5 0 Ez41
5 0 Ez41
5 0 Ez41
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No Alignments
Disclaimer No Feats or Multiclassing
The following is a document of House Rules. In this
document are alternatives to the normal fifth edition
Shorter Skill List
The skill list is no longer printed on the character sheet.
Dungeons & Dragons rules. You will still need a copy of
There is a space to list your skills and other abilities.
“Dungeons and Dragons Rules” available for free here:
Here is the shortened skill list:
http://dnd.wizards.com/articles/features/basicrules?
x=dnd/basicrules
Athletics (Str or Dex) [Acr obatics]
I also highly recommend the fifth edition "Player’s Lore (Int or Wis) [Religion, Histor y, Ar cana]
Handbook", "Monster Manual", and "Dungeon Master’s Nature (Int or Wis) [Sur vival, Medicine, Animal
Guide" to make full sense of this document. Handling]
Perception (Wis or Int) [Investigation, Insight]
Persuasion (Cha or Str ) [Intimidation, Deception]
Copyrights Stealth (Dex) [Sleight of Hand]
This document is intended to be used as alternative
house rules to an already standing game system. No Because of the shortened list, characters don’t have as
information herein is to be copied and sold for profit. many skills. You either have a skill or you don’t. If you
do, you add your tier to your ability check.
Saving Throws
Introduc on: Your tier is added to all saving throws.
This document is not intended to replace the Player’s
Passive Perception
Handbook, but to supplement it. Many of the rules from
Passive perception is no longer on the character sheet.
the Player’s Handbook have been repeated here for
That is one less thing to explain to new players. The DM
convenience. Wherever something is mentioned for
can easily write it on a sheet he keeps. After all, it is the
which I haven’t provided adequate information
DM that uses it.
(Darkvision for instance) refer to the Player’s Handbook.
Common Speed and Hit Dice
Overview All characters have a move rate of 30 feet.
This is a set of “House Rules”. The intention is to The hit dice for all characters is d8.
simplify the rules, specifically for younger players, or Equipment
players new to role playing games, and to speed up Each class has a beginning equipment list. Or they can
play. To accomplish this we will use the Player’s purchase their equipment from the provided lists.
Handbook with some modifications. The major changes
are: No Background and No Tool List
It’s not that you can’t have a background, it is just not
Limited Race Selection part of character creation.
Race limited to Human, Dwarf, Elf, or Halfling
Weapons
Limited Class Selection Weapons have changed. It is now easy to add additional
Class limited to Fighter, Cleric, Wizard, or Thief (which weapons to the list. There is no damage type. If he
is a Rogue, thief) damage type is important, for a monster perhaps, the
All class features have been modified somewhat along DM makes the logical decision as to what type of
with the features they get as they advance in levels. For damage the weapon does.
example, Fighters no longer have fighting styles. Instead
they get +2 to all attack rolls and, at 10th level, add +2 to Experience Points
all damage rolls. Got rid of experience points. You gain a level at points
determined by the DM (typically after finishing an
No Ability Modifiers adventure.)
The ability modifiers become the ability scores.
Short Rest Healing
No Proficiency Bonus No more tracking hit dice. You recover half your lost hit
It is replaced by level tier. (level/4) rounded up. This is points after a short rest.
one less than proficiency bonus, so on most weapon
attacks you add +1 to hit. Spells Selection & Spell Slots Change
You now get all spells of allowed/selected spell energy
type & domain or school. Spell slots are replaced by
mana points. No material components for wizards.
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Gear: Backpack with waterskin, one day’s iron rations, weapons. A weapon may also fall into one of 3 sub-
bedroll, small sack, and tinder box, with flint & steel. Case category;
with 20 crossbow bolts. Wooden holy symbol. Three
torches. Long weapons: If a weapon is long, you can attack
Gold: 1d4 gp. creatures that are 2 squares (10 ft.) away from you. If you
use a long weapon to attack a creature that is in an adjacent
Wizard’s starting equipment square (5 ft. away) you cannot add your tier to the attack
Armor: None roll.
