Olde Swords Reign
Olde Swords Reign
TABLE OF CONTENTS
CREDITS P. 4 RULES & STRONGHOLDS P 61
MEN & MAGIC P. 5 The Basics p. 62
INTRODUCTION P. 6
GENERAL RULES P. 64
TREASURES P. 147
Armors p. 148
Potions p. 149
Rings p. 150
Scrolls p. 151
Staffs p. 152
Wands p. 153
CREDITS
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Published by Scott Myers under the Open Game License version 1.0a Copyright 2000
Wizards of the Coast, Inc.
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INTRODUCTION
Welcome to Olde Swords Reign…. A tabletop roleplaying game based firmly on the 5th
Edition rules and with classes, races, equipment, spells and monsters from the original 1974
edition of the game and supplement 1 from 1975. I went into writing and developing this
game by assuming that most Referees (or GMs if you prefer) have a good understanding
of the 5e rules and that any players who are familiar with the game will easily be able to
jump in and run games and/or play.
Most of the rules section is unabashedly a rewrite and edit of the 5e SRD (System
Reference Document) with the intention that ALL of the rules needed to run and play the
game could be in this one volume. Those familiar with 5e will see some small changes (like
no reactions or bonus actions) and some bigger changes (like monsters having Hit Dice
listings and original-era versions of classic spells and classes).
I dove into writing this so my players and I could more easily play classic-era adventure
modules in a 'truer' fashion but with the modern mechanics of 5e. This system also easily
uses any of the bigger Virtual Table Tops (VTTs) that have built in 5e rulesets.
Even if you don't play it I hope something in here is useful for you and your game.
Scott Myers
CHARACTER
CREATION
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CHARACTER CREATION BASICS
Step One: Choose a Race p. 10
Step Two: Choose a Class p.13
Step Three: Choose a Background p. 20
Step Three: Roll Ability Scores p. 23
Step Five: Choose Alignment p. 24
Step Six: Choose Additional Languages p. 24
Step Seven: Choose Spells for Clerics & Magic-Users p. 44
Step Eight: Buy Additional Equipment p. 27
Step Nine: Gain an Inspiration for completing
your character p. 65
RACES
The description of each race includes racial traits that
are common to members of that race. The following Dwarf
entries appear among the traits of most races. Class Restrictions. Dwarves can only be Fighters or
multi-classed Fighter / Thieves.
Class Restrictions Ability Score Bonus. Your Constitution score increases
Some races are limited in the classes they can choose, by 1.
such as Dwarves can only be Fighters or Thieves. Speed. You have a walking speed of Normal.
Age. Dwarves mature at the same rate as humans, but
Ability Score Increase they’re considered young until they reach the age of
Every race increases one of a character’s ability scores, 50. On average, they live about 350 years.
besides humans who get to choose two abilities to raise Size. Dwarves stand between 4 and 5 feet tall and
by one each. average about 150 pounds. Your size is Medium.
Alignment. Tends toward Lawful alignment.
Age Languages. You can speak, read and write Common
The age entry notes the age when a member of the and Dwarvish.
race is considered an adult, as well as the race’s SPECIAL
expected lifespan. This information can help you Darkvision. Dwarves have darkvision.
decide how old your character is at the start of the Dwarven Resistance. You have advantage on saving
game. throws against spells and spell-like effects.
Giant Fighter. All dwarves add +1 to hit and +1 to
Alignment their Armor Class when fighting the giants.
Most races have tendencies toward certain alignments, Stone Sense. Dwarves easily takes note of certain
described in this entry. These are not binding for player features of stonework: sloping corridors, moving walls,
characters, but considering why your dwarf is Chaotic, and traps made of stone – in particular: falling blocks,
for example, in defiance of Lawful dwarf society can rigged ceilings, and tiny arrow slits designed to release
help you better define your character. poison gas or darts. They can also identify whether
stonework is recent or not.
Size When making an Intelligence check related to the
Characters of most races are Medium, a size category origin of stonework, you add double your proficiency
including creatures that are roughly 4 to 8 feet tall. bonus to the check, instead of your normal proficiency
Halflings, however, are Small (between 2 and 4 feet bonus and the DC is always considered EASY (DC 8).
tall), which means that certain rules of the game affect
them differently. The most important of these rules is
that Small characters have trouble wielding heavy
weapons, as explained in “Equipment.”
Speed
All character races have Normal Speed.
Languages
Your character can speak, read, and write these
languages.
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Elf
Class Restrictions. Elves can be Fighters, Thieves,
Magic-Users or multi-classed Fighter / Thieves,
Fighter / Magic-Users or Fighter / Thief / Magic-
Users.
Ability Score Bonus. Your Charisma score increases by
1.
Speed. Your base walking speed is Normal.
Age. Although elves reach physical maturity at about
the same age as humans, the elven understanding of
adulthood goes beyond physical growth to encompass
worldly experience. An elf typically claims adulthood
and an adult name around the age of 100 and can live
to be 750 years old.
Alignment. Tends toward Neutral or Lawful
alignment.
Size. Elves range from under 5 to over 6 feet tall and
have slender builds. Your size is Medium.
Languages. You can speak, read and write Common
and Elvish.
SPECIAL
Darkvision. Elves have darkvision.
Find Secret Doors. Elvish vision and keen senses allow
them to spot secret, hidden and concealed doorways.
An elf merely passing within 5 feet of a secret, hidden
or concealed doorway is entitled to a Wisdom check to
spot the door (can be EASY, NORMAL or HARD
DC), as if the elf were actively looking for it. When an
elf actively searches for such doorways, this check is
done with advantage.
Defenses. Elves cannot be paralyzed by ghouls. Halfling
Elven Weapon Training. All elves are proficient with
Class Restrictions. Halflings can only be Fighters or
swords and bows. They gain +1 to their attacks and
Thieves.
damage rolls with these weapons.
Ability Score Bonus. Your Dexterity score increases by
1.
Speed. Years of keeping up with the tall ones has made
Halflings fleet of foot. Your base walking speed is
Normal.
Age. A halfling reaches adulthood at the age of 20 and
generally lives into the middle of his or her second
century.
Alignment. Most halflings are lawful in alignment.
Size. Halflings average about 3 feet tall and weigh
about 40 pounds. Your size is Small.
Languages. You can speak, read and write Common
and Halfling.
SPECIAL
Attack Bonus. You gain +1 to hit with ranged
weapons.
Halfling Resistance. You have advantage on saving
throws against spells and spell-like effects.
Sling Training. All halflings add +3 to hit probabilities
when using the sling.
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Human
Class Restrictions. Humans can choose any character
class. They may also multi-class as any two classes,
such as Cleric / Fighter, Magic-User / Thief, etc.
Abilities. Choose 2 ability scores from Strength,
Dexterity, Constitution, Intelligence, Wisdom and
Charisma to increase by 1.
Speed. Your base walking speed is Normal.
Age. Reach adulthood in their late teens and live less
than a century.
Alignment. Tends toward no particular alignment.
Size. Vary widely in height and build, from barely 5
feet to well over 6 feet tall. Regardless of your position
in that range, your size is Medium.
Languages. You can speak, read, and write Common
and one extra language of your choice.
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CLASSES
The description of each class includes class features that are common to members of that class. The following
entries appear among the features of each class.
Hit Points.
Hit Dice: the dice size for your characters hit points
Hit Points at 1st Level: the amount of hit points your character has at level 1
Hit Points at Higher Levels: the amount of hit points characters gain when achieving a new level
Proficiencies.
Armor: the armors this class can use
Weapons: the weapons this class can use
Tools: any tools a character class is proficient in
Saving Throws: each class is proficient in 2 saving throws
Each class also has a table that shows their level and any features they gain at that level.
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6 -
7 -
9 Establish stronghold
10 -
Fighter
As a fighter, you gain the following class features.
Hit Points.
Hit Dice: 1d8 per fighter level
Hit Points at 1st Level: 8 + your Constitution
modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per fighter level after 1st
Proficiencies.
Armor: Light armor, medium armor, heavy armor,
shields.
Weapons: Simple weapons, martial weapons.
Tools: None.
Saving Throws: Strength, Constitution
Equipment.
You start with the following equipment:
• Chainmail or (b) Leather Armor, Long Bow and
Quiver of 20 Arrows
• (a) any martial weapon and shield or (b) two martial
weapons
• (a) Light Crossbow and Case with 30 Quarrels or (b)
two Hand Axes
• 6 Torches, Backpack, Iron Rations, 1 person/ 1 week
and Water/ Wine Skin
• 5 gp
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Level Feature
Magic-User 1 Spellcasting
As a magic-user, you gain the following class features.
Hit Points. 2 -
Hit Dice: 1d4 per magic-user level
Hit Points at 1st Level: 4 + your Constitution 3 -
modifier
Hit Points at Higher Levels: 1d4 (or 3) + your 4 +1 to any one ability score
Constitution modifier per magic-user level after 1st
5 -
Proficiencies.
Armor: None. 6 -
Weapons: Dagger.
Tools: None.
Saving Throws: Intelligence, Wisdom 7 -
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When your character gains a level, his or her class occasionally grants additional features, as detailed
in the class description. Some of these features allow you to increase one of your ability scores by
one point. You can’t increase an ability score above 20. In addition, every character’s proficiency
bonus increases at certain levels.
Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution
modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed
value shown in your class entry, which is the average result of the die roll (rounded up).
When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each
level you have attained. For example, if your 7th level fighter has a Constitution score of 17, when he
reaches 8th level, he increases his Constitution score from 17 to 18, thus increasing his Constitution
modifier from +3 to +4. His hit point maximum then increases by 8.
The Character Advancement table summarizes the XP you need to advance in levels from level 1
through level 10, and the proficiency bonus for a character of that level. Consult the information in
your character’s class description to see what other improvements you gain at each level.
Advancement Table
1 0 +2 bonus
2 300 +2 bonus
3 900 +2 bonus
4 2,700 +2 bonus
5 6,500 +3 bonus
6 14,000 +3 bonus
7 23,000 +3 bonus
8 34,000 +3 bonus
9 48,000 +4 bonus
10 64,000 +4 bonus
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Experience Points
Multiclassing The experience point cost to gain a level is always
Multiclassing allows you to gain levels in multiple based on your total character level, as shown in the
classes. Doing so lets you mix the abilities of those Character Advancement table, not your level in a
classes to realize a character concept that might not be particular class. So, if you are a cleric 6/fighter 1, you
reflected in one of the standard class options. must gain enough XP to reach 8th level before you can
take your second level as a fighter or your seventh level
With this rule, you have the option of gaining a level in as a cleric.
a new class whenever you advance in level, instead of
gaining a level in your current class. Your levels in all Hit Points and Hit Dice
your classes are added together to determine your You gain the hit points from your new class as
character level. For example, if you have three levels in described for levels after 1st. You gain the 1st level hit
magic-user and two in fighter, you’re a 5th level points for a class only when you are a 1st level
character. character.
Only certain races have the ability to multiclass and You add together the Hit Dice granted by all your
some races can only multiclass in certain combinations, classes to form your pool of Hit Dice. If the Hit Dice
see Races for more. are the same die type, you can simply pool them
together. For example, both the thief and the magic-
As you advance in levels, you might primarily remain a user have a d4, so if you are a thief 5/magic-user 5,
member of your original class with just a few levels in you have ten d4 Hit Dice. If your classes give you Hit
another class, or you might change course entirely, Dice of different types, keep track of them separately.
never looking back at the class you left behind. If you are a fighter 5/cleric 5, for example, you have
Compared to a single-class character of the same level, five d8 Hit Dice and five d6 Hit Dice.
you’ll sacrifice some focus in exchange for versatility.
Proficiency Bonus
Prerequisites Your proficiency bonus is always based on your total
To qualify for a new class, you must meet the ability character level, as shown in the Character
score prerequisites for both your current class and your Advancement table, not your level in a particular class.
new one, as shown in the Multiclassing Prerequisites For example, if you are a fighter 3/thief 2, you have
table. For example, a fighter who decides to multiclass the proficiency bonus of a 5th level character, which is
into the thief class must have a Dexterity score of 13 +3.
or higher. Without the full training that a beginning
character receives, you must be a quick study in your Proficiencies
new class, having a natural aptitude that is reflected by When you gain your first level in a class other than
higher- than average ability scores. your initial class, you gain only some of new class’s
starting proficiencies, as shown in the Multiclassing
Multiclassing Prerequisites Proficiencies table.
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BACKGROUNDS
At character creation players choose one background for their character. Or to randomly choose roll a d20 and
check the list below.
Using Backgrounds
Backgrounds grant a proficiency bonus to any, non-combat related checks that would fall under the backgrounds
skillset. Such as a tracking check by a hunter, a smith repairing armor, a barbarian searching the wilds for food, etc.
Players should tell the referee that they would like to use their background proficiency, but the final call on
whether it's applicable to the current check is the referees.
Background List
1. Acrobat 6. Beast Trainer 11. Noble Blood 16. Sellsword
2. Alchemist 7. Beggar 12. Sailor 17. Smith
3. Assassin 8. Farmer 13. Scoundrel 18. Soldier
4. Barbarian 9. Healer 14. Scribe 19. Trader
5. Bard 10. Hunter 15. Seducer 20. Worker
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Beggar
Background Descriptions Beggars are vagrants or tramps, aimlessly wandering
Acrobat from place to place. They may do casual work here and
Juggling and tumbling are important parts of there, they may sell a few small trinkets that they carry
entertainment in the world. Ceremonies and feasts will about in their backpacks, or they may have to beg for a
have tumblers, jugglers, acrobats, and the like. few coins when times are really hard. Some even turn
Acrobats are athletic, showing feats of skill, agility, their hands to dishonest pursuits.
and coordination. Some tumblers extend their skills to
a few sleight-of-hand and juggling tricks, and others to Farmer
feats of contortion. Farmers live outside of large settlements, but often
within half a day’s travel, so that they are able to get
Alchemist their produce to market. They are hardy and
They are master brewers and herbalists; mixing and hardworking, and are skilled in basic plant and animal
blending various ingredients together to create potions lore, animal handling, cooking, baking, brewing,
and tinctures. Their work with herbs, fungi, venoms, trading for basic goods, and the like.
and oils enables them to produce perfumes, potions,
powders, poisons, poultices, and other amazing Healer
creations. Healers maintain the medical traditions of their
ancestors; knowledge passed down through the
Assassin generations. This is not magic, but rather a good
Blades-for-hire, perhaps agents in the service of a working knowledge of the body and its functions: a
noble house or guild, spies and assassins make killing healer knows how to set a broken bone, stitch a
and stealing in a discreet manner a way of life. They wound, and defeat an infection. He knows how the
are adept at sneak attacks, killing, information organs work, and of remedies that relieve pain.
gathering, disguises, city lore, persuasion, poisons, and
lock picking. Hunter
The hunter is a master of tracking prey through the
Barbarian wilderness and wastelands. Once hunters locate their
Barbarians are wild and untamed, like the lands they target, they’ll use stealth, traps and/or expert
live in. They have natural skills in wilderness lore, bowmanship to bring it down. They are at home in the
survival, beast riding, intimidation, natural instincts, wild and can survive there for long periods, returning
and so on. to more civilized areas only when they have furs and
hides to sell, or when they require the company of
Bard their fellow men (or women).
Wandering or employed by a lord, the Bard is an
accomplished artist and scholar who knows legends of Noble Blood
past heroes, and who may even be ready to join an Often holding homes in cities and towns, and estates
adventure himself so he can get a good story out of it. or hunting lodges in the countryside, these characters
Some extend their art to a bit of juggling and, possibly, are usually titled (though not necessarily deserving) and
sleight-of-hand trickery. Because they travel and are have some authority over the common people,
great gossips, they learn ancient legends, are good peasants, and thralls. Those of noble blood are often
orators, and have some knowledge of city and world able to obtain credit, have high-ranking contacts, and
lore. are skilled in such things as bribery, browbeating, dress
sense, and etiquette.
Beast Trainer
Beast Trainers are in demand all over for their special Sailor
empathy and skill with animals. They train animals for Sailors are sea warriors and adventurers who are skilled
riding, for pulling wagons, for combat, and even for in sea lore, navigation by stars, and boat handling, and
gladiatorial and pit-fighting. They can calm maddened have a good knowledge of local ports and nearby
creatures, are expert riders and wagoneers, can coastlines and islands. Skilled mariners are always in
recognize whether creatures are dangerous and about demand and will rarely be refused working passage on
to attack or not, and often have some skill in healing board a ship. Some sailors lust for gold and become
them if injured or sick. pirates.
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Scoundrel Soldier
Perhaps you fell into a life of crime or began as a Soldiers are the guards in a town or in the standing
young street urchin. In either case, you have a certain armies of rich nobles. They are often stoic but of
unique set of skills that most find unsavory. limited imagination. They will have some city lore,
Scoundrels and other ne’er-do-wells will have skill in perhaps skills in intimidation and riding, as well as a
such things as city lore, climbing, burglary, gambling, limited amount of authority – especially the officers.
and other skullduggery, and may be part of some
“guild” or order. You will almost certainly be robbed at Trader
some time or another, if you stay in the city for any Traders are not shopkeepers – they are wide-traveled
length of time, because of some Scoundrel. adventurers, who seek new and exotic goods to sell
from faraway places. As such, trader characters pick up
Scribe a range of useful skills like trading, appraisal, obtaining
Scribes are chroniclers and teachers, well-educated and rare or unusual goods, persuasion, city lore, knowledge
knowledgeable on a wide variety of subjects – they are of distant places, and guild membership. If you want a
cartographers, astronomers, linguists, historians, and strange or unusual item, speak to a trader first.
philosophers. Scribes are also skilled at debate as they
discuss at length a variety of topics with other Worker
enlightened individuals. Workers are unskilled laborers – men who erect
palisades, dig ditches, build homes, city walls and
Seducer temples, or who load and unload wagons and
There are some who have honed seduction and riverboats. Workers often move around doing a range
manipulation down to an art form. The seducer may of odd jobs here and there, many of which are
be a nobleman’s mistress, an ambitious courtier, or a seasonal or temporary. Workers will be skilled in heavy
power-hungry advisor who tries to gain power over lifting, intimidation, carousing, and hard labor.
others through flattery and various forms of
enticement. A Seducer is skilled in etiquette, intuition,
conversation, manipulation, and seduction.
Sellsword
These warriors work for anyone who will pay for their
services. Some form themselves into companies under
a strong leader and others travel individually or in small
bands to seek employment. Often these mercenary
groups turn to banditry when not gainfully employed.
Just about all noble houses have used these
mercenaries and sellswords in past conflicts and will
continue to do so. They tend to have skill in living
rough, riding, intimidation, carousing, and in basic
upkeep and repair of weapons and armor.
Smith
These craftspeople work hard at their forges – melting,
bending, shaping, and fixing metal objects. They are
skilled at weapon and armor smithing and repair. They
craft tools and implements, and manufacture many
other metallic items and objects, from shackles and
cages to the metal parts of ships and wagons. Their
skills lie in metallurgy, and the knowledge of weapons,
armor, and metal goods.
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ABILITY SCORES
Six abilities provide a quick description of every creature’s physical and mental characteristics:
Strength, measuring physical power
Dexterity, measuring agility
Constitution, measuring endurance
Intelligence, measuring reasoning and memory
Wisdom, measuring perception and insight
Charisma, measuring force of personality
Each ability also has a modifier, derived from the score and ranging from −5 (for an ability score of 1) to +10 (for a
score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability
scores, from 1 to 30.
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FINISHING YOUR
CHARACTER
Choose your languages from the Standard Languages
Alignment table, or choose one that is common in your campaign.
In addition to selecting race, class and backgrounds, at
character creation choose an Alignment. In the game With the referee's permission, you can instead choose a
all monsters, NPCs and player characters have an language from the Exotic Languages table or a secret
alignment. Alignment defines your characters views language, such as thieves’ cant.
and moral code. It is a way to help point out what the
ethics, behavior and awareness of your adventurer Some of these languages are actually families of
towards society are. languages with many dialects. For example, the
Primordial language includes the Auran, Aquan, Ignan,
There are three basic alignments: Lawful, Neutral and and Terran dialects, one for each of the four elemental
Chaotic. planes. Creatures that speak different dialects of the
same language can communicate with one another.
Lawful
Adventurers who choose this alignment believe
strongly in law and order, truth and justice. They fight
so that good triumphs over evil. A fighter who fights
and risks his or her own life, defending others without
expecting anything in return, is the perfect example of
a lawful adventurer.
Neutral
Neutral characters believe in the balance between good
and evil. They may sometimes commit what would be
seen as kind or wicked acts. These adventurers are
usually faithful to the popular maxim that the end
justifies the means. A good example may be the party’s
thief who can steal an object from a just and lawful
king only to later die saving another party member
from a trap.
Chaotic
Chaotic adventurers are evil and selfish. Their own
interests and benefit are paramount. They are not
trustworthy and will lie to benefit themselves. A
necromancer obsessed with killing all living creatures is
the perfect example of this alignment.
Languages
Your race indicates the languages your character can
speak by default. Note these languages on your
character sheet. Characters can also choose one
additional language for each + Intelligence modifier
they have above +1. i.e. a character with a +3 INT
modifier gains two additional languages.
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Standard Languages
Common Humans
Dwarvish Dwarves
Elvish Elves
Goblin Goblinoids
Halfling Halflings
Orc Orc
Exotic Languages
Abyssal Demons
Celestial Celestials
Infernal Devils
Primordial Elementals
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EQUIPMENT
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Coins
The three most common coins are the gold piece (gp), the silver piece (sp), and the copper
piece (cp).
One gold piece is worth 10 sp or 100 cp and 1 sp is worth 10 cp.
Occasionally rare, ancient coinage might be found that may be worth more than 1 gp per coin but
these are not kept in circulation and may be sold to moneylenders or coin collectors in exchange for
gold.
Coin cp sp gp
Silver 10 1 1/10
Gold 100 10 1
SELLING TREASURE
Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore.
Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you
can find buyers and merchants interested in your loot.
Arms, Armor, and Other Equipment. Undamaged weapons, armor, and other equipment fetch half their cost when
sold in a market.
Magic Items. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of
most but the wealthiest nobles. The value of magic is far beyond simple gold and should always be treated as such.
Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them
in for coin or use them as currency for other transactions.
Trade Goods. Many people conduct transactions through barter. Like gems and art objects, trade goods—bars of
iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency.
Encumbrance
Encumbrance in Olde Swords Reign is very simple, a character can carry their Strength ability score in armor,
weapons and items and an additional 10 items with a backpack. Encumbrance can be increased with sacks (see small
and large sack in the adventuring gear, page 34). Every 100 coins count as 1 item. This minimizes bookkeeping but
some Referees may want to alternate methods to track encumbrance.
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Improvised Weapons
Sometimes characters don’t have their weapons and have to attack with whatever is at hand. An improvised weapon
includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel,
or a dead goblin.
Often, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is
akin to a club. At the Referee’s option, a character proficient with a weapon can use a similar object as if it were that
weapon and use his or her proficiency bonus.
An object that bears no resemblance to a weapon deals 1d4 damage (the Referee assigns a damage type appropriate
to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not
have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of Near.
Silvered Weapons
Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so
cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces
of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed
to add silver to the weapon without making it less effective.
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Simple Ranged Weapons
Ammunitions
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Adventuring Gear
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Potion of Healing. This small vial or potion heals
Adventuring Gear 1d6+1 hit points of damage. Drinking or
administering a potion takes an action.
