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Dungeon & Dragons 5.

0-EZ
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.
By Ronny Hart—July, 2017

Step 2: Choose a race


SECTION 1 – Character Crea on Play is typically on a 1 inch square grid. Each square
represents 5 feet. Each character, regardless of race,
Step 1: Ability scores. occupies one square and can move 6 squares (30 feet) each
A strong, muscled warrior. A dexterous thief. An alert round.
tracker. This game represents the various aspects of a Human
character with ability scores. Humans are a versatile race. They are extremely prolific
and common among all environments. Their flexibility and
Take these six numbers 2, 2, 1, 1, 0, -1 and assign them to adaptability giving them certain advantages over the other
the following ability scores, in whatever order you wish races.
(write these in pencil, some of them will change based on Ability Scores: add +1 to 3 abilities (your choice)
your character’s race). An ability score of 0 indicates that Size, medium (M): 4'-10" to 6'-4", 114 to 270 lbs.
your character is neither good nor bad with that ability. A Language: Common
positive number indicates better than normal and a
Dwarf
negative score is below normal.
Dwarves are short and stout, grumpy but loyal, love
digging, and tough as an old boot.
Strength (STR) - Your ability to apply brute force and
Ability Scores: add +1 to CON and to STR
muscles to problems
Size, medium (M): 3’-9” to 4’-8” tall, 132 to 178 lbs
Dexterity (DEX) - Your reflexes, light-footedness, and
Languages: Common and Dwarfish
general physical reaction time
Most favorable weapons: battleaxe, handaxe, light
Constitution (CON) - Your hardiness and ability to
hammer, and warhammer
withstand physical punishment
Other Dwarf Abilities:
Intelligence (INT) - Your raw brainpower and analytical
thinking  Darkvision
Wisdom (WIS) - Your natural ability to grasp knowledge;  Advantage on poison saves
quick-wittedness and street smarts  Take half damage from poison
Charisma (CHA) - Your ability to negotiate with and Elf
influence other people Elves are slender and graceful.
Ability Scores: add +1 to DEX and to WIS
Alternately, you can roll one 6 sided and one 4 sided Size, medium (M): 4'-8" to 6'-2", 102 to 140 lbs.
die, add them together. Write that down. Repeat this Languages: Common and Elvish
7 more times, ignore the lowest two, to generate 6 Most favorable weapons: longsword, shortsword,
numbers. Subtract 6 from each of these (or refer to the shortbow, and longbow
table). This will leave you with 6 numbers, each be- Skill: Perception
tween 4 and -4. Other Elf Abilities:
1 0 9 8 7 6 5 4 3 2  Darkvision
= = = = = = = = =  Advantage on charm saves
4 3 2 1 0 -1 -2 -3 -4  Immune to sleep spells
 Can attempt to hide when lightly obscured by natural
phenomena
For rules in the Player’s Handbook that refer to an ability
score, you can multiply the score here by 2 and add 10.
Halfling
Small, cheerful, practical creatures, halflings try to make
friends with anybody. They usually don't have any greater
Dice goal beyond a simple, pleasant life.
Dice rolls are described with expressions such as
Ability Scores: add +1 to DEX and to CON
“3d4+3,” which means “roll three four-sided dice and
Size, small (S): 2'-9" to 3'-3", 37 to 45 lbs.
add 3” (resulting in a number between 6 and 15). The
Languages: Common and Halfling
first number tells you how many dice to roll (adding
Other Halfling Abilities:
the results together). The number immediately after Can reroll attack roll, ability check, or saving throw when
the “d” tells you the type of die to use. Any number you roll a 1
after that indicates a quantity that is added or subtract-
 Advantage against being frightened
ed from the result.
 Can move through other creature’s space, if they are
medium size (M) or larger.
Rounding Fractions  Advantage on poison saves
In general, if you end up with a fraction, round down,  Take half damage from poison
even if the fraction is one-half or larger.

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Dungeon & Dragon 5.0-EZ

Step 3: Choose a class Level tiers


Levels Tier
Fighter 1-4 1 Champion
A master of martial combat, skilled with a variety of 5-8 2 Hero
weapons and armor. 9-12 3 Exemplar
Most favorable weapons: all weapons
13-16 4 Paragon
Armor Training: all armor and shields
17-20 5 Epic
Skills: Select one skill from this list: Athletics, Nature,
Lore, Persuasion, Perception
Tier 1 - Champion - your character is already a hero, set
Cleric apart from the common people by your natural talents,
A priestly champion who wields divine magic in service of learned skills.
a higher power. Tier 2 - Hero - your character is a shining example of
Most favorable weapons: all light weapons heroism, set well apart from the masses.
Armor training: all armor and shields Tier 3 - Exemplar - your character is an exceptional
Skills: Select one skill from this list: Lore, Perception, example of a hero with truly amazing abilities.
Nature, Persuasion Tier 4 - Paragon - your character is practically unmatched
in his abilities.
Wizard Tier 5 - Epic - your character has extreme, near-
A scholarly magic-user capable of manipulating the superhuman abilities.
structures of reality.
Most favorable weapons: Daggers, darts, slings, Step 6: Saving Throws
quarterstaffs and medium crossbows When your character reacts to a situation, you may roll a
Armor training: none die to determine how well he or she reacts. This is called a
Skills: Select one skill from this list: Lore, Insight, saving throw, and you'll add the most relevant ability score
Perception, Nature and your tier to the roll.

Thief Step 7: Hit Points


A scoundrel who uses stealth and trickery to overcome
Characters in combat will trade blows without immediate
obstacles and enemies
injury or death. Hit Points represent your character's
Most favorable weapons: all light weapons, longswords,
ability to withstand physical combat, either absorbing
and rapiers
wounds or avoiding them. You begin the game with a
Armor training: light armor
number of Hit Points equal to 8 + your constitution score.
Skills: Select one skill from the following list: Athletics,
As you adventure, you may lose and regain Hit Points, but
Persuasion, Perception, Stealth
you may never have more current Hit Points than your Hit
Additional Ability: proficient with thieves’ tools.
Point maximum. Each time you gain a level after the first,
add 1d8+CON to your Hit Point maximum.
Step 4: Languages
Your character knows the languages listed for his race. In Step 8: Equipment
addition, if his INT is 2 or higher, he can know a total
The starting equipment for your character is determined by
number of languages equal to his INT selected from the
his class.
following.
Languages List:
Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc Fighter’s starting equipment
Armor: Scale mail & Shield
Weapons: Longsword & Shortbow
Step 5: Level Tiers Gear: Backpack with waterskin, one day’s iron rations,
Your character starts out at first level and advances in level bedroll, small sack, tinder box, with flint & steel, quiver
as he adventures, from level 1 to a maximum of level 20. with 20 arrows.
The levels are divided into 5 tiers of 4 levels each. Write Gold: 4d4 gp.
down your level and your tier number, which for now are
both 1. If you attempt an activity that you are good at (it is
Cleric’s starting equipment
on the list of your skills and abilities), you add your tier to
any ability check you make to accomplish that activity. Armor: Scale mail & Shield
Your race, and your class will determine what skills and Weapons: Mace & Light crossbow
abilities you have.

