DND SIMPLIFIED-1
DND SIMPLIFIED-1
DND SIMPLIFIED-1
Introduction of the attack. If the attack hits, you then follow the rules of the
attack to calculate damage. Melee weapons use your
The goal of this game is to simplify a table top game that
Strength score to determine to-hit and damage bonuses
spans dozens of books, thousands of pages, and typically
(unless otherwise noted). Ranged weapons used your
takes a long time to master. Instead, the focus here is to
Dexterity score to determine to-hit and damage bonuses
engage in combat, explore, and work as a team to find
(unless otherwise noted). Spells use you spellcasting attribute
treasure and glory. One player, the DM (“Dungeon Master”) is
to determine to-hit and damage bonuses (unless otherwise
the general “referee” of the game, providing the adventure
noted). If you are proficient in the weapon, you also add an
and challenges within it. The other players are a party of
additional +2 for your to-hit bonus (Proficiency score, which in
characters that make choices in that adventure and determine
this setting is kept at a fixed value of +2).
its outcome. The DM has the final say on a result or outcome
of the game, in order to help keep the game moving.
For example, if you attack with a longsword and have a +2
bonus to Strength and are attacking an enemy with an AC 15,
Rules you will hit if you roll an 11 or higher (11 + STR=2 +
General Mechanics proficiency=2). Once you hit, if you were wielding the sword
Advantage / Disadvantage two-handed, you will roll 1d10 + 2 for the damage to your
target.
A roll may sometimes be made with some kind of bonus or
penalty, but the most common modification to any d20-based
roll is advantage or disadvantage. When a roll is made with Casting a Spell
advantage, a d20 die is rolled twice, and the higher result is Spells are one of the most flexible, intricate, and powerful
kept. The lower result is used when rolling with disadvantage. aspects of D&D. Due to this, each spell’s properties and
If a creature has both advantage and disadvantage when description must be read carefully to understand its outcome.
making a roll, regardless of how many effects cause either Some spells cause damage, some spells help allies, and
one, the effect is canceled out and the roll is made “straight”, other spells are helpful in special ways. In order to cast a
without either advantage or disadvantage. leveled spell (spell level 1 or higher), you must somehow
have access to the spell (whether prepared, as a spell scroll,
Skill Checks or similar). If you try to cast a spell above a level you can
cast, you must first roll a DC check equal to 10+ the Spell’s
In D&D, you may often find yourself exploring a room, trying
level. “Cantrips” are “Level 0” spells, although not generally
to hide or sneak, or succeed in a social interaction. In such
considered “leveled spells”. Cantrips can also be cast at will
occasions, you will be asked to roll a relevant skill check to
without using any resources. Once a leveled spell is cast,
find out the result. Typically, you will be asked to roll a d20,
regardless of the outcome, the required spell slot is
either with advantage or disadvantage based on the context,
consumed.
and then add any modifiers you have. This number is
Spell Level & School. Every spell has a level (not the same
compared against the Difficulty Class (DC) set by the DM. If
as a character level), which determines whether a character
your result is equal to or higher than the DC, you succeed.
can cast that spell. A spell may also be “upcast” to a higher
For example: if you are trying to sneak, you roll a d20 die and
slot, and many spells have additional effects at higher levels.
get a 10. You have a +3 bonus to Stealth, and the DC was 13.
Each spell also has a school of magic, which may determine
Therefore, you have succeeded. If the roll would have been a
the effect the spell has or its requirements.
9 and your total 12, you would have failed.
Casting Time. Most spells can be cast within one type of
action, but some spells may require minute, hours, or days.
Passive Checks
Range. The target must be within the range of the spell,
Sometimes a creature will notice something or remember
otherwise the spell may not be cast.
something without actively trying. This is called a passive
Components. Note, “M” (Material) components for spells
check, and the most common check is a Passive Perception
may be ignored. Verbal (V) components require the caster be
check, which acts as a DC to notice something. For example,
able to speak, Somatic (S) components require the caster
if someone hides and rolls a 14 for Stealth and a creature has
have at least one free hand to move (e.g. not holding an
a Passive Perception of 12, the person is now hidden from
object or tied).
sight.