Descriptions
10' Pole. Used to prod around for traps. Silver Holy Symbol. A holy symbol is a representation
of a god or pantheon. It might be an amulet depicting
12 Iron spikes. Used to climb, spike shut doors, etc. a symbol representing a deity, the same symbol
carefully engraved or inlaid as an emblem on a shield,
3 Stakes & Mallet. For all your vampire hunting or a tiny box holding a fragment of a sacred relic. A
needs. cleric can use a holy symbol as a spellcasting focus. To
use the symbol in this way, the caster must hold it in
50' of Rope. Rope, made of hemp, has 2 hit points hand, wear it visibly, or bear it on a shield.
and can be burst with a Hard (DC 16) Strength check.
Silver Mirror, small. A small (4 inch in diameter)
Arcane Staff. Not used for combat but can be used as mirror, can be used for signaling others from a
an arcane focus. An arcane focus is a special item— an distance.
orb, a crystal, a rod, a specially constructed staff, a
wand like length of wood, or some similar item, Small Sack. Small sacks allow you to carry 10
designed to channel the power of arcane spells. A additional items but they take up a hand and DEX
magic-user can use this item as a spellcasting focus. based moves are HARD.
Backpack- A backpack allows a character to carry 10 Spellbook. Essential for magic-users, a spellbook is a
additional items. See Encumbrance. leather-bound tome with 100 blank vellum pages
suitable for recording spells. Holds up to 20 spells.
Flask of Oil. Can be used as a Near ranged weapon
for 1d6 fire damage per round until extinguished. Standard Rations (7). One week worth of standard
rations. Standard rations are packed in a sack and great
Healing Kit. A Healing Kit contains enough bandages for travel.
and supplies to heal 10 wounds, see Rests in Rules &
Strongholds for more on Healing Kits. Steel Mirror. A sheet of mirrored steel, usually 2 ft. In
diameter.
Holy Water. Causes 1d8 damage (thrown weapon
attack, Near range) when thrown on most types of Thieve's Tools. A set of small lock picks, pliers, etc,
undead creatures and demons. This can be useful,
since many of the more-powerful undead and demons Torch. A torch burns for 1 hour, providing light out to
can otherwise only be damaged with magical weapons. Near. If you make a melee attack with a burning torch
and hit, it deals 1d4 fire damage.
Iron Rations (7). One week worth of iron rations.
Iron rations are water resistant and great for long
dungeon explorations. Rations consist of dry foods
suitable for underground travel, including jerky, dried
fruit, hardtack, and nuts.
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35
SPELLS
36
SPELLCASTING
Magic permeates fantasy gaming worlds and often spells before resting. Manipulating the fabric of magic
appears in the form of a spell. and channeling its energy into even a simple spell is
physically and mentally taxing, and higher level spells
This section provides the rules for casting spells. are even more so. Thus, the table on the next page
Different character classes have distinctive ways of shows how many spell slots of each spell level a
learning and preparing their spells, and monsters use character can use at each character level. For example,
spells in unique ways. Regardless of its source, a spell the 3rd level magic-user has four 1st level spell slots
follows the rules here. and two 2nd level slots.
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Spell Slots per Spell Level
1st 2 - - - -
2nd 3 - - - -
3rd 4 2 - - -
4th 4 3 - - -
5th 4 3 2 - -
6th 4 3 3 - -
7th 4 3 3 1 -
8th 4 3 3 2 -
9th 4 3 3 3 1
10th 4 3 3 3 2
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Cleric Spellcasting Spellcasting Ability
Wisdom is your spellcasting ability for your cleric
As a conduit for divine power, you can cast cleric spells. The power of your spells comes from your
spells. devotion to your deity. You use your Wisdom
whenever a cleric spell refers to your spellcasting
Orisons ability. In addition, you use your Wisdom modifier
At 1st level, clerics know and can cast Orisons. when setting the saving throw DC for a cleric spell you
cast and when making an attack roll with one.
Preparing and Casting Cleric
Spell save DC = 8 + your proficiency bonus + your
Spells Wisdom modifier
The Spell Slots table shows how many spell slots you Spell attack modifier = your proficiency bonus +
have to cast your spells of 1st level and higher. To cast your Wisdom modifier
one of these spells, you must expend a slot of the
spell’s level or higher. You regain all expended spell
slots when you finish a short or long rest. Spellcasting Focus
You can use a holy symbol (see “Equipment”) as a
You prepare the list of cleric spells that are available spellcasting focus for your cleric spells.
for you to cast, choosing from the cleric spell list.
When you do so, choose a number of cleric spells
equal to your Wisdom modifier + your cleric level
(minimum of one spell). The spells must be of a level
for which you have spell slots.
For example, if you are a 3rd level cleric, you have four
1st level and two 2nd level spell slots. With a Wisdom
of 16 (+2), your list of prepared spells can include five
spells of 1st or 2nd level, in any combination. If you
prepare the 1st-level cure light wounds, you can cast it
using a 1st level or 2nd level slot. Casting the spell
doesn’t remove it from your list of prepared spells.
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You prepare the list of magic-user spells that are Your Spellbook
available for you to cast. To do so, choose a number of The spells that you add to your spellbook as you gain
magic-user spells from your spellbook equal to your levels reflect the arcane research you conduct on your
Intelligence modifier + your magic-user level own, as well as intellectual breakthroughs you have had
(minimum of one spell). The spells must be of a level about the nature of the multiverse. You might find
for which you have spell slots. other spells during your adventures. You could
discover a spell recorded on a scroll in an evil wizard’s
For example, if you’re a 3rd level magic-user, you have chest, for example, or in a dusty tome in an ancient
four 1st level and two 2nd level spell slots. With an library.
Intelligence of 16 (+2), your list of prepared spells can
include five spells of 1st or 2nd level, in any Copying a Spell into the Book. When you find a
combination, chosen from your spellbook. If you magic-user spell of 1st level or higher, you can add it
prepare the 1st level spell magic missile, you can cast it to your spellbook if it is of a spell level you can
using a 1st level or a 2nd level slot. Casting the spell prepare and if you can spare the time to decipher and
doesn’t remove it from your list of prepared spells. copy it.
You can change your list of prepared spells when you Copying that spell into your spellbook involves
finish a short or long rest. Preparing a new list of reproducing the basic form of the spell, then
magic-user spells requires time spent studying your deciphering the unique system of notation used by the
spellbook and memorizing the incantations and magic-user who wrote it. You must practice the spell
gestures you must make to cast the spell: at least 1 until you understand the sounds or gestures required,
minute per spell level for each spell on your list. then transcribe it into your spellbook using your own
notation.
Spellcasting Ability
Intelligence is your spellcasting ability for your magic- For each level of the spell, the process takes 1 day and
user spells, since you learn your spells through costs 500 gp. The cost represents material
dedicated study and memorization. You use your components you expend as you experiment with the
Intelligence whenever a spell refers to your spellcasting spell to master it, as well as the fine inks you need to
ability. In addition, you use your Intelligence modifier record it. Once you have spent this time and money,
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spell to master it, as well as the fine inks you need to If you lose your spellbook, you can use the same
record it. Once you have spent this time and money, procedure to transcribe the spells that you have
you can prepare the spell just like your other spells. prepared into a new spellbook. Filling out the
remainder of your spellbook requires you to find new
Replacing the Book. You can copy a spell from your spells to do so, as normal. For this reason, many
own spellbook into another book—for example, if you magic-users keep backup spellbooks in a safe place.
want to make a backup copy of your spellbook. This is
just like copying a new spell into your spellbook, but The Book’s Appearance. Your spellbook is a unique
faster and easier, since you understand your own compilation of spells, with its own decorative
notation and already know how to cast the spell. You flourishes and margin notes. It might be a plain,
need spend only 1 hour and 100 gp for each level of functional leather volume that you received as a gift
the copied spell. from your master, a finely bound gilt-edged tome you
found in an ancient library, or even a loose collection
of notes scrounged together after you lost your
previous spellbook in a mishap.
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• Being incapacitated or killed. You lose The DC to resist one of your spells equals 8 + your
concentration on a spell if you are incapacitated or if spellcasting ability modifier + your proficiency bonus
you die. + any special modifiers.
Targeting Yourself
If a spell targets a creature of your choice, you can
choose yourself, unless the creature must be hostile or
specifically a creature other than you. If you are in the
area of effect of a spell you cast, you can target
yourself.
Areas of Effect
Spells such as Fire Ball and plant growth cover an area,
allowing them to affect multiple creatures at once.
Saving Throws
Many spells specify that a target can make a saving
throw to avoid some or all of a spell’s effects. The spell
specifies the ability that the target uses for the save and
what happens on a success or failure.
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SPELL LISTS
Cleric Spell Dispel Evil 3rd level 5th level
Insect Plague
Clairaudience Animal Growth
List Quest
Clairvoyance Animate Dead
Orison Raise Dead
Darkvision Cloudkill
1st level Dispel Magic Conjure Elemental
Cure Light Wounds Explosive Runes Contact Higher Plane
Detect Evil Extension II
Magic-User Fireball
Feeblemind
Detect Magic Fly
Light Spell List Hold Monster
Haste
Protection from Evil Magic Jar
Cantrip Hold Person Monster Summoning
Purify Food & Water III
Invisibility, Close radius
1st level Passwall
2nd level Lightning Bolt
Charm Person Telekinesis
Monster Summoning I
Bless Teleport
Detect Magic Protection from Evil,
Find Traps Near Transmute Rock to
Hold Portal Mud
Hold Person
Light Protection from Normal Wall of Iron
Silence Missiles
Magic Missile Wall of Stone
Snake Charm Rope Trick
Protection from Evil
Speak with Animals Slow
Read Languages
3rd level Shield Suggestion
Sleep Water Breathing
Continual Light
Cure Disease 2nd level 4th level
Locate Object
Continual Light Charm Monster
Prayer
Darkness Confusion
Remove Curse
Detect Evil Dimension Door
Speak with Dead
Detect Invisible Extension I
4th level ESP Fear
Invisibility Hallucinatory Terrain
Create Water
Knock Ice Storm
Cure Serious Wounds
Levitate Massmorph
Neutralize Poison
Locate Object Monster Summoning II
Protection from Evil,
Near Plant Growth
Magic Mouth
Speak with Plants Polymorph Others
Mirror Image
Turn Sticks to Snakes Polymorph Self
Phntasmal forces
Remove Curse
5th level Pyrotechnics Wall of Fire
Commune Strength Wizard Eye
Create Food Web
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SPELL DESCRIPTIONS
Animal Growth
5th-level magic-user spell Referee's Note: Because Orisons and Cantrips are unlimited
Casting Time: 1 action in the 5e ruleset, much care must be taken on what to allow and
Range: Far disallow.
Components: V, S
Duration: 2 hours Charm Monster
4th-level magic-user spell
This spell causes 1d6 normal creatures to grow Casting Time: 1 action
immediately to giant size. While the spell lasts, the Range: Near
affected creatures can attack as per a giant version of Components: V
themselves. Duration: see below
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Max # of Available Wrong Temporary This spell creates a one-day supply of drinking water
Plane
Questions Knowledge Result Insanity for 24 men (or, for game purposes, horses). At 9th
level the amount of water doubles, and it doubles
3rd 3 25% 70% 1% again at every level thereafter.
8th 8 70% 25% 45% Cures the spell's recipient of any diseases, including
magically inflicted ones. An evil reversal of this spell
9th 9 80% 20% 55% allows a Chaotically aligned Cleric to cause disease.
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Darkness falls within a Near radius of the target point, The caster can perceive, in places, people, or things,
impenetrable even to darkvision. A Light spell or the presence of a magical spell or enchantment out to
Dispel Magic can be used to counteract the darkness. Near. For example, magical items may be discovered in
this fashion, as can the presence of a charm secretly
Darkvision laid upon a person.
3rd-level magic-user spell
Casting Time: 1 action Dimension Door
Range: Touch 4th-level magic-user spell
Components: V Casting Time: 1 action
Duration: 1 day Range: Far
Components: V, S
The recipient of the spell can see in total darkness out Duration: 1 hour
to Near for 24 hours.
Dimension Door is a weak form of teleportation, a
Detect Evil spell that can be managed by lesser magicians who
1st-level cleric, 2nd level magic-user spell cannot yet manage the Teleport spell. The caster can
Casting Time: 1 action teleport himself, an object, or another willing person,
Range: Far with perfect accuracy to the stated location, as long as
Components: V, S it is within the spell's range.
Duration: 1 hour
Dispel Evil
The caster detects any evil enchantments, evil 5th-level cleric spell
intentions, evil thoughts, or evil auras within the spell's Casting Time: 1 action
range of Far. Poison is not inherently evil and cannot Range: Near
be detected by means of this spell. Whether there is Components: V, S
any distinction between "evil" and "Chaos" is left to Duration: 10 minutes against an item
the Referee; in most campaigns they are exactly the This spell is similar to the Magic-User spell Dispel
same. Magic, but affects only evil magic. Also unlike the
Dispel Magic spell, Dispel Evil functions (temporarily)
Detect Invisible against evil "sendings", possibly including dreams or
2nd-level magic-user spell supernatural hunting-beasts. The power of an evil
Casting Time: 1 action magic item is held in abeyance for 10 minutes rather
Range: Near than being permanently dispelled. Evil spells are
Components: V, S completely destroyed. As with Dispel Magic, the
Duration: 1 hour chance of successfully dispelling evil is a percentage
based on the ratio of the level of the dispelling caster
The caster can perceive invisible objects and creatures, over the level of original caster (or HD of the
even those lurking in the Astral or Ethereal planes of monster). Thus, a 9th-level Cleric attempting to dispel
existence. an evil charm cast by a 12th-level Cleric has a 75%
chance of success (9/12 = .75, or 75%). If the 10th-
level Cleric was dispelling the 9th-level Cleric's charm,
success would be certain (10/9 = 1.11, or 111%).
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Dispel Magic
3rd-level magic-user spell
Casting Time: 1 action Extension 1
Range: Far 4th-level magic-user spell
Components: V, S Casting Time: bonus action
Duration: Instantaneous, or 10 minutes against an item Range: Self
Components: V, S
Dispel Magic, although not powerful enough to Duration: see below
permanently disenchant a magic item (nullifies for 10
minutes), can be used to completely dispel most other Extension I lengthens the duration of another of the
spells and enchantments. caster's spells by 50%. Only spells of levels 1-3 can be
The chance of successfully dispelling magic is a affected by Extension I.
percentage based on the ratio of the level of the
dispelling caster over the level of original caster (or
Extension II
HD of the monster). Thus, a 5th-level Magic-User
5th-level magic-user spell
attempting to dispel a charm cast by a 10th-level
Casting Time: bonus action
Magic-User has a 50% chance of success (6/12 = .50,
Range: Self
or 50%). If the 10th-level Magic-User was dispelling
Components: V, S
the 5th-level Magic-User's charm, success would be
Duration: see below
certain (10/5 = 2.00, or 200%).
Extension II lengthens the duration of another of the
caster's spells by 50%. Only spells of levels 1-4 can be
ESP affected by Extension II.
2nd-level magic-user spell
Casting Time: 1 action
Fear
Range: Near
4th-level
Components: V
Casting Time: 1 action
Duration: 2 hours
Range: Cone to Far
Components: V, S
The caster can detect the thoughts of other beings at a
Duration: 1 hour
distance of Near. The spell cannot penetrate more
than two feet of stone, and is blocked by even a thin
This spell causes the creatures in its cone-shaped path
sheet of lead.
to flee in horror if they fail a CHA saving throw. If
they fail the save they must make a WIS saving throw
Explosive Runes (OSR) or drop whatever they are holding. The cone extends
3rd-level magic-user spell to Far from the caster.
Casting Time: 1 action
Range: Written on Parchment
Feeblemind
Components: V, S
5th-level magic-user spell
Duration: Permanent
Casting Time: 1 action
Range: Near
The Magic-User scribes a rune onto parchment,
Components: V
vellum, or paper as a deadly trap. If anyone other than
Duration: Permanent until dispelled
the caster reads the rune, the sigil explodes into fire,
automatically dealing 4d6 points of damage to anyone
Feeblemind is a spell that affects only Magic-Users.
directly in front of it. The parchment or book upon
The INT saving throw against the spell is made at a
which the rune was scribed will also be destroyed. An
disadvantage, and if the saving throw fails, the targeted
explosive rune can be detected, bypassed, and even
Magic-User becomes feeble of mind until the magic is
removed by a higher-level Magic-User. Any Magic-User
dispelled.
at least two levels higher than the rune's creator has a
60% chance to detect it, a 75% chance to bypass it (if
it is detected), and a 100% chance to remove it (if it is
successfully detected and bypassed).
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Haste
3rd-level magic-user spell
Find Traps Casting Time: 1 action
2nd-level cleric spell Range: Far
Casting Time: 1 action Components: V, S
Range: Near Duration: 30 minutes
Components: V, S
Duration: 20 minutes In an area with a radius of Near feet around the point
where the spell is targeted, as many as 24 creatures
The caster can perceive both magical and non-magical become able to move and attack at double normal
traps at a distance of Near. speed.
A bead-like missile shoots from the caster's finger, to The caster targets 1d4 creatures, which are completely
explode, at the targeted location, in a furnace-like blast immobilized (WIS saving throw applies). The caster
of fire. The burst radius is an area of Near from the may also target a single creature, in which case the WIS
target point, and damage is 1d6 per level of the caster saving throw is made at disadvantage.
(i.e. an 8th level magic-user casts an 8d6 fireball). A
successful DEX saving throw means that the target Hold Person
takes only half damage. 2nd-level cleric spell, 3rd-level magic-user spell
Casting Time: 1 action
Fly Range: Far
3rd-level magic-user spell Components: V, S
Casting Time: 1 action Duration: 90 minutes
Range: Self
Components: V, S The caster targets 1d4 persons (according to the same
Duration: 10 minutes per caster level + 1d6x10 minutes parameters as the Charm Person spell), who are
completely immobilized (WIS saving throw applies).
This spell imbues the Magic-User with the power of The caster may also target a single person, in which
flight, with a movement rate of Fast per round. The case the saving throw is made with disadvantage.
Referee secretly rolls the 1d6 x 10 additional turns; the
player does not know exactly how long the power of Hold Portal
flight will last. 1st-level magic-user spell
Casting Time: 1 action
Hallucinatory Terrain Range: Touch
4th-level magic-user spell Components: V, S
Casting Time: 1 action Duration: 2d6 x 10 minutes
Range: Within Eyesight
Components: V, S This spell holds a door closed for the spell's duration
Duration: Until touched (other than by ally) or dispelled or until dispelled (see Dispel Magic). Creatures with
This spell changes the appearance of the terrain into magic resistance can shatter the spell without effort.
the semblance of what the caster desires. A hill can be This arcane lock lasts for 2d6 x 10 minutes.
made to disappear, or it could be replaced with an
illusory forest, for example. This spell requires 25 gp in gold dust, which the spell casting
consumes.
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This spell works only outdoors. A storm of insects This spell unlocks and unbars all doors, gates, and
gathers, and goes wherever the caster directs. The portals within its range, including those held or locked
cloud covers approximately 400 square feet (20 feet by by normal magic.
20 feet, with roughly corresponding height). Any
creature of 2 HD or fewer that is exposed to the cloud Levitate
of insects flees in terror (no saving throw). 2nd-level magic-user spell
Casting Time: 1 action
Invisibility
Range: Self
2nd-level magic-user spell
Components: V, S
Casting Time: 1 action
Duration: 10 min. per caster level
Range: Far
Components: V, S
This spell allows the Magic-User to levitate himself,
Duration: Until dispelled or an attack is made
moving vertically up or down, but the spell itself
provides no assistance with lateral movement. A wall,
The object of this spell, whether a person or a thing,
cliff side, or ceiling could, of course, be used to pull
becomes invisible to both normal sight and darkvision.
along hand-over-hand. Levitation allows up- or
The result is that an invisible creature cannot be
downward movement at a rate of up to 6 feet per
attacked unless its approximate location is known, and
minute (60 feet per 10 min.), and the caster cannot
all attacks are made at disadvantage to hit. If the
levitate more than 20 feet per level from the ground
invisible creature makes an attack, the spell is broken.
level where the spell was cast. (Such range is applied
Otherwise, it lasts until dispelled or removed by the
both to movement into the air and to downward
caster.
movement into a pit or chasm.)
Invisibility, Close Light
3rd-level
1st-level cleric or magic-user spell
Casting Time: 1 action
Casting Time: 1 action
Range: Far
Range: Touch
Components: V, S
Components: V, S
Duration: Concentration, or until dispelled or an attack is
Duration: 2 hours
made
The target person or object produces light about as
Like the Invisibility spell, Invisibility, Close makes the
bright as a torch, to a radius of Near for the duration.
target creature or object invisible to normal sight and
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Lightning Bolt has a home other than within the magic jar, although
3rd-level magic-user spell the disembodied magic-user can still possess other
Casting Time: 1 action bodies as before. If the jar itself is destroyed while the
Range: Self, out to far Magic-User's soul is within, the soul is lost.
Components: V, S
Duration: Instantaneous Magic Missile
1st-level magic-user spell
A bolt of lighting extends out to Far from the caster, Casting Time: 1 action
almost ten feet wide. Anyone in its path suffers 1d6 Range: Far
points of damage per level of the caster (half with a Components: V,S
successful DEX saving throw). The bolt always Duration: Instantaneous
extends to Far, this means that it ricochets backward
from something that blocks its path. A magical missile flies where the caster directs, within a
distance of Far. The missile hits automatically, doing
Locate Object 1d4+1 points of damage.
3rd-level cleric, 2nd -level magic-user spell
Casting Time: 1 action The Magic-User casts an additional two missiles for
Range: Near every 5 levels of experience. Thus, at 5th level, the
Components: V, S caster is able to hurl 3 magic missiles for 3d4+3
Duration: 1 round per caster level damage and 5 missiles at 10th level for 5d4+5 damage.
Within the spell's range, the caster perceives the Magic Mouth (OSR)
correct direction (as the crow flies) toward an object 2nd-level magic-user spell
the caster specifies by description in the spell. The Casting Time: 1 action
object must be something the caster has seen, although Range: Touch
the spell can detect an object in a general class of items Components: V, S
known to the caster: stairs, gold, etc. Duration: Permanent or until triggered or dispelled
Magic Jar This enchantment is set upon an object, and the magic
5th-level magic-user spell is triggered when certain conditions established by the
Casting Time: 1 action caster are met. When that happens, a mouth appears
Range: See below on the object and speaks the message it has been
Components: V, S commanded to speak. The message may be up to thirty
Duration: See below words long.
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The spell creates 1d4 images of the caster, acting in The caster summons allies, who serve him until slain
perfect synchronization with him like mirror images. (or until the duration of the spell expires). The allies
Attackers cannot distinguish the images from the appear immediately.
caster, and may attack one of the images instead of the
caster himself (determined randomly). When a hit is
scored upon one of the images, it disappears. Monster Summoning II
D6 Roll Summoned
The caster summons allies, who serve him until slain 3 1d2 gnolls
(or until the duration of the spell expires). The allies
appear immediately.
Monster Summoning I 4 1d2 bugbears
D6 Roll Summoned
5 1d6 orcs
1 1d6 giant rats
6 1d6 skeletons
2 1d3 goblins
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Passwall
5th-level magic-user spell
3 1d2 ochre jellies Casting Time: 1 action
Range: Near
Components: V, S
Duration: 30 minutes
4 1d2 wererats
This spell creates a hole through solid rock, about 7
feet high, 10 feet wide, and 10 feet deep (possibly
5 1d2 wights deeper at the discretion of the Referee). The hole
closes again at the end of the spell's duration.
