct Consequences: Some special attacks, spells, traps, and other game
effects may have direct consequences that can affect you regardless of how
many Hit Points you have. A disease, for example, may not do any hit point
damage but might give you a Constitution consequence to reflect the illness.
Some of these consequences may even directly affect one of your characters
non-physical attributes such as Intelligence, Wisdom, or Charisma.
Multiple Consequences: It is possible to have multiple consequences in a
single slot. If you have no more open physical consequence slots when you
are reduced to 0 Hit Points, or you take a direct consequence for an ability
score in which you already have the slot filled, then simply add another
consequence to that ability score (for a direct consequence) or an ability
score of your choosing (if reduced to 0 Hit Points). Note however, that if an
empty physical consequence slot is available, you must choose to fill it first.
While the negative effects of the consequences do not stack, having multiple consequences on a single ability score will take longer to heal (see
Long Rest below).
MONSTERS AND DEATH
Most DMs have a monster die the instant it drops to 0 Hit Points, rather
than having it fall unconscious, take consequences, and make death rolls.
Mighty villains and special non-player characters are common exceptions;
the DM might have them fall unconscious, receive consequences, and follow
the same rules as player characters.
STABILIZING A CREATURE
The best way to save a creature with 0 Hit Points is to heal it using magic.
If healing magic is unavailable, you can, at least, stabilize the creature so
that it isnt killed by a failed death roll.
How to Stabilize: To stabilize a creature, you must use your action to tend
to the creature, and you must succeed on a DC 10 Wisdom check to administer first aid to it.
The Effects of Being Stable: A stable creature doesnt make death rolls,
even though it has 0 Hit Points, but it does remain unconscious. The creature
stops being stable, and must start making death rolls again, if it takes any
damage. A stable creature that is not healed regains 1 hit point after 1d4
hours.
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Combat
KNOCKING A CREATURE OUT
Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 Hit Points with a melee
attack, the attacker can knock the creature out. The attacker can make this
choice the instant the damage is dealt. The creature falls unconscious and is
stable.
RESTING
The most expedient method of healing is through the use of magic, but
when magic is not available, you can regain Hit Points by resting. You can
take two different kinds of rests: a short rest and a long rest.
SHORT REST
A short rest is a period of downtime, at least 1 hour long, during which
you catch your breath, eat, drink, and clean and bind wounds.
You can spend one or more of your Hit Dice during a short rest, up to
your maximum number of Hit Dice. For each Hit Die you spend in this way,
roll the die and add your Constitution modifier to it. You regain Hit Points
equal to the total. You can decide to spend an additional Hit Die after each
roll. Once you have spent all your Hit Dice, you must complete a long rest to
regain them.
LONG REST
A long rest is a period of extended downtime, at least 8 hours long, during which you sleep or perform light activity: reading, talking, eating, or
standing watch for no more than 2 hours of the rest period. If the rest is interrupted by a strenuous activitysuch as attacking, taking damage, or casting
a spellyou must start the rest over to gain any benefit from it, unless the
interruption takes less than an hour.
You must have at least 1 hit point to take a long rest. At the end of the
rest, you regain all your Hit Points and half of your maximum number of Hit
Dice (round up). You cannot benefit from more than one long rest in a 24
hour period.
Restoring Consequences: There is a chance that one or more of your consequences are restored when you take a long rest, effectively healing the
wound, or restoring oneself to normal ability.
For each consequence that you have, make a restoration roll by rolling a
d20. If you roll equal to or higher than the consequence severity, the consequence is removed. If there are no more consequences associated to that
ability, you no longer have Disadvantage on checks and saving throws related to that ability.
EXAMPLE OF COMBAT
Here's the scenario: four adventurers are exploring the dungeons beneath
the Temple of Elemental Evil when they encounter a guardroom with six bugbears armed with morningstars. The heroes are Ruggan, a dwarf warrior;
Marcus, a human warrior; Gunder, a human wizard; and Shotti, an elven
rogue. None of the members of either group are considered encumbered.
No one is surprised, so the DM decides where the bugbears are positioned in their room. He decides that two of the bugbears are on the flanks
of the room, three are standing around a table, and one is just now arising
out of bed. The DM also asks the players to confirm their marching order and
positioning outside the door. Since Shotti opened the door, the DM decides
that Shotti must be in front, even though Ruggan usually takes point in the
marching order.
ROUND ONE
First, the DM decides what the bugbears are going to do. The two on the
flanks move to take cover, one near the table flips the table for cover, his
companions close for combat, and the last bugbear is still getting out of bed
and decides to wait and see what happens. Now the DM asks each of the
players what their characters will do:
DM: "Okay, nobody's Very Fast this round. You guys won initiative, so
who's Fast?"
Gunder: "My sleep spell's Fast."
Marcus: "I start moving."
DM: "Where do you want to center your spell, Gunder?"
Shotti: "Don't catch us with it!"
Gunder: "I'll center it on the bugbear in the middle of the room." (Makes
spell check just to make sure he doesnt roll a 1) "The sleep spell affects 4
levels worth of bugbears."
DM: "Sorry, that's only one. He's out."
Marcus: "I'm moving! I'll jump on the table in front of them."
DM: "No problem. You threaten the bugbears near you, and they threatens you. That's it for Fast. Let's go on to Average actions."
The bugbear's base speed is Average, but the players won initiative and
get to resolve their Average actions first. Marcus is wielding an Averagespeed longsword.
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Combat
Shotti's longbow shot. Marcus misses his bugbear, but Shotti rolls another
20!
This time, Shotti's 20 is not a critical hit. The DM rules that the bugbear
has three-quarters cover, so it has a +5 bonus to its Armor Class, making it
effectively AC 20. Since Shotti's total attack rolls is a 22, she only hit by 2,
and she needed to hit by 5 to get another critical hit. The bugbear is
wounded but still has some fight left in it.
Finally, the bugbears can begin to move. The bugbear that is threatened
by Marcus backs away, provoking an opportunity attack. Marcus rolls his
free attack but misses. The last bugbear closes to within ten feet. Since the
bugbears are Large creatures armed with weapons, they can still reach Marcus.
DM: "We're up to Slow actions, and the two bugbears fighting Marcus
get to make their attacks." (Rolls two attacks.) "You're lucky, they both missed.
At the end of the round, nobody has to retreat.
Marcus: "Don't the bugbears have to make another morale check?"
DM: "No, nothing's changed since the last one."
ROUND THREE
The DM smiles to himselfthe bugbears have maneuvered the heroes
right where they want them. The two bugbears fighting Marcus can guard,
getting the first attack against the warrior because of their longer range. The
two bugbears hiding behind the room's corners will move forward to engage
Marcus's flank and Gunder. The DM asks the players to state their actions for
the round:
Marcus: "Sure, now they break cover now that I start knockin fools over."
DM: "You didn't think those two bugbears were going to stay out of the
way forever, did you?"
Gunder: "We're in trouble."
DM: "We're up to Slow actions now. Ruggan has a shot, if he wants to
take it. You'll be shooting into a melee now, since there aren't any bugbears
clear of the fight."
Ruggan: "I'll take my chances."
Gunder: "Hey, you could hit Marcus!"
Ruggan (shrugging): "So? He can take it."
There are two bugbears who are threatening Marcus. Using the Firing into
a Melee rules, the DM determines that a d6 roll should be used to resolve
who becomes the target. (The two bugbears are Large and count for 2 each,
and Marcus counts for 1 target. A 6 result will be rerolled.) Ruggan is
luckythe target roll ends up being a bugbear. Unfortunately, Ruggan misses with his attack.
The two bugbears who moved in this round get to attack in their half of
the Slow phase. One attacks Marcus, and the other attacks Gunder. Marcus
is hit again for 5 more points of damage.
Gunder gets clobbered for 6 points of damage which reduces him to 0
Hit Points. Its enough damage to knock him unconscious, but not kill him
outright. Gunder takes a consequence and chooses to assign it to his
Strength slot since he doesnt do a lot of heavy lifting. He calls the consequence Bruised bone from morningstar and notes the consequence severity
of 6.