Duration. A spell may be instant, or have a length of time that
it has effect.
Making an Attack
Ritual. A spellcaster with the Ritual Casting feature can
Any attack, whether ranged or melee, with a weapon or with a
spend an additional 10 minutes to cast the spell without using
spell, usually has two parts: rolling to hit, and rolling for
a spell slot.
damage. Rolling to hit involves rolling a d20 die and adding
Concentration. Casting a spell with the Concentration tag
any modifiers, then comparing the result to the Armor Class
requires that the spell can be maintained for the entire length
(AC) of the target. If the sum result is equal to or greater than
of the Duration value, unless concentration is broken. Taking
the AC, the attack is successful. Such a roll may be made
any damage causes a Constitution saving throw of DC equal
with advantage / disadvantage, as determined by the context
max(half of damage taken OR 10). You cannot concentrate
on two spells at once. You lose concentration when you are Falling
incapacitated. When a creature falls 10 feet or more, it must make a DC10
Dexterity Saving Throw to determine if it lands prone.
Combat Additionally, every 10 feet that the creature falls, it takes 1d6
Combat is turn-based, and has several steps in order to bludgeoning damage. During combat, a character may
determine who the winning side is. One round of combat choose to take their turn before they begin to fall or fall the
takes 6 seconds, and from a storytelling perspective, turn complete distance. A character falls a maximum of 500 feet in
order represents the order in which events happen during one turn.
each round.
Opportunity Attack
Action Types When a creature is within melee range of another, they may
During a player’s turn, every player has a minimum of the not move further away using their own speed without risk.
following actions: Main Action, Bonus Action, Free Action, and When a creature moves out of range of another, the
Movement. These can be performed in any order, and some stationary creature may make one attack against the moving
may be broken up in various ways (e.g. move, attack, move). creature. This costs one Reaction.
Outside of a player’ turn, they may make a reaction if the
correct conditions are met. Using a Weapon in Offhand
Main Action. Most character features, attacks, and almost When a weapon has the Light property, it may be used in the
anything else are performed here. Usually, a character only wielder’s off-hand and can be used to make an attack roll as
has one action per turn. NOTE: When a character has the part of a Bonus Action only after the Main Action has been
“Extra Attack” feature, taking the attack action only takes one used to make an attack. However, on a hit, the weapon only
Main Action and can be broken up into multiple parts (e.g. deals its stated rolled damage, with no bonus from an ability
move - attack - move - attack). modifier.
Bonus Action. Some character features and some spells
take a “short” amount of time to perform, and thus fall into this Combat Turn Order
category. At the start of combat, every participant rolls a d20 and adds
Free Action. Basic or simple actions such as opening a door, their Dexterity modifier. If there’s a tie between players, they
picking up an item, or speaking out loud are considered Free may choose who goes first. If there’s a tie between players
Actions and don’t take up the character’s main or bonus and NPC’s (Non-Playable Characters), the NPC goes first. If
actions. a creature or group enter combat without being aware of
Movement. As part of the character’s turn, they may move up another group, they are under the condition “Surprised”, and
to the value of their speed. All playable characters have a cannot act on the first turn of combat. The DM keeps track of
movement speed of 30 feet, and in a scenario with a map, whose turn it is. One round of combat has passed when all
one square represents 5 feet of movement. Diagonal participants have had their turn.
movement also counts as 5 feet of movement, for
simplification. Common Actions in Combat
Reaction. A character may take a reaction when they take Attacking isn’t the only thing that a character can do in
the Ready action on their turn, can make an Opportunity combat. Here is a list of Actions that can be performed, which
Attack, or some other condition that is met. This action type typically cost one Main Action:
generally cannot be performed during their own turn. A ● Attack: Make an attack against a creature
character only has one reaction per turn. ● Cast a Spell: Cast a spell, consume a spell slot.