Weapons: Quarterstaff & Medium crossbow
Gear: Backpack with waterskin, one day’s trail rations, Thrown weapons: These weapons are designed to be
bedroll, sack, tinder box, with flint & steel. Ten candles, thrown. If not thrown they can be used as melee weapons.
map case, three pages of parchment, ink, inkpen, Any weapon, other than a range weapon, can be thrown. If
spellbook. Case with 20 crossbow bolts. it isn't designed to be thrown, you have disadvantage to hit
Gold: 3d6 gp. (range 20/60).
Thief’s starting equipment Range weapons: Range weapons use ammunition (such as
arrows). Each time you attack with the weapon, you use a
Armor: Leather
piece of ammunition. Drawing the ammunition is part of
Weapons: Short sword & Medium crossbow
the attack. You can recover half of the amination you used
Gear: Backpack with waterskin, one day’s iron rations,
at the end of the battle. If you are in a square adjacent to an
bedroll, small sack, and tinder box, with flint & steel.
enemy, you fire range weapons at a disadvantage.
Thieves’ tools. Hooded lantern and three flasks of oil. Case
The range shown for thrown and ranged weapons lists two
with 20 crossbow bolts.
numbers. The first number indicates the weapon’s normal
Gold: 4d4 gp.
range in feet. Any attack beyond that range is made at a
disadvantage. The second number is the weapon’s
Alternately, you can roll 4d10 and multiply the result maximum range. You can’t hit a target beyond that range.
by 10. These are your starting gold pieces. Purchase
your equipment from the weapons, armor, and equip- Light Weapons can be wielded by any character in one
ment tables. Your character has clothing, including hand, using the better of strength or dexterity to determine
footwear, appropriate to his race and class and to the the attack and damage bonus.
weather. You can buy anything else you want from Light: Light weapons deal 1d6 points of damage.
the tables. If you want something that is not on the Light-long: Long, light weapons deal 1d4 points of
table, ask the DM. damage.
Light-thrown: Light weapons designed to be thrown
All wealth is measured in gold pieces. deal 1d4 points of damage (range 20/60).
There are also Copper, Silver, Electrum, and Platinum Light-ranged: Light ranged weapons deal 1d6 points
coins. of damage (range 30/120)
10 Copper pieces (cp) = 1 Silver piece
10 Silver pieces (sp) = 1 Gold piece Medium Weapons can be wielded by any medium
10 Gold pieces (gp) = 1 Platinum piece (pp) character with one hand or any small character with 2
hands. They use strength for attack and damage rolls or
dexterity for attack and damage rolls if thrown or ranged.
Medium: Medium weapons deal 1d8 points of
damage. A medium weapon wielded by a medium
Weapons
creature with two hands deals 1d10 points of damage.
Your character’s most favorable weapons are listed for
Medium-long: Long, medium weapons deal 1d6
each class and additional weapon types are listed for some
points of damage.
races. Your DM may allow you to add weapons to your list
Medium-thrown: Medium weapons designed to be
if they fall into the same category and sub category as a
thrown, can use strength as an alternate attribute for attack
weapon that is on your list. Add your tier and a +1 weapon
and damage rolls. A medium-thrown weapon deals 1d6
bonus to all attack rolls that you make with a weapon that
points of damage (range 30/140).
is on your most favorable weapon list.
Medium-ranged: Medium ranged weapons deal 1d8
points of damage, and require 2 hands to fire (range
Weapon Types
60/240).
Weapons all fall into 3 broad categories; light, medium and
heavy. Each weapon category is described below.