ROUND FOUR
In the next round, the heroes get a little lucky. Marcus downs one of his
attackers with a critical hit, and Ruggan covers Gunder's fallen body and
inflicts serious damage against the bugbear who had injured the mage.
Gunder makes his death roll on his turn and rolls a 13, a success. Two more
successes and he will be conscious again. With another bugbear down, the
DM rules that the survivors choose a fighting withdrawal, and the heroes let
the bugbears retreat. The heroes continue their quest beneath the Temple of
Elemental Evil.
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Chapter Seven
Chapter 7: Adventuring
Adventuring
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Adventuring
Whether you enter an ancient tomb, slip through the back alleys of Bet
Kalamar or hack a fresh trail through the Vohven jungle, much of a D&D
adventure revolves around exploration. Part of the fun of the game is uncovering the secrets, monsters and treasures that the DM has placed throughout
the campaign. You never know what might lurk around the corner.
A few game mechanics are used frequently while exploring: movement,
stealth, and perception. The movement rules determine how far you can
travel. They also cover how to swim, climb, and jump. The stealth rules outline how you can hide from creatures, while the perception rules govern how
to spot hidden objects and creatures.
TIME
When you adventure, the DM tracks your progress and describes what
you see and encounter. Hours or days might pass as you delve under the
earth and travel through the countryside. When time is of the essence, the
DM tracks the passage of time in minutes.
Days: Its easy to keep track of the passage of days by counting the number of long rests you and your fellow adventurers take. The DM might also
keep track of days if counting down to a festival or other calendar event.
Sometimes a group decides to break from adventures and the DM tracks
how many days of downtime accrue. The location of a temple, tower, or
tomb of interest could lie at the far end of several days of travel.
Hours: The DM broadly tracks the number of hours that pass during the
course of active adventuring. Researching in an ancient library takes at least
a couple of hours. Reaching the next village might require 4 or 5 hours of
hard riding.
Minutes: Some tasks that dont take a lot of time are measured in minutes.
It might take 10 minutes to clear the sand from a tomb entrance or 5 minutes
to work your way from one end of a crowded market to the other.
Rounds: Rounds come into play when it is important to track action on a
small scale. Each round lasts about 6 seconds, meaning that 10 rounds fit
into a minute.
Rounds come into play during combat, when each step or sword blow
can spell the difference between victory and defeat, and in other situations
when the DM keeps track of each action you take. Chapter 6: Combat
has more information on how rounds are used in battle.
MOVEMENT
Each character has a movement rating (based on his race), which is the
distance in feet that the character can move in one round. Elves and humans
have a movement rate of 30 feet. Dwarves and halflings have a movement
rate of 20 feet.
DIFFICULT TERRAIN
While exploring and fighting, you can expect to move into areas of rubble, pass over dense undergrowth, or cross slippery cave floors. When you
encounter terrain you cannot move across normally, the DM determines what
happens. Most often, such an area is difficult terrain. In difficult terrain, you
move at half of your movement rate; moving 1 foot costs 2 feet of movement.
MODES OF MOVEMENT
There are a number of different ways you can move, from walking across
an empty room to struggling up a steep slope. These different modes of
movement can be combined when you move. Simply deduct the distance of
each part of your move from your movement rate until your movement is used
up or until you are done moving.
You can enter an area only if you have enough movement left to do so. If,
for example, you have only 5 feet of movement left, you cannot cover 5 feet
of difficult terrain.
Walk: Your movement rate defines are how far you can walk during a
round.
Jog: Outside of combat, you can double your movement rate by jogging.
Doing so in combat is a full-round action so you will not be able to take a
standard action such as attacking.
Jump: With a jump you can leap into the air to clear an obstacle or grab
an object above you.
Long Jump: If you walk at least 10 feet and then make a long jump, you
leap a number of feet up to your Strength score. Otherwise, you can leap
only half that distance.
High Jump: If you walk at least 10 feet and then make a high jump, you
rise a number of feet into the air up to 3 + your Strength modifier. Otherwise,
you can jump only a number of feet equal to your Strength modifier (minimum
1 foot).
In any case, you can extend your arms half your height above you during
the jump. Thus, you can reach above you a distance equal to the height of
the jump plus 1.5 times your height.
Climb: When you climb a vertical surface that has sufficient handholds,
you move at half your normal movement; climbing 1 foot costs 2 feet of your
movement.
Climbing a slippery vertical surface or one with few handholds requires a
Strength check. You cannot climb across a ceiling or similar surface without
a special ability.
Swim: When you swim through water or another liquid, you move at half
your normal movement; swimming 1 foot costs 2 feet of your movement.
Swimming through rough water requires a Strength check.
Drop Prone: You can drop prone by using 5 feet of your movement.
Stand Up: When you are prone, you can stand up as you move. Doing
so requires all of your current movement. If your movement is 0, you cant
stand up.
Crawl: Unless you stand up, crawling is your only option for movement
while you are prone. You crawl at half your normal movement; crawling 1
foot costs 2 feet of your movement.
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TRAVEL PACE
When exploring outside of the combat, the travel pace that you and your
companions choosefast, moderate, or slowdetermines the chance that
monsters and other threats surprise you, how much distance you can cover
each minute, and what tasks you can perform as you travel.
Fast Pace: If you choose a fast travel pace, you can travel a decent distance (up to 300 feet) in a minute, but you cant perform any exploration
tasks, which makes it more likely youll run into danger along the way.
Moderate Pace: At a moderate pace, you can still cover some ground (up
to 200 feet) while also examining your surroundings.
Slow: A slow pace covers the least ground (100 feet), but is ideal for circumstances when speed is not as important as caution. It will be much harder to surprise you and your companions at his pace.
FALLING
One of the most common hazards to an adventurer is a fall from a great
height.
At the end of a fall, a creature takes 1d6 damage for every 10 feet it fell,
to a maximum of 20d6. The creature lands prone, unless it somehow avoids
taking damage from the fall.
CARRYING CAPACITY
Your Strength score determines the amount of weight you can bear. To determine how many pounds you can carry unencumbered, multiply your
Strength score by 5. If you carry more than this weight, you are encumbered,
which means your movement rate drops by 10 feet, and you have Disadvantage on attack rolls, as well as on Strength, Dexterity, and Constitution
checks. You also suffer a one-phase initiative penalty. The maximum weight
you can carry encumbered equals twice your unencumbered carrying capacity (or Strength multiplied by 10).
PUSH, DRAG, OR LIFT WEIGHT
Your Strength score tells you how much weight you can push, drag, or lift.
To determine this weight, multiply your Strength score by 50. While pushing
or dragging weight in excess of your maximum weight, you are encumbered
and you can move no more than 5 feet during your turn.
STEALTH
When a creature tries to hide, it relies on its Dexterity to remain unnoticed.
A creature can attempt a Dexterity check to sneak around, move silently, use
cover, and hide in shadows to avoid detection.
There are two ways you can hide. If a creature cant possibly see you,
you need only to avoid making noise to avoid detection. If a creature might
see you, you need to keep behind cover or stay in heavily obscured areas to
remain hidden.
When you try to hide from one or more creatures, your Dexterity check is
contested by the Wisdom check of any creature who might notice you or the
Intelligence check of a creature that is actively searching for signs of your
presence. You make one Dexterity check for this contest. Use that check result
for all such contests you engage in until you are discovered or you stop hiding.
CONDITIONS FOR STEALTH
In order to avoid detection, you need some way to remain out of sight, either something to hide behind or an area of poor visibility to locate yourself
in.
Stay out of Sight: You cant just stand in the middle of an empty, lit room
and hope to avoid notice. Something must conceal you, perhaps a large
object, a piece of terrain, or an immobile creature of a sufficient size, such
as a slumbering dragon. Regardless of what stands between you and a
viewer, it must cover at least half your body for you to hide behind it.