● Dash: use your Main Action to double your available
Cover movement.
When a creature is behind cover, they have a situational ● Disengage: use your Main Action to safely leave the melee
increase to their AC. An object that blocks half of the range of a creature without provoking an Opportunity
creature’s body grants Half Cover, giving a +2 to AC and Attack
Dexterity Saving Throws. An object that covers more than half ● Grapple: Use one attack to grapple XX
but less than total grants Three-Quarters Cover, giving a +5 ● Help: Use your Bonus Action to grant another creature
to AC and Dex Saves. An object that covers a creature’s full advantage with their next ability check, or bring an ally to 1
body grants Total Cover, and that creature can’t be targeted HP if they are Downed.
directly by an attack or spell. ● Hide: Attempt to hide using a Main Action. If the DM
allows, make a Stealth check against the Passive
Elevation Perception of any nearby creatures.
When creatures have a higher vantage point than others, they ● Ready: Use either your Main Action or Free Action and
have a better chance to hit. A creature that is 5 feet higher Reaction to perform one action while it is not your turn. For
than their target has a +2 situational bonus to hit. A creature example, you may wait to shoot your crossbow when the
that is 10 feet higher or more than their target has a +5 enemy opens the door.
situational bonus to hit. ● Use an Object / Animal: Activating a Spell Scroll or other
item takes one Main Action.
The charmer has advantage on any ability check to interact
Rest and Recovery socially with the creature.
xx Frightened. A frightened creature has disadvantage on ability
short rest checks and attack rolls while the source of its fear is within
hit dice - average or roll line of sight. The creature can't willingly move closer to the
long rest - between sessions? source of its fear.
Grappled. A grappled creature's speed becomes 0, and it
can't benefit from any bonus to its speed. The condition ends
Items if an effect removes the grappled creature from the reach of
All items that are available in the game are provided as cards the grappler.
for usage by a single character. Characters cannot share one Incapacitated. An incapacitated creature can't take actions
card. Typical items include weapons, non-magical items, or reactions.
magical items, and armor bonuses. Invisible. An invisible creature is impossible to see without
the aid of magic or a special sense. Attack rolls against the
Weapon Properties creature have disadvantage, and the creature's attack rolls
have advantage.
Weapons have a variety of properties that are both benefits
Paralyzed. A paralyzed creature is incapacitated and can't
and prerequisites for effective use.
move or speak.The creature automatically fails Strength and
Dexterity saving throws. Attack rolls against the creature have
Finesse. You can choose either Strength or Dexterity for both
advantage. Any attack that hits the creature is a critical hit if
the attack and damage rolls.
the attacker is within 5 feet of the creature.
Light. The weapon can be held in your off-hand.
Poisoned. A poisoned creature has disadvantage on attack
Loading. Because of the time required to load this weapon,
rolls and ability checks.
you can fire only one piece of ammunition from it when you
Prone. The creature has disadvantage on attack rolls. An
use an action, bonus action, or reaction to fire it, regardless of
attack roll against the creature has advantage if the attacker
the number of attacks you can normally make.
is within 5 feet of the creature. Otherwise, the attack roll has
Range. A weapon that can be used to make a ranged attack
disadvantage. While prone, every foot of movement costs two
has a range shown in parentheses. The range lists two
feet. Standing up takes half the creature’s movement.
numbers. The first number is the normal range, and a normal
Restrained. A restrained creature's speed becomes 0, and it
attack roll may be made. The second number is the long
can't benefit from any bonus to its speed. Attack rolls against
range, and attack rolls in this range are made with
the creature have advantage, and the creature's attack rolls
disadvantage. The weapon cannot be used beyond the long
have disadvantage. The creature has disadvantage on
range value.
Dexterity saving throws.