Generally, heaver weapons do more damage than light
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Heavy Weapons can be wielded by any medium character Fantasy Role Playing Game. Additional weapons can easily
with two hands or any large character with one hand. be added to the game. If your campaign has other weapons
Heavy weapons used by small characters have a available the DM will assign the weapon to the light,
disadvantage to attack rolls. They use strength for attack medium or heavy category adding a long, thrown, or
and damage rolls or dexterity for attack and damage rolls if ranged sub category as appropriate. Then refer to the
ranged. above descriptions to establish damage, etc. If the DM
Heavy: Heavy weapons deal 2d6 points of damage. desires to add a weapon that does not fit into any of the
Heavy-long: Long, heavy weapons deal 1d10 points of above categories (nets for example) he will provide specific
damage. rules for weapons of that type.
Heavy-ranged: Heavy ranged weapons deal 2d6 points
of damage and require 2 hands to fire (range 120/480). Armor
The types of armor you have training in is listed for each
Unarmed Attack: You can use your fists (or head, or foot,
class. If you wear armor that is not on your list, you have
etc.) to make an unarmed melee attack. Add your tier and
disadvantage on any ability check, saving throw, or attack
a +1 weapon bonus to the attack roll. An unarmed attack
roll that involves Strength or Dexterity, and you can’t cast
deals a number of points of damage equal to 1+your spells.
Strength. [Whenever any rule mentions a weapon attack,
No Armor: You are not required to wear armor and may
an unarmed attack will count as a weapon attack.] choose not to. When not wearing armor, your armor class
is 10 + your Dexterity .
The Weapons Table: Weapons on this table below Light Armor: For light armor, you add your Dexterity to
represents weapons that are commonly available in a the base number listed on the armor table to determine
your Armor Class.
Armor
Armor Cost Armor Class (AC) Weight
Light Armor
Padded 5 gp 11 + Dex 8 lb. Adventuring Gear
Leather 10 gp 11 + Dex 10 lb. Item cost Item cost
Studded leather 45 gp 12 + Dex 13 lb. Ammunition Lantern, hooded 5 gp
Medium Armor Arrows (20) 1 gp Mirror, small, steel 5 gp
Hide 10 gp 12 + Dex (max 2) 12 lb. Crossbow bolts (20) 1 gp Oil, flask of 1 sp
Chain shirt 50 gp 13 + Dex (max 2) 20 lb. Sling bullets (20) 4 cp Pole, 10' 5 cp
Scale mail 50 gp 14 + Dex (max 2) 45 lb. Backpack, leather 2 gp Pouch, belt, component 5 sp
Breastplate 400 gp 14 + Dex (max 2) 20 lb. Bedroll 1 gp Pouch, belt, large 5 sp
Half plate 750 gp 15 + Dex (max 2) 40 lb. Blanket 1 gp Quiver, holds 20 arrows 1 gp
Heavy Armor Candle 1 cp Rations, iron, 1 day 5 sp
Ring mail 30 gp 14 40 lb. Case, crossbow bolts (20) 1 gp Rope, 50' 1 gp
Chain mail 75 gp 16 55 lb. Case, map or scroll 1 gp Sack, large 2 cp
Splint 200 gp 17 60 lb. Healer’s kit 5 gp Sack, small 1 cp
Plate 1,500 gp 18 65 lb. Holy Symbol, iron 2 gp Skin for water or wine 2 sp
Shield Holy Symbol, silver 5 gp Spike, iron, large 1 sp
Shield 10 gp Adds +2 to your armor 6 lb. Holy Symbol, wooden 1 gp Tinder Box, with flint & steel 5 sp
class Holy Water, flask 25 gp Torch 1 cp
Weapons
Name Cost Type Name Cost Type
Battleaxe 10 gp Medium Longsword 15 gp Medium
Club 1 sp Light Mace 5 gp Light
Crossbow, hand 75 gp Light-ranged Maul 10 gp Heavy
Crossbow, heavy 50 gp Heavy-ranged Morningstar 15 gp Medium
Crossbow, medium 25 gp Medium-ranged Pike 5 gp Medium-long
Dagger 2 gp Light Quarterstaff 2 sp Light-long
Dart 5 cp Light-thrown Rapier 25 gp Medium
Greataxe 30 gp Heavy Scimitar 25 gp Light
Greatclub 2 sp Medium Shortbow 25 gp Light-ranged
Greatsword 50 gp Heavy Shortsword 10 gp Light
Halberd 20 gp Heavy-long Sickle 1 gp Light
Handaxe 5 gp Medium-thrown Sling 1 sp Light-ranged
Javelin 5 sp Medium-thrown Spear 1 gp Light-thrown
Light Hammer 2 gp Light-thrown Trident 5 gp Medium-thrown
Longbow 50 gp Heavy-ranged Warhammer 15 gp Light
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You can perform these actions in any order you choose. Opportunity Attacks
Movement can be split up, so you could choose to move 10 Opportunity attacks are provoked if two combatants are
feet, perform an attack action, then move another 20 feet. within 5 feet of each other and one of them moves away
Making an Attack from the other. The creature not acting can use its reaction
You can make a melee attack against any creature within to make one free melee attack against the creature that is
one square (5 feet) of your character, or within two squares moving away. The creature’s movement is interrupted
(10 feet) if you are using a long weapon. You can attack while the reacting creature attacks before it moves away.
