Microlite20 5e PDF
Microlite20 5e PDF
Stats of the Undead. If the DC is exceeded by 10 it is
There are 4 stats : Strength (STR), Dexterity (DEX), destroyed. This can be used (2 + Level + MIND
Mind (MIND), and Spirit (SPI). Bonus) times per day.
Roll 4d6, drop lowest dice. Total remaining 3 dice
and allocate to one of the stats. Repeat for Skills
remaining stats. There are just 4 skills : Physical, Subterfuge,
Stat bonus = (STAT‐10)/2, round down. Knowledge and Communication. Roll higher than
the given Difficulty Class to succeed.
or Assign the following numbers to your three stats: Skill roll = d20 + proficiency bonus + whatever stat
+2, +1, +0, ‐1. bonus is most applicable to the use + situation
modifiers.
Races
Humans get +1 to three Stats of their choice For example, Climbing would use Physical + STR
Elves get +2 MIND or +2 DEX and have advantage bonus. Dodging a falling rock is Physical + DEX
on saving throws against being charmed. bonus. Finding a trap is Subterfuge + MIND bonus.
Dwarves get +2 STR or +2 SPI have advantage on Disabling a trap is Subterfuge + DEX bonus.
saving throws against poison. Persuading a guard to let you in would be
Halflings get +2 DEX or +2 SPI have advantage on Communication + MIND bonus.
saving throws against being frightened. Note that there are no “saving throws” in this game;
Half‐Elves get +1 to MIND and +1 to DEX and have use Physical + STR or DEX bonus for Fortitude and
advantage on saving throws against being charmed. Reflex saves. Saving against magic (Will save) is
Half‐Orcs get +3 to STR but ‐1 to DEX and have usually SPI bonus + proficiency bonus.
advantage on attempts to intimidate.
The proficiency bonus increases to +3 at 5th level,
Classes +4 at 9th level, +5 at 13th level, and +6 at 17th
The classes are Fighter, Rogue, Mage, Cleric. level.
Fighters wear any kind of armour and use shields. Magic
They add their proficiency bonus to Physical and Magi can cast any arcane spell, and Clerics any
add +1 to all attack and damage rolls. This increases divine spell, with a spell level equal or below 1/2
by +1 at 5th level and every five levels on. their class level, rounded up. They have access to all
Rogues can use light armour. They add their arcane spells in the SRD spell list.
proficiency bonus to Subterfuge. If they successfully Casting a spell of any kind requires a skill roll.
Sneak (usually sub+DEX, but depends on situation) Arcane magic requires a Knowledge + MIND roll,
up on a foe they can add their Subterfuge skill rank and divine magic requires a Knowledge + SPI roll.
to the damage of their first attack. The DC is 5 + spell level attempted. A success means
Magi wear no armour. They can cast arcane spells, the spell goes off as normal without problems.
and add their proficiency bonus to Knowledge. Rolling under this number means the spell still goes
Clerics can wear light or medium armour. They cast off, but the caster gains a point of "strain," a
divine spells and add their proficiency bonus to cumulative ‐1 to future spellcasting attempts until a
Communication. A Cleric can Turn Undead with a short rest is completed. With a roll of 1, the
successful Magic Attack. DC is the current Hit Points spellcaster gains a point of strain and cannot cast
Microlite20 5e page 2
that spell again until he has completed a long rest.
Advantage
Combat Opponent is stunned
Hit Points = STR Stat + Physical bonus + 1d6/level. If Ally is assisting you in a task
HP reach 0, unconscious and near death. Further Opponent is unaware of your location
damage directly reduces STR. If that reaches 0,
death. Disadvantage
Roll d20 + DEX bonus for initiative order. Everyone Attempting ranged attack against adjacent
can do one thing each turn; move, attack, cast a opponent
spell, etc. Opponent is hidden
Melee attack bonus = STR bonus + proficiency Attacking from prone
bonus
Missile attack bonus = DEX bonus + proficiency Level Advancement
bonus Each level adds: +1d6 to Hit Points
Magic attack bonus = MIND or SPI bonus + If the level divides by three (i.e. level 3,6,9,etc.) add
proficiency bonus 1 point to STR, DEX or MIND
Fighters gain +1 to their attack and damage rolls at
Add attack bonus to d20 roll. If higher than your levels divisible by 5.
opponent's Armour Class (AC), it’s a hit. Natural 20 Clerics and Magi gain access to new spell levels at
is automatically a critical doing maximum damage. 3rd level, then every other level beyond 3rd.
Fighters and Rogues can use DEX bonus +
proficiency bonus as Melee attack bonus instead if Multiclassing
wielding a light weapon. Fighters and Rogues can A character can decide, at one point, to begin
wield 2 light weapons and attack with both in a following a new path, changing his class. Characters
round if they take a ‐2 penalty on all attack rolls may have up to two classes (for example,
that round. Rapiers count as light weapons, but you Fighter/Cleric, or Ranger/Rogue). A multiclass
cannot wield two rapiers at the same time. character’s Character Level is the sum of the levels
in both her classes (a Fighter 2 / Cleric 1 is a level 3
Add STR bonus to melee damage, x2 for 2‐handed character).
weapons. When a character earns the right to go up a level,
Armor class (AC) = 10 + Dex bonus + armor bonus. the player chooses which class to advance or, if the
character is single‐classed, the player may choose a
Advantage and Disadvantage second class, which begins at level 1.
Some circumstances provide advantage or Advancement is determined by Character Level, but
disadvantage. When you have advantage on a roll, spell descriptions and abilities which reference
you roll 2d20 and take the better of the two results, “level” mean “specific class level”.
and you have disadvantage you roll 2d20 and take
the lesser of the two results.
The DM will determine circumstances that can
cause advantage or disadvantage, but here are
some examples.