Reach. This weapon adds 5 feet to your reach when you
Surprised. A creature that is surprised cannot act on its turn.
attack with it. This property also determines your reach for
This may only occur on the first round of combat, and the
opportunity attacks with a reach weapon.
creature is no longer surprised after its turn is over.
Thrown. If a weapon has the thrown property, you can throw
Unconscious. An unconscious creature is incapacitated,
the weapon to make a ranged attack. If the weapon is a
can't move or speak, and is unaware of its surroundings. The
melee weapon, you use the same ability modifier for that
creature drops whatever it's holding and falls prone. The
attack roll and damage roll that you would use for a melee
creature automatically fails Strength and Dexterity saving
attack with the weapon.
throws. Attack rolls against the creature have advantage. Any
Two-Handed. This weapon requires two hands to use. This
attack that hits the creature is a critical hit if the attacker is
property is relevant only when you attack with the weapon,
within 5 feet of the creature. When a creature drops to 0 hit
not when you simply hold it.
points, they are automatically unconscious.
Versatile. This weapon can be used with one or two hands. A
damage value in parentheses appears with the property-the
damage when the weapon is used with two hands to make a
melee attack.
Conditions
With respect to D&D in general, some conditions are not
shown here and do not apply to the game.
Level 5, Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on
your turn.
Hexblade Warlock Strength +0 Acrobatics +2
Dexterity +2 Animal Handling +0
Name: _________________________ Level: _________ Constitution +3 Arcana +0
Intelligence +0 Athletics +0
Level Table Wisdom +0 (+2 save) Deception +5
Charisma +3 (+2 save) History +0
Level Max Base Spells
Insight +0
HP Armor Known
1 11 13 2 Hit Points Intimidation +3
2 18 14 3 Investigation +2
3 25 15 4 Medicine +0
4 32 15 5 Nature +0
5 39 15 6 Perception +0
Attack Stat: Strength (+2) or Dexterity (+4) for all simple weapons. Performance +3
Persuasion +5
Level 1, Spellcasting. You are able to cast warlock spells. You know three cantrips and a
Religion +0
number of spells based on the Level Table. You can change your spells on a level up.
Charisma is your spellcasting modifier. Your spell save DC is 13 (10+CHA). Your Spell Sleight of Hand +2
attack modifier is +5 (2+CHA). Your power comes from an otherworldly being (a Marid Stealth +4
Genie). You always have the following spells prepared. Survival +0
● Cantrip: Eldritch Blast, Booming Blade, Friends
● Level 1: Detect Evil and Good, Fog Cloud HINT! Recommended spells:
● Level 3: Phantasmal Force, Blur ● Lvl1: Hex, Armor of Agathys
● Level 5: Create Food and Water, Sleet Storm ● Lvl2: (prev) + Charm Person
Genie’s Wrath. Once during each of your turns when you hit with an ● Lvl3: (prev) + XX
attack roll, you can deal 2 extra cold damage.
● Lvl4: (prev) + XX
Level 2, Eldritch Invocations. As part of your study of occult lore, you ● Lvl5: (prev) + XX
have unearthed fragments of hidden magical ability. You gain two
invocations, listed below.
Agonizing Blast. When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Eldritch Mind. You have advantage on Constitution saving throws that you make to maintain your concentration on a
spell.
Level 3, Pact of the Blade. You can create a magical pact melee weapon in your empty hand. It can take the form of
any melee weapon you are proficient with, and counts as magical damage. You can summon or dismiss the weapon at
will, and can transform a magic weapon into a pact weapon after a short rest.
Level 4, Feat. A feat represents a talent or area of expertise that gives a character special capabilities. Choose ONE
of the following options: Tough, Inspiring Leader, Telekinetic Adept.
Inspiring Leader:
Tough. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever
you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Inspiring Leader. You can spend 10 minutes inspiring your companions. Choose up to six friendly creatures (which
can include yourself) within 30 feet of you. Each creature can gain temporary hit points equal to your level + your
Charisma modifier.
