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B-X, Revised Layout Draft

This document outlines revised rules for character creation and advancement in old school fantasy roleplaying games like B/X Dungeons & Dragons, Labyrinth Lord, and Old School Essentials. It revisits ability scores and how they impact attributes like hit points, saving throws, skills, and more. It also covers leveling up, class features, combat rules, equipment, magic, divinity, backgrounds, and more.

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Kevin Bringas
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100% found this document useful (7 votes)
2K views90 pages

B-X, Revised Layout Draft

This document outlines revised rules for character creation and advancement in old school fantasy roleplaying games like B/X Dungeons & Dragons, Labyrinth Lord, and Old School Essentials. It revisits ability scores and how they impact attributes like hit points, saving throws, skills, and more. It also covers leveling up, class features, combat rules, equipment, magic, divinity, backgrounds, and more.

Uploaded by

Kevin Bringas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 90

Revised Edition Rules

for use with:

B/X Dungeons & Dragons,


Labyrinth Lord, and Old School Essentials
TABLE OF CONTENTS

PART 1: CHARACTER CREATION AND ADVANCE- PC Death ...................................................... R41


MENT.................................................................. R1 Death Saves .................................................. R42
Ability Scores Revisited..................................... R1 Critical Hits ................................................... R42
Improving Ability Scores ................................... R2 Fumbles ........................................................ R42
Saving Throws Revisited ................................... R2 Healing & Rests............................................. R44
Alignment Revisited .......................................... R2 Grievous Bodily Harm .................................... R44
Hit Points Revisited .......................................... R2 PART 5: GENERAL MECHANICS ..................... R45
Character Traits ............................................... R3 Time, Movement, and Encumbrance ............... R45
Leveling Up Revisited ....................................... R4 Armour, Helmets, & Shields ........................... R46
Determining Martial Status ............................... R4 Weapons Revisited ......................................... R47
Weapon Proficiencies Revisited ......................... R4 Shield Sundering............................................ R47
Weapon Specialization Revisited ....................... R4 Expanded Weapons Table .............................. R48
Weapon Proficiency Groups ............................. R5 Equipment Table Revisited ............................. R49
Fighting Styles ................................................. R5 PART 6: EQUIPMENT REVISITED .................... R50
PART 3: CHARACTER CLASSES REVISITED ..... R7 Coin Exchange Rates ..................................... R50
Bard ................................................................ R8 Equipment Descriptions ................................. R50
Cavalier ......................................................... R10 PART 7: MAGIC ............................................... R53
Centaur ......................................................... R12 Casting Rolls ................................................. R53
Dwarf, Hill ..................................................... R13 Spell Fumbles ................................................ R53
Dwarf, Mountain ............................................ R14 Cantrips ........................................................ R53
Elf, Dark ........................................................ R15 Gaining New Spells ........................................ R54
Elf, High ........................................................ R17 Counterspell .................................................. R54
Elf, Wood ...................................................... R19 Schools of Magic ........................................... R55
Gnome .......................................................... R21 Spells by School & Level ................................ R57
Half-Elf .......................................................... R22 New Wizard Spells ......................................... R58
Half-Orc ........................................................ R23 PART 8: DIVINITY ............................................ R63
Hedge Mage .................................................. R24 Divine Domains ............................................. R63
Hobbit ........................................................... R26 Sample Deities .............................................. R67
Paladin .......................................................... R27 PART 9: BACKGROUNDS ................................ R71
Princess ......................................................... R29 Background Descriptions ............................... R71
Ranger .......................................................... R31 PART 10: NON-WEAPON PROFICIENCIES ...... R75
Rogue ........................................................... R33 Starting and Gaining NWPs ............................ R75
Slayer ............................................................ R35 Complexity of Checks .................................... R75
Warrior .......................................................... R36 NWP Descriptions ......................................... R75
Wizard ........................................................... R38 APPENDICIES ................................................... R80
PART 4: COMBAT ............................................ R41 Random Character Creation ........................... R80
Initiative Revisited .......................................... R41 Expanded Weapons Table .............................. R81
Armour Class Revised + Active Defense .......... R41 Equipment Table Revisited ............................. R82
Helmets ......................................................... R41 Character Sheet ............................................. R83
CHARACTER CREATION & ADVANCEMENT

Dexterity:
Ability Scores Revisited
Strength: DEX Missile Fire Armour Class Initiative
Score Adjustment Adjustment Adjustment
STR Melee Max
3 -3 -3 -2
Score Adjustment Carry
3 -3 48 cn
4-5 -2 -2 -1
4-5 -2 100 cn 6-8 -1 -1 -1
6-8 -1 500 cn 9-12 None None None
9-12 None 760 cn 13-15 +1 +1 +1
13-15 +1 900 cn 16-17 +2 +2 +1
16-17 +2 1100 cn 18 +3 +3 +2
18 +3 1600 cn
Constitution:
Intelligence:
CON Hit Point
INT Bonus Spells Max Bonus
Score Adjustment
Score Mana* Known Spell Level NWPs Literacy
3 0 - - - I
3 -3
4-5 -2 2 1st - I 4-5 -2
6-8 -1 3 2nd - B 6-8 -1
9-12 0 7 3rd - L 9-12 None
13-15 +1 11 4th +1 L 13-15 +1
16-17 +2 14 5th +2 L 16-17 +2
18 +3 18 6th +3 L 18 +3
*Wizard Class only
Charisma:
Wisdom:
WIS Bonus Paladin
CHA NPC Retainers
Score Miracles* Score Reactions Max # Loyalty
3 0 3 -3 1 4
4-5 0 4-5 -2 2 5
6-8 0 6-8 -1 3 6
9-12 0 9-12 None 4 7
13-15 1 13-15 +1 5 8
16-17 2/1 16-17 +2 6 9
18 3/2/1 18 +3 7 10
* Initiate/Adept/Deacon

R1
Improving Ability Scores Willpower (Cha.) – Being fast talked by a salesman?
Played for a sucker by the seductive barmaid? Mind con-
There are no automatic Ability Score improvements as trolled by the evil priest? Roll under your Charisma (+/-
you level. Other than magic items that may provide modifiers) to resist their ways.
boosts, there is only one way to attempt to increase Abil-
ity Scores. Saving Throws can and will be modified by bonuses, pen-
alties, conditions, etc… When a class gives a bonus to a
Every level up the player may select an ability score to try type of save, add that to the Ability score being rolled
and improve. They do so by selecting 1 ability score and under.
then rolling 1d20 on the table below and if successful
they raise said Ability Score by +1. There is no penalty For example; a Hill Dwarf with a Constitution of 16
for failure; would add +2, making his Con 18 for purposes of Endur-
ance saves.
Ability Score Improvement:
There is also a concept called a Death Save (see Combat
Current Roll to section for more details) which in brief is an Endurance
Score Improve save to prevent dying.
3 10+
4-5 12+ Alignment Revisited
6-8 14+
9-12 16+ The full AD&D axis will be used: Lawful (Good/Evil),
13-15 18+ Neutral (Good/Evil), and Chaotic (Good/Evil). Neutral-
15-17 19+ Neutral is banned; “What makes a man turn Neutral,
18 N/A Kiff?”. Alignments are expected to be played and not
ignored for convenience sake and will be enforced.
Saving Throws Revisited
Hit Points Revisited
Saving Throws are no longer an arbitrary number that
must be rolled over, but instead a form of Ability Check Characters will start with Max Hit Points at first level but
(roll under. The saves and their related Ability are as fol- roll every level thereafter. If a 1 is rolled the player may
lows; choose the median for their die type instead: d4/2, d6/3,
d8/4, d10/5.
Might (Str.) – When something heavy falls on you, when
you need to lift that thing slab of rock off your trapped
comrade, or when that door needs to be opened right
quick. Roll under your Strength (+/- modifiers) to succeed.

Awareness (Int.) – Is that guy lying? Are you being hus-


tled? What’s wrong with this room? Is that real or an illu-
sion? Roll under your Intelligence (+/- modifiers) to know
the truth.

Magic (Wis.) – Spells effects? Turned to stone? Trans-


formed into something unnatural? Roll under your Wis-
dom (+/- modifiers) to resist.

Reflex (Dex.) – Dragon’s breath? Fireball? Flying knives?


Drop-stone trap? Roll under your Dexterity (+/- modifiers)
to avoid or talk half-damage as per the situation.

Endurance (Con.) – Drank some poison? Got stabbed in a


vital organ? Dropped below 0 hit points in one shot? Roll
under your Constitution (+/- modifiers) to avoid the cold
hand of death… or worse!

R2
2 Dopplehander
3 Grizzled
4 Heirloom Armament*
5 Knife Fighter
6 Large*
7 Pugilist
8 Signature Weapon
9 Smart Pet
10 Squire
11 Strong Bow
12 Two-Fisted

Wizard Traits:

1d20
Roll Trait
1 Conjurer
2 Elfin Blood*
3 Exceptional Memory
4 Halfling Wizard*
Character Traits 5 Loremaster
6 Mystic Aura
Everyone starts with 1 roll on their Class Trait table. 7 Naturalist
Then, instead of taking a bonus HD roll on leveling up, 8 Quiet Magic
the character may choose instead to roll on the Character 9 Sleeps Eyes Open
Traits table. 10 Sorcerous Pet
11 Spell Sword
Roll 1d12 on the Class Table below and assign that Trait 12 Smoke Magic
to your character. Elves roll on the Warrior or Wizard
tables, while Dwarves on the Warrior, and Halflings on Rogue Traits:
either the Warrior or Rogue tables. Advanced Class will
have their tables in class description. Traits with a * can 1d20
only be taken during character creation, reroll otherwise. Roll Trait
1 Acrobat
Paladin Traits: 2 Cat Burglar
3 Contortionist
1d20 4 Dwarf Outcast*
Roll Trait 5 Elf Bastard*
1 Animal Friend 6 Fortune’s Favourite
2 Apostate* 7 Locksmith
3 Contemplative 8 Musician
4 Gift of Tongues 9 On Edge
5 Learned* 10 Poisoner
6 Martial Order* 11 Tracker
7 Prior Life* 12 Trap Maker
8 Righteous Faith
9 Slayer These Traits are found in the Complete B/X Adventurer.
10 Underpriest I reserve the right to edit their descriptions as based on
11 Visions campaign needs.
12 Witch-Finder

Warrior Traits:

1d20
Roll Trait
1 Berserk

R3
Leveling Up Revisited
Determining Class Martial Status

Class are sorted into 3 categories based around BAB


improvement, a.k.a. their Martial Status.

Non-martial Classes gain an improvement to BAB every


5 levels (Wizard)

Semi-martial Classes gain an improvement to BAB every


4 levels (Paladin, Rogue)

Martial Classes gain an improvement to BAB every 3


levels (Dwarf, Elf, Warrior, Halfling)

Weapon Proficiencies Revisited

On top regular XP players also get the following; Martial Classes start with 4 Weapon Proficiencies and
gain another every 3 levels (4th/7th/10th/13th).
Game XP Semi-Martial Classes start with 3 Weapon Proficiencies
Event Award and gain another every 4 levels (5th/9th/13th).
Arriving On time 100 Non-Martial Classes start with 2 Weapon Proficiencies
Accomplish Minor Goal 100 and gain another every 5 levels (6th/11th).
Accomplish Moderate Goal 200
Accomplish Major Goal 400 Characters using non-proficient weapons with suffers a
Overcome Minor Challenge 75 penalty to attack rolls;
Overcome Moderate Challenge 250
Overcome Major Challenge 500 Martial Class characters incur a -2 penalty.
MVP (Voted by players) +10% Semi-Martial Class characters incur a -3 penalty.
Non-Martial Class characters incur a -4 penalty
A Minor Goal might be retrieving an item from the goblin
caves for a client. A Moderate Goal might be rescuing the Weapon Specialization Revisited
mayor’s daughter from being imprisoned in the bandit
camp. Finally, a Major Goal would be the level of saving Only Martial Classes may specialize, and it gives a +1 to
an entire town from destruction by a dragon or sum- hit and a +2 to damage with said weapon as well as
moned horror. opens up multiple attack options for them.

Challenges are rated similarly to Goals but are measured Melee Attacks Ranged Attacks
on how taxing on the party it was. A Minor Challenge Level per Round per Round
might be defeating a couple of guards, convincing the 1-7 3/2 5/2
merchant to give you the item to you need to accomplish 8-14 2/1 3/1
the goal, or sneaking into a castle undetected. Moderate
Challenges are ones where the spectre of death, or worse So, a Warrior specialized in long sword for example
hung close. Defeating a band of goblins, avoiding being would get 1 attack on the first round, and 2 on the sec-
put in the dungeon by the magistrate, or escaping said ond, rinse repeat, until they hit 8th level, when they
dungeon are all good examples. Major Challenges are would get 2 attacks per round. The same Warrior special-
something to behold. They usually involve at least one ized in longbow would get 2 attacks on the first round,
party member dying, or multiple members being brought and 3 on the second, rinse repeat, until they hit 8th level,
below 0 hit points, convincing the Arch Bishop to lend a when they would get 3 attacks per round.
unit of Templars to assist with the evacuation of a village,
or convincing the King to send his army into the foothills At 4th level, when the martial class gains another Weap-
to stymie the oncoming orc horde. Major Challenges, like on Proficiencies they may choose to Double Specialize.
Major Goals, should be epic and the subject of poems This means they double-down and focus on their primary
and ballads. specialization gaining an additional +1 to hit and +1 to
damage, raising it to +2/+3 in total.

R4
can only be taken as singular Weapon Proficiencies.
Weapon Proficiency Groups
The same is said for Exotic Weapons (whips, bolas, ces-
For 1 Weapon Proficiency slots Martial Classes can take a tuses, etc…) are covered by individual Weapon Proficien-
Weapon Proficiency Group instead of individual weapons. cies and are not considered to be part of a group.
This has the effect of only costing them another Weapon
Proficiency slot to Specialize in any single weapon from Fighting Styles
the list of any Group they are proficient with.
In addition to Weapon Specialization, Martial Types may
The Axes Group includes proficiency with battle axes, also spend a Weapon Proficiency to Specialize in a
great axes, hand axes, and throwing Axes. Fighting Style.

The Bows Group contains long bows, short bows, as well Ranges Weapon Style is for archers, marksmen and snip-
as composite versions of both. ers. They increase all ranges by +25% and eliminate pen-
alties for point-blank shots.
The Clubs Group covers basic clubs, maces, morning
stars, tetsubos, and war-hammers. Single-Weapon Style is when the character wields a single
weapon in one hand and nothing in their free hand.
The Crossbows Group gives proficiency with heavy, light, When specialized they gain a bonus of 1 to their Armour
and hand crossbows. Class when wielding only a single weapon.

The Long Blades Group includes bastard swords, long- Two-Hander Style is when the character wields a weapon
swords, rapiers, scimitars, and two-handed swords. that requires or accommodates two hands such as pole-
arms or bastard swords. Specialization in this style allows
The Medium Blades Group covers cutlasses, and sabres. you to add +1 to damage when wielding a two-handed
weapon.
The Polearms Group contains, but is not limited to,
bardiches, fauchards, glaives, halberds, Lucerene ham- Two-Weapon Style is a flashy style that lets a character
mers, ranseurs, and voulges. wield a weapon in each hand. This not only allows them
to make two attacks per round, but the weapons may be
The Short Blades Group includes daggers, dirks, knives, of the same size. Specialization reduces the double wield-
short swords, and stilettos. ing penalties by -1, to -1/-3.

Lastly the Spears Group covers harpoons, javelins, long Weapon and Shield Style is when the character wields a
spears, short spears, and tridents. one-handed weapon in their primary hand and shield in
their offhand. They gain the Shield Punch maneuver,
Darts, slings, and staves are not part of any group and allowing them to make a second attack with the shield at -
2 to hit, but inflicting 1d3 damage.

Specializing in a Fighting Style costs a single Weapon


Proficiency slot.

A character may only ever be Specialized in 1 style, again


as this is their specialty, and there are no Double Special-
izations for Fighting styles. That said, a creative DM could
make those rules if they wanted to, they are just outside
the purview of these rules in specific.

Bringing it all together we will look at Gus the Brave, a


1st level Warrior.

He has 4 Weapon Proficiencies available to him. He see's


himself as a sword & board Warrior, so he makes the
following choices;

1 Weapon Proficiency for Long Blades Group

R5
1 Weapon Proficiency for Specialization with Long Sword he will suffer a -2 non-proficient weapon penalty. He will
1 Weapon Proficiency for Specialization in Weapon & be minimum +1 to hit, +2 damage with his long sword,
Shield Fighting Style and get his Shield Punch as a additional attack for 1d3
1 Weapon Proficiency for Short Blades each round. This means that Gus will be able to do his
job as a warrior and keep the enemies occupied while the
Gus is going to dominate his battlefield in melee, but his spellcasters, et al, do their business.
choices have made him very vulnerable at range, where

R6
CHARACTER CLASSES REVISITED

The following Character Classes are meant to replace the ones found in the B/X rules as they are designed to take
advantage of the modifications and design philosophy of these Revised rules. That said, they are optional, and you can
certainly use the original character classes from B/X and pick-and-choose the Revised modules you wish to add to
them.

R7
Bard
Semi-Martial Class
Requirements: DEX 9, INT 9, CHA 9
Prime Requisite: DEX and CHA
Hit Die: 1d4
Save Adjustment: +1 on Awareness and Willpower Saves
Armour Restrictions: Leather and lower
Weapons Restrictions: See below

The bard can be seen as an ideal adventurer – a little like


a fighter, magic-user, historian and sage - but a master of
none. Above all, bards are artists and entertainers. Some
memorize and recite ancient tales of glory and defeat.
Some are proficient thespians who act out folk tales and
morality plays. Others become master musicians, singers,
poets, or chroniclers. Whichever path or combination of
paths a bard chooses, their artistic drive and ability will be
a major part of their life. In addition, many bards are driv-
en to a life of adventuring in a desire to discover ancient
mysteries and experience a few epic tales themselves.
Some bards train in bardic colleges while others find mas-
ter bards to train under.

Bard Level Progression


Exp.
Level Points Hit Dice BAB WPs NWPs determine this. Busking attempts take approximately 30
1 - 1d4 - 3 3 minutes to an hour of game time.
2 1,251 2d4 - 3 3
3 2,501 3d4 - 3 3 Bardic Skill: Bards gain the Decipher Script and Sleight of
4 5,001 4d4 - 3 3 Hand NWPs for free at first level.
5 10,001 5d4 +2 4 4
6 20,001 6d4 +2 4 4 Charming Performance: Because of a bard's talent and
7 40,001 7d4 +2 4 4 charisma, they are often able to Charm Persons and
8 80,001 8d4 +2 4 4 Monsters just like the 4th level and 1st level Wizard spells.
9 160,001 9d4 +5 5 5 The Bard must make a successful Performance Ability
10 280,001 9d4+2 +5 5 5 Check before being able to use this ability. At 1st level a
11 400,001 9d4+4 +5 5 5 bard can attempt to charm a person once per day, twice
12 520,001 9d4+6 +5 5 5 a day at 5th level, and three times a day at 10th level.
13 640,001 9d4+8 +7 6 6 Similarly, a bard may attempt to charm a monster once
14 760,001 9d4+10 +7 6 6 per week at 1st level, twice a week at 5th level and three
times a week at 10th level.
Class Abilities
Mimicry: Bards are able to both throw their voice as well
Busk: Bawdy or solemn, making the incorrect song/story as mimic the voice of others. By making a Performance
choice from their repertoire can be dangerous for a Bard. check, this ability allows the bard to make it seem as
If a Bard succeeds at busking, they have picked the right though his voice were coming from a location up to thirty
songs/stories for the crowd and who happily tip. Crowds feet from his current location. Alternatively, the bard can
tip 1d12 gp. attempt to make his voice mimic another person's. The
bard must have heard the person speak prior to attempt-
The size of the crowd depends on how much work the ing this. Attempting to mimic animal noises or bird calls
Bard has done in drumming up interest in his show, or imposes a -1 penalty. Attempting to both throw their
where they have chosen to perform. If the Bard fails their voice and mimic an inhuman sound causes a -2 penalty.
busking attempt, the crowd either happily ignores their A bard may attempt to use this ability without moving
poor choice of material or is incited into a murderous their lips as if they were a ventriloquist, which creates an
rage. The DM must roll 2d6 on the Reaction table to additional -1 penalty. Finally, a bard must be able to

R8
speak the language of any non-humans voices they are streets or sitting in a local tavern, a bard who makes a
mimicking, or the ability automatically fails. In the event successful Word of Mouth check can ask the DM what
of a failed mimicry attempt the source of the noise is evi- rumors are going around the town (if any) and what
dent to any present. seems to be the general mood of the area. In addition,
the bard may pick up any news regarding recent events in
Legend Lore: From a lifetime of research and study of the area, at the discretion of the DM.
ancient tales and arcane lore, bards are sometimes able to
recognize famous items, people, places, etc. This can be Scroll Casting: As dabblers in the arcane arts, bards may
a handy ability when adventuring in lost ruins or when attempt to read and cast magic from magic scrolls. A
encountering ancient creatures or mysteries. On a suc- casting check (Intelligence) must be made, and on a failed
cessful Intelligence check the Bard may now something roll means the spell does not function, and on a Fumble,
about the situation at hand. At the DM's discretion, while they roll on the Spell Fumble table.
most uses of this ability can be resolved quickly, some
may require hours, days, or even weeks of research on After Reaching 9th Level
the part of the bard to discover detailed information.
Upon reaching 9th level the bard becomes known and
Word of Mouth: Bards hear both tales of old and the though they do not attract followers, they have developed
newest rumors. They may use this ability in two different a certain measure of fame. Because of this , they are wel-
ways. The first is to learn more about the history of a comed almost everywhere they goes. As such there, after
magical item. By spending one turn handling and studying reaching 9th level there is a 5% chance per level that they
the item, the bard may make a Word of Mouth (Intelli- will be recognized and welcomed by either the common
gence) check to see if they know any history or legends folk or nobility of the area. If they are welcomed then
surrounding the object. This does not identify the item's they will receive free room and board for up to one
specific magical properties – only its history. month during his time in the village, provided they per-
forms at least once a week at a local venue.
This ability may also be used to learn any rumors in a
local town or village. By spending an hour wandering the

R9
Cavalier
Martial Class
Requirements: CHA 9
Prime Requisite: STR
Hit Die: 1d8
Save Adjustment: +1 on Endurance and Willpower Saves
Armour Restrictions: See Armour Below
Weapons Restrictions: May not used ranged
The cavalier is the quintessential knight in shining armour.
Most cavaliers belong to the upper social class or nobility
of a society. The cavalier dedicates their life to the service
of a higher authority, such as a noble or sovereign, deity,
military or religious order, or a special cause. Theirs is a
hereditary honor that comes with the price of lifelong
service to their monarch, country, or other object or enti-
ty. The cavalier is expected to participate in any wars or
other armed conflict in which their lord or cause is en-
gaged. Cavaliers in service to other nobles often serve
their master beyond the battlefield as well, performing
such duties as their skills, and their noble lord, see fit. The
cavalier often pursues such selfless goals as the eradica-
tion of evil and chaos from the world, and justice for all
the subjects of his land. He can also be a bully and a
braggart who uses his status and privileges to pursue only
his own self-aggrandizement.
Cavalier Level Progression
Exp.
Level Points Hit Dice BAB WP NWP Rep
1 - 1d8 - 4 2 -
2 2,250 2d8 - 4 2 -
3 4,500 3d8 - 4 2 -
4 9,000 4d8 +2 5 2 -
5 18,000 5d8 +2 5 2 +1
6 36,000 6d8 +2 5 3 +1
7 75,000 7d8 +5 6 3 +2
8 150,000 8d8 +5 6 3 +2
9 300,000 9d8 +5 6 3 +3 7th Level a cavalier may ride a hippogriff as a steed. At
10 600,000 9d8+2 +7 7 3 +3 9th Level a cavalier may handle a griffon (or similar crea-
11 900,000 9d8+4 +7 7 4 +3 ture of lawful or neutral alignment) as a steed.
12 1,200,000 9d8+6 +7 7 4 +4 Fear Immunity: Cavaliers are immune to all fear effects
13 1,500,000 9d8+8 +9 8 4 +4 (magical or otherwise).
14 1,800,000 9d8+10 +9 8 4 +4
Strong Will: There is a 90% chance that any attempt to
Class Abilities control a cavalier magically or psionically (e.g., charm,
Puissance at Arms: As cavaliers rise in level, they receive domination, hold, hypnosis, possession, sleep, sugges-
a number of melee (“to hit”/damage) weapon-based bo- tion, etc.) will fail. If the resistance roll fails, saving throws
nuses as outlined on the table below. are made normally by the attempt to control.
Horsemanship: Cavaliers are born and bred for the sad- Charge: The charge of the cavalier is among the most
dle. As such, they benefit from a number of horseman- devastating offensive weapons any culture can hope to
ship abilities. At 1st Level the cavalier is able to vault into field. When mounted and using a lance, the cavalier re-
the saddle and have the steed underway during the same ceives a damage bonus equal to his or her level (e.g., a
round. At 3rd Level the cavalier is able to coax additional 5th level cavalier would receive a +5 damage bonus when
speed out of a steed, increasing its movement by 30'(10'). using a lance while mounted).
At 5th Level a cavalier may ride a pegasus as a steed. At

R10
Reputation: As a cavalier rises in level, the character’s sonal gain. It is the purest motive—selflessness in every
reputation precedes them, providing them a bonus on all action
reaction rolls for all intelligent creatures with whom the
cavalier is capable of speaking. For example, if the cava- Adhere to the Knight’s Code: Cavaliers fight not to defeat
lier meets a goblin king who doesn’t speak common, and foes, but to prove their honor, demonstrate their prow-
the cavalier is not capable of speaking goblin, then the ess, and win renown. As stories rise from their deeds,
reaction modifier does not apply to the roll. they seek to lead by example, and encourage others to
live righteous lives. The Knight’s Code, therefore, focuses
Banner: Beginning at 7th level a cavalier’s banner be-
on fair play; victories won through skill gain more glory
comes a symbol of inspiration to his allies and compan-
than those achieved through chicanery. Any victory won
ions. As long as the cavalier’s banner remains clearly visi-
that violates the following code will not earn experience
ble, all allies within 60' receive a +1 bonus on saving
points for the cavalier.
throws against fear; additional and all companions of the
party (hirelings, henchmen, etc.) within that range receive A cavalier never attacks from behind.
a +1 bonus on morale checks. For each 3 additional lev-
A cavalier never strikes a foe that has not pre-
els, the bonus increases by +1 (i.e., +2 at 10th level, and
pared themselves for battle. (A cavalier may nev-
+3 at 13th level). The banner must be large enough to be
er attack during a round in which his party has
clearly seen from the 60' distance and must be carried or
surprise.)
displayed by the cavalier (or his mount) in order to func-
tion. A cavalier never attacks a helpless foe in a man-
ner that will cause the foe hit point damage. A
Armour: To a cavalier, armour is more than protection—
cavalier may, however, strike a foe as long as the
it’s a badge of station. With appearance being just as (if
damage imposed does not deal hit point damage
not) more important than function, cavaliers will seek to
(e.g., magical effects).
own the best and most elaborate armour they can afford.
Plate is the cavalier’s armour of choice, with lesser types A cavalier of neutral or lawful alignment never
of armour ranking increasing lower on the scale of desira- uses poison against a foe.
bility (with banded/splint next in line behind plate, then
Cavalier Puissance Table
chain, then scale and ring mail). This succession of desir-
Mace/
ability for armour supersedes its protective abilities (e.g., a
Level Lance Sword Hammer Flail
cavalier would rather wear standard plate armour than +3
1-2 +1 - - -
chain mail). A cavalier may never wear leather or padded
3-4 +1 +1 - -
armour; being the dress of Rogues and commoners, such
5-6 +1 +1 +1 -
armour is below the cavalier’s station.
7-8 +2 +1 +1 +1
Coat of Arms: Every cavalier has a coat of arms and ar- 9-10 +2 +2 +1 +1
morial bearing (a heraldry design depicted on a shield) 11 +2 +2 +2 +1
which the cavalier wears in order to identify himself in 12 +3 +2 +2 +2
tournaments and on the battlefield. While traveling, the 13 +3 +3 +2 +2
cavalier’s armorial bearing may be hidden, but it must be 14 +3 +3 +3 +2
revealed when an encounter occurs with intelligent crea-
tures that might understand its importance (see “Banner” After Reaching 6th Level
above).
Beginning at 6th, any cavalier with enough money may
Code of Conduct and Ethics: Cavaliers are required to
choose to build a manor house but must hire any person-
follow a code of conduct and ethics, or risk losing the
nel required to manage it (especially in the cavalier’s ab-
prestige (and, to some degree, the abilities) provided by
sence). Even after the manor house has been constructed,
their class.
the cavalier is still considered to be in the service of their
Serve a Person or Cause: Normally, this is a deity, a lord or order. However, beginning at 9th level, a cavalier
greater noble, an order of knighthood, or a similar cause. may petition their lord or order to establish their own
lordship or order, respectively. Should this privilege be
Sustain the Knightly Virtues: In all actions, the cavalier
awarded (and assuming the cavalier has enough money)
must seek to sustain the following chivalric virtues: prow-
the cavalier may then build a stronghold (usually a village
ess, courage, honesty, loyalty, generosity, faith, courtesy,
castle), which will attract additional settlers beyond those
and franchise. Franchise is the virtue of practicing the
in the employ of the cavalier.
other eight virtues without any though of profit or per-

R11
Centaur
Martial Class
Requirements: STR 9, CON 9
Prime Requisite: DEX
Hit Die: 1d8 Special
Save Adjustment: +2 on Might and Endurance saves
Armour Restrictions: Must use Barding
Weapons Restrictions: None

Centaurs are demi-humans that appear to be a combina-


tion of both human and horse. It is unknown if they were
created by wizards or gods, but they are not a natural
species.