6 1d2 wild boar
Phantasmal Forces
2nd-level magic-user spell
Casting Time: 1 action
Neutralize Poison Range: Far
4th-level cleric spell Components: V, S
Casting Time: 1 action Duration: Concentration
Range: Touch
Components: V, S This spell creates an illusion that seems realistic to all
Duration: Instantaneous who view it. The illusion disappears when it is touched,
but if the viewer believes the illusion is real, it can
This spell counteracts poison if used promptly, but cause damage. Unless the Referee rules otherwise,
cannot be used to bring the dead back to life later. victims of the spell are permitted an INT saving throw,
and the illusion cannot cause more than 2d6 points of
Orison damage per victim. This will depend on circumstances;
0-level cleric spell a truly brilliant use of the spell can be quite
Casting Time: 1 action devastating, and a poorly thought-out illusion might
Range: Touch cause almost immediate disbelief.
Components: V
Duration: Instantaneous Plant Growth
4th-level magic-user spell
The most humble of priestly spells is the orison, a Casting Time: 1 action
brief prayer or invocation of a minor nature. Typically, Range: Far
priests learn a number of orisons as acolytes or Components: V, S
students in order to hone their spellcasting skills and Duration: Permanent until dispelled
emphasize concepts, ideals, or phrases of particular
importance to the faith. Undergrowth in the area suddenly grows into an
impassable forest of thorns and vines. A radius out to
Orisons cannot cause damage, cannot heal more than Far can be affected by this spell and the caster can
1 hp and are generally based around a prayer (such as decide the shape of the area to be enchanted.
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This spell allows the caster to turn another being into a Creates a magical field of protection immediately
different type of creature, such as a dragon, a garden around the caster, blocking out aberrations, evil
slug, or of course, a frog or newt. The polymorphed elementals, undead and fiends. These monsters suffer a
creature gains all the abilities of the new form, but disadvantage penalty to hit the caster and the caster has
retains its own mind and hit points. Unwilling targets advantage on saving throws against them. You can also
get a WIS saving throw. not be charmed, frightened or possessed by such a
creature.
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The caster creates either fireworks or blinding smoke This spell allows the caster to decipher directions,
from a normal fire source such as a torch or campfire. instructions, and formula in languages unknown to the
The Referee will decide exactly how much smoke (or caster. This can be particularly useful for treasure
fireworks) is produced, what effect it has, and what maps, but it does not solve any codes.
happens to it as it is produced, but the amount of
smoke will definitely be more than a Near radius. Read Magic
1st-level magic-user spell
Quest Casting Time: 1 action
5th-level cleric spell Range: Self
Casting Time: 1 action Components: V
Range: Near Duration: 1 or 2 scrolls or other magical writings
Components: V, S
Duration: Until completed This spell allows the caster to read the magical writings,
including scrolls or other magic-users spellbooks.
If the spell succeeds (WIS saving throw applies), the Without the use of this spell, magical writing cannot
caster may set a task for the spell's victim. If the victim be read even by a Magic-User.
does not diligently work at performing the task, a
deadly weakness will set in (50% reduction in
Strength), and an attempt to entirely abandon the quest Remove Curse
incurs a curse set by the caster in the wording of the 3rd-level cleric, 4th-level magic-user spell
original Quest. The details, of course, must be Casting Time: 1 action
approved by the Referee. Range: Touch
Components: V, S
Duration: Instantaneous
Raise Dead
5th-level cleric spell This spell removes one curse from a person or object.
Casting Time: 1 action
Range: Touch/Close (Referee's discretion)
Components: V, S Rope Trick
Duration: Instantaneous 3rd-level magic-user spell
Casting Time: 1 action
Raise Dead allows the Cleric to raise a corpse from the Range: Touch
dead, provided it has not been dead too long. The Components: V, S
normal time limit is 5 days, but for every caster level Duration: 1 hour + 10 minutes per caster level
higher than 8th, the time limit extends another 5 days. This spell enables the user to cause a length of rope (6’
The dead must make a successful NORMAL (DC 12) to 24’) to stand upright by itself, and when he (and up
CON saving throw to be brought back to life (failing to three others) climbs to its summit, disappears into
this saving throw the same cleric may not attempt to another dimension. The rope is simply tossed into the
raise this particular dead again). This spell functions air and climbed. If undisturbed the rope remains in
only on 'human-like' races, that is, ones that can be place for the duration of the spell, but it can be
used for player characters. removed, and if it is, the persons coming back from
the other dimension will fall the distance they climbed
to the top of the rope.
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Shield
1st-level magic-user spell
Casting Time: 1 action
Range: Self Slow
Components: V, S 3rd-level magic-user spell
Duration: 20 minutes Casting Time: 1 action
Range: Far
The caster conjures up an invisible shield that Components: V, S
interposes itself in front of attacks. The shield Duration: 30 minutes
improves the caster's armor class to AC 16. If the
caster's armor class is already better than the spell In an area with a radius of Near around the point
would grant, the spell has no effect. where the spell is targeted, as many as 24 creatures
failing a WIS saving throw can move and attack only at
Silence half speed.
2nd-level cleric spell
Casting Time: 1 action
Range: Far
Components: V, S Snake Charm
Duration: 2 hours 2nd-level cleric spell
Casting Time: 1 action
Magical silence falls in an area with a Near radius Range: Near
around the targeted creature or object, and moves with Components: V, S
it. Nothing from this area, no matter how loud, can be Duration: 1d4 x 10 plus 20 minutes
heard outside the radius.
One hit die (1 HD) of snakes can be charmed per level
Sleep of the caster. The snakes obey the caster's commands.
1st-level magic-user spell
Casting Time: 1 action
Range: Far
Components: V, S Speak with Dead
Duration: 1 Hour 3rd-level cleric spell
Casting Time: 1 action
This spell puts enemies into an enchanted slumber (no Range: Touch
saving throw is permitted). It affects creatures based Components: V, S
on their hit dice. Duration: 3 Questions
Sleep Table The caster can ask three questions of a corpse, and it
will answer, although the answers might be cryptic.
Only higher-level Clerics have enough spiritual power
Victims HD Number Affected to command answers of long-dead corpses. Clerics
lower than 8th level can gain answers only from bodies
that have been dead 1d4 days. Clerics levels 8+ can
Less than 1d8 4d4 speak to corpses that have been dead 1d4 months.
1d8 to 2d8 2d6 Note that a die roll is involved here: for example, a
seventh-level Cleric attempting to speak with a two-
day-old corpse might still fail-the d4 roll might indicate
that only a one-day-old corpse can be reached with this
3d8 1d6 particular attempt at the spell.
4d8 1
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Wall of Ice
4th-level magic-user spell
Casting Time: 1 action
Transmute Rock to Mud
Range: Near
5th-level
Components: V, S
Casting Time: 1 action
Duration: Concentration
Range: Far
The caster conjures up a wall of ice, six feet thick and
Components: V, S
non-transparent. The caster may choose to create a
Duration: 3d6 day unless reversed
straight wall 60 feet long and 20 feet high, or a circular
wall with a 15-foot radius, also 20 feet high. Creatures
This spell transmutes rock (and any other form of
with 3 or fewer hit dice cannot affect the wall, but
earth, including sand) into mud. An area of roughly
creatures of 4+ hit dice are able to smash through it,
300 x 300 feet becomes a deep mire, making it
taking 1d6 points of damage in the process.
Difficult Terrain.
Creatures with fire-based metabolisms take 2d6 instead
of the normal 1d6. Fire spells and magical effects are
negated in the vicinity of the wall.
Turn Sticks to Snakes Wall of Iron
4th-level cleric spell
5th-level magic-user spell
Casting Time: 1 action
Casting Time: 1 action
Range: Far
Range: Near
Components: V, S
Components: V, S
Duration: 1 hour
Duration: 2 hours
The caster conjures an iron wall from thin air. The wall
The caster may turn as many as 2d8 normal sticks into
is 3 feet thick, 50 feet tall, and 50 feet long.
snakes, each one having a 50% chance of being
venomous. The snakes follow commands, but turn
back into sticks at the end of the spell, or when killed. Wall of Stone
5th-level magic-user spell
Casting Time: 1 action
Range: Near
Components: V, S
Duration: Permanent until dispelled
Wall of Fire
4th-level magic-user spell
The wall of stone conjured by this spell is two feet
Casting Time: 1 action
thick, with a surface area of 1,000 square feet. The
Range: Near
caster might choose to make the wall 50 feet long (in
Components: V, S
which case it would be 20 feet tall), or 100 feet long (in
Duration: Concentration
which case it would be only 10 feet tall).
A wall of fire flares into being and burns for as long as
the caster concentrates upon it. Creatures with 3 or Water Breathing
fewer hit dice cannot pass through it, and no creature 3rd-level magic-user spell
can see through it to the other side. Passing through Casting Time: 1 action
the fire inflicts 1d6 hit points of damage (no saving Range: Touch
throw) and undead creatures sustain twice the normal Components: V
damage. The caster may choose to create a straight wall Duration: 2 hours
60 feet long and 20 feet high, or a circular wall with a
15-foot radius, also 20 feet high. The recipient of the spell is able to breathe underwater
until the spell's duration expires.
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Fibrous, sticky webs fill an area up to Near radius from As with a Hold Portal spell, Wizard Lock holds a door
the target point . It is extremely difficult to get through closed, but it is permanent until dispelled. Creatures
the mass of strands-it takes 10 minutes if a torch and with magic resistance can shatter the spell without
sword (or a flaming sword) are used, and creatures effort. Any Magic-User at least three levels higher than
larger than a horse can break through in 20 minutes. the caster can open the portal, and a Knock spell will
Humans alone take more time to break through- open it as well, although the spell is not permanently
perhaps 30-40 minutes or longer at the Referee's destroyed in these cases.
discretion.
Wizard Eye
4th-level magic-user spell
Casting Time: 1 action
Range: Far
Components: V, S
Duration: 1 hour
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61
THE BASICS
effects to help set the mood, and many players and
How to Play Referees alike adopt different voices for the various
The play of the game unfolds according to this basic adventurers, monsters, and other characters they play
pattern. in the game. Sometimes, a Referee might lay out a map
and use tokens or miniature figures to represent each
1. The Referee describes the environment. creature involved in a scene to help the players keep
The Referee tells the players where their adventurers track of where everyone is.
are and what’s around them, presenting the basic scope
of options that present themselves (how many doors
lead out of a room, what’s on a table, who’s in the
tavern, and so on). Game Dice
The game uses polyhedral dice with different numbers
2. The players describe what they want to do.
of sides. You can find dice like these in game stores
Sometimes one player speaks for the whole party,
and in many bookstores.
saying, “We’ll take the west door,” for example. Other
times, different adventurers do different things: one
In these rules, the different dice are referred to by the
adventurer might search a treasure chest while a
letter d followed by the number of sides: d4, d6, d8,
second examines an esoteric symbol engraved on a
d10, d12, and d20. For instance, a d6 is a six-sided die
wall and a third keeps watch for monsters. The players
(the typical cube that many games use).
don’t need to take turns, but the Referee listens to
every player and decides how to resolve those actions.
Percentile dice, or d100, work a little differently. You
Sometimes, resolving a task is easy. If an adventurer
generate a number between 1 and 100 by rolling two
wants to walk across a room and open a door, the
different ten-sided dice numbered from 0 to 9. One die
Referee might just say that the door opens and
(designated before you roll) gives the tens digit, and the
describe what lies beyond. But the door might be
other gives the ones digit. If you roll a 7 and a 1, for
locked, the floor might hide a deadly trap, or some
example, the number rolled is 71. Two 0s represent
other circumstance might make it challenging for an
100. Some ten-sided dice are numbered in tens (00, 10,
adventurer to complete a task. In those cases, the
20, and so on), making it easier to distinguish the tens
Referee decides what happens, often relying on the roll
digit from the ones digit. In this case, a roll of 70 and 1
of a die to determine the results of an action.
is 71, and 00 and 0 is 100.
3. The Referee narrates the results of the
When you need to roll dice, the rules tell you how
adventurers’ actions.
many dice to roll of a certain type, as well as what
Describing the results often leads to another decision
modifiers to add. For example, “3d8 + 5” means you
point, which brings the flow of the game right back to
roll three eight-sided dice, add them together, and add
step 1.
5 to the total.
This pattern holds whether the adventurers are
The same d notation appears in the expressions “1d3”
cautiously exploring a ruin, talking to a devious prince,
and “1d2.” To simulate the roll of 1d3, roll a d6 and
or locked in mortal combat against a mighty dragon. In
divide the number rolled by 2 (round up). To simulate
certain situations, particularly combat, the action is
the roll of 1d2, roll any die and assign a 1 or 2 to the
more structured and the players (and Referee) do take
roll depending on whether it was odd or even.
turns choosing and resolving actions. But most of the
(Alternatively, if the number rolled is more than half
time, play is fluid and flexible, adapting to the
the number of sides on the die, it’s a 2.)
circumstances of the adventure.
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63
GENERAL
RULES
64
INSPIRATION
Inspiration is a rule the game master can use to reward You either have inspiration or you don’t—you can’t
you for playing your character in a way that’s true to his stockpile multiple “inspirations” for later use.
or her personality traits, ideal, bond, and flaw. By using
inspiration, you can draw on your personality trait of Using Inspiration
compassion for the downtrodden to give you an edge If you have inspiration, you can expend it when you
in negotiating with the Beggar Prince. Or inspiration make an attack roll, saving throw, or ability check.
can let you call on your bond to the defense of your Spending your inspiration gives you advantage on that
home village to push past the effect of a spell that has roll.
been laid on you.
Additionally, if you have inspiration, you can reward
Gaining Inspiration another player for good roleplaying, clever thinking, or
Your Referee can choose to give you inspiration for a simply doing something exciting in the game. When
variety of reasons. Typically, Referees award it when another player character does something that really
you play out your characters alignment or otherwise contributes to the story in a fun and interesting way,
portray your character in a compelling way. Your you can give up your inspiration to give that character
Referee will tell you how you can earn inspiration in inspiration.
the game.
65
Is a character muscle bound and insightful? Brilliant Each ability also has a modifier, derived from the score
and charming? Nimble and hardy? Ability scores and ranging from −5 (for an ability score of 1) to +10
define these qualities—a creature’s assets as well as (for a score of 30). The Ability Scores and Modifiers
weaknesses. table notes the ability modifiers for the range of
possible ability scores, from 1 to 30.
The three main rolls of the game—the ability check,
the saving throw, and the attack roll—rely on the six To determine an ability modifier without consulting
ability scores. The basic rule behind these rolls: roll a the table, subtract 10 from the ability score and then
d20, add an ability modifier derived from one of the divide the total by 2 (round down).
six ability scores, and compare the total to a target
number. Because ability modifiers affect almost every attack
roll, ability check, and saving throw, ability modifiers
come up in play more often than their associated
scores.
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Proficiency Bonus
Characters have a proficiency bonus determined by To make an ability check, roll a d20 and add the
level. Monsters also have this bonus, which is relevant ability modifier. As with other d20 rolls, apply
incorporated in their stat blocks. The bonus is used in bonuses and penalties, and compare the total to the
the rules on ability checks with backgrounds, saving DC. If the total equals or exceeds the DC, the ability
throws, and attack rolls. check is a success—the creature overcomes the
challenge at hand. Otherwise, it’s a failure, which
Your proficiency bonus can’t be added to a single die means the character or monster makes no progress
roll or other number more than once. For example, if toward the objective or makes progress combined with
two different rules say you can add your proficiency a setback determined by the Referee.
bonus to a Wisdom saving throw, you nevertheless add
the bonus only once when you make the save.
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Armor Class The Referee might call for a Constitution check when
While wearing armor, you add your Dexterity modifier you try to accomplish tasks like the following:
to your Armor Class. • Hold your breath
• March or labor for hours without rest
Hiding • Go without sleep
The Referee decides when circumstances are • Survive without food or water
appropriate for hiding. When you try to hide, make a • Quaff an entire stein of ale in one go
Dexterity check. Until you are discovered or you stop
hiding, that check’s total is contested by the Wisdom Hit Points
check of any creature that actively searches for signs Your Constitution modifier contributes to your hit
of your presence. points. Typically, you add your Constitution modifier to
each Hit Die you roll for your hit points.
You can’t hide from a creature that can see you clearly,
and you give away your position if you make noise, If your Constitution modifier changes, your hit point
such as shouting a warning or knocking over a vase. maximum changes as well, as though you had the new
modifier from 1st level. For example, if you raise your
An invisible creature can always try to hide. Signs of its Constitution score when you reach 4th level and your
passage might still be noticed, and it does have to stay Constitution modifier increases from +1 to +2, you
quiet. In combat, most creatures stay alert for signs of adjust your hit point maximum as though the modifier
danger all around, so if you come out of hiding and had always been +2. So you add 3 hit points for your
approach a creature, it usually sees you. However, first three levels, and then roll your hit points for 4th
under certain circumstances, the Referee might allow level using your new modifier. Or if you are 7th level
you to stay hidden as you approach a creature that is and some effect lowers your Constitution score so as
distracted, allowing you to gain advantage on an attack to reduce your Constitution modifier by 1, your hit
roll before you are seen. point maximum is reduced by 7.
70
Wisdom Charisma
Wisdom reflects how attuned you are to the world Charisma measures your ability to interact effectively
around you and represents perceptiveness and with others. It includes such factors as confidence and
intuition. eloquence, and it can represent a charming or
commanding personality.
Wisdom Checks
A Wisdom check might reflect an effort to read body Charisma Checks
language, understand someone’s feelings, notice things A Charisma check might arise when you try to
about the environment, or care for an injured person. influence or entertain others, when you try to make an
• Calm down a domesticated animal, keep a mount impression or tell a convincing lie, or when you are
from getting spooked, or intuit an animal’s intentions navigating a tricky social situation.
• Determine the true intentions of a creature, such as • Convincingly hide the truth, either verbally or
when searching out a lie or predicting someone’s through your actions.
next move • Pry information out of a prisoner
• Stabilize a dying companion or diagnose an illness • Delight an audience with music, dance, acting,
• Spot, hear, or otherwise detect the presence of storytelling, or some other form of entertainment.
something • Attempt to influence someone or a group of people
• Spot things that are obscured or easy to miss with tact, social graces, or good nature
• Follow tracks, hunt wild game, guide your group • Find the best person to talk to for news, rumors, and
through frozen wastelands, predict the weather, or gossip
avoid quicksand and other natural hazards. • Blend into a crowd to get the sense of key topics of
• Get a gut feeling about what course of action to conversation
follow
• Discern whether a seemingly dead or living creature
is undead
71
Speed
Every character and monster has a speed, which is the
Time distance in that the character or monster can walk in 1
In situations where keeping track of the passage of round. This number assumes short bursts of energetic
time is important, the Referee determines the time a movement in the midst of a life threatening situation.
task requires. The Referee might use a different time
scale depending on the context of the situation at Speeds are Slow, Normal and Fast.
hand. In a dungeon environment, the adventurers’
movement happens on a scale of minutes. It takes Normal movement allows a character to move to
them about a minute to creep down a long hallway, anywhere Near and still make an action, or move out
another minute to check for traps on the door at the to Far and take no action.
end of the hall, and a good ten minutes to search the
chamber beyond for anything interesting or valuable. Slow movement is half that. And Fast movement is 1
1/2 times that. Movements & Distance in Olde Swords
In a city or wilderness, a scale of hours is often more Reign are purposefully vague but Normal is roughly 30
appropriate. Adventurers eager to reach the lonely ft., Slow is 15 ft. and fast is 45 ft. movement.
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73
THE ENVIRONMENT
By its nature, adventuring involves delving into places A heavily obscured area—such as darkness, opaque
that are dark, dangerous, and full of mysteries to be fog, or dense foliage, blocks vision entirely. A creature
explored. The rules in this section cover some of the effectively suffers from the blinded condition (see
most important ways in which adventurers interact appendix A) when trying to see something in that area.
with the environment in such places.
The presence or absence of light in an environment
creates three categories of illumination: bright light,
dim light, and darkness.
Falling
Bright light lets most creatures see normally. Even
A fall from a great height is one of the most common gloomy days provide bright light, as do torches,
hazards facing an adventurer. At the end of a fall, a lanterns, fires, and other sources of illumination within
creature takes 1d6 bludgeoning damage for every 10 a specific radius.
feet it fell, to a maximum of 20d6. The creature lands
prone, unless it avoids taking damage from the fall. Dim light, also called shadows, creates a lightly
obscured area. An area of dim light is usually a
boundary between a source of bright light, such as a
torch, and surrounding darkness. The soft light of
Suffocating twilight and dawn also counts as dim light. A
A creature can hold its breath for a number of minutes particularly brilliant full moon might bathe the land in
equal to 1 + its Constitution modifier (minimum of 30 dim light.
seconds).
Darkness creates a heavily obscured area. Characters
When a creature runs out of breath or is choking, it face darkness outdoors at night (even most moonlit
can survive for a number of rounds equal to its nights), within the confines of an unlit dungeon or a
Constitution modifier (minimum of 1 round). At the subterranean vault, or in an area of magical darkness.
start of its next turn, it drops to 0 hit points and is
dying, and it can’t regain hit points or be stabilized Blindsight
until it can breathe again. A creature with blindsight can perceive its
surroundings without relying on sight, within a Near
For example, a creature with a Constitution of 14 can radius. Creatures without eyes, such as oozes, and
hold its breath for 3 minutes. If it starts suffocating, it creatures with echolocation or heightened senses, such
has 2 rounds to reach air before it drops to 0 hit as bats and true dragons, have this sense.
points.
Darkvision
Many creatures in fantasy gaming worlds, especially
those that dwell underground, have darkvision. Within
Vision and Light Near, a creature with darkvision can see in darkness as
if the darkness were dim light, so areas of darkness are
The most fundamental tasks of adventuring, noticing only lightly obscured as far as that creature is
danger, finding hidden objects, hitting an enemy in concerned. However, the creature can’t discern color in
combat, and targeting a spell, to name just a few, rely darkness, only shades of gray.
heavily on a character’s ability to see.
74
Water
A character needs one gallon of water per day, or two
gallons per day if the weather is hot. A character who
drinks only half that much water must succeed on a
Normal (DC 12) Constitution saving throw or suffer
one level of exhaustion at the end of the day. A
character with access to even less water automatically
suffers one level of exhaustion at the end of the day.
75
RESTS
Heroic though they might be, adventurers can’t spend of Hit Dice, which is equal to the character’s level. For
every hour of the day in the thick of exploration, each Hit Die spent in this way, the player rolls the die
social interaction, and combat. They need rest—time and adds the character’s Constitution modifier to it.
to sleep and eat, tend their wounds, refresh their minds
and spirits for spellcasting, and brace themselves for The character regains hit points equal to the total. The
further adventure. player can decide to spend an additional Hit Die after
each roll. A character regains some spent Hit Dice
There are three types of Rests in Olde swords Reign, upon finishing a long rest, as explained below.
they are Breathers, Short Rests, & Long Rests.
Spellcasting characters regain all Spell Slots after a
Short Rest.
Breather
Right after a combat, characters can take a Breather. Long Rest
Breathers are a short, five to ten minute, rest period A long rest is a period of extended downtime, 1d4+1
where they bandage wounds, sip some water and get Days or more long, if in a safe and non-strenuous
their wits about them again. place, such as a village, castle, town, or city . If the rest
is interrupted by any long combats or strenuous
As long as they have water, some bandages, and the activity they cannot gain the benefits of a long rest.