with a range weapon if the target is within the weapon’s Because it's using its reaction, a creature can make only one
range (refer to the weapon section above). To do so, roll opportunity attack per round.
1d20 and add either your Strength or Dexterity (depending Two-Weapon Fighting
on the weapon type), and add your tier and add an If you hold a light melee weapon in each hand, you can
additional +1 weapon bonus. [If the weapon is not on your attack with them both. Choose which weapon you're using
character's weapon list, you do not add your tier or your as your primary weapon, and which as your secondary
weapon bonus.] Apply advantage or disadvantage if weapon. You can attack with your secondary weapon by
necessary. using your bonus action, and you don't add your ability
If the result is equal to or greater than the enemy's Armor score to the damage on that attack.
Class, the attack hits. Healing
Critical Hits And Fails If your character spends at least one hour performing no
When making an attack, if the die rolls 20, before any strenuous activity — this means no fighting, no bargaining,
bonuses or penalties, you score a critical hit. In this case, and otherwise no activity that would invoke a die roll —
the attack automatically hits (no matter the target's Armor the character has just completed a Short Rest. If your
Class), and you roll twice as many damage dice as you character sleeps and performs no other heavy activities for
normally would. So, if you score a critical hit with a at least 8 hours, he or she has just completed a Long Rest.
handaxe, instead of rolling 1d6, roll 2d6.
When making an attack, if the die rolls 1, you score a When you complete a Short Rest, you regain half of your
critical failure and the attack automatically misses. lost hit points.
Taking Damage
If an attack hits, roll the weapon's damage die, and add When you complete a Long Rest, you regain all your lost
either your Strength or your Dexterity depending on the Hit Points. You can only benefit from one long rest per
weapon. Reduce the target creature's Hit Points by the day.
amount of damage. If the creature falls to 0 Hit Points or Conditions
fewer, it is dying. (However, most DMs kill monsters A creature can be affected by any of the following
outright at 0 or fewer Hit Points.) conditions, possibly even several conditions at once.
Dying and Death
A creature reduced to 0 or fewer Hit Points is dying. A A blinded creature can't see, and fails any ability check
creature reduced to as many Hit Points below 0 as the involving sight. A blinded creature has disadvantage on its
character's Hit Point maximum dies outright. A dying attack rolls, and attacks against it are made with
creature makes a death saving throw on its turn; no other advantage.
action, movement, or activity. There are no modifiers to A charmed creature won't attempt to harm the creature
this roll. that charmed it. The creature that charmed it has
Roll Result advantage on any social ability check involving the
20 Creature stabilizes. charmed creature.
10-19 Mark 1 success. A deafened creature can't hear, and fails any ability check
2-9 Mark 1 failure. involving hearing.
