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DDRPG Beta

DDRPG is a fantasy tabletop roleplaying game where players take on the roles of adventurers in a dangerous fantasy world. The rules are simple and focus on accessibility, consistency, and flexibility. Players each control a character and work together to complete scenarios while the gamemaster controls the world. Success or failure of actions is determined by rolling dice, with higher rolls needed for more difficult tasks. Proficiency and ability checks are the main mechanics, adding a character's relevant ability modifier and proficiency bonus to dice rolls. The game aims to capture the fun of classic roleplaying with straightforward rules.

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Will Batson
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0% found this document useful (0 votes)
173 views64 pages

DDRPG Beta

DDRPG is a fantasy tabletop roleplaying game where players take on the roles of adventurers in a dangerous fantasy world. The rules are simple and focus on accessibility, consistency, and flexibility. Players each control a character and work together to complete scenarios while the gamemaster controls the world. Success or failure of actions is determined by rolling dice, with higher rolls needed for more difficult tasks. Proficiency and ability checks are the main mechanics, adding a character's relevant ability modifier and proficiency bonus to dice rolls. The game aims to capture the fun of classic roleplaying with straightforward rules.

Uploaded by

Will Batson
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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DDRPG Player PRimer

Design and Developnent: Joseph C. Wolf


Additional Design, Editing, Layout: Ron Hawkins
©2023 RMP Models LLC. Reaper Miniatures, the Reaper Miniatures logo, Reaper Dungeon Dwellers, and
the Dungeon Dwellers logo are registered trademarks of Reaper Miniatures,Inc. All rights reserved.
PART 1: WELCOME TO WHAT IS ROLEPLAYING?
Roleplaying gaming is “let’s pretend” with rules, roles, and dice.
DUNGEON DWELLERS Rules covering the core game system (ability checks, attacks,
ROLEPLAYING and saving throws) are covered in more detail below.
One of the participants assumes the role of Gamemaster
Dungeon Dwellers Roleplaying Game (DDRPG) is a fantasy (GM), the others are Players. The Players each have at least one
tabletop roleplaying game in which Players take on the roles of Player Character (PC) while the Gamemaster is responsible
fearless explorers and adventurers seeking fortune and glory in a for the rest of the world. While the Players explore the fictional
dangerous fantasy world. gamespace through their PCs, the GM determines the pacing,
makes rulings, and describes what the PCs sense. The GM also
portrays the NPCs inhabiting the world, controls foes, and sets
DDRPG is…
challenges.
Dice are a tool used to determine success or failure when
ACCESSIBLE
faced with challenges. The game would not be fun if every action
The rules are simple and straightforward.
always succeeded or failed. Uncertainty is part of the game. Dice
are rolled to generate numbers which, when combined with
CONSISTENT
Ability Scores and other PC elements on the character sheet,
There are few exceptions to the rules.
determine outcomes.
FLEXIBLE
WHAT’S NEEDED FOR PLAY
The system is easily modified, houseruled, and expanded.
• Rules - These rules you’re holding in your hands.
• Miniatures and Gaming Mat - A playmat, terrain, or scaled
FAMILIAR
playing surface along with figurines of the PCs and foes
The intent is to capture the original edition magic with readily
provides focus and clarifies tactical play. Some groups use
identifiable mechanics.
graph paper, others a whiteboard and dry erase markers.
• Scenario or Adventure - A structured narrative of
PERILOUS
challenges, hazards, rewards, consequences, and foes.
Nothing is certain and danger lurks around every corner.
• Dice - Every participant should have at least one set of
standard gaming dice: d4, d6, d8, d10, d12, d20, and d100
RULINGS OVER RULES
percentile dice. Dice can be shared but every Player should
Rules exist to avoid confusion and friction. Only the rules
have their own to save time.
necessary to run the game are provided and explained. Resolving
vagaries and edge-cases falls to the Gamemaster who makes a
READING DICE
ruling and gameplay resumes.
The notation for dice is dX, where d indicates die and the X
the number of faces on the die. A notation of 3d6 indicates 3
ROLL WHEN NECESSARY
six-sided dice are rolled and totaled. Some die rolls involve a
The only time dice are rolled is when success or failure yield
modifier such as d6+2. The modifier is added to the die roll so a
interesting results. If a task is routine and lacks compelling
roll of 1d6+2 yields a result of 3-8. The minimum result from any
consequences, don’t bother rolling dice, the effort is minimally
die roll is a 1.
successful.
Some die rolls refer to exotic dice such as d2, d3, or d5. For
the d2, roll any die. On evens it is a 1, odds it is a 2. For the d3
roll a d6, rolls of 1-2 is 1, 3-4 is 2 and 5-6 is 3. For the d5 roll
1d10, on a 1-2 is a 1, rolls of 3-4 is a 2, 5-6 is 3, etc.
The d100 percentile dice consists of two ten-sided dice,
one has two numbers indicating the tens digit, and the other
indicates the ones digit, so a roll of 30 and 9 is a 39, not a 309. A
roll of 00 and 9 is a roll of 9, not 109.
Some rolls may require division, unless told otherwise, drop
the fraction.

DDRPG SYSTEM CONCEPTS


PROFICIENCY AND NON-PROFICIENCY
The Proficiency and Non-Proficiency bonuses are used in
making many dice rolls.
Proficiency Bonus is equal to the character level.
Non-Proficiency Bonus is ¼ character level (dropping the
fraction).
When faced with a challenge, a character is either Proficient
or Non-Proficient. A character’s folk, class, and background
(culture, upbringing, and trade) determine if an action is
Proficient or Non-Proficient.
CHALLENGES & DIFFICULTY
The core of the game uses a twenty-sided die (d20) to resolve
most actions involving success or failure. High rolls are desirable,
low rolls are not.
For non-combat actions, the Gamemaster (GM) assigns a
Difficulty Class (DC). An average challenge is DC 10 meaning a
modified roll of 10 or higher is a success, while a modified roll
less than a 10 indicates some degree of failure. An unmodified
roll of 20 may indicate a Critical Success has occurred yielding
benefits. A roll of 1 may indicate a Fumble has occurred, usually
a setback or complication.

ABILITY CHECKS
These are the most common dice rolls. These can be anything
from moving a boulder, leaping to a rope, or deciphering a
riddle. Ability Checks are tied to one of the six Ability Scores.
Ability checks are listed along with the Difficulty Class (DC)
thusly: Strength check (DC 11). An Ability Check is made
by rolling d20 and adding the Ability Modifier and either the
Proficiency Bonus or the Non-Proficiency Bonus.

SAVING THROWS
Saves are reactive rolls used to resist or evade some harm such as
a falling boulder, poison gas, or a spell.
Saving throws are tied to Ability Scores and are made by
the target of the effect. When asked to make a saving throw, a
player rolls a d20 and adds their Ability Modifier along with the
Proficiency or Non-Proficiency bonus. This is checked against
the DC set by the GM. If the modified roll equals or exceeds the
DC, the saving throw is successful and any harmful effects are
either reduced or nullified.

ATTACK ROLLS
To conduct an attack, the target must be within Reach or Range
of the attacker. The attacker rolls 1d20 and adds either their
Strength Modifier (for melee attacks) or Dexterity Modifier (for
ranged attacks). Finesse weapons (such as rapiers) and thrown
weapons allow the wielder to use their Strength or Dexterity
Modifier to both the attack roll and the damage roll. The attacker
adds either their Proficiency Bonus (if trained with the weapon)
or Non-Proficiency Bonus (if not trained with the weapon).
The GM may assess other modifiers for range, lighting,
position, etc.
The adjusted Attack Roll is compared to the target’s Defense.
If the Attack Roll equals or exceeds the target’s Defense, the
attacker hits and damage dice are rolled. The damage dice are
summed up and subtracted from the target’s Hit Points.
When Hit Points are exhausted, the target is disabled and
possibly killed. PCs who run out of Hit Points are disabled and
must make a Death Save to survive.