Breather is uninterrupted, each character regains 1d4
plus (or minus) their Constitution modifier in hit Long rests are often done in between adventures but
on the rare occasion characters wish to take one during
points, with a minimum of 1 hit point healed. an adventure they can do so if they can find a safe
If the characters have no bandages (bandages are place and the Referee allows it.
found in the Healing Kits in the Equipment section)
At the end of a long rest, a character regains all lost hit
they only heal their Constitution modifier in hit points. The character also regains spent Hit Dice, up to
points or a minimum of 1 hit point. a number of dice equal to half of the character’s total
number of them (minimum of one die). For example,
Only one Breather can be taken after a combat and if a character has eight Hit Dice, he or she can regain
the damage healed during a Breather can only be four spent Hit Dice upon finishing a long rest.
from the combat preceding it. Breathers cannot
restore temporary hit points or more hit points than A character must have at least 1 hit point at the start
the characters maximum. of the rest to gain its benefits.
76
BETWEEN ADVENTURES
Between trips to dungeons and battles against ancient Lifestyle Expenses
evils, adventurers need time to rest, recuperate, and
prepare for their next adventure. Many adventurers Lifestyle Price Per Day
also use this time to perform other tasks, such as
crafting arms and armor, performing research, or
Wretched -
spending their hard earned gold.
Squalid 1 sp
In some cases, the passage of time is something that
occurs with little fanfare or description. When starting
a new adventure, the Referee might simply declare that Poor 2 sp
a certain amount of time has passed and allow you to
describe in general terms what your character has been Modest 1 gp
doing. At other times, the Referee might want to keep
track of just how much time is passing as events Comfortable 2 gp
beyond your perception stay in motion.
Wealthy 4 gp
Lifestyle Expenses Aristocratic 10 gp minimum
Between adventures, you choose a particular quality of
life and pay the cost of maintaining that lifestyle. Wretched. You live in inhumane conditions. With no
Living a particular lifestyle doesn’t have a huge effect place to call home, you shelter wherever you can,
on your character, but your lifestyle can affect the way sneaking into barns, huddling in old crates, and relying
other individuals and groups react to you. For example, on the good graces of people better off than you. A
when you lead an aristocratic lifestyle, it might be wretched lifestyle presents abundant dangers. Violence,
easier for you to influence the nobles of the city than disease, and hunger follow you wherever you go. Other
if you live in poverty. wretched people covet your armor, weapons, and
adventuring gear, which represent a fortune by their
standards. You are beneath the notice of most people.
Lifestyle expenses provide you with a simple way to
Squalid. You live in a leaky stable, a mud floored hut
account for the cost of living in a fantasy world. They
just outside town, or a vermin infested boarding house
cover your accommodations, food and drink, and all
in the worst part of town. You have shelter from the
your other necessities. Furthermore, expenses cover
elements, but you live in a desperate and often violent
the cost of maintaining your equipment so you can be
environment, in places rife with disease, hunger, and
ready when adventure next calls.
misfortune. You are beneath the notice of most
people, and you have few legal protections. Most
At the start of each week or month (your choice), people at this lifestyle level have suffered some terrible
choose a lifestyle from the Expenses table and pay the setback. They might be disturbed, marked as exiles, or
price to sustain that lifestyle. The prices listed are per suffer from disease.
day, so if you wish to calculate the cost of your chosen Poor. A poor lifestyle means going without the
lifestyle over a thirty day period, multiply the listed comforts available in a stable community. Simple food
price by 30. Your lifestyle might change from one and lodgings, threadbare clothing, and unpredictable
period to the next, based on the funds you have at your conditions result in a sufficient, though probably
disposal, or you might maintain the same lifestyle unpleasant, experience. Your accommodations might
throughout your character’s career. be a room in a flophouse or in the common room
above a tavern. You benefit from some legal
Your lifestyle choice can have consequences. protections, but you still have to contend with
Maintaining a wealthy lifestyle might help you make violence, crime, and disease. People at this lifestyle
contacts with the rich and powerful, though you run level tend to be unskilled laborers, costermongers,
the risk of attracting thieves. Likewise, living frugally peddlers, thieves, mercenaries, and other disreputable
might help you avoid criminals, but you are unlikely to types.
make powerful connections.
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Modest. A modest lifestyle keeps you out of the slums you can eke out the equivalent of a poor lifestyle.
and ensures that you can maintain your equipment. Backgrounds like Hunter allow you to live at the
You live in an older part of town, renting a room in a equivalent of a comfortable lifestyle.
boarding house, inn, or temple. You don’t go hungry
or thirsty, and your living conditions are clean, if
simple. Ordinary people living modest lifestyles include Downtime Activities
soldiers with families, laborers, students, priests, hedge
wizards, and the like. Between adventures, the Referee might ask you what
Comfortable. Choosing a comfortable lifestyle means your character is doing during his or her downtime.
that you can afford nicer clothing and can easily Periods of downtime can vary in duration, but each
maintain your equipment. You live in a small cottage in downtime activity requires a certain number of days to
a middle class neighborhood or in a private room at a complete before you gain any benefit, and at least 8
fine inn. You associate with merchants, skilled hours of each day must be spent on the downtime
tradespeople, and military officers. activity for the day to count. The days do not need to
Wealthy. Choosing a wealthy lifestyle means living a be consecutive. If you have more than the minimum
life of luxury, though you might not have achieved the amount of days to spend, you can keep doing the same
social status associated with the old money of nobility thing for a longer period of time, or switch to a new
or royalty. You live a lifestyle comparable to that of a downtime activity.
highly successful merchant, a favored servant of the
royalty, or the owner of a few small businesses. You Downtime activities other than the ones presented
have respectable lodgings, usually a spacious home in a below are possible. If you want your character to
good part of town or a comfortable suite at a fine inn. spend his or her downtime performing an activity not
You likely have a small staff of servants. covered here, discuss it with your Referee.
Aristocratic. You live a life of plenty and comfort. You
move in circles populated by the most powerful people Crafting
in the community. You have excellent lodgings, You can craft nonmagical objects, including
perhaps a townhouse in the nicest part of town or adventuring equipment and works of art if you have a
rooms in the finest inn. You dine at the best Background that allows you to do so. You might also
restaurants, retain the most skilled and fashionable need access to special materials or locations necessary
tailor, and have servants attending to your every need. to create it. For example, a Smith needs a forge in
You receive invitations to the social gatherings of the order to craft a sword or suit of armor.
rich and powerful, and spend evenings in the company
of politicians, guild leaders, high priests, and nobility. For every day of downtime you spend crafting, you
You must also contend with the highest levels of can craft one or more items with a total market value
deceit and treachery. The wealthier you are, the greater not exceeding 5 gp, and you must expend raw materials
the chance you will be drawn into political intrigue as a worth half the total market value. If something you
pawn or participant. want to craft has a market value greater than 5 gp, you
make progress every day in 5 gp increments until you
Self-Sufficiency reach the market value of the item. For example, a suit
The expenses and lifestyles described here assume that of plate armor (market value 50 gp) takes 10 days to
you are spending your time between adventures in craft by yourself.
town, availing yourself of whatever services you can
afford—paying for food and shelter, paying Multiple characters can combine their efforts toward
townspeople to sharpen your sword and repair your the crafting of a single item, provided that the
armor, and so on. Some characters, though, might characters all have similar Backgrounds and are
prefer to spend their time away from civilization, working together in the same place. Each character
sustaining themselves in the wild by hunting, foraging, contributes 5 gp worth of effort for every day spent
and repairing their own gear. helping to craft the item.
Maintaining this kind of lifestyle doesn’t require you to While crafting, you can maintain a modest lifestyle
spend any coin, but it is time-consuming. If you spend without having to pay 1 gp per day, or a comfortable
your time between adventures practicing a profession, lifestyle at half the normal cost.
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If you are a member of an organization that can First, you must find an instructor willing to teach you.
provide gainful employment, such as a temple or a
thieves’ guild, you earn enough to support a The Referee determines how long it takes, and
comfortable lifestyle instead. whether one or more ability checks are required.
Recuperating The training lasts for 250 days and costs 1 gp per day.
You can use downtime between adventures to recover
from a debilitating injury, disease, or poison. After you spend the requisite amount of time and
money, you learn the new language or gain proficiency
After three days of downtime spent recuperating, you with a new tool or weapon.
can make a NORMAL (DC 12) Constitution saving
throw. On a successful save, you can choose one of the
following results:
• End one effect on you that prevents you from
regaining hit points.
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COMBAT
RULES
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THE ORDER OF COMBAT
A typical combat encounter is a clash between two If you’re surprised, you can’t move or take an action
sides, a flurry of weapon swings, feints, parries, on your first turn of the combat. A member of a
footwork, and spellcasting. The game organizes the group can be surprised even if the other members
chaos of combat into a cycle of rounds and turns. A aren’t.
round represents about 6 seconds in the game world.
During a round, each participant in a battle takes a
turn. The order of turns is determined at the
beginning of a combat encounter, when everyone rolls
initiative. Once everyone has taken a turn, the fight Initiative
continues to the next round if neither side has
defeated the other. Initiative determines the order of turns during combat.
When combat starts, one of the players rolls a d20,
and the Referee makes a d20 roll for the monsters or
Combat Step by Step NPCs. The side with the higher roll goes first.
1. Determine surprise. The Referee determines
whether anyone involved in the combat encounter is The players decide in which order their characters will
surprised. go on their turn, and the Referee decides the monsters
2. Establish positions. The Referee decides where all order. These decisions set the order (called the
the characters and monsters are located. Given the initiative order) in which they act during each round.
adventurers’ marching order or their stated positions in The initiative order remains the same from round to
the room or other location, the Referee figures out round.
where the adversaries are and how far away and in
what direction. If a tie occurs, the players side goes first.
3. Roll initiative. Each side rolls a d20, highest side
wins, determining the order of combatants’ turns.
4. Take turns. Each participant in the battle takes a
turn in side initiative order, the players decide in which
order their characters go in on their turn.
5. Begin the next round. When everyone involved in
Your Turn
the combat has had a turn, the round ends. Repeat step On your turn, you can move a distance up to your
4 until the fighting stops. speed and take one action. You decide whether to
move first or take your action first. Your speed is noted
on your character sheet, but barring Encumbrance or
some other penalty, or effect, your movement is
Surprise Normal.
A band of adventurers sneaks up on a bandit camp, The most common actions you can take are described
springing from the trees to attack them. A gelatinous in the “Actions in Combat” section.
cube glides down a dungeon passage, unnoticed by the
adventurers until the cube engulfs one of them. In The “Movement and Position” section gives the rules
these situations, one side of the battle gains surprise for your move.
over the other.
You can forgo moving, taking an action, or doing
The Referee determines who might be surprised. If anything at all on your turn. If you can’t decide what to
neither side tries to be stealthy, they automatically do on your turn, consider taking the Dodge or Ready
notice each other. Otherwise, the Referee compares the action, as described in “Actions in Combat.”
Dexterity checks of anyone hiding with the passive
Wisdom score of each creature on the opposing side.
Any character or monster that doesn’t notice a threat is
surprised at the start of the encounter.
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For example, your speed is Normal, you must spend 15 Whether a creature is a friend or an enemy, you can’t
feet of movement to stand up. You can’t stand up if willingly end your move in its space.
you don’t have enough movement left or if your speed
is 0. If you leave a hostile creature’s reach during your
move, you provoke an opportunity attack.
To move while prone, you must crawl or use magic
such as teleportation. Every foot of movement while
crawling costs 1 extra foot. Crawling 1 foot in difficult
terrain, therefore, costs 3 feet of movement. Flying Movement
Flying creatures enjoy many benefits of mobility, but
they must also deal with the danger of falling. If a
Interacting with Objects flying creature is knocked prone, has its speed reduced
to 0, or is otherwise deprived of the ability to move,
Around You the creature falls, unless it has the ability to hover or it
is being held aloft by magic, such as by the fly spell.
Here are a few examples of the sorts of thing you can
do in tandem with your movement and action:
• draw or sheathe a sword
• open or close a door Creature Size
• withdraw a potion from your backpack
• pick up a dropped axe Each creature takes up a different amount of space.
• take a bauble from a table The Size Categories table shows how much space a
• remove a ring from your finger creature of a particular size controls in combat.
• stuff some food into your mouth Objects sometimes use the same size categories.
• plant a banner in the ground
• fish a few coins from your belt pouch Space
• drink all the ale in a flagon A creature’s space is the area in feet that it effectively
• throw a lever or a switch controls in combat, not an expression of its physical
• pull a torch from a sconce dimensions. A typical Medium creature isn’t 5 feet
• take a book from a shelf you can reach wide, for example, but it does control a space that
• extinguish a small flame wide. If a Medium hobgoblin stands in a 5 foot wide
• don a mask doorway, other creatures can’t get through unless the
• pull the hood of your cloak up and over your head hobgoblin lets them.
• your ear to a door
• kick a small stone Size Categories
• turn a key in a lock
• tap the floor with a 10-foot pole Size Space
• hand an item to another character
Tiny 2 1/2 X 2 1/2 ft.
Small 5 x 5 ft.
Moving Around Other
Medium 5 x 5 ft.
Creatures
You can move through a nonhostile creature’s space. Large 10 x 10 ft.
In contrast, you can move through a hostile creature’s
space only if the creature is at least two sizes larger or Huge 15 x 15 ft.
smaller than you. Remember that another creature’s
space is difficult terrain for you.
Gargantuan 20 x 20 ft. or larger
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A creature’s space also reflects the area it needs to fight Squeezing into a Smaller Space
effectively. For that reason, there’s a limit to the A creature can squeeze through a space that is large
number of creatures that can surround another enough for a creature one size smaller than it. Thus, a
creature in combat. Assuming Medium combatants, Large creature can squeeze through a passage that’s
eight creatures can fit in a 5 foot radius around another only 5 feet wide. While squeezing through a space, a
one. creature must spend 1 extra foot for every foot it
moves there, and it has disadvantage on attack rolls
Because larger creatures take up more space, fewer of and Dexterity saving throws. Attack rolls against the
them can surround a creature. If five Large creatures creature have advantage while it’s in the smaller space.
crowd around a Medium or smaller one, there’s little
room for anyone else. In contrast, as many as twenty
Medium creatures can surround a Gargantuan one.
ACTIONS IN COMBAT
When you take your action on your turn, you can take
one of the actions presented here, an action you Cast a Spell
gained from your class or a special feature, or an action Spellcasters such as magic-users and clerics, as well as
that you improvise. Many monsters have action many monsters, have access to spells and can use them
options of their own in their stat blocks. to great effect in combat. Each spell has a casting time,
which specifies whether the caster must use an action,
When you describe an action not detailed elsewhere in minutes, or even hours to cast the spell. Casting a spell
the rules, the Refereee tells you whether that action is is, therefore, not necessarily an action. Most spells do
possible and what kind of roll you need to make, if have a casting time of 1 action, so a spellcaster often
any, to determine success or failure. uses his or her action in combat to cast such a spell.
Attack
The most common action to take in combat is the Dash
Attack action, whether you are swinging a sword, firing When you take the Dash action, you gain extra
an arrow from a bow, or brawling with your fists. movement for the current turn. The increase equals
With this action, you make one melee or ranged attack. your speed, after applying any modifiers. With a speed
See the “Making an Attack” section for the rules that of Normal, for example, you can move out to Far on
govern attacks. your turn if you dash.
Certain features, such as the Multiple Attacks feature Any increase or decrease to your speed changes this
of the fighter, allow you to make more than one attack additional movement by the same amount. If your
with this action. speed of Normal is reduced to Slow, for instance, you
can move within Near feet turn if you dash.
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Ready
Sometimes you want to get the jump on a foe or wait
for a particular circumstance before you act. To do so,
Disengage you can take the Ready action on your turn, which lets
you act before the start of your next turn.
If you take the Disengage action, your movement
doesn’t provoke opportunity attacks for the rest of the
turn. You can also Dash after Disengaging to flee a First, you decide what perceivable circumstance will
danger or retreat. trigger your action. Then, you choose the action you
will take in response to that trigger, or you choose to
move up to your speed in response to it. Examples
include “If the cultist steps on the trapdoor, I’ll pull
the lever that opens it,” and “If the goblin steps next
Dodge to me, I move away.”
When you take the Dodge action, you focus entirely on
avoiding attacks. Until the start of your next turn, any When the trigger occurs, you can either take your
attack roll made against you has disadvantage if you action right after the trigger finishes or ignore the
can see the attacker, and you make Dexterity saving trigger.
throws with advantage. You lose this benefit if you are
incapacitated (as explained in appendix A) or if your When you ready a spell, you cast it as normal but hold
speed drops to 0. its energy, which you release with your reaction when
the trigger occurs. To be readied, a spell must have a
casting time of 1 action, and holding onto the spell’s
magic requires concentration. If your concentration is
Help broken, the spell dissipates without taking effect. For
example, if you are concentrating on the massmorph
You can lend your aid to another creature in the spell and ready magic missile, your massmorph spell ends,
completion of a task. When you take the Help action, and if you take damage before you release magic missile,
the creature you aid gains advantage on the next ability your concentration might be broken.
check it makes to perform the task you are helping
with, provided that it makes the check before the start
of your next turn.
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MAKING AN ATTACK
Whether you’re striking with a melee weapon, firing a Rolling 1 or 20
weapon at range, or making an attack roll as part of a Sometimes fate blesses or curses a combatant, causing
spell, an attack has a simple structure. the novice to hit and the veteran to miss.
1.Choose a target. Pick a target within your attack’s If the d20 roll for an attack is a 20, the attack hits
range: a creature, an object, or a location. regardless of any modifiers or the target’s AC. This is
2.Determine modifiers. The Referee determines called a critical hit.
whether the target has cover and whether you have
advantage or disadvantage against the target. In If the d20 roll for an attack is a 1, the attack misses
addition, spells, special abilities, and other effects can regardless of any modifiers or the target’s AC.
apply penalties or bonuses to your attack roll.
3.Resolve the attack. You make the attack roll. On a
hit, you roll damage, unless the particular attack has
rules that specify otherwise. Some attacks cause special
effects in addition to or instead of damage. Unseen Attackers and
Targets
If there’s ever any question whether something you’re
doing counts as an attack, the rule is simple: if you’re Combatants often try to escape their foes’ notice by
making an attack roll, you’re making an attack. hiding, casting the invisibility spell, or lurking in
darkness.
When you attack a target that you can’t see, you have
Attack Rolls disadvantage on the attack roll. This is true whether
you’re guessing the target’s location or you’re targeting
When you make an attack, your attack roll determines a creature you can hear but not see. If the target isn’t
whether the attack hits or misses. To make an attack in the location you targeted, you automatically miss,
roll, roll a d20 and add the appropriate modifiers. If but the Referee typically just says that the attack
the total of the roll plus modifiers equals or exceeds missed, not whether you guessed the target’s location
the target’s Armor Class (AC), the attack hits. The AC correctly.
of a character is determined at character creation,
whereas the AC of a monster is in its stat block. When a creature can’t see you, you have advantage on
attack rolls against it. If you are hidden-both unseen
Modifiers to the Roll and unheard-when you make an attack, you give away
When a character makes an attack roll, the two most your location when the attack hits or misses.
common modifiers to the roll are an ability modifier
and the character’s proficiency bonus. When a monster
makes an attack roll, it uses whatever modifier is
provided in its stat block.
Ability Modifier. The ability modifier used for a melee Ranged Attacks
weapon attack is Strength, and the ability modifier used
for a ranged weapon attack is Dexterity. Weapons that When you make a ranged attack, you fire a bow or a
have the finesse or thrown property break this rule. crossbow, hurl a handaxe, or otherwise send projectiles
Some spells also require an attack roll. The ability to strike a foe at a distance. A monster might shoot
modifier used for a spell attack depends on the spines from its tail. Some spells also involve making a
spellcasting ability of the spellcaster. ranged attack.
Proficiency Bonus. You add your proficiency bonus to
your attack roll when you attack using a weapon with
which you have proficiency, as well as when you attack
with a spell.
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You can make an opportunity attack when a hostile Moving a Grappled Creature. When you move, you
creature that you can see moves out of your reach. To can drag or carry the grappled creature with you, but
make the opportunity attack, you make one melee your speed is halved, unless the creature is two or more
sizes smaller than you.
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Contests in Combat push it away from you. If you’re able to make multiple
Battle often involves pitting your prowess against that attacks with the Attack action, this attack replaces one
of your foe. Such a challenge is represented by a of them.
contest. This section includes the most common
contests that require an action in combat: grappling The target must be no more than one size larger than
and shoving a creature. The Referee can use these you and must be within your reach. Instead of making
contests as models for improvising others. an attack roll, you make a Strength check contested by
the target’s Strength or Dexterity check (the target
chooses the ability to use). If you win the contest, you
Shoving a Creature
either knock the target prone or push it 5 feet away
Using the Attack action, you can make a special melee
from you.
attack to shove a creature, either to knock it prone or
COVER
Walls, trees, creatures, and other obstacles can provide might be a low wall, a large piece of furniture, a
cover during combat, making a target more difficult to narrow tree trunk, or a creature, whether that creature
harm. A target can benefit from cover only when an is an enemy or a friend.
attack or other effect originates on the opposite side of
the cover. A target with three quarters cover has a +5 bonus to
AC and Dexterity saving throws. A target has three-
There are three degrees of cover. If a target is behind quarters cover if about three quarters of it is covered
multiple sources of cover, only the most protective by an obstacle. The obstacle might be a portcullis, an
degree of cover applies; the degrees aren’t added arrow slit, or a thick tree trunk.
together. For example, if a target is behind a creature
that gives half cover and a tree trunk that gives three- A target with total cover can’t be targeted directly by
quarters cover, the target has three quarters cover. an attack or a spell, although some spells can reach
such a target by including it in an area of effect. A
A target with half cover has a +2 bonus to AC and target has total cover if it is completely concealed by
Dexterity saving throws. A target has half cover if an an obstacle.
obstacle blocks at least half of its body. The obstacle
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Knocking a Creature Out Because temporary hit points are separate from your
Sometimes an attacker wants to incapacitate a foe, actual hit points, they can exceed your hit point
rather than deal a killing blow. When an attacker maximum. A character can, therefore, be at full hit
reduces a creature to 0 hit points with a melee attack, points and receive temporary hit points.
the attacker can knock the creature out. The attacker
can make this choice the instant the damage is dealt. Healing can’t restore temporary hit points, and they
The creature falls unconscious and is stable. can’t be added together. If you have temporary hit
points and receive more of them, you decide whether
to keep the ones you have or to gain the new ones. For
example, if a spell grants you 12 temporary hit points
Temporary Hit Points when you already have 10, you can have 12 or 10, not
22.
Some spells and special abilities confer temporary hit
points to a creature. Temporary hit points aren’t actual If you have 0 hit points, receiving temporary hit points
hit points; they are a buffer against damage, a pool of doesn’t restore you to consciousness or stabilize you.
hit points that protect you from injury. They can still absorb damage directed at you while
you’re in that state, but only true healing can save you.
When you have temporary hit points and take damage,
the temporary hit points are lost first, and any leftover Unless a feature that grants you temporary hit points
damage carries over to your normal hit points. For has a duration, they last until they’re depleted or you
example, if you have 5 temporary hit points and take 7 finish a long rest.
damage, you lose the temporary hit points and then
take 2 damage.
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STRONGHOLDS
& HIRELINGS
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Establish Stronghold
At 9th level, a Fighter may establish a stronghold and Establish Guild
attract a body of men-at-arms who will swear their At 9th level, a Thief is well enough known to assemble
loyalty to the character as their liege Lord (or Lady). a small guild of Thieves if the character chooses,
Most likely, the castle will attract peasants seeking safe attracting a shadowy band of sneaks, thugs, and other
places to establish homes, and the Fighter will become unsavory characters into his (or her) service.
more powerful and influential as the number of such
followers increases. The stronghold will likely be a
small territory carved from the wilderness, held as a
freehold by the self-ennobled character.