An environmental phenomenon that obscures you from view can also provide a means to hide. A heavily obscured area typically contains darkness,
opaque fog, or dense foliage. A creature in a heavily obscured area is out
of sight, just as it if were hiding behind an obstruction, and thus can try to
hide. A lightly obscured area typically contains dim light, patchy fog, or
moderate foliage. Some monsters and characters have special abilities that
enable them to try to hide even in areas that are only lightly obscured.
Stay Quiet: Its assumed that you try to avoid making noise while hiding,
and your Dexterity check also represents your ability to keep quiet. If you
make a noise, such as yelling a warning to an ally or knocking over a vase,
you give away your position and are thus no longer hidden.
BENEFIT OF BEING HIDDEN
You have Advantage on the attack roll when you attack a creature from
which you are hidden. Making an attack reveals your position, however.
PERCEPTION
As you move through the Temple of Elemental Evil, walk along the trails of
the Crondor Woods, or search a Temple of Endless Night, you rely on your
abilities to spot hidden clues, notice lurking monsters, find traps or secret
doors, and avoid unpleasant surprises. The DM describes the scene to you,
but sometimes you want your character to search for something that the DM
might be omitting from the description. The perception rules help determine
whether your character notices or can find a hidden object or creature.
NOTICING AND FINDING
Your Wisdom check serves as a measure of your general awareness of
your surroundings, whether you notice creatures lurking in ambush, hear the
stealthy tread of an approaching assassin, or catch the telltale whiff of troglodyte in the air.
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Adventuring
Your Intelligence check measures your ability to find something youre
looking for, whether its the faint outline of a secret door in a wall, the hollow
sound that reveals a hidden compartment in the bottom of a chest, clues to a
murder, or the footsteps of an invisible creature in the dust.
Sherlock Holmes, renowned for his Intelligence, is the undisputed master
of finding clues and determining their significance (using his Intelligence).
Tarzan, on the other hand, who unfailingly hears the rustle of leaves or the
snap of a twig, or sees a stalking tiger or lurking snake, relies on his Wisdom.
The line between using Wisdom or Intelligence can seem indistinct at
times. Making an effort to notice something might seem similar to finding
something youre looking for, but it still relies on Wisdom, because its more
about general awareness than it is about attention to detail. Likewise, if you
spend a moment to scan the surrounding trees, or press your ear to a door to
hear what might lurk beyond, youre relying on Wisdom rather than Intelligence. As a rule, if youre not positive that Intelligence is the right choice,
then Wisdom is the ability to use.
FINDING A HIDDEN OBJECT
When your character searches for a hidden object, such as a secret door
or a trap, the DM typically asks you to make an Intelligence check. Such a
check can be used to find hidden details or other information and clues that
you might otherwise overlook. The DM sets the DC, as usual.
In most cases, you need to tell the DM where you are looking in order for
him to determine your chance of success. For example, a key is hidden beneath a set of folded clothes in the top drawer of a bureau. If you tell the DM
that you pace around the room, looking at the walls and furniture for clues,
you have no chance of finding the key, regardless of your Intelligence check
result. You would have to specify that you were opening the drawers or
ILLUMINATION
Characters need a way to see in the dark, dangerous places where they
often find adventures. Dwarves have infravision, but everyone else needs
light to see by. Typically, adventurers bring along torches or lanterns, and
spellcasters have spells that can create light. See Table 16 for the radius that
a light source illuminates and how long it lasts.
Table 16: LIGHT SOURCES
Object
Candle
Lantern, bullseye
Lantern, hooded
Torch
Spell
Bright Light
60 foot cone1
30 feet
20 feet
Dim Light
5 feet
120 foot cone
60 feet
40 feet
Bright Light
20 feet
20 feet
1
A cone 60-feet long and 20-feet wide at
Continual light
Light
Dim Light
40 feet
40 feet
the end.
Duration
1 hour
6 hours/pint
6 hours/pint
1 hour
Duration
Permanent
10 minutes/level
Bright Light: Bright light is also called normal light. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. Most creatures can see normally in bright light.
Dim Light: Dim light is also called shadows. An area of dim light is usually
a boundary between a source of bright light, such as a torch, and surrounding darkness. Dim light is also common at twilight and just before dawn. A
particularly brilliant full moon may cover the land beneath in dim light. An
area of dim light is lightly obscured.
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Darkness: Darkness is common at night under an overcast sky or within the
confines of an unlit dungeon or subterranean vault. Sometimes magic can
create regions of darkness. Normal creatures cant see anything in darkness
and are effectively blinded. An area of darkness is heavily obscured.
5. Class Features: Check the table for your class in Chapter 3: Classes for
new capabilities that you may receive. Warriors may gain an improvement in their Feat Die while Rogues may gain an increased Backstab Die.
TREASURE
When characters undertake adventures, they usually end up with some
amount of silver, gold, gems, or other treasure. These rewards might be
ancient treasures that they have unearthed, the hoards of the villains they
have conquered, or pay from a patron who hired them to go on the adventure.
Splitting Treasure: Split treasure evenly among the characters who participated. Some characters may be of higher level than others, or some might
happen to have done more on a particular adventure than others did, but the
simplest, fastest, and best policy is to split treasure up evenly.
Special Items: While gems can be cashed in for silver pieces and the
coins split evenly among adventurers, some treasures cant be split up so
easily. Magic items, for instance, can be sold, but only for half of what they
would cost to buy, so its usually better for characters to keep them. Its usually best to try to place magic items on whoever can make the best use of it
and simply hope the DM is nice enough to place a magic item that is of use
to others later in the campaign.
Costs: Sometimes characters incur costs on adventures. A character turned
to stone may need a special spell to return him to flesh. The default policy is
to pay these costs out of the treasure found on the adventure, as a sort of
adventurers insurance, and then to split whatevers left.
Party Fund: The party may also want to have a pool of money that its
members can use to buy things that benefit the whole group, such as holy
water.
Amassing Wealth: When you and your friends have split up the treasure
among the characters, record your characters share on your character sheet.
Soon, he will have enough gold to buy better weapons and equipment.
OTHER REWARDS
The other rewards that characters can earn, and there are many, depend
more on the characters actions and the style of campaign that the DM is
running. They bear mention, but the rules do not define them. These rewards
develop naturally in the campaign.
Reputation: You cant put it in the bank, but many characters enjoy and
even pursue fame and notoriety. Someone who seeks a reputation should
wear distinctive clothes or armor, should treat bards well, and might even
want to invent a personal symbol for signet rings, surcoats, banners, and
other forms of display.
Followers: When others hear of the characters, they may offer their services as followers. Followers may be apprentices, admirers, henchmen,
students, or sidekicks.
Land: A character (or a party) might gain land through force of arms or be
granted a tract of land by a powerful figure. Land brings in revenue appropriate to its type (such as taxes on harvests in arable land), and it provides a
place for a character (or party) to build a stronghold of some kind. In addition to being a base and a safe place, a stronghold can serve as a church,
a monastery, a school or sorcery, or fulfil some other purpose, as the master
of the stronghold wishes.
Titles and Honors: High priests, nobles, and royals often acknowledge the
services of powerful characters by granting them honors and titles. These
awards are sometimes handed out along with gifts of gold or land, memberships in elite orders, or medals, signet rings, diadems, and other symbolic
items.
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Chapter Eight
Chapter 8: Magic
Magic
Magic comes from gods and entities who are capricious and unconcerned with your
flyspeck of a life. Those who would use magic are best served to always have a
backup plan.
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Before setting out on a dangerous journey with his companions, Suso, now
an accomplished wizard, sits in his study and opens his spellbook. He pages through it, remembering how each spell contained within actually binds a
powerful entity to his will. Suso begins contemplating which spells he thinks
will be most useful on his adventure. When he has chosen the spells he
wants (which could mean choosing the same spell more than once), he meditates on the pages that describe each one. The arcane symbols, which he
has penned by hand, would be nonsense to anyone else, but they unlock the
bound entitys power from the pages of the book and allow a small piece of
its essence to be trapped in Susos own mind. As he concentrates, he pushes
his mind and sanity to the absolute limit as he takes in the dark energies.