SPELLCASTING
Some spells are simple effects; when cast the effects simply occur.
However, some spells are conducted as attacks. In such cases
the d20 is rolled and the spellcasting Ability Modifier is added
along with the Proficiency Bonus. This is compared to the target’s
Defense. If the spellcasting attack equals or exceeds the target’s
Defense, damage dice are rolled just like a normal attack.
Other spells require a saving throw; in such cases the target
rolls d20 adding their Ability Modifier (listed in the spell) and
either the Proficiency or Non-Proficiency bonus. If successful,
some or all of the spell is resisted and the effects nullified or
reduced.
PART 2: PLAYER CHARACTER GENERATING ABILITY SCORES
There are three options for generating Ability Scores. Before
CREATION creating a character, the players and the GM should decide which
option their group will use to determine Ability Scores.
Each Player needs a Player Character (PC). The PC is the vehicle
that interacts within the game world. Player Characters are OPTION 1: DISTRIBUTION METHOD
created with the following steps: Players distribute the following scores: 16 (+3), 14 (+2), 12 (+1),
11 (+0), 10 (+0), 8 (-1). Folk Ability Score adjustments are
CHARACTER CREATION STEPS added to these scores to determine the final Ability Score.
1. Assign Ability Scores
2. Choose Folk OPTION 2: RANDOM METHOD
3. Choose Class Players roll dice to determine their starting Ability Scores.
4. Assign Saving Throws Stingy: 3d6 is rolled for each score and placed in order of
5. Choose Background Strength, Dexterity, Constitution, Intelligence, Wisdom, and
6. Note Armor and Shield Proficiencies Charisma. This is also known as the Iron Man method.
7. Select Weapon Training Average: 4d6 is rolled, adding the three highest rolled results
8. Choose Languages (discarding the lowest rolled result); the score is then assigned to
9. Determine Hit Points whatever Ability the Player prefers.
10. Purchase Gear Generous: 5d6 is rolled, adding the three highest rolled
results (discarding the two lowest rolled results); the score is then
STEP 1: ASSIGN ABILITY SCORES assigned to whatever Ability the Player prefers.
Ability Scores are numerical ratings; the higher the Score the
more effective it is. Every creature has the same six Ability Scores: OPTION 3: POINT-BASED METHOD
• Strength (Str): Might and physique useful for melee attacks, The third option is to purchase starting Scores by spending from
athletics, lifting, pushing, and forcing a pool of Ability Points (AP). Ability Scores start at a default of
• Dexterity (Dex): Nimbleness and reflexes useful for ranged 10 with a +0 Modifier costing 0 AP. Spending points increases an
attacks, dodging, tumbling, and catching Ability Score. The maximum Ability Score before applying a Folk
• Constitution (Con): Vitality and health useful for surviving Adjustment modifier is 18. No score may be lower than a 6 after
injury and resisting poison, fatigue, and disease applying the Folk Adjustment modifier.
• Intelligence (Int): Memory and reasoning useful for
recalling lore, searching, and solving puzzles Stingy 6 Ability Points
• Wisdom (Wis): Insight and willpower useful for detecting Average 12 Ability Points
lies, crafts, and resisting compulsions Generous 18 Ability Points
• Charisma (Cha): Appeal and leadership useful for
charming, manipulating, and influencing others GMs are free to adjust the number of APs awarded or use a
hybrid system awarding a random number of APs.
A score 6 or less denotes a severe impairment. There is no
upper limit for a score, but 10-11 is average. Table 2.2 Ability Scores and Costs in Ability
Points (AP)
Ability Modifiers, sometimes called modifiers or mods, are Ability Ability AP
adjustments to dice rolls involving an Ability Score. Every Ability Score Modifier Cost
Score has an associated Ability Modifier. In the case of Strength 6 -2 -6
(Str) the modifier applies to most melee attacks, damage rolls, 7 -2 -5
and attempts to apply muscular power to push, pull or break 8 -1 -3
something. 9 -1 -2
10 +0 0
Table 2.1 Ability Scores & Modifiers
11 +0 1
Ability Ability
12 +1 3
Score Modifier
13 +1 4
0-1 -5
14 +2 6
2-3 -4
15 +2 7
4-5 -3
16 +3 9
6-7 -2
17 +3 10
8-9 -1
18 +4 12
10-11 0
12-13 +1 It is important to be mindful of the importance of Ability Scores.
14-15 +2 GMs may struggle to challenge PCs created with overly generous
16-17 +3 Ability Score generation methods. On the other hand, overly
18-19 +4 stingy methods may yield puny characters who struggle to
20 +5 survive the perilous world of Dungeon Dwellers.
STEP 2: CHOOSE FOLK ELF
Folk defines a number of inherent and learned traits. There are Elves are tall, willowy sylvan-dwelling folk known for their
four playable Folk to choose from. Note your choice of Folk on nimbleness and skill with bows.
the character sheet along with the Folk’s traits. Movement: 15 paces
Folk Ability Score Adjustments: +2 Dex, -1 Con
DWARF Weapon Proficiency: proficient in shortbow, longbow,
Dwarves are stocky, subterranean, bearded folk known for their shortsword and either rapier or longsword
toughness and craft skills especially with metal, stone, and gems. Typical Proficiencies: Elves live in harmony with the natural
Movement: 6 paces world as they have for millennia, magic is equally part of their
Folk Ability Score Adjustments: +2 Con, -1 Cha makeup.
Size: Medium; may not use longbows or melee weapons with • Wilderness survival, foraging, setting traps and snares, and
Reach greater than 2 hunting
Weapon Proficiency: choose two Weapon Trainings: any axe, any • Wilderness navigation and traversing difficult wilderness
pick, or any hammer terrain
Typical Proficiencies: Dwarves are extraordinarily gifted with • Knowing the ways of ancestral enemies and allies
senses developed from millennia of living underground. Many • Spotting minute details to find secret doors
of their talents relate to crafting as well as surviving the hostile • Recognizing and identifying spells and magic items
Darkreaches. Elfsight: +2 bonus to checks involving vision. Elves may detect
• Underground survival to find and identify edible fungi and secret doors walking within 2 paces of concealed portals of any
drinkable water kind
• Underground navigation to traverse dangerous terrain and Feykin: +2 to saves vs. enchantment and charm spells and effects.
recognize denizens Spell Resistance 20 + Character Level vs. sleep spells and similar
• Finding and disarming stonework traps, noticing secret effects
doors, and avoiding hazards Unspoiled: Immune to ghoul paralysis but not from ghasts
• Knowledge relating to dwarven allies and foes Trance: Require 1 hour of rest per day during which time they
Magic Resistant:+2 to saves vs. magic and magical effects enter a deep meditative trance similar to sleep
Poison Resistant: +2 to saves vs. poisons and venoms Low-Light Vision: treat starlight and moonlight as normal
Darkvision: 20 paces, black and white only daylight; all light sources count as double to elves; color vision is
Doughty: no reduction to Movement due to worn armor or Load retained
until Heavily Encumbered is exceeded. Bonus Languages: Any Human, Draconic, Gnoll, Gnome,
Grudgesworn: +1 to hit goblin-kind (goblins, hobgoblins, orcs, Goblin, Orc, and Sylvan
and half-orcs)
Giant Fighter: +4 bonus to Defense when fighting giants and
their kin
Bonus Languages: Any Human, Giant, Gnome, Goblin, Orc,
Terran, and Undercommon
HALFLING HUMAN
Halflings are small, pudgy pastoral dwelling folk known for their Humans are the most common of the folk, they dwell
fearlessness and stealthiness. everywhere and are known for their versatility
Movement: 9 paces Movement: 12 paces
Folk Ability Score Adjustments: +2 Dex, -1 Str Folk Ability Score Adjustments: +2 to one score or +1 to two