Telekinetic Adept. You learn to move things with your mind, granting you the following benefits:
● You learn the mage hand cantrip, or extend its range by 30 feet if you already know it, and can make it
invisible.
● As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. The
target must succeed on a Strength saving throw or be moved 5 feet toward you or away from you. A creature
can willingly fail this save.
Level 5, Upgraded Spellcasting, Additional Invocation. You may now cast spells of Level 3 or lower. Choose ONE
additional invocation:
Gift of the Depths. You can breathe underwater, and you gain a swimming speed equal to your walking speed. You
can also cast the spell Water Breathing once without expending a spell slot, once per Long Rest
Thirsting Blade. You can attack with your pact weapon twice, when you take the Attack action on your turn.
Repelling / Grasping Blast. When you hit a creature with Eldritch Blast, you can push or pull the creature up to 10
feet away from or to you in a straight line.
Nature Cleric Strength +2 Acrobatics +0
Dexterity +0 Animal Handling +3
Name: _________________________ Level: _________ Constitution +2 Arcana +2
Intelligence +2 Athletics +2
Level Table Wisdom +3 (+2 save) Deception +0
Charisma +0 (+2 save) History +4
Level Max HP Base Armor
Insight +5
1 11 13 Hit Points Intimidation +0
2 18 14
3 25 15 Investigation +2
4 32 16 Medicine +5
5 39 18 Nature +4
Attack Stat: Strength (+4) or Dexterity (+2) for simple weapons Perception +3
Performance +0
Level 1, Spellcasting. You are able to cast cleric spells. You know four cantrips. You can Persuasion +2
prepare a number of spells equal to your Wisdom modifier + your cleric level, of a level for Religion +2
which you have spell slots. Wisdom is your spellcasting ability. Your spell save DC is 13
Sleight of Hand +0
(10+WIS). Your Spell attack modifier is +5 (2+WIS). Nature clerics might hunt the evil
monstrosities that despoil the woodlands, bless the harvest of the faithful, or wither the Stealth +0
crops of those who anger their gods. At each indicated cleric level, you add the listed Survival +3
spells to your spells prepared.
● Cantrips: Sacred Flame, Spare the Dying, HINT! Recommended spells:
Produce Flame, Guidance ● Lvl1: Bless, cure wounds, healing word, sanctuary
● Level 1: Animal Friendship, Speak with Animals ● Lvl2: (prev) + Detect Magic
● Level 3: Barkskin, Spike Growth ● Lvl3: (Lvl1) + Spiritual Weapon + Lesser Restoration
● Level 5: Plant Growth, Wind Wall ● Lvl4: (prev) + Guiding Bolt
● Lvl5: (prev) + Spirit Guardians OR Revivify
Level 2, Channel Divinity. You gain the ability to channel
divine energy to fuel magical effects. You may cast the
effects Turn Undead as well as Charm Animals and Plants. At 5th level, you may also cast the effect Destroy Undead.
Turn Undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the
creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its
turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also
can't take reactions.
Charm Animals & Plants. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom
saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is
charmed by you, it is friendly to you and other creatures you designate.
Level 3, Upgraded Spellcasting. You may now cast spells of Level 2 or lower.
Level 4, Feat. A feat represents a talent or area of expertise that gives a character special capabilities. Choose ONE
of the following options: War Caster, Fey Touched, or Tough.
War Caster. You have practiced casting spells in the midst of combat, learning techniques that grant you the following
benefits:
● You have advantage on Constitution saving throws that you make to maintain your concentration on a spell
when you take damage.
● When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to
cast a spell at the creature. The spell must have a casting time of 1 action and must target only that creature.
Fey Touched. Your exposure to the Feywild's magic has changed you. You learn the spell Misty Step and one
1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can
cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast
that spell in this way again until you finish a long rest.
Tough. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever
you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Level 5, Upgraded Spellcasting, Upgraded Channel Divinity. You may now cast spells of Level 3 or lower. You may
also cast the effect Destroy Undead.