Each spell is now ready to be powered by the energies in Suso mindthey
each lack only its final ritual trigger. When he closes the book, his mind is
full of spells, each of which he can complete at will in a brief time.
Spells come in two types: arcane (cast by wizards) and divine (cast by
priests). Both wizards and priests prepare their spells in advancewhether
from a spellbook or through devout prayers and meditation. Despite these
different ways that characters use to learn, prepare, and cast their spells, the
spells and how their effects work are very much alike.
ARCANE MAGIC
Wizards wield the powers of the arcane by trapping and binding powerful entities from other worlds into their spellbooks. They can force these entities into their own mind to be released at later time in the form of spells.
Wizard spells range from spells of simple utility to great and powerful
magics. The wizard spell group has no single theme or purpose. The vast
majority of arcane spells were created by ancient wizards as heard from the
lips of demons and devils for many different purposes. Some are to serve the
common man in his everyday needs. Others provide adventurers with the
might and firepower they need to survive. Some are relatively simple and
safe to use (as safe as magic can be); others are complicated, filled with
hazards and snares for the rash and unwary.
PREPARING ARCANE SPELLS
To draw on the magical energy of the spirit entities that are bound within
his book, the wizard must first trap a small bit of their essence into his own
mind in the form of the spell to be cast. Only a small amount of temporary
energy is taken from the entity. The entity is still bound within the spellbook
and the spell that it is bound to can be prepared again by the wizard.
The wizard uses his spell books to force his mind through magical exercises, preparing it to hold the final, twisted patterns of energy. These patterns
are very complicated and alien to normal thought, so they don't register in
the mind as normal learning. To shape these patterns, the wizard must spend
time memorizing the spell, twisting his thoughts and recasting the energy
patterns each time to account for subtle changesplanetary motions, seasons, time of day, and more.
Once a wizard prepares a spell, it remains in his memory (as potential
energy) until he uses the prescribed ritual to trigger the release of the energy
patterns. The mental patterns apparently release the energy while the rituals
shape and guide it. Upon casting, the energy of the spell is spent, wiped
clean from the wizard's mind. The mental patterns are lost until the wizard
studies and prepares that spell again.
The number of spells a wizard can prepare is given by his level (see Table
5, page 26); he can prepare the same spell more than once, but each
preparation counts as one spell toward his daily preparation limit. Part of a
wizard's intelligence can be seen in the careful selection of spells he has
memorized.
Preparation is not a thing that happens immediately. The wizard must
have a clear head gained from a restful night's sleep and then has to spend
time studying his spell books and committing the spirit entitys essence to his
own mind. The amount of study time needed is 10 minutes per level of the
spell being memorized. Thus, a 2nd level spell would require 20 minutes.
Clearly, high-level spell-casters do not lightly change their prepared spells.
Spells remain prepared until they are cast or wiped from the character's
mind by a spell or magical item. A wizard cannot choose to forget a prepared spell to replace it with another one. He can, however, cast a spell just
to cleanse his mind for another spell (The DM must make sure that the wizard
does not get experience for this).
ARCANE SCROLLS AND SPELLBOOKS
To record an arcane spell in written form and bind a spirit entity to paper,
a character uses mystical wards and complex notation that describes the
magical forces involved in the spell. While the spellbook may contain mundane notes written as margins and glosses, the primary marking used in
arcane writing are themselves only easily decipherable by the wizard that
scribed them. Another persons magical writing remains incomprehensible to
even the most powerful wizard until he takes time to study and decipher it by
casting the read magic spell.
Once a character deciphers a particular magical writing, he does not
need to decipher it again. Deciphering a magical writing allows the reader
to identify the spell and gives some idea of its effects (as explained in the
spell description). If the magical writing was a scroll and the reader can cast
arcane spells, he can attempt to use the scroll (your DM has more information
on using scrolls)
BINDING SPELLS TO A SPELLBOOK
A wizard can bind a spell to his book whenever he encounters one on a
magic scroll or in another wizards spellbook. No matter what the spells
source, the wizard must first decipher the magical writing using the read
magic spell (see Arcane Scrolls and Spellbooks, above). Next, he must
spend a day studying the spell. At the end of the day, he must make an
Intelligence check (DC 10 + spells level).
If the check succeeds, the wizard understands the spell, has controlled the
spirit entity, and can bind it into his spellbook. A spell successfully copied
from a magic scroll or spellbook disappears from the parchment it was written on. This makes spells and their bound spirit entities quite valuable and
rare.
If the check fails, the wizard cannot understand the spell or unbind the
spirit entity. He cannot attempt to learn or copy that spell again until he gains
another level. On a failed check, the spell that was being bound does not
vanish from the parchment.
A spell takes up one page of the spellbook per spell level, so a 1st level
spell takes up one page, a 2nd level spell takes two pages, and so forth. A
starting traveling spellbook has one hundred pages.
Materials for writing the spell (special quills, inks, and other supplies) cost
100 sp per page. Note that a wizard does not have to pay these costs in
time or silver for the spells he gains for free at character creation.
MERCURIAL ESSENCE OF MAGIC
Binding spirit entities into a physical book for later control is as much of an
art as it is a science. There are many variables involved, both in the freeing
of the entity from its original binding and in binding it to its new owner. As a
result, the effect of a magical spell powered by that entity varies according to
who casts it. A magical rite invoked by one wizard may be more powerful
or even differentthan the same ritual exercised by a peer. These variations
are not predictable, as the subtleties that produce them can never be fully
catalogued.
When a wizard learns a new spell and binds it into his spellbook, the DM
randomly determines how that spell manifests in the wizards hands. This
effect is permanent and will then manifest whenever the wizard casts the
spell in question.
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CORRUPTION
Low-level wizards are powerful. High-level wizards fear for their souls.
Continual use of binding other entities to you and forcing pieces of their
essence into your psyche results in changes. Exposure to demons, radiation from other planes, elemental energies in toxic quantities, and the servants
of chaos all affect a wizard over the course of his career.
Each and every time a wizard rolls a natural 1 on a spell check, the spell
casting automatically fails. Moreover, he may suffer corruption. Depending
on the level of the spell being cast, the player may suffer a minor, major, or
great corruption effect. The DM will randomly determine the effects of corruption.
Burning Attributes to Avoid Corruption: A wizard that suffers corruption
may permanently burn a point from a single ability score to avoid the corruption. The ability score may be burned after the player learns of the specific
corruption result. Note that scores cannot be burned to avoid a spell failure,
only to avoid corruption.
DIVINE MAGIC
Priests wield the divine power of the gods of Tellene. The priests detailed
in this book primarily serve the Lady of Luminosity in her role as the goddess
of light, dawn, and the sun.
The spells of a priest, while sometimes having powers similar to those of
the wizard, are quite different in their overall tone. The priest's role, more
often than not, is as defender and guide for others. Thus, the majority of his
spells work to aid others or provide some service to the community in which
he lives. Few of his spells are truly offensive, but many can be used cleverly
to protect or defend.
PREPARING PRIEST SPELLS
Like the wizard, the priest's level determines how many spells he retains in
his mind at one time. He must select these spells in advance, demonstrating
his wisdom and far-sightedness by choosing those spells he thinks will be
most useful in the trials that lurk ahead.
Unlike the wizard, the priest needs no spell book and does not roll to see
if he learns spells. Priest spells are obtained in an entirely different manner.
To obtain his spells, a priest must be faithful to the cause of his deity. If the
priest feels confident in this (and most do), he can pray for his spells. Through
prayer, the priest humbly and politely requests those spells he wishes to
memorize. Under normal circumstances, these spells are then granted.