Size: Small for Load and Heft, +1 Defense scores
Weapon Proficiency: Sling Weapon Proficiency: Pick any single weapon
Typical Proficiencies: Despite their brief adolescent period of Typical Proficiencies: Humans being highly versatile enjoy the
intense curiosity, of all the Folk produce the fewest adventurers most leeway in terms of what they likely learned in the few years
as such most of their knowledge relates to the pastoral and before they took to adventuring
sedentary lifestyle • Highly variable, while some humans live in cities, others are
• Evaluating the quality of food, drink, and creature comforts nomads
• Knowledge of halfling foes and allies • Knowledge of the geography and history of their lands as
• Moving silently and remaining hidden well as the legends and rumors
• Knowledge of the best taverns and inns and knowing the • Knowledge of their regional allies and foes
names of the owners, the wait staff, and even the cooks and Proficient Save: nominate a third Ability Score as a Proficient
brewmasters of the establishments Saving Throw
Deadeye: +1 Attack Rolls with thrown weapons, slings, and staff Versatile: Once per game session, a human PC may reroll
slings any one Attack, Saving Throw, or Ability Check. The new roll
Lucky: +1 to all saves supersedes the original roll even if it’s lower
Sneaky: +2 bonus to rolls involving stealth including picking Bonus Languages: Any
pockets and moving unseen and unheard
Sharp Eared: +2 bonus to checks involving hearing
Plucky: +2 to saves vs. Fear and fear-based effects including
mundane intimidation attempts
Peckish: count as medium-sized for provision consumption
Bonus Languages: Any Human, Dwarven, Elven, Gnome,
Goblin, and Orc
STEP 3: CHOOSE CLASS Spells Prepared Per Day: Clerics pray one hour per day to
Class refers to a character’s role as a a professional explorer and receive their spells. Clerics may prepare level + Wisdom Modifier
adventurer. spells per day selected from the Cleric list. Prepared spells are
Class defines many character traits, among them hit points, cast by expending slots.
armor and weapon training, and special Class features such as
spellcasting, rebuking undead, sneak attack, and weapon focus. Reliquary: Clerics find, are given, or otherwise acquire a minor
There are four playable Classes. Note your selection on the divine relic which. The device functions as an ordinary holy
character sheet. symbol but is essential to the use of the Devotion ability acquired
at level 2. Replacing the reliquary takes 3 days.
CLERIC
Clerics are the divine representatives of the gods. They are skilled Devotion: The cleric may spend a short rest to restore some of
in battle and wield divine magic. their spent spell power. The cleric recovers a number of spell
Proficient Save: Wisdom slots equal to half their level, rounded down. A 5th level cleric
Armor Trainings: Very Light, Light, Medium, Heavy, and Shield would recover 2 levels of spell slots either 2 1st level spell slots or
Weapon Trainings: All clerics gain Weapon Proficiency in their 1 2nd level spell slot. This feature recharges after a long rest.
deity’s weapon plus any 3 from the following: club, any flail,
any mace, any hammer, any staff or club, sling. Clerics learn 1 Healing Hands: Clerics always have the cure wounds spell
Weapon Proficiency every 3 levels. prepared. This does not count against their daily limit. As the
Hit Die: 1d8 + Con Mod per level. Cleric levels, additional spells are treated as always prepared:
Typical Proficiencies: Clerics are active representatives of the
gods straddling the intersection of a crusader, temple defender,
and cloistered priest. Different faiths emphasize different aspects: Cleric Level Prepared Spells
a cleric devoted to a god of battle studies strategy, military 1 Cure Wounds
history, and siegecraft more typical of warriors and professional 3 Lesser Restoration
soldiers, but a cleric serving a nature goddess will have a more
agrarian focus, schooled in healing, various crafts, animal Rituals: Prepared cleric spells with the ritual descriptor may be
husbandry, and farming. cast. The ritual takes 10 minutes longer to cast but does not use
• Religious beliefs and practices of both allied and enemy up a spell slot.
faiths
• Planar knowledge relating to locales and entities dwelling Spells Per Day: Clerics access to spells increases in terms of slots
there per day and available spell levels, see below.
• Treating wounds, curing poisons, diseases, herbal remedies
and apothecary work Spellcasting Attack Bonus: Proficiency Bonus + Wisdom Bonus
• Public speaking and social interactions in the name of the
faith Spellcasting Save (DC): 10 + Proficiency Bonus + Wisdom
• Domain knowledge such as streetwise and burglary for Bonus
clerics of the god of thieves or economics, stewardship, and
haggling for a goddess of trade. Rebuke Undead: When rebuked, undead within 10 paces must
make a Wisdom save DC 10 + Cleric’s Charisma Modifier+
Spellcasting: Clerics use Wisdom as their casting Ability Score Proficiency Bonus. If the Save is successful, the undead ignores
Reliquary: Clerics find, are given, or otherwise acquire a minor the rebuke attempt. If the save is unsuccessful the undead must
divine relic which. The device functions as an ordinary holy immediately retreat away from the Cleric. Turned undead may
symbol but is essential to the use of the Devotion ability acquired approach no closer than 10 paces for 2d6 rounds (GM rolls in
at level 2. Replacing the reliquary takes 3 days. secret). Undead unable to retreat cower and take the defend
action +4 AC. Any injury, hostile abilities, or effects targeting the
Orisons: Clerics know 3 orisons at level 1 and gain additional undead breaks the rebuke.
orisons as they gain levels (see Table 2.2). Unlike normal spells, This feature is restored after a short rest.
orisons are not expended when cast.
FIGHTER ROGUE
Fighters are professional warriors. They are broadly skilled in Rogues are the generalists, thieves and scouts. They are modestly
arms and armor and are the toughest of the classes. skilled in weapons but are lethal with surprise.
Proficient Save: Constitution Proficient Save: Dexterity
Armor Trainings: Very Light, Light, Medium, Heavy, Very Armor Trainings: Very Light, Light
Heavy, Shield Weapon Trainings: 3 selected from the following: short sword,
Weapon Trainings: Any 4, fighters learn +1 weapon proficiency rapier, short bow, dart, club, dagger, light crossbow, +1 per 4
per 2 levels levels
Hit Die: 1d10 + Con Mod per level Hit Die: 1d6 + Con Mod per level
Typical Proficiencies: Fighter training is very diverse and tied to Typical Proficiencies: Rogues are, by nature, generalists. Some
their battlefield experiences. are sneak thieves, others spies, many are assassins making their
• Feats of athletics such as climbing, lifting, pulling, and livings with poison and garrotes.
swimming as well as riding beasts and driving chariots • Tumbling, scaling sheer surfaces, and feats of balance,
• Evaluating the quality of weapons, armor, and tools of moving unseen and unheard
warfare • Picking locks, finding and disabling traps, and other
• Recognizing standards, heraldry, and related iconography security measures
• Intimidating and evaluating foes • Picking pockets, cutting purses, and sleight of hand,
• Spotting an ambush or tactical hazard concealing goods on yourself or others
• Lying and deception, running cons, bluffing to manipulate
Second Wind: Once between long rests a fighter may, as a bonus a foe
action, spend one or more of their Recovery Dice to immediately • Contacting, identifying, and interacting with figures within
recover hit points. the criminal underworld