4
By Ronny Hart—July, 2017

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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Dungeon & Dragon 5.0-EZ

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
6
By Ronny Hart—July, 2017

Medium Armor: For medium armor, you add your


Dexterity, to a maximum of +2, to the base number listed SECTION 3: Combat
on the armor table to determine your Armor Class.
Heavy Armor: For heavy armor, your Armor Class Combat takes place in a series of rounds. Each combatant
becomes the number listed for that armor on the armor gets one turn in each round.
table. You do not add your Dexterity to the number. Roll Initiative
For each creature in the combat, roll 1d20 and add the
Step 9: Name your Character character's DEX. This is the creature's initiative for this
If you can’t think of a name ask the DM for advice. combat; the creature with the highest initiative takes its
turn first, followed by the creature with the next highest
initiative, etc.
If two creatures have the same initiative, they can choose
SECTION 2: Adventuring who goes first.
Ability Checks Surprise
D&D's core mechanic: To resolve an action roll a 20-sided If one group attacks an enemy group that is unaware of the
die (1d20) and add modifiers. If the result is greater than first group's presence, the first group has surprise. Begin
or equal to a target number then the action succeeds. combat as usual, rolling initiative and proceeding through
When your character attempts something, the Dungeon combat, but for the first round, the surprised creatures can
Master (DM) may require you to make an ability check. To do nothing on their turns. This includes losing use of any
make an ability check, roll 1d20 and add the relevant reaction for one round, measured from the beginning of
ability score. If it is an ability or a skill that you are combat until the start of his turn on round two. After the
experienced with (it is on your character record sheet) , you first round, combat continues as normal.
also add your tier. If the total is greater than or equal to the Actions in Combat
target difficulty number, you succeed; otherwise, you fail. Each creature in combat can do the following during its
Hiding turn:
You can attempt to make yourself difficult to detect by One primary action
some creatures. To hide, make a DEX check. If you are Attack — Make one melee or ranged attack
skilled in stealth, you can add our tier to the roll. Compare Dash — Move up to 6 squares (30 feet), in addition to
your regular movement below
that to a WIS check by the target. If he is skilled in
Disengage — Your movement does not provoke
perception, he adds his tier to his check. If your check is opportunity attacks this round.
equal to or higher than the target, you are hidden from that Dodge — Until the start of your next turn, any
creature. attack against you is made with disadvantage (if
You cannot hide from a creature that can already see you. you can see the attacker) and you make Dexterity
Saving Throws saving throws with advantage
Heal — Tend to one dying creature (see Dying and
When your character reacts to a (usually dangerous)
Death below)
situation in-game, your DM may ask you to roll a saving
Help — Choose one creature within 5 feet of you; it
throw. gains advantage on its next attack or ability check
To make a saving throw, roll 1d20 and add the relevant before the start of your next turn
ability score and your tier to the roll. Hide — Make a Dexterity check to hide
Advantage and Disadvantage Ready — Choose an action (such as an attack), and a
Sometimes, a character is in a particularly positive or trigger for that action. Until the start of your next turn,
when that trigger occurs, you can take that action
negative situation. This puts the character at advantage or
Recall Lore — Make an Intelligence check to recall
disadvantage when making attack rolls, ability checks, or useful information about a creature or
saving throws. environment
If your character makes a roll with advantage, roll two Search — Investigate your environment for clues
d20s and only use the highest number rolled. and/or hidden items
If your character makes a roll with disadvantage, roll two Use an Object — Interact with an object
d20s and only use the lowest of the two numbers. One movement, You can move up to 6 squares (30 feet)
Advantage and disadvantage do not stack and cancel each during your turn.
other out. So, if two abilities give you advantage, you still One bonus action, only if made available by a rule (as in
only roll two d20s. If you have both advantage and two-weapon fighting)
disadvantage, only roll one d20. One reaction, only if made available by a rule (as in
Advantage and disadvantage never apply to damage rolls. opportunity attacks)
One minor activity, such as opening an unlocked door,
picking up a rock, or calling out a brief order

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Dungeon & Dragon 5.0-EZ

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).

8
By Ronny Hart—July, 2017

An invisible creature cannot be seen (but can be heard, Fighter


smelled, etc.). An invisible creature has advantage on its
attack rolls, and attacks against it are made with
Level 1
disadvantage. add 2 to all weapon attack rolls
A paralyzed creature is incapacitated and can neither as a bonus action, heal 1d10+your level (1/rest)
move nor speak. The paralyzed creature fails Dexterity- Level 2
and Strength-based saving throws, attacks against it have take 2 Actions in one round (1/rest)
advantage, and any melee attack against it that hits is an Level 3
automatic critical hit. critical hit on a 19 or 20
A petrified creature, along with any nonmagical object it is Level 4
wearing or carrying, is turned to stone. It gets 10 times
Increase one Ability by 1
heaver, is incapacitated, unaware of its surroundings and
can’t move or speak. Attacks against it have advantage. It
Level 5
fails all Strength and Dexterity saving throws. It takes half attack 2 times with each Attack Action
damage from all attacks and is immune to poison and Level 6
disease, but any already in its system is only suspended. Increase one Ability by 1
A poisoned creature takes disadvantage on ability checks Level 7
and attack rolls. Add your +1 to all STR, DEX and CON checks
A prone creature can crawl at half speed, or use half its Level 8
speed to stand up. A prone creature takes disadvantage on Increase one Ability by 1
attack rolls; melee attacks against it have advantage, and
ranged attacks against it have disadvantage.
Level 9
A restrained creature has a movement of 0. The creature reroll a failed saving throw (1/long rest)
attacks and makes Dexterity checks with disadvantage, Level 10
and attacks against it are made with advantage. add +2 to all melee weapon damage rolls
A stunned creature is incapacitated, can't move, and can Level 11
barely speak. It fails Strength and Dexterity saving throws, attack 3 times with each Attack Action
and attacks against it are made with advantage. Level 12
An unconscious creature is incapacitated, can't move, can't Increase one Ability by 1
speak, and is not aware of its surroundings. It drops
whatever it's holding, falls prone, and fails Strength and
Level 13
Dexterity saving throws. Attacks against it have can reroll a failed saving throw (2/long rest)
advantage, and any melee attack against it that hits is an Level 14
automatic critical hit. Increase one Ability by 1
Level 15
SECTION 4: Leveling Up critical hit on 18, 19 or 20
Level 16
Your character advances to the next level at the end of each
Increase one Ability by 1
adventure (or whenever the DM decides you have reached
a milestone). Each time you advance to the next level you
Level 17
roll 1d8 and add your DEX score. Add that to your current take 2 actions in one round (2/rest)
and maximum hit points. reroll a failed saving throw (3/long rests)
When your character reaches levels 5, 9, 13, and 17 you Level 18
also add one to your tier. when down half, regain 5+CON Hit Points (1/turn)
Level 19
You also receive additional new features depending Increase one Ability by 1
upon your class. Refer to the following information Level 20
regarding each class. Each listed feature is available
attack 4 times with each Attack Action
when you reach the level listed above the feature.