A priest's spell selection is limited only by his level and those spells that
are available for him to cast at his given level. Thus, a priest is able to cast
any 2nd level spell when he is able to cast 2nd level spells at 3rd level. The
knowledge of what spells are available to the priest becomes instantly clear
as soon as he advances in level. This, too, is bestowed by his deity.
Priests must pray to obtain spells, as they are requesting their abilities from
some greater power. The conditions for praying are identical to those needed for the wizard's studying.
and causes at that moment. The priests spell power will vary with the interest
and support of his god.
Positive and negative conditions are used as guidelines that define the
gods interest and ensure that the priest only invokes his gods power in
pursuit of the deitys aims. Each positive condition met grants the priest one
white positive six-sided die. Each negative condition gives the priest one
black negative six-sided die.
The following conditions each give the priest a positive favor die:
x The priest is generally in good standing with the Order of Light and the
Lady of Luminosity.
x The priest is engaged in a conflict against undead creatures or against the
Church of Endless of Night and its adherents, the traditional enemies of
the Lady of the Luminosity.
DIVINE SCROLLS
Divine spells can be written down and deciphered just as arcane spells
can (see Arcane Scrolls and Spellbooks). Unlike arcane scrolls, only priests
who are normally able to cast the spell in question can cast a divine spell
from a scroll.
x The priest is participating in the ritual of the Dark Watch in a town or city
or is in some other way attempting to bring the light of the Eternal Lantern
into the world.
DIVINE FAVOR
The Lady of Luminosity, as all deities on Tellene, grant the ability to cast
spells based on the priests need, not just on form or prayer. A faithful priest
following his patron gods tenets will usually be able to successfully cast the
spells he requests without error. But a priest who strays from the path will
soon find that his patron no longer supports his actions. While the urgency of
the priests request is a consideration, the deitys primary concern is whether
or not the use of that particular casting will benefit the deitys own purpose
x The priests spell will directly benefit another worshipper of the Eternal
Lantern or using spells to protect townspeople who follow the Order of
Light.
x The spell being cast is one that brings light to the darkness, such as light
or continual light.
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The following conditions each give the priest a negative favor die:
x The priest aids or supports undead creatures or the Church of Endless of
Night or its adherents, the traditional enemies of the Eternal Lantern.
x The priest is shrouded in darkness such as at night or underground with no
light source.
x The priest is contributing to something that furthers the cause of darkness or
brings darkness into the world, such as extinguishing light.
x The priests spell will directly or indirectly injure or discomfort a fellow
worshipper of the Radiance or the Order of Lights interests.
x The priest has been banished from, or is no longer a recognized clergy
member of the Order of Light.
x The priest has recently failed to observe the Dark Watch ritual when there
is an opportunity to participate or organize a Watch.
x The priest has missed observing the annual summer solstice high day of
the Eternal Lantern this year.
x The casting of the spell causes the priest to violate his lawful good alignment.
x The priest has failed to sacrifice small white, yellow or gold gems within
the past month.
x The priest has used an edged-weapon in combat.
These dice are then pooled together and rolled along with the priests
spell check roll. The priest gains a single point of favor for each 4, 5, or 6
rolled on a white die. A 4, 5 or 6 rolled on a black die cancels out one
positive favor. The spells effects are then modified based on how many
points of favor the priest has earned on the roll as per Table 17.
Table 17: EFFECTS OF DIVINE FAVOR
Favor
+4 or more
+3
+2
+1
0
-1
-2 or less
Effect
The spell is cast as if the priest is 3 levels higher.
The spell is cast as if the priest is 2 levels higher.
The spell is cast as if the priest is 1 level higher.
No unusual effects. The spell is cast as per the description.
The spell is cast as if the priest is 2 levels lower. If the priest
is only level 1 or 2, then use the -1 favor effect below.
The spell is cast but at the cost of one of the priests other
spell slots as well. The priest can choose which other spell is
lost. If the priest has no more spells available, then the casting fails.
The spell fizzles out and fails completely.
For example, Selwyn is in a forgotten tomb. His torch has been extinguished and he has just walked his way into a mess of zombies. He begins
calling on the Eternal Lantern to cast a light spell to better combat his enemies. He is in good standing with the Order of Light and has even made his
monthly sacrifices. Selwyn gains 3 positive favor dice for being in good
standing with the Order, because he is battling undead, and because he is
casting a spell (light) that brings light into the darkness. He has 1 negative
favor die since he is currently in darkness. Selwyn rolls 3d6 white dice and
1d6 black die. The white dice come up 1, 5, and 5. The black die comes
up 6. The one negative favor (the black 6) cancels out one of his successful
positive favors (one of the white 5s), leaving him with a single positive favor
which means the light spell goes off just as described in the spell description.
CASTING SPELLS
Both wizards and priests use the same rules for casting spells. To cast a
spell, you must first have the spell prepared. If it is not prepared, the spell
cannot be cast. Once youve cast a prepared spell, you cant cast it again
until you prepare it again (If youve prepared multiple copies of a single
spell, you can cast each copy once).
To cast a spell, you must be able to speak (not under the effects of a silence spell or gagged), and have both arms free. If the spell is targeted on a
person, place, or thing, you must be able to see the target. It is not enough
to cast a fireball ahead into the darkness; you must be able to see the point
of the explosion and the intervening distance. Likewise, a magic missile
(which always hits its target) cannot be fired into a group of bandits with the
instruction to strike the leader; you must be able to identify and see the leader.
Spells can be cast through narrow openings only if both your vision and
the spell energy can be directed simultaneously through the opening. A wizard standing behind an arrow slit can cast through it; sending a magic missile through a small peephole he is peering through is another matter.
SPELL CHECKS
When you cast a spell, you roll 1d20 and add your proficiency bonus.
This is called a spell check. You also add your Intelligence modifier if you
are a wizard or your Wisdom modifier if you are a priest. Saving throws
made against your spell have a DC equal to your spell check result.
Automatic Failures: A natural 1 (the d20 comes up 1) on a spell check
means that the casting of the spell has automatically failed and fizzled out.
The spell-caster loses the spell from his mind as if he had cast it with no effect. Wizards may also suffer serious consequences when this happens (see
Corruption, page 61).
Spell Checks by Other Classes: Foolish warriors have been known to
read magical scrolls in dangerous attempts to wield magic. A warrior,
rogue, or other character untrained in magic may attempt to cast a spell from
magical instructions he encounters. A character from an untrained class rolls
1d10 for his spell check instead of 1d20. He does not add any modifier for
an ability score or caster level.
SPELL DESCRIPTIONS
The spells available to characters are listed and described in Chapter 9:
Spells. The spells are arranged alphabetically. At the start of each spell description is the following important game information: The description of each
spell is presented in a standard format. Each category of information is explained and defined below.
NAME
The first line of every spell description gives the name by which the spell is
generally known on Tellene. Different regions and cultures may refer to spells
by different names.
RANGE
A spells range indicates the distance from you in which the spell effect
occurs. Standard ranges include the following.
Self: The spell affects only you, with the effect embodied within or emanating from you.
Touch: You must touch a creature or object to affect it. A touch spell that
deals damage can score a critical hit just as a weapon can. A touch spell is
a critical hit on a natural roll of 20 if it beats the opponents armor class by 5
or more. It deals maximum damage on a successful critical hit, just like an
attack with a weapon.
# of Feet: Unless otherwise specified, all other spells are centered on a
point visible to you and within the range (in feet) of the spell. The point can
be a creature or object if desired. In general, a spell that affects a limited
62
Magic
number of creatures within an area affects those closest to the center of the
area first, unless there are other parameters operating (such as level).
DURATION
This lists how long the magical energy of the spell lasts.
You may end certain spells at will. In order to dismiss these spells you must
be within range of the spell's center of effectwithin the same range at
which the spell can be cast. You must also be able to speak words of dismissal. Note that only the original caster can dismiss his spells in this way.
There is usually no sign that a spell is going to expire.