Cleave: After reducing a foe to 0 hit points, the Fighter may Sneak Attack: Once per turn, a flanked or a surprised enemy
execute an additional attack against an enemy. Every round the may be targeted with a Sneak Attack with a finesse or ranged
Fighter may perform as many Cleave attacks as they have levels. weapon. The attack roll is +4, on a successful hit the attack deals
A fighter may move to reach additional foes with cleave attacks the listed Sneak Attack as bonus damage. Ranged weapons can
provided they have unused movement. be used to deliver Sneak Attacks so long as the target is within 10
paces and unaware of the Rogue’s presence or be adjacent to one
Weapon Focus: At level 1, the Fighter chooses a weapon focus to of the Rogue’s allies.
gain +1 to hit and +1 damage with a specific weapon. Every even
level the Fighter chooses to increase the bonus with a previously
chosen weapon by a further +1 to hit and +1 damage (max
weapon focus bonus +3 to hit and +3 damage) or selects a new
Weapon Focus.
WIZARD Spells Per Day: As Wizards level their access to spells increases
Wizards are scholars of the dark arts. They are poor in a fight but both in terms of slots per day and available spell levels, see below.
they wield potent arcane spells.
Proficient Save: Intelligence Spellcasting Attack Bonus: Proficiency Bonus + Intelligence
Armor Trainings: None Bonus
Weapon Trainings: 1 selected from the following: quarterstaff,
dagger, dart, light crossbow, club, +1 weapon proficiency every 5 Spellcasting Save DC: 10 + Proficiency Bonus + Intelligence
levels Bonus
Hit Die: 1d4 + Con Mod per level
Typical Proficiencies: Wizards are scholars and sages by STEP 4: ASSIGN SAVING THROWS
necessity. All PCs have at least 2 proficient saving throws, and human PCs
• Sensing and identifying magic items receive one additional proficient saving throw. Class determines
• Decrypting magical formulas and codes, solving ancient the first proficient saving throw, and any additional proficient
mysteries, riddles, and puzzles saving throws are selected by the Player. All other saving throws
• Obscure and erudite knowledge, myths and legends, fey, are considered Non-Proficient. For more information see Saving
magical beasts Throws below.
• Interacting with scholars, sages, librarians, alchemists, and
wizard guild members. STEP 5: CHOOSE BACKGROUND
Players define their character’s three background elements:
Spellcasting: Wizards use Intelligence as their casting Ability Culture, Upbringing, and Trade. Choose one from each element.
Score.
Culture defines the circumstances of a character’s birth, in part
Cantrips: Wizards know 3 cantrips at level 1 and gain additional defining access to education, language, and technologies. The
cantrips as they level, see Table X.X: Wizard Features below. four cultures in are as follows:
• Nomad. These are always on the move, rarely staying in an
Talisman: During apprenticeship, a young wizard acquires a area for long. Some are seasonal foragers while others follow
minor arcane device such as a ring, amulet, wind, etc. The device game migrations or seek grazing lands.
is essential to the use of the Diligence ability acquired at level 2. • Barbarian. They live in modest tribes and clans on the very
Replacing the talisman takes 3 days. fringes of civilization. They tend to be superstitious, obeying
taboos handed down by their elders ages ago. They may
Diligence: Beginning at the 2nd level, once per day, between even worship unusual nature and elemental gods some of
long rests, the wizard may spend a short rest to restore some which date back to the earliest days of the world.
of their spent spell power. After the rest, the wizard recovers a • Urban. These folk have abandoned rural living and are
number of spell slots equal to half their level, rounded down. reliant upon technology and trade to sustain themselves.
Most urban folk are skilled tradesmen either crafting or
Rituals: Cast any ritual known if the spell is in a spellbook. The providing services in exchange for goods or funds.
spell takes 10 minutes longer to cast. The ritual spell doesn’t need • Rural. These folk are farmers, homesteaders, and hermits
to be prepared and does not use up a slot. living on the bounty of the land.
Upbringing describes the circumstances into which a PC was
Spells Prepared Per Day: Wizards must study their spellbooks born, raised, and educated. It is, in part, their social class and
to replenish their arcane powers. Studying takes one hour. The standing within their community.
wizard prepares a number of spells equal to their wizard level • Orphan. The character wasn’t raised in a typical family
+ Intelligence Modifier. It is from this pool of spells a Wizard situation and generally had to look after themselves. They
draws from when casting spells throughout the day. For more are self-reliant out of necessity. For them, life is hard and
details see Chapter 7: Spells & Magic. often very short.
• Bondsmen. The lowest rung of any society is occupied by
Spellbooks: All wizards begin play with a spellbook containing those who are considered property. Most born indentured
6 1st level spells. When the character levels, they gain 2 Wizard will die indentured as will their children.
spells of their choosing but the spells must be castable. Most • Commoner. The bulk of any society is the common man.
spellbooks are 100 pages and weigh around 10 lbs. Each spell Most are tenants spending the bulk of their earnings
occupies one page per level. If a Wizard comes upon a spell they keeping a roof over their heads and food in their bellies;
can, with time and materials, copy the spell into their spellbook. many struggle to do either.
• Freemen. Also known freeholders, freemen are among the As PCs acquire XP, they gain levels (see Table 2.7
few middle-class. They may own land provided they stay in Experience Points and Levels below). By leveling up, a
the good graces of the presiding noble and pay bribes to the character’s hit points increase, attack bonuses and saving throws
right people. improve, spells are learned, and new class features are unlocked.
• Noble. Born into a life of privilege or, through good fortune,
acquire privilege, nobles rule from on high, wielding power LEVELING
and prestige for their selfish ends. Leveling is the most dramatic form of PC improvement. After
• Outlaw. Every society has outsiders, those who live on the leveling a character becomes tougher and more capable of
fringes either choosing the life of a criminal and outsider. surviving the perils of the world.
Outlaws are treated as dangerous animals. Outlaws are When a PC accumulates the necessary XP, they attain a
reviled, distrusted, and face severe consequences if caught new level. Generally, the timing of leveling should be between
by the authorities. adventures. This is up to the GM. So long as the Players see
some return on their time and effort timing XP awards is largely
Trade defines a character’s vocation. PCs are not born Wizards irrelevant.
or Fighters. Most folk are apprenticed. Training begins before
adolescence, in some cases when the character is a child. Some Table 2.7 Experience Points and Levels
sample trades include: Level XP Required
barber, beggar, pickpocket, burglar, bandit, poacher, hunter, 1 0
fisherman, bookbinder, woodcutter, scribe, cartographer, 2 1000
midwife, herbalist, cobbler, brewer, vintner, distiller, innkeeper, 3 3000
server, artisan, farmer, alchemist, apothecary, drover, fence,
entertainer, smuggler, forger, healer, grifter, stevedore, sailor, The next level formula: (current level x 1000) + previous level
emissary, soldier, watch, ferrier, furrier, tailor, haberdasher, XP required, eg: to reach level 6 requires at least 16,000 XP [(6 x
tinkerer, bower, fletcher, glassblower, dyer, weaver, herer, cook, 1000) + 10,000]
servant, cryer, groundskeeper, tanner, leatherworker, smith,
armorer, carpenter, woodworker, laborer, potter, wheelwright, LEVELING STEPS
logger, toymaker, trapper, baker Upon gaining a new level the PC’s character sheet should be
updated by following these steps.
STEP 6: NOTE ARMOR & SHIELD TRAININGS
Class defines what armor and shield characters are trained to 1. Roll hit points equal to Class Hit Die adding in Constitution
wear and use. Note these on the character sheet. Mod. Note, the minimum number of additional hit points per level
is +1 regardless of Constitution Mod. Generous GMs may use the
STEP 7: CHOOSE WEAPON TRAININGS option listed below.
Folk provide opportunities to learn one or more cultural 2. Increase Proficiency Bonus
weapons. Class provides additional opportunities. Note these on 3. Increase Non-Proficiency Bonus (if level evenly divides by 4)
the character sheet. 4. Review newly unlocked Class Features
5. Review newly unlocked spell levels & slots
STEP 8: CHOOSE LANGUAGES 6. Assign new Weapon Training (if applicable)
All characters know their native tongue. Characters with 7. Update Spellcasting Bonus and Spellcasting DCs
Intelligence 8+ are assumed literate with their native script. 8. Select new Wizard spells (if applicable).
Characters learn additional tongues and scripts, equal to their 9. Review new Cleric spell levels (if applicable).
Intelligence Modifier. Note these on the character sheet.