1 Mark 2 failures. A frightened creature has disadvantage on attack rolls and
ability checks while it can see the source of its fear. The
On the 3rd failure, the creature dies. On the 3rd success, frightened creature won't willingly move closer to the
the creature stabilizes. source of its fear.
A stabilized creature is unconscious, has 0 Hit Points, and A grappled creature has a movement of 0. The grapple
does not roll death saving throws. ends if the grappler becomes incapacitated, or if the
Successes and failures reset as soon as a dying creature grappled creature makes a successful Strength or Dexterity
stabilizes. check against the grappling creature's Strength check. The
Any creature can make a Wisdom ability check to give first grappling creature can drag its grappled creature at half
aid to a dying creature to stabilize it, and succeeds if they speed.
roll a 10 or more. They can add their tier+1 to their roll if An incapacitated creature can't take actions (it can move,
they are skilled in Nature. though).
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Cleric Level 19
At 2nd level, you can use Channel Divinity to Turn Increase one Ability by 1
Undead or Preserve Life. Level 20—no new features this level
Turn Undead: All undead within 30 feet make WIS saving
throw or flee for 1 minute or until it takes damage. At
higher levels, undead of a certain challenge rating (CR) or Wizard
lower that fail their save are destroyed.
You can cast spells - refer to Section 5: Spellcasting.
Preserve Life: As an action, all creatures of your choosing
within 30 feet of you heal hit points = 5 times your level
(divided between them). Can restore up to half their hit Level 1
points maximum. Select one Wizard School
You can cast spells - refer to Section 5: Spellcasting. Select energy spell types = INT (min 2)
add +1 to all INT checks and saves
Level 1 Level 2
Select one Clerical Domain can choose to not effect 1+spell's level creatures in area of
Select 2 energy spell types effect spells
add +1 to all WIS checks and saves Level 3—no new features this level
Level 2 Level 4
Channel Divinity (1/rest) Increase one Ability by 1
Levlel 3—no new features this level Level 5
Level 4 Roll 1 extra die for Cantrip damage
Increase one Ability by 1 Level 6
Level 5 creatures that save against cantrips take 1/2 damage
Roll 1 extra die for Cantrip damage Level 7—no new features this level
Level 6 Level 8
Channel Divinity (2/rest) Increase one Ability by 1
Level 7—no new features this level Level 9
Level 8 Cantrip damage increase
Increase one Ability by 1 Level 10
Turn Undead will Destroy Undead of CR 1 Select a second Wizard School
Level 9 add your INT to spell damage rolls
Cantrip damage increase Level 11—no new features this level
Level 10 Level 12
Select a second Clerical Domain Increase one Ability by 1
Level 11 Level 13
Turn Undead will Destroy Undead of CR 2 Roll 2 extra die for Cantrip damage
Level 12 Level 14
Increase one Ability by 1 ≤10th level spells do maximum damage (1/long rests)
Level 13 Level 15—no new features this level
Roll 2 extra die for Cantrip damage Level 16
Level 14 Increase one Ability by 1
Turn Undead will Destroy Undead of CR 3 Level 17
Level 15—no new features this level Roll 3 extra die for Cantrip damage
Level 16 Level 18
Increase one Ability by 1 choose two 3rd level or lower spells you know to now cast
Level 17 as cantrips
Roll 3 extra die for Cantrip damage Level 19
Turn Undead will Destroy Undead of CR 4 Increase one Ability by 1
heal spells do maximum healing Level 20
Level 18 choose two 6th level or lower spells you know to now cast
Channel Divinity (3/rest) as cantrips
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Thief Level 15
Sneak attack: Once per turn, if you attack with advantage, or sneak attack extra damage increases to 8d6
if another of your group is within 5 feet of your target, you make Wisdom saving throws with advantage
deal extra damage with the attack. The attack must use a Level 16
light, light-thrown, or light-ranged weapon. The amount of Increase one Ability by 1
extra damage increases as you advance in levels as Level 17
indicated on below. sneak attack extra damage increases to 9d6
Level 1 take 2 turns on first round, first on your initiative & then
sneak attack extra damage is 1d6 on your initiative -10 (if not surprised)
you know thieves' cant Level 18
add +1 to all DEX checks and saves attacks against you can't have advantage (if you are not
Level 2 incapacitated)
can Dash, Disengage, or Hide as a bonus action Level 19
Level 3 sneak attack extra damage increases to 6d6
sneak attack extra damage increases to 2d6 Increase one Ability by 1
can make DEX (Stealth) check to pick pockets as a bonus Level 20
action treat a miss as a hit, or any ability roll as a 20 (1/long rest)
can use thieves' tools as a bonus action
can use an object as a bonus action
climbing doesn't cost extra movement
Level 4
SECTION 5: Spellcas ng
Increase one Ability by 1 This section provides the rules for casting spells.