Destroy Undead. When an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the
creature is instantly destroyed.
Abjuration Wizard Strength +0 Acrobatics +2
Dexterity +2 Animal Handling +1
Name: _________________________ Level: _________ Constitution +2 Arcana +5
Intelligence +3 (+2 save) Athletics +0
Level Table Wisdom +1 (+2 save) Deception +1
Charisma +1 History +5
Level Max HP Base Armor
Insight +1
1 8 12
Hit Points Intimidation +1
2 13 12
3 18 12 Investigation +5
4 23 12 Medicine +3
5 28 12 Nature +3
Attack Stat: Strength (+4) or Dexterity (+2) for a dagger, quarterstaff, Perception +1
sling, or light crossbow Performance +1
Persuasion +1
Level Features
Religion +3
Level 1, Spellcasting. As a student of arcane magic, you may cast wizard spells. You
know four cantrips. At each level you can choose a number of spells equal to twice your Sleight of Hand +2
wizard level plus your Intelligence modifier, of a level for which you have spell slots. Stealth +2
Intelligence is your spellcasting ability. Your spell save DC is 13 Survival +1
(10+INT). Your Spell attack modifier is +5 (2+INT). You can cast a
prepared spell as a ritual if that spell has the ritual tag. HINT! Recommended spells:
● Cantrips: Fire Bolt, Ray of Frost, Light, Mage Hand ● Lvl1: XX
● Lvl2: (prev) + XX
Arcane Recovery. Once per day when you finish a short rest, you can ● Lvl3: (Lvl1) + XX
choose expended spell slots to recover. The spell slots can have a ● Lvl4: (prev) + XX
combined level that is equal to or less than half your wizard level (rounded
● Lvl5: (prev) + XX
up). For example, if you're a 4th-level wizard, you can recover up to two
levels worth of spell slots.
Level 2, Arcane Ward. You can weave magic around yourself for protection. When you cast an abjuration spell of 1st
level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts
until you finish a long rest. The ward has a hit point maximum equal to twice your wizard level + your Intelligence
modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit
points, you take any remaining damage. While the ward has 0 hit points, it can't absorb damage, but its magic remains.
Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the
level of the spell.
Level 3, Upgraded Spellcasting. You may now cast spells of Level 2 or lower. Additionally, you may cast the spell
Healing Word.
Level 4, Feat. A feat represents a talent or area of expertise that gives a character special capabilities. Choose ONE
of the following options: Eldritch Adept, Tough, or Lucky.
Eldritch Adept. You learn one Eldritch Invocation (choose Armor of Shadows, Eldritch Sight, or Eldritch Mind).
Tough. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever
you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Lucky. You have 3 luck points. Whenever you make an attack roll, ability check, or saving throw, you can spend one
luck point to roll an additional d20 before the outcome is determined, and may choose which result is used. You may
also spend one luck point when an attack roll is made against you, and choose which result is used. You regain your
expended luck points when you finish a long rest.
Level 5, Upgraded Spellcasting. You may now cast spells of Level 3 or lower.
APPENDIX: IDEAS AND DRAFTS
falling happens as "cartoon time" - do something before falling movement happens/fully happens
spells:
lvl 1-3 spells
45 unique spells (to start?)
weapons:
knife, sword, battlehammer, staff, bow, wand, spear(?)
weapon properties:
dtype: piercing, slashing, bludgeoning, ismagical: yes/no
nhands: one-hand, two-hand
ranged/throwable: yes/no
items:
healing potion x4
alchemist's fire x2
poison x2
food (1 meal)
rope
lamp/torch
oil
holy symbol
map
magic scroll lvl X- random x3
magic scroll lvl X - chosen x1
—- in total —---
4 character sheets
6 monster sheets
4 spell sheets (1 per person)
30 weapon cards
18 item cards
1 set of rules
NEED: ONE SET OF DICE
1 20x20 map - should use both adventuring academy and goblin warehouse
NOTES: DND Characters, made simple