Any feature that ends in (1/rest) indicates that after you


use it once, you can’t use that feature again until after a
short or long rest. (1/long rest) means you must finish a
long rest before you can use it again. Larger numbers
mean that you can use it more times between rests.

You can’t increase any ability score above +5.

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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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Example: Let’s say a cleric wants to cast Guiding Bolt


Mana Points and wants it to do more damage than normal, so he
Each day a spell casting character has a number of spell decides to spend an additional 3 mana points. Because
points he can spend to cast spells. We call these mana Guiding Bolt is a first level spell it cost 1 mana point to
points. The number of mana points you have increases cast. He subtracts 4 points from his pool of mana
with your level. points, 1 to cast the spell and 3 more to enhance it.
 To calculate your number of mana points add 4 to your When he rolls for damage he adds 3 die, one for each
tier, then multiply that by your level. additional mana point he spent. So instead of rolling
4d6 (the amount of damage listed in the spell descrip-
Example: If you are level 5 you will also be tier 2. tion), he rolls 7d6.
[Refer to "Step 5: Level Tiers" on page 4.] So add 4 to
your tier (4+2=6) then multiply that by your level to
 Cantrips cannot be enhanced with mana points but
determine your number of mana points (6x5=30).
cantrips that do damage increase in power as you
By following this example you can see that you will
increase in level. You add one additional die to the
have 5 mana points at level 1, and 180 at level 20.
damage roll at character levels 5, 9, 13, and 17.

 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.

Wizards: At first level you select a number of energy


Overlapping Spells spell types of your choice equal to your INT (minimum of
The effects of the same spell cast multiple times don't two). One of the spell types you select must be force. If a
combine. Instead, the most potent effect - such as the wizard’s intelligence score is increased his number of
highest bonus - from those castings applies while their energy spell types can also increase.
durations overlap.
Clerical Domains
Spell levels If you are a cleric, in addition to your energy spell lists, you
Each spell has a level from 0 to 20. A spell’s level is a can also cast the spells on a clerical domain spell list.
general indication of how powerful it is.
 Cantrips - simple spells that casters can cast with The 4 clerical domains are:
almost no restriction - are level 0.  Abjuration
 A spell’s level corresponds directly to your character’s  Divination
level.  Negative Energy (Necromancy)
 Spells of 13th level and higher are particularly taxing  Positive Energy (Heal spells).
to cast. You can only cast two spells each of levels 13
through 16, and one spell each of levels 17 or higher. A first level cleric must choose either the Positive Energy
You can’t cast another spell of the same level until you or the Negative Energy domain. He adds a second domain
finish a long rest. of his choice at 10th level.

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.

Reading the Spell Descriptions Energy Spells


The various spell properties are listed below.
Cold Spell List
Casting Time Cold spells do cold damage. Effected creatures are reduced
This is how long it takes to cast the spell. to a speed of 10 ft until the start of your next turn.
Creatures killed by a cold spell become frozen statues until
Range thawed. There are 4 spells on the cold spell list. These
The range is the maximum distance from you to the point spells are: Ray of Frost, Ice Storm, Cone of Cold and Freezing
of origin of the spell. A spell with the range of “touch” Sphere.
requires you to touch the creature or object the spell will
effect. If the target of a “touch” spell is not willing to have
Cantrip: Ray of Frost
the spell effect it, you make a spell attack to touch the
creature. If the range is “self”, the spells origin point is the Casting Time: one action
spellcaster. Range: 60 ft.
Target: 1 creature or object
Area of Effect (AoE) Damage: 1d8 cold/tier
The origin point for an area of effect spell can be any point Duration: instantaneous
A frigid beam of blue-white light streaks toward the target.
of your choosing within the spell’s range.
 Cone: Origin point is the tip of the cone, it extends out
from there the distance of the cone and is as wide at Level 8: Ice Storm
the far end as it is long. Casting Time: one action
 Cube: Origin point can be any point on the surface of Range: 300 ft.
the cube, the cube is has same dimension in all three Area of Effect: 20 ft. radius
directions. Damage: 4d6 cold + 2d8 bludgeoning
 Distance: The maximum number of feet from the point Save: dexterity
of origin to the effect. Duration: instantaneous
A hail of rock-hard ice pounds to the ground in a 20-foot-radius,
 Line: Origin point is one end of the line, it extends the 40-foot-high cylinder. Hailstones turn the storm's area of effect
direction you choose and is 5 feet wide. into difficult terrain until the end of your next turn.
 Radius: Origin point is the bottom center of a cylinder
that is 40’ tall. Level 10: Cone of Cold
 Sphere: Origin point is the center of the sphere. Casting Time: one action
Range: self
Target Area of Effect: 60 ft. cone
The target is how many creatures or objects the spell can Damage: 8d8 cold
effect. You can typically target a creature or object of your Save: constitution
choice that you can see that is within the spell’s range. Duration: instantaneous
A blast of cold air erupts from your hands.
Damage
This is how many hit points of damage the target of the Level 14: Freezing Sphere
spell receives if it is successful. Casting Time: one action
Range: 300’
Save
Area of Effect: 60 ft. radius sphere
Indicates the ability that is used to save against the spell. A
Damage: 10d6 cold
successful save results in no damage for a cantrip, or half
Save: constitution
damage for all other spells. Spells that have no save listed
Duration: instantaneous
require a successful spell attack to do any damage. A frigid globe of cold energy streaks from your fingertips to a
point where it explodes in a 60-foot-radius sphere.
Duration
This is how long the spell lasts. The caster can end a spell
early if he chooses to. A spell with no duration listed is
instantaneous. A spell which requires concentration will
list how long the spell will last if concentration is
maintained.

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Fire Spell List Level 15: Delayed Blast Fireball