STEP 9: DETERMINE HIT POINTS Generous GMs looking to promote tougher PCs may use the
Characters begin play at Level 1 with maximum hit points based following optional rule: the minimum rolled number of hit points
upon their Constitution Modifier and their Class. For example, a is half the class hit die, e.g. Fighters have a d10 class hit die, so
Fighter with Constitution 15 at 1st level has 12 hit points (1d10 + the minimum number of hit points a fighter may receive at a new
2). Note this on the character sheet. level is 5 (one half of 10). PCs may still choose to roll to determine
their new hit points, but if they roll less than half their hit die
STEP 10: PURCHASE GEAR they receive the minimum instead. Constitution modifiers are still
All characters begin with 200 gold pieces (gp) representing added to this minimum. This optional rule diminishes the crushing
savings and goods acquired prior to beginning play as a 1st level disappointment of rolling a 1 for new hit points.
character. These monies are spent to purchase armor, shield,
weapons, ammunition, and other adventuring equipment.
Choose wisely and enter this onto the character sheet. Unspent
funds are noted on the character sheet.

EXPERIENCE POINTS & LEVELING


PCs earn Experience Points (XP) by participating in adventures
overcoming obstacles and challenges whether they be hazards,
foes, or completing tasks. Not everything a PC does on an
adventure earns XP but generally, anything involving a die roll
can be worth XP.
PART 3: GEAR Additional Slots*
0 Unencumbered No penalties
Characters live or die by their wits, their fortitude, and also their
gear. Sometimes a coil of rope or a flask of oil is all that stands
1-6 Lightly Encumbered ⅔ Movement; -2 to Attack rolls,
between life and death.
Dexterity saving throws, and
Gear must be purchased. As characters explore they will
all ability checks.
acquire fabulous riches and treasures which they can use to
replace lost or damaged gear and also upgrade their gear. Most
7-12 Heavily Encumbered ⅓ Movement ; -4 to Attack rolls,
wealth is rated in coins.
all Saving Throws, and Ability
Checks.
COINS *Small characters halve the number of slots, i.e. 1-3 additional
Coins vary slightly in weight, size, and composition. The coins slots is Lightly Encumbered and 4-6 additional slots is Heavily
most often used are the copper piece (cp), silver piece (sp), Encumbered for halflings.
electrum piece (ep), gold piece (gp), and platinum piece (pp).
The relative value of the coins is as follows:
cp* sp ep gp pp
ARMOR AND SHIELDS
Armor and shields determine how easily a character can be hit
cp* 1 1/10 1/20 1/100 1/1000
by an opponent’s weapon in combat. The chart below shows the
sp 10 1 1/2 1/10 1/100
various types of armor your character may equip themselves
ep 50 5 1 1/2 1/20
with.
gp 100 10 2 1 1/10
• +Def is added to Defense. For shields the number in
pp 1000 100 20 10 1
parenthesis indicates the number of attacks per round the
shield bonus applies to.
1000 cp = 100 sp = 20 ep = 10 gp = 1 pp
• Bulk is the penalty to mobility checks such as climbing,
tumbling, jumping, and swimming. The penalty worsens by
LOAD 2 for Non-Proficient wielders.
Characters are limited by how much they can carry. All of a • Max Dex is the maximum Defense bonus from Dexterity
character’s gear, weapons, armor, etc. carried is called their when using this type of shield or armor
Load. Instead of keeping track of every ounce, Load is handled • Max Move is maximum Pace when wearing the armor.
abstractly. Each item of gear occupies one or more slots. • Load is the number of slots for encumbrance purposes:
• One reasonable set of worn clothes doesn’t count towards worn and carried.
Load. • Cost is the cost for the piece of gear.
• 12 tiny items occupy a slot. • Coverage indicates which facings are covered by the shield
• 2 small items occupy a slot. when wielded. For large shield, the shield provides full
• Large or heavy items occupy 2 or more slots. cover when actively used against ranged attacks or breath
weapons. Asterisk indicates the shield side flank.
MOVEMENT BY LOAD Note: A character may only benefit from wearing one suit of
Folk Unencumbered Lightly Heavily armor and may only use one shield.
Elf 15 Paces 10 Paces 5 Paces
Human 12 Paces 8 Paces 4 Paces
Halfling 9 Paces 6 Paces 3 Paces Donning & Doffing Armor
Dwarf 6 Paces 4 Paces 2 Paces Donning (putting on) armor during combat is impossible as it
takes 10 rounds (1 minute) per point of armor bonus.
Medium-sized characters may carry up to 12 plus their Doffing (removing)armor takes half the time of donning if
Strength modifier in slots. Small characters may carry up to 6 done carefully; if done carelessly (by slicing straps or otherwise
plus their Strength modifier in slots. Exceeding these thresholds damaging the armor) the time is reduced to a quarter.
encumbers the character as follows:
MELEE AND RANGED WEAPONS • Reach indicates the weapon can strike foes the indicated
Weapons determine the amount and type of damage that is Paces away.
delivered on a successful blow. Weapons can be either Melee • Penetrating indicates the weapon ignores half a foe’s
weapons (meaning the character must be adjacent or within Defense bonus from worn armor but not shield.
reach of a foe in order to strike) or Ranged (meaning the • Flailing indicates foe shield grants at most +1 to Defense or
character may strike at a foe from a distance). the magical bonus, whichever is greater.
• Grabbing indicates a weapon capable of entangling a foe,
WEAPON HEFT AND WIELDER SIZE granting +2 to the maneuver.
Differences in lengths and weights affect how the weapon is • Infamous indicates the weapon is restricted, and illegal to
wielded. A human-sized warhammer is a maul in the hands of a own.
halfling. Using a weapon larger than the wielder usually requires • Two-Handed indicates the weapon can only be used two-
two hands to avoid penalties, otherwise the weapon is wielded handed.
Awkwardly reducing the to-hit bonus and Initiative. • Finesse indicates Strength or Dexterity Modifier is used
Using a weapon smaller than the wielder indicates the when determining attack and damage bonuses.
weapon is wielded Easy and gains a bonus to Initiative and • Versatile indicates a weapon can be used two-handed for
if wielded with both hands gains an increase to damage with added damage.
Versatile weapons. • Thrown indicates the weapon can be thrown
• Reload indicates the number of rounds required to reload
• Size indicates the size of the weapon for comparison the weapon
to the wielder to determine the effect on Initiative: • Plant indicates the weapon can be set to receive a charge
D = Diminutive, T= Tiny, S = Small, M = Medium, L = as an Action, on a successful hit an extra die of damage is
Large, H = Huge inflicted.
• Damage & Type indicates the die rolled for damage and the • Tripping indicates the weapon gains a +2 on tripping
type of damage delivered, B is Bludgeoning, S is Slashing maneuvers.
and P is Piercing. If two appear with a slash such as B/P • Disarming indicates the weapon gains +2 on disarming
the weapon deals either, whichever is more advantageous. maneuvers.
Bladed weapons list a primary damage type but may • Returning indicates the weapon may return to the wielder
deliver a second type P or S, causing 2 step reduction so a on a throws missing by 3 or less, roll Dexterity check to
greatsword deals 1d10 slashing damage or 1d6 Piercing. catch.
• Load indicates the number of slots a weapon occupies in a • Light indicates a weapon can be used in the offhand with
character’s inventory. reduced penalty, -4/-4 instead of the usual -4/-6.
• Cost indicates the cost of the weapon in gold pieces (gp) • Range indicates a missile weapon’s range in Paces, shown in