Centaur Level Progression


Exp.
Level Points Hit Dice BAB WPs NWPs
1 - 2d8 - 4 2
2 8,000 3d8 - 4 2
3 17,000 4d8 - 4 2
4 35,000 5d8 +2 5 2
5 70,000 6d8 +2 5 2
6 140,000 7d8 +2 5 3
7 280,000 8d8 +5 6 3
8 560,000 9d8 +5 6 3
9 1,120,000 10d8 +5 6 3

Class Abilities

Healthy as a Horse: At 1st level Centaurs get 2HD instead


of the usual 1.

Natural Toughness: Even without armour, centaurs have


a natural AC bonus of +2. Drawbacks

Fast Hooves: Centaurs move very quickly – 60’ per round Centaurs attract a lot of attention wherever they go. As
in combat. And can carry the same load as a pony. Up to such they get a -1 to reaction checks with humanoids.
3,000 cns without penalty, and up to 6,000 cns at half
speed. Centaurs are medium sized creatures, standing between 6
and 7 feet in height. Any climb that requires hands and
Hoof Strike: In melee combat centaurs may strike with feet is especially difficult for them. When they make such
their hooves, doing 1d6 damage each, instead of with a climb, each foot of movement costs them 4 extra feet,
their primary melee weapon. At 3rd level they may strike instead of the normal 1 extra foot.
with all three in the same action.
After 9th Level
Thunderous Charge: Centaurs may do the chart into me- Centaurs do not build strongholds or establish dominions.
lee action, but only need to move 10’ to do so and add Instead they may seek to start a herd by establishing their
the +2 bonus to their damage as well as to hit. dominance over a territory no more than one day’s travel
across. They will attract 2d10 centaur followers, who will
Tracking the Plains: Centaurs gain the Tracking NWP for look to the herd head for leadership and guidance.
free.

R12
Dwarf, Hill
Martial Class
Requirements: CON 9
Prime Requisite: WIS
Hit Die: 1d8
Save Adjustment: +2 on Magic and Death saves
Armour Restrictions: None
Weapons Restrictions: Small or medium sized

Hill dwarves are a breed of dwarves at home in the rolling


hills and valleys of the world. In slightly smaller than their
highland cousins, hill dwarves are the most common vari-
ety of dwarves seen in human lands. Considered aloof by
their cousins, they mine, but are also craftsmen and
shrewd traders. Hill dwarves value practicality over spec-
tacle.

Class Name Level Progression


Exp.
Level Points Hit Dice BAB WP NWP
1 - 1d8 - 4 2
2 2,200 2d8 - 4 2
3 4,400 3d8 - 4 2
4 8,800 4d8 +2 5 2
5 17,000 5d8 +2 5 2
Listening at Doors: Dwarves have a +2 chance of hearing
6 35,000 6d8 +2 5 3
noises.
7 70,000 7d8 +5 6 3
8 140,000 8d8 +5 6 3
Martial Training: Dwarves have specialization in Shield &
9 270,000 9d8 +5 6 3
Weapon style for free.
10 400,000 10d8+2 +6 7 5
11 530,000 11d8+4 +6 7 4
After Reaching 9th Level
12 660,000 12d8+6 +6 7 4
A hill dwarf has the option of creating a valley stronghold,
Class Abilities
call a Home, that will attract hill dwarves from far and
wide. Dwarves usually live in clans, so dwarves of the
Ancient Enemies: Hill dwarves have battled Goblinoids
character’s clan will be attracted to live in their Home.
and Orcs for so long they get a +1 to hit vs. them in
Dwarves from other clans will generally be friendly and
combat and gain a +1 to their AC to avoid their attacks.
clans may collaborate in times of war or disaster.
Crafty: Hill dwarves get the NWP Craft Blacksmithing or
A dwarf ruler may only hire dwarven mercenaries. Spe-
Woodworking for free.
cialists and retainers of any race may be hired.
Detect Construction Tricks: As expert miners, dwarves
Ancestral Home
have a +2 chance of being able to detect new construc-
1d20 Hall Name 1d20 Hall Name
tion, sliding walls, or sloping passages when searching.
1 Black Valley 11 Iron Hills
2 Hoot Owl Hollow 12 Iron Ridge
Detect Room Traps: Due to their expertise with construc-
3 Green Hills 13 Middlevale
tion, dwarves have a +2 chance of detecting non-magical
4 Gold Moon River 14 Windy Hills
room traps when searching.
5 Gods’ Hills 15 Coal Valley
6 Gnarly Root River 16 Blood Ford
Hard to Kill: When rolling hit dice each level, recovering
7 Last Home 17 Oakridge
during a rest, drinking a healing potion, or receiving heal-
8 Dunrik’s Ravine 18 Red River Valley
ing magic, Dwarves have advantage on the rolls and al-
9 Blue Hills 19 Rocky Hills
ways take the best results.
10 Godsvale 20 Sky Valley
Infravision: Dwarves have Infravision to 60’.

R13
Dwarf, Mountain
Martial Class
Requirements: CON 9
Prime Requisite: STR
Hit Die: 1d8
Save Adjustment: +2 on Magic and Death saves
Armour Restrictions: None
Weapons Restrictions: Small or medium sized
Mountain dwarves are a breed of dwarves at home in the
high peaks and rarified air of the mountains. In many
ways similar to their lowland cousins, mountain dwarves
are slightly more reclusive and tend to focus on mining,
forging, and crafts a bit more strongly. It is said that a
mountain dwarf is born in armor, but this is likely just a
mild exaggeration.
Class Name Level Progression
Exp.
Level Points Hit Dice BAB WP NWP
1 - 1d8 - 4 2 Infravision: Dwarves have Infravision to 60’.
2 2,200 2d8 - 4 2
3 4,400 3d8 - 4 2 Listening at Doors: Dwarves have a +2 chance to hear
4 8,800 4d8 +2 5 2 noises when in mines, dungeons, or other indoor loca-
5 17,000 5d8 +2 5 2 tions.
6 35,000 6d8 +2 5 3 Martial Training: Dwarves have specialization in Shield &
7 70,000 7d8 +5 6 3 Weapon style for free.
8 140,000 8d8 +5 6 3
9 270,000 9d8 +5 6 3 After Reaching 9th Level
10 400,000 10d8+2 +6 7 5 A mountain dwarf has the option of creating a mountain
11 530,000 11d8+4 +6 7 4 stronghold, call a Hall, that will attract mountain dwarves
12 660,000 12d8+6 +6 7 4 from far and wide. Dwarves usually live in clans, so dwa-
rves of the character’s clan will be attracted to live in their
Class Abilities Hall. Dwarves from other clans will generally be friendly
Ancient Enemies: Mountain dwarves have battled Giants and clans may collaborate in times of war or disaster.
and Giantkin for so long they get a +1 to hit vs. them in A dwarf ruler may only hire dwarven mercenaries. Spe-
combat and gain a +1 to their AC to avoid their attacks. cialists and retainers of any race may be hired.
Crafty: Mountain dwarves get the NWP Craft Armour- Ancestral Mountain
smithing or Weaponsmithing for free. 1d20 Hall Name 1d20 Hall Name
Detect Construction Tricks: As expert miners, dwarves 1 King’s Climb 11 Crown of the Gods
have a +2 chance of being able to detect new construc- 2 Star Peak 12 Doom’s Door
tion, sliding walls, or sloping passages when searching. 3 The Ice Top 13 Blue Finger
4 Light’s Apex 14 Zenith Hall
Detect Room Traps: Due to their expertise with construc- 5 Godhead 15 Wind Vault
tion, dwarves have a +2 chance of detecting non-magical 6 Hammer Top 16 Thunder Peak
room traps when searching. 7 Risen One 17 Iron Spike
Hard to Kill: When rolling hit dice each level, recovering 8 Devil’s Peak 18 Gold Hand
during a rest, drinking a healing potion, or receiving heal- 9 Rainy Peak 19 Rocky Hall
ing magic, Dwarves have advantage on the rolls and al- 10 Gods’ Hall 20 Sky Peak
ways take the best results.

R14
Elf, Dark
Semi-Martial Class
Requirements: DEX 9
Prime Requisite: INT and DEX
Hit Die: 1d6
Save Adjustment: +2 on Magic and Willpower saves
Armour Restrictions: None
Weapons Restrictions: None

Dark Elves live in the caves below the earth, or the dark-
est parts of ancient forests and rarely venture to the sur-
face or to civilized lands. Theirs is a society of secrets and
discipline. Their pale skin and white hair are only aug-
mented by their jewel coloured eyes and larger than usual
pointed ears. They also tend to find things from the out-
side world fascinating, even mundane things, and will
often trade for them, or steal them right-out. They are
renowned assassins, often found in the employ of the
wealthiest crime lords.

Dark Elf Level Progression


Exp.
Level Points Hit Dice BAB WP NWP
1 - 1d6 0 3 3
2 4,000 2d6 0 3 3
3 8,000 3d6 0 3 3
4 16,000 4d6 0 3 3
5 32,000 5d6 +2 4 4
6 64,000 6d6 +2 4 4
7 120,000 7d6 +2 4 4
8 250,000 8d6 +2 4 4
9 400,000 9d6 +5 5 5
Light Sensitivity: When in bright light (daylight, continual
Class Abilities light), Dark Elves suffer a –2 penalty to attack rolls and a
–1 penalty to Armour Class.
Detect Secret Doors: Dark Elves have keen eyes that
allow them, when actively searching to detect hidden and Listening at Doors: Dark Elves have Advantage to hear
secret doors to do so with Advantage. noises.
Fey Ancestry: Dark Elves have advantage on saving Magical research: A Dark Elf of any level may spend time
throws against being charmed, and magic can’t put them and money on magical research. This allows them to add
to sleep. new spells to their repertoire and to research other magi-
cal effects. When a Dark Elf reaches 9th level, they are
Friends in Low Places: Due to their involvement in rather also able to create magic items.
unsavoury practices, Dark Elves get a +1 bonus to reac-
tion rolls when encountering evil aligned individuals. This Martial Society: Dark Elves gain specialization in the Two-
bonus increases to +2 at 5th level. Weapon Fighting Style for free. You also gain Weapon
Proficiency in scimitars for free.
Immunity to Ghoul Paralysis: Dark Elves are completely
unaffected by the paralysis ghouls can inflict. Poison: A victim of poisoning by a Dark Elf suffers a -2
penalty to the saving throw.
Infravision: Dark Elves have Infravision up to 120’ in the
dark. Shadow Blending. When in conditions of dim or no light,
attacks made against the Dark Elves are made with disad-
vantage. They also get advantage on Stealth rolls.

R15
Shadow Step: At 5th level, once per day, a Dark Elf can
Trance: Dark Elves don’t need to sleep. Instead, they
step into a shadow and teleport out of another shadow
meditate deeply, remaining semiconscious, for 4 hours a
30’s away that they can see as a movement. At 10th level
day. (The Common word for such meditation is “trance.”)
this increases to twice per day.
While meditating, they can dream after a fashion. After
Shape Shadows: Once per day you can cast the Illusionist resting in this way, they gain the same benefit that a hu-
spell Glamour. Starting at 3rd level, you can cast the in- man does from 8 hours of sleep.
visibility spell once per day. When you reach 5th level,
you can cast the darkness spell once per day. Natural Born Assassin: Dark Elves may select 1 NWP
from the following list at level 1;
Spell Casting: Dark Elves may cast spells from the Elf
spell tables naturally and do not require spell books. They
Climbing, Open Locks, Perception, and Stealth
must find a teacher to learn new spells, find the, or do
research.
They can then spend a personal NWP to improve it to
Dark Elf Spell Progression Table Professional level at 1st level. They may select another
Dark Elf Spells by Level from the list at levels 5 and 10.
Level 1 2 3 4
1 1 - - - After Reaching 9th Level
2 2 - - -
3 2 1 - - Dark Elves do not build Strongholds and will more than
4 2 2 - - likely return to their people after achieving level 9, unless
5 2 2 1 - they cannot, in which case they will either disappear into
6 3 2 2 - the darkest parts of human society, where their skill as
7 3 3 2 1 assassins is in high demand or they will become nomadic
8 4 3 3 2 bounty hunters and wander the lands.
9 4 4 3 2

R16
Elf, High
Semi-Martial Class
Requirements: INT 9
Prime Requisite: INT and DEX
Hit Die: 1d6
Save Adjustment: +2 on Magic and Willpower saves
Armour Restrictions: None
Weapons Restrictions: None
Proud, noble and magical, High Elves continue ancient
traditions from long before the rise of man. The tallest
and fairest of all the elves, they do not shun humanity but
still prefer to live in their own communities while interact-
ing with the other races. It I not unheard of to see High
Elves in large human cities or places of learning. Other
elves, while preferring them to humans or other races,
find high elves to be arrogant and superior, which they
feel they are. They have either silver hair and amber eyes
or pale golden hair and violet eyes, or other such beautiful
combinations.
High Elf Level Progression
Exp.
Level Points Hit Dice BAB WP NWP
1 - 1d6 - 3 3
2 4,000 2d6 - 3 3
3 8,000 3d6 - 3 3
4 16,000 4d6 - 3 3
5 32,000 5d6 +2 4 4
6 64,000 6d6 +2 4 4
7 120,000 7d6 +2 4 4
8 250,000 8d6 +2 4 4
9 400,000 9d6 +5 5 5 Immunity to Ghoul Paralysis: High elves are completely
10 600,000 10d6+2 +5 5 5 unaffected by the paralysis ghouls can inflict.
Infravision: High elves have Infravision up to 60’ in the
Class Abilities
dark.
Alluring Aura: High elves are the most likely to be making
their livelihoods outside of their ancestral homes, often Listening at Doors: High elves have Advantage to hear
relying on their unearthly beauty to win over opinions, noises.
smooth over disagreements or just to be beguiling. They
add +2 to reactions with other races, excepting Dwarves Magic in the Blood: Once per day, high elves can take
who are just not impressed. advantage on any spell casting check. At 5th level this
ability can be used twice per day, and at 10th level thrice
Detect Secret Doors: High elves have keen eyes that al- per day.
low them, when actively searching to detect hidden and
secret doors to do so with Advantage. Sword Dancer: High elves are so comfortable with blades
they get a natural +1 to hit with any sword they are profi-
Fey Ancestry: You have advantage on saving throws cient with. At 5th level this increases to a +2 bonus to hit
against being charmed, and magic can’t put you to sleep. and again at 10th level it increases to a +2 bonus to hit.
You gain a free Weapon Proficiency in the sword of your
Fey Step: Starting at 4th level, once per day as a move- choice.
ment action you can magically teleport up to 30 feet to
an unoccupied space you can see. You gain a second use Spell Casting: High elves cast spells they know as part of
of this ability at 8th level. their blood. They choose their spells from the Elf spell
lists. High elves are able to use magic scrolls of Wizard
spells. They can also use items that may only be used by

R17
arcane spell casters (e.g. magic wands). They also gain Common word for such meditation is “trance.”) While
the Wizard cantrips. meditating, you can dream after a fashion; such dreams
are actually mental exercises that have become reflexive
High Elf Spell Progression Table through years of practice. After resting in this way, you
gain the same benefit that a human does from 8 hours of
Level 1 2 3 4 5 sleep.
1 1 - - - -
2 2 - - - - Weapon Familiarity: High elves gain Proficiency with
3 2 1 - - - longbows and short bows for free.
4 2 2 - - -
5 2 2 1 - - Well Read: High elves gain the History Non-Weapon Pro-
6 2 2 2 - - ficiency for free.
7 3 2 2 1 -
8 3 3 2 2 - After Reaching 9th Level
9 3 3 3 2 1
10 3 3 3 3 2 A high elf may construct a stronghold in the depths of the
wilderness, blending in with the natural environment of a
Steel Mind: High elves have a mind-set that is foreign, site of great beauty, for example: in the treetops, beside a
even to other elves. The highborn do not consider a con- serene valley, or hidden behind a waterfall. Whatever
test of wills with other races a contest at all. They are material it is made of, the construction costs as much as
naturally resilient in matters of the mind, and gain Ad- similar work in stone, due to the exquisite quality of
vantage on all Wisdom ability checks. craftsmanship involved. Eventually the stronghold will
attract 2d6 high elves who will make it their home. A
Trance: Elves don’t need to sleep. Instead, they meditate high elf ruler may only hire elven mercenaries. Specialists
deeply, remaining semiconscious, for 4 hours a day. (The and retainers of any race may be hired.

R18
Elf, Wood
Semi-Martial Class
Requirements: WIS 9
Prime Requisite: DEX and WIS
Hit Die: 1d6
Save Adjustment: +2 on Magic and Willpower saves
Armour Restrictions: No metal armours
Weapons Restrictions: None

Wood elves are the cousins of the more common High


Elves. They prefer to live in the wild where they nature
and protect their forest homes. Their magic comes not
from the normal elf spell lists but from the Druid lists in-
stead. Wood elves are shorter than their high elf cousins,
rarely going about 5’5” in height. They do not shun hu-
mans but avoid them if possible and do not allow them
unwelcome into their sacred forest communities.

Wood Elf Level Progression


Exp.
Level Points Hit Dice BAB WP NWP TK
1 - 1d6 - 3 3 1/6
2 4,500 2d6 - 3 3 1/6
3 9,000 3d6 - 3 3 2/6
4 18,000 4d6 - 3 3 2/6
5 36,000 5d6 +2 4 4 3/6
6 72,000 6d6 +2 4 4 3/6
7 144,000 7d6 +2 4 4 4/6
8 288,000 8d6 +2 4 4 4/6
9 576,000 9d6 +5 5 5 5/6 Trackers: Wood elves are natural trackers in the wilder-
10 1,152,000 9d6+2 +5 5 5 5/6 ness gaining the Tracking NWP for free.

Class Abilities Sanctify: At 4th level wood elves can sanctify a 100
square feet per level area of natural space for 1 turn per
Detect Secret Doors: Wood elves have keen eyes that level. Allies in the space gain +1 to attacks, saves, and
allow them, when actively searching to detect hidden and healing rolls, including spells and potions. At 9 th level
secret doors to do so with Advantage. wood elves can make this a permanent space.

Immunity to Ghoul Paralysis: Wood elves are completely Spell Casting: Wood Elves cast spells they know as part
unaffected by the paralysis ghouls can inflict. of their blood. They choose their spells from the Druid
spell lists. Wood elves are able to use magic scrolls of
Infravision: Wood elves have Infravision up to 60’ in the druid spells. They can also use items that may only be
dark. used by arcane spell casters (e.g. magic wands).

Listening at Doors: Wood elves have Advantage to hear Wood Elf Spell Progression Table
noises. Level 1 2 3 4 5
1 1 - - - -
Archery: All wood elves start the game with a specializa- 2 1 - - - -
tion in the Ranged Fighting Style for free. 3 2 1 - - -
4 2 2 - - -
Arrow Magic: At 3rd level wood elves can imbue an arrow 5 2 2 1 - -
with a spell that will be cast on impact. If they miss the 6 3 2 2 - -
target, the spell is lost. It takes 1 hour per spell level to 7 3 2 2 - -
create a magic arrow. 8 3 3 2 1 -
9 3 3 3 2 1
10 4 3 3 3 2

R19
If the companion is killed, the wood elf must spend one
Wild Companion: At 3rd level wood elves attract an ani- week meditating in the forest to attract a new companion.
mal companion. This animal is wild but will not harm the
wood elf. While they cannot converse, they can com- Woodland Stride: At 5th level wood elves no longer leave
municate, with the animal able to follow simple com- a trace of where they have gone while in the wilds. They
mands and provide basic information to the wood elf. Roll become impossible to track, except by other wood elves
on the table below for what kind of animal it is; or magic.

Wood Elf Animal Companion After Reaching 9th Level


1d12 Animal
1 Squirrel When a wood elf reaches 9th level they can claim a sec-
2 Rabbit tion of wilderness no larger than five square miles and
3 Fox create a permanent sanctuary at it’s centre. All animals in
4 Weasel the wood elf's domain are friendly towards them and will
5 Bear provide aid. This aid typically includes news of those who
6 Deer pass through the wood elf’s domain or warnings of dan-
7 Lynx gerous activity within the area. In return, the wood elf
8 Hedgehog protects all natural things within their domain, preventing
9 Cougar civilization from encroaching on their lands. They will also
10 Raptor attract 2d6 other wood elves, 1d6 rangers, and 1d4 dru-
11 Owl ids to populate the sanctuary as it grows beyond the orig-
12 Cooshee inal 5 square miles.

R20
Gnome
Non-Martial Class
Requirements: INT 11, DEX 13
Prime Requisite: WIS
Hit Die: 1d4
Save Adjustment: +2 on Area Effects and Magic saves
Armour Restrictions: As Wizard
Weapons Restrictions: As Rogue

Gnomes are a race of short demi-humans with long nos-


es, pointy ears, and sometimes beards. They are believed
to be the cousins of the dwarves and while the two races
are on friendly terms, Gnomes deny this kinship. Gnomes
are renowned individualists, as well as pranksters and
tricksters of the highest order.

Gnome Level Progression


Exp.
Level Points Hit Dice BAB WPs NWPs
1 - 1d4 - 2 4
2 2,501 2d4 - 2 4
3 5,001 3d4 - 2 4
4 10,001 4d4 - 2 5
5 20,001 5d4 - 2 5
6 40,001 6d4 +2 3 5
7 80,001 7d4 +2 3 6
8 160,001 8d4 +2 3 6

Class Abilities
Eclectic Individuality: Due to the Gnomish need to be
individuals all their own, Gnomes get one Craft NWP of
their choice for free at 1st level. Natural Born Trickster: Gnomes gain 1 of the following
Infravision: Gnomes have Infravision to 90’. NWPs for free at 1st level;
Spell Casting: Gnomes cast Illusionist spells. Gnomes may Pick Locks, Sleight of Hand, Stealth, or Trapworking
never know more spells than they can cast and do not
need a mentor to provide them with new spells. They can then spend a personal NWP to improve it to
Professional level at 1st level. They may select another
Gnome Spell Progression Table from the list at levels 5 and 10.
Level 1 2 3 4
1 1 - - - After Reaching 9th Level
2 2 - - -
3 2 1 - - Gnomes do not build Strongholds, ever, as the company
4 2 2 - - of other Gnomes tends to annoy them. As such they pre-
5 2 2 1 - fer to retire in Dwarf, Halfling, Human, or Elf communi-
6 2 2 2 - ties, often working as mystic advisors or magical re-
7 3 2 2 1 searchers.
8 3 3 2 2

R21
Half-Elf
Semi-Martial Class
Requirements: DEX 9, CHA 10
Prime Requisite: DEX and CHA
Hit Die: 1d6
Save Adjustment: +1 on Magic saves
Armour Restrictions: None
Weapons Restrictions: None
Half-elves are the rare and blessed offspring of elves and
humans. Physically, they tend to combine the best fea-
tures of their parents, having the innate beauty of elves
and the robust physique of humans. They are human-like
in stature but always have a feature that marks their elven
heritage (e.g. pointed ears or unusually bright eyes).
Though males can grow beards if they choose to. They
did not, however, inherit their elf parent’s natural spell-
casting ability. Often, they find successful careers as wan-
dering adventurers through their natural charm and quick
wits.
Half-Elf Level Progression
Exp.
Level Points Hit Dice BAB WP NWP CP
1 - 1d6 - 3 3 1/6
2 - 2d6 - 3 3 1/6
3 - 3d6 - 3 3 2/6
4 - 4d6 - 3 3 2/6
5 - 5d6 +2 4 4 3/6
6 - 6d6 +2 4 4 3/6
7 - 7d6 +2 4 4 4/6
8 - 8d6 +2 4 4 4/6
9 - 9d6 +5 5 5 5/6
10 - 9d6+2 +5 5 5 5/6
11 - 9d6+4 +5 5 5 6/6
12 - 9d6+6 +5 5 5 6/6
Class Abilities
Charm Person (CP): Because of a half-elf's natural charm
and ability to adapt to many situations they are often able Infravision: Half-elves have infravision to 60’.
to Charm Person just 1st level Wizard spells. However, Scroll Casting: Half-elves may use scrolls, wands, staves,
unlike the spell, a half-elf uses a special roll to determine and rods as if they were an Elf of similar level. They may
success. Depending upon the situation, the DM may add also use any magic items usually only by Elves or Wizards.
bonuses or penalties to the Half-Elf's chances. At 1st level
a half-elf can attempt to charm a person once per day, After Reaching 9th Level
twice a day at 5th level, and three times a day at 10th When a Half-Elf reaches 9th level they may build a
level. stronghold, though he earns no title. These strongholds
Detect Secret Doors: When searching for secret doors, are typically in or near, towns, villages and cities. These
half-elves have a 2-in-6 chance of success. strongholds are typically places of great renown where
the half-elf's reputation as a skilled adventurer will draw
Diversity: Due to their mixed heritage a half-elf may humans, dwarves, halflings and other half-elves from
choose one non-magical class ability from any human great distances to settle there. There character becomes a
class, representing their human parentage. This ability will local hero to these settlers and must rule them justly. Be-
progress as normal for the half-elf as if they were of that tween 3 and 18 (3d6) such followers will serve the half-
class. elf.