Fire spells do fire damage and flammable objects ignite if Casting Time: one action
not worn or carried. There are 6 spells on the fire spell list. Range: 150 ft.
These spells are: Fire Bolt, Burning Hands, Fireball, Flame Area of Effect: 20 ft. radius sphere
Strike, Delayed Blast Fireball and Meteor Swarm. Damage: 12d6 + 1d6/turn fire
Save: dexterity
Cantrip: Fire Bolt Duration: concentration up to 1 minute
Casting Time: one action A beam of light flashes forth, then condenses at a chosen point as
a glowing bead. When the spell ends, either because your
Range: 120 ft. concentration is broken or because you decide to end it, the bead
Target: 1 creature or object blossoms into an explosion of flame that spreads around corners.
Damage: 1d10 fire / tier Each creature in the area of effect must make a saving throw for
Duration: instantaneous half damage. The spell’s base damage is 12d6. If at the end of
You hurl a mote of fire. your turn the bead has not yet detonated, the damage increases by
1d6. If the glowing bead is touched before the interval has
expired, the creature touching it must make a Dexterity saving
Level 2: Burning Hands throw. On a failed save, the spell ends immediately, causing the
Casting Time: one action bead to erupt in flame. On a successful save, the creature can
Range: self throw the bead up to 40 feet. When it strikes a creature or a solid
Area of Effect: 15 ft. cone object, the spell ends, and the bead explodes.
Damage: 3d6 fire
Save: dexterity Level 20: Meteor Swarm
Duration: instantaneous Casting Time: one action
A thin sheet of flames shoots forth from your outstretched Range: 1 mile
fingertips. Area of Effect: four 40 ft. radius spheres
Damage: 20d6 fire + 20d6 bludgeoning
Level 6: Fireball Save: dexterity
Casting Time: one action Duration: instantaneous
Range: 150 ft. Blazing orbs of fire plummet to the ground at four different
Area of Effect: 20 ft. radius sphere points. The sphere spreads around corners. A creature in the area
Damage: 8d6 fire of more than one fiery burst is affected only once. This spell
cannot be enhanced by spending more mama points.
Save: dexterity
Duration: instantaneous
A bright streak flashes from your pointing finger to a point where
it then blossoms with a low roar into an explosion of flame. The
fire spreads around corners.

Level 10: Flame Strike


Casting Time: one action
Range: 60 ft.
Area of Effect: 10 ft. radius
Damage: 4d6 fire + 4d6 radiant
Save: dexterity
Duration: instantaneous
[You must be able to cast both fire and radiant spells to cast
flame strike.] For each additional mana point spent, you decide
if you want the additional damage die to do fire damage or
radiant damage.

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Force Spell List Lightning Spell List


This is the default spell type for wizards. Force spells do Lightning spells do lightning damage. Creatures wearing
force damage. You can target individual objects instead of metal armor have disadvantage on saving throws against
individual creatures. If targeted, a hit can damage a area of effect lightning spells. You have advantage on your
nonmagical object up to 10 ft. cube. There are 4 spells on attack rolls against induvial creatures that are wearing
the force spell list. These spells are: Eldritch Blast, Magic metal armor. Unattended flammable objects ignite. There
Missile, Sword of Force and Disintegrate. are 3 spells on the lightning spell list. These spells are:
Shocking Grasp, Lighting Bolt and Chain Lightning.
Cantrip: Eldritch Blast
Casting Time: one action Cantrip: Shocking Grasp
Range: 120 ft. Casting Time: one action
Target: 1 creature Range: touch
Damage: 1d10 force / tier Target: 1 creature
Duration: instantaneous Damage: 1d8 lightning / tier
A beam of crackling energy streaks toward the target. At higher Duration: instantaneous
tiers, each die represents a separate beam. You can direct the Lightning springs from your hand to shock a creature that you
beams at the same target or at different ones. Make a separate touch.
attack roll for each beam.
Level 5: Lighting Bolt
Level 1: Magic Missile Casting Time: one action
Casting Time: one action Range: self
Range: 120 ft. Area of Effect: 100 ft. line
Target: 1 or more creatures Damage: 8d6 lightning
Damage: each dart does 1d4+1 force Save: dexterity
Duration: instantaneous Duration: instantaneous
You create three glowing darts of magical force. Each dart hits a A stroke of lightning blasts out from you in a direction you
targeted creature. The darts all strike simultaneously, and you can choose.
direct them to hit one creature or several. The spell creates one
more dart for each additional mana point spent.
Level 11: Chain Lightning
Level 14: Sword of Force Casting Time: one action
Range: 250 ft.
Casting Time: one action
Area of Effect: 30’ radius (up to 4 targets)
Range: 60 ft.
Damage: 10d8 lightning
Target: 1 point in space
Save: dexterity
Damage: 3d8 force
Duration: instantaneous
Duration: concentration up to 1 minute
A bolt of lightning arcs to the target. Up to three bolts then leap
You create a sword-shaped plane of force & melee spell attack;
up to 30’ from that target to other targets. A target can be a
On a hit, the target takes the damage; bonus action to move 20 ft
creature or an object and can be targeted by only one of the bolts.
and/or attack
Rather than adding damage, one additional bolt leaps from the
first target to another target for each additional mana point spent.
Level 20: Disintegrate
Casting Time: one action
Range: 60 ft.
Target: 1 creature or object or magical force creation
Damage: 10d6+40 force
Save: dexterity
Duration: instantaneous
If the damage taken reduces the target to 0 hit points, it is
disintegrated. A disintegrated creature and everything it is
carrying, except magic items, are reduced to a pile of dust. The
creature can be restored to life only by means of a true
resurrection or a wish spell. This spell automatically
disintegrates a Large or smaller nonmagical object or a creation
of magical force. If the target is a Huge or larger object or
creation of force, this spell disintegrates a 10-foot-cube portion
of it. A magic item is unaffected by this spell.

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By Ronny Hart—July, 2017

Radiant Spell List Level 17: Sunburst


Radiant spells do radiant damage. Targets in an area of Casting Time: one action
effect spell receive no bonus for cover on their saving Range: 500 ft.
throw. Undead and oozes have disadvantage on their Area of Effect: 60 ft. radius
saves. If a creature is effected by a radiant spell a dim light Damage: 12d6 radiant
surrounds the target giving advantage to the next attack Save: constitution
against it, until the start of your next turn. There are 5 Duration: instantaneous
spells on the radiant spell list. These spells are: Sacred On a failed save, a creature is also blinded for 1 minute. On a
Flame, Guiding Bolt, Spirit Guardians, Sunbeam and Sunburst. successful save, it isn’t blinded. A blinded creature makes
another saving throw at the end of each of its turns to be no
longer blinded. This spell dispels any darkness in its area that
Cantrip: Sacred Flame was created by a spell.
Casting Time: one action
Range: 60 ft. Thunder Spell List
Target: 1 creature Thunder spells do thunder damage. A creature made of
Damage: 1d8 radiant / tier inorganic material such as stone, crystal, or metal has
Save: dexterity disadvantage on this saving throw. Nonmagical
Duration: instantaneous unattended objects also take damage. Creatures that fail
Flame-like radiance descends on a creature that you can see their save and unsecured objects are pushed 10 ft away
within range.
from the origin point of the spell. These spells emits a
thunderous boom audible out to 300 feet. There are 3 spells
Level 1: Guiding Bolt
on the thunder spell list. These spells are: Thunderwave,
Casting Time: one action Shatter and Destructive Wave.
Range: 120 ft.
Target: 1 creature
Damage: 4d6 radiant Level 1: Thunderwave
Duration: instantaneous Casting Time: one action
A flash of light streaks toward the target. Range: self
Area of Effect: 15 ft. cube
Damage: 2d8 thunder
Level 6: Spirit Guardians
Save: constitution
Casting Time: one action
Duration: instantaneous
Range: self A wave of thunderous force sweeps out from you.
Area of Effect: 15 ft.
Damage: 3d8 radiant
Level 6: Shatter
Save: wisdom
Casting Time: one action
Duration: concentration up to 10 minutes
You call forth angelic or fey spirits to protect you. You can Range: 60 ft.
designate anyone you wish to be unaffected by them. An affected Area of Effect: 10 ft. radius sphere
creature’s speed is halved in the area, and when it enters the area Damage: 8d8 thunder
for the first time on a turn or starts its turn there, it must make a Save: constitution
saving throw or take damage. Duration: instantaneous
A sudden loud ringing noise, painfully intense, erupts from the
Level 11: Sunbeam spell's point of origin.
Casting Time: one action
Range: self Level 10: Destructive Wave
Area of Effect: 60 ft. line Casting Time: one action
Damage: 6d8 radiant Range: self
Save: constitution Area of Effect: 30 ft. radius
Duration: concentration up to 1 minute Damage: 5d6 thunder + 5d6 radiant or necrotic
A beam of brilliant light flashes out from your hand. On a failed Save: constitution
save, a creature is also blinded until your next turn. You can Duration: instantaneous
create a new beam as your action on any turn until the spell ends. [You must be able to cast both thunder and either radiant or
For the duration, a mote of brilliant radiance shines in your hand. necrotic spells to cast destructive wave.] You create a burst of
It sheds bright sunlight in a 30-foot radius and dim light for an energy that ripples outward from you. You can select which
additional 30 feet. creatures are effected. Effected creatures that fail their save take
both thunder damage and ether radiant or necrotic damage (your
choice).