• Traits describes what traits, if any, the weapon possesses. Short, Medium, Long, and Extreme ranges. Medium ranged
The traits are explained below: attacks are made at -3, Long ranged attacks are at -5, and
Extreme ranged attacks are at -10 on the die roll.
PART 4: MAGIC INTERRUPTING SPELLCASTING
Spellcasting requires focus to successfully weave and direct the
Magic is at the core of high fantasy games and settings. Without
magic, clerics cannot heal and wizards cannot fling fireballs. magic into cohesive spells. A spellcaster struck or interrupted
while casting their spell must make a Constitution check DC 10
or half the damage, whichever is higher.
SCHOOLS OF MAGIC If the distraction is more significant, such as ongoing
Magic, whether divine or arcane, is categorized by schools: excruciating pain, the DC can be much higher.
Abjuration magic is protective, intended to protect the recipient
from harm, e.g., shield.
CONCENTRATION
Conjuration magic seeks to summon and control external forces,
Some spells have a duration of Concentration + (time). Only
objects, and beings, e.g., grease.
a single spell can be concentrated upon at a time. Other spells
Divination magic governs knowledge, information, and
may be cast while maintaining concentration. See Interrupting
enhanced or new senses, e.g., detect magic.
Spellcasting above for details.
Enchantment magic invests the target with magical traits and
qualities or compels them, e.g., charm person.
Evocation magic is the magic of manipulating energy and forces, DAILY SPELL SLOTS
usually for destructive ends, e.g., fireball. Spellcasting characters gain slots as they level. These slots are
Illusion magic is subtle, intended to befuddle and mislead the expended in the casting of spells. Casting spells using higher-
target, e.g., silent image. level spell slots increases the effectiveness of the spell.
Necromancy magic deals with life forces that can be used to heal
or harm, e.g., animate dead. Table 5.1: Spell Slots Per Level
Transmutation magic seeks to change and alter the target or Spell Level (clerics and wizards)
recipient, e.g., gaseous form. Level 0 1 2
1 3 2 –
2 4 3 –
SPELLS & THE BATTLEGRID 3 4 4 2
Most spells require the caster have an unobstructed view of the
target. Attack spells, that is those with an attack roll or requiring
RITUALS
a saving throw from the target, may be modified by Cover.
Any spell with the ritual tag can be cast ritually by clerics and
wizards. This effort takes 10 minutes longer than usual to
SPELL FORMS cast. For clerics, the spell must be prepared ahead of time. For
Touch spells require deliberate physical contact between the wizards, the ritual does not have to be prepared. In either case, a
target and the caster. ritual spell does not use up a spell slot.
Rays affect a single target and usually require a spellcasting
attack to hit the target. SPELL RESISTANCE
Bolts affect all targets caught in the bolt’s length and width; these Some combatants possess an innate resistance to magic
usually require the target to make a saving throw. represented by a threshold that must be overcome for the spell to
Balls affect all targets caught in the ball’s diameter; these usually take effect.
require a saving throw. The caster rolls a caster check d20 + Spellcasting Ability +
Cones affect all targets caught in the fan-shaped area; targets Proficiency bonus vs. the Spell Resistance DC;If the check does
usually get a saving throw. not equal or exceed the DC, the spell fails completely. If the
Cubes affect all targets caught in the cuboidal area and may get a check equals or exceeds the DC, the spell takes effect normally.
saving throw.
SPELL LIST
CANTRIPS & ORISONS Spells are formatted in the following fashion:
Cantrips and Orisons are petty magic taught to apprentices Name lists the name of the spell. If the spell can be cast as a
and novices to prepare their minds for greater spell power to ritual, it appears in parenthesis.
come. Many cantrips are utility-based and intended to make the School lists which schools of magic.
caster’s life easier but are also useful for creating distractions, Level indicates the caster type Clr for Cleric and Wiz for Wizard
entertaining locals, and performing minor chores. along with spell level.
Unlike level 1 spells and above, cantrips and orisons do not Components list the components: Verbal (V), Somatic (S), and
require a spell slot to cast they are simply known by the caster. Material (M). Verbal components are incantations requiring the
Cantrips and orisons are not expended when cast, they are freely caster to speak clearly and freely. Spells cast by deaf spellcasters
castable throughout the day. have a 50% chance (roll d20 1-10) of being miscast, roll again
to determine if the spell merely fails or if the spell malfunctions
CASTING SPELLS either having the reverse effect or affecting the wrong target.
When a spell is cast, the target likely is either targeted by an Somatic components are gestures requiring the caster to be
attack using the Spellcasting Attack Bonus or the target gets a mobile and have at least one hand free. Material components
saving throw. require some specific item or reagent for the spell to function.
Spellcasting Bonus: Proficiency Bonus + Ability Score Bonus (Int Unless otherwise stated, material components are expended in
for Wizards and Wis for Clerics) the casting; spells lacking the material component cannot be cast.
Spellcasting Saves: DC 10 + Proficiency Bonus + Ability Score Casting Time indicates the number of actions or possibly rounds,
Bonus (Int for Wizards and Wis for Clerics) minutes, or hours that are required to successfully cast the spell.
Range indicates the maximum range the spell can be cast. With for 10 seconds within 20 paces.
few exceptions, spellcasters must be able to see their target or Material Component: a tiny bell and a piece of fine silver
destination. wire (not expended when cast)
Target indicates what the spell affects whether it be a creature,
location, etc. as well as space and number considerations. The ALTER SELF (Transmutation)
Area of effect is mentioned. Level: Wiz 2 Components: V, S
Duration indicates the length of time the spell takes effect. Casting Time: 1 action Duration: Conc. (1hr)
Spells with a Concentration duration (Conc.) require much of Range: Self Saving Throw: None
the caster’s concentration (see Interrupting and Concentration. Caster chooses one of the three following options, as an action,
above). caster may choose a different option.
Saving Throw indicates what, if any Ability Score, the target uses • Aquatic Form. The caster develops gills and webbing
when attempting to save against the spell. between fingers and toes. The caster can breathe underwater
The spell description follows with any additional details and gains a swimming speed equal to walking speed.
necessary to use the spell in-game. • Alter Appearance. The caster alters their height, weight,
Scaling describes the benefits of casting the spell with a higher- build, facial features, voice, hair length, and color, adding
level spell slot. or removing distinguishing physical characteristics, etc.
Material Component states the components necessary to cast the Caster can change their race although ability scores remain
spell (Verbal, Somantic, Material, or Divine Focus). unchanged and basic body type cannot be changed so
bipedal characters remain bipedal and cannot become a
ACID ARROW (Evocation) centaur or grow wings. Appearance can be further altered as
Level: Wiz 2 Components: V, S, M an action.
Casting Time: 1 action Duration: Instant • Natural Weapons. The caster grows fangs, claws, horns,
Range: 30 paces Saving Throw: Half spines, etc. dealing 1d6 bludgeoning, piercing, or slashing