Time: Many durations are measured in rounds, minutes, hours, or some
other increment. When the time is up, the magic goes away and the spell
ends. If a spells duration is variable, the DM rolls it secretly.
Instant: Spells of instantaneous duration come and go the moment they are
cast, although the results of these spells may be permanent and unchangeable by normal means.
Permanent: Spells of permanent duration last until the effects are negated
by some means, usually by a dispel magic. Some spells have a variable
duration. In most cases, you cannot choose
CASTING TIME
All spells are assigned an action phase just as weapons are. You are
considered to begin casting in the Very Fast phase and to finish in the spells
specified casting time. During that time, you cannot move to dodge attacks,
therefore you do not gain the benefit of your Dexterity bonus to your AC.
Furthermore, if you are struck by a weapon or fail to make a saving throw
before the spell is finished casting, your concentration is disrupted. Your spell
is lost in a fizzle of useless energy and is wiped clean from your memory until
it can be prepared again. Wizards and priests are well-advised to not stand
at the front of any battle, at least if they want to cast any spells!
SAVING THROW
Usually a harmful spell allows a target to make a saving throw to avoid
some or all of the effect. The Saving Throw entry in a spell description defines which type of saving throw the spell allows and describes how saving
throws against the spell work.
In general, a saving throw against a spell effect uses a DC equal to the
spell check. For example, a charm person cast with a spell check result of
17 requires a Charisma save of 17 or higher to resist. If a spell does not
specify a specific DC for a save, the save is made against the spell check
result.
Negates: The spell has no effect on a subject that makes a successful saving throw.
Partial: The spell causes an effect on its subject, such as death. A successful saving throw means that some lesser effect occurs (such as being dealt
damage rather than being killed).
Half: The spell deals damage, and a successful saving throw halves the
damage taken (round down).
None: No saving throw is allowed.
Disbelief: A successful save lets the subject ignore the effect of the illusion.
Saving Throw Difficulty Class: A saving throw against your spell has a DC
equal to your spell check that you rolled when casting the spell.
Succeeding on a Saving Throw: A creature that successfully saves against
a spell that has no obvious physical effects feels a hostile force or a tingle,
but cannot deduce the exact nature of the attack. For example, if you secretly
cast charm person on a creature and its saving throw succeeds, it knows that
someone used magic against it, but it cant tell what you were trying to do.
Likewise, if a creatures saving throw succeeds against a targeted spell, such
as charm person, you sense that the spell has failed. You do not sense when
creatures succeed on saves against spells that effect areas such as web or
fireball.
Automatic Failures and Successes: A natural 1 (the d20 comes up 1) on a
saving throw is always a failure, and the spell may cause damage to ex-
posed items (see Items Surviving after a Saving Throw, below). A natural 20
(the d20 comes up 20) is always a success.
Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a
saving throw and willingly accept a spells result. Even a character with a
special resistance to magic (for example, an elfs resistance to sleep effects)
can suppress this quality.
Items Surviving after a Saving Throw: A being's carried equipment and
possessions are assumed to make their saving throws against special attacks
if the creature makes its saving throw, unless the spell specifically states otherwise. If the creature fails its saving throw, or if the attack form is particularly
potent, the possessions may require saving throws using either object saving
throws (your DM has information on handling object saving throws) or the
being's saving throw. The DM will inform you when this happens.
DESCRIPTIVE TEXT
The text provides a complete description of how the spell functions and its
game effects. It covers most typical uses of the spell, if there are more than
one, but cannot deal with every possible application players might find. In
these cases, the spell information in the text should provide guidance on how
to adjudicate the situation.
Spells with multiple functions enable the caster to select which function he
wants to use at the time of casting. Usually a single function of a multiplefunction spell is weaker than a single-function spell of the same level.
Spell effects that give bonuses or penalties to abilities, attack rolls, damage rolls, saving throws, etc., are not usually cumulative with each other or
with other magic: the strongest single effect applies. For example, a warrior
drinks a potion of giant strength and then receives the 2nd-level wizard spell
strength. Only the strongest magic (the potion) is effective. When the potion's
duration ends, however, the strength spell is still in effect, until its duration
also expires.
Some spells (such as bless) affect the friends or enemies of the caster. In
all cases, this refers to the perception of the caster at the time the spell is
cast. For example, a chaotic good character allied with a lawful good priest
would receive the benefits of the latter's bless spell.
63
Spells
Chapter Nine
Chapter 9: Spells
Spells
You pile of stones, you waste, you desolation, I'll stuff you with misery till it comes
out of your eyes. I'll change your heart into green grass, and all you love into a sheep.
I'll turn you into a bad poet with dreams.
64
Spells
6
5
65
Spells
The spells herein are presented in alphabetical order. Wizards can prepare
and cast the arcane spells available to them on Table 18 while priests can
prepare and cast the divine spells on Table 19 below.
Table 18: WIZARD SPELLS
st
1
2
3
4
5
6
7
8
9
10
11
12
1 Level
Charm Person
Comprehend Languages
Detect Magic
Hold Portal
Lerasonuls Floating Disk
Light
Magic Missile
Protection from Evil
Read Magic
Shield
Sleep
Ventriloquism
nd
2 Level
Continual Light
Detect Evil
Detect Invisibility
Detect Thoughts
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Phantasmal Force
Web
Wizard Lock
1
2
3
4
5
6
7
8
1 Level
Cure Light Wounds
Detect Evil
Detect Magic
Endure Elements
Light
Protection from Evil
Purify Food and Drink
Remove Fear
nd
2 Level
Bless
Continual Light
Find Traps
Know Alignment
Hold Person
Resist Energy
Silence
Slow Poison
Range: Touch
Duration: 10 minutes/level
Bless fills your allies with courage. Choose any number of creatures within
range that are not already affected by this spell. Whenever a target makes
an attack roll or saving throw before the spell ends, your blessing allows it to
add a d4 to the result.
Continual Light
Range: 120 feet
Duration: Permanent
This spell creates a globe of light, as if a bright torch were lit, shedding
bright light in a 20-foot radius (and dim light for an additional 20 feet). It will
continue to glow forever or until magically removed. If the spell is cast on an
object (such as a coin), the light will move with the object. If cast at a creatures eyes, the creature must make a successful Dexterity save or be permanently blinded by the light. A blinded creature has Disadvantage on all attack rolls, and any other checks the GM determines are hampered by being
blinded. If the Dexterity save is successful, the continual light appears behind
the targeted creature.
When laying your hand upon a living creature, you channel positive energy that allows them to heal more quickly. The recipient of a cure light
wounds spell immediately makes a healing check to remove a consequence
that they have suffered on any one ability as if he was taking a long rest. The
Charm Person
Range: 120 feet
Duration: Special
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature
or the writing. The ability to read does not necessarily impart insight into the
material, merely its literal meaning. The spell enables you to understand or
read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per
minute. Magical writing cannot be read, though the spell reveals that it is
magical. This spell can be foiled by certain warding magic (such as the
secret page and illusory script spells). It does not decipher codes or reveal
messages concealed in otherwise normal text.
Range: Touch
Duration: Instant
Bless
Range: 50 feet
Duration: 1 minute/level
Comprehend Languages
This spell makes one humanoid person (such as humans, dwarves, elves,
halflings, goblins, kobolds, etc.) regard you as a trusted friend and ally (treat
the targets attitude as friendly). If the creature is currently being threatened
by you or your allies, however, it has Advantage on its Charisma saving
throw. It will not affect undead nor creatures more than one size category
larger than the caster (a human can charm an ogre, but not a giant). Every
day, the target of a successful charm person spell may attempt another Charisma save to negate the spell.
The spell does not enable you to control the charmed person as if it were
an automaton, but it perceives your words and actions in the most favorable
way. You can try to give the subject orders, but you must win an opposed
Charisma check to convince it to do anything it wouldnt ordinarily do (retries
are not allowed.) An affected creature never obeys suicidal or obviously
harmful orders, but it might be convinced that something very dangerous is
worth doing. Any act by you or your apparent allies that threatens the
charmed person breaks the spell. You must speak the persons language to
communicate your commands, or else be good at pantomiming.