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STRONGHOLDS COSTS
All of the character classes have some ability, at Royal charters and land grants are usually given by the
some level, to establish a stronghold – or to take crown as a reward for faithful service, although they
over a guild, in the case of Thieves. Strongholds can also be bought. Deeds can be bought or inherited.
are usually built by claiming an area of wilderness, A small estate might sell for as little as 100 gp or as
clearing out the monsters that lair in the region, much as 1,000 gp. A large estate might cost 5,000 gp
or more, if it can be bought at all.
and then beginning construction of the new
owner’s fortified place of residence. The nature Once the estate is secured, a character needs access to
and type of stronghold will differ, of course, for building materials and laborers. The Stronghold
the individual’s choices will play an important role. Construction table shows the cost of building the
For instance, it is traditional for you, the player, to stronghold (including materials and labor) and the
create a map of your castle. In general, a strong amount of time it takes, provided that the character
leader who clears out an area with a radius of ten is using downtime to oversee construction. Work can
miles or so will end up in charge of between 2 and continue while the character is away, but each day the
8 (2d4) small settlements. The peasants in these character is away adds 3 days to the construction time.
hamlets, cots, and villages will be overjoyed to find
themselves under the protection of a powerful
and renowned protector – unless your character is Stronghold Construction
a tyrannical overlord in the service of Chaos. Each
settlement holds roughly 1d4 x100 villagers, and Type Time Cost
the normal feudal tax is 10 gp per year per villager.
Sometimes, of course, this is paid with chickens Abbey 50,000 gp 400 days
and oxen, and your stronghold might take on the
appearance of a marketplace, around tax time – Guildhall 5,000 gp 60 days
but a good reeve or bailiff can sort it all out
quickly, without the character’s needing to get Keep or 50,000 gp 400 days
involved. Small Castle
Owning a castle allows a person to house and feed Noble 25,000 gp 150 days
loyal retainers without paying for their room and Estate with
board in local inns, or building campsites in the Manor
cold rain. It is a base of operations and a secure
place to keep treasure. Outpost or 15,000 gp 100 days
Fort
Palace or 500,000 gp 1,200 days
Building a Stronghold Large Castle
A character can spend time between adventures Temple 50,000 gp 400 gp
building their stronghold. Before work can begin, the
character must acquire a plot of land. If the estate lies Tower, 15,000 gp 100 days
within a kingdom or similar domain, the character
will need a royal charter (a legal document granting
Fortified
permission to oversee the estate in the name of the Trading 5,000 gp 60 days
crown), a land grant (a legal document bequeathing
custody of the land to the character for as long as he Post
or she remains loyal to the crown), or a deed (a legal
document that serves as proof of ownership). Land
can also be acquired by inheritance or other means.
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HIRELINGS
Normal hirelings are assumed to be employed full time Assassin
by the player character. They are given room and board Upkeep Cost: N/A
plus a wage, and the employer supplies any materials Wage: 2,000 per mission
needed. (It is possible to employ people for single tasks Initial Equipment: None.
or short periods; such costs are left up to the Referee.)
As a general rule, food for a single person in a rural
Blacksmith
community such as a castle or village is about 1 gp per
Upkeep Cost: 25 gp/month
month, and perhaps twice that in a city. If the
Wage: 10 gp/month
employer does not own a stronghold to house servants
Initial Equipment: A fully equipped forge costs
and followers, lodging may need to be considered
around 100 gp.
separately. The cost is up to the referee, but staying in
an inn, even in a stable, will cost at least 1 sp per night.
Man-at-Arms (Battles/War)
“Upkeep” covers food and lodging, but does not Upkeep Cost: 1 gp/month in camp or castle.
include wages or any equipment needed to set up a Standard costs of rations if operating in the field
professional or craftsperson. It does cover materials (reduced to 10 gp/month if the character is fielding an
needed for the hireling to function on an ongoing army with adequate wagons to purchase in bulk).
basis. Note that for some crafts or professions, this Wage: If the man-at-arms is a part of the character’s
materials cost can be quite high: blacksmiths use up a stronghold retinue, he costs nothing. Mercenary
quantity of supplies just to keep a forge running, infantry cost around 2 gp/month, archers 4 gp/
alchemists constantly conduct experiments, etc. month, and calvary costs 8 gp/month. Sergeants (one
required for every 10 men-at-arms) cost twice as
Wages depend upon the type of services being sought. normal. Lieutenants (required for every 20), cost three
The cost of initial equipment should be calculated times as normal, and Captains (required for every 60),
using the equipment tables. If the hireling requires a cost four times as normal.
great deal of initial equipment (such as a forge or a Initial Equipment: Determine from equipment list.
library), the Referee may use the values in the list
below or adjust the costs as needed for local Man-at-Arms (Dungeon
conditions. Adventuring)
Upkeep Cost: Cost of rations.
Alchemist Wage: 2 gp/day or upwards of 5 gp/day
Upkeep Cost: 1,000 gp/month Initial Equipment: Determine from equipment list.
Wage: 500 gp/month if the alchemist maintains his
own laboratory. Half that cost if the character Sage
provides one for the alchemist. Upkeep Cost: 2,000 gp/month
Initial Equipment: Fully equipped lab costs 1,000 gp. Wage: N/A
Initial Equipment: Small library costs 2,000 gp.
Animal Trainer
Upkeep Cost: 500 gp/month Sailor
Wage: No cost if he is a part of the character’s Upkeep Cost: 10 gp/month
stronghold retinue; 20 gp/month otherwise. Wage: 2 gp/month
Initial Equipment: This depends on the animal. Initial Equipment: None.
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MONSTERS
A monster’s statistics, sometimes referred to as its stat Celestials are creatures native to the Upper Planes.
block, provide the essential information that you need Many of them are the servants of deities, employed as
to run the monster. messengers or agents in the mortal realm and
throughout the planes.
Size Categories Table Fey are magical creatures closely tied to the forces of
nature. They dwell in twilight groves and misty forests.
Size Space
Fiends are creatures of wickedness that are native to
Tiny 2 1/2 X 2 1/2 ft. the Lower Planes. A few are the servants of deities, but
many more labor under the leadership of archdevils
Small 5 x 5 ft. and demon princes.
Medium 5 x 5 ft. Giants tower over humans and their kind. They are
humanlike in shape, though some have multiple heads
Large 10 x 10 ft. or deformities.
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Climb
A monster that has a climbing speed can use all or part
Hit Points & Hit Dice of its movement to move on vertical surfaces. The
A monster usually dies or is destroyed when it drops to monster doesn’t need to spend extra movement to
0 hit points. climb.
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6 230 23 5,000
Challenge
7 290 24 6,200
A monster’s challenge rating tells you how great a
threat the monster is. An appropriately equipped and
well rested party of four adventurers should be able to 8 390 25 7,500
defeat a monster that has a challenge rating equal to its
level without suffering any deaths. For example, a party 9 500 26 9,000
of four 3rd level characters should find a monster with
a challenge rating of 3 to be a worthy challenge, but 10 590 27 10,500
not a deadly one.
11 720 28 12,000
Monsters that are significantly weaker than 1st level
characters have a challenge rating lower than 1.
12 840 29 13,500
Monsters with a challenge rating of 0 are insignificant
except in large numbers; those with no effective attacks 13 1,000 30 15,500
are worth no experience points, while those that have
attacks are worth 1 XP each. 14 1,150 - -
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Actions
When a monster takes its action, it can choose from
the options in the Actions section of its stat block or Grapple Rules for
use one of the actions available to all creatures, such as
the Dash or Hide action. Monsters
Many monsters have special attacks that allow them to
Melee and Ranged Attacks quickly grapple prey. When a monster hits with such an
The most common actions that a monster will take in attack, it doesn’t need to make an additional ability
combat are melee and ranged attacks. These can be check to determine whether the grapple succeeds,
spell attacks or weapon attacks, where the “weapon” unless the attack says otherwise.
might be a manufactured item or a natural weapon,
such as a claw or tail spike. A monsters Hit Dice A creature grappled by the monster can use its action
determines their attack bonus, therefore a monster to try to escape. To do so, it must succeed on a
with 8 HD gets a +8 to attack rolls. Strength or Dexterity check against the escape DC in
the monster’s stat block.
Creature vs. Target. The target of a melee or ranged
attack is usually either one creature or one target, the
difference being that a “target” can be a creature or an
object.
Hit. Any damage dealt or other effects that occur as a Monster DCs
result of an attack hitting a target are described after
the “Hit” notation. You have the option of taking When making saving throws versus a Monster, whether
average damage or rolling the damage; for this reason, its a spell, a breath weapon, a paralyzing gaze, etc. the
both the average damage and the die expression are DC for the saving throw is based on the Monsters HD.
presented.
Miss. If an attack has an effect that occurs on a miss, Saves are EASY, NORMAL, & HARD (see page 67).
that information is presented after the “Miss:”
notation. Monsters of 0 to 4 Hit Dice are EASY (DC 8), 5 to 9
Hit Dice are NORMAL (DC 12), and anything above
Multiattack 10 Hit Dice are HARD (DC 16).
A creature that can make multiple attacks on its turn
Saves Vs. Monster
has the Multiattack action. A creature can’t use
Multiattack when making an opportunity attack, which
must be a single melee attack. Monsters HD Save
0 to 4 HD EASY
Limited Usage
5 to 9 HD NORMAL
Some special abilities have restrictions on the number
of times they can be used.
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AWARDING XP
Characters are awarded experience points (XP) for about outwitting your foes when you can! In fact,
killing monsters and accumulating treasure. Monsters sometimes trickery and guile are the only way to handle
each have a set experience point value (given in the a powerful monster like a dragon or a demon. Skilled
monster’s statistics), and each gold piece acquired players avoid risking their characters’ lives if there is
earns one point as well. It may seem odd to award another, smarter way to walk out of the dungeon with
experience for treasure, but keep in mind that Olde a backpack full of gems and loot.
Swords Reign is not just about slaying monsters – it is
AWARDING TREASURES
As a general guideline, the monetary value of a several of the monsters in an adventure is a good way
treasure ought to be about 2–4 times the monster's of making sure the characters get the right amount of
value in experience points in gold pieces. Keep in experience points from treasure.
mind that hunting and patrolling monsters likely will
not be carting their treasure around with them. If the Some monster lairs may also have magical items or
characters cannot find the monster's lair, they may get gems and other treasures (as determined by the
none of the treasure. Averaging the treasure out over Referee).
104
MONSTER
LISTINGS
105
Bandit Berserker
Medium humanoid, Chaotic Medium humanoid, Chaotic
Armor Class 12 (leather armor) Armor Class 12 (leather armor)
Hit Points 4 (1d8) Hit Dice 1 Hit Points 4 (1d8) Hit Dice 1
Speed Normal Prof. Bonus +2 Speed Normal Prof. Bonus +2
STR 10 (+0) INT 10 (+0) STR 16 (+3) INT 9 (-1)
DEX 10 (+0) WIS 10 (+0) DEX 12 (+1) WIS 10 (+0)
CON 12 (+1) CHA 10 (+0) CON 17 (+3) CHA 9 (-1)
Savings Throws Physical (+2) Savings Throws Physical (+2)
Senses passive perception 10 Senses passive perception 10
Languages Common Languages Common
Challenge 1 (20 XP) Challenge 2 (45 XP)
Bandits are roving groups of thieves, sometimes Berserkers are normal humans, but they fight with
organized into small armies led by more powerful bandit astounding ferocity. A bonus of +1 is added to their
chiefs and captains with higher hit dice. attack rolls. They do not wear armor heavier than leather
armor.
Actions
Sword. Melee Weapon Attack: +1 to hit, reach 5 ft., one Actions
target. Hit: 3 (1d6) piercing damage. Battle Axe. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Light Crossbow. Ranged Weapon Attack. +1 to hit, range one target. Hit: 4 (1d8) slashing damage.
Far, one target. Hit: 3 (1d6) piercing damage.
Black Pudding
Basilisk Large ooze, Neutral
Medium monstrosity, Neutral Armor Class 13
Armor Class 15 Hit Points 45 (10d8) Hit Dice 10
Hit Points 33 (6d8+8) Hit Dice 6+1 Speed Slow, climb (slow) Prof. Bonus +4
Speed Slow Prof. Bonus +3 STR 16 (+3) INT 1 (-5)
STR 16 (+3) INT 2 (-4) DEX 5 (-3) WIS 6 (-2)
DEX 8 (-1) WIS 8 (-1) CON 16 (+3) CHA 1 (-5)
CON 15 (+2) CHA 7 (-2)
Savings Throws Physical (+4)
Savings Throws Physical (+3) Senses blindsight, passive perception 8
Senses darkvision, passive perception 9 Languages -
Languages - Challenge 12 (840 XP)
Challenge 8 (390 XP)
Basilisks are great multi-legged lizards whose gaze turns Black puddings are amorphous globs with an acidic
to stone anyone meeting its eye. surface. They are subterranean predators and
Petrifaction gaze. Anyone meeting its eye makes a scavengers.
NORMAL WIS save or is turned to stone. (one way of Acid. Any weapon or armor contacting a black pudding
resolving this: fighting without looking incurs will be eaten away by the acid as follows: weapon (1 hit
disadvantage on attack rolls). by the weapon), chainmail or lesser armor (1 hit by
Weakness. If the basilisk’s own gaze is reflected back at pudding), plate mail (2 hits by pudding). If a weapon or
it, it has a 10% chance to force the basilisk into a saving armor is magical, it can take an additional hit per +1
throw against being turned to stone itself. before being dissolved.
Actions Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Pseudopod. Melee Weapon Attack: +10 to hit, reach 5 ft.,
target. Hit: 5 (1d10) piercing damage. one target. Hit: 13 (3d8) bludgeoning damage.
106
Bugbear Chimera
Medium humanoid, Chaotic Large monstrosity Chaotic
Armor Class 14 Armor Class 15
Hit Points 16 (3d8+3) Hit Dice 3+1 Hit Points 40 (9d8) Hit Dice 9
Speed Normal Prof. Bonus +2 Speed Normal, fly (Fast) Prof. Bonus +4
STR 15 (+2) INT 8 (-1) STR 15 (+2) INT 8 (-1)
DEX 14 (+2) WIS 10 (+0) DEX 14 (+2) WIS 10 (+0)
CON 13 (+1) CHA 9 (-1) CON 13 (+1) CHA 9 (-1)
Savings Throws Physical (+2) Savings Throws Physical (+4)
Senses darkvision, passive perception 10 Senses passive perception 12
Languages Goblin Languages Understands Draconic but can't speak
Challenge 4 (110 XP) Challenge 11 (720 XP)
These large, hairy, goblin-like humanoids are stealthier The chimera has three heads; one is the head of a goat,
than their size would suggest. Bugbears stand from 7-8 one the head of a lion, and one the head of a dragon.
ft. in height. Great wings rise from its lion-like body.
Stealthy. Bugbear roll any DEX checks related to stealth
or hiding with advantage. Actions
Multiattack. The chimera makes three attacks: one with
Actions its bite, one with its horns, and one with its claws. When
Morningstar. Melee Weapon Attack: +3 to hit, reach 5 ft., its fire breath is available, it can use the breath in place
one target. Hit: 4 (1d8) piercing damage. of its bite or horns.
Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 Lion Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
ft. or range Near., one target. Hit: 4 (1d8) piercing target. Hit: 5 (2d4) piercing damage.
damage in melee or 4 (1d8) piercing damage at range. Goat Horns. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 2 (1d4) bludgeoning damage.
Centaur Dragon Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.
Large monstrosity, Neutral one target. Hit: 7 (3d4) piercing damage.
Armor Class 10 Fire Breath (3 times daily). The dragon head exhales
Hit Points 18 (4d8) Hit Dice 4 fire in a Near cone. Each creature in that area must make
Speed Fast Prof. Bonus +2 a NORMAL (DC 15) DEX saving throw, taking 13 (3d8)
STR 18 (+4) INT 9 (-1) fire damage on a failed save, or half as much damage on
DEX 14 (+2) WIS 13 (+1) a successful one.
CON 14 (+2) CHA 11 (+0)
Savings Throws Physical (+2)
Senses passive perception 11
Languages Sylvan
Challenge 4 (110 XP)
Actions
Multiattack. The centaur makes three attacks: one with
its pike and two with its hooves.
Pike. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 4 (1d8) piercing damage.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 3 (1d6) bludgeoning damage.
107
Cockatrice Crocodile
Small monstrosity, Neutral Large beast, Neutral
Armor Class 13 Armor Class 15
Hit Points 22 (5d8) Hit Dice 5 Hit Points 13 (3d8) Hit Dice 3
Speed Slow, fly (normal) Prof. Bonus +2 Speed Slow, swim (normal) Prof. Bonus +2
STR 6 (-2) INT 2 (-4) STR 15 (+2) INT 2 (-4)
DEX 12 (+1) WIS 13 (+1) DEX 10 (+0) WIS 10 (+0)
CON 12 (+1) CHA 5 (-3) CON 13 (+1) CHA 5 (-3)
Savings Throws Physical (+2) Savings Throws Physical (+2)
Senses passive perception 11 Senses passive perception 10
Languages - Languages -
Challenge 2 (45 XP) Challenge 3 (70 XP)
A cockatrice resembles a bat-winged rooster with a long, Some normal crocodiles are man-eaters; all are
serpentine tail. dangerous and can conceal themselves well. Normal
Turn to Stone. When bitten must succeed on a crocodiles can grow to be as long as 15 ft.
NORMAL (DC12) Wisdom saving throw or be turned
to stone. Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Actions creature. Hit: 7 (3d4) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 3 (1d6) piercing damage and possible Turn
to Stone.
Dire Wolf
Crab, Giant Large beast, Neutral
Medium beast, Neutral Armor Class 14
Armor Class 16 Hit Points 18 (4d8) Hit Dice 4
Hit Points 13 (3d8) Hit Dice 3 Speed Fast Prof. Bonus +2
Speed Normal, swim (normal) Prof. Bonus +2 STR 17 (+3) INT 5 (-3)
STR 13 (+1) INT 1 (-5) DEX 15 (+2) WIS 12 (+1)
DEX 15 (+2) WIS 9 (-1) CON 15 (+2) CHA 7 (-2)
CON 11 (+0) CHA 3 (-4)
Savings Throws Physical (+2) Savings Throws Physical (+2)
Senses blindsight, passive perception 9 Senses passive perception 13
Languages - Languages -
Challenge 3 (70 XP) Challenge 4 (110 XP)
Larger specimens of giant crabs might move more Dire Wolves are large, more intelligent wolves.
slowly – these stats are for a crab about 5-ft. in diameter.
Actions
Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Multiattack. Giant crab make two claw attacks. target. Hit: 4 (1d8) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 7 (2d6) bludgeoning damage
108
Actions
Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (2d8) slashing damage.
109
110
Efreet
Large Elemental, Chaotic Elementals are living manifestations of the basic forms
Armor Class 17 of matter: earth, air, fire, and water. They are usually
Hit Points 45 (10d8) Hit Dice 10 summoned from their native planes of existence to do
Speed Fast, fly (fast) Prof. Bonus +4 the bidding of a powerful wizard. These beings can also
STR 22 (+6) INT 16 (+3) be “chained” within objects or structures to give the
DEX 12 (+1) WIS 15 (+2) objects magical properties. Elementals are barely
CON 24 (+7) CHA 16 (+3) intelligent at all, but they are as powerful as the forces of
nature that they actually are.
Savings Throws Mental (+2) Whirlwind. Air elementals can turn into a whirlwind of
Senses darkvision, passive perception 14 air with a diameter of Huge hurling any creature of 1
Languages Sylvan HD or less for great distances (and almost certainly
Challenge 3 (70 XP) killing them). These elemental whirlwinds are
approximately 100 ft. in height.
Actions
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 13 (3d8) slashing damage.
112
Savings Throws Physical (+4, +5, +6) Savings Throws Physical (+4, +5, +6)
Senses darkvision, tremorsense, passive perception 10 Senses darkvision, passive perception 10
Languages Terran Languages Ignan
Challenge 9 (500 XP), 13 (1,000 XP), 17 (1,800 XP) Challenge 9 (500 XP), 13 (1,000 XP), 17 (1,800 XP)
Elementals are living manifestations of the basic forms Elementals are living manifestations of the basic forms
of matter: earth, air, fire, and water. They are usually of matter: earth, air, fire, and water. They are usually
summoned from their native planes of existence to do summoned from their native planes of existence to do
the bidding of a powerful wizard. These beings can also the bidding of a powerful wizard. These beings can also
be “chained” within objects or structures to give the be “chained” within objects or structures to give the
objects magical properties. Elementals are barely objects magical properties. Elementals are barely
intelligent at all, but they are as powerful as the forces of intelligent at all, but they are as powerful as the forces of
nature that they actually are. nature that they actually are.
Earth elementals are hulking man-shapes of rock and Fire elementals are formless masses of flame, perhaps
earth. They batter opponents with their great fists, with a vaguely human shape. Their attacks cause
although damage is reduced by 1d6 if the opponent is flammable materials (including wood) to ignite if the
not standing upon earth or rock. Earth elementals can material fails a saving throw (as determined by the
tear apart stone structures, able to rip down even a castle Referee).
wall in a matter of 1d4+4 rounds.
Actions
Actions Touch (8HD). Melee Weapon Attack: +8 to hit, reach 5 ft.,
Slam (8HD). Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (3d8) fire damage.
one target. Hit: 18 (4d8) bludgeoning damage. Touch (12HD). Melee Weapon Attack: +12 to hit, reach 5
Slam (12HD). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 13 (3d8) fire damage.
ft., one target. Hit: 18 (4d8) bludgeoning damage. Touch (16HD). Melee Weapon Attack: +16 to hit, reach 5
Slam (16HD). Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 13 (3d8) fire damage.
ft., one target. Hit: 18 (4d8) bludgeoning damage.
113
Actions
Slam (8HD). Melee Weapon Attack: +8 to hit, reach 10 ft.,
one target. Hit: 18 (3d10) bludgeoning damage.
Slam (12HD). Melee Weapon Attack: +12 to hit, reach 10
ft., one target. Hit: 18 (3d10) bludgeoning damage.
Slam (16HD). Melee Weapon Attack: +16 to hit, reach 10
ft., one target. Hit: 18 (3d10) bludgeoning damage.
114
Ghouls are pack-hunting undead corpse eaters. Gelatinous cubes are semi-transparent cubes that slosh
Immune. Ghouls are immune, like most undead, to through subterranean passages, engulfing debris and
charms and sleep spells. carrion to digest.
Paralyzing Touch. On a successful claw attack the target Acid. Their entire substance is acidic; if the cube hits
(other than an elf or undead) must succeed on an EASY successfully, the victim must make an EASY Strength
(DC 8) Strength saving throw or be paralyzed for 3d6 x saving throw or become paralyzed (60 minutes) for the
10 minutes. cube to devour.
Most gelatinous cubes contain various metallic treasures
Actions or gems that they have engulfed but not yet digested.
Multiattack: Ghouls make 2 claw attacks and one bite
attack each round. Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
creature. Hit: 2 (1d4) piercing damage. one creature. Hit:5 (2d4) acid damage + paralyze (see
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one above).
target. Hit: 2 (1d3) slashing damage and Paralyzing Touch
(see above). Giant, Cloud
Huge giant, Chaotic
Armor Class 15
Hit Points 66 (12d8+12) Hit Dice 12+1
Speed Fast Prof. Bonus +5
STR 27 (+8) INT 12 (+1)
DEX 10 (+0) WIS 16 (+3)
CON 22 (+6) CHA 16 (+3)
Savings Throws Physical (+5)
Senses passive perception 17
Languages Common, Giant
Challenge 13 (1,000 XP)
Actions
Morningstar. Melee Weapon Attack: +12 to hit, reach 10
ft., one target. Hit: 21 (6d6) piercing damage.