Make a ranged spell attack, on a hit the target takes 4d4 acid damage. The caster is considered proficient with these
damage, and 2d4 acid damage next turn. On a miss, the target natural attacks. The natural attack is considered a magical
takes half damage and no damage the following turn. weapon gaining a +1 to hit and damage rolls.
Scaling: When cast using a spell slot of 3rd level or higher,
the damage increases by 1d4 for each slot level above 2nd. ANIMATE DEAD (Necromancy)
Material Component: powdered rhubarb leaf and an adder’s Level: Clr 3, Wiz 3 Components: V, S, M
stomach Casting Time: 1 minute Duration: Instant
Range: 3 paces Saving Throw: None
ACID SPLASH (Conjuration) Creates an obedient undead servant from a pile of bones
Level: Wiz 0 Components: V,S (skeleton) or a corpse (zombie) once belonging to a Medium or
Casting Time: 1 action Duration: Instant Small humanoid.
Range: 20 paces Saving Throw: Negates The caster may use a bonus action to issue simple
An orb of corrosive acid strikes up to two targets within 1 pace of commands to the reanimated dead under their control within 20
each other, Dexterity save or take 1d6 acid damage. paces. The command can be specific to each undead or a general
Scaling: Damage increases to 5th level (2d6), 11th level command to all. If not commanded the undead aggressively
(3d6), and 17th level (4d6). defend themselves. Commands are followed until complete or
impossible to complete.
AID (Abjuration) Control continues for 24 hours at which point the undead
Level: Clr 2 Components: M is uncontrolled unless the spell is recast sometime within the 24
Casting Time: 1 action Duration: 8 hours hours. Caster may reassert control on up to 4 reanimated undead
Range: 10 paces Saving Throw: None in this way.
Choose up to three targets, each gains 5 hp maximum and NOTE!: Reanimating the dead is never a Good act. Good
current hit points for the duration. aligned deities almost always reject requests for this spell.
Scaling: When cast using a spell slot of 3rd level or higher, Scaling: When cast using a spell slot of 4th level or higher,
a target’s hit points increase by an additional 5 for each slot level animate two additional undead creatures for each slot level above
above 2nd. 3rd.
Material Component: a tiny strip of white cloth Material Component: a drop of blood, a piece of flesh, and
a pinch of bone dust
ALARM (Abjuration) (Ritual)
Level: Clr 1, Wiz 1 Components: V, S, M ARCANE LOCK (Abjuration)
Casting Time: 1 action Duration: 8 hours Level: Wiz 2 Components: V, S, M
Range: 10 paces Saving Throw: None Casting Time: 1 action Duration: Until dispelled
Select an area no larger than a 6 pace cube. An alarm triggers Range: Touch Saving Throw: None
whenever a tiny or larger creature touches or enters the warded A touched door, window, gate, chest, or other entryway becomes
area. The caster may designate creatures who won’t set off the locked. The caster and any designated by them can open the
alarm. The caster also chooses whether if the alarm is mental or object normally. A password can be designated to suppress
audible. the spell for 1 minute when spoken within 2 paces. The object
A mental alarm alerts the caster with a ping in their mind is impassable until it is broken or the spell is dispelled or
if they are within 1 mile of the warded area. This ping awakens suppressed. Casting knock on the object suppresses arcane lock
them if they are sleeping. An audible alarm rings like a handbell for 10 minutes.
The object is more difficult to break or force open; the DC to spell lasts until it is dispelled. A spell slot of 5th level or higher
break it or pick the locks increases by 10. grants doesn’t require concentration.
Material Component: gold dust worth at least 25 gp is
consumed BLADEWARD (Abjuration)
Level: Wiz 0 Components: V, S
AUGURY (Divination) (Ritual) Casting Time: 1 action Duration: 1 round
Level: Clr 2 Components: V, S, M Range: Self Saving Throw: None
Casting Time: 1 minute Duration: Instantaneous Caster takes half damage from bludgeoning, piercing, and
Range: Self Saving Throw: None slashing damage until the end of their next turn.
The caster receives an omen relating to a specific course of action
taken within the next 30 minutes. The Gamemaster chooses from BLESS (Enchantment)
the following possible omens: Level: Clr 1 Components: V, S, M
• Weal, good results Casting Time: 1 action Duration: Conc. (1 minute)
• Woe, bad results Range: 10 paces Saving Throw: None
• Weal and woe, both good and bad results Caster blesses up to three creatures within range. When making
• Nothing, results not especially good or bad an attack roll or saving throw those creatures receive +2 to the
roll.
The spell overlooks uncertain circumstances potentially Scaling: When cast using a spell slot of 2nd level or higher,
changing the outcome. If cast more than once before completing target one additional creature for each slot level above 1st.
a Long Rest, there is a cumulative 25% chance (GM rolls in Material Component: a sprinkling of holy water
secret!) for each casting after the first the caster receives a
random result. BLINDNESS/DEAFNESS (Necromancy)
Material Component: specially marked forecasting tokens Level: Wiz 2 Components: V
worth at least 25 gp Casting Time: 1 action Duration: 1 minute
Range: 10 paces Saving Throw: Negates
BANE (Enchantment) Choose one creature who must make a Constitution saving
Level: Clr 1 Components: V, S, M throw, if it fails it is either blinded or deafened (caster’s choice).
Casting Time: 1 action Duration: Conc. (1 min) At the end of each of its turns, it may attempt another save, on a
Range: 10 paces Saving Throw: Negates success, the spell ends.
Three creatures must make Charisma saving throws, those failing Scaling: When cast using a spell slot of 3rd level or higher,
suffer -2 to attacks and saving throws. target one additional creature for each slot level above 2nd.
Scaling: When cast using a spell slot of 2nd level or higher,
add one additional creature for each slot level above 1st. BLINK (Transmutation)
Material Component: a drop of blood Level: Wiz 3 Components: V, S
Casting Time: 1 action Duration: 1 minute
BEACON OF HOPE (Abjuration) Range: Self Saving Throw: None
Level: Clr 3 Components: V, S Roll a d20 at the end of each of the caster’s turns, on 11+, the
Casting Time: 1 action Duration: 1 minute caster is transported to the Ethereal Plane. At the start of the
Range: 10 paces Saving Throw: None caster’s next turn, the caster returns to an unoccupied space of
Choose any number of creatures, each target rolls 2d20 taking their choice within 3 paces of the space they vanished from. If
the best of the two rolls to Wisdom saving throws and death no unoccupied space is available within that range, they appear
saving throws, and regains the maximum number of hit points in the nearest random unoccupied space. The caster may dismiss
from any healing. the spell as an action.
While on the Ethereal Plane, the caster can see and hear the
BESTOW CURSE (Necromancy) plane they originated from within 20 paces. The caster can only
Level: Clr 3, Wiz 3 Components: V, S affect and be affected by other creatures on the Ethereal Plane.
Casting Time: 1 action Duration: 1 minute Creatures on other planes can’t perceive or interact with the
Range: Touch Saving Throw: Negates caster unless they have the ability.
Touched creature must succeed on a Wisdom saving throw or
become cursed, the nature of which is selected from below. BLUR (Illusion)
• Select one ability score, while cursed all checks and saves Level: Wiz 2 Components: V
with that score are made at -2. Casting Time: 1 action Duration: Conc. (1 minute)
• While cursed, the target -2 to hit the caster. Range: Self Saving Throw: None