66
Spells
recipient also restores one of their own hit die worth of hit points. For example, cure light wounds cast upon a rogue, allows him to restore 1d6 hit
points. This does not count against their daily limit of hit dice that they can
spend.
Since undead are powered by negative energy, this spell deals damage
to them instead of curing their wounds. An undead creature can apply magic
resistance, and can attempt a Wisdom saving throw to take half damage.
Detect Evil
Range: 60 feet
Duration: 10 minutes/level
When this spell is cast, you will see all evilly enchanted objects that you
can see within 60 feet glow. It will also cause creatures that want to harm
you to glow when they are within range. The actual thoughts of the creature
cannot be heard. Remember that just because a creature has an evil alignment, it doesnt mean that they intend to harm you. Traps and poison are
neither good nor evil, merely dangerous. Some creatures, such as those
summoned from evil planes of existence or undead creatures that have an
evil alignment are so tainted by evil that they glow from this spell even if they
dont intend to harm you.
Detect Invisibility
Range: 60 feet
Duration: 10 minutes/level
You can see any objects or beings that are invisible within 60 feet, as
well as any that are ethereal, as if they were normally visible. Such creatures
are visible to you as translucent shapes, allowing you easily to discern the
difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not
reveal illusions or enable you to see through opaque objects. It does not
reveal creatures who are simply hiding, concealed, or otherwise hard to see.
Detect Magic
Range: 60 feet
Duration: 1 minute/level
When this spell is cast, you will see all magical objects, creatures, and
places within range glow. This effect will not last very long, and should be
saved until you want to see if something found during an adventure is, in
fact, magical. Only magical subjects that you could normally see will be
Detect Thoughts
Range: 60 feet
Duration: 1 minute/level
This spell allows you to hear surface thoughts of creatures within 60 feet
that you can see. You must concentrate during the entire duration. Any single
living creatures thoughts may be understood, regardless of the language.
The thoughts (if any) of undead creatures cannot be detected with this spell. If
more than one creature is within range, you will detect a confused jumble of
thoughts. You may only sort out the jumble by concentrating for an extra
minute to find a single creature.
Endure Elements
Range: Touch
Duration: 24 hours
Find Traps
Range: 60 feet
Duration: 1 minute/level
This spell makes a trapped area glow with a dull blue light when you approach within 60 feet. It reveals where mechanical and magical traps are,
but not the kind of trap or how the trap can be disarmed.
Hold Person
Range: 100 feet
Duration: 1 round/level
Hold Portal
Range: 30 feet
Duration: 1 minute/level
This spell magically holds shut a door, gate, window, or shutter of wood,
metal, or stone. The magic affects the portal just as if it were securely closed
and normally locked. A knock spell or a successful dispel magic spell can
negate a hold portal spell. Held portals can be broken or physically battered
down, but all attempts at doing so are made with Disadvantage.
67
Spells
Invisibility
Range: Touch
Duration: 1 minute/level
Knock
Range: 100 feet
Duration: Instant
Levitate
Range: 60 feet
Duration: 1 minute/level
Light
Range: 120 feet
Duration: 10 minutes/level
Know Alignment
Casting Time: Very Slow
Save: Wisdom negates
A know alignment spell enables you to exactly read the aura of a creature
or an aligned object (unaligned objects reveal nothing). You must remain
stationary and concentrate on the subject for a full round. If the creature rolls
a successful Wisdom saving throw, you learn nothing about that particular
creature from the casting.
This spell creates a large ball of light, as if a bright torch were lit, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet).
If the spell is cast on an object (such as a coin), the light will move with the
object. If cast at a creatures eyes, the creature must make a successful Dexterity save or be blinded by the light until the duration ends. A blinded creature has Disadvantage on all attack rolls, defense rolls, and any other checks
the GM determines are hampered by being blinded. If the Dexterity save is
successful, the light appears behind the targeted creature.
The knock spell opens stuck, barred, locked, held, doors. It opens doors
that have been protected by hold portal or wizard lock spells. It opens secret
doors, as well as locked or trick-opening boxes or chests. It also loosens
welds, shackles, or chains (provided they serve to hold closures shut). If used
to open a hold portal or wizard locked door, the spell does not remove the
spell but simply suspends its functioning for 10 minutes. In all other cases, the
door does not relock itself or become stuck again on its own. Knock does not
raise barred gates or similar impediments (such as a portcullis), nor does it
affect ropes, vines, and the like. The effect is limited by the area. Each spell
can undo as many as two means of preventing egress.
Range:30 feet
Duration: 10 minutes
This spell creates an invisible magical horizontal platform about the size
and shape of a small round shield. It can carry up to 500 pounds. It cannot
be created in a place occupied by a creature or object. The floating disk is
created at the height of your waist, and will always remain at that height. It
will automatically follow you, remaining within 5 feet at all times. It can never
68
Spells
Locate Object
Range: 50 feet/level
Duration: 1 minute/level
Magic Missile
Range: 100 feet
Duration: Instant
A missile of magical energy darts forth from your fingertip and strikes its
target, dealing 1d4+1 points of force damage. The missile strikes unerringly,
even if the target is in melee combat or has less than total cover or total
concealment. Specific parts of a creature cant be singled out. Inanimate
objects are not damaged by the spell.
For every two levels beyond 1st, you gain an additional missiletwo at
3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th
level or higher. If you shoot multiple missiles, you can have them strike a
single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for magic resistance or roll
damage.
Mirror Image
Range: Self
Duration: 1 minute/level
With this spell, you create 1d4 additional images which look and act exactly the same as you. The images appear and remain next to you, moving if
you move, talking if you talk, and so forth. You need not concentrate; the
mirror images will remain until the duration ends or until hit. The image are
not real, and cannot actually do anything. Any successful attack on you will
strike an image instead, which will merely cause that image to disappear
(regardless of the actual damage). Area of effect spells and effects (such as a
fireball) can damage and dispel multiple images in addition to damaging the
caster.
Phantasmal Force
Range: 200 feet
Duration: Special
This spell creates the visual illusion of any object, creature, or force, as
long as it is within 400 square foot area. The illusion is visual and affects all
believing creatures (undead are immune) that view it. It does not create
sound, smell, or temperature. Effects that depend on these senses usually fail.
The illusion lasts until struck by an opponentunless you cause the illusion to
react appropriatelyor until you cease concentration upon the spell. Creatures that interact with the phantasm are allowed an Intelligence saving
throw. A successful save indicates that they no longer believe the illusion. If
they communicate this, it grants others Advantage on their Intelligence saves
made to disbelieve the illusion. The illusionary effect can be moved within the
limits of its 400 square foot area of effect.
This spell wards a creature touched from certain types of evil creatures: elementals, fey, fiends, and undead.
The protection grants several benefits: Evil creatures of those types have
Disadvantage on attack rolls against the target. The target also cant be
charmed, frightened, or possessed by them. If the target is already charmed,
frightened, or possessed by such a creature, the target has Advantage on
any new saving throws against the relevant effects.
This spell makes 1 cubic foot/level of spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food
and drink, but the spell has no effect on creatures of any type nor upon magic potions.
Note: Water weighs about 8 pounds per gallon. One cubic foot of water
contains roughly 8 gallons and weighs about 60 pounds.
Read Magic
Range: Self
Duration: 10 minutes/level
By means of read magic, you can decipher magical inscriptions on objectsbooks, scrolls, weapons, and the likethat would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in
the writing, although it may do so in the case of a cursed scroll. Furthermore,
once the spell is cast and you have read the magical inscription, you are
thereafter able to read that particular writing without recourse to the use of
read magic. You can read at the rate of one page (250 words) per minute.
69
Spells
All spell books are written in magical words, and only their owners may read
them without using this spell.