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Dungeon & Dragon 5.0-EZ

Level 6: Lesser Restoration


Clerical Domains Casting Time: one action
Range: touch
Abjuration Spell List Target: 1 creature
The Abjuration Domain emphasizes magic that blocks, Duration: instantaneous
banishes, or protects. There are 20 spells on the adjuration Cure one disease or end one condition (blinded, deafened,
spell list. These spells are: Sanctuary, Shield of Faith, Mage paralyzed, or poisoned)
Armor, Shield, Aid, Lesser Restoration, Warding Bond,
Counterspell, Dispel Magic, Protection from Energy, Beacon of Level 7: Warding Bond
Hope,Remove Curse, Stoneskin, Death Ward, Freedom of Casting Time: one action
Movement, Greater Restoration, Globe of Invulnerability, Range: touch
Antimagic Field, Holy Aura and Imprisonment. Target: 1 creature
Duration: 1 hour
Level 1: Sanctuary Creature gets +1 to AC, +1 to saves, resistance all damage; if it
takes damage you take same damage; ends if target moves more
Casting Time: 1 minute than 60 ft away from you.
Range: 30 ft.
Target: 1 creature Level 8: Counterspell
Save: wisdom
Casting Time: one reaction
Duration: instantaneous
Range: 60 ft.
Any who want to attack warded creature must first make save;
doesn't protect vs. area spells. Target: 1 creature that is casting a spell
Duration: instantaneous
Stop a spell being cast; make DC 10+(Spell Level) WIS check
Level 2: Shield of Faith
Casting Time: one bonus action
Level 9: Dispel Magic
Range: 60 ft.
Target: 1 creature Casting Time: one action
Duration: concentration up to 10 minutes Range: 120 ft.
1 creature gains +2 AC for the duration Target: 1 creature or magical effect
Duration: instantaneous
Dispel any magical effect on a creature or object; make DC 10+
Level 3: Mage Armor
(Spell Level) WIS check
Casting Time: one action
Range: touch Level 10: Protection from Energy
Target: 1 creature
Casting Time: one reaction
Duration: 8 hours
Range: touch
Target that isn't wearing armor has AC 13 + Dex modifier; spell
ends if it dons armor Target: 1 creature
Duration: concentration up to 1 hour
Target gains resistance to either Acid, Cold, Fire, Lightning, or
Level 4: Shield Thunder damage (your choice when you cast the spell)
Casting Time: one reaction
Range: self Level 11: Beacon of Hope
Duration: 1 round, when hit by attack or magic missile
Casting Time: one action
If hit by attack, add +5 to your AC until start of your next turn; or
stop Magic Missile spell damage Range: touch
Target: 1 creature
Level 5: Aid Duration: concentration up to 1 hour
Target gets adv. on Wis/Death saves and gains max hp from any
Casting Time: one action healing
Range: 30 ft.
Target: up to 3 creatures Level 12: Remove Curse
Duration: 8 hours
Casting Time: one action
Current hp and hp max gain +5 for the duration. +5 hp for each
additional mana point spent. Range: touch
Target: 1 creature or object
Duration: instantaneous
Target is freed of all curses; cursed magic items break
attunement with owner

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By Ronny Hart—July, 2017

Level 13: Stoneskin Level 19: Holy Aura


Casting Time: one action Casting Time: one action
Range: touch Range: self
Target: 1 creature Area of Effect: 30 ft. radius
Duration: 8 hours Duration: concentration up to 1 minute
Target gets resistance to nonmagical Bludgeoning, Piercing, and Any you choose in area have advantage on saves and attacks
Slashing damage against them have disadvantage; fiend and undead that attack a
warded creature must make a constitution save or be blinded for
Level 14: Death Ward the spells duration.
Casting Time: one action
Range: touch Level 20: Imprisonment
Target: 1 creature Casting Time: one minute
Duration: concentration up to 1 hour Range: 30 ft.
Once, when creature drops to 0 hp it drops to 1 hp instead; or Target: 1 creature
negates first instantaneous kill effect Damage: bound by the spell
Save: wisdom
Level 15: Freedom of Movement Duration: until dispelled
Casting Time: one action If target succeeds in saving, it is immune to future castings of this
spell. The creature doesn't need to breathe, eat, or drink, and it
Range: touch doesn’t age. Divination spells can’t locate or perceive it. You
Target: 1 creature choose the type of magical restraint. It can be burial, chaining,
Duration: 1 hour hedged prison, minimus containment, or slumber. Refer to the
Magic cannot reduce speed, paralyze, restrain; use 5 ft to escape Player's Handbook for information on these forms of
nonmagical restrains imprisonment. During the casting of the spell, you can specify a
condition that will cause the spell to end and release the target. A
Level 16: Greater Restoration dispel magic spell can end the spell only if it is cast enhanced by
an additional 10 mana points, targeting the prison.
Casting Time: one action
Range: touch
Target: 1 creature
Duration: instantaneous
Reduce 1 level of exhaustion or end one effect: charmed,
petrified, curse, ability score reduction, or hit point reduction.

Level 17: Globe of Invulnerability


Casting Time: one action
Range: self
Area of Effect: 10 ft. radius
Duration: concentration up to 1 minute
Spells of level 3 or lower cast outside area cannot effect inside
area. Will effect spells of levels above 3rd level if additional
mana points are spent, 1 point per spell level.