Rock. Ranged Weapon Attack: +12 to hit, range Far., one
target. Hit: 21 (6d6) bludgeoning damage.
115
116
Actions Actions
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft.,
one target. Hit: 9 (2d8) bludgeoning damage. one target. Hit: 10 (3d6) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range Near, one Rock. Ranged Weapon Attack: +9 to hit, range Far., one
target. Hit: 9 (2d8) bludgeoning damage. target. Hit:10 (3d6) bludgeoning damage.
Gnoll
Medium humanoid, Chaotic
Armor Class 14 (leather, shield)
Hit Points 9 (2d8) Hit Dice 2
Speed Normal Prof. Bonus +2
STR 14 (+2) INT 6 (-2)
DEX 12 (+1) WIS 10 (+0)
CON 11 (+0) CHA 7 (-2)
Savings Throws Physical (+2)
Senses darkvision, passive perception 10
Languages Gnoll
Challenge 2 (45 XP)
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
creature. Hit: 2 (1d4) piercing damage.
Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5
ft. or range Near, one target. Hit: 3 (1d6) piercing
damage.
Longbow. Ranged Weapon Attack: +2 to hit, range Far.,
one target. Hit: 5 (1d8) piercing damage.
117
Goblin
Small humanoid, Chaotic
Armor Class 15
Hit Points 2 (1d4) Hit Dice 1/2
Speed Normal Prof. Bonus +2
STR 8 (-1) INT 10 (+0)
DEX 14 (+2) WIS 8 (-1)
CON 10 (+0) CHA 8 (-1)
Golem, Flesh
Medium construct, Neutral
Savings Throws Physical (+2) Armor Class 10
Senses darkvision, passive perception 8 Hit Points 36 (8d8) Hit Dice 8
Languages Goblin Speed Normal Prof. Bonus +4
Challenge 1/2 (10 XP)
STR 19 (+4) INT 6 (-2)
DEX 9 (-1) WIS 10 (+0)
Goblins are small creatures (4 ft tall or so) that inhabit CON 18 (+4) CHA 5 (-3)
dark woods, underground caverns, and (possibly) the
otherworldly realms of the fey. Savings Throws Physical (+4)
Sunlight Sensitivity. While in sunlight, the goblin has Senses darkvision, passive perception 10
disadvantage on attack rolls, as well as on Wisdom Languages Understands the languages of its creator but
checks that rely on sight. can't speak
Challenge 12 (840 XP)
Actions
Claws or Bite. Melee Weapon Attack: +1 to hit, reach 5 Golems are man-shaped creatures built to serve their
ft., one target. Hit: 2 (1d4) slashing or piercing damage. masters, usually powerful wizards or high priests. They
Goblin Scimitar. Melee Weapon Attack: +1 to hit, reach 5 are often used as guardians.
ft., one target. Hit: 3 (1d6) slashing damage. Immune to nonmagical weapons and spells. Golems
Goblin Shortbow. Ranged Weapon Attack: +1 to hit, range cannot be hit with non-magical weapons and are
Far, one target. Hit: 3 (1d6) piercing damage. unaffected by most spells.
A creation stitched together from human limbs and
other parts, a flesh golem is similar to Frankenstein’s
monster. Only +1 or better magic weapons can harm a
flesh golem, and it is slowed by fire and cold spells.
Lightning heals the golem for the number of points of
damage that it would normally inflict. No other type of
spell affects a flesh golem.
Actions
Fist. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 9 (2d8) bludgeoning damage.
118
Golems are man-shaped creatures built to serve their Golems are man-shaped creatures built to serve their
masters, usually powerful wizards or high priests. They masters, usually powerful wizards or high priests. They
are often used as guardians. are often used as guardians.
Immune to nonmagical weapons and spells. Golems Immune to nonmagical weapons and spells. Golems
cannot be hit with non-magical weapons and are cannot be hit with non-magical weapons and are
unaffected by most spells. unaffected by most spells.
Iron golems are huge moving statues of iron. They can Stone golems are massive stone statues animated by very
breathe a NEAR radius cloud of poison gas as well as powerful magics (much more than just animate object, in
attacking with great power. Weapons of +2 or less do other words). They are slowed by fire spells, damaged by
not affect iron golems. These hulking statues are slowed rock-to-mud spells, and healed by the reverse. Spells that
by lightning spells, but fire-based spells actually restore affect rock, and fire spells, are the only ones that affect
hit points to them. No other type of spell affects them. stone golems. They can only be hit by +2 or better
weapons.
Actions
Fist. Melee Weapon Attack: +16 to hit, reach 5 ft., one Actions
target. Hit: 17 (4d8) bludgeoning damage. Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 13 (3d8) bludgeoning damage.
119
Gorgons are bull-like creatures with dragon-like scales. Green slime isn’t technically a monster, just an extremely
Breath Weapon. Their breath turns people to stone (60 dangerous hazard in underground tombs and other such
ft. range, NORMAL (DC12) CON saving throw applies). places.
Any metal or organic substance it touches begins to turn
Actions to green slime (EASY CON saving throw). It can be
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one killed with fire or extreme cold, and the transformation
target. Hit: 7 (2d6) piercing damage. process can be arrested by the use of a cure disease spell.
Gray ooze is almost identical in appearance to wet rock, Griffons have the body of a lion, with the head, fore-
but it is a slimy, formless substance that devours prey claws, and wings of an eagle. These creatures can be
and carrion with its acidic secretions, lashing out to strike tamed and ridden as mounts. They usually nest in high
enemies. mountain aeries, where they lay their eggs and hunt their
Immune. Gray ooze is immune to spells, heat, and cold prey. Because the fledglings can be tamed, young griffons
damage. and griffon eggs command a very high price in the
Acid. Metal (but not stone or wood) must make a EASY marketplaces of the great cities, or to noble lords and
CON saving throw when exposed to gray ooze or be wizards.
rotted through. When the gray ooze hits a character in
metal armor, the armor must make an item saving
Actions
throw.
Multiattack. The griffon makes three attacks: one with
Immune to bludgeoning. Only cutting and piercing
its beak and two with its claws.
damages a grey ooze—it is impervious to blunt or
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
crushing attacks.
target. Hit: 9 (2d8) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Actions target. Hit: 2 (1d4) slashing damage.
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 9 (2d8) bludgeoning and acid damage.
120
Harpy Hellhound
Medium monstrosity, Chaotic Medium fiend, Chaotic
Armor Class 12 Armor Class 15
Hit Points 13 (3d8) Hit Dice 3 Hit Points 18-31 (4d8 to 7d8) Hit Dice 4 to 7
Speed slow, fly (normal) Prof. Bonus +2 Speed slow, fly (normal) Prof. Bonus +3
STR 12 (+1) INT 7 (-2) STR 17 (+3) INT 6 (-2)
DEX 13 (+1) WIS 10 (+0) DEX 12 (+1) WIS 13 (+1)
CON 12 (+1) CHA 13 (+1) CON 14 (+2) CHA 6 (-2)
Savings Throws Physical (+2) Savings Throws Physical (+3)
Senses passive perception 10 Senses darkvision, passive perception 15
Languages Common Languages Understands Infernal but cannot speak
Challenge 4 (110 XP) Challenge 7 (290 XP)
Harpies have the upper body of a human female and the Hell hounds are fire-breathing dogs of the underworlds
lower body and wings of a vulture. or lower planes.
Song. Their song is a charm that draws its victims to the
harpy (EASY CHA saving throw applies). Actions
Touch. The harpy’s touch casts the equivalent of a charm Bite. Melee Weapon Attack: +4, +5, +6, +7 to hit, reach 5
person spell (again, EASY CHA saving throw applies). ft., one target. Hit: 3 (1d6) piercing damage.
Fire Breath. Ranged Weapon Attack: +3 to hit, range
Actions Near ft., one target. Hit: 10 (6d4) fire damage.
Multiattack. The harpy makes three attacks: two with its
claws and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one Hippogriff
target. Hit: 2 (1d3) slashing damage. Large monstrosity, Neutral
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one Armor Class 14
target. Hit: 3 (1d6) bludgeoning damage. Hit Points 16 (3d8+3) Hit Dice 3+1
Speed normal, fly (fast) Prof. Bonus +2
Actions
Multiattack. The hippogriff makes three attacks: one
with its beak and two with its claws.
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 5 (1d10) piercing damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 3 (1d6) slashing damage.
121
Homunculus
Tiny monstrosity, Neutral
Hobgoblin Armor Class 13
Medium humanoid, Chaotic Hit Points 9 (2d8) Hit Dice 2
Armor Class 14 (leather and shield) Speed Slow, fly (normal) Prof. Bonus +2
Hit Points 5 (1d8+1) Hit Dice 1+1
Speed Normal Prof. Bonus +2 STR 4 (-3) INT 10 (+0)
DEX 15 (+2) WIS 10 (+0)
STR 13 (+1) INT 10 (+0)
CON 11 (+0) CHA 7 (-2)
DEX 12 (+1) WIS 10 (+0)
CON 12 (+1) CHA 9 (-1) Savings Throws Mental (+2)
Senses darkvision, passive perception 10
Savings Throws Physical (+2)
Languages Understands the language of its creator but
Senses darkvision, passive perception 10
cannot speak
Languages Goblin
Challenge 3 (70 XP)
Challenge 1 (20 XP)
Actions
Horse, Riding Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Large beast, Neutral creature. Hit: 2 (1d3) piercing damage,
Armor Class 12
Hit Points 9 (2d8) Hit Dice 2
Speed Fast Prof. Bonus +2
Horse, War
STR 16 (+3) INT 2 (-4) Large beast, Neutral
DEX 12 (+1) WIS 11 (+0) Armor Class 12
CON 10 (+0) CHA 7 (-2) Hit Points 13 (3d8) Hit Dice 3
Speed Fast Prof. Bonus +2
Savings Throws Physical (+2)
Senses passive perception 10 STR 18 (+4) INT 2 (-4)
Languages - DEX 12 (+1) WIS 12 (+1)
Challenge 2 (45 XP) CON 14 (+2) CHA 7 (-2)
Savings Throws Physical (+2)
Actions Senses passive perception 11
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one Languages -
target. Hit: 2 (1d4) bludgeoning damage. Challenge 3 (70 XP)
Actions
Hooves. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 2 (1d8) bludgeoning damage.
122
Invisible Stalker
Medium elemental, Neutral
Human Commoner Armor Class 16
Medium humanoid, Any alignment Hit Points 36 (8d8) Hit Dice 8
Armor Class 10 Speed Fast, fly (fast) Prof. Bonus +4
Hit Points 3 (1d6) Hit Dice -
Speed Normal Prof. Bonus +2 STR 16 (+3) INT 10 (+0)
STR 10 (+0) INT 10 (+0) DEX 19 (+4) WIS 15 (+2)
DEX 10 (+0) WIS 10 (+0) CON 14 (+2) CHA 10 (+0)
CON 10 (+0) CHA 10 (+0)
Savings Throws Mental (+4)
Savings Throws none Senses darkvision, passive perception 18
Senses passive perception 10 Languages -
Languages Common Challenge 9 (500 XP)
Challenge 1/4 (5 XP)
Actions Kobold
Club. Melee Weapon Attack: +0 to hit, reach 5 ft., one Small humanoid, Chaotic
target. Hit: 2 (1d4) bludgeoning damage. Armor Class 12
Hit Points 2 (1d4) Hit Dice 1/2
Speed Normal Prof. Bonus +2
Hydra, 5 to 12 Headed
Huge monstrosity, Neutral STR 7 (-2) INT 8 (-1)
Armor Class 14 DEX 15 (+2) WIS 7 (-2)
Hit Points 22-54 (5d8 to 12d8) Hit Dice 5 to 12 CON 9 (-1) CHA 8 (-1)
Speed Normal, swim (normal) Prof. Bonus +3, +4
Savings Throws Physical (+2)
STR 20 (+5) INT 2 (-4) Senses darkvision, passive perception 8
DEX 12 (+1) WIS 10 (+0) Languages Draconic
CON 20 (+5) CHA 7 (-2) Challenge 1/4 (5 XP)
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Lich
Lammasu Medium undead, Chaotic
Large monstrosity, Lawful Armor Class 19
Armor Class 13 Hit Points 54 - 81 (12d8 to 18d8) Hit Dice 12 to 18
Hit Points 39 (6d8+12) Hit Dice 6+2 Speed Fast, fly (fast) Prof. Bonus +5 to +7
Speed Normal, fly (fast) Prof. Bonus +4
STR 21 (+5) INT 16 (+3) STR 11 (+0) INT 20 (+5)
DEX 10 (+0) WIS 17 (+3) DEX 16 (+3) WIS 14 (+2)
CON 17 (+3) CHA 14 (+2) CON 16 (+3) CHA 16 (+3)
Savings Throws Physical, Mental (+4) Savings Throws Mental (+5 to +7)
Senses passive perception 19 Senses darkvision, passive perception 19
Languages Common, Draconic, Celestial & More Languages Common, plus up to 5 other languages
Challenge 9 (500 XP) Challenge 15 to 21 (1,300 to 3,000 XP)
Lammasu are akin to angels; they are human-headed, Liches are the undead remnants of wizards, either made
winged lions that often serve as temple guardians and undead by their own deliberate acts during life, or as the
agents of divine Law. Lammasu tend to be defenders of result of other magical forces (possibly including their
Law, temples, and cizilization rather than being active own magics gone awry).
against the forces of Chaos. If the need arises, of Spells. A lich has the same number of hit dice as the
course, a lammasu is quite capable of taking the original Magic-User and the same spell-casting powers.
offensive against threats to its wards – but because they Lich Touch. A lich’s touch causes paralysis with no
are often pledged to guard particular places, people, or saving throw.
objects, they will often engage other servants of Law to Fear. The very sight of one of these dread creatures
pursue such threats. This being the case, a high level causes any being of 4 HD or below to flee in abject
party of Lawful characters might very well be contacted terror.
by a lammasu with a request for assistance. The lammasu Liches are highly intelligent and totally malign.
are usually generous with their rewards to those who are
effective allies in the battle against Chaos. Actions
Paralyzing Touch. Melee Spell Attack: +12 to +18 to hit,
Spells & Powers. Lammasu are able to 1) become reach 5 ft., one creature. Hit: 5 (1d10) cold damage +
invisible; 2) Dimension Door; 3) use Cleric spells as if they paralyzed.
were of 6th-level Cleric status; and 4) continually
emanate a Protection From Evil, Near Radius. They speak all
human languages which are lawful or neutral in nature.
Actions
Multiattack. The lammasu makes two claw attacks.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 3 (1d6) slashing damage.
124
Lion Lizardman
Large beast, Neutral Medium humanoid, Chaotic
Armor Class 13 Armor Class 14
Hit Points 22 (5d8) Hit Dice 5 Hit Points 11 (2d8+2) Hit Dice 2+1
Speed Fast Prof. Bonus +3 Speed Normal, swim (normal) Prof. Bonus +2
The first lion encountered will be male; all the rest in the Lizardmen are reptilian humanoids, both male and
encounter will be lionesses. female, usually living in tribal villages in the depths of
fetid swamps. Some can hold their breath for long
durations (an hour or more), while others can actually
Actions breathe underwater.
Multiattack. Lions make two claw attacks and one bite
attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Actions
target. Hit: 5 (1d10) piercing damage. Multiattack. The lizardfolk makes three melee attacks,
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one two claws and one bite or can make one weapon attack.
target. Hit: 2 (1d3) slashing damage. Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d3) slashing damage.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Lizard, Giant target. Hit: 4 (1d8) piercing damage.
Heavy Club. Melee Weapon Attack: +2 to hit, reach 5 ft.,
Large beast, Neutral
one target. Hit: 4 (1d8) bludgeoning damage.
Armor Class 14
Hit Points 13 (3d8) Hit Dice 3
Speed Normal, climb (normal) Prof. Bonus +2
STR 15 (+2) INT 2 (-4)
DEX 12 (+1) WIS 10 (+0)
CON 13 (+1) CHA 5 (-3)
Savings Throws Physical (+2)
Senses passive perception 10
Languages -
Challenge 3 (70 XP)
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (2d4) piercing damage.
125
Werebears are often found in temperate forests. Wereboars are often found in the remote wilderness.
Immune. They cannot be hit by normal weapons: only They can take the form of a boar, a human, or a boar-
silver and magical weapons affect them. like biped.
Curse of Lycanthropy. If anyone is attacked and Immune. They cannot be hit by normal weapons: only
brought below 50% hit points by a lycanthrope, the silver and magical weapons affect them.
person will become a lycanthrope himself. Curse of Lycanthropy. If anyone is attacked and
brought below 50% hit points by a lycanthrope, the
Actions person will become a lycanthrope himself.
Multiattack. A werebear makes two claw and one bite
attack. Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (2d4) piercing damage. target. Hit: 7 (2d6) piercing damage.
Claw (Bear or Hybrid Form Only). Melee Weapon Attack:
+6 to hit, reach 5 ft., one target. Hit: 2 (1d3) slashing
damage.
Hug. On an attack roll of 18+ (natural roll) with both its
claws, the werebear grabs its victim and hugs it for an
additional 2d8 points of damage.
126
Lycanthrope, Wererat Weretigers are often found in tropical cities and ancient
Medium humanoid, Chaotic jungle ruins, but will appear in more temperate climates
Armor Class 13 as well, if tigers live in the surrounding wilderness. These
Hit Points 13 (3d8) Hit Dice 3 lycanthropes can assume the form of a tiger, a human,
Speed Normal (Fast in rat form) Prof. Bonus +2 or a bipedal, tiger-like hybrid of the two forms.
Immune. They cannot be hit by normal weapons: only
STR 10 (+0) INT 11 (+0)
silver and magical weapons affect them.
DEX 15 (+2) WIS 10 (+0)
Curse of Lycanthropy. If anyone is attacked and
CON 12 (+1) CHA 8 (-1)
brought below 50% hit points by a lycanthrope, the
Savings Throws Physical (+2) person will become a lycanthrope himself.
Senses darkvision, passive perception 14
Languages Common (can't speak in rat form) Actions
Challenge 4 (110 XP) Multiattack. A weretiger makes two claw and one bite
attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Wererats are often found in cities, lurking in shadowy target. Hit: 5 (1d10) piercing damage.
alleyways. Claw (Tiger or Hybrid Form Only). Melee Weapon
Rat Control. Wererats can control rats. Attack: +6 to hit, reach 5 ft., one target. Hit: 2 (1d4)
Stealth. Wererats are extremely stealthy, rolling with slashing damage.
advantage on any surprise, stealth, or hiding checks.
Immune. They cannot be hit by normal weapons: only Lycanthrope, Werewolf
silver and magical weapons affect them.
Medium humanoid, Chaotic
Curse of Lycanthropy. If anyone is attacked and
Armor Class 14
brought below 50% hit points by a lycanthrope, the
Hit Points 18 (4d8) Hit Dice 4
person will become a lycanthrope himself.
Speed Normal (Fast in wolf form) Prof. Bonus +2
Actions STR 15 (+2) INT 10 (+0)
Multiattack. The wererat makes two attacks, only one of DEX 13 (+1) WIS 11 (+0)
which can be a bite. CON 14 (+2) CHA 10 (+0)
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 2 (1d3) piercing damage. Savings Throws Physical (+2)
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one Senses darkvision, passive perception 14
target. Hit: 4 (1d6) piercing damage. Languages Common (can't speak in rat form)
Challenge 4 (110 XP)
127
128
Merman
Medium humanoid, Neutral Mummy
Armor Class 12 Medium undead, Chaotic
Hit Points 4 (1d8) Hit Dice 1 Armor Class 10
Speed Normal, swim (fast) Prof. Bonus +2 Hit Points 27 (5d8+5) Hit Dice 5+1
STR 10 (+0) INT 11 (+0) Speed Slow Prof. Bonus +3
DEX 13 (+1) WIS 11 (+0)
CON 12 (+1) CHA 12 (+1) STR 16 (+3) INT 6 (-2)
DEX 8 (-1) WIS 10 (+0)
Savings Throws none CON 15 (+2) CHA 12 (+1)
Senses darkvision, passive perception 10
Languages Aquan Savings Throws Physical (+3)
Challenge 1 (20 XP) Senses darkvision, passive perception 10
Languages The languages it knew in life
Challenge 7 (290 XP)
Mermen have the torso of a human and the lower body
of a fish. Although the race is called “mermen,” there
are female members as well. Mummified kings, pharaohs, priests, or sorcerers might
Breath water. be considerably more powerful than normal mummies.
Immune. Mummies cannot be hit by normal weapons,
Actions and even magical weapons cause only half damage.
Mummy Rot. In addition to normal damage, their touch
Spear. Melee or Ranged Weapon Attack: +1 to hit, reach 5 ft.
also inflicts a rotting disease which prevents magical
or range Near., one target. Hit: 3 (1d6) piercing damage.
healing and causes wounds to heal at one-tenth of the
normal rate. A Cure Disease spell can increase healing rate
Minotaur to one-half normal, but a Remove Curse spell is required
to completely lift the mummy’s curse.
Large monstrosity, Chaotic
Armor Class 14
Hit Points 27 (6d8) Hit Dice 6 Actions
Speed Fast Prof. Bonus +3 Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d12) bludgeoning damage.
STR 18 (+4) INT 6 (-2)
DEX 11 (+0) WIS 16 (+3)
CON 16 (+3) CHA 9 (-1)
Savings Throws Physical (+3)
Senses darkvision, passive perception 17
Languages Abyssal
Challenge 6 (230 XP)
Actions
Multiattack. Minotaur make 3 attacks each round, 1
weapon, 1 gore and 1 bite.
Battle Axe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 4 (1d8) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (2d4) piercing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 2 (1d3) piercing damage.
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Ochre Jelly
Large ooze, Neutral
Nixie Armor Class 11
Small fey, Neutral Hit Points 22 (5d8) Hit Dice 5
Armor Class 12 Speed Slow, climb (slow) Prof. Bonus +3
Hit Points 2 (1d4) Hit Dice 1/2
Speed Normal Prof. Bonus +2 STR 15 (+2) INT 2 (-4)
DEX 6 (-2) WIS 6 (-2)
STR 6 (-2) INT 12 (+1) CON 14 (+2) CHA 1 (-5)
DEX 17 (+3) WIS 16 (+3)
CON 9 (-1) CHA 17 (+3) Savings Throws Physical (+3)
Senses blindsight, passive perception 8
Savings Throws Mental (+2) Languages -
Senses passive perception 17 Challenge 6 (230 XP)
Languages Aquan, Sylvan
Challenge 1 (20 XP)
Ochre jellies are amorphous oozes that damage
opponents with their acidic surface. They dissolve any
Nixies are weak water fey creatures. adventurers they kill, making a raise dead spell
Charm. One in ten of them has the power to cast a impossible. The creature divides if struck with lightning
powerful charm person (disadvantage penalty to EASY (each with half the monster’s existing hit points).
(DC 8) CHA saving throw) that causes the victim to walk
into the water and join the nixies as their slave for a year. Actions
Casting dispel magic against the curse has only a 75% Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft.,
chance of success, and once the victim is actually in the one target. Hit: 7 (2d6) bludgeoning damage.
water the chance drops to 25%. Nixies are ordinarily
friendly, but they are highly capricious.