Remove Fear
Range: Touch
Duration: 10 minutes
Resist Energy
Range: Touch
Duration: 10 minutes/level
Shield
Range: Self
Duration: 1 minute/level
Silence
Range: 400 feet
Duration: 1 minute/level
Upon the casting of this spell, complete silence prevails in a 15 foot area.
All sound is stopped: Conversation is impossible, spells cannot be cast, and
no noise whatsoever issues from, enters, or passes through the area. The
spell can be cast on a point in space, but the effect is stationary unless cast
on a mobile object. The spell can be centered on a creature, and the effect
then radiates from the creature and moves as it moves. An unwilling creature
can attempt a Wisdom save to negate the spell and can use magic resistance, if any. Items in a creatures possession or magic items that emit
sound receive the benefits of saves and spell resistance, but unattended
objects and points in space do not. This spell provides a defense against
sonic or language-based attacks.
Sleep
Range: 100 feet
Duration: 1 minute/level
Slow Poison
Range: Touch
Duration: 1 hour/level
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spells duration does not
affect the subject until the spells duration has expired. Slow poison does not
cure any damage that poison may have already done.
Ventriloquism
Range: 30 feet
Duration: 1 minute/level
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language
you know. With respect to such voices and sounds, anyone who hears the
sound and rolls a successful Intelligence save recognizes it as illusory (but still
hears it).
Web
Range: 100 feet
Duration: 10 minutes/level
Wizard Lock
Range: Touch
Duration: Permanent
A wizard lock spell cast upon a door, chest, or portal magically locks it.
You can freely pass your own wizard lock without affecting it; otherwise, a
door or object secured with this spell can be opened only by breaking in or
with a successful dispel magic or knock spell. Creatures attempting to break
open a door or portal affected by this spell have Disadvantage. (A knock
spell does not remove a wizard lock; it only suppresses the effect for 10
minutes.)
70
Index
actions
attacking an unseen target
consequences
critical hits
damage
death
death rolls
dodge
example
grappling
healing
initiative
Knock-out
mighty feats of arms
movement
rounds
stabalizing
use an item
Commoner
Comprehend languages
Consequences
Constitution
Constitution saves
Contests
Continual light
Copper piecies
Corruption
Coup de grace
Cover
half-cover
three-quarters cover
total cover
Craftsman
Crawling
Critical hits
Cure light wounds
A
Ability checks
Ability modifiers
Ability scores
Acrobatics
Action phases
Actions
improvising an action
ready an action
Advantage
Animal handling
Arcane failure
Arcane magic
arcane scrolls
arcane spellbooks
binding arcane spells
corruption
mercurial essence
preparing arcane spells
Armor
Armor class
Athletics
Attack
Attack bonus
Attack modifiers
Attack roll
Attack rolls
Attacks
8
9
9, 10
33
44
45
47
46
8
33
17
60
60
60
60
61
60
60
39
10, 39
33
45
23
11
47
8
47
B
Backgrounds
Backstab
Banded mail
Base speed
Bless
Bonds
Bonus spells
Bounty hunter
Brandobians
Bright light
10, 30
25
39
11
66
10
24
30
15
56
D
Damage
consequences
falling
healing
Knock-out
stabalizing
Damage rolls
Damage types
Darkness
Death rolls
Deception
Dejy
Detect evil
Detect invisibility
Detect magic
Detect thoughts
Dexterity
Dexterity saves
Dice
difficult terrain
Dim light
Disadvantage
Disguise
Divine favor
Divine magic
C
Candle
Carousing
Casting spells
Casting time
Chain mail
Character creation
Charging
Charisma
Charisma saves
Charlatan
Charm person
Classes
Clergy member
Climbing
Clothing
Coins
Combat
action phases
45
47
49
47
48
49
49
46
50
46
49
14, 44
50
48
14, 45
44
49
46
31
66
49
9
9
8
56, 66
36
61
45
47
47
47
47
30
54
47
66
56
33
62
63
39
10
45
9
10
30
66
10, 22
30
54
41
36
44
44
71
37, 47, 48
49
55
49
50
49
47
37
57
49
33
16
67
67
67
67
9
9
5
54
56
8
33
61
61
Spells
divine favor
divine scrolls
preparing priest spells
Dodge
Dragging
Drink
Dwarves
Intimidation
Investigation
Invisibility
61
61
61
46
55
41
17
J
Jester
Jogging
Jumping
E
Elves
Endure elements
Equipment
Escape artist
Eternal lantern
Experience points
18
67
10, 36
33
24
57
Kalamaran
Knock
Know alignment
Lantern, bullseye
Lantern, hooded
Leather armor
Lerasonul's floating disk
Level advancement
Levitate
Lifting
Light
bright
darkness
dim
Light sources
Listening
Locate object
Lodging
Long rest
Lore
Low-light vision
Luck points
G
36
46
31
31
H
Halflings
Half-plate armor
Healing
long rest
resting
short rest
stabalizing
Helping
Hide armor
Hit dice
Hit points
Hold person
Hold portal
Humans
19
39
33, 49
50
50
50
49
46
39
9, 10, 22, 48
9, 10, 48
67
67
15
56
56
39
68
57
68
55
56, 68
56
57
56
56
56
69
41
50
33
18
25
M
Magic
arcane
casting spells
divine
spell checks
Magic missile
Meals
Melee attacks
Mercurial essence
Mighty feats of arms
Minstrel
Mirror image
Movement
climbing
crawling
difficult terrain
dropping prone
hustle
jogging
jumping
standing up
swimming
walking
Moving
I
Ideals
Illumination
Improved critical
Infravision
Initiative
Inns
Insight
Inspiration points
Intelligence
Intelligence saves
16
68
68
L
55
23, 48
16
67
56
10
41
39
Gold piecies
Grappling
Guide
Guild thief
32
54
54
F
Falling
Feats
Fhokki
Find traps
Finding
Flaws
Food
Full plate armor
33
33
68
10
56
23
17
14, 44
41
33
9
9
9
72
60, 63
60
62
61
62
69
41
47
60
23, 48
32
69
14, 45, 54
54
54
54
54
46
54
54
54
54
54
dragging
lifting
pushing
Multi-class
Spell checks
Spells
arcane scrolls
arcane spellbooks
binding arcane spells
casting
casting time
duration
preparing arcane spells
range
saving throws
spell checks
spell descriptions
Splint mail
Spy
Standing up
Stealth
Strength
Strength saves
Studded leather
Surprise
Survival
Svimohz
Swimming
55
55
55
15, 27
N
Noble
32
P
Pace
Padded armor
Perception
Performance
Permanent spells
Persuasion
Phantasmal force
Pick locks
Platinum piecies
Priest
Profession
Proficiencies
Prone
Protection from evil
Purify food and drink
Pushing
55
39
33, 55
33
63
33
69
33
36
24
33
37, 39
54
69
69
55
T
Thug
Time
Torch
Touch of dawn
Trade coins
Trade goods
Training
Traveling
Treasure
Turn undead
R
Races
Range
Ranged attacks
Read magic
Reanaarian
Remove fear
Resist energy
Rewards
Riding
Rogue
Rounds
10, 14
37
47
69
16
70
70
57
33
33
54
56
24
36
36
57
55
57
10, 24
25
Ventriloquism
44, 54
70
S
Sage
Saving throws
Scale mail
Scrolls
arcane
divine
Searching
Selling loot
Shield
Shields
Short rest
Silence
Silver pieces
Skills
Sleep
Sleight of hand
Slow poison
Small size
Soldier
Speed
62
11
60
60
60
45, 62
63
63
60
62
63
62
62
40
32
54
33, 46, 55
9
9
40
44
33
16
54
Walking
Warrior
Weapon specialization
Weapon speed
Weapons
Web
Wepaon size
Wisdom
Wisdom saves
Wizard
Wizard lock
32
8, 63
39
60
61
46
37
70
40
50
70
36
15, 33
70
33
70
19
32
11, 44
73
54
23
23
11, 37
37
70
37
9
9
26
70
Spells
74
75