Level 18: Antimagic Field


Casting Time: one action
Range: self
Area of Effect: 10 ft. radius sphere
Duration: concentration up to 1 hour
No magical effects functions in area except those created by an
artifact or a deity

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Dungeon & Dragon 5.0-EZ

Divination Spell List Level 10: Divination


You work to master spells of discernment, remote viewing, Casting Time: one action
supernatural knowledge, and foresight. There are 12 spells Range: self
on the divination spell list. These spells are: Guidance, Duration: instantaneous
Comprehend Languages, Detect Magic, Identify, Augury, Get answer to one question about a goal, event, or activity to
Arcane Eye, Divination, Locate Creature, Commune, True occur within the next 7 days; can only cast once between long
Seeing, Find the Path and Foresight. rests
Level 12: Locate Creature
Cantrip: Guidance Casting Time: one action
Casting Time: one action Range: self
Range: touch Duration: concentration up to 1 hour
Target: 1 willing creature Learn direction to closest named or described kind or specific
creature within 1000 ft; know direction of its movement; can’t
Duration: concentration up to 1 minute locate creature if beyond 10’ wide running water.
Before or after making an ability check, the target adds 1d4 to
ability check of its choice, once during the duration.
Level 14: Commune
Level 1: Comprehend Languages Casting Time: 1 minute
Range: self
Casting Time: one action
Duration: 1 minute
Range: self
Ask up to three yes/no questions to your deity; can only cast once
Duration: 1 hour between long rests
Understand all spoken languages or written language when
touched; does not help vs. cyphers
Level 16: True Seeing
Level 2: Detect Magic Casting Time: one action
Range: touch
Casting Time: one action
Target: 1 creature
Range: self
Duration: 1 hour
Duration: concentration up to 10 minutes
Target gains truesight 120 ft; see through illusions, hidden doors,
Know presence of magic within 30 ft; take 1 action to see
ethereal plane
magical auras and determine energy type, domain, or school.

Level 18: Find the Path


Level 4: Identify
Casting Time: 1 minute
Casting Time: one action
Range: self
Range: touch
Duration: concentration up to 1 day
Target: 1 object or creature
Know the shortest route to a location you are familiar with that is
Duration: instantaneous on the same plane as you.
1 magical item or magic-imbued creature/object; learn properties,
how to use, and spells affecting it
Level 20: Foresight
Level 6: Augury Casting Time: 1 minute
Range: touch
Casting Time: one action
Target: 1 creature
Range: self
Duration: 8 hours
Duration: instantaneous
Target can't be surprised; has advantage on attacks, ability
Receive omen about specific course of action you plan to take in
checks, and saves; attacks against the target have disadvantage.
the next 30 min; can only cast once between long rests
The spell ends if you cast it again before its duration ends.

Level 8: Arcane Eye


Casting Time: one action
Range: 30 ft.
Target: point you can see
Duration: concentration up to 1 hour
Create invisible, moving (unlimited range, 30ft/round) 1" magic
eye with darkvision you can see through

20
By Ronny Hart—July, 2017

Negative Energy Spell List Level 13: Harm


The study of negative energy spells is also called Casting Time: one action
necromancy. Necromancy explores the cosmic forces of Range: 60 ft.
life, death, and undeath. Necrotic spells that do damage, Target: 1 creature
do necrotic damage, and damaged creatures can’t regain Damage: 14d6 necrotic
hit points until the start of your next turn. Damaged Save: constitution
undead creatures also have disadvantage on attack rolls Duration: instantaneous
against you until the end of your next turn. Creatures The damage can’t reduce the target’s hit points below 1. On a
killed becomes zombies under your command. There are 9 failed save, its hit point maximum is reduced by an amount equal
spells on the negative energy spell list. These spells are: to the damage it took for 1 hour. Any effect that removes a
Chill Touch, Inflict Wounds, Revivify, Speak with Dead, Raise disease allows a creature’s hit point maximum to return to
normal.
Dead, Harm, Finger of Death, Resurrection and Astral
Projection.
Level 16: Finger of Death
Casting Time: one action
Cantrip: Chill Touch Range: 60 ft.
Casting Time: one action Target: 1 creature
Range: 120 ft. Damage: 7d8+30 necrotic
Target: 1 creature Save: constitution
Damage: 1d8 necrotic / tier Duration: instantaneous
Duration: instantaneous You send negative energy coursing through a creature, causing it
You make a spell attack against a creature with ghostly, skeletal searing pain.
hand that appears in is space.
Level 18: Resurrection
Level 2: Inflict Wounds Casting Time: 1 hour
Casting Time: one action Range: touch
Range: touch Target: 1 creature that has been dead for 100 yrs. or less
Target: 1 creature Duration: instantaneous
Damage: 3d10 necrotic Creature that didn’t die of old age, and isn’t undead, if its soul is
Duration: instantaneous free and willing, returns to life with all its hit points. If the
Make a melee spell attack against a creature. creature has been dead for one year or longer, until you finish a
long rest you can’t cast spells, and you have disadvantage on all
Level 4: Revivify attack rolls, ability checks, and saving throws.
Casting Time: one action
Range: touch Level 20: Astral Projection
Target: 1 creature that has died within the last minute Casting Time: 1 hour
Duration: instantaneous Range: 10 ft.
Returns to life with 1 hit point; can’t return if died of old age; Target: You and up to eight willing creatures
can’t restore missing body parts. Save: constitution
Duration: special
Level 7: Speak with Dead You project your astral bodies into the Astral Plane. The material
body you leave behind is unconscious and in a state of suspended
Casting Time: one action animation; it doesn’t need food or air and doesn’t age. The spell
Range: 10 ft. ends for you and your companions when you use your action to
Target: 1 dead creature dismiss it. When the spell ends, the affected creature returns to its
Duration: 10 minutes physical body, and it awakens.
Corpse can answer up to five questions; must have mouth; can’t
be undead; fails if it was the target of this spell within the last 10
days.

Level 10: Raise Dead


Casting Time: 1 hour
Range: touch
Target: 1 dead creature
Duration: instantaneous
Corpse no longer than 10 days dead restored to 1 hp; soul must
be willing

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Dungeon & Dragon 5.0-EZ

Positive Energy Spell List Level 9: Mass Cure Wounds


Positive energy spells are identical in most ways to attack Casting Time: one action
spells but rather than inflicting hit point damage, they heal Range: 60’
the indicated amount of hit point damage. Healing spells Target: 6 creatures
have no effect on undead or constructs. There are 6 spells Heals: 3d8 + your wisdom hit points
on the positive energy spell list. These spells are: Spare the Duration: instantaneous
Dying, Healing Word, Mass Healing Word, Mass Cure Up to 6 target creatures regain hit points equal to 3d8 + your
Wounds, Heal and Regenerate. wisdom

Cantrip: Spare the Dying Level 13: Heal


Casting Time: one action Casting Time: one action
Range: touch Range: 60’
Target: 1 creature Target: 1 creature
Heals: make stable Heals: 70 hit points
Duration: instantaneous Duration: instantaneous
When you touch a living creature that has 0 hit points it becomes The target creature regains 70 hit points and ends blindness,
stable. deafness, and any diseases.