Actions Ogre
Small Sword. Melee Weapon Attack: +1 to hit, reach 5 ft., Large giant, Chaotic
one target. Hit: 2 (1d4) piercing damage. Armor Class 10
Hit Points 22 (4d8+4) Hit Dice 4+1
Speed Fast Prof. Bonus +2
Actions
Greatclub. Melee Weapon Attack: +4 to hit, reach 10 ft.,
one target. Hit: 5 (1d10) bludgeoning damage.
Large Spear. Melee or Ranged Weapon Attack: +4 to hit,
reach 5 ft. or range Far., one target. Hit: 5 (1d10) piercing
damage.
130
Actions
Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d12) slashing damage.
Orc
Medium humanoid, Chaotic
Armor Class 13 (hide armor)
Hit Points 4 (1d8) Hit Dice 1
Speed Normal Prof. Bonus +2
131
Pegasus
Large celestial, Lawful
Armor Class 10
Hit Points 22 (4d8) Hit Dice 4
Speed Fast, fly (fast) Prof. Bonus +3
STR 18 (+4) INT 10 (+0)
DEX 15 (+2) WIS 15 (+2)
CON 16 (+3) CHA 13 (+1)
Savings Throws Physical (+3)
Senses darkvision, passive perception 16
Languages understands Common but can't speak
Challenge 5 (180 XP)
Actions
Multiattack. Pegasi make two attacks with their hooves.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d8) bludgeoning damage. 132
Pixie
Tiny fey, Neutral
Armor Class 14
Hit Points 3 (1d6) Hit Dice 1/2 Purple Worm
Speed Normal, fly (fast) Prof. Bonus +2 Gargantuan monstrosity, Neutral
STR 2 (-4) INT 10 (+0) Armor Class 13
DEX 20 (+5) WIS 14 (+2) Hit Points 67 (15d8) Hit Dice 15
CON 8 (-1) CHA 15 (+2) Speed Fast, burrow (normal) Prof. Bonus +6
Actions
Multiattack. The worm makes two attacks: one with its
bite and one with its stinger.
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one
target. Hit: 13 (2d12) piercing damage.
Stinger. Melee Weapon Attack: +15 to hit, reach 10 ft., one
creature. Hit: 4 (1d8) piercing damage and see Poison
Sting above.
133
Rat, Giant
Small beast, Neutral
Armor Class 12
Hit Points 2 (1d4) Hit Dice 1/2
Speed Normal Prof. Bonus +2
STR 7 (-2) INT 2 (-4)
DEX 15 (+2) WIS 10 (+0)
CON 11 (+0) CHA 7 (-2)
Savings Throws None
Senses darkvision, passive perception 10
Languages -
Challenge 1/2 (10 XP)
135
Sea Monster
Gargantuan monstrosity, Neutral Human sergeants are normally found in command of
Armor Class 17 1d6+5 human soldiers. These are the leaders of city
Hit Points 135 (30d8) Hit Dice 30 guard units and other small military groups.
Speed swim (fast) Prof. Bonus +9
Actions
STR 28 (+9) INT 3 (-4) Sword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
DEX 18 (+4) WIS 8 (-1) target. Hit: 4 (1d8) slashing damage.
CON 25 (+7) CHA 7 (-2)
Savings Throws Physical, Mental (+9)
Senses blindsight, passive perception 16
Languages -
Challenge 30 (15,500 XP)
Shadow
Medium undead, Chaotic
Sea monsters generally resemble bizarre fish, long- Armor Class 12
necked monsters with seal-like bodies, or massive eels, Hit Points 13 (3d8) Hit Dice 3
although virtually all have a hide of incredibly tough Speed Fast Prof. Bonus +2
scales. In general, their appearance is quite varied, for
there does not appear to be a particular “species” of sea STR 6 (-2) INT 6 (-2)
monster. DEX 14 (+2) WIS 10 (+0)
Swallow Whole. Sea monsters swallow their prey whole, CON 13 (+1) CHA 8 (-1)
like sea serpents: if the attack roll is 4 over the required Savings Throws Mental (+2)
number (or a natural 20), the victim is swallowed, will die Senses darkvision, passive perception 10
in an hour, and will be fully digested within a day. Languages -
Sea monsters are not generally venomous. They are Challenge 4 (110 XP)
generally encountered underwater; unlike sea serpents,
they seldom venture to the surface.
Shadows are undead creatures: they are immune to Sleep
Actions and Charm, but the Referee may decide whether they are
Multiattack. Sea Monsters make two attacks: one with undead creatures subject to turning or whether they are
its bite and one with its tail. some horrible “other” thing: a manifestation, perhaps, or
Bite. Melee Weapon Attack: +30 to hit, reach 20 ft., one a creature from another dimension (or gaps in the
target. Hit: 22 (4d10) piercing damage. dimensions). Shadows are dark and resemble actual
Tail. Melee Weapon Attack: +30 to hit, reach 20 ft., one shadows, though they may be even darker in coloration.
target. Hit: 22 (4d10) bludgeoning damage. Immune to nonmagical weapons. They are not
corporeal, and can only be harmed with magical
weapons or by spells.
Sergeant-at-Arms Chill Touch. Their chill touch drains one point of
Medium humanoid, Neutral Strength with a successful hit, and if a victim is brought
Armor Class 14 (chain mail) to a Strength attribute of 0, he or she is transformed into
Hit Points 13 (3d8) Hit Dice 3 a new shadow. If the person does not come to such a
Speed Normal Prof. Bonus +2 dark ending, then Strength points return after 90
minutes.
STR 16 (+3) INT 10 (+0)
DEX 12 (+1) WIS 10 (+0)
CON 14 (+2) CHA 10 (+0) Actions
Chill Touch. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Savings Throws Physical (+2) one creature. Hit: see Chill Touch (above).
Senses passive perception 10
Languages Common
Challenge 3 (70 XP)
136
Actions
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) piercing damage.
137
Actions
Sword. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 4 (1d8) slashing damage.
Mace. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 3 (1d6) slashing damage.
Spear. Melee or Ranged Weapon Attack: +1 to hit, reach 5 ft.
or range 20/60 ft., one target. Hit: 3 (1d6) piercing
damage.
138
139
Titan, 17 HD
Gargantuan giant, Neutral Titans are mythological creatures, almost as powerful as
Armor Class 17 gods. A titan has 2 Magic-User spells of each spell level
Hit Points 81 (17d8) Hit Dice 17 from 1st-level spells to 7th-level spells, and 2 Cleric spells
Speed Fast Prof. Bonus +6 of each spell level from 1st to 7th. The Referee might
choose to substitute other magical abilities for spells—
Titan, 18 HD these creatures vary considerably in powers and
Gargantuan giant, Neutral personalities from one to the next.
Armor Class 17
Hit Points 76 (18d8) Hit Dice 18 One possible spell list for a titan might include the
Speed Fast Prof. Bonus +6 following Magic-User and Cleric spells:
Titan, 21 HD
Gargantuan giant, Neutral
Armor Class 17 Toad, Giant
Hit Points 94 (21d8) Hit Dice 21 Large beast, Neutral
Speed Fast Prof. Bonus +7 Armor Class 13
Hit Points 13 (3d8) Hit Dice 3
Titan, 22 HD Speed Slow, swim (normal) Prof. Bonus +2
Gargantuan giant, Neutral
Armor Class 17 STR 15 (+2) INT 2 (-4)
Hit Points 99 (22d8) Hit Dice 21 DEX 13 (+1) WIS 10 (+0)
Speed Fast Prof. Bonus +7 CON 13 (+1) CHA 3 (-4)
Savings Throws Physical (+2)
Senses darkvision, passive perception 10
STR 30 (+10) INT 19 (+4) Languages -
DEX 25 (+7) WIS 22 (+6) Challenge 3 (70 XP)
CON 27 (+8) CHA 26 (+8)
Savings Throws Physical, Mental (+6 to +7) Giant toads are about the size and weight of a human.
Senses passive perception 21 They are predators, willing to attack creatures as large as
Languages Giant, Common men. Giant toads can attack at the end of a hop, which is
Challenge 19 to 24 (2,200 to 6,200 XP) in addition to the toad’s normal move.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d10) piercing damage.
140
Treant
Huge plant, Lawful
Wake Trees. All treants can “wake” trees within 60 ft,
Armor Class 17
allowing them to walk at a rate of 15 ft., and possibly to
Hit Points 31-54 (7d8 to 12d8) Hit Dice 7 to 12
attack. (No more than two trees at a time can be awake at
Speed Normal Prof. Bonus +3 to +4
the behest of a single treant.)
STR 23 (+6) INT 12 (+1)
DEX 8 (-1) WIS 16 (+3) Actions
CON 21 (+5) CHA 12 (+1) Multiattack. The treant makes two strike attacks.
Savings Throws Physical (+3, +4)
Senses passive perception 13 Strike (7-8 HD). Melee Weapon Attack: +7, +8 to hit,
Languages Cmmon, Elvish, Druidic, Sylvan reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage.
Challenge 7 to 12 (290 to 849 XP)
Strike (9-10 HD). Melee Weapon Attack: +9, +10 to hit,
Treants are tree-like protectors and “shepherds” of reach 5 ft., one target. Hit: 10 (3d6) bludgeoning damage.
forest trees.
Depending upon their size, they have different hit dice Strike (11-12 HD). Melee Weapon Attack: +11, +12 to hit,
and do different amounts of damage: treants of 7 to 8 reach 5 ft., one target. Hit: 14 (4d6) bludgeoning damage.
hit dice inflict 2d6 points of damage with each strike of
their branch-like hands, treants of 9–10 hit dice inflict
3d6 points, and treants of 11–12 hit dice inflict 4d6
points. 141
142
Unicorn
Large celestial, Lawful
Armor Class 10
Hit Points 18 (4d8) Hit Dice 4 Vampire
Speed Fast Prof. Bonus +3 Medium undead, Chaotic
Armor Class 17
STR 18 (+4) INT 11 (+0) Hit Points 31 to 40 (7d8 to 9d8) Hit Dice 7 to 9
DEX 14 (+2) WIS 17 (+3) Speed Normal, fly (fast) Prof. Bonus +4
CON 15 (+2) CHA 16 (+3)
Savings Throws Physical (+3) STR 18 (+4) INT 17 (+3)
Senses passive perception 13 DEX 18 (+4) WIS 15 (+2)
Languages - CON 18 (+4) CHA 18 (+4)
Challenge 5 (180 XP) Savings Throws Physical, Mental (+4)
Senses darkvision, passive perception 17
Languages Common
Unicorns are generally shy and benevolent creatures, Challenge 10 to 12 (590 to 840 XP)
who will allow only a chaste maiden to approach them.
Teleport. They can teleport once per day to a distance of
360 ft, with a rider. Vampires are some of the most powerful of undead
Horn. The unicorn’s horn has healing properties, creatures.
according to legend. (The details of this, if any, are left Shapechanger. can turn into a gaseous form or into a
to the Referee). giant bat at will
Special: double damage for charge. Immune to non-magical weapon. Can only be hit by
There is considerable room to create variant sorts of magical weapons, and when “killed” in this way they turn
unicorns: evil ones, flying ones, etc. into a gaseous form, returning to their coffins. Can only
be truly killed in coffin.
Actions Summon. Vampire can summon a horde of bats or 3d6
Multiattack. The unicorn makes three attacks: two with wolves out from the night.
its hooves and one with its horn. Charm. Looking into a vampire’s eyes necessitates a
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one saving throw, or the character is charmed (per the Charm
target. Hit: 4 (1d8) bludgeoning damage. Person spell).
Horn. Melee Weapon Attack: +4 to hit, reach 5 ft., one Energy Drain. A vampire’s bite drains two levels from
target. Hit: 4 (1d8) piercing damage. the victim. Any human killed by a vampire becomes a
vampire under the control of its creator.
Regenerate. 3 hp per round.
Weaknesses. They can be killed (though these are the
only known methods) by immersing them in running
water, exposing them to sunlight, or driving a wooden
stake through the heart. They retreat from the smell of
garlic, the sight of a mirror, or the sight of “good” holy
symbols.
Actions
Bite. Melee Weapon Attack: +7 to +9 to hit, reach 5 ft.,
one creature. Hit: 5 (1d10) piercing damage and Energy
Drain.
143
144
Wraith
Medium undead, Chaotic
Armor Class 16
Hit Points 18 (4d8) Hit Dice 4 Actions
Speed fly (fast), hover Prof. Bonus +3 Attacks. Wyvern make one bite or 1 sting attack each
round.
STR 6 (-2) INT 12 (+1) Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
DEX 16 (+3) WIS 14 (+2) creature. Hit: 9 (2d8) piercing damage.
CON 16 (+3) CHA 15 (+2) Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Savings Throws Mental (+3) creature. Hit:3 (1d6) piercing damage. If stung the target
Senses darkvision, passive perception 12 must make a NORMAL (DC 15) CON saving throw, on
Languages The languages it knew in life a failed save the target drops to 0 hit points (see Death
Challenge 8 (390 XP) Saves in the rulebook).
145
146
TREASURES
147
ARMORS
+1 Armors. These armors give a +1 bonus to a Demonic Armor. The armor is possessed by a spirit or
characters Armor Class. demon, with effects to be determined by the Referee.
In general, such armor would provide both benefits
+2 Armors. These armors give a +2 bonus to a and drawbacks.
characters Armor Class.
Ethereal Armor. Ethereal armor is +3 plate mail that
+3 Armors. These armors give a +3 bonus to a also allows the wearer to become insubstantial and
characters Armor Class. incorporeal 50 times, after which it reverts irrevocably
to normal +3 plate mail. In ethereal form, the wearer
+2 Shield. These armors give a +2 bonus to a can attack and be attacked only by ethereal opponents.
characters Armor Class.
Fiery Armor. Fiery armor is +1 armor that is
+3 Shield. These armors give a +3 bonus to a surrounded by flames. These flames deal 1d3 damage
characters Armor Class. to anyone attacking the wearer with melee weapons.
148
POTIONS
Strange alchemical brews, in dusty, stoppered bottles, Frozen Concoction. These potions can be readily
are to be found in many of the forgotten or forbidden identified because they are often one or two degrees
places of the world. Time has often worn away any cooler than the surrounding temperature. The potion
markings once left to identify the contents of these allows the imbiber to climb walls without falling, and
mysterious mixtures, if the alchemist ever chose to not to drop held items in case of being surprised or
label them in the first place. The consequences of frightened.
drinking the products of alchemy can be varied: some
of these can produce wondrously useful effects, but Gaseous Form. The user's body turns to a mist,
others might be deadly poisons! allowing access to any place that is not airtight.
Equipment is left behind; only the body becomes
In general, since potions are the product of alchemy gaseous.
rather than magic, they will neither be apparent to
Detect Magic spells, nor easily identified without tasting Giant Strength. The character becomes unbelievably
and experimentation. If the Referee decides that strong for the potion's duration, gaining an additional
alchemy instead manipulates magic, as opposed to 1d8 to damage rolls and +4 to hit (in addition to any
fantastical but otherwise natural chemistry, then detect normal bonuses, including existing Strength bonuses).
magic and dispel magic would work upon potions.
Growth. The character grows to 30 feet in height.
Potions are usable by all character classes. Unless
otherwise noted, potion effects have a duration of 2d6 Healing. This potion cures 1d6+1 hit points of
x 10 minutes. damage.
Clairaudience. As per the spell (page 45). Heroism. The imbiber gains +2 to attacks and damage.
Clairvoyance. As per the spell (page 46). Invisibility. As per the spell (page 51).
Diminution. This potion causes the drinker to shrink Invulnerability. The drinker gains a bonus of +2 on
down to six inches tall for 2d6 hours. Taking smaller saving throws; moreover, any opponents attack with a
doses of the potion will result in less of a reduction in penalty of -2.
size.
Levitation. As per the spell (page 51).
Dragon Control. The drinker gains the ability to
control dragons of a certain type after partaking of Poison. The drinker must make a successful
this type of potion. 1d3 dragons of a specific type NORMAL CON saving throw or die. Some poisons
(determined randomly by the Referee) can be affected cause instant death; others cause death within a certain
as per Charm Monster. number of rounds, or even minutes. In the case of a
few poisons, failing the saving throw causes damage
Ethereality. The Imbiber can move through solid rather than death - such weaker poisons generally also
objects but cannot attack. Equipment also becomes inflict a small amount of damage even if the saving
ethereal. throw is successful.
Extra Healing. This potion is a potent curative; it Slipperiness. Except for the soles of the feet and the
heals 3d6+3 hit points of damage (duration does not palms of the hands, the character suddenly has a
apply). virtually frictionless surface.
Fire Resistance. The drinker becomes immune to Treasure Finding. A character drinking this wonderful
normal fire, gains advantage on saving throws against concoction can detect hoards of treasure within 400
fire attacks, and suffers only half damage to magic fire feet.
attacks that do not permit saving throws.
Undead Control. The drinker can control undead; 2d4
Flying. As per the spell (page 50) undead of fewer than 4 HD and 1d4 undead of 4+ hit
dice fall under the imbiber's control, after the potion is
consumed.
149
RINGS
No more than two magic rings may be worn at a time (NORMAL DEX saving throw indicating half
(one on each hand) without unpredictable and damage).
potentially dire consequences.
Spell Storing, Magic-User. The ring contains 1d6
Djinni Summoning. The wearer of the ring can random Magic-User spells. The wearer (if a Magic-
summon a djinni, who will do the wearer's bidding, User) can cast these spells as if they were normally
following instructions precisely and to the letter, no memorized and prepared spells. Once a spell is cast, it
further. Such rings can be treacherous, but only for cannot be cast a second time until the wearer has taken
those who use them foolishly. a short rest.
Fire Resistance. The wearer has advantage on saving Spell Storing, Cleric. The ring contains 1d6 random
throws vs. magical fire, and is immune to normal fire. Cleric spells. The wearer (if a Cleric) can cast these
spells as if they were normally prepared spells. Once a
Human Control. Such rings allow the wearer to cast spell is cast, it cannot be cast a second time until the
charm person once per day, and to maintain the charm wearer has taken a short rest.
on up to 3 individuals at a time.
Spell Turning. Any spell (other than from a wand or
Invisibility. While wearing the ring, the wearer other item) directly aimed at the wearer of the ring is
becomes invisible. partially reflected back at the caster. Roll a percentile
die to see how much of the spell's power bounces
Mammal Control. The wearer controls 1d8 mammals back; the exact determination of what happens is up to
at a range of up to FAR. Control does not extend to the Referee.
people or to giant animals.
Telekinesis. The wearer can mentally lift and move
Poison Resistance. The wearer has advantage on 200 pounds of weight at a range of 120 feet.
saving throws vs. poison.
Three Wishes. These rings grant the wearer three
Protection, +1. The wearer gains a bonus of +1 to wishes. Beware of outrageous wishes; they backfire.
armor class, and +1 on all saving throws.
X-ray Vision. The wearer has x-ray vision at a range of
Protection, +2. The wearer gains armor class bonus 40 feet. The maximum distance through which the
of +2, and +2 on all saving throws. wearer can see through solid rock is just over 10 feet,
through solid metals (other than lead) is 1 foot, and
Regeneration. The wearer regenerates one hit point through lead is 1 inch.
per combat round, and thus cannot die unless the ring
is removed or the wearer's body is burned.
Shooting Stars. Once per day, the ring can unleash 1d6
lightning bolts that inflict 3d6 hit points each
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SCROLLS
All scrolls, besides protction scrolls, are spells for Poison. Poisons have no effect upon one who reads
magic-users, and regardless of the level of the spell such a scroll aloud; moreover, any poisons, active or
they can be used by any magic-user capable of reading quiescent, in the scroll reader's body are instantly
them. removed.
Duration: 6 hours.
All protection scrolls can be used by any character
who is able to read. After reading a spell from a scroll Undead. All within a NEAR radius of the reader are
the writing disappears, so the spell is usable one time protected against undead, but only to a limited degree.
only! In any given round, 2d12 undead with fewer than 4
HD, and 2d6 undead with 4-5 HD, and 1d6 undead
with 6+ HD are foiled by the protection of the scroll.
Spell Scrolls Thus, the scroll is effective against all but a vast horde
of undead.
Scrolls that have Cleric or Magic-User spells on them. Duration: 1 hour.
Once used they disintegrate, disappear, or are Were-creatures. All within a NEAR radius around the
otherwise rendered useless. reader are protected from lycanthropes.
Duration. 1 hour.
Protection Scroll
Descriptions Cursed Scrolls
Protection vs. ... Cursed scrolls can inflict curses ranging from the
Demons. All within a NEAR radius around the reader amusing to the annoying, and all the way to the
are protected from the attacks of 1 demon per round. unbelievably catastrophic. The Referee is encouraged
Duration: 40 minutes. to invent interesting curses that might be written on
scrolls, in addition to the possibilities shown on the
Drowning. All within a CLOSE radius of the reader table. A successful saving throw will allow the reader to
gain the ability to breathe underwater. avoid the curse. Most curses can be removed with a
Duration: 1 full day. remove curse spell.
Elementals. This scroll protects against a single
elemental.
Duration: 40 minutes.
151
STAFFS
Like wands, most staffs operate by using up charges. Resurrection. These staffs only carry 10 charges, but a
However, staffs are not as easily rechargeable as wands. charge may be used to cast raise dead.
Magic-Users will have to figure out how it is done, or
hire a wizard to do it (if such a knowledgeable wizard Snake. In combat, a Staff of the Snake is +1 to hit
can even be found). Most staffs carry 200 charges. and +1 damage and you are considered proficient.
When commanded (by using a charge) the staff coils
around the target (with a successful hit) and pinions
Absorption. Absorbs up to 100 levels of spells the victim for 1d4 x10 minutes. This attack is only
directed at the holder before its absorption properties useful on a victim about the size of a human or
cease forever. The holder can cast spells from the staff smaller. The staff will slither back to its owner
in response to hostile spells, using the staff's stored afterwards, at a speed of 24. Only Clerics can employ a
levels, of the exact level of the hostile spell directed at Staff of the Snake.
the caster, but the spell must be chosen from the list
of spells the caster has prepared. Striking. This staff inflicts 2d6 points of damage with
a successful hit (does not use charges) and you are
Beguiling. Foes within NEAR range must make a considered proficient when using.
NORMAL CHA saving throw or consider the holder
to be a loyal friend for 4d4 rounds (uses one charge). Withering. The dreaded Staff of Withering adds ten
years of physical aging with a successful hit and you
Command. A charge can be used to control humans are considered proficient when using it.
(as per a charm person spell), plants, or animals.
Wizardry. The most powerful of staffs, it is a Staff of
Healing. Cures 1d6+1 hit points of damage per Power with additional abilities. At the cost of one
charge. charge, it allows invisibility, summoning elementals
(calling 1d4 at a time), hold person, a wall of fire, passwall,
Power. Casts light (no charge used), casts fireball (4d6 a web spell, or fly.
damage), cold as a Wand of Cold, Lightning Bolts (4d6
damage), acts as a Ring of Telekinesis (costs one
charge) and hits for 2d6 damage (no charge used, &
gain proficiency in staffs).
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WANDS
Wands may only be used by Magic-Users. Wand of Detection, metal. Such wands detect large
caches of metal, within a range of NEAR. The wand's
Wands that cast spells become useless when they reach user also gets a vague sense of the metal's type. The
zero charges, but can be recharged by casting the spell wand is always active when held, and does not use
into the wand. Each such recharge, where a spell is cast charges.
into the wand, has a 5% chance of destroying the
wand irrevocably. In some cases, a non-rechargeable Wand of Detection, traps and secret doors. These
wand might be found with a large number of charges wands detect traps and secret doors, with a range of
(e.g., 100). Wands may be used while in melee combat. NEAR. The wand is always active when held, and does
not use charges.