Level 5
sneak attack extra damage increases to 3d6 What Is a Spell?
can use a reaction to halve damage received
Behind reality as the player-characters know it, there is a
Level 6 sort of internal “skeleton”, over which reality exists like
Select one of your skills, from now on you use it with skin atop muscle and bone. This “skeleton” can best be
advantage envisioned as an unseen essence that pervades all parts of
Level 7 the multiverse, directly linking everything to every other
sneak attack extra damage increases to 4d6 thing. This is the source of all magic. When you cast a spell,
on DEX saves, take no damage on a save or half damage on you actually create a specific alteration in the local essence,
a fail which then causes the spell effect you wanted in the ‘real’
Level 8 world. We call this essence “mana”.
Increase one Ability by 1
Level 9 All the physical laws of the universe are simply reflections
of the true, background laws that govern this universal
sneak attack extra damage increases to 5d6
essence.
advantage on DEX (Stealth) checks if you move 15 feet or
less
Clerics are conduits for divine magic, the power of the
Level 10 gods. Divine casting is done by channeling the mana
Increase one Ability by 1 provided by their deities to cast spells.
Level 11
sneak attack extra damage increases to 6d6 Wizards create elaborate mental structures within the
on ability checks for things you are skilled at, treat 1-9 as a mazes of their own minds, traps which funnel magical
10 mana like a roof collects rainwater for a barrel, stored and
Level 12 ready to be used over the course of a day.
Increase one Ability by 1
Level 13
sneak attack extra damage increases to 7d6
can ignore class, race and level requirements to use a magic
item.
Level 14
can locate hidden or invisible creatures within 10' (if you
can hear)
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The mana cost of a spell is equal to the spell’s level. So Spell Save DC
to cast a 2nd level spell would require deducting 2 Some spells require the target of the spell to make an
from your mana points. The same spell can be cast ability save against a number called the spell DC (or
over and over as long as there are mana points in your Difficulty Class).
pool. The target of the spell rolls 1d20 + his ability score +
Most spells allow the spending of additional mana his tier to take only half damage (or take no damage f it
points to achieve additional (or more powerful) effects. is a cantrip).
If you enhance a spell this way, you must declare how The spell description will say which ability score is
many mana points you are going to spend on a spell used.
before you cast it. Cleric’s spell save DC is 9 + your tier + your WIS.
Cantrips are 0 level spells. They use a negligible Wizard’s spell save DC is 9 + your tier + your INT.
amount of mana and do not deduct from a character’s
mana points.
To recover mana a character must rest. Spell casters
Spell attack Modifier
recover 100% of their mana after a long rest Some spells require you to make a spell attack.
When you make a spell attack you roll 1d20 + your
spell attack modifier. The total of your roll must equal
Casting Spells the target’s AC or better for the spell to effect it.
You can cast any spell of a spell level equal to your Cleric’s spell attack modifier is your tier + 1 + your
character level or lower that is on one of your spell lists. WIS.
When you cast a spell you deduct (or “spend”) a Wizard’s spell attack modifier is your tier + 1 + your
number of mana points equal to the spell’s level. INT.
You can cast the same spell over and over, as long as
you have the mana points for it.