Level 1: Healing Word Level 16: Regenerate


Casting Time: one action Casting Time: 1 minute
Range: 60’ Range: touch
Target: 1 creature Target: 1 creature
Heals: (1d4 or 1d8) + your wisdom hit points Heals: 4d8 + 15 hit points + 1 hp per turn + restore
Duration: instantaneous severed body part
The target creature regains hit points equal to 1d4 + your Duration: 1 hour
wisdom. If you touch the creature, it regains hit points equal to The target regains 4d8 + 15 hit points and, for the spell's
1d8 + your wisdom. duration, regains 1 hit point at the start of each of its turns (10 hit
points each minute). If you have the target's severed body part
and hold it to the stump, it is restored after 2 minutes.
Level 5: Mass Healing Word
Casting Time: one action
Range: 60’
Target: 6 creatures
Heals: 1d4 + your wisdom hit points
Duration: instantaneous
Up to 6 target creatures regain hit points equal to 1d4 + your
wisdom.

22
By Ronny Hart—July, 2017

Level 16: Teleport


Wizard Schools Casting Time: one action
Range: 10 ft.
Conjuration Spell List Target: you & 8 willing creatures within range, or
As a conjurer, you favor spells that produce objects and unattended 10’cube object
creatures out of thin air. There are 6 spells on the Duration: instantaneous
conjuration spell list. These spells are: Mage Hand, Web, Teleport targets to a place know to you. The DM rolls 1d100 and
Dimension Door, Heroes' Feast, Teleport and Maze. consults the teleport table.
Refer to the Player's Handbook for more information regarding
this spell.
Cantrip: Mage Hand
Casting Time: one action Teleportation Table
Range: 30 ft.
Familiarity Mishap Similar Off On
Duration: 1 minute
Area Target Target
Create spectral hand for simple tasks or carry up to 10 lb; 1
action to control; cannot have multiple instances Permanent x x x 01-100
Circle
Level 4: Web Associated x x x 01-100
Casting Time: one action Object
Range: 60 ft. Very Familiar 01-05 06-13 14-24 25-100
Area of Effect: 20 ft. cube Seen Casually 01-33 34-43 44-53 54-100
Duration: concentration up to 1 hour
20-ft cube, anchored, all save or restrained; the area is difficult Viewed Once 01-43 44-53 54-73 74-100
terrain and lightly obscured; STR check each round vs. Spell DC
to free Description 01-43 44-53 54-73 74-100
False Descrip- 01-50 51-100 x x
Level 8: Dimension Door
tion
Casting Time: one action
Range: 500 ft.
Level 19: Maze
Target: you & 1 willing creature within 5’ of you
Duration: instantaneous Casting Time: one action
Teleport targets up to 500 ft to a place you can see, specify, or Range: 60 ft.
describe. Target: 1 creature
Save: intelligence
Level 12: Heroes' Feast Duration: instantaneous
Casting Time: 10 minutes Creature is banished to labyrinthine demiplane; DC 20 save each
round to escape; reappears in same spot
Range: 30 ft.
Duration: 1 hour
Feeds you+12 creatures; 1h to consume; cured of disease &
poison; immune to poisoned & frightened; advantage on WIS
saves; +2d10 hp and max hp increased the same; benefits last 24
hrs.

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Dungeon & Dragon 5.0-EZ

Enchantment Spell List Level 9: Suggestion


Enchantment spells affect the minds of others, influencing Casting Time: one action
or controlling their behavior. There are 10 spells on the Range: 30 ft.
enchantment spell list. These spells are: Command, Charm Target: 1 creature
Person, Sleep, Hold Person, Suggestion, Dominate Person, Mass Save: wisdom
Suggestion, Otto's Irresistible Dance, Dominate Monster and Duration: concentration up to 8 hours
Power Word Stun. Save or follow understood reasonable stated course of action;
ends if harmed by you or ally
Level 1: Command
Casting Time: one action Level 11: Dominate Person
Range: 60 ft. Casting Time: one action
Target: 1 creature Range: 60 ft.
Save: wisdom Target: 1 humanoid creature
Duration: instantaneous Save: wisdom
Target saves or follows one word command, such as approach, Duration: concentration up to 1 minute
drop, flee, grovel, halt; must hear and understand; doesn’t affect Save or charmed, follows telepathic commands, you can take 1
undead; can target 1 additional creature for each additional mana action to take complete control; on receiving damage it saves
point spent. again; can spend mana points to extend the duration 1 minute per
point spent.
Level 3: Charm Person
Casting Time: one action Level 13: Mass Suggestion
Range: 30 ft. Casting Time: one action
Area of Effect: 30 ft. Range: 60 ft.
Target: 1 creature Target: 12 creatures
Save: wisdom Save: wisdom
Duration: 1 hour Duration: 24 hours
Target saves or is charmed; has advantage on save if you or your Targets save or follow stated course of action; can spend mana
allies are fighting it; can target 1 additional creature in the area of points to extend the duration 1 day per point spent.
effect for each additional mana point spent.
Level 15: Otto's Irresistible Dance
Level 5: Sleep Casting Time: one action
Casting Time: one action Range: 30 ft.
Range: 90 ft. Target: 12 creatures
Area of Effect: 20 ft. Save: wisdom
Target: 5d8 hp of creatures Duration: concentration up to 1 minute
Save: wisdom Target dances in place, can't move, has disadvantage on attacks/
Duration: 1 minute saves, attacks against target are made with advantage; Save each
Targets save of fall asleep, starting with the lowest current hp round
creature; doesn’t affect undead or creatures immune to charm;
roll additional 2d8 for each additional manna point spent. Level 17: Dominate Monster
Casting Time: one action
Level 7: Hold Person Range: 60 ft.
Casting Time: one action Target: 1 creature
Range: 60 ft. Save: wisdom
Area of Effect: 30 ft. Duration: concentration up to 1 hour
Target: 1 humanoid creature Save or charmed, follows telepathic commands, you can take 1
Save: wisdom action to take complete control; on receiving damage it saves
Duration: concentration up to 1 minute again; can spend mana points to extend the duration 1 hour per
point spent.
Target saves or paralyzed; extra save at end of each turn; can
target 1 additional creature in the area of effect for each
additional mana point spent. Level 19: Power Word Stun
Casting Time: one action
Range: 60 ft.
Target: 1 creature
Save: constitution
Duration: Instantaneous
1 creature with 150 current hp or less is stunned; save at end of
each turn to end effect