R22
Half-Orc
Martial Class
Requirements: STR 12
Prime Requisite: STR and CON
Hit Die: 1d8
Save Adjustment: +1 on Endurance saves
Armour Restrictions: None
Weapons Restrictions: None

Half-orcs are the wretched offspring of a human and an


orc. Player characters of this class favour their human
parent, albeit as a brutish specimen. They are typically
outcasts from both their parent cultures, living on the
fringes of society, making a living by whatever means
they can, which is usually violent and bloody.

Half-Orc Level Progression


Exp.
Level Points Hit Dice BAB WP NWP FE
1 2,500 1d8 - 4 2 +1
2 5,000 2d8 - 4 2 +1
3 10,000 3d8 - 4 2 +1
4 20,000 4d8 +2 5 2 +2
5 50,000 5d8 +2 5 2 +2
6 100,000 6d8 +2 5 3 +2
7 250,000 7d8 +5 6 3 +3 the half-orc’s STR modifier +1. Note that undead, mind-
8 500,000 8d8 +5 6 3 +3 less creatures and those creatures who have a base Mo-
9 1,000,000 9d8 +5 6 3 +3 rale of 12 are immune to this ability. This ability is not
without its drawbacks, though. This morale penalty also
Class Abilities acts as a penalty to all Reaction checks that a half-orc
makes when interacting with NPCs, unless they are serv-
Cause Fear: Half-Orcs can strike fear into the hearts of ants of evil.
their enemies. Instead of attacking their opponent, the
Monstrous Strength: The half-orc is strong enough that
half-orc may attempt to make a show of aggression in
they may choose to either wield a two-handed weapon
hopes of terrifying their foe into surrendering, causing
with one hand or ignore the Slow quality when wielding it
them to act as if they are under the effects of a Cause
with two hands, never both at the same time.
Fear spell. There is a 1-in-6 chance at 1st level, 3-in-6 at
5th level, and 5-in-6 at 9th level. They may use this ability
After Reaching 9th Level
once per day at 1st level, twice per day at 5th level, and
Upon reaching 9th level a half-orc may become known as
finally three times per day at 9th level.
a Warlord. These camps are often built on the edges of
Ferocity (FE): The orcish blood that burns in the half-orc's civilization or near villages in the wilderness with little
veins can give them great power, but at a price. A half- protection. They are typically well protected and the half-
orc may enter a kind of ferocious rage to gain a bonus to orc's reputation will draw attracting 2d6 apprentices; 1 st
their attack and damage. This bonus is only applied in level Warriors, Rogues, or half-orcs typically, but may
melee combat, and it comes at a price, as the bonus is attracted other humanoids, including goblins, hobgoblins,
deducted from their AC. They can enter and end this bug bears, ogres, goliaths, and even hill giants. These
raging state at will, though they must make a CON Check apprentices will serve with some reliability; however, the
after or be exhausted for 1d4 turns. half-orc warlord will have a difficult time preventing these
new followers from committing acts of atrocity on local
Intimidation: Because of their brutality, half-orcs are in-
settlements. At least once a month the Warlord half-orc
spire a dread in all combatants they face. Those who take
should expect to be challenged for leadership in a battle
arms against a half-orc of 4th level or higher or witness
to the death.
one in combat suffer a penalty to their morale based on

R23
Hedge Mage
Non-Martial Class
Requirements: None
Prime Requisite: WIS
Hit Die: 1d4
Save Adjustment: +1 on Magic and Willpower saves
Armour Restrictions: No metal, no shields
Weapons Restrictions: Any

Hedge Mages are magic users without formal training at


an academy and as such tend to have their magic from
nature and their environment rather than from deep
tomes of arcane knowledge. Often called druids they tend
to the needs of communities, but often can be seen as
mysterious and dangerous outside of times of need.

Hedge Mage Level Progression


Exp.
Level Points Hit Dice BAB WP NWP
1 - 1d4 - 2 4
2 2,000 2d4 - 2 4
3 4,000 3d4 - 2 4
4 7,500 4d4 - 2 5
5 12,500 5d4 - 2 5
6 20,000 6d4 +2 3 5
7 35,000 7d4 +2 3 6
8 60,000 8d4 +2 3 6
9 90,000 9d4 +2 3 6
10 125,000 10d4+2 +2 3 7
11 200,000 11d4+4 +5 4 7
12 300,000 12d4+6 +5 4 7
13 750,000 13d4+8 +5 4 8
14 1,500,000 14d4+10 +5 4 8

Class Abilities

Brew Potion: At 3rd level a Hedge Mage may brew one


potion per week so long as the proper ingredients are
available, a Wisdom check it required and no other tasks Healing: During periods of short rest, the Druid can apply
can be taken for that week by the Hedge Mage, limiting a poultice to anyone (1 person/turn) with reduced hit
their availability. The type of potion may be selected from points. This helps reduce pain and fatigue providing
this list of potions in Part 7: Treasure (page B48). At 5th 1d3+1 hit points. Individuals can only be treated this way
level the Hedge Mage may pick their potion from the list once per day.
in the Expert rulebook (page X48). At 10th level the
Hedge Mage can brew two potions per week. Curing Disease: Individuals resting for 24 hours under the
care of a Druid and imbibing the herbal remedies pre-
Country Folk: Hedge Mages work hand-in-hand with pared for them may make another saving throw at +2.
farmers and as such get the Craft: Farming NWP for free. Success cures the disease if it is of natural origins. Curses
such as Mummy Rot and Lycanthropy require other
Fey Friend: Due to their connection to nature at 3rd level means to remove.
Hedge Mages are able to understand, but not speak, the
languages of the Fey and gain a +2 to reaction checks Outsider: Hedge Mages are rarely seen as part of the
from faeries, brownies, pixies, etc. At 7th level this bonus community which can cause problems for them in many
increases to +3 and again at 10th level to +4. ways. When the locals are in need of help they will come
to the Hedge Mage, but when things go wrong (drought,
blight, etc.) the blame easily falls to the Hedge Mage.

R24
Shape Change: At 7th level, a Hedge Mage gains the
power to change into the form of a reptile, bird, and
mammal (once per day each). The animal may be of any
size up to around twice the bulk of the druid’s normal
form. If a Hedge Mage has lost hit points, they regain
1d4 hit points per level upon changing into an animal. All
equipment carried by the druid is absorbed into the ani-
mal form and reappears when the druid changes back.

Spell Casting: A Hedge Mage casts spells by reaching out


to the natural world around them, not by following scripts
or scrolls, as such they do not use mana like a Wizard,
but instead have a limited number of spells they can cast
per day. They use Wisdom for the spell casting Ability
check, but otherwise follow the same rules as Wizards,
substituting Intelligence with Wisdom for known spells,
bonus spells, etc… They do not have a Magic School
either, but their spells are limited to Druid spells from Old
School Essentials. They meditate every morning to regain
their spell slots and may cast any spell that they know.

Hedge Mage Spell Tables


Level 1 2 3 4 5
1 1 - - - -
2 2 - - - -
3 2 1 - - -
4 2 2 - - -
5 2 2 1 1 -
6 2 2 2 1 1
7 3 3 2 2 1
There is a 2-in-6 chance when bad omens hit a village the 8 3 3 3 2 2
Hedge Mage will be blamed and a mod with torches and 9 4 4 3 3 2
pitchforks won’t be far behind. As such many Hedge 10 4 4 4 3 3
Mages are more wanderers than permanent residents on 11 5 5 4 4 3
most areas. As such they gain the NWP Geography for 12 5 5 5 4 4
free. 13 6 5 5 5 4
14 6 6 5 5 5
Pass Without Trace: At 3rd level the Hedge Mage gains
the ability to pass through natural environments without After Reaching 12th Level
leaving any tracks. The character is also able to move
through overgrown areas at normal speed and without Druids who attain 12th level or above may build a
impediment. stronghold called a grove, or coven that is integrated into
a rural setting, usually rustic in nature. They will attract
Pathfinding: A party with a Hedge Mage has only a 1-in-6 1d4 other Hedge Mages of levels 1-2 to study with them.
chance of getting lost in woodlands.

R25
Hobbit
Semi-Martial Class
Requirements: CON 9 and DEX 9
Prime Requisite: DEX and STR
Hit Die: 1d6
Save Adjustment: +2 on Endurance and Magic saves
Armour Restrictions: Any of appropriate size
Weapons Restrictions: Any of appropriate size

Hobbits are an unobtrusive but very ancient people, more


numerous formerly than they are today; for they love
peace and quiet and good tilled earth… except when they
don’t.

Hobbit Level Progression


Exp.
Level Points Hit Dice BAB WP NWP
1 - 1d6 - 3 3
2 2,500 2d6 - 3 3
3 4,000 3d6 - 3 3
4 8,000 4d6 - 3 3
What has it got in it’s pocketses?: Once per session a
5 16,000 5d6 +2 4 4
hobbit can reach into it’s pocket and withdraw something
6 32,000 6d6 +2 4 4
random. See table.
7 64,000 7d6 +2 4 4
8 120,000 8d6 +2 4 4
After Reaching 8th Level
Any time a hobbit wishes (and has sufficient money), they
Class Abilities
may build a stronghold, which will form the basis of a
new community of hobbits. Hobbit Shires are typically
Eavesdropping: Hobbits have Advantage to hearing nois-
located in gentle countryside of little rivers and rolling
es.
hills. The leader of the community is called the Sheriff.
Halfling Luck: Fortune is a fickle thing. At the start of
What has it got in it’s pocketses?
each session roll 1d6, on a 1 or 2 you have Bad Luck this
D20 Item D20 Item
session and the DM has 3 Disadvantages to assign when-
1 1d6 taters 11 1d6 carrots
ever he chooses, on a 3 to 6 you have Good Luck and
2 Frying pan 12 Bacon
gain 3 uses of Advantage for this session.
3 1d6 radishes 13 Various herbs
4 Sausages 14 1d6 tomatoes
Hide-in-Plain-Sight: Hobbits get a +2 chance to hide any-
5 Salt & pepper 15 Rosemary
where, but if in the outdoors, it is +4. They also get the
6 Stout flask 16 Pipe & weed
Stealth NWP for free.
7 1d4 maps 17 Silver dagger
8 1d20 mushrooms 18 Flute
Keen Eyes: Hobbits get a +1 bonus on ranged attacks.
9 Pocket knife 19 Dice
10 Book of riddles 20 Magic ring
Quick Footed: Hobbits get a bonus of +1 to individual
initiative rolls.
Favourite Pipe Weed Where Ya From?
D8 Name D8 Town
Small Size: Due to their small size, hobbits gain a +2 bo-
1 Shuckberry Root 1 Tater Grove
nus to Armour Class when attacked by Large sized oppo-
2 Old Toad 2 Brotter’s Common
nents.
3 Brown Leaf 3 Cabbage End
4 Puffbottom 4 Fallowton
Sneak Attack: If the Hobbit is unseen, they can perform
5 Farmdale’s Best 5 Misty Hollow
an attack the same as the Rogue’s Backstab ability.
6 Lost Leaf 6 Bockletknot
7 Marshweed 7 Whiskey Trench
8 Golden Leaf 8 Barty Bog

R26
Paladin
Semi-Martial Class
Requirements: None
Prime Requisite: WIS
Hit Die: 1d6
Save Adjustment: +1 on Willpower and Death Saves
Armour Restrictions: None
Weapons Restrictions: As per deity

Paladins are adventurers who have sworn to serve a deity.


They are trained for battle and channel the power of their
deity.

Paladin Level Progression


Exp.
Level Points Hit Dice BAB WP NWP Faith
1 - 1d6 - 3 3 2/6
2 1,500 2d6 - 3 3 2/6
3 3,000 3d6 - 3 3 2/6
4 6,000 4d6 - 3 3 3/6
5 12,000 5d6 +2 4 4 3/6
6 25,000 6d6 +2 4 4 3/6
7 50,000 7d6 +2 4 4 4/6
8 100,000 8d6 +2 4 4 4/6
9 200,000 9d6 +5 5 5 4/6
10 300,000 10d6+2 +5 5 5 5/6
11 400,000 11d6+4 +5 5 5 5/6 undead. At 3rd level it goes to 2d6, at 5th level 3d6, and
12 500,000 12d6+6 +5 5 5 5/6 finally at 8th level 3d6.
13 600,000 13d6+8 +7 6 6 6/6
14 700,000 14d6+10 +3 6 6 6/6 Damage Undead: Undead creatures within 30’ take 1d6
hit points of damage. If they make a saving throw vs.
Class Abilities Breath Weapons to resist, they take only half damage.
This blast does not hurt or heal living creatures. At 3rd
Channel Energy: Paladins can release a wave of energy level it goes to 2d6, at 5th level 3d6, and finally at 8th
by channeling the power of her faith through her holy (or level 3d6.
unholy) symbol. This energy can be used to cause or heal
damage, depending on the type of energy channeled and Divine Domains: Divine miracles are defined by Domin-
the creatures targeted. A good Paladin (or one who wor- ions, areas of influence in the portfolios of the various
ships a good deity) channels positive energy and can divine powers. The following are some common Domin-
choose to deal damage to undead creatures or to heal ions. The DM chooses which Dominions are available and
living creatures. An evil Paladin (or one who worships an is free to expand upon or modify these Dominions to suit
evil deity) channels negative energy and can choose to the setting and the role of the divine in it. It is possible to
deal damage to living creatures or to heal undead crea- design other Domains to add to these portfolios, and
tures. most gods will have at least 2 domains, with a maximum
of 4.
When you use this, you release a blast of divine power
through your holy symbol. You can do this Wisdom Mod For more information on Divine Domains, please see the
+ Level times per day. This blast is centered on you and Divinity section of these rules, but in summary here are
reaches 30’ in every direction. Each time you use this the base Divine Domains;
ability, you can either heal the living or damage undead:
Chaos: You partake in a portion of the divine power of
Heal the Living: All allies (including yourself) within 30 chaos and madness.
feet heal 1d6 hit points. This blast does not hurt or heal

R27
Craft: You have divine insight into the arts and crafts of
civilization.

Death: This Dominion grants you a portion of your pa-


tron’s power over death itself.

Fate: You tug on the divine strands of fate, influencing


them in your favor.

Life: The Life Dominion safeguards the health and lives of


the faithful and those worthy of its mercy.

Knowledge: You have a portion of your patron’s vast


divine knowledge.

Law: This Dominion makes you a vessel of divine law.


The following table shows the uses per-day for these
Love: You are filled with the power to inspire and pre- based on Character level.
serve love.
Domain Miracles Table
Magic: Your patron has Dominion over the arcane arts
and powers. Level Initiate Deacon Prelate
1 1 - -
Malice: Divine powers of hatred and cruelty are yours. 2 2 - -
3 2 1 -
Nature: Your connection with the powers of nature gives 4 2 2 -
you influence over the wild. 5 2 2 1
6 3 2 2
Protection: This Dominion is concerned with the protec- 7 3 2 2
tion of the faithful and those in need from danger or 8 3 3 2
harm. 9 3 3 2
10 4 3 3
Trickery: This Dominion concerns deception and trickery 11 4 3 3
pleasing to your patron. 12 4 4 3
13 4 4 3
War: You are filled with the power to triumph in battle. 14 5 5 4

All Miracles require a Faith check by the Paladin, which is The Divine Domains that follow are not the only ones to
an X-in-6 as well as the expenditure of an appropriate be sure, and DMs are encouraged to create new ones if
user per day slot. there isn’t one that fits their needs.

All Saves are with the Bonus/Penalty of the Paladin’s


Wisdom Modifier, unless otherwise stated no. After Reaching 9th Level

All durations are 1d4 round plus the Paladin’s Wisdom A Paladin may establish or build a convent. A stronghold
Modifier, unless otherwise stated no. may be bought or built at half the normal price, due to
divine intervention. Once established, the Paladin will
The Domain Miracles are divided into 3 ranks that the attract followers (5d6 fighters of level 1–2). These troops
Paladin gets when they achieve the appropriate level. The are completely devoted to the Paladin, never checking
ranks are Initiate (1st level), Deacon (3rd level), and Prelate morale. The DM decides which proportions of followers
(5th level). are 1st and 2nd level and which are bowmen, infantry,
etc.

R28
Princess
Non-Martial Class
Requirements: CHA 13
Prime Requisite: DEX and CHA
Hit Die: 1d4
Save Adjustment: +1 on Awareness and Willpower Saves
Armour Restrictions: None
Weapons Restrictions: None
Perhaps you are a fallen member of Royalty who stalks
the land seeking adventure to gain allies and resources to
reclaim her title, or maybe you are on the run, out to
experience life before you settle into some political mar-
riage, either way you are a Princess and that’s all that
matters. You MUST take the Noble Background to repre-
sent your blood and upbringing unless you have Exiled.
Princess Level Progression
Exp.
Level Points Hit Dice BAB WP NWP MJ
1 - 1d4 - 2 4 1/6
2 1,500 2d4 - 2 4 2/6
3 3,000 3d4 - 2 4 2/6
4 6,000 4d4 - 2 5 2/6
5 12,000 5d4 - 2 5 3/6
6 24,000 6d4 +2 3 5 3/6
7 48,000 7d4 +2 3 6 3/6
8 96,000 8d4 +2 3 6 4/6
9 192,000 9d4 +2 3 6 4/6
10 384,000 9d4+2 +2 3 7 4/6
11 568,000 9d4+4 +5 4 7 5/6
12 736,000 9d4+6 +5 4 7 5/6
13 936,000 9d4+8 +5 4 8 5/6
14 1,036,000 9d4+10 +5 4 8 6/6

Class Abilities
Courtly Ways: All Princesses gain the NWP Diplomacy for
free. If you are Exiled then choose another instead.
Martial Training: Due to being a tomboy who learned on
her own, or by having a parent who insisted the Captain
of the Guard train her, the Princess starts play with the
Single Weapon Fighting Style specialization.
Royal Defense: Starting at 3rd level the Princess may ex-
ert her royal presence in a such a way that she adds her
CHA modifier to her AC against all attacks.
other dramatic action. This causes distraction to all ene-
Majesty: As a person of royal blood the Princess exudes a mies within 30’ who can see her. Those affected have
majestic presence that when revealed can have near mag- Disadvantage to their attacks and attacks against them
ical effects. The Princess can use her majesty ability, in have Advantage. A Save vs. Spells required to resist.
the following ways, once per day at 1st level, twice per
Inspiring Presence: at 3rd level the Princess may use her
day at 5th level, and three times per day at 10th level. All
majesty to rally her allies within 60’ and give them a +1 to
uses require a 1d6 roll vs. her current level Majesty
all rolls. This can be reversed as well and by scolding or
chances and last for 1d4 rounds;
berating her enemies she can inflict a -1 on their rolls. At
Dramatic Reveal: At 1st level the Princess can reveal her- 5th level this becomes a +2/-2, and at 10th level it be-
self in a dramatic fashion by either speech, song, or some comes Advantage/Disadvantage

R29
under some guise and raising you as their own or some
Majestic Strike: At 5th level the Princess may user her other method of keeping an eye on you. Because of your
Majesty to add her CHA modifier to all her attack and charisma, your attendant is actually a friend of yours or a
damage. loyal companion, instead of an attendant who respects
you from just your authority.
Maidenhead: Whether you are protecting an innocent
maiden, or you are the maiden protecting yourself, the Fey Bloodline: At some point, your ancestors mixed your
power of purity in you cannot be denied. So long as you lineage with fey-blood and this is your fuel of majesty. Fey
have retained your purity by abstaining from sex, alcohol, creatures regard you with curiosity, inherently sensing the
and general gluttony, you retain the benefits of this fea- fey blood within you or feeling a nascent sense of familiar-
ture. For 1 turn any creature who targets you with an ity when in your presence. This may lead to you being
attack or a harmful spell must first make a Save vs. some destined noble of fey or of some fey court or king-
Spells. On a failed save, the creature must choose a new dom.
target or lose the attack or spell. This spell does not pro-
Forever Sleepy: You are subject to sleep spells and ef-
tect from area effects, such as the explosion of a fireball.
fects, even if you have immunities from other features or
This is used once per day at 1st level, twice per day at 5th
abilities. Whenever you are the target of a sleep spell you
level, and 3 times per day at 10th level.
save with disadvantage. Additionally, choose one crea-
Should you intentionally engage in activity deemed im- ture. That creature is your soulmate or savior. Whenever
pure, such as sex, drinking alcohol, eating beyond general you are the subject of magical sleep, you fall asleep per-
sustenance, or harming another individual that is inno- manently and may not awaken until your soulmate or
cent, you must spend one full day in prayer or atonement savior kisses you on your forehead or lips. Should your
to regain this feature. soulmate or savior ever die, you awaken by the next crea-
ture that kisses you on your forehead or lips. Once you
Fairy Tale Woe: A fairy tale woe is something in your
are permanently under the effects of a sleep spell or ef-
past that defines your background. Perhaps you were
fect, you cannot be so again in a permanent way after
cursed by a witch or simply had a strange woe afflict you
you are awakened. You are still vulnerable to the effects,
and you are oblivious to its origin. Regardless, you may
however, as described above.
struggle with your woe defining you, battle to overcome
it, or embrace it. Choose one Fairy Tale Woe from below Midnight Form: At the stroke of midnight you magically
at 1st level; transform into one of the following forms; a frog, a swan, a
mouse, or some other small creature. When dawn comes
Exiled: You don't even know of your own nobility. For
you revert to your natural form and are fully rested even if
some reason, you were exiled from the land that is right-
you did not sleep. This woe is dependant on some sort of
fully yours. While you may be extraordinarily charismatic
curse, or other doctrine that makes it be. Discuss with your
and have a potent personality, you do not know where it
DM how it came to be and what quest/measures would be
hails from. Your majesty comes from an inherent form of
required to release you from it.
entitlement, something that tells you that you are meant
for great things, even if you know not what. Exiled nobles After Reaching 9th Level
are always under the watchful eye of at least one creature,
which the noble may or may not know of. Choose one When reaching 9th level the Princess can make a Strong-
creature from this list that is or has watched over you hold which might be the beginnings of her own kingdom,
during your exile: a human, a deva, a cambion, a centaur, or a duchy/barony within her parent’s kingdom. She will
a dryad, a faerie dragon, a night hag, a pixie, a satyr, or a attract 2d6 Warriors who she will make knights and 2d4
sprite. The creature may watch you from afar or may be Cavaliers who will pledge to her banner.

R30
Ranger Class Abilities
Martial Class
Requirements: CON 9, WIS 9 Animal Companion: At 3rd level Rangers form a close
Prime Requisite: STR + WIS bond with a small or medium sized animal. Unlike normal
Hit Die: 1d8 animals, the animal companion improves in levels as they
Save Adjustment: +2 on Awareness Saves do. It saves as a Ranger of the same level, its BAB is
Armour Restrictions: See Description equal to the Ranger’s. It has 8 + 1d8 hit points + the
Weapons Restrictions: None Ranger’s level. Small animals inflict 1d6 damage; medium
animals inflict 2d4 damage. The Ranger may give the
Rangers are masters of the outdoors, patrolling and pro- companion instructions as a free action.
tecting large stretches of wilderness from evil humanoids
and monsters. They are well-versed in combat and surviv- Archery All Rangers start the game with a specialization
al in wilderness settings. Rangers may use any weapons in the Ranged Fighting Style for free.
and armour, but they can only use their unique ranger
abilities when wearing armour up through chain mail. Awareness: Rangers are only surprised on a roll or 1 in 6,
often allowing them to act while their companions are
Ranger Level Progression surprised.
Exp.
Level Points Hit Dice BAB WPs NWPs Damage Bonus: Years of protecting human settlements
1 - 1d8 - 4 2 from the ravages of evil humanoids and giants, allows
2 2,501 2d8 - 4 2 rangers to closely study their fighting styles. Knowing the
3 5,001 3d8 - 4 2 best tactics to use against them, rangers adds a +1 dam-
4 10,001 4d8 +2 5 2 age bonus every third level against such creatures.
5 20,001 5d8 +2 5 2
6 40,001 6d8 +2 5 3 At 3rd level Rangers are considered friends to Wood Elves
7 80,001 7d8 +5 6 3 to the degree that that not only gain the free NWP Lan-
8 160,001 8d8 +5 6 3 guage: Sylvan Elf for free, they also get +2 reaction bonus
9 310,001 9d8 +5 6 3 from Wood Elves.
10 460,001 9d8+2 +7 7 3
11 610,001 9d8+4 +7 7 4 Deadly Shot: At 5th level when a Ranger scores a Critical
12 760,001 9d8+6 +7 7 4 Success on a ranged attack the opponent must make an
13 910,001 9d8+8 +9 7 4 immediate Death Save.
14 1,060,001 9d8+10 +9 7 4
Favoured Enemy: Rangers spend time dealing with cer-

R31
tain types of enemies, pick one from the following choic-
es and gain a +1 to hit and damage them; Animal, Con- Spell Casting: At 8th level the Ranger begins to be able to
struct, Dragon, Humanoid, or Undead. cast Druid spells. They only know as many spells as they
can cast, and those spell slots renew every morning.
Hunter’s Mark: At 5th level once per day the Ranger can
select an enemy they can see and mark them. This give Ranger Spell Progression Table
the Ranger +1d6 damage against them on a successful Level 1 2 3
attack. This mark lasts for 1d4 + Wisdom modifier 1 - - -
rounds. The Ranger must first make a successful melee or 2 - - -
ranged attack against the target and then declare they are 3 - - -
marking them If the marked target is slain and rounds 4 - - -
remain, the Ranger can select another viable target as a 5 - - -
move action. At 10th level the duration increases to 1d6 + 6 - - -
Wisdom modifier. 7 - - -
8 1 - -
Pack Tactics: At 8th level whenever the Ranger’s animal 9 2 - -
companion is adjacent to an enemy, they grant each oth- 10 2 1 -
er Flanking Bonus, no matter how far the Ranger is from 11 2 2 -
the enemy, though range applies. 12 2 2 1
13 3 2 1
Ranger Skills: Rangers may select 2 NWPs from the fol- 14 3 2 2
lowing list at level 1 for free;
After Reaching 9th Level
Geography, Hunting, Mountaineering, Tracking, or Wil-
derness Survival 2d12 beings will join the ranger as followers. The nature
of these followers is up to the referee—they may include
They can then spend a personal NWP to improve it to human or demi-human adventurers, animals, fantastic
Professional level at 1st level. They may select another mounts, sylvan creatures, or special monsters. If any of
from the list at levels 5 and 10. the followers die, they are not replaced.