You can enhance some spells by spending more mana
Concentration
points. Some spells last as long as you maintain concentration.
If you end up spending all of your mana points, you Conditions under which concentration ends are:
will only be able to cast cantrips until after you finish a 1) You cast another spell that requires concentration
long rest. 2) You are incapacitated or killed
3) If you take damage you must make a CON save to
maintain concentration. You roll 1d20 + CON + your Tier.
Enhancing Spells The results of your roll must be at least 10 or 1/2 the
You can spend up to 4 additional mana points on a spell damage you took, whichever is higher.
when you cast it. Each spell description will say if
additional mana points can be spent on it and what
enhanced effects they produce. Spell components
You can enhance spells that do damage even if the Casting a spell requires both verbal, somatic, and
spell description doesn’t explicitly say so. Unless the sometimes material components.
description says otherwise, each additional mana point You must say the magic words (the verbal component)
adds one additional die to the damage roll. in a clear and forceful voice that can be heard from at
least 20 feet away.
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You must have at least one hand free to make the The categories of spells are divided into three major
proper physical gestures (the somatic component) to groups. Energy Spells, Clerical Domains, and Wizard
focus the magical energies that the spell releases. Schools. The specific spells that are included in each
A cleric must boldly present his holy symbol (the category are listed in "SECTION 7: Spell Lists".
material component) that represents his connection to
his deity.
Wizards do not require material components to cast
Energy Spells
their spells. Energy spells are grouped by the type of energy they
Casting a spell while omitting one of these components control.
(casting a spell while in an area of magical silence for
example) cost double the number of mana points. Add The 6 energy types are:
together the total mana normally required to cast the Cold
spell, including any additional mana points for Fire
enhancing the spell, and multiply the results by 2. Force
Casting a spell lacking more than one component is not Lightning
possible Radiant
Thunder
Example: A 4th level wizard can cast any spell on one
of his spell lists up to and including a level 4 spell. Clerics: At first level you select two energy spell types of
When he advances to 5th level he can then also cast your choice except for force or lightning. Clerics cannot
level 5 spells. choose either of those two energy spell types.
Wizard Schools
SECTION 6: What Spells Can I Cast? If you ae a wizard, in addition to your energy spell lists,
you can also cast the spells on a wizard school spell list. A
As a Cleric or Wizard you will select what categories of
wizard will focus his studies on a specific type of spell.
spells you want to specialize in. Each category contains a
list of several spells of different levels. As your character
The 5 wizard schools are:
advances in level he will be able to cast any of the spells on
Conjuration
the list for that category that is of his character level or
Enchantment
lower. For a wizard, this represents his long hours of study
Evocation
of this particular field of magic and his finally mastering
the more difficult, and more powerful, spells. For a cleric, Illusion
this represents his deity granting him access to more Transmutation
powerful spells as a reward for his dedication and service. first level wizard chooses one of these schools. He can add
another school at 10th level.
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Heals
SECTION 7: Spell Lists This is the number of hit points the spell heals and/or any
other healing effect the spell has.
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Spells
SECTION 8 ‐ Conver ng Adventures Fifth edition has a much longer list of spells and a different
method of determining which spells can be selected and
These rules keep the character levels and power very close
cast each day. Also the spell levels are not the same as
to those in the fifth edition Player’s Handbook. If you play
character levels and only go up to spell level 9.
using these rules, you can still use published 5th edition
adventures, and the encounters will require little or no
For monsters with spellcasting abilities, use the spell
modifications. You should be able to use everything
description in the Player’s Handbook.
without change except what is listed here.
When a number of slots is listed, they can use those
slots to cast that many spells of that level or lower.
Ability checks They don’t have to use spell slots to cast cantrips.
Fifth edition ability modifiers = EZ’s ability scores
Damage Types
EZ weapons do not have a damage type. For monsters that
are resistant or immune to certain types of damage, the
DM will decide if a weapon does slashing, bludgeoning or
piercing damage.
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