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By Ronny Hart—July, 2017

Evocation Spell List Illusion Spell List


You focus your study on spells that manipulate magical You work to master spells that deceive the senses or minds
energy to produce a desired effect. Evocation spells cannot of others. There are 10 spells on the Illusion spell list. These
be enhanced by spending additional mana points. There spells are: Minor Illusion, Disguise Self, Silent Image, Arcane
are 5 spells on the evocation spell list. These spells are: Lock, Blur, Invisibility, Silence, Major Image and Greater
Darkness, Misty Step, Wall of Stone, Blade Barrier and Invisibility.
Earthquake.
Cantrip: Minor Illusion
Level 4: Darkness Casting Time: one action
Casting Time: one action Range: 30 ft.
Range: 60 ft. Area of Effect: 5 ft. cube
Area of Effect: 15 ft. radius sphere Duration: 1 minute
Duration: concentration up to 10 minutes Sound or 5-ft cube visible illusion; INT(Perception) check vs.
15-ft rad darkness on point or object; darkvision doesn't work; spell save DC to detect illusion.
only magical light of a 2nd level spell or higher isn’t dispelled.
Level 1: Disguise Self
Level 8: Misty Step Casting Time: one action
Casting Time: one bonus action Range: self
Range: self Duration: 1 hour
Duration: Instantaneous Alter appearance; Int(Perception) check vs. spell DC to
You teleport 30 feet to a unoccupied space you can see determine disguise

Level 10: Wall of Stone Level 2: Silent Image


Casting Time: one action Casting Time: one action
Range: 120 ft. Range: 60 ft.
Area of Effect: special Area of Effect: 15 ft. cube
Duration: concentration up to 10 minutes Duration: concentration up to 10 minutes
Ten 10×10-ft panels 6" thick, wall connected with existing stone; 15-ft cube purely visible illusion; 1 action move it; INT
half thickness, double surface; each panel is AC 5, 30 hp/inch (Perception) check vs. spell DC to detect illusion.
thick; becomes permanent if concentration is maintained for
duration Level 3: Arcane Lock
Casting Time: one action
Level 12: Blade Barrier Range: touch
Casting Time: one action Duration: until dispelled
Range: 90 ft. Entryway locked; password or designated creature opens; +10 to
Area of Effect: special the DC to break or pick lock
Damage: 6d10 slashing
Save: dexterity Level 4: Blur
Duration: concentration up to 10 minutes Casting Time: one action
100×20×5ft (l×w×h) wall or 60’ dia 20x5ft (h×t) ring; creatures Range: self
must save when they enter the wall or start their turn there; save
halves damage; provides 3/4 cover Duration: concentration up to 1 minute
Enemies have dis. on attacks vs. you; the spell has no effect
against creature without sight or that can see through illusions
Level 19: Earthquake
Casting Time: one action Level 5: Invisibility
Range: 500 ft. Casting Time: one action
Area of Effect: 100 ft. Range: touch
Damage: knocked prone Target: 1 creature
Save: dexterity Duration: concentration up to 1 hour
Duration: concentration up to 1 minute Target becomes invisible; anything worn/carried is also invisible;
Cause an earthquake in Area of Effect; one fissure 10’ wide, attacking/casting makes the creature visible; spending additional
1d10x10ft deep across Area of Effect; at start of each of your mana points adds 1 additional creature per 2 mana points spent.
turns, creatures save to not fall in; structures take 50 hp damage
at start of each of your turns, at 0 hp they collapse, adjacent
creatures save or take 5d6 Damage, prone, buried in rubble. DC
20 Str.(athletics) check to escape.

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Dungeon & Dragon 5.0-EZ

Level 6: Silence Level 3: Levitate


Casting Time: one action Casting Time: one action
Range: 120 ft. Range: 60 ft.
Area od Effect: 20 ft. radius sphere Target: 1 creature or object up to 500 lb.
Duration: concentration up to 10 minutes Save: constitution
No sound can propagate; all within Area of Effect are deafened, Duration: concentration up to 10 minutes
immune to Thunder damage, can't use verbal comp. Target save or rise vertically, up to 20 ft; you can use 1 action (or
part of your move if self) to move up/down 20 ft; Target floats
Level 7: Major Image gently to the ground when spell ends.
Casting Time: one action
Range: 120 ft. Level 5: Spider Climb
Area od Effect: 20 ft. cube Casting Time: one action
Duration: concentration up to 10 minutes Range: touch
Illusion includes visible, audible, olfactory, temperature; can use Target: 1 creature
1 action to move it; INT(Perception) check vs. spell DC to detect Duration: concentration up to 1 hour
illusion; spending an additional 4 mana points will make this Gains climbing speed equal to walking speed; can go on walls
spell last until dispelled, without requiring concentration. and ceilings & leave hands free; can target one additional
creature by spending additional mana points, 2 points per
Level 8: Greater Invisibility creature.
Casting Time: one action
Range: touch Level 7: Fly
Target: 1 creature Casting Time: one action
Duration: concentration up to 1 minute Range: touch
Target is invisible until end of the spell; anything the target is Target: 1 creature
wearing or carrying is also invisible. Save: constitution
Duration: concentration up to 10 minutes
Transmutation Spell List Gains fly speed of 60 ft; when spells ends it falls; can target one
You work to master spells that change the properties of a additional creature by spending additional mana points, one point
per creature.
creature, object, or environment. There are 9 spells on the
transmutation spell list. These spells are: Prestidigitation,
Thaumaturgy, Knock, Levitate, Spider Climb, Fly, Haste, Level 10: Haste
Passwall and Etherealness. Casting Time: one action
Range: 30 ft.
Target: 1 creature
Cantrip: Prestidigitation
Duration: concentration up to 1 minute
Casting Time: one action Target’s speed is doubled, adv. on Dex saves, one extra attack,
Range: 10 ft. dash, disengage, or hide action; can’t move or take actions until
Duration: 1 hour after its next turn after spell ends
Minor trick; harmless sensory effect, illusory image, snuff light,
clean/soil/chill/warm/flavor etc.
Level 13: Passwall
Casting Time: one action
Cantrip: Thaumaturgy
Range: 30 ft.
Casting Time: one action
Target: wall
Range: 30 ft.
Duration: 1 hour
Duration: 1 minute Create a passage (max. 5 ft wide, 8 ft tall, 20 ft deep) in a
Minor wonder; your voice booms, flames flicker, tremors in the wooden, plaster or stone surface for duration.
ground, ominous sounds, etc.

Level 1: Knock Level 16: Etherealness


Casting Time: one action Casting Time: one action
Range: 60 ft. Range: self
Target: 1 object Duration: up to 8 hours
You pass into the Border Ethereal Plane; can move there in any
Duration: Instantaneous direction, but you are able to perceive only 60 ft into your
Target is unlocked (1 lock), unstuck, unbarred, arcane lock originating plane; can target one additional willing creature
suppressed for 10 min; audible for 300 ft within 10 feet of you for each additional mana point spent.

26
By Ronny Hart—July, 2017

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

EZ uses a shorter list of ability scores. When an ability


Proficiency bonus
check is called for use these:  Fifth edition uses something called a proficiency
bonus. Use your tier + 1 instead.
 Acrobatics = Athletics
 Religion, History, Arcana = Lore Passive Perception
 Survival, Medicine, Animal Handling = Nature  This is just what your character would get if he made a
 Investigation, Insight = Perception perception (WIS) check and rolled a 10 on his d20.
 Intimidation, Deception = Persuasion
 Sleight of Hand = Stealth

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.

27

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