R32
Rogue
Semi-Martial Class
Requirements: None
Prime Requisite: DEX
Hit Die: 1d6
Save Adjustment: +1 on Area Effects and Awareness
Saves
Armour Restrictions: Leather, no shields
Weapons Restrictions: None

Rogues are adventurers who live by their skills of de-


ception, stealth, and daring. Their range of unique skills
makes them very handy companions in adventures.
However, Rogues are not always to be trusted.

Rogue Level Progression


Exp.
Level Points Hit Dice BAB WP NWP
1 - 1d6 - 3 3
2 1,200 2d6 - 3 3
3 2,400 3d6 - 3 3
4 4,800 4d6 - 3 3
5 9,600 5d6 +2 4 4
6 20,000 6d6 +2 4 4
7 40,000 7d6 +2 4 4
8 80,000 8d6 +2 4 4
9 160,000 9d6 +3 5 5
10 280,000 10d6+2 +3 5 5 Fast Stealth: When you use the Stealth skill, you move at
11 400,000 11d6+4 +3 5 5 your normal speed.
12 520,000 12d6+6 +3 5 5
13 640,000 13d6+8 +5 6 6 Finesse Fighter: You gain the may use your DEX as the
14 760,000 14d6+10 +5 6 6 to hit and damage modifier for weapons that do NOT
have the Finesse quality.
Class Abilities
Kip-Up: You can spring up from a prone position as a
Back-Stab: If the Rogue is unnoticed, they can make an free action instead of as your movement.
attack with Advantage that automatically counts as a Crit-
ical. If the roll is an actual critical the target must make an Ledge Walker: You can move across narrow surfaces
immediate Endurance Save. (such as ropes and ledges) at full speed.

Evasion: At 5th level, when you make a Save to take half Nimble Climber: When you fail a Climb check you can
damage from an attack, you know only take quarter dam- immediately stop your fall if you make another Climb
age instead. check with -2 penalty.

Scroll Casting: A Rogue of 10th level or higher can cast Quick Disable: Whenever you use the Disable Device skill
arcane from scrolls. There is a 5-in-6 chance this suc- to disarm a trap, it takes you half the normal time (1d4
ceeds, if not roll on the Spell Fumble Table. rounds instead of 2d4).

Rogue Talents: Choose 1 of the following at 1st level, Signature Weapon: You gain Weapon Specialization with
then another at 3rd level, another at 5th level, and one last a weapon you are proficient with as if you were a Martial
one at 8th level. Class.

Expert Leaper: Your jumps always count as if they had a Surprise Attack: You can attack opponents in the surprise
running start. When you deliberately jump down, treat the round, even if you’re surprised. You must have a weapon
distance as 20 feet shorter. readied to do this.

R33
Trap Spotter: Whenever you come within 10 feet of a Thief Skills: Rogues may select 2 NWPs from the follow-
trap, you get a free Awareness/Notice check to spot it. ing list at level 1;
The DM makes this check in secret.
Climbing, Open Locks, Perception, Sleight-of-Hand,
Uncanny Dodge: At 8th level enemies no longer get Ad- Stealth, Streetwise, and Trapworking
vantage from flanking you in combat and at 10th level
other Rogues cannot Backstab you. They can then spend a personal NWP to improve it to
Professional level at 1st level. They may select another
from the list at levels 5 and 10.

After Reaching 9th Level

A Rogue can establish a den of thieves, attracting 2d6


apprentices of 1st level. These Rogues will serve the
character with some reliability; however, should any be
arrested or killed, the PC will not be able to attract ap-
prentices to replace them. A successful Rogue might use
these followers to start a Thieves’ Guild or a gang.

R34
Slayer
Martial Class
Requirements: CON 9
Prime Requisite: STR and CON
Hit Die: 1d12
Save Adjustment: +1 on Might and Death Saves
Armour Restrictions: See below
Weapons Restrictions: None

Slayers are primitive tribal warriors from wild, uncivilised


lands. They are formidable fighters with many useful sur-
vival skills but have a deep mistrust of magic. Because of
their fierce distrust of all things magical, a Slayer may
never benefit from the use of any magical item. In addi-
tion, a Slayer will never willingly submit to being the tar-
get of beneficial magic, with the exception of spells that
heal damage or cure status conditions such as poison,
diseases and curses. At 1st level Slayer cannot read or
write, irrespective of INT score.

Class Name Level Progression


Exp. AD/
Level Points Hit Dice BAB WP NWP SS
1 - 1d12 - 4 2 +1
2 2,500 2d12 - 4 2 +1
3 5,000 3d12 - 4 2 +1
4 10,000 4d12 +2 5 2 +2
5 18,500 5d12 +2 5 2 +2
6 37,000 6d12 +2 5 3 +2
7 85,000 7d12 +5 6 3 +3
8 140,000 8d12 +5 6 3 +3
9 270,000 9d12 +5 6 3 +3
10 400,000 9d12+2 +7 7 3 +4 to be magical for the purposes of damage monsters im-
11 530,000 9d12+4 +7 7 4 +4 mune to mundane attacks.
12 660,000 9d12+6 +7 7 4 +4
13 790,000 9d12+8 +9 8 4 +5 Wild at Heart: Slayers get either the Wilderness Survival
14 920,000 9d12+10 +9 8 4 +5 or Mountaineering NWP for free.

Class Abilities After Reaching 9th Level

Armoured Defense (AD): If the Slayer is wearing only A Slayer can call upon their native people to form a great
padded, leather, or hide armour, they add their AD to horde of warriors, numbering 250 per level above 7th.
AC. The warriors are 1st level Warriors. A horde can only be
mustered for a specific purpose (e.g. attacking an enemy
Savage Strike (SS): Slayers rely on their innate strength city, rescuing hostages, etc.). Once the purpose is
and battle prowess to survive. A Slayer receives a bonus achieved or abandoned, the horde disbands. Mustering a
to all melee attack and damage rolls as defined by their horde takes one week, and it remains for one week per
Savage Strike ability. At 4th level this bonus is considered level of the Slayer.

R35
Warrior
Martial Class
Requirements: None
Prime Requisite: STR
Hit Die: 1d10
Save Adjustment: +1 on Might and Endurance saves
Armour Restrictions: None
Weapons Restrictions: None

Warriors are champions, swordsmen (and women), sol-


diers, and brawlers. They live and die by their knowledge
of weaponry and combat. Warriors can be found on the
front lines of any battle, clashing with monster and vil-
lains. Good Warriors are strong and healthy if they hope
to survive.

Warrior Level Progression


Exp.
Level Points Hit Dice BAB WP NWP
1 - 1d10 +1 4 2
2 2,000 2d10 +1 4 2
3 4,000 3d10 +1 4 2
4 8,000 4d10 +2 5 2
5 16,000 5d10 +2 5 2
6 32,000 6d10 +2 5 3
7 64,000 7d10 +5 6 3
8 120,000 8d10 +5 6 3
9 240,000 9d10 +5 6 3
10 360,000 9d10+2 +7 7 3
11 480,000 9d10+4 +7 7 4
12 600,000 9d10+6 +7 7 4
13 720,000 9d10+8 +9 8 4
14 840,000 9d10+10 +9 8 4

Class Abilities

Combat Stance: Warriors have the ability to change how


they fight. Normal Stance is default unless the player de-
clares they are changing Combat Stance. This may be
done at the beginning of the round, and last until their
next actions comes up in the following round;

Normal Stance: No changes, the Warrior attacks and


defends as usual.
Protective Stance: Using this stance, the character at-
Aggressive Stance: The Warrior is attacking wildly and tempts to guard a friend or companion who is near to
trying to take down his opponent as quickly as possible, them. The character in protective stance gets a +2 bonus
though probably leaving themselves open to their attacks. to AC but may not attack at all. If the protected compan-
The character gets a +2 bonus to hit but a -4 penalty to ion is hit by an attack this turn, the character using pro-
AC. tective stance may choose to take the hit instead.

Defensive Stance: The opposite of aggressive stance, this Commanding Stance: The character makes themselves
represents a Warrior being more cautious and on his conspicuous to the enemy but exhorts his companions to
guard. The character gets a +2 bonus to AC, but a -4 greatness. The character gets a -6 to AC and may not
penalty to his own attack rolls. attack but may make a CHA check to give his compan-
ions and followers +2 to hit for the round.

R36
Heroic Surge: At 3rd level the Warrior can push them-
selves beyond their normal limits. Once per day they can
take another action in their round. They gain a second
use of this ability at 5th level, and a third use at 10th level.

Combat Training: At 5th level the Warrior may choose


one Combat Ability from the following list;

Combat Expertise: Gain +2 AC by taking a -2 to hit until


the start of their next turn.

Far Shot: Does not suffer Disadvantage on Long Range


ranged attacks.

Power Attack: Gain a +2 bonus on melee damage rolls, in


exchange for a -2 penalty on melee attack rolls until the
start of their next turn.

Precise Shot: If shooting or throwing into melee combat,


they do not get Disadvantage as per normal.

Martial Prowess: When the Warrior’s attack reduces his


target to 0 hit points, they may immediately take a sec-
ond attack against an adjacent foe. There must be an
available target to use this ability.

Shake It Off: The Warrior can recover damage while still


fighting. They can heal 1 hit die during combat as their Exploit an Opening: The Warrior can take Advantage on
action instead of attacking. an Attack or confer it to an adjacent ally.
Shield Focus: Increase the AC bonus of their shield by Weapon Barrier: The Warrior can take Advantage on a
+1. If the Warrior is specialized in Weapon and Shield Defense or confer it to an adjacent ally.
style, their Shield Punch damage is now 1d6.
After Reaching 9th Level
At 7th level they may choose another Combat Ability, and
another at 9th level, but cannot one they’ve already taken. At level 9 a Warrior may become a great leader of men,
taking control of a parcel of land and a leadership rank in
Old Soldier: At 10th level the Warrior is so adept at com- his society. A Warrior will, assuming money is at hand,
bat, once per day he can do each of the following; build a castle. He may ultimately control several villages
and towns, but must be a good, strong leader and provide
Indomitable: The Warrior can succeed on a failed Saving protection. A Warrior may be granted a title such as Bar-
Throw. on or Baroness. The land under the Warrior’s control is
then known as a Barony.
First Strike: The Warrior seizes the Initiative, allowing his
side to go first in a round.

R37
Wizard
Non-Martial Class
Requirements: INT 4+
Prime Requisite: INT
Hit Die: 1d4
Saves Adjustment: +1 on Magic and Awareness Saves
Armour Restrictions: Penalties apply, see below
Weapons Restrictions: None

Wizards are supreme magic-users, defined and united as a


class by the spells they cast. Drawing on the subtle weave
of magic that permeates the cosmos, wizards cast spells
of explosive fire, arcing lightning, subtle deception, and
brute-force mind control. Their magic conjures monsters
from other planes of existence, glimpses the future, or
turns slain foes into zombies. Their mightiest spells
change one substance into another, call meteors down
from the sky, or open portals to other worlds.

Wizard Level Progression


Exp.
Level Points Hit Dice BAB WP NWP MP
1 - 1d4 - 2 4 1d4
2 2,500 2d4 - 2 4 2d4
3 5,000 3d4 - 2 4 3d4
4 10,000 4d4 - 2 5 4d4
5 20,000 5d4 - 2 5 5d4
6 40,000 6d4 +2 3 5 6d4
7 80,000 7d4 +2 3 6 7d4
8 150,000 8d4 +2 3 6 8d4
9 300,000 9d4 +2 3 6 9d4
10 450,000 10d4+2 +2 3 7 10d4+1
11 600,000 11d4+4 +5 4 7 10d4+2
12 750,000 12d4+6 +5 4 7 10d4+3
13 900.000 13d4+8 +5 4 8 10d4+4
14 1,050,000 14d4+10 +5 4 8 10d4+5

Class Abilities

Amour: There are certain armours that are allowed for


Wizards, specifically Padded and Leather armour, but
technically they could wear any armour they like. Just
apply the AC bonus as a penalty to their casting roll. adds 1d4 + Intelligence modifier Mana to their pool. Ma-
Wizards tend no to wear armour for this very reason. na pools refresh after a full night of rest, but a short rest
Wizards cannot use shields as they require both hands for can reclaim 1d4 Mana. Spells from the Wizard’s School
casting purposes. of Magic cost 1 less Mana Point to cast, minimum cost of
1mp.
Magical Research: A Wizard of any level may spend time
and money on magical research. This allows them to add School of Magic: Every Wizard is trained in a School of
new spells to their spell book and to research other magi- Magic. These schools define the type of Wizard they will
cal effects. When a Wizard reaches 9th level, they are also be. Once a School of Magic has been chosen it can never
able to create magic items. be changed, and each school has an alternate or oppos-
ing school that the Wizard can never cast spells from. For
Mana: All Wizard’s use Mana to fuel their spells. The cost more information on the Schools of Magic and their ben-
of a spell is 1 + Spell Level. So casting a spell of the efits, see the Magic section later in this book, but in gen-
Third Level would cost 4 mana. Every level the Wizard eral the schools are as follows;

R38
Spell Casting: Wizards carry spell books containing the
formulae for arcane spells. They are limited to casting
only by their Mana Point score. To cast they must make
an Intelligence Check, with a penalty of the spell Level (1-
6) and any other factors (such as the above armour rules).
Success or failure still requires them to spend the mana. If
they fail, the spell does not occur. See the Magic section
later for rules on Spell criticals and fumbles. Their Intelli-
gence score will determine the number of spells in the
Wizard’s spell book. New spells must be found, given, or
researched.
The major exceptions to the above rule are Cantrips.
Cantrips are used at-will, do not cost mana, do not re-
quire a spell roll, and are not part of any single School of
Magic. All Wizards start with Read Magic, Detect Magic,
and two of the remaining four Cantrips in the spell sec-
tion. They may be taught, find, or research other cantrips
later.
Every morning the Wizard must spend at least a couple of
hours studying their spell book to refresh their knowledge
of their spells. If they do not do this, they receive a cumu-
lative -2 on casting rolls for each day they do not study.
Using Magic Items: As spell casters, Wizards are able to
use magic scrolls of spells on their spell list. They can also
use items that may only be used by arcane spell casters
(e.g. magic wands).
After Reaching 11th Level
A Wizard may build a stronghold, often a great tower.
1d6 apprentices of levels 1–3 will then arrive to study
under the Wizard.
Abjuration: Spells that protect, block, or banish. An abju-
ration specialist is called an Abjurer.
Conjuration: Spells that bring creatures or materials to the
caster. A conjuration specialist is called a Conjurer.
Divination: Spells that reveal information. A divination
specialist is called a Diviner.
Enchantment: Spells that imbue the recipient with some
property or grant the caster power over another being.
An enchantment specialist is called an Enchanter.
Evocation: Spells that manipulate energy or create some-
thing from nothing. An evocation specialist is called an
Evoker.
Illusion: Spells that alter perception or create false imag-
es. An illusion specialist is called an Illusionist.
Necromancy: Spells that manipulate, heal, create, or de-
stroy life or life force. A necromancy specialist is called a
Necromancer.
Transmutation: Spells that transform the recipient physi-
cally or change its properties in a more subtle way. A
transmutation specialist is called a Transmuter.

R39
R40
COMBAT

One of the major parts of any D&D game is combat. Battling it out with the forces of chaos and evil to save the day or
at the very least loot the dungeon and get stinking rich. Add the following rules to your D&D games for more options
and adventure in combat.

Initiative Revisited For example, a Goblin is attacking Gus the Fighter, the
DM tells Gus to defend against 15. Gus rolls 1d20, get-
Each Side (PC vs. Opponents) rolls 1d12, highest side ting an 8, then he adds his Chain Mail (+5) and his Medi-
takes Initiative. Roll once each combat. um Shield (+2) for a total of 15. Gus avoids the Goblin’s
attack but just barely.
Order of Battle
Helmets
Each round is resolved in the following sequence;
Every time a successful hit is +5 to the AC required, or is
a Critical Hit, there is a 2-in-6 chance the attack hits the
1 - Morale Check (not on starting round)
character’s head. If it does roll Endurance Save, modified
2 - Movement
by the Helmet table (equipment section) to see if it pre-
3 - Missile Fire
vents a lethal blow. If the roll is failed, the character is
4 - Spells
reduced to 0 hit points and considered to be dying.
5 - Melee
6 - Next side goes
PC Death
7 - Back to 1 if necessary
When reduced to 0 hit points the character falls uncon-
Armour Class Revised + Active Defense
scious. If reduce to less than 0 hit points, the character
must make an immediate Endurance Save (the amount
B/X Revised uses Ascending Armour Class as part of the
below 0 applied as a negative modifier to the roll). If suc-
Active Defense.
cessful, the character is at 0 hit points and loses 1 from a
random ability (roll 1d6). If the blow was to the head (see
When being attacked, the player rolls 1d20 + Armour
Helmets above) the loss must be from Intelligence, Cha-
Class vs. the attack value of the enemy.
risma, or Wisdom. If the character fails the roll, they lose -

R41
1 hit points per round, but may continue to make Endur-
ance Saves with the new penalty applied. If they reach - Fumbles
10 they are dead, and if one shot brings them to -10 they
are instantly killed. On a Natural 1 we have a fumble. Roll 1d20 on the
Fumble Tables below for your attack type and for the
Death Saves
effect.
Failing an Endurance Save VS. death is a very specific
subject. Often an effect, ability, or spell is designed to Critical Misses (Melee Attacks)
deliver certain doom. In those cases a save is called for to
ward off these effects, in such a case we use an Endur- 1-2 • Weapon Break. The force of your blow, or parry-
ance Save. If the save succeeds, no mortal effect is inflict- ing that of your opponent’s, causes your weapon to snap
ed, but should it fail the character is reduced immediately in two. (For magical weapons roll an additional d10, on a
to 0 hit points and begin making Endurance Saves every 1 they break).
round as above. If they are already at or below 0 hit
points the character is no more, they’ve ceased to be, 3-4 • Goodbye Fair Blade! Roll a Strength check or your
they’ve expired, gone to meet their maker, become a stiff, weapon flies d12 feet out of your hand in a random direc-
are bereft of life, rests in peace, are pushing up the dai- tion. If you use movement to go and pick it up, you pro-
sies, their metabolic processes are now history, they’re off voke an opportunity attacks from anyone you pass within
the twig, kicked the bucket, shuffles off their mortal coil reach.
and joined the bleeding choir invisible. They are an ex-
character. 5-6 • Wild Swing. You overextend yourself going for the
kill. Your opponent gains advantage on attacks rolls
Critical Hits
against you for one turn.
On a Natural 20 we have a critical hit. What happens on
a critical is determined by the class type. See below; 7-8 • Stuck Weapon. Your weapon gets stuck in your
opponent’s shield, weapon, armour, hide, or else in a tree
Non-Martial Classes do Maximum Damage.
or wall, or the ground. Roll a Strength check to see if you
Semi-Martial Classes inflict Double Damage by rolling the can free it using a bonus action. Bludgeoning weapons
dice twice. with no sharp edge or spike can ignore this result and roll
again.
Martial Classes do Max Damage (weapon damage only)
plus roll damage dice again and add it to their total. Also,
9-10 • Ooops! You hit an unintended foe in combat.
if the same or another target is available, they may attack
Randomise all combatants within 5 feet and roll a second
again.
attack roll, if you beat their armour class roll damage as if
they were your intended target.

11 • Self Inflicted Wound. Either via a deflection or sheer


incompetence you manage to slice yourself with your own
blade; roll normal damage and half it. (Applies to combat-
ants using slashing weapons and flails only. Other weap-
on types roll again).

12-14 • Slip Up. You lose your footing. Roll a Dexterity


check or fall prone. Your turn has ended and melee at-
tacks have advantage on you

15 • Pulled Muscle (Arms). Roll a Constitution check or


the strain of your attack causes you to pull a muscle in
your upper body. You have disadvantage in attack rolls
and ability checks requiring upper body strength until you
have completed a long rest or received magical healing.

16 • Pulled Muscle (Legs). Roll a Constitution check or


the strain of combat causes you to pull a muscle in your
leg. Your movement and dex. Modifier (if positive) is
halved (rounding down) and you have disadvantage on

R42
any ability checks that require lower body strength, until strength until you have completed a long rest or received
you have completed a long rest, or received magical heal- magical healing.
ing.
20 • Slip Up. You lose your footing. Roll a Dexterity
17-18 • Loss of Nerve. Man, your opponent looks tough. check or fall prone. Your turn has ended and melee at-
Contest your choice of Strength or Charisma against their tacks have advantage on you.
choice of Strength or Charisma. If one of you has landed
a blow and the other hasn’t, they have advantage. If you
lose you are frightened. You may repeat the check at the
end of each round
.
19 • Broken Item. In the hurly burly of combat, some-
thing fragile – like a magic potion – you’re carrying
breaks. Randomise fragile objects you have in your pos-
session and roll to determine which. (Note, better to do
this when the combat is over).

20 • A Little Accident. Either through fear, excitement or


simply needing to go, you soil yourself. 75% chance it’s
only pee.

Critical Misses (Ranged Attacks - Bows)

1-2 • Weapon Break. Your bow shaft snaps, or a mech-


anism in your crossbow breaks, and your weapon is now
useless. (For magical weapons roll an additional d10, on a
1 they break).

3-5 • String Break. Your bowstring snaps and needs


replacing. If you have a spare string measured and ready
you need one minute to do so.

6-8 • Loose String. Your string comes loose. You lose


this attack. Starting next round you can make a Dexterity
check to fix it. Each attempt takes the entirety of your
action.

9-16 • Ooops! You hit an unintended target. Randomise


all combatants, both friends and foes, within 10 feet (for a
short-range attack, or 30 feet for a long-range attack) and
roll a second attack roll. If you beat their armour class roll
damage as if they were your intended target.

17-18 • Ammo Accident. Your quiver spills (50% strap


broken, 50% you tilt it over by accident), and the remain-
der of your arrows (or bolts) fall to the floor. If you remain
still you can use a bonus action to pick up one a round
and still fire using your main action. If your quiver's strap
is not broken, you can use your main action to pick up
2d8 arrows and put them back in your quiver.

19 • Pulled Muscle (Upper Body). Roll a Constitution


check or the strain of your attack causes you to pull a
muscle in your upper body. You have disadvantage in
attack rolls and ability checks requiring upper body

R43
Critical Misses (Ranged Attacks - Thrown) Wisdom check or suffer disadvantage to attack rolls until
you next score a hit on an opponent.
1-4 • Weapon Break. The impact of your weapon hitting
Healing & Rests
a tree, the ground, a shield etc. causes it to break. It is
now useless. (For magical weapons roll an additional d10, A Short Rest is no less than an hour (6 turns) and as a
on a 1 they break). result you can roll 1HD and add that back to your Hit
Points. Some powers and abilities might have a moderate
5-9 • Pulled Muscle (Arms). Roll a Constitution check or
refresh in this time frame.
the strain of your attack causes you to pull a muscle in
your upper body. You have disadvantage in attack rolls A Long Rest is a full night of sleep and allows you to roll
and ability checks requiring upper body strength until you as many HD as you have left. Rolls of 1 are NOT re-
have completed a long rest or received magical healing. rolled. One-per-day powers and abilities refresh at this
time as well.
10-14 • Slip Up. You lose your footing. Roll a Dexterity
check or fall prone. Your turn has ended and melee at- A Complete Rest is 1 week of inactivity and replenishes
tacks have advantage on you. all your spent Hit Dice.
15-19 • Ooops! You hit an unintended random target. Grievous Bodily Harm
Randomise all combatants within 10 feet (for a short-
If you take more than your CON total in damage from a
range attack, or 30 feet for a long-range attack) of your
single blow you suffer a serious wound. Roll 1d6 and
intended target and roll a second attack roll. If you beat
going down the line on your abilities, remove 1 from that
their armour class roll damage as if they were your in-
Ability score. This is healed by Magic or Long Rests only.
tended target (discount sneak attack damage for Rogues).
The lost point must be the first damage healed. So, if you
20 • WTF? You launch a comically bad projectile attack had suffered a -1 to your STR, and then took a Long Rest
nowhere near your intended opponent – it flies into a and rolled 2d8 getting 8 hit points back, the first would
huge empty space (or at DM’s discretion a distant unin- buy back the -1 STR with the remaining 7 applied to your
tended target) taking your self confidence with it. Roll a Hit Point pool.

R44
GENERAL MECHANICS

The following are just general clarifications , or addendum to the general rules of the game.