Wand of Cold. The wand casts a Cone of Cold out to
NEAR. Creatures caught in the cone take 6d6 damage Wand of Fear. A wand of fear causes creatures in a
(NORMAL CON saving throw applies for half cone-shaped path to flee (NORMAL CHA saving
damage). The wand holds 25 charges and cannot be throw negates). There is a 60% chance that they will
recharged. drop whatever they are holding. The cone extends out
to NEAR. The wand holds 25 charges, and cannot be
Wand of Detection, enemies. These wands detect recharged.
enemies in a radius of NEAR, if the enemies are
thinking hostile thoughts. The wand is always active Wand of Paralyzing: This sort of wand casts a cone
when held, and does not use charges. of paralysis out to NEAR. Creatures in the cone are
paralyzed for 3d6 turns (NORMAL STR saving throw
Wand of Detection, magic. Wands of magic detection negates). The wand holds 25 charges, and cannot be
function as a Detect Magic spell with a range of CLOSE. recharged.
The user gets a vague sense of what sort of magic is
being detected. The wand is always active when held, Wand of Polymorph: Such wands are of two types.
and does not use charges. One type casts polymorph self, and the other casts
polymorph other. The wand carries 10 charges, and
cannot be recharged.
153
WEAPONS
+1 weapons. Gives a +1 bonus to hit and damage rolls. Flaming Weapon. The weapon burns with enchanted
fire when held, inflicting an additional 1d6 points of
+2 weapons. Give a +2 bonus to hit and damage rolls. damage with successful hits in combat. It can also be
used as a light source with a NEAR radius.
+3 weapons. Gives a +3 bonus to hit and damage rolls.
Freezing Weapon. This weapon is freezing cold,
+1 Blunt weapon that destroys undead. Can be a inflicting an additional 1d6 points of damage with
mace, hammer, sling, or club (determine type successful hits.
randomly). Lesser types of undead don’t get a saving
throw, though more powerful types do. Dancing Weapon. A dancing weapon levitates to fight
beside its owner without the need to be held. In the
+1 thrown weapon that returns to hand. This axe or first round it is a +1 weapon, in the second round it is
spear will eventually return to the throwers hand. a +2 weapon, and in the third round it is a +3 weapon.
After 3 rounds, the weapon dances no further until it is
+1 weapon, extra attack. This weapon grants 1 directed at a new opponent, but is +1 regardless.
additional attack for the user once per day.
Intelligent Weapon. A +1 to +3 weapon. There is a
+1, +2 vs. particular type of foe. This weapon 10% chance that such a weapon may have the ability to
provides a +1 bonus to hit and damage rolls, +2 vs. a cast a particular spell once per day at the wielder's
particular type of foe (were-creatures, undead, giants, command. The spell will be either Cleric (50%) or
goblinoids, dragons, etc.). Magic-User (50%), and will be of Level 1d3. Such
weapons generally can communicate with their bearers,
+1, +3 vs. particular type of foe. This weapon and sometimes (25% chance) can speak audibly. Even
provides a +1 bonus to hit and damage rolls, +3 vs. a if the weapon cannot speak audibly, it will
particular type of foe (were-creatures, undead, giants, communicate with its wielder by telepathy when held.
goblinoids, dragons, etc.).
154
155
Cloak of Displacement. The wearer appears to be in a forces all in the area to make a HARD CON saving
slightly different location, off from reality by a foot or throw or drop to 0 hit points (effectively killing
so. The wearer's armor class improves by 2, and the monsters). If the nature of the dust is identified before
cloak also grants a +2 saving throw against any it is experimented with, it can be used as a devastating
targeted attack upon the one wearing it. Usable by: All thrown weapon. Usable by: All Classes.
Classes.
Cloak of Elvenkind. The wearer becomes almost, but Efreeti Bottle. The efreeti that inhabits such a bottle
not quite, invisible. Usable by: All Classes. will serve the bottle's owner for a year and a day unless
it is accidentally released from servitude. Usable by: All
Cloak of Protection, +1. This cloak improves the Classes.
wearer's armor class by 1, and grants a bonus of +1 on
saving throws. Usable by: All but Fighter class Figurine of the Golden Lion. This is a small stone
figurine that transforms into a lion when the command
Cloak of Protection, +2. This cloak improves the word is spoken, fighting at its owner's orders. If it is
wearer's armor class by 2, and grants a bonus of +2 on slain, it turns back into a figurine, but may be used
saving throws. Usable by: All but Fighter class again. The figurine may be used once per week, and no
more. Usable by: All Classes.
Cloak of Protection, +3. This cloak improves the
wearer's armor class by 3, and grants a bonus of +3 on Figurine of the Onyx Dog. This stone figure
saving throws. Usable by: All but Fighter class transforms into a living hound of stone when its
command word is spoken. It will seek whatever the
Crystal Ball. A crystal ball allows the user to see what owner tells it to find, without stopping, until it
is transpiring in whatever location he or she desires to succeeds or is killed. It has a 75% chance to detect
see, over a considerable distance. Such a magic item objects that are invisible or hidden, and of course its
may not be used more than thrice per day, or the user sense of smell detects invisible and hidden creatures
will be driven mad. Certain spells and other with almost perfect success. For purposes of defense
precautions may be used to prevent being seen through and attack, the stone dog is treated as a wolf. It may be
a crystal ball. Some of these items may communicate used twelve times before the statuette becomes
sound, or even thoughts, from the area being scryed, nonmagical. Usable by: All Classes.
although these are rare. Usable by: Magic-Users.
156
Gauntlets of Dexterity. When worn, these gloves the mouth of an interdimensional hole 10 feet deep—
grant a bonus of +2 to the wearer's Dexterity (to a items and people can fall or climb down into it once it
maximum of 22). Usable by: All Classes. is placed on the ground. The piece of cloth can
actually be pulled in from the inside to close the hole
Gauntlets of Ogre Power. These gauntlets raise the off entirely, although there is no source of fresh air
wearer's Strength to that of an ogre (STR 19). Usable within, and staying inside will asphyxiate the inhabitant
by: all but Magic-Users. in a short time. The piece of cloth can be picked up
and carried off whenever desired—hence the name
Gauntlets of Swimming and Climbing. These gloves “portable.” Usable by: All Classes.
permit the wearer to swim at a rate of Fast, and climb
sheer walls with a 95% chance of success per ten feet Horn of Blasting. This horn, when blown, has the
of climbing. Usable by: all but Magic-Users. same effect on structures as a catapult, and causes 2d6
points of damage to creatures, deafening them for 10
Gem of Seeing. A Gem of Seeing is used as a lens. It minutes as well. The cone of sound goes out to FAR
shows the truth of what it sees, cutting through The “point” of the cone, at the horn's mouth, is 10
illusions of all kinds, even very powerful ones. Usable feet wide. Usable by: All Classes.
by: All Classes.
Horn of Valhalla, Bronze. The horn summons 2d4
Girdle of Giant Strength. Increases a characters berserk warriors (3 HD) to assist the one who blew the
Strength to 22. Usable by: All Classes. horn. Usable by: Fighters and Clerics.
Helm of Fiery Brilliance. This prodigiously powerful Horn of Valhalla, Iron. The horn summons 2d4
helm grants many benefits to the wearer. Anyone berserk warriors (4 HD) to assist the one who blew the
donning the helm gains a +10 on saving throws against horn. Usable by: Fighters.
fire damage, and can create a Wall of Fire. Fighters
wearing the helm may command a weapon in hand to Horn of Valhalla, Silver. The horn summons 2d4
flame (+1d6 damage). Magic-Users wearing the helm berserk warriors (2 HD) to assist the one who blew the
can add +1 to each die of damage inflicted by a fireball horn. Usable by: All Classes.
or delayed blast fireball spell. Clerics wearing the helm
can ignite objects within NEAR at will, and may cast Horseshoes of Speed. These horseshoes double a
two light or continual light spells for each one the Cleric horse's movement rate. Usable by: Horses.
has actually prepared. The wearer of the helmet is
likely to be attacked by any air elemental creatures, but
fire elemental types (such as efreet or salamanders) will
be favorably disposed. Usable by: All Classes.
157
Jug of Alchemy. This jug produces whatever liquid is Mirror of Mental Scrying. This hand-mirror (it might
desired, in a commonly used large quantity (e.g., 10 also be found as a smaller mirror on a necklace) allows
gallons of water, but only 5 gallons of wine). It may be the user to cast clairaudience, clairvoyance, and esp, with the
used no more than seven times per day, and will normal range, but for an unlimited time. The mirror
produce only one type of liquid per day. It does not will also answer a question about what it portrays (the
produce magical liquids. Usable by: All Classes. answer is likely to be quite cryptic), but only one
question per week is possible. Usable by: All Classes.
Lenses of Charming. These lenses, when placed over
the eyes, give the wearer the ability to charm those who Necklace of Firebaubles. This necklace is hung with
meet his or her gaze (acting as per a Charm Person 3d4 little baubles. When thrown, the baubles explode
spell). The saving throw against the power of the into 6d6 damage fireballs (per the spell). Usable by: All
lenses is made disadvantage. Usable by: All Classes. Classes.
Libram, Magical (level gain). Magical librams grant a Pipes of the Sewers. These pipes summon 10d6 giant
level of experience to the reader, if the reader is of the rats. The piper does not need to concentrate once the
appropriate character class. Randomly determine the rats arrive (which takes 1d4 x10 minutes), but it is wise
class for which the libram is written, from all character to do so. When the rats arrive, there is an immediate
classes. 5% chance that they will not obey commands, and if
the piper ceases to concentrate on the tune there is a
Luckstone. This stone grants +1 to saving throws and 10% chance that the rats will begin to act of their own
attack rolls. Usable by: All Classes. free will. Every subsequent round in which the piper
fails to concentrate there is another chance to lose
Manual of Beneficial Exercise. Reading this tome control, and the chance increases by 10% each time it
increases the reader's Strength by 1 point (to a is made (first round, 10%, second round 20%, etc.).
maximum of 20). Usable by: All Classes. Usable by: All Classes.
Manual of Golems. This book contains the basic Robe of Blending. These robes make the wearer
instructions and formulae for creating a single type of appear to be a part of the surroundings, including the
golem. The process is expensive, and the creator must ability to appear as another one of a group of nearby
have achieved a certain level of magical expertise in creatures. The robe will make the wearer appear as a
order to use the book, but these are priceless small tree when in forest surroundings, a sand
repositories of forgotten lore. Such books are often formation in the desert, etc. Creatures with 10+ hit
warded by the original owner, against the touch of dice (or levels of experience) have a 10% chance per
anyone not of the Magic-User class, being enchanted level (or HD) above 9th to perceive the wearer as a
to inflict damage or even the loss of a level. Usable by: robed figure rather than a part of the surroundings.
Magic-Users only. Usable by: All Classes.
Manual of Intelligence. Reading this tome increases Robe of Eyes. Hundreds of eyes are woven and
the reader's Intelligence by 1 point (to a maximum of embroidered into the fabric of these magical robes,
20). Usable by: All Classes. granting the wearer tremendous powers of
supernatural perception. In a radius of FAR, anything
Manual of Quickness. Reading this tome increases the the wearer looks upon is seen for what it is: invisible
reader's Dexterity by 1 point (to a maximum of 20). creatures become apparent, illusions are seen as such,
Usable by: All Classes. and this sight even extends into the astral plane. The
wearer cannot be ambushed or otherwise taken by
Manual of Wisdom. Reading this tome increases the surprise, and can follow the trail of anything that has
reader's Wisdom by 1 point (to a maximum of 20). passed by within the last day. Usable by: Magic-Users
Usable by: All Classes. only.
158
Robe of Wizardry. This robe grants the wearer the Scarab of Insanity. This is a carving of a scarab-
ability to cast charm, polymorph, and hold spells with beetle, or perhaps the petrified remains of a real one.
a 95% chance of success. The robes may be tied to When the scarab is displayed, all creatures with 9 or
specific alignments. Usable by: Magic- Users only. fewer hit dice, within a radius of NEAR, fall into
temporary insanity lasting for 2 hours. Creatures with
Rope of Climbing. This item is a 50-foot length of 10+ hit dice still do not receive a saving throw, but
rope that leaps magically upward when commanded, have a 1 in 4 chance to overcome the scarab's insidious
and can tie and untie itself upon command. Usable by: influence. The scarab may be used 12 times, after
All Classes. which it crumbles to dust. At the option of the
Referee, it might be recharged using a Symbol of
Rope of Entanglement. This rope, on command, Insanity spell, but with a 5% chance per charge that the
twines itself around as many as 2d4+1 human-sized item will be destroyed. Usable by: All Classes.
foes. The rope cannot be hit except with a natural roll
of 20 (it is magical), and can sustain 20 hit points of Spade of Excavation. This ordinary-looking spade
damage before fraying and becoming useless. Usable by: digs by itself when commanded, shoveling out one
All Classes. cubic yard (27 cubic feet) per ten minutes. Usable by:
Fighters only.
159
CURSED ITEMS
Cursed items come in many shapes and forms; most Flask of Stoppered Curses. This flask releases a curse
likely they are ancient magical items whose magic has of some kind when its seal is broken.
deteriorated or changed with age, although some of
them were clearly fashioned to serve as traps for the Horn of Collapse. When sounded, this horn causes a
unwary (or for the maker's enemies, perhaps). Note blast of destruction straight upwards, destroying any
that cursed items cannot usually be dropped or ceiling overhead and causing it to collapse.
removed without the assistance of a Remove Curse
spell. Although the Referee is encouraged to dream up Medallion of Projecting Thoughts. While this
individualized cursed items, the samples below should medallion is around a character's neck, the wearer's
prove useful as guidance: thoughts can be “heard” by all nearby.
Bag of Devouring. A Bag of Devouring functions as a Mirror of Opposition. All persons looking into this
bag of holding, but then devours any item placed into mirror are attacked by evil versions of themselves,
it within 1d4+1 hours. exact duplicates including spells and magic items.
When the mirror-opposites are slain, their bodies and
Censer of Hostile Elementals. This is a censer (or equipment disappear into mist, and return to the
brazier, bowl, or stone) that summons elementals—but mirror.
the elementals are hostile instead of under the
summoner's control. Robe of Feeblemindedness. Anyone donning this
cloak has his or her intelligence reduced to that of a
Cloak of Poison. Upon donning this cloak, the garden snail (INT 1).
wearer's body is suffused with magical poisons of
many kinds, and drops to 0 hit points (see Death
Saves) instantly, without the chance of a saving throw.
160
161
APPENDIX A: CONDITIONS
Conditions alter a creature’s capabilities in a variety of The condition ends if the grappler is incapacitated (see
ways and can arise as a result of a spell, a class feature, the condition).
a monster’s attack, or other effect. Most conditions,
such as blinded, are impairments, but a few, such as The condition also ends if an effect removes the
invisible, can be advantageous. grappled creature from the reach of the grappler or
grappling effect, such as when a creature is hurled
A condition lasts either until it is countered (the prone away.
condition is countered by standing up, for example) or
for a duration specified by the effect that imposed the Incapacitated
condition. An incapacitated creature can’t take actions or
reactions.
If multiple effects impose the same condition on a
creature, each instance of the condition has its own
duration, but the condition’s effects don’t get worse. A Invisible
creature either has a condition or doesn’t. An invisible creature is impossible to see without the
aid of magic or a special sense. For the purpose of
The following definitions specify what happens to a hiding, the creature is heavily obscured. The creature’s
creature while it is subjected to a condition. location can be detected by any noise it makes or any
tracks it leaves.
Blinded
A blinded creature can’t see and automatically fails any Attack rolls against the creature have disadvantage, and
ability check that requires sight. the creature’s attack rolls have advantage.
The charmer has advantage on any ability check to Attack rolls against the creature have advantage.
interact socially with the creature.
Any attack that hits the creature is a critical hit if the
attacker is within 5 feet of the creature.
Deafened
A deafened creature can’t hear and automatically fails
Petrified
any ability check that requires hearing.
A petrified creature is transformed, along with any
nonmagical object it is wearing or carrying, into a solid
Frightened inanimate substance (usually stone). Its weight
A frightened creature has disadvantage on ability increases by a factor of ten, and it ceases aging.
checks and attack rolls while the source of its fear is
within line of sight. The creature is incapacitated (see the condition), can’t
move or speak, and is unaware of its surroundings.
The creature can’t willingly move closer to the source
of its fear. Attack rolls against the creature have advantage.
162
The creature is immune to poison and disease,
although a poison or disease already in its system is
suspended, not neutralized.
Exhaustion
Poisoned Some special abilities and environmental hazards, such
A poisoned creature has disadvantage on attack rolls as starvation and the long-term effects of freezing or
and ability checks. scorching temperatures, can lead to a special condition
called exhaustion. Exhaustion is measured in six levels.
Prone An effect can give a creature one or more levels of
A prone creature’s only movement option is to crawl, exhaustion, as specified in the effect’s description.
unless it stands up and thereby ends the condition. Level Effect
1 Disadvantage on ability checks
The creature has disadvantage on attack rolls. 2 Speed halved
3 Disadvantage on attack rolls and saving throws
An attack roll against the creature has advantage if 4 Hit point maximum halved
the attacker is within 5 feet of the creature. Otherwise, 5 Speed reduced to 0
the attack roll has disadvantage. 6 Death
The creature automatically fails Strength and Dexterity Finishing a long rest reduces a creature’s exhaustion
saving throws. level by 1, provided that the creature has also ingested
some food and drink.
Attack rolls against the creature have advantage.
Unconscious
An unconscious creature is incapacitated (see the
condition), can’t move or speak, and is unaware of its
surroundings
Attack rolls against the creature have advantage.
The creature drops whatever it’s holding and falls
prone. Any attack that hits the creature is a critical hit if
the attacker is within 5 feet of the creature.
The creature automatically fails Strength and Dexterity
saving throws.
163
APPENDIX B:
CONVERTING MONSTERS
Converting Monsters from Other Old School Games
Converting monsters from most old school games, like S&W, C&C, LL, etc, is pretty straightforward. If the
monsters have Descending Armor Class you will need to switch them to Ascending. Converting Armor Classes is
often done by subtracting the descending AC from 20, so a descending AC of 4 becomes an ascending AC of 16.
For negative ACs add the negative to 20 (AC -2 is AC 22). If they have any special abilities, spells, breath weapons,
etc, that have a Saving Throw you will need to convert the save to an Ability saving throw and based on the
monsters Hit Dice convert the save DC to EASY, NORMAL, or HARD, see page 103 for saves based on HD.
Movements can be easily eyeballed and changed to Slow, Normal, Fast. For ability scores use the 5e versions of the
monster and give them proficiency in Physical, Mental or both in saving throws.
164
Most monsters in Olde Swords Reign have saving Mimics are formless creatures that imitate surrounding
throw proficiencies (barring very weak monsters). features they have seen. In subterranean settings, they
Mimics don't look to intelligent so I am going to give might be disguised as an archway, treasure chest, door,
them Physical saves, they add their proficiency bonus etc. When touched, they glue themselves to the victim
to their stat when rolling a STR, DEX or CON save. with a strong adhesive, while striking with a suddenly-
Saving Throws Physical (+3). formed tentacle.
165
APPENDIX C:
CONVERTING OLD-SCHOOL SAVES
When converting older modules you will run across various "old-school saving throws" such as Save vs. Breath
Weapon or Save vs. Wands. The table below will give you a quick and easy list of the saves and their corresponding
Ability Scores for converting the saving throws to Olde Swords Reign. Some Referees may disagree with this list,
and if that is the case change them as you see fit.
166
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OPEN GAME LICENSE Version 1.0a: The following text 3. Offer and Acceptance: By Using the Open Game
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15. Copyright Notice: Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document
5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E.
Gary Gygax and Dave Arneson.
System Reference Document 5.1, Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave Arneson.
Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Au- thors Davis Chenault and Mac Golden.
Olde Swords Reign- Rulebook, Copyright 2021, Bastard Sword Publishing, Author Scott Myers
168
INDEX
10' pole p. 34 Contact Higher Plane p. 46 Extension II p. 49
Ability Scores p. 23, 66 Contests p. 68 Falling p. 74
Advancement p. 18 Continual Light p. 47 Fear p. 49
Advantage p. 67 Cover p. 88 Feeblemind p. 49
Adventuring Gear p. 33 Crab, Giant p. 108 Fighter p. 15
Alignment p. 24 Crafting p. 78 Find Traps p. 50
Ammunition p. 32 Create Food p. 47 Fireball p. 50
Animal Growth p. 45 Create Water p. 47 Flail p. 31
Animate Dead p. 45 Crocodile p. 108 Flask of Oil p. 34
Armor p. 28 Cure Disease p. 47 Fly p. 50
Armor. Magical p. 148 Cure Light Wounds p. 47 Flying p. 83
Arrows p. 32 Cure Serious Wounds p. 47 Food p. 75
Attack p. 84 Cursed Items p. 160 Frightened p. 162
Attack Rolls p .86 Dagger p. 31 Galley p. 35
Backgrounds p. 20 Damage p. 89 Gargoyle p. 114
Bandages p. 34 Darkness p. 48 Ghoul p. 115
Bandit p. 106 Darkvision p. 74, 101 Giants p. 115, 116, 117
Barding p. 35 Dash p. 84 Gnoll p. 117
Basilisk p. 106 Detect Evil p. 48 Goblin p. 118
Battle Axe p. 31 Detect Invisible p. 48 Golem p. 118, 119
Berserker p. 106 Detect Magic p. 48 Gorgon p. 120
Black Pudding p. 106 Dexterity p. 69 Grappled p. 162
Bless p. 45 Dice p.62 Grappling p. 87
Blinded p. 162 Difficult Terrain p. 82 Gray Ooze p. 120
Blindsight p. 74 Difficulty Classes p. 67 Green Slime p. 120
Boat p. 35 Dimension Door p. 48 Griffon p. 120
Breather p. 76 Dire Wolf p. 108 Group Checks p. 68
Bugbear p. 107 Disadvantage p. 67 Halberd p. 31
Cantrips p. 37, 45 Disengage p. 85 Halfling p. 11
Cart p. 35 Dispel Evil p. 48 Hallucinatory Terrain p. 50
Cast a Spell p. 84 Dispel Magic p. 49 Hand Axe p. 31
Centaur p. 107 Djinn p. 109 Harpy p. 121
Chain Armor p. 28 Dodge p. 85 Haste p. 50
Challenge Rating p. 102 Dragon, Black p. 109 Healing p. 90
Charisma p. 71 Dragon, Blue p. 110 Healing Kit p. 34
Charm Monster p. 45 Dragon, Gold p. 110 Heavy Crossbow p. 32
Charm Person p. 45 Dragon, Green p. 111 Hellhound p. 121
Charmed p. 162 Dragon, Red p. 111 Help p. 85
Chimera p. 107 Dragon, White p. 111 Hide p. 85
Clairaudience p. 45 Dryad p. 112 Hippogriff p. 121
Clairvoyance p. 46 Dwarf p. 10 Hirelings p. 97
Cleric p. 14 Efreet p. 112 Hit Points p. 89
Cloudkill p. 46 Elementals p. 112, 113, 114 Hobgoblin p. 122
Cockatrice p. 108 Elf p. 11 Hold Monster p. 50
Coins p. 27 Encumbrance p. 27 Hold Person p. 50
Commune p. 46 ESP p. 49 Hold Portal p. 50
Conditions p. 162 Exhaustion p. 163 Holy Symbol p. 34
Confusion p. 46 Explosive Runes p. 49 Holy Water p. 34
Conjure Elemental p. 46 Extension I p. 49 Horse, Riding p. 35, 122
Constitution p. 70 Extension I p. 49 Horse, War p. 35, 122
169
170
171
Scott Myers
Workhorse Publishing 2021
172