Time, Movement, and Encumbrance weight but bulk. Certainly 10 pounds of feathers will be a
lot bulkier than 10 pounds of iron. Do not mistake the cn
Time Units Table
weights as real-world values, they are merely approxima-
Measure Round Turn Hour
tions of how awkward, heavy, and bulky things can be.
Round 1 60 360
DMs should feel free to adjust their cn values as need be.
Turn 1/60 1 6
To determine your encumbrance level, divide your Max
Movement
Carry (found on the Strength Table) and each 1.4th repre-
In combat medium sized creatures (Humans, Elves, Half- sents your encumbrance level. This directly impacts your
Orcs, etc…) move 32’ per round, whereas small sized ability to move in combat as shown on the table below.
creatures (Hobbits, Dwarves, Gnomes, etc…) move 24’
per round in combat. A character can sacrifice their nor- Encumbrance Table
mal action to take a double move in a round. Load Move
Quarter 32’/24’
Travel Pace Table
Travel Distance Distance Distance
Half 24’/18’
Pace per Minute per Hour per Day Side Effect Three Quarters 16’/12’
Fast 400 feet 4 miles 30 miles -1 to Surprise Full 8’/6’
Normal 300 feet 3 miles 24 miles - On top of treasures, everything a character carries has
Slow 200 feet 2 miles 18 miles Can use stealth
weight, but to avoid minutiae and argument, the general
Encumbrance equipment pack of an adventurer weighs roughly 100
cns. This pack should contain, give or take, the following
All weights for purpose of encumbrance are measures in
items; a backpack, a bedroll, a mess kit, a tinderbox, 10
Coins (cn) with 10 coins equal to about 1 pound of en-
torches, 10 days of rations, and a waterskin. The pack
cumbrance. Note these is meant to represent not only

R45
also has 50 feet of hempen rope strapped to the side of Weapon Weight Table
it.
Type Encumbrance
For more items added in, use common sense and DM’s One-Handed 20-30 cn
judgement to add to that weight. For example, adding a Two-Handed 50-70 cn
lantern that normally weighs about 30 cn (3lbs), might Small Blades 10-15 cn
only add +5 cn, it’s flasks of oil, roughly 10 cn (1lb) each, Pole-Arms 30-70 cn
only add +1 cn instead. This is not indicative of real-world Crossbow* 50–70 cn
measures, but just general concepts. In a fantasy game we Bows* 20–50 cn
don’t want to get overwhelmed with item tracking, but to *Ammunition weight is considered part of this for simplicity’s sake.
also keep players from being one-man-general-stores on Armour, Helmets, & Shields
legs. If nothing else this should encourage them to acquire
the services of hirelings and/or pack animals. Expanded Armour

Use the tables below to accommodate for other items Type AC Weight Cost
worn or carried. Padded* +1 Light 10gp
Leather* +2 Light 15gp
Armour Weight Table Studded Leather +3 Light 30gp
Type* Encumbrance Ring Mail +3 Medium 45gp
Light 70 - 100 cn Scale Mail +4 Medium 50gp
Medium 110 - 250 cn Hide* +4 Light 20gp
Heavy 260 - 500 cn Brigandine +4 Medium 65gp
*Helmets are included in weight of armour Chainmail +5 Medium 70gp
Splint Mail +6 Heavy 75gp
Shield Weight Table Banded Mail +6 Heavy 85gp
Type* Encumbrance Plate Mail** +7 Heavy 250gp
Light 50 cn Field Plate** +8 Heavy 500gp
Medium 75 cn Full Plate** +9 Heavy 1000gp
Heavy 100 cn *May be worn by Non-Martial Classes
**Comes with Basinet helmet, which can be swapped for another
Extreme 350 cn
helmet for price difference.
*Wooden and steel shields are close enough in weight for
encumbrance purposes.
Helmets
Treasure Weight Table Head
Type Encumbrance Type End. Save Cost
Coin (any) 1 None -5 -
Gem 1 Arming Helmet* +1 5gp
Jewellery (1) 5 Skullcap* +1 10gp
Potion 5 Mail Coif +2 15gp
Scroll 1 Kettle Helm +2 20gp
Staff 40 Nasal Helm +3 25gp
Wand 5 Bascinet +3 30gp
Sallet +3 35gp
Weapon Weights Spangenhelm +4 40gp
Barbute +4 45gp
This get’s a little difficult, given the wide variety of weap- Heaume +5 50gp
*May be worn by Non-Martial Classes
ons available. As such use the following very rough guide-
lines for weapons;
Shields
Armour Class
Type Bonus Weight Cost
Small Shield +1 Light 10gp
Medium Shield +2 Medium 20gp
Large Shield* +3 Heavy 40gp
Tower Shield*/** +4 Extreme 50gp
*Gives Advantage on Saves vs. Breath Weapons
**Provides Cover from ranged attacks, imposes Slow quality

R46
can be wielded one handed for regular damage or two-
Shields are normally made of wood, but for double cost handed more damage.
they can be made of metal, which gives them advantage
of item saves. Masterwork Weapons

Weapons Revisited Any weapon can be considered a Masterwork weapon for


5 times the base cost. This weapon is considered to do
Ammo Dice either +1 to hit or +1 damage. To have it be both, multi-
ple the base cost by 10. Masterwork weapons count as
The idea of Ammo Dice is to spare players from having magical weapons for striking creatures who are immune
to track every single arrow. Instead they roll after or with to non-magical weapons.
their attack matching the Ammo Die of the items. If a 1-2
is rolled, they then drop to the next die type following the Silvered Weapons
chain;
Any weapon can be silvered for double the cost. These
d12 > d10 > d8 > d6 >d4 weapons are useful against lycanthropes and other crea-
tures that can only be struck by silver. Masterwork weap-
The new die type remains until they can replenish their ons that are silvered are double the Masterwork cost, not
supply either through purchase or scavenge. If they drop the base cost.
below 1d4 they are out of ammo.
Shield Sundering
New Weapon Qualities
If a Martial-Class character is hit and would be dealt dam-
In addition of the existing Weapon Qualities we add two age from an attack, they can opt to sunder (destroy) their
new ones. Finesse and Versatile. Finesse allows any Class shield - if they have one equipped - and ignore the dam-
that has DEX as a Prime to use their DEX bonus to hit age. If the shield is made of metal it gets an item saving
and damage instead of STR. Versatile means the weapon throw, but without Advantage for this purpose.

R47
Expanded Weapons
Group Type Damage Qualities Enc. Cost
Axes Battle Axe 1d6/1d8 Melee, Versatile 60 cn 7 gp
Axes Great Axe 1d10 Melee, Slow, Two-Handed 80 cn 10 gp
Axes Hand Axe 1d6 Melee 20 cn 4 gp
Axes Throwing Axe 1d4 Melee, Missile (10/20/30) 20 cn 3 gp
Bows Longbow 1d8 Missile (70/140/210), Two-Handed 50 cn 40 gp
Bows Short Bow 1d6 Missile (50/100/150), Two-Handed 20 cn 25 gp
Bows Composite Longbow 1d8 Missile (70/140/210), Two-Handed, +STR 50 cn 70 gp
Bows Composite Short Bow 1d6 Missile (50/100/150), Two-Handed, +STR 20 cn 50 gp
Clubs Wooden 1d6 Blunt, Melee 50 cn 3 gp
Clubs Mace 1d6/1d8 Blunt, Melee, Versatile 30 cn 5 gp
Clubs Morning Star 1d8/1d10 Blunt, Melee, Versatile 30 cn 10 gp
Clubs Tetsubo 1d10 Blunt, Melee, Two-Handed 60 cn 20 gp
Clubs Warhammer 1d6/1d8 Blunt, Melee, Versatile 50 cn 5 gp
Crossbows Heavy Crossbow 1d8 Missile (80/160/240), Reload, Slow, Two-Hand. 80 cn 40 gp
Crossbows Hand Crossbow 1d4 Missile (25/50/75), Reload 30 cn 35 gp
Crossbows Light Crossbow 1d6 Missile (50/100/150), Reload, Two-Handed. 50 cn 30 gp
Long Blades Bastard Sword 1d8/1d10 Melee, Versatile 70 cn 20 gp
Long Blades Great Sword 1d12 Melee, Two-Handed 70 cn 15 gp
Long Blades Longsword 1d8 Melee 60 cn 10 gp
Long Blades Rapier 1d6 Finesse, Melee 50 cn 15 gp
Long Blades Scimitar 1d8 Melee 50 cn 15 gp
Med. Blades Cutlass 1d6 Melee 50 cn 15 gp
Med. Blades Sabre 1d6 Melee 60 cn 15 gp
Polearms Bardiche 2d6 Melee, Slow, Two-Handed 80 cn 7 gp
Polearms Fauchard 1d10 Melee, Slow, Two-Handed 80 cn 7 gp
Polearms Glaive 1d10 Melee, Slow, Two-Handed 80 cn 7 gp
Polearms Halberd 1d10 Melee, Slow, Two-Handed 80 cn 7 gp
Polearms Lance 1d6 Charge, Melee 80 cn 5 gp
Polearms Lucerne Hammer 2d4 Melee, Slow, Two-Handed 80 cn 7 gp
Polearms Ranseur 2d4 Melee, Slow, Two-Handed 80 cn 7 gp
Polearms Voulge 2d4 Melee, Slow, Two-Handed 80 cn 7 gp
Short Blades Dagger 1d4 Melee, Missile (10/20/30) 80 cn 7 gp
Short Blades Dirk 1d4 Finesse, Melee 80 cn 7 gp
Short Blades Knife 1d3 Finesse, Melee, Missile (5/15/20) 5 cn 1 gp
Short Blades Short Sword 1d6 Melee 30 cn 7 gp
Short Blades Stiletto 1d2 Finesse, Melee 5 cn 3 gp
Spears Harpoon 1d6 Melee, Missile (20/50/70) 20 cn 5 gp
Spears Javelin 1d6 Missile (30/60/90) 20 cn 1 gp
Spears Long Spear 1d8 Melee, Slow, Two-Handed 60 cn 6 gp
Spears Pike 1d10 Melee, Slow, Two-Handed 80 cn 7 gp
Spears Short Spear 1d6 Melee, Missile (20/40/60) 30 cn 4 gp
Spears Trident 1d6/1d8 Melee, Missile (20/30/40), Versatile 30 cn 6 gp
Ungrouped Dart 1d4 Missile (15/25/40) 10 cn 1 gp
Ungrouped Sling 1d4 Blunt, Missile (40/100/150) 20 cn 2 gp
Ungrouped Staff 1d4/1d6 Melee, Versatile 40 cn 2 gp

Ammunition
Type Ammo Die Enc. Cost
Arrows d12/d10/d8 10 cn* 5/3/2 gp
Crossbow Bolts d12/d10/d8 10 cn** 10/8/5 gp
Silver Tipped Arrow (1) N/A 2 cn 5 gp
Sling Bullets d20 6 cn*** 5 gp
*Lot of 20 – .5 cn per arrow
**Lot of 30 - .3 cn per bolt
***Lot of 30 - .2 cn per pellet

R48
Equipment Table Revisited Torch (20 foot radius) 2 cn 1 cp
Item Encumbrance Cost Waterskin 5 / 30 cn 1 gp
Acid, Flask 10 cn 10 gp Wolfsbane 1 cn 1 sp
Artisan’s Tools 15 cn 4 gp
Backpack (400 cn capacity) 20cn 5 gp Armour Table Revisited
Barrel 500 cn 2 gp Type Encumbrance Cost
Bedroll 80 cn 2 sp Padded AC +1 70 cn 10 gp
Bell 5 cn 1 gp Leather AC +2 80 cn 15 gp
Blanket 25 cn 5 cp Studded Leather AC +3 90 cn 30 gp
Block and tackle 300 cn 5 gp Ring Mail AC +3 110 cn 45 gp
Belt Pouch (50 cn capacity) 2 cn 1sp Scale Mail AC +4 150 cn 50 gp
Belt Pouch (100 cn capacity) 4 cn 2 sp Hide AC +4 100 cn 20 gp
Bottle (wine), glass 10 cn 2 gp Brigandine AC +4 200 cn 65 gp
Bucket (5 gal) 20 cn 5 sp Chainmail AC +5 250 cn 70 gp
Bundle of Wooden Stakes (12) 50 cn 3 sp Splint Mail AC +6 260 cn 75 gp
Candle 1 cn 1 cp Banded Mail AC +6 300 cn 85 gp
Canvas (sq. yd) 100 cn 1 sp Plate Mail AC +7 350 cn 250 gp
Case (map or scroll) 20 cn 1 gp Field Plate AC +8 400 cn 500 gp
Chain (10 feet) 500 cn 30 gp Full Plate AC +9 500 cn 1,000 gp
Chalk, 1 piece - 5 cp
Chest, Small (2 cubic feet) 50 cn 2 gp Helmet Table Revisited
Clothes, Commoner 20 cn 1 sp Type Encumbrance Cost
Clothes, Fine 20 cn 2 gp Arming Helmet - 5 gp
Clothing Items (boots, cloak, etc) 10 cn 1 gp/ea. Skullcap - 10 gp
Crowbar 20 cn 2 sp Mail Coif - 15 gp
Fishing net (25 sq feet) 40 cn 4 gp Kettle Helm - 20 gp
Flask (leather/pewter/metal) 5/ 10/ 15 cn 3/5/10 cp Nasal Helm - 25 gp
Flint & Steel 5 cn 1 gp Bascinet - 30 gp
Garlic (1 pound) 1 cn 1 sp Sallet - 35 gp
Grappling Hook 80 cn 1 gp Spangenhelm - 40 gp
Hammer, Small 10 cn 5 sp Barbute - 45 gp
Healer’s Kit 5 cn 10 gp Heaume - 50 gp
Holy Symbol, wooden 1 cn 1 sp
Holy Symbol, steel or iron 2 cn 1 gp Shield Table Revisited
Holy Symbol, silver 1 cn 25 gp Type Encumbrance Cost
Hourglass 1 cn 25 gp Small Shield (+1 AC Bonus) 50 cn 10 gp
Ink and Quill (1 oz) 5 cn 1 gp Medium Shield (+2 AC Bonus) 75 cn 20 gp
Ladder (10 foot) 100 cn 5 cp Large Shield (+3 AC Bonus) 100 cn 40 gp
Lamp, bronze (30 foot radius) 30 cn 1 sp Tower Shield (+4 AC Bonus) 350 cn 50 gp
Lantern, bull’s-eye (50 foot cone) 30 cn 12 gp
Lantern, hooded (40 foot radius) 30 cn 7 gp Transportation Table Revisited
Lock 5 – 20 cn 20+ gp Type Encumbrance Cost
Lockpicks 1 cn 30 gp Animal Feed (per day) 30 cn 5 cp
Manacles 20 cn 15 gp Cart, Hand (4000 cn cap) - 10 gp
Mirror (hand, small steel) 1 cn 20 gp Cart, Small Wagon or Chariot (1horse;
Mug or Tankard (wooden) 5 cn 2 cp 5000 cn cap) - 50 - 100 gp
Musical Instrument 5 – 50 cn 5-50 gp Galley, Small (10 rowers, 40,000 cn cap) - 10,000 gp
Oil (lamp), 1 pint 20 cn 1 sp Galley, Large (20 rowers, 60,000 cn cap) - 30,000 gp
Parchment (5 sheets) 1 cn 1 gp Galley, War (30+ rowers, 80,000 cn cap) - 60,000 gp
Pick, miner’s 50 cn 2 gp Chain Barding AC +5 600 cn 320 gp
Pole, 10 foot. 100 cn 2 sp Leather Barding AC +3 250 cn 160 gp
Pot, iron 30 cn 5 sp Plate Barding AC +6 1000 cn 500 gp
Quiver - 1 gp Horse, Draft or Camel (4,500 cn cap) - 30 gp
Rations, trail (1 week worth) 70 cn 15 gp Horse, Riding (3,000 cn cap) - 75 gp
Rations, dried (1 week worth) 200 cn 5 gp Horse, War (4,000 cn cap) - 250 gp
Rope, hemp (50 feet) 50 cn 1 gp Mule/Burro (3,000 cn cap) - 20 gp
Rope, silk (50 feet) 30 cn 10 gp Raft (10-foot x 10-foot, 6,000 cn cap) - 1 gp/sq. ft.
Sack, Small (200 cn capacity) 1 cn 1 gp River Boat (40,000 cn cap) - 4,000 gp
Sack, Large (600 cn capacity) 5 cn 2 gp Rowboat (5,000 cn cap) - 25 gp
Shovel or Spade 30 cn 2 gp Saddle 200 cn 25 gp
Signal Whistle - 5 sp Saddle Bags (800 cn cap) 100 cn 10 gp
Signet ring - 5 gp Sailing Ship, Large (300,000 cn cap) - 20,000+ gp
Spellbook (blank) 30 cn 250 gp Sailing Ship, Small (100,000 cn cap) - 5,000+ gp
Spike, iron 5 cn 5 cp Wagon (20,000 cn cap) - 200 gp
Spyglass (x2 magnification) 1 cn 500 gp War/Guard Dog - 100gp
Tent, 2 man 50 cn 10 gp

R49
Equipment Revisited

The following rules are basic guides for how to treat equipment in your campaigns. The tables on the previous pages
provide costs and other in-game information.

•Cartographer's tools
•Cobbler's tools
•Cook's utensils
•Glassblower's tools
•Jeweler's tools
•Leatherworker's tools
•Mason's tools
•Painter's supplies
•Potter's supplies
•Smith's tools
•Tinker's tools
•Weaver's tools
•Woodcarver's tools

Backpack - A heavy duty leather sack with shoulder


straps and attach points to carry gear.

Barding - functions similarly to the human equivalent ar-


Do Note… mour. Barding protects horses (and sometimes war dogs)
with the same protection as the human armour.
Torches last 4-9 turns spreading light in a 20 foot radius.
Bedroll - A water resistant sleeping sack, comes in furred,
Lanterns last four hours (24 turns) per pint of oil. quilted and non-quilted versions for the level of warmth
needed.
10 cn (coins) is roughly 1 lb of bulk.
Bell - A small hand bell made of steel.
Coin Exchange Rates
Blanket - Covering for a bed, comes I many varieties.
10 copper pieces = 1 silver piece
10 silver pieces = 1 gold piece Block and Tackle - This reduces the amount of weight of
2 gold pieces = 1 electrum piece a heavy load by half. Requires 100 feet of rope and
5 gold pieces = 1 platinum piece something solid overhead to attach to (or a tripod system
of some kind) in order to lift something.
Equipment Descriptions
Belt Pouch - A small bag, usually worn on the hip off of a
Acid, Flask - Usually a potent alchemic mixture that can belt that can be tied closed.
eat through most substances through a constant and care-
ful application over 1d6+4 rounds. Bottle (Glass) - A blown glass bottle, useful tor keeping
liquids in.
Animal Feed - One bag of feed for one day of an animal’s
needs for common animals such as horses and mules. Bucket - A wooden bucket with a simple handle.
More exotic animals may need more expensive food.
Bundle of Wooden Stakes - A bunch of slender wooden
Artisan’s Tools - is a generalization for a set of tools uti- rods, sharpened at one end.
lized by a professional. Some examples of artisan’s tools
are: Candle - A small candle capable of illuminating about a
•Alchemist's supplies five feet radius for four hours.
•Brewer's supplies
•Calligrapher's supplies Canvas - A plain piece of canvas. Prices are for a 1 foot x
•Carpenter's tools 1 foot square.

R50
Cart - Also called a farmer’s cart this two-wheeled wagon
can be pulled by a single man.

Case (Map or Scroll) - A small wooden box that provides


a water-resistant compartment to store paper in.

Chain - Made of iron-forged links heavy enough to keep


any creature of less strength than an Ogre bound.

Chalk - Useful for marking things on stone or wood. Hourglass - Fragile glass chambers in a wooden frame
filled with sand usually. Lasts one hour most commonly.
Chest, Small - A wooden reinforced coffer capable of
holding up to 200 coins’ worth of small items. Ink & Quill - A simple glass ink container and fine quill for
writing.
Clothes - Clothing of the tunic, breeches (pants), dresses,
cloaks, shoes/boots, hats, gloves variety. Ladder (10 foot) - Wooden with 10 rungs.

Crowbar - A simple metal rod with a flat end, useful for Lamp, Bronze - A simple lamp that provides light for
prying open sealed objects. It grants a +1 bonus to open- eight hours and holds 1/2 point of oil.
ing doors and locked chests.
Lantern (bullseye & hooded) - Solidly-built hurricane style
Fishing Net - A large net that is useful for capturing lantern made of bronze or iron with a long carrying han-
aquatic animals. dle. They can be shuttered if need be.

Flask (leather/pewter/metal) - A small container for hold- Lock (common padlock) - An iron lock about the size of a
ing liquids. Volumes range from 4oz to 10oz, add +1 to man’s palm with a pair of keys.
cost for each step above 4oz.
Lockpicks - A pack of picks and shivs useful for unlocking
Flint & Steel - Useful tool for creating fire sparks to light padlocks, door locks and more.
tinder for fires.
Manacles - Medieval handcuffs consisting of iron wrist
Garlic - Has many culinary uses and also helps to ward cuffs connected by a heavy chain.
off vampires.
Mirror (hand, small steel) - A highly polished flat piece of
Galley - A galley is a type of ship that is propelled mainly steel 2-4 inches in diameter.
by rowing. The galley is characterized by its long, slender
hull, shallow draft and low clearance between sea and Mug or Tankard - A wooden or leather mug that can hold
railing. Virtually all types of galleys had sails that could be up to a quart of liquid.
used in favorable winds, but human strength was always
the primary method of propulsion. Musical Instrument - These are the family of hand-held
instruments such as the harp, small drum, lute, flute, vio-
Grappling Hook - A rod made of iron with 3 or 4 hooks lin, bagpipes and the like. Actual cost is 1d10x5 gp.
on one end and a loop for rope on the other.
Oil, Flask - A one-pint flask of oil. If poured on the
Hammer, Small - A small hand hammer, useful for ground will cover a line five feet long or a pool 5 feet
pounding spikes into doors and steaks into hearts. across. It will burn for 2 rounds before going out.

Healer’s Kit - This kit is a leather pouch containing band- Parchment (sheet) - A page of plant material pressed into
ages, salves, and splints. The kit has ten uses. a sheet, cheaper alternatives exist such as paper, but
these will tear easier and ignite quicker.
Holy Symbol (Iron, Silver, Steel & Wooden) - A symbol
for use by the faithful characters. Useful in holding some Pick, Miner’s - An iron double-pointed head mounted on
undead at bay. a sturdy wooden handle.

Pole (10 foot) - A sturdy length of wood.

R51
Sailing Ship - A sailing ship is any large wind-powered
vessel. Traditionally a sailing ship (or simply ship) is a
watercraft that carries three or more masts with square
sails on each. Large sailing vessels that are not ship-
rigged may be more precisely referred to by their sail rig,
such as schooner or sloop.
Shovel or Spade - These are digging implements, shovels
with a wider head and spades used more to break up
earth.
Signal Whistle - A small whistle that can be heard up to
one hundred feet distant. Some whistles can only be
heard by dogs or animals with ultra-sensitive hearing.

Signet Ring - A ring that contains the seal or symbol of an


important person or group.
Pot, Iron - A small cooking pot with long handle/hangar. Spellbook (blank) - Leather bound tomes with hand-sewn
vellum pages. These books are also useful for catalogues
Quiver - This is a container for arrows or quarrels; it is or adventuring notations as they are water resistant and
usually made of leather. solidly constructed.
Raft - A simple craft of planks tied together to form a flat Spikes, Iron - Metal rods about six inches long, useful for
bottom boat. Uses poles or paddles to move through keeping doors and sprung traps open as well as anchor-
shallow water. ing points for other devices.
Rations (Trail & Dried) - Consisting of fruit, bread, hard
cheese, solid vegetables and more rarely fruits and ber- Spyglass - Allows someone to see clearly up to twice their
ries. Trail rations rarely last longer than a week. Dried normal sight distance in daylight and daylight-like condi-
rations also consist of hard tack or jerky and can last up tions or spotting lights at night.
to a month.
Tent, 2-man - A treated canvas tent that is water resistant
Riverboat - A riverboat is a watercraft designed for inland with closable flaps.
navigation on lakes, rivers, and canals. They are generally
equipped and outfitted as work boats in one of the carry- Torch - A length of wood with a head wrapped in cloth
ing trades, for freight or people transport. Most use oar and pitch to make it flammable. Torches will burn for
or poles for moving through the shallower waters, but about an hour.
some few are steam powered and usually run by Gnomes. Wagon - A wagon is a heavy four-wheeled vehicle pulled
by draft animal. Primarily used for transporting goods,
Rope (hemp and silk) - Useful for climbing or repelling on commodities, agricultural materials, supplies, and some-
sheer surfaces or dragging things about. times people. Wagons are distinguished from carts, which
have two wheels, and from lighter four-wheeled vehicles
Rowboat - Rowboats are 10 feet to 15 feet in length and primarily for carrying people, such as carriages. Wagons
require one or two rowers to propel them. are usually pulled by animals such as horses, mules or
Sack - A leather or cloth bag, usually with a looped leath- oxen.
er string to tie them closed.
Waterskin (leather) - A waterskin is a receptacle used to
Saddle - The saddle is used for a rider or other load, fas- hold drinkable liquids. Some areas also make them from
tened to an animal's back by a girth. The most common cow or sheep’s bladders.
type is the equestrian saddle designed for a horse, but Wolfsbane - If the victim of a lycanthrope bite eats wolfs-
specialized saddles have been created for camels and oth- bane (also called belladonna) within one hour there is a
er creatures. 25% chance that this will cure the affliction. Note that this
infusion will incapacitate the person for 1-4 days and
Saddle Bags - An additional item for saddles similar to a there is a 1% chance of it killing the creature.
backpack for humans.

R52
MAGIC

Arcane magic is a tremendous power in most campaign worlds, but it is not unlimited despite what folks like Bargle
might tell you. The following rules should be applied in conjunction with the B/X rules on spellcasting.

Casting Rolls
8-9 • 1d8 rabbits appear falling out of the caster’s pock-
All arcane spellcasters must make a roll to cast their
ets/sleeves and dash away too fast to be caught and once
spells, just as a Warrior must roll to hit. This is not meant
out of vanish.
to penalize them, but to show that there are consequenc-
es to either meddling with the fabrics of reality. The 10-11 • Mana Burn: Caster takes 1d4 damage for failed
“Roll” is just to perform the Spell. Any other rolls re- spell level.
quired by the Spell must still be performed. This provides
12-13 • Minor fireworks shoot from the caster’s hands
the option for spell failure and spell fumble.
but do no damage.
The Checks is made vs. INT with a penalty of the Spell
14-15 • Shaken: The Caster must make a CON check
level.
minus the spell level or pass out for 1d4 + Spell Level
One a successful Casting is made; the spell works as writ- rounds.
ten. A natural 1 on a cast is a Fumble and must be re-
16-17 • Caster turns invisible for 1d6 + Spell Level
solved on the Spell Fumble Table. A natural 20 on a cast
rounds. Also, the caster cannot be heard as if in a Cone
is a Critical and like an attack, all Damage Doubles, or the
of Silence.
effects are doubled. This doubling occurs before any De-
grees of Success are applied. 18-19 • Corruption: The Caster get’s a visible defor-
mation/effect (decided on by the GM) that is permanent.
Spell Fumbles
20 • Roll twice, apply both effects.
1 • Arcane Explosion; A 20’ radius explosion of Arcane
Energy occurs centred on the caster causing 1d6 x Caster Cantrips
Level damage to everyone in range, including the caster.
As started earlier, Wizards gain access to the following at-
All in range, excepting the caster, can make Save vs.
will Cantrips that do NOT require a Casting Roll to acti-
Breath Weapons for half damage.
vate;
2-3 • Flowers shoot from the caster’s hands.
Detect Magic – As per OSE rules
4-5 • Mana Flash: Caster takes 1d3 Damage.
Read Magic – As per OSE Rules
6-7 • Caster is transformed into a small (12”) statuette
for 1d4 rounds.

R53
Mage Hand Duration: 1 minute/lvl
School: All Range: 30 feet; New spells may be researched by any spell caster. Re-
You can move an object up to 15 feet. You cannot use search requires both money and time spent out of the
this to move an item held or worn by another creature. campaign. To research a spell, the new spell must be
Int is Str for weight. written out and given to the DM, who decides if it is pos-
sible, what level it should be, and what changes are need-
Mending Duration: Instant ed for play balance. A player may not research spells
School: All Range: Touch higher than his character can cast. Spell research costs
This spell repairs a single break or tear in an object 1,000 gp per level and requires 2 weeks of research per
touched, such as a broken chain link, two halves of a level.
broken key, a torn cloak, or a leaking wineskin. If the
break or tear is no larger than 1 foot in any dimension, it The chance of failure of researching a new spell is 15% +
mends, leaving no trace of the former damage. 5% per Spell Level, so a Fourth Level spell would have a
35% chance of failing the research. All money spent on
Eldritch Ray Duration: Instant research remains spent even if the research fails.
School: All Range: 30 feet
You fire a ray of magic energy from your finger. Make a Counterspell
ranged attack. The creature takes 1d4 damage.
Any Arcane spellcaster may use his or them arcane
Thaumaturgy Duration: 1 minute/lvl knowledge to attempt to neutralize an opponent's spell.
School: All Range: 30 feet This is referred to as a counter-spell or spell duel. To en-
You create magical effects within range; Your voice gage in a duel a caster must be able to see the attacking
booms up to three times as loud as normal. You cause caster and he or she must have at least one spell, of any
flames to flicker, brighten, dim, or change color. You level available. Divine spells cannot be countered and any
cause harmless tremors in the ground. You create an condition which would prevent a caster from casting a
instantaneous sound that originates from a point of your spell would likewise prevent the countering of a spell by
choice within range, such as a rumble of thunder, the cry that caster. Compare the level of the countering caster
of a raven, or ominous whispers. You instantaneously with the attacking caster and apply the difference as a
cause an unlocked door or window to fly open or slam penalty to the countering caster’s Save VS. Spell. If the
shut. You alter the appearance of your eyes. If you cast countering caster is higher level than the attacker, the
this spell multiple times, you can have up to three of its 1- difference is applied as a bonus on the roll. Compare the
minute effects active at a time. level of spells and apply the difference as either a penalty
or bonus on the Spell Save. If the Counterspell succeeds,
Gaining New Spells the spell is countered and both parties have lost that spell
slot. If the check fails consult the table below.
Arcane Casters must have a Master, or access to a Magi-
cal Library or they get NO spells beyond their starting Counter Spell Failure
spellbook. If they lose their spellbook they are essentially
on a quest to get a new one now. Roll Effect
1 • Lose is unconscious for 1d4+1 rounds
2-4 • Loser takes 1d4+1 damage
5-9 • Loser is Charmed by winner
10-14 • Loser is confused for 1d4+1 rounds
15-17 • Suffer effects related to attempted spell*
18-19 • Lose all remaining spells for the day
20 • Loser acts as if hit by Feeblemind spell
*Determined by DM

R54
Schools of Magic

Abjuration At 3rd-level you may cast Web


At 5th-level you may cast Stinking Cloud*
The abjurer uses magic against itself and masters the art *see new spells
of defensive and warding magics.
Restricted Spells: You may not cast spells from the Illu-
Resistance: Choose one type of energy — acid, cold, elec- sion school.
tricity or fire — any time you take damage from that type
of energy, halve (round down) the damage. This does not Divination
stack with similar effects. You may change the type of
energy each morning when you prepare spells. Diviners are masters of remote viewing, prophecies, and
using magic to explore the world.
Bonus Spells: You may cast each of the following spells Forewarned: You are never surprised and may always
once per day without Mana expenditure: take an action in the surprise round. In addition, you gain
At 1st-level you may cast Alarm a +1 bonus on initiative checks.
At 3rd-level you may cast Resist Cold/Fire
At 5th-level you may cast Dispel Magic Bonus Spells: You may cast each of the following spells
once per day without Mana expenditure:
Restricted Spells: You may not cast spells from the Divi- At 1st-level you may cast Detect Secret Doors
nation school. At 3rd-level you may cast Detect Invisible
At 5th-level you may cast Clairvoyance
Conjuration
The conjurer focuses on the study of summoning magic Restricted Spells: You may not cast spells from the Abju-
to bend to his will. ration school.
Acid Dart (3 + INT modifier per day): You can blast one Enchantment
opponent within 30 feet with an acidic dart. Make a
ranged attack roll against an enemy. If you hit, you inflict The enchanter uses magic to control and manipulate the
1d6+1 points of acid damage. minds of his victims.
Dazing Touch (3 + INT modifier per day): On a successful
Bonus Spells: You may cast each of the following spells melee touch attack you cause one enemy to become
once per day without Mana expenditure: dazed for 1 round. Creatures with HD greater than your
At 1st-level you may cast Mage Armor* wizard level are unaffected.

R55
Bonus Spells: You may cast each of the following spells
once per day without Mana expenditure:
At 1st-level you may cast Charm Person
At 3rd-level you may cast Hideous Laughter*
At 5th-level you may cast Vestment*
*see new spells

Restricted Spells: You may not cast spells from the Evo-
cation school.

Evocation

Evocation magic is all about creating and controlling en-


ergy. Many evokers focus on attack spells rather than
defense or trickery.

Force Missile (3 + INT modifier per day): You blast one


opponent within 30 feet, dealing 1d4+1 points of dam-
age. Using this ability is a standard action.
Grave Touch (3 + INT modifier per day): On a successful
Bonus Spells: You may cast each of the following spells
melee attack roll, you give the target the shaken condition
once per day without Mana expenditure:
for 1 round. If the target is already shaken, and has HD
At 1st-level you may cast Burning Hands*
lower than your wizard level, it also becomes frightened
At 3rd-level you may cast Scorching Ray*
for 1 round.
At 5th-level you may cast Fireball
*see new spells
Bonus Spells: You may cast each of the following spells
once per day without Mana cost:
Restricted Spells: You may not cast spells from the En-
At 1st-level you may cast Remove/Cause Fear
chantment school
At 3rd-level you may cast False Life*
At 5th-level you may cast Vampiric Touch*
Illusion
*see new spells
Illusionists can make things disappear or change their
Restricted Spells: You may not cast spells from the
appearance.
Transmutation school.
Blinding Ray (3 + INT modifier per day): You can create a
Transmutation
blinding ray of light. Make a ranged touch attack roll
against an enemy. If you hit, you automatically blind the
Transmuters use magic to change the world around them.
enemy for 1 round.
Physical Enhancement: Each day when you prepare
Bonus Spells: You may cast each of the following spells
spells, you gain a +1 bonus to one of your physical ability
once per day without Mana expenditure:
scores (Strength, Dexterity or Constitution). You can
• At 1st-level you may cast Ventriloquism
change this bonus to a new ability score each day when
• At 3rd-level you may cast Mirror Image
you prepare spells.
• At 5th-level you may cast Invisibility 10’ Radius
Bonus Spells: You may cast each of the following spells
Restricted Spells: You may not cast spells from the Con-
once per day without Mana cost:
juration school.
At 1st-level you may cast Feather Fall*
At 3rd-level you may cast Levitate
Necromancy
At 5th-level you may cast Haste
*see new spells
The dread and feared necromancer commands undead
and uses the foul power of unlife against his enemies.
Restricted Spells: You may not cast spells from the Nec-
romancy school.

R56
Spells by School & Level
*see new spells
Phantasmal Force - Illusion
Level 1
Resist Fire - Transmutation
*Allure – Enchantment
*Scorching Ray – Evocation
*Burning Hands – Evocation
*Shatter - Transmutation
Charm Person - Enchantment
Silence 15’ Radius - Transmutation
*Comprehend Languages - Divination
Snake Charm - Enchantment
Cure Light Wounds (Cause Lt. Wounds) - Necromancy
Speak with Animals - Transmutation
Detect Evil -Divination
Web - Conjuration
Detect Magic – Divination
Wizard Lock - Abjuration
Detect Undead - Divination
*Feather Fall - Transmutation Level 3
Floating Disc - Conjuration *Animate Dead – Necromancy
*Guiding Bolt – Evocation *Beacon of Hope – Abjuration
Hold Portal - Abjuration *Blink - Transmutation
Light (Darkness) - Evocation Clairvoyance - Divination
*Mage Armour - Abjuration Continual Light (Continual Darkness) - Transmutation
Magic Missile - Evocation Cure Disease (Cause Disease) - Abjuration
*Magic Stone – Enchantment Dispel Magic - Abjuration
*Magic Weapon - Transmutation Fire Ball - Evocation
*Message - Transmutation *Flaming Arrow - Conjuration
Protection from Evil - Abjuration Fly - Transmutation
Purify Food and Water - Transmutation Growth of Animal - Transmutation
Read Languages - Divination Haste - Transmutation
Read Magic - Divination Hold Person - Enchantment
Remove Fear (Cause Fear) - Abjuration Infravision - Transmutation
Resist Cold - Transmutation Invisibility 10’ Radius - Illusion
Shield - Abjuration Lightning Bolt - Evocation
*Shocking Grasp - Evocation Locate Object - Divination
Sleep - Enchantment *Phantom Steed
*Spider Climb - Transmutation Protection from Evil 10’ Radius - Abjuration
Ventriloquism – Illusion Protection from Normal Missiles - Abjuration
Remove Curse (Curse) - Abjuration
Level 2
*Revivify
*Acid Arrow – Evocation
*Sleet Storm – Conjuration
Continual Light (Continual Darkness) - Evocation
*Slow – Transmutation
Detect Evil - Divination
*Speak with Dead – Necromancy
Detect Invisible - Divination
*Stinking Cloud - Conjuration
*Enhance Ability - Enchantment
Striking – Transmutation
ESP - Divination
*Tiny Hut – Transmutation
*False Life - Necromancy
*Vampiric Touch – Necromancy
Find Traps - Divination
*Vestment - Enchantment
*Fog Cloud – Transmutation
Water Breathing - Transmutation
*Gentle Repose – Necromancy
*Glitterdust – Conjuration Level 4
*Gust of Wind – Transmutation Charm Monster - Enchantment
*Heroism – Enchantment Confusion - Enchantment
*Hideous Laughter - Enchantment Create Water - Transmutation
Invisibility - Illusion Cure Serious Wounds (Cause Sr. Wounds) - Necromancy
Knock - Transmutation Dimension Door - Transmutation
Know Alignment - Divination Growth of Plants - Transmutation
Levitate - Transmutation Hallucinatory Terrain - Illusion
Locate Object - Divination Massmorph - Transmutation
Mirror Image - Illusion Neutralize Poison - Necromancy
*Misty Step - Conjuration Polymorph Others - Transmutation

R57
Polymorph Self - Transmutation New Wizard Spells
Protection from Evil 10’ Radius - Abjuration
Remove Curse (Curse) - Abjuration First Level
Speak with Plants - Transmutation
Sticks to Snakes - Transmutation Allure Duration: 1 round/lvl
Wall of Fire - Evocation School: Enchantment Range: Self
Wall of Ice - Evocation When this spell is cast, all intelligent creatures within a
Wizard Eye - Transmutation 20’, +20’ per level diameter must save versus spells or
Level 5 perceive the caster as if he has an additional 2d4 CHA.
Animate Dead - Necromancy Creatures that fail the saving throw feel good will and
Cloudkill - Evocation generosity for the caster and will help within reason.
Conjure Elemental - Conjuration Those who succeed in the saving throw perceive the cast-
Contact Higher Plane - Divination er as if he has 1d4 lower CHA, and are annoyed by and
Create Food - Transmutation dislike the caster.
Dispel Evil - Abjuration
Feeblemind - Enchantment Burning Hands Duration: 1 round
Hold Monster – Enchantment School: Evocation Range: See below
Insect Plague - Conjuration This spell causes a 3' long cone of searing flame to shoot
Magic Jar - Necromancy from the caster's fingertips. The cone shoots out in a
Pass-Wall - Transmutation 120-degree arc centered on the caster. Creatures in the
Quest (Remove Quest) - Enchantment area of the flames takes 1 point of fire damage per caster
Raise Dead (Finger of Death) - Necromancy level (no saving throw). Flammable materials burn if the
Telekinesis - Transmutation flames touch them.
Teleport - Transmutation
Transmute Rock to Mud (Mud to Rock) - Transmutation Comprehend Languages Duration: 1minute
Wall of Stone - Evocation School: Divination Range: Touch
The caster can understand the spoken words of creatures
Level 6 or read otherwise incomprehensible written messages. In
Anti-Magic Shell - Abjuration either case, the creature or the writing must be touched.
Control Weather - Transmutation The spell enables the caster to understand or read an
Death Spell - Necromancy unknown language, not speak or write it.
Disintegrate – Transmutation
Geas (Remove Geas) - Enchantment Detect Undead Duration: 1 minute
Invisible Stalker - Conjuration School: Divination Range: 60’
Lower Water - Transmutation You can detect the aura that surrounds undead creatures.
Move Earth - Transmutation The amount of information revealed depends on how
Part Water - Transmutation long you study an area. 1st round you detect the presence
Projected Image - Illusion or absence of undead auras. 2nd round you learn the
Reincarnation - Necromancy number of undead auras in the area and the strength of
Stone to Flesh (Flesh to Stone) – Transmutation the strongest undead aura present. Third round you de-
tect the strength and location of each undead aura. If an
aura is outside your line of sight, then you discern its di-
rection but not its exact location.

Feather Fall Duration: 1 round/


lvl
School: Transmutation Range: 10' per level
The affected creatures or objects in range fall slowly.
Feather fall instantly changes the rate at which the targets
fall to that of a feather (about 10' per round), and the
subjects take no damage upon landing while the spell is in
effect. When the spell duration expires, a normal rate of
falling is resumed. The spell affects one or more objects
or creatures (including gear and carried objects up to each
creature's maximum encumbrance). The maximum vol-
ume is 10 cubic feet, and 200 pounds +200 pounds per

R58
level may be affected, such that a 1st level Wizard can Magic Weapon Duration: 1 min/level
affect 400 pounds. The spell can be cast with an instant School: Transmutation Range: Touch
utterance, quickly enough to save the caster or another This spell provides a non-magic weapon with a +1 to hit
creature if he unexpectedly falls, but initiative, if appropri- and damage for the duration of the spell. This weapon is
ate, must be on the side of the caster. The spell may be considered magic for purposes of striking monsters that
cast on falling items or creatures and missiles but is inef- can only be hit by magic weapons.
fective against creatures firmly on the ground or flying.
No saving throw is permitted. Message Duration: 1 minute
School: Transmutation Range: 120'
Guiding Bolt Duration: 1 round/level This spell grants the caster the ability to whisper messag-
School: Evocation Range: 120’ es and receive whispered replies. The target must be in
A flash of light streaks toward a creature of your choice direct line of sight, with no barrier. The whispered mes-
within range. Make a ranged spell attack against the tar- sage is audible only to the target. The creature that re-
get. On a hit, the target takes 2d4 damage, and the next ceives the message can whisper a reply that the caster
attack roll made against this target before the end of your can hear if the spell duration has not expired.
next turn has advantage, thanks to the mystical dim light
glittering on the target until then. Shocking Grasp Duration: Instant
School: Evocation Range: Touch
Mage Armour Duration: 1 min/level The caster must touch an opponent, which deals 1d8
School: Abjuration Range: Touch points of electricity damage +1 per caster level. The spell
You touch a willing creature who isn’t wearing armour, only deals damage if the caster initiates the contact, not if
and a protective magical force surrounds it until the spell the opponent does.
ends. The target’s base AC 6 + its Dexterity modifier. The
spell ends if the target dons armour or if you dismiss the Spider Climb Duration: 1 round/lvl
spell. School: Transmutation Range: Touch
The subject can climb and travel on vertical surfaces or
Magic Stone Duration: Until used even traverse ceilings as well as a spider does. The affect-
School: Enchantment Range: Touch ed creature must have its hands and feet free and bare to
You transmute as many as three pebbles, which can be climb in this manner. No spells may be cast when under
no larger than sling bullets, so that they strike with great the effect of this spell. This spell may be used on another
force when thrown or slung. If hurled, they have a range being (touch required) with no saving throw.
increment of 20 feet. If slung, treat them as sling bullets
(range increment 50 feet). The spell gives them a +1 bo- Second Level
nus on attack and damage rolls. Each stone that hits deals
1d6+1 points of damage (including the spell’s enhance- Acid Arrow Duration; Instant
ment bonus), or 2d6+2 points against undead. School: Evocation Range: 90’
A shimmering green arrow streaks toward a target within
range and bursts in a spray of acid. Make a ranged attack
against the target. On a hit, the target takes 4d4 acid
damage immediately and 2d4 acid damage at the end of
its next turn. On a miss, the arrow splashes the target
with acid for half as much of the initial damage and no
damage at the end of its next turn.

Enhance Ability Duration: 1 Turn


School: Transmutation Range: Touch
You touch a creature and bestow upon it a magical en-
hancement. Choose one of the following effects; the tar-
get gains that effect until the spell ends.
Bear’s Endurance: The target has advantage on
Constitution checks. It also gains 2d6 temporary hit
points, which are lost when the spell ends.
Bull’s Strength: The target has advantage on
Strength checks, and his or her carrying capacity
doubles.

R59
Cat’s Grace: The target has advantage on Dexterity raising the target from the dead, since days spent under
checks. It also doesn’t take damage from falling 20 the influence of this spell don’t count against the time
feet or less if it isn’t incapacitated. limit of spells such as raise dead.
Eagle’s Splendor: The target has advantage on Cha-
risma checks. Glitterdust Duration: 1 round/lvl
Fox’s Cunning: The target has advantage on Intelli- School: Conjuration Range: 100’
gence checks. A cloud of golden particles covers everyone and every-
Owl’s Wisdom: The target has advantage on Wis- thing in the area, causing creatures to become blinded
dom checks. and visibly outlining invisible things. All within the area
are covered by the dust, which cannot be removed and
False Life Duration: 1 Turn continues to sparkle until it fades.
School: Necromancy Range: Self
Bolstering yourself with a necromantic facsimile of life, Gust of Wind Duration: 1 minute
you gain 1d4 + level temporary hit points for the dura- School: Transmutation Range: 60’
tion. A 60’ line of strong wind and 10 feet wide blasts from
you in a direction you choose for the spell’s duration.
Fog Cloud Duration: 1 turn Creatures that starts its turn in the line must succeed on a
School: Transmutation Range: 120’ saving throw vs. Spells or be pushed 15 feet away from
You create a 20-foot-radius sphere of fog centered on a you in a direction following the line. Creatures in the line
point within range. The sphere spreads around corners, spend 2 feet of movement for every 1 foot when moving
and its area is heavily obscured. It lasts for the duration or closer to you. The gust disperses gas or vapor, extin-
until a wind of moderate or greater speed (at least 10 guishes candles, torches, and similar unprotected flames
miles per hour) disperses it. in the area and causes protected flames, such as those of
lanterns, to have a 50% chance to be extinguished.
Gentle Repose Duration: 10 Days
School: Necromancy Range: Touch Heroism Duration: 1 turn
You touch a corpse, or other remains. For the duration, School: Enchantment Range: Touch
the target is protected from decay and can’t become un- This spell imbues a single creature with great bravery and
dead. The spell also effectively extends the time limit on morale in battle. The target gains a +2 bonus on attack
rolls, saves, and ability checks.

Hideous Laughter Duration: 1 minute


School: Enchantment Range: 30’
A creature of your choice that you can see within range
perceives everything as hilariously funny and falls into fits
of laughter if this spell affects it. The target must succeed
on a Save vs. Spells or fall prone, becoming incapacitated
and unable to stand up for the duration. A creature with
an Intelligence score of 4 or less isn’t affected. At the end
of each of its turns, and each time it takes damage, the
target can make another saving throw. On a success, the
spell ends.

Misty Step Duration: Instant


School: Conjuration Range: Self
Briefly surrounded by silvery mist, you teleport up to 30’
to an unoccupied space that you can see.

Scorching Ray Duration: Instant


School: Evocation Range: 120’
You create three rays of fire and shoot them at targets
within range. You can hurl them at one target or several.
Make a ranged attack for each ray. On a hit, the target
takes 2d6 fire damage.

R60
Shatter Duration: Instant imated with this spell, rather than animating a new one.
School: Transmutation Range: 60’ This spell can only be used by Wizards of Evil Alignments
A sudden loud noise, painfully intense, erupts from a or who serve gods of death.
point of your choice. Each creature in a 10-foot-radius
sphere centered on that point must make a saving throe Beacon of Hope Duration: 1 minute
vs. Spells or take 3d6 damage, or half as much damage School: Abjuration Range:
on a successful one. Creatures made of material such as This spell bestows hope and vitality. Choose any number
stone, crystal, or metal have disadvantage on this save. of creatures within range. For the duration, each target
has advantage on Wisdom ability checks and Endurance
Third Level saving throws and regains the maximum number of hit
points possible from any healing.

Blink Duration: 1 minute


School: Transmutation Range: Self
You vanish from your current plane of existence and ap-
pear at the start of your next action in an unoccupied
space of your choice that you can see within 10 feet of
the space you vanished from. If no unoccupied space is
available within that range, you appear in the nearest
unoccupied space.

Flaming Arrow Duration: Instant


School: Conjuration Range: 90’
You turn ammunition (such as arrows, bolts, shuriken,
and stones) into fiery projectiles. Each piece of ammuni-
tion deals an extra 1d4 per caster’s level points of fire
damage to any target it hits. A flaming projectile can easi-
ly ignite a flammable object or structure, but it won’t ig-
nite a creature it strikes.
Animate Dead Duration: Instant
Phantom Steed Duration: 1 hour/lvl
School: Necromancy Range: 10’
School: Conjuration Range: 30’
This spell creates an undead servant. Choose a pile of
A Large quasi-real, horse-like creature appears, but you
bones or a corpse of a Medium or Small humanoid within
decide the creature’s appearance. You or a creature you
range. Your spell imbues the target with a foul mimicry of
choose can ride the steed. The creature has a speed of
life, raising it as an undead creature. The target becomes
100 feet and can travel 10 miles in an hour, or 15 miles
a skeleton if you chose bones or a zombie if you chose a
at a fast pace. The spell ends if you dismiss it or if the
corpse.
steed takes any damage.
On each of your turns, you can use your movement to
mentally command any creature you made with this spell
Revivify Duration: Instant
if the creature is within 60 feet of you (if you control mul-
School: Necromancy Range: Touch
tiple creatures, you can command any or all of them at
You touch a creature that has died within the last minute.
the same time, issuing the same command to each one).
That creature returns to life with 1 hit point. This spell
You decide what action the creature will take and where it
can’t return to life a creature that has died of old age, nor
will move during its next turn, or you can issue a general
can it restore any missing body parts.
command, such as to guard a particular chamber or cor-
ridor. If you issue no commands, the creature only de-
Sleet Storm Duration: 1 minute
fends itself against hostile creatures. Once given an order,
School: Conjuration Range: 150’
the creature continues to follow it until its task is com-
Until the spell ends, freezing rain and sleet fall in a 20-
plete.
foot-tall cylinder with a 40-foot radius centered on a point
The creature is under your control for 24 hours, after
you choose within range. The area is heavily obscured,
which it stops obeying any command you’ve given it. To
and exposed flames in the area are doused. The ground
maintain control of the creature for another 24 hours,
in the area is covered with slick ice, making it difficult
you must cast this spell on the creature again before the
terrain. When a creature enters the spell’s area for the
current 24-hour period ends. This use of the spell reas-
first time on a turn or starts its turn there, it must make a
serts your control over up to four creatures you have an-
saving throw vs. Paralysis or it falls prone.

R61
creature that is completely within the cloud at the start of
Slow Duration: 1 minute its turn must make a saving throw vs. poison. On a failed
School: Transmutation Range: 120’ save, the creature spends its action that turn retching and
You alter time around up to six creatures of your choice reeling. Creatures that don’t need to breathe or are im-
in a 40-foot cube within range. Each target must succeed mune to poison automatically succeed on this saving
on a saving throw vs. Paralysis or be affected by this spell throw.
for the duration. An affected target’s speed is halved, it
takes a −penalty of 2 to AC and Dexterity checks. On its Tiny Hut Duration: 8 hours
turn, it last in the round. Regardless of the creature’s abili- School: Transmutation Range: 10’ Radius
ties or magic items, it can’t make more than one attack A 10-foot-radius immobile dome of force springs into
on its turn. If the creature attempts to cast a spell, the existence around and above you and remains stationary
spell doesn’t take effect until the creature’s next turn, and for the duration. The spell ends if you leave its area. Nine
the creature must use its action on that turn to complete creatures of Medium size or smaller can fit inside the
the spell. If it can’t, the spell is wasted. A creature affect- dome with you. The spell fails if its area includes a larger
ed by this spell makes another saving throw at the end of creature or more than nine creatures. Creatures and ob-
its turn. On a successful save, the effect ends for it. jects within the dome when you cast this spell can move
through it freely. All other creatures and objects are
Speak with Dead Duration: 1 turn barred from passing through it. Spells and other magical
School: Necromancy Range: 10’ effects can’t extend through the dome or be cast through
You grant the semblance of life and intelligence to a it. The atmosphere inside the space is comfortable and
corpse of your choice within range, allowing it to answer dry, regardless of the weather outside. Until the spell
the questions you pose. The corpse must still have a ends, you can command the interior to become dimly lit
mouth and can’t be undead. The spell fails if the corpse or dark. The dome is opaque from the outside, of any
was the target of this spell within the last 10 days. Until color you choose, but it is transparent from the inside.
the spell ends, you can ask the corpse up to five ques-
tions. The corpse knows only what it knew in life, includ- Vampiric Touch Duration: 1 minute
ing the languages it knew. Answers are usually brief, cryp- School: Necromancy Range: Touch
tic, or repetitive, and the corpse is under no compulsion The touch of your shadow-wreathed hand can siphon life
to offer a truthful answer if you are hostile to it or it rec- force from others to heal your wounds. Make a melee
ognizes you as an enemy. This spell doesn’t return the attack against a creature within your reach. On a hit, the
creature’s soul to its body, only its animating spirit. Thus, target takes 3d6 damage, and you regain hit points equal
the corpse can’t learn new information, doesn’t compre- to half the amount of damage dealt. Until the spell ends,
hend anything that has happened since it died, and can’t you can make the attack again on each of your turns as
speculate about future events. an action.

Stinking Cloud Duration: 1 minute Vestment Duration: 1 Turn/lvl


School: Conjuration Range: 90’ School: Enchantment Range: Touch
You create a 20-foot-radius sphere of yellow, nauseating You imbue normal clothing with an AC bonus of +1 per
gas centered on a point within range. The cloud spreads two caster levels (maximum +5 at 10th level).
around corners, and its area is heavily obscured. Each

R62
DIVINITY

Deities, and demi-gods, are a part of many fantasy worlds. Rather than have adventuring priests, B/X Revised uses the
Paladin as the primary religious adventurer. The following section covers the Divine Domains rules as well as presenting
a sample generic pantheon for a fantasy setting.

Divine Domains Deacon: The character can force a subject they can per-
ceive to re-roll and use the result that they prefer.
Divine Domains are the portfolios of the various divine
powers in a campaign setting. On average each deity Prelate: Once per day the character can invoke an aura of
should have between 2 and 4 divine domains. Their Pala- chaos around them as a major action. Foes within 6 yards
dins then get the powers, or miracles, from those do- of the character must succeed on a save vs. Paralysis mi-
mains that they can use in their adventures. See the Pala- nus their Wisdom Mod, to take any major action. If the
din class for more details. NPC Priests of gods could also Save fails, they are distracted or behave erratically, doing
have access to these miracles, as they aren’t limited only nothing of significance. The character can maintain the
to Paladins, at the DM’s discretion. aura by spending their action each round to do so. It lasts
for 1d4 rounds + your Wisdom mod after they stop main-
These are not the only conceivable Divine Domains and a taining it, then dissipates.
clever, or crafty DM could make additional ones for their
campaign. Craft: The character has divine insight into the arts and
crafts of civilization.
Chaos: The character partakes in a portion of the divine
power of chaos and madness. Initiate: They can use their Channel Energy to repair
damaged items, restoring them to wholeness. This ability
Initiate: When they roll a successful check, they can test it only affects damage to constructed items, not entirely
by rolling again. If it succeeds, they score a Critical re- natural ones, so it can repair a stone wall, for example,
gardless of the number, but if it fails, it counts as a Fum- but not a broken stalactite in a natural cave.
ble.

R63
Initiate: Their touch can speed the process of decay, caus-
ing 1d4+level necrotic damage.

Deacon: They draw strength from death. Any creature


they slay barehanded or with a melee weapon grants
them Hit Points equal to the creatures Hit Dice (roll for
result). This can restore lost HP or grant you Temporary
HP above normal amount, although these temporary HP
will only last for 1 turn.

Prelate: The character is able to shoot a Death Ray from


their eyes, hands, mouth, wherever. This ray does
1d8+level but the damage can be halved on a successful
Endurance Save.

Fate: The character tugs on the divine strands of fate,


influencing them in their favor.

Initiate: They can offer a blessing of good fortune with as


an action, giving one ally they can perceive a +2 bonus
on that ally’s next die roll.

Deacon: They can give themself or an ally Advantage on


a test, or force Disadvantage on an opponent.

Prelate: Fickle fate sometimes smiles upon the character


and sometimes frowns. If they succeed to activate this
miracle they have use of Advantage for this session, if
they fail the DM get’s three uses of Disadvantage against
them instead.

Life: The Life Dominion safeguards the health and lives of


the faithful and those worthy of its mercy.
Deacon: With a touch the character can strengthen a
crafted object, granting it temporary Hit Points by an Initiate: The character has healing hands healing whom-
amount equal to their Wisdom. This lasts for one Turn ever they touch 1d4 + level Hit Points.
and they can do so once per object.
Deacon: The healing hands now do 1d6+level and can
Prelate: The character can produce an ordinary item of also cure a target of disease, poisoning, or an affliction
equipment with a major action in a single round. If they (blindness, deafness, being lame, or mute).
start with appropriate raw materials (costing half the price
of the finished item), then the item is real and permanent, Prelate: The character’s healing hands is now 1d8+level
and a fine example of craftsmanship. If they have inap- and can be used to restore life to the recently dead! Make
propriate raw materials (e.g., a stalk of wheat for a blade, an Endurance Save with a penalty of how many turns the
or a small stone for a wagon) then the item lasts for hours target has been dead, minimum 1. Success revives the
equal to your Wisdom before reverting to the original subject with 1 hit point, after which the subject may re-
material. Still, they can turn a leaf into a heavy shield or a cover normally. They cannot restore a subject who has
handful of grass into a quiver of arrows. They may only lived a natural span (i.e., died of old age).
have one temporary created item in existence at a time,
although they can dismiss an existing one to create a new Knowledge: The character has a portion of their patron’s
one after one hour. vast divine knowledge.

Death: This Dominion grants the character a portion of Initiate: Gain Advantage on Awareness/Notice, Surprise,
their patron’s power over death itself. and Spot Hidden rolls for 1 turn per Cleric level. Addi-
tionally, they may receive occasional dreams or visions
that provide knowledge about matters of importance to

R64
them. The DM chooses when these occur but is encour- Love: The character is filled with the power to inspire and
aged to use them as story hooks and opportunities to preserve love.
feed the character information important to the story.
Initiate: They can cause a subject who would be potential-
Deacon: Once per day, the character may attempt to use ly romantically attracted to them (or someone else) to
a reflective or fluid surface (mirror, crystal, flame, smoke, become briefly infatuated on a failed Save vs. Spells. An
pool, etc.) to scry, giving them a vision of a distant place, infatuated subject is well disposed towards the subject of
or person they know. The vision allows the player to ask their desire and willing to do favors or provide other assis-
three yes/no questions of the DM about any matter of tance. The effect lasts for hours equal to the character’s
importance to them. level + Wisdom mod.

Prelate: Once per day the character may go into a prayer- Deacon: Same as Initiate but now the target acts as if
ful meditation and receive divine guidance. This allows under the influence of a Charm Person spell. It can be
them to ask the DM (acting as their patron) for the an- negated with a successful Save vs. Spells.
swer to any one question, that does not have to be
Yes/No. The answer may be couched in symbolism or Prelate: By chanting, singing, dancing, or otherwise per-
limited in detail but will always be true. forming, the character fills all within 90’ with such love
that they are incapable of taking violent actions without
Law: This Dominion makes the character a vessel of di- succeeding on a Save vs. Paralysis. Thus, the character
vine law. can stop or prevent a battle, brawl, or even argument and
perhaps promote peace. This lasts so long as they per-
Initiate: They have the insight of true judgment and see form and for Turns equal to their level afterwards. Crea-
guilt clearly written on a law-breaker’s features, as well as tures without a heart (e.g. golems) or a soul (some undead
see through disguises, deceptions, and illusions. or demons) are unaffected.

Deacon: They may choose to treat all rolls that they must Magic: The character’s patron has dominion over the
make for a Turn as if the dice rolled an 11 (+ Half Level arcane arts and powers.
and Wisdom Mod).
Initiate: They gain the gift of arcane sight. The character
Prelate: The character has the power to rebuke lawbreak- can see magic affecting things in their line of sight as visi-
ers and betrayers with a special Word of Law they can ble auras as if they had the Detect Magic ability for 1 turn
pronounce upon them. This pronouncement inflicts 1d8 per level.
+ level damage upon all criminals, lawbreakers, and trai-
tors able to hear it. Those targets also suffer a –2 penalty Deacon: They can remove magic from a visible subject as
on all rolls against the character for the remainder of the if they had the Dispel Magic spell. Save vs. Spells ne-
encounter. Targets can Save vs. Spells for half damage. gates.

Prelate: The character can restore 1d4+Wisdom mod


spell slots/mana points to any magic caster. In reverse
they can use this, as a touch attack to steal 1d4+level
spell slots/mana points from any caster. A successful
Save vs. Spells halves the amount stolen.

Malice: Divine powers of hatred and cruelty are the char-


acter’s.

Initiate: They can fan the flames of hatred and violence.


By speaking briefly with someone the character can cause
them to take violent action against any target that they
(now) have reason to hate or mistrust. The victim must
succeed on a Save vs. Spells to resist the impulse.

Deacon: Simply by directing their hate at a target within


30’, the character causes them to suffer terrible pain. The
target must succeed on a Save vs. Paralysis in order to
take any action, at Disadvantage, other than writhe and

R65
cry out in agony. The character can maintain the effect by
taking an action on each of their subsequent rounds, but
the target gets a new Save each round.

Prelate: The character speaks a special malignant word,


and all foes within 20’ yards of them must Save vs.
Spells. Those who fail suffer 1d12+Wisdom Mod damage
from a blast of sheer torturous pain. Those who succeed
on the Save only suffer half damage.

Nature: The character’s connection with the powers of


nature gives them influence over the wild.

Initiate: They can give a wild animal a complex command


and have it obeyed. The animal obeys for hours equal to
the character’s Wisdom or until the command is fulfilled.
Only one wild animal obeys them at a time.

Deacon: The character brings down nature’s wrath on


their opponents, summoning a swarm of birds, bats, rats, Prelate: The character can protect a single subject (includ-
spiders, bees, what have you. The swarm attacks all crea- ing yourself ) with a force field that has Hit Points equal to
tures in a 20’x20’ area the character designates attacking their Wisdom + level. The force field lasts until destroyed
all enemies, doing 1d8 + Wisdom modifier for the first or their Wisdom Mod in turns passes, minimum 1.
round, 1d6 + wisdom modifier for the 2nd round, and 1d4
+ Wisdom modifier for the 3rd round. After this the Trickery: This dominion concerns deception and trickery
swarm dissipates. Each round the targets can Save vs. pleasing to the character’s patron.
Breath Weapons for half damage.
Initiate: They can change the appearance of a small ob-
Prelate: The character controls the general tendencies of ject (no more than your Wisdom in pounds) to something
the weather, such as the direction and intensity of the similar in size. For example, the character could make a
wind, in a 20’ by 20’ area. This weather change is abrupt handful of pebbles look like jewels, or a dagger look like a
and intense and lasts for 1d12 + Wisdom modifier comb. Victims of their deception can Save vs. Spells and
rounds. If the weather is damaging (lightning strikes, tor- if they win, they see through it.
nados, hurricane force winds, ice storms, etc…) the dam-
age is 1d6 + level to all in the affected area, with a Save Deacon: The character can disguise their person (includ-
vs. Breath Weapons for half damage, each round they ing voice and even scent) behind a veil of illusion. Anyone
remain in the effected area. with reason to suspect they are not who they appear to
be can make a Save vs. Spells and if they win, they see
Protection: This dominion is concerned with the protec- through the deception.
tion of the faithful and those in need from danger or
harm, particularly from supernatural enemies of the faith. Prelate: The character can veil an area the size of a large
room, changing its appearance (from an abandoned ruin
Initiate: Wielding a symbol of their faith, the character can to a splendid ballroom, for example) and also concealing
ward off supernatural enemies, such as demons, undead, the presence of anyone there, making them unseen, or
or evil spirits. Such enemies must Save vs. Paralysis to making them appear differently (noble partygoers rather
approach or attack them or any ally within 30’ of them. than hideous undead, for example). Any hostile action by
the concealed subjects removes the illusion from them.
Deacon: The character can consecrate a place as a sanc- Victims of this deception can Save vs. Spells and if they
tuary, lasting until the following day. It must have desig- win, they see through it.
nated boundaries that can be closed off, such as a build-
ing with doors and windows. Only those they designate War: The character is filled with the power to triumph in
may enter or leave the sanctuary freely; all others must battle.
Save vs. Paralysis to try an enter. Even if they are suc-
cessful, hostile actions taken in the sanctuary suffer Dis- Initiate: They gain a Weapon Specialization of their
advantage. choice for 1d4 + Wisdom modifier rounds.

R66
Deacon: They bless the melee weapons of all allies within it were midday, it does Channel Energy damage to any-
30’, including their own, as an action. For the duration of one it strikes, x2 to creatures who cannot stand direct
the encounter, these weapon attacks inflict an additional sunlight (undead, vampires, drow, etc…). Activating Ray
1d6 damage. of Light is a Standard Action.

Prelate: The character calls upon divine warrior might, Hunt God/Goddess
gaining either an AC bonus or a Strength bonus equal to
1d4 + their Wisdom Mod for the duration of the encoun- Domains: Life, Nature
ter. If their Wisdom Mod is +2 or higher, they may split
the bonus between the two benefits. Holy Weapon: Shortbow

Sample Deities Holy Symbol: A brooch of cloak pin showing a silver


stag’s head face-on.
The following deities are just generic ideas that can be
used as presented or just use them as guidelines to make Blessings
your own takes on them.
Hunter’s Step: Paladins of the Hunt may walk through
forests and woodlands leaving no sign of their passing
and reduce penalties for difficult terrain by half.

Hunter’s Mark: The Paladin chooses a creature they can


see within range and mystically mark it as their quarry.
Until the combat ends, they deal an extra 1d6 damage to
the target whenever they hit it with an attack. If the target
drops to 0 Hit Points before the combat ends, the
Hunter’s Mark ends.

Sun God/Goddess

Domains: Life, Nature, Protection

Holy Weapon: Morning Star Mace

Holy Symbol: Sun Medallion made of bronze, brass, or


gold.

Blessings Moon God/Goddess

Sun’s Blessing: Whenever the character uses their Chan- Domains: Fate, Law
nel Energy feature to damage undead or heal allies, add
their Paladin level to the damage/healing. Holy Weapon: Sickle

Ray of Light: 3 + Wisdom modifier times per day the Holy Symbol: A crescent moon medallion or brooch
character generates a ray of actual sunlight from their made from pewter.
holy symbol. This ray will not only light up a 30ft line as if

R67
Blessings Domains: Death, Fate, Law

Twilight Eyes: Saints of Moon gods can see in near total Holy Weapon: Scythe
darkness like an Elf.
Holy Symbol: Scythe with a skull
Touch of the Moon: 3 + Wisdom modifier times per day,
the Paladin may make a melee attack to stagger a living Blessings
creature for 1 round. If they touch a staggered living crea-
ture, they fall asleep for 1 round instead. If they touch an Night Vision: The Paladin can see in total darkness, even
undead creature, it is staggered for a number of rounds magical, up to 60 feet. This works like normal vision, but
equal to their wisdom modifier, minimum of 1. it’s only in shades of gray.

Nature God/Goddess A Touch of Chaos: On a successful melee touch attack,


for the next round + Wisdom modifier anytime the target
Domains: Fate, Life, Nature rolls a d20, they have Disadvantage. Paladins may use

Holy Weapon: Sling

Holy Symbol: Wooden carving of a leaf with 3 berries,


usually painted green and gold.

Blessings

Nature’s Voice: The Paladin may speak with animals as if


they spoke their language. These animals are only as
intelligent as their animal nature allows and can be diffi-
cult to get details out of.

Calming Touch: 3 + Wisdom modifier times per day the


Paladin can touch an ally as a standard action to heal it 1
hit point per level. This also removes the fatigued, shak-
en, and sickened conditions from the ally.

Sea God/Goddess
touch of chaos 3 + Wisdom modifier times per day.
Domains: Chaos, Craft, Fate
Combat/Battle God/Goddess
Holy Weapon: Trident
Domains: Law, War
Holy Symbol: Sea shell with a cresting wave made of any
metal but iron.
Holy Weapon: Longsword
Blessings
Holy Symbol: Usually a shield or a gauntlet with a symbol
on it.
Water Freedom: Paladins of sea gods can breathe and
move underwater as if they were on dry land. This ability
does not allow them to provide others with the same sad-
Blessings
ly.
Long March: Paladins have +1 on all Constitution checks
vs. Exhaustion. At level 5 this increases to +2.
Rebuke Death: 3 + Wisdom modifier per day the Paladin
may touch a dying ally (at –1 hit points or lower). They
Battle Rage: 3 + Wisdom times per day, the Paladin can
heal the ally 1d4 hit points plus 1/2 your level (minimum
touch an ally or themselves and for 1 + Wisdom modifier
+1).
rounds, the creature touched gets a bonus on melee dam-
age rolls equal to 1/2 the Paladin’s level (minimum +1).
Underworld/Death God/Goddess

R68
Winter God/Goddess
Knowledge/Secrets God/Goddess
Domains: Fate, Law
Domains: Fate, Knowledge, Trickery
Holy Weapon: Light Crossbow
Holy Weapon: Quarterstaff
Holy Symbol: A snowflake, usually made from glass or a
precious gemstone Holy Symbol: Book, quill, & ink jar

Blessings Blessings

Cold Heart: Paladin’s of this god take no ill effects from Detect Magic: Paladin of knowledge can Detect Magic at
Cold or Cold based attacks. They are even resistant to will just like the Mage cantrip. They may NOT use this to
White Dragon breath, taking only half damage from them identify properties of magic items, see below.
and negating all damage on a successful Save vs. Breath
Weapons. Identify: Paladins of knowledge may identify the proper-
ties and command words of magic items by making an
Ray of Frost: The character fires a ray of freezing ice Intelligence check. The Paladin can identify one aspect of
from their finger up to 3 + Wisdom modifier times per the item (bonus, command word, curse, etc…) for each
day. They must make a ranged attack at up to 30’. If they use. They may do this up to 3 + Wisdom times per day.
hit, the creature takes 1d4 cold damage.

R69
R70
BACKGROUNDS

Backgrounds are not a case of who you are, but more where you came from. They define the life you lead before you
decided to step out into the world of adventure and become tomb raider. Every background provides Attribute picks, a
kill, and extra gold you have squirrelled away before starting your new career. If you do not see one here that suits your
desires, work with your GM to create one.

Background Descriptions Animal Wrangler: You worked as a stable hand, or per-


haps as a shepherd. Either due to plenty of time to think,
Academic: You have a knack for learning, and from a or back-breaking stable work, you fancied a life of adven-
young age, you sequestered yourself from the outside ture.
world to learn all that you could. You’ve read about so Add +1 to either WIS or DEX.
many wondrous places and things in your books, and Gain the Animal Handling NWP.
you’ve always dreamed about one day seeing the real You gain an additional 2d4x10 gold.
things. Eventually, that curiosity led you to leave your
studies and become an adventurer. Barkeep: You have five specialties: hefting barrels, polish-
Add +1 to either INT or WIS. ing steins, drinking, drinking, and drinking. You ran or
Gain either the Astronomy, Engineering, History, or Sci- worked in a bar, where you learned how to hold your
ences NWP liquor and rowdily socialize.
You gain and additional 2d4x10 gold. Add +1 to either CON or CHA.
Gain the Local Lore NWP.
Acolyte: You spent your early days in a religious monas- You gain an additional 3d4x10 gold.
tery or cloister. You may have traveled out into the world
to spread the message of your religion or because you Camp Follower: You made your living providing services
cast away the teachings of your faith, but deep down for pay to armies on the march. Your services may have
you’ll always carry within you the lessons you learned. been cooking, mending, laundering, nursing, sutlery, or
Add +1 to either WIS or CHA. even sexual. Eventually you decided enough was enough
Gain the Religion NWP and you have set out on adventure to earn your fortunes.
You gain an additional 1d2x10 gold. Add +1 to either CON or CHA.
Gain a Craft NWP.
You gain 2d4x10 gold.

R71
Your farm could have been razed by invaders, you could
Courtesan: You made your money and living in the beds have lost the family tying you to the land, or you might
of others for coin, perhaps on the streets, as a camp fol- have simply tired of the drudgery, but at some point you
lower, or in a brothel. Either way it was just until you had became an adventurer.
enough to get out and begin your life of adventure. Add +1 to either CON or WIS.
Add +1 to either WIS or CHA. Gain the Craft: Farming NWP.
Gain the Persuasion NWP. You gain an additional 1d4x10 gold.
You gain 4d4x10 gold.
Gambler: The thrill of the win drew you into games of
Criminal: As an unscrupulous independent or as a mem-
chance. This might have been a lucrative sideline that
ber of an underworld organization, you lived a life of
paled in comparison to the real risks of adventuring, or
crime. You might have become an adventurer to seek
you might have fallen on hard times due to your gambling
redemption, to escape the law, or simply to get access to
and pursued adventuring as a way out of a spiral.
bigger and better loot.
Add +1 to CHA or WIS.
Add +1 to either DEX or INT.
Gain the Gambling NWP.
Gain the Streetwise NWP.
You gain an additional 2d4x10 gold.
You gain an additional 3d4x10 gold.
Gladiator: The bloody games of the arena taught you the
art of combat. Before you attained true fame, you depart-
ed—or escaped—the arena to explore the world. Your
skill at drawing both blood and a crowd’s attention pay off
in a new adventuring life.
Add +1 to STR or CHA.
Gain the Exotic Weapon Proficiency.
You gain an additional 2d4x10 gold.

Guard: You served in the guard, out of either patriotism


or the need for coin. Either way, you know how to get a
difficult suspect to talk. However, you’ve left the guard
life, and think of adventuring as a way to use your skills
on a wider stage.
Gain a +1 to STR or WIS.
Gain the Gambling NWP.
You gain an additional 2d4x10 gold.

Hunter: You stalk and take down animals and other crea-
tures of the wild. Skinning animals, harvesting their flesh,
and cooking them were also part of your training, all of
which can give you useful resources while you adventure.
Add +1 to either DEX or WIS.
Gain the Wilderness Survival NWP.
You gain an additional 1d4x10 gold.

Laborer: You have spent years performing arduous phys-


ical labor, perhaps against your will. It was a difficult life,
but you somehow survived. You may have embraced
Entertainer: Through an education in the arts or sheer, adventuring as an easier method to make your way in the
dogged practice, you learned to entertain crowds. You world, or you might adventure under someone else’s
might have been an actor, a dancer, a musician, a magi- command.
cian, or any other sort of performer. Add +1 to either STR or CON.
Add +1 to either DEX or CHA. Gain the Athletics NWP.
Gain the Performance NWP. You gain an additional 2d4x10 gold.
You gain an additional 2d4x10 gold.
Merchant: In a dusty shop, market stall, or merchant car-
Farmhand: With a strong back and an understanding of avan, you bartered wares for coin and trade goods. The
seasonal cycles, you tilled the land and tended crops.

R72
skills you picked up still apply in the adventuring life, in Add +1 to either DEX or WIS.
which a deal on a suit of armour could save your life. Gain the Wilderness Survival NWP.
Add +1 to either INT or CHA. • Gain the Mercantilism You gain and additional 1d4x10 gold.
NWP.
You gain an additional 4d4x10 gold. Smith: You were a blacksmith or a blacksmith’s appren-
tice, and during countless hours toiling at the forge, you
Noble: To the common folk, the life of a noble seems one learned how to smith armour and weapons, and the sto-
of idyllic luxury but growing up as a noble or member of ries of those who wielded them and their battles. Perhaps
the aspiring gentry, you know the reality: a noble’s lot is you worked hard each day and dreamed of adventure
obligation and intrigue. Whether you seek to escape your each night, or perhaps the adventuring life was thrust
duties by adventuring or to thereby better your station, upon you by a pivotal event.
you have traded silks and pageantry for an adventurer’s Add +1 to either STR or CON.
life. Gain the Craft: Blacksmithing or Craft: Weaponsmithing.
Add +1 INT or CHA. You gain an additional 3d4x10 gold.
Gain the Diplomacy NWP.
You gain an additional 5d4x10 gold. Street Urchin: You eked out a living by picking pockets
on the streets of a major city, never knowing where you’d
Nomad: Traveling far and wide, you picked up basic tac- find your next meal. While some folk adventure for the
tics for surviving on the road and in unknown lands, get- glory, you adventure as a means of survival.
ting by with few supplies and even fewer comforts. As an Add +1 to either DEX or INT.
adventurer, you travel still, often into even more danger- Gain the Streetwise NWP.
ous places. You gain an additional 1d4x10 gold.
Add +1 to either CON or WIS.
Gain the Geography NWP. Tumbler: In a circus or on the streets, you earned your
You gain an additional 1d4x10 gold. pay by performing as an acrobat. You might have turned
to adventuring when the money dried up, or when you
Prisoner: You might have been imprisoned for crimes learned to put skills to better use.
(whether you were guilty or not) or enslaved for some Gain +1 to either STR or DEX.
part of your upbringing. In your adventuring life, you You gain the Acrobatics NWP.
take full advantage of your newfound freedom • Add +1 You gain and additional 2d4x10 gold.
to either STR or CON.
Gain the Craft NWP of your choice. Warrior: As a warrior in a tribe or a member of a militia
You gain an additional 1d4 gold. or army, you waded into battle in your younger days. You
might have wanted to break out from the regimented
Raider: Maybe you were a sea borne raider plundering structure of these forces or could have always been as
the coasts, or part of a bandit pack terrorizing villages and independent a warrior as you are now.
highways. Whatever the case, the unsure life and danger Add +1 to either STR or CON.
of being hunted by the law lead you to the decide to take Gain the Athletics NWP.
the risk of being an adventurer. You gain an additional 3d4x10 gold.
Add +1 to either STR or DEX.
Gain either the Sailing or Riding (Aerial or Land) NWP
most appropriate for your band of raiders.
You gain an additional 3d4x10 gold.

Sailor: You heard the call of the sea from a young age.
Perhaps you signed onto a merchant’s vessel, joined the
navy, or even fell in with a crew of pirates and scallywags.
Add +1 either CON or DEX.
Gain the Sailing NWP.
You gain and additional 2d4x10 gold.

Scout: You called the wilderness home as you hunted


game, found trails, and guided travelers. Your wanderlust
could have called you to the adventuring life, or perhaps
you were serving as a scout for soldiers and found you
liked battle.

R73
R74
NON-WEAPON PROFICIENCIES (NWP)

Non-Weapon Proficiencies represent a selection of skills or non-magical, non-class abilities the character has learned
over the course of their life. The amount received at first level for a character is based on their class, plus and bonus
“Languages” from INT.

Starting and Gaining NWPS


Character who are Specialized in an NWP have Ad-
Class Type Starting New
vantage on their checks.
Martial Class: 2 5 levels
Semi-Martial Class: 3 4 levels
NWP Descriptions
Non-Martial Class: 4 3 levels
When you take an NWP the first time (Novice rank) you The following is the description of all the NWPs currently
get a +1 to the governing Ability Score for the purposes in the game;
of the Ability Check. A second level (Professional rank)
gives a +2, and a third (Master rank) gives +2 and Acrobatics (Dex): Acrobatics encompasses all forms of
Advantage. Unskilled attemtps have Disadvantage by acrobatic moves, including tumbles, gymnastics, jumps
default. and dives. It cannot be done with armour other than pad-
ded, leather, studded leather, elven chain or mithril chain,
Complexity of Checks
and a penalty equal to the normal DR Adjustment of the
When attempting to use an NWP the character makes the armour applies.
appropriate Ability Check and attempts to roll under their
governing Ability score. If there are levels of complexity, a Animal Handling (Wis): The character knows how to care
penalty is applied to the Ability Score (not the roll) to for, placate and train animals. This can work on wild an-
achieve success; imals, but the character is at Disadvantage with non-
domesticated beasts.
Complexity Penalty
Basic 0 Appraising (Int): Appraising encompasses the ability to
Average -3 gauge the value of objects that trade in the open market.
Superior -6 Gems, jewelry, works of art, decorative suits of armour,
Exceptional -9 and ancient weaponry are only some of the items that
Legendary -11 can be appraised.

R75
Blacksmithing (Str): Blacksmiths forge iron items, such
Astronomy (Int): This encompasses the study of the stars as horseshoes and pitons. They may also work with
and celestial bodies. Astronomers keep star charts and other metals. Characters use this craft to create or re-
discover codes and meanings in the stars. pair metal or iron objects but not to forge weapons or
armour.
Athletics (Dex): An athletic character has trained and par-
ticipated in sport-like activities. This training provides a Bowyering (Dex): Bowyers are also fletchers. They re-
greater chance to succeed at accuracy throwing, catching, pair and craft bows, arrows, crossbows and bolts. The
running, jumping and other examples of athletic ability. character trained as a bowyer/fletcher can create a per-
This proficiency does not include activities covered under fectly viable ranged weapon or missiles and can repair
other skill sets, such as swimming or acrobatics, or in broken bows and crossbows. An Average check is gen-
throwing attacks. erally suitable to create a short or longbow with one
week’s worth of work or 6 arrows in a day.

Brewing (Int): The character can primarily brew beer,


mead, and ale, but could make wines and other spirits.
Necessary materials, such as barrels, and the space to
hold the barrels while the contents ferment, are re-
quired.

Cobbling (Dex): Cobblers make and mend all manner of


boots and shoes.

Cooking (Int): Chefs know how to prepare elegant


meals. Adventurers with a cooking background know
how to safely prepare certain meats and to identify poi-
sonous berries.

Farming (Con): Farmers work crops. Within the context


of farming, they are knowledgeable about agriculture,
weather, animals and equipment.

Gemcutting (Int): Gemcutters are jewelers. They know


how to cut and appraise gems and fine metals.

Leatherworking (Str): The character can, with proper


materials, strip an animal of its hide and convert it into
a suitable piece of leather for any purpose, including
armour. This proficiency also encompasses knowledge
of how to tan the leather and can be used for taxider-
my.

Locksmithing (Dex): Locksmiths craft and repair locks.


Climbing (Str): The character can scale trees, rocks, walls The cost to create a lock varies based on the materials
and other surfaces, with proper equipment if necessary. used, but the is generally 50 gold pieces per level of
In most situations, a successful Climbing check allows the complexity.
character to scale 20 feet as a full round action.
Masonry (Str): Masons cut, form and build with stone.
Craft (Varies): The craft proficiency reflects time spent Cutting requires a waterfront workstation.
working in a trade. Choosing one can represent your
character’s past employment; Mining (Wis): Miners mine rock for gems and alloy de-
posits. This craft requires a thorough understanding of
Armoursmithing (Str): The character can create, alter the trade (ventilation, gases, lighting, equipment, etc.,)
and repair metal armour and shields. A forge is neces- and an intuition to spot danger and treasure.
sary.

R76
Pottery (Dex): Armed with a wheel and kiln, the potter Gambling (Cha): The character knows how to cheat at
creates clay containers and can decorate them with games of chance, such as dice, cards, chess and any oth-
glazes and paints. er gambling game. In most cases, one’s Gambling check
is opposed by the untrained subject’s WIS check. If both
Tailoring (Dex): With a spinning wheel and loom, the parties are trained in Gambling, the higher roll wins; the
tailor can create any number of wool, cotton or silk cheater wins the prize, or his opponent notices the de-
garments and decorations, such as suits, dresses, hats, ception.
wigs, decorative bags, tapestries and draperies.

Weaponsmithing (Str): Weaponsmiths forge weapons.


In most cases, creating a weapon requires a forge. On
average, it takes 2 days to create a simple weapon
(club, spear, etc.); 4 to 7 days to create a sword or axe;
and as much as 40 days to create a two-handed sword.

Woodworking (Str): Woodworking deals with the carv-


ing, curing, building and altering of wood.

Dark Arts (Int): There is a dark side to magic, such as


demonology and exorcism. The character has studied this
art and understands rituals and dark magic.

Decipher Script (Int): The character has studied the writ-


ten form of many different languages. Although he cannot Gathering Information (Cha): Gathering information is a
actually speak the languages, he has accumulated enough social proficiency that equates to the skillful mining for
knowledge that he can discern the context of a writing. information using bluffs, persuasion or intimidation. It
Simple uses identify glyphs or decipher the script of does not replace roleplaying. It provides clues and insight
common languages. into how the proficient character should approach the
task of uncovering vital information.
Diplomacy (Cha): The character has a high level of social
awareness and a deep understanding of the various castes Geography (Int): The character has studied a region’s
in society. In the same evening, he can meld into high geography. The character could know the location of a
society and rub elbows with the gritty underworld. His certain geographic landmark and could recall the area’s
understanding of social situations allows them to exempli- terrain type, environment and local creatures.
fy proper etiquette. Knowing the proper etiquette for a
given situation does not guarantee that you will follow Healing (Int): The character is skilled in handling and
through. Roleplaying is still necessary. treating wounds with medicinal salves, herbs and bandag-
es. He is also knowledgeable about illnesses, diseases,
Disguise (Cha): Disguise allows the character to disguise poisons and the effects of certain attacks, so Healing can
his person and voice. The complexity corresponds to how be used to discern causes of death. A proficiency check to
elaborate the disguise is intended to be, where Basic to mend a wound requires a first aid kit, which includes the
Average disguises mask the character’s face or body to necessary tools, wraps, thread, herbs and salves. A por-
appear of the same sex, race and size. More complex tion of the kit is used completely on either a successful or
checks could disguise sex, race, size and even voice. failed check and heals 1d3 damage. Standard first aid kits
cost 5 gold pieces, weighs one pound, and has 4 uses.
Engineering (Int): Engineering is the knowledge of how to (See the Equipment chapter.) Common uses of the Heal-
properly design a working structure and how to build ing proficiency include staunching blood flow, stalling the
things with utilitarian purpose, such as aqueducts and effects of a minor poison, providing longer-term care and
siege weaponry. recognizing someone’s malady or cause of death.

Forgery (Dex): A successful forgery check allows a charac- History (Int): Historians retain a wealth of information on
ter to perfectly mimic the handwriting of another person ancient cultures and past events in general.
or design an official-looking document. Certain materials
are required, such as an example writing, proper inks and Know Language (Int): There are two applications of this
molding wax. proficiency. Any character with an INT of 7 or less, or
who is subject to illiteracy by a class restriction, must take

R77
this proficiency to read and write their native tongue. This locate a safe path where no path exists or to ensure the
proficiency may also be taken by any character with an safety of many others in a mountain pass. Mountaineer-
INT score of 8 or higher that wishes to speak, read and ing is akin to Wilderness Survival but focussed on the
write an additional language. Know Language is unlike high-altitude and treacherous terrain of the mountain and
any other proficiency. Most of the time, a character is not the skills to climb rock faces, which is not provided in
required to roll a proficiency check to speak, read or write Wilderness Survival.
a language. The DM is permitted to require a check when
Performance (Cha): Performance includes whatever forms
a character deals with a higher or lost form of the lan-
of entertainment the character fancies. Some examples
guage or an obscure dialect.
include juggling, singing, dancing, playing a musical in-
Lip Reading (Int): The character can read the lips of a strument, oration and impersonation. The character
person nearby without that person noticing. The com- chooses two mediums with one NWP proficiency slot.
plexity relates to the distance between the character and Successful performances earn coin, cause diversions or
his target and any other intervening distractions. A failed simply entertain.
check could result in the character simply failing or the
Persuasion (Cha): The character to make a compelling
target noticing the character’s stare. The complexity re-
argument to convince a subject NPC character to see
lates to the distance between the lip reader and his target,
things their way, respond more favorably, or comply with
and how well the target is concealing his lip movements.
a request. The character engages the NPC in conversa-
It’s generally easy to read the lips of a person within 20
tion for at least 10 rounds (meaning that the subject must
feet that is not attempting to hide his words.
be willing to talk with the character in the first place);
Local Lore (Int): The character accumulates knowledge on subjects whose attitudes are threatening or hostile aren't
the history and current goings on in a specific location. affected by this proficiency. Basic complexity means that
Proficiency checks determine how much local lore is ob- the subject's reaction is modified by +2 in favor of the
tained, retained and/or recalled. The obscurity or secrecy character. This bonus is cumulative with any other reac-
of the information sought determines the complexity of a tion modifiers, such as those derived from CHA.
check. Local Lore also encompasses knowledge of the
Religion (Int): Religion grants the character a vast amount
official positions in a government, the hierarchy of the
of knowledge on the various deities and religions, both
local nobility and the knowledge of crests and banners.
new and old. Devotion to a religion is not required.
With the DM's permission, Local Lore checks can be
made after sufficient time has been spent in a new loca- Riding (Air-Based) (Dex): This proficiency allows a charac-
tion to learn the nobility and bureaucracy of the land. ter to skillfully ride aerial mounts. It encompasses more
than the simple ability to remain mounted while flying;
Lock Picking (Dex): The character is skilled at opening
proficiency here can allow for some truly inspiring feats,
locks without a key. The character must use a lockpick,
such as dives, turns, rolls and mounted aerial combat.
unless the DM rules it possible to do so without one, in
which case the complexity shifts up at least one category.
Locks are categorized by the complexity required to open
them.
Mercantilism (Cha): The character is knowledgeable and
comfortable with the trading practices of the times. He
can negotiate with merchants, establish a trade route and
even manage a country’s exports. Basic and Average
mercantilism checks can lower or raise a negotiated price
or uncover information in any location pertaining to the
normal trade practices. Such information could include
the who’s who in over-the-counter and black-market
trade. Exceptional or even Legendary acts of mercantilism
can help gain a meeting with the most powerful mer-
chants and certainly help to start a small trading initiative.
Mountaineering (Wis): Mountaineering encompasses the Riding (Land-Based) (Dex): This proficiency allows a char-
skills to climb, find trails, locate shelter, hunt game and acter to ride land-based mounts and to perform feats of
navigate to a water source in mountainous terrain. Basic skill while riding, like hunting with ranged weapons, jump-
to Average checks often suffice to find well-trodden paths, ing from a galloping mount and engaging in melee com-
to climb fairly shallow faces with proper equipment and to bat while mounted. This proficiency also encompasses
find shelter or sustenance. Exceptional checks help to charioteering.

R78
Streetwise (Wis): There are victims and there are preda-
Rope Use (Dex): The character works well with all sorts
tors on the mean streets of any city. The character knows
of knots and lashings. He can tie or loosen a good knot
how to walk like a predator, or even a victim if looking to
with a Basic check or rig a knot to slip quickly with an
draw attention. They also know where to go to find things
Average check. Higher checks help with lassoing a near-
that are less than above-board. Overall this NWP is the
by target and even assist in escaping tight bindings.
lore and knowledge proficiency of the criminal world.
Sailing (Wis): A sailing character may have been a pirate, Swimming (Str): There are two different types of swim-
captain, deckhand or fisherman. Sailing provides the ming. There is staying afloat, which most people can do
knowledge to navigate and maintain a ship. without special training, and then there is swimming
against a strong current in the open ocean, which only
Sciences (Int): Sciences other than astrology are often those proficient in swimming can do. An unarmored
pursued, such as biology or mathematics, but such sci- character can swim a number of feet equal to double his
ences are not as prevalent to a campaign in fantasy as movement rate in one round. The complexity of a swim
astrology is. The character has a broad knowledge base of check relates to the waters and intended speed or dis-
these more obscure sciences affecting the campaign. tance of the swim. An open water swim in fairly rocky
These sciences are usually limited to: anthropology (study conditions is fairly difficult. A truly legendary swim check
of cultures), biology and physiology (study of life and the would be required in such an open water swim if the
body), horology (study of time), mathematics (study of swimmer were armored.
numbers and form), metallurgy (study of alloys and met-
als), and metaphysics (the philosophical study of nature Tracking (Wis): The character can identify and discern
and the being, also encompasses the scientific study of different types of tracks and can follow tracks without
magic in the world). prints by analyzing underbrush, branches, soil and the
indicators left on the surface. A successful check identifies
Sleight-of-Hand (Dex): Sleight of hand covers picking the tracks and allows the character to follow them until
pockets, unobtrusively slipping a note to someone, the terrain or weather changes, which requires another
stealthily administering a poison, etc. It is a quick and check. All checks assume visible tracks, thus intervening
unnoticed hand movement. Picking pockets allows the precipitation or meddling could either require a higher
character to pro-cure an item or pouch from a target. In complexity check or nullify the chances of success.
all cases, the important issue is whether the sleight of Trapworking (Int): The character is trained and skilled in
hand attempt was good enough to evade a target’s atten- the art of detecting, disabling and setting mechanical
tion. DMs may set a complexity to determine the final traps. Each use of the proficiency requires a different
outcome, or they may pit a character’s sleight of hand roll check. So, finding a hidden trap requires one check, disa-
against the target’s Wisdom (or Perception) check. bling or rese ting the trap requires another check; and
Spellcraft (Int): The character has studied the art of magic setting a new trap requires a separate check, and so.
in all its disciplines and spheres. This proficiency allows Thus, while this skill requires only one slot, it actually
the character to attempt to discern an ongoing and visible provides three distinct proficiencies: Finding Traps, Disa-
spell effect and teaches the character about the intricacies bling Traps and Setting Traps.
of magical rituals. There is no requirement that the char- Wilderness Survival (Wis): The character is knowledgeable
acter be a spell caster. When rolling a Spellcraft check to and intuitive about surviving in the wild, including how to
discern an ongoing and visible spell effect, level 1 spells gather nontoxic plants, berries and nuts for food and to
require a Basic check, spells of levels 2 – 3 require an find water; to avoid natural hazards; to hunt; to find the
Average check, spells of levels 4 – 5 require a Superior safest path; and to read the stars and weather. It also
check and spells of levels 6 – 9 require an Exceptional encompasses advanced fire-building. It is a very broad
check. proficiency. Lower checks allow for the scavenging of
enough rations, game and water for a number of days
Stealth (Dex): Stealth encompasses hiding and moving equal to the character’s WIS check.
silently. It helps a character remain unnoticed. A charac-
ter uses his environment, whether it be shadows or un-
derbrush, to hide or blend into the background. He also
uses deliberate and silent movements to slip away un-
heard. Stealth cannot be done with armor other than
padded, leather, studded leather, brigandine, elven chain
or mithral chain, unless the armor is magically silenced or
properly oiled. A penalty equal to the normal AC Adjust-
ment of the armor applies.

R79
APPENDICES

A collection of tables, charts, and concepts to make your game stronger and your adventures more memorable.

APPENDIX 1: Random Character Creation


Step 1
Step 4
Roll Ability Scores using 4d6 drop the lowest in order
Roll for Non-Weapon Proficiencies
Step 2
Roll NWP Roll NWP
Roll for Character Class. If the Class requires a Minimum in an 01-03 Acrobatics 61-63 Animal Handling
Ability Score and you do not have it, raise that Ability Score to 04-06 Appraising 64-66 Astronomy
the minimum. 07-09 Athletics 67-69 Climbing
10-12 Craft* 70-72 Dark Arts
Roll Character Class Roll Character Class
13-15 Decipher Script 73-75 Diplomacy
01-05 Bard 51-55 Cavalier
16-18 Disguise 76-78 Engineering
06-10 Centaur 56-60 Hill Dwarf
19-21 Forgery 79-81 Gambling
11-15 Mountain Dwarf 61-65 Dark Elf
22-24 Gathering Information 82-84 Geography
16-20 High Elf 66-70 Wood Elf
25-27 Healing 85-86 History
21-25 Gnome 71-75 Half-Elf
28-30 Know Language 88-70 Lip Reading
26-30 Half-Orc 76-80 Hedge Mage
31-33 Local Lore 71-73 Lock Picking
31-35 Hobbit 81-85 Paladin
34-36 Mercantilism 74-76 Mountaineering
36-40 Princess 86-90 Ranger
37-39 Performance 77-79 Persuasion
41-45 Rogue 91-95 Slayer
40-42 Religion 80-82 Riding (land)
46-50 Warrior 96-100 Wizard
43-45 Riding (air) 83-85 Rope Use
Step 3 46-48 Sailing 86-88 Sciences
49-51 Sleight-of-Hand 89-91 Spellcraft
Roll for Background 52-54 Stealth 92-94 Streetwise
55-57 Swimming 95-97 Tracking
Roll Background Roll Background
58-60 Trapworking 98-100 Wilder. Survival
01-04 Academic 53-56 Acolyte
*Roll on the Craft Table
05-08 Animal Wrangler 57-60 Barkeep
09-12 Camp Follower 61-64 Courtesan Craft NWP Sub-Table
13-16 Criminal 65-69 Entertainer Roll NWP Roll NWP
17-20 Farmhand 69-72 Gambler 01-06 Armoursmithing 49-54 Blacksmithing
21-24 Gladiator 73-76 Guard 07-12 Bowyering 55-60 Brewing
25-28 Hunter 77-80 Laborer 13-18 Cobbling 61-66 Cooking
29-32 Merchant 81-84 Noble 19-24 Farming 67-72 Gemcutting
33-36 Nomad 85-88 Prisoner 25-30 Leatherworking 73-78 Locksmithing
37-40 Raider 89-92 Sailor 31-36 Masonry 79-84 Mining
41-44 Scout 93-96 Smith 37-42 Pottery 85-90 Tailoring
45-58 Street Urchin 97-100 Tumbler 43-48 Weaponsmithing 91-100 Woodworking
49-52 Soldier

R80
Expanded Weapons
Group Type Damage Qualities Enc. Cost
Axes Battle Axe 1d6/1d8 Melee, Versatile 60 cn 7 gp
Axes Great Axe 1d10 Melee, Slow, Two-Handed 80 cn 10 gp
Axes Hand Axe 1d6 Melee 20 cn 4 gp
Axes Throwing Axe 1d4 Melee, Missile (10/20/30) 20 cn 3 gp
Bows Longbow 1d8 Missile (70/140/210), Two-Handed 50 cn 40 gp
Bows Short Bow 1d6 Missile (50/100/150), Two-Handed 20 cn 25 gp
Bows Composite Longbow 1d8 Missile (70/140/210), Two-Handed, +STR 50 cn 70 gp
Bows Composite Short Bow 1d6 Missile (50/100/150), Two-Handed, +STR 20 cn 50 gp
Clubs Wooden 1d6 Blunt, Melee 50 cn 3 gp
Clubs Mace 1d6/1d8 Blunt, Melee, Versatile 30 cn 5 gp
Clubs Morning Star 1d8/1d10 Blunt, Melee, Versatile 30 cn 10 gp
Clubs Tetsubo 1d10 Blunt, Melee, Two-Handed 60 cn 20 gp
Clubs Warhammer 1d6/1d8 Blunt, Melee, Versatile 50 cn 5 gp
Crossbows Heavy Crossbow 1d8 Missile (80/160/240), Reload, Slow, Two-Hand. 80 cn 40 gp
Crossbows Hand Crossbow 1d4 Missile (25/50/75), Reload 30 cn 35 gp
Crossbows Light Crossbow 1d6 Missile (50/100/150), Reload, Two-Handed. 50 cn 30 gp
Long Blades Bastard Sword 1d8/1d10 Melee, Versatile 70 cn 20 gp
Long Blades Great Sword 1d12 Melee, Two-Handed 70 cn 15 gp
Long Blades Longsword 1d8 Melee 60 cn 10 gp
Long Blades Rapier 1d6 Finesse, Melee 50 cn 15 gp
Long Blades Scimitar 1d8 Melee 50 cn 15 gp
Med. Blades Cutlass 1d6 Melee 50 cn 15 gp
Med. Blades Sabre 1d6 Melee 60 cn 15 gp
Polearms Bardiche 2d6 Melee, Slow, Two-Handed 80 cn 7 gp
Polearms Fauchard 1d10 Melee, Slow, Two-Handed 80 cn 7 gp
Polearms Glaive 1d10 Melee, Slow, Two-Handed 80 cn 7 gp
Polearms Halberd 1d10 Melee, Slow, Two-Handed 80 cn 7 gp
Polearms Lance 1d6 Charge, Melee 80 cn 5 gp
Polearms Lucerne Hammer 2d4 Melee, Slow, Two-Handed 80 cn 7 gp
Polearms Ranseur 2d4 Melee, Slow, Two-Handed 80 cn 7 gp
Polearms Voulge 2d4 Melee, Slow, Two-Handed 80 cn 7 gp
Short Blades Dagger 1d4 Melee, Missile (10/20/30) 80 cn 7 gp
Short Blades Dirk 1d4 Finesse, Melee 80 cn 7 gp
Short Blades Knife 1d3 Finesse, Melee, Missile (5/15/20) 5 cn 1 gp
Short Blades Short Sword 1d6 Melee 30 cn 7 gp
Short Blades Stiletto 1d2 Finesse, Melee 5 cn 3 gp
Spears Harpoon 1d6 Melee, Missile (20/50/70) 20 cn 5 gp
Spears Javelin 1d6 Missile (30/60/90) 20 cn 1 gp
Spears Long Spear 1d8 Melee, Slow, Two-Handed 60 cn 6 gp
Spears Pike 1d10 Melee, Slow, Two-Handed 80 cn 7 gp
Spears Short Spear 1d6 Melee, Missile (20/40/60) 30 cn 4 gp
Spears Trident 1d6/1d8 Melee, Missile (20/30/40), Versatile 30 cn 6 gp
Ungrouped Dart 1d4 Missile (15/25/40) 10 cn 1 gp
Ungrouped Sling 1d4 Blunt, Missile (40/100/150) 20 cn 2 gp
Ungrouped Staff 1d4/1d6 Melee, Versatile 40 cn 2 gp

Ammunition
Type Ammo Die Enc. Cost
Arrows d12/d10/d8 10 cn* 5/3/2 gp
Crossbow Bolts d12/d10/d8 10 cn** 10/8/5 gp
Silver Tipped Arrow (1) N/A 2 cn 5 gp
Sling Bullets d20 6 cn*** 5 gp
*Lot of 20 – .5 cn per arrow
**Lot of 30 - .3 cn per bolt
***Lot of 30 - .2 cn per pellet

R81
Equipment Table Revisited Torch (20 foot radius) 2 cn 1 cp
Item Encumbrance Cost Waterskin 5 / 30 cn 1 gp
Acid, Flask 10 cn 10 gp Wolfsbane 1 cn 1 sp
Artisan’s Tools 15 cn 4 gp
Backpack (400 cn capacity) 20cn 5 gp Armour Table Revisited
Barrel 500 cn 2 gp Type Encumbrance Cost
Bedroll 80 cn 2 sp Padded AC +1 70 cn 10 gp
Bell 5 cn 1 gp Leather AC +2 80 cn 15 gp
Blanket 25 cn 5 cp Studded Leather AC +3 90 cn 30 gp
Block and tackle 300 cn 5 gp Ring Mail AC +3 110 cn 45 gp
Belt Pouch (50 cn capacity) 2 cn 1sp Scale Mail AC +4 150 cn 50 gp
Belt Pouch (100 cn capacity) 4 cn 2 sp Hide AC +4 100 cn 20 gp
Bottle (wine), glass 10 cn 2 gp Brigandine AC +4 200 cn 65 gp
Bucket (5 gal) 20 cn 5 sp Chainmail AC +5 250 cn 70 gp
Bundle of Wooden Stakes (12) 50 cn 3 sp Splint Mail AC +6 260 cn 75 gp
Candle 1 cn 1 cp Banded Mail AC +6 300 cn 85 gp
Canvas (sq. yd) 100 cn 1 sp Plate Mail AC +7 350 cn 250 gp
Case (map or scroll) 20 cn 1 gp Field Plate AC +8 400 cn 500 gp
Chain (10 feet) 500 cn 30 gp Full Plate AC +9 500 cn 1,000 gp
Chalk, 1 piece - 5 cp
Chest, Small (2 cubic feet) 50 cn 2 gp Helmet Table Revisited
Clothes, Commoner 20 cn 1 sp Type Encumbrance Cost
Clothes, Fine 20 cn 2 gp Arming Helmet - 5 gp
Clothing Items (boots, cloak, etc) 10 cn 1 gp/ea. Skullcap - 10 gp
Crowbar 20 cn 2 sp Mail Coif - 15 gp
Fishing net (25 sq feet) 40 cn 4 gp Kettle Helm - 20 gp
Flask (leather/pewter/metal) 5/ 10/ 15 cn 3/5/10 cp Nasal Helm - 25 gp
Flint & Steel 5 cn 1 gp Bascinet - 30 gp
Garlic (1 pound) 1 cn 1 sp Sallet - 35 gp
Grappling Hook 80 cn 1 gp Spangenhelm - 40 gp
Hammer, Small 10 cn 5 sp Barbute - 45 gp
Healer’s Kit 5 cn 10 gp Heaume - 50 gp
Holy Symbol, wooden 1 cn 1 sp
Holy Symbol, steel or iron 2 cn 1 gp Shield Table Revisited
Holy Symbol, silver 1 cn 25 gp Type Encumbrance Cost
Hourglass 1 cn 25 gp Small Shield (+1 AC Bonus) 50 cn 10 gp
Ink and Quill (1 oz) 5 cn 1 gp Medium Shield (+2 AC Bonus) 75 cn 20 gp
Ladder (10 foot) 100 cn 5 cp Large Shield (+3 AC Bonus) 100 cn 40 gp
Lamp, bronze (30 foot radius) 30 cn 1 sp Tower Shield (+4 AC Bonus) 350 cn 50 gp
Lantern, bull’s-eye (50 foot cone) 30 cn 12 gp
Lantern, hooded (40 foot radius) 30 cn 7 gp Transportation Table Revisited
Lock 5 – 20 cn 20+ gp Type Encumbrance Cost
Lockpicks 1 cn 30 gp Animal Feed (per day) 30 cn 5 cp
Manacles 20 cn 15 gp Cart, Hand (4000 cn cap) - 10 gp
Mirror (hand, small steel) 1 cn 20 gp Cart, Small Wagon or Chariot (1horse;
Mug or Tankard (wooden) 5 cn 2 cp 5000 cn cap) - 50 - 100 gp
Musical Instrument 5 – 50 cn 5-50 gp Galley, Small (10 rowers, 40,000 cn cap) - 10,000 gp
Oil (lamp), 1 pint 20 cn 1 sp Galley, Large (20 rowers, 60,000 cn cap) - 30,000 gp
Parchment (5 sheets) 1 cn 1 gp Galley, War (30+ rowers, 80,000 cn cap) - 60,000 gp
Pick, miner’s 50 cn 2 gp Chain Barding AC +5 600 cn 320 gp
Pole, 10 foot. 100 cn 2 sp Leather Barding AC +3 250 cn 160 gp
Pot, iron 30 cn 5 sp Plate Barding AC +6 1000 cn 500 gp
Quiver - 1 gp Horse, Draft or Camel (4,500 cn cap) - 30 gp
Rations, trail (1 week worth) 70 cn 15 gp Horse, Riding (3,000 cn cap) - 75 gp
Rations, dried (1 week worth) 200 cn 5 gp Horse, War (4,000 cn cap) - 250 gp
Rope, hemp (50 feet) 50 cn 1 gp Mule/Burro (3,000 cn cap) - 20 gp
Rope, silk (50 feet) 30 cn 10 gp Raft (10-foot x 10-foot, 6,000 cn cap) - 1 gp/sq. ft.
Sack, Small (200 cn capacity) 1 cn 1 gp River Boat (40,000 cn cap) - 4,000 gp
Sack, Large (600 cn capacity) 5 cn 2 gp Rowboat (5,000 cn cap) - 25 gp
Shovel or Spade 30 cn 2 gp Saddle 200 cn 25 gp
Signal Whistle - 5 sp Saddle Bags (800 cn cap) 100 cn 10 gp
Signet ring - 5 gp Sailing Ship, Large (300,000 cn cap) - 20,000+ gp
Spellbook (blank) 30 cn 250 gp Sailing Ship, Small (100,000 cn cap) - 5,000+ gp
Spike, iron 5 cn 5 cp Wagon (20,000 cn cap) - 200 gp
Spyglass (x2 magnification) 1 cn 500 gp War/Guard Dog - 100gp
Tent, 2 man 50 cn 10 gp

R82
NAME CLASS

BACKGROUND ALIGNMENT GENDER

Experience PRIME %
LEVEL XP for Next Level
Points (XP) MOD

ABILITIES Value Modifiers SAVES Mod. Value EXPLORE Mod. Value

MIGHT OPEN DRS.


STR. (Strength) (Might)

AWARENESS BEND BARS


INT. (Intelligence) (Might)

MAGIC LIFT GATES


WIS. (Wisdom) (Might)

REFLEX SCRT. DRS.


DEX. (Dexterity) (Awareness)

ENDURANCE NOTICE
CON. (Constitution) (Awareness)

WILLPOWER SURPRISE
CHA. (Charisma) (Awareness)

HIT POINTS HIT DICE ARMOUR CLASS ARMOUR SHIELD HELMET

/ Shield Helmet
max

Melee OVERLAND EXPLORE ENCOUNTER


hit damage
BAB
Ranged
hit damage miles/day feet/turn feet/rnd.

WEAPONS

WEAPON • 1 QUALITIES
To Ammo
Damage Range
Hit Die

WEAPON • 2 QUALITIES

To Ammo
Damage Range
Hit Die

WEAPON • 3 QUALITIES

To Ammo
Damage Range
Hit Die
PROFICIENCIES
Weapon Non-Weapon

R83
Special Abilities, Racial Abilities, Traits, Misc… Equipment

Max Carry cn
Current Carry cn
Quarter Half 3/4ths Full

cn cn cn cn

Spells Notes
Name Level Save Damage

Wealth

PP GP SP CP

R84

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