• While cursed, the target makes a Wisdom saving throw at Any creature attacking the caster must roll two dice and take the
the start of each of their turns, if failed target does nothing lower of the two. Any attacker not relying upon sight or can see
and wastes their turn. through illusions is immune to this spell.
• While the target is cursed, caster’s attacks and spells deal
+1d8 necrotic damage to the target. BURNING HANDS (Evocation)
A remove curse spell ends the curse. Level: Wiz 1 Components: V, S
Scaling: If cast using a spell slot of 4th level or higher, the Casting Time: 1 action Duration: Instantaneous
duration is concentration, up to 10 minutes, If a spell slot of 5th Range: Self (5 pace cone) Saving Throw: Half
level or higher, the duration is 8 hours. If a spell slot of 7th level Each creature in a 5 pace cone must make a Dexterity saving
or higher, the duration is 24 hours. If a 9th level spell slot, the throw or take 3d6 fire damage, half on a successful save. Fire
ignites untended flammables in the area. once-per-lifetime rite.
Scaling: When cast using a spell slot of 2nd level or higher, • Dedication. Touch one humanoid willing to enter your
damage increases by 1d6 for each slot level above 1st. deities’ service. For the next 24 hours, whenever the
target makes a saving throw, it adds +2 to the save. This
CALL LIGHTNING (Conjuration) is a once-per-lifetime rite.
Level: Clr 3 Components: V, S • Funeral Rite. Touch one corpse, for the next 7 days the
Casting Time: 1 action Duration: Instantaneous target cannot become undead by any means short of a
Range: 60 paces Saving Throw: None wish.
Summons a storm cloud in the shape of a cylinder 3 paces tall • Wedding. Touch two adult humanoids willing to wed.
with a 20 pace radius, centered on a point the caster can see. The For the next 7 days, each gains a +2 bonus to Defense
spell fails if the caster can’t see a point in the air where the storm when within 10 paces of one another. A creature can
cloud could appear. benefit from this rite again after being widowed.
Choose a point the caster can see under the cloud, each Material Component: 5 gp worth of powdered silver, which
creature within 2 paces of that point must make a Dexterity the spell consumes
saving throw taking 3d10 lightning damage on a failed save, half
on a successful save. On each of the caster’s turns, use an action CHARM PERSON (Enchantment)
to call down lightning, targeting the same point or a different Level: Wiz 1 Components: V, S
one. Casting Time: 1 action Duration: 1 hour
If outdoors in stormy conditions, the spell gives the caster Range: 10 paces Saving Throw: None
control over the existing storm instead of creating a one. The Target a humanoid creature must make a Wisdom saving throw,
spell’s damage increases by 1d10. +2 if caster or allies are fighting it. On a failed save, the target is
Scaling: When cast using a spell slot of 4th or higher level, charmed until the spell ends or until the caster or caster’s allies
the damage increases by 1d10 for each slot level above 3rd. harm the target.
Charmed creatures regard the caster as a friendly
CALM EMOTIONS (Enchantment) acquaintance. When the spell ends, the creature knows it was
Level: Clr 2 Components: V, S charmed by the caster.
Casting Time: 1 action Duration: Conc. (1 minute) Scaling: When cast using a spell slot of 2nd level or higher,
Range: 20 paces Saving Throw: Negates target one additional creature for each slot level above 1st. The
Each humanoid in a 6 pace radius sphere must make a Charisma creatures must be within 10 paces of each other when targeted.
saving throw. If failed, the caster chooses one of the following
two effects: CHILL TOUCH (Necromancy)
• Suppress. Any effect charming or frightening the target. Level: Wiz 0 Components: V, S
When the spell ends, any suppressed effect resumes Casting Time: 1 action Duration: 1 round
provided the duration has not expired. Range: 40 paces Saving Throw: Special
• Pacify. A hostile creature is made neutral, but not Caster makes a spell attack, a successful hit deals 1d8 necrotic
necessarily friendly. The indifference ends if the target is damage and prevents the target from regaining hit points till the
attacked or harmed or if it observes its allies being harmed. start of the caster’s next turn.
When the spell ends, the pacified creature becomes hostile Undead struck must make a Wisdom save or flee for
again, unless the GM rules otherwise. 1d4+caster ability mod rounds.
Scaling: Damage increases at 5th level (2d8), 11th level
CAUSE FEAR (Necromancy) (3d8), and 17th level (4d8).
Level: Wiz 1 Components: V, S
Casting Time: 1 action Duration: Conc. (1 minute) CHROMATIC ORB (Evocation)
Range: 20 paces Saving Throw: Negates Level: Wiz 1 Components: V, S, M
Target must succeed on a Wisdom saving throw or become Casting Time: 1 action Duration: Instantaneous
frightened of you until the spell ends. The frightened target Range: 30 paces Saving Throw: None
rerolls its save at the end of each of its turns to end the effect. Choose acid, cold, fire, lightning, poison, or sonic then make
Scaling: When cast using a spell slot of 2nd level or higher, a ranged spell attack against the target. If the attack hits, the
target one additional creature for each slot level above 1st. Target creature takes 3d8 damage of the type chosen.
creatures must be within 10 paces of each other. Scaling: When cast using a spell slot of 2nd level or higher,
the damage increases by 1d8 for each slot level above 1st.
CEREMONY (Abjuration) Material Component: a diamond worth at least 50 gp
Level: Clr 1 Components: V, S, M
Casting Time: 1 hour Duration: Instantaneous CLAIRVOYANCE (Divination)
Range: 3 paces Saving Throw: None Level: Clr 3, Wiz 3 Components: V, S, M
Caster chooses one of the following magical rites to enact: Casting Time: 10 minutes Duration: 10 minutes
Atonement. Touch one willing creature whose alignment has Range: 1 mile Saving Throw: None
changed and make a DC 20 Wisdom check. If successful, restore Creates an invisible sensor at a location familiar to the caster or
the target to its original alignment. in an obvious but unfamiliar location such as on the other side of
Bless Water. Contents of touched vial of water transforms into a wall. The sensor is immobile and can’t be attacked or otherwise
holy water. interacted with.
• Coming of Age. Touch one young adult humanoid. For When cast, choose seeing or hearing. The caster may use the
the next 24 hours, all ability checks gain +2. This is a chosen sense through the sensor as if they were in its space. As
an action, the caster may switch between seeing and hearing. Caster conjures a magical flame equivalent to a torch in
Creatures perceiving the sensor via see invisibility or brightness. There is no heat, smoke, and doesn’t consume air. The
truesight see the the fist-sized orb. effect can be covered or hidden but not smothered or quenched.
Material Component: a focus worth at least 100 gp, either a Material Component: ruby dust worth 50 gp is consumed.
jeweled horn for hearing or a glass eye for seeing
CREATE FOOD & WATER (Conjuration)
COLOR SPRAY (Illusion) Level: Clr 3 Components: V, S
Level: Wiz 1 Components: V, S, M Casting Time: 1 action Duration: Instantaneous
Casting Time: 1 action Duration: 1 round Range: 10 paces Saving Throw: None
Range: Self (5 pace cone) Saving Throw: None Creates 45 pounds of food and 30 gallons of water, enough for
Roll 6d10 to determine the maximum number of hit points of fifteen humanoids or five mounts for 24 hours. The provisions
creatures affected. Creatures in a 5 pace cone originating from appear on the ground or in containers. The food is nourishing
caster are affected in ascending order of their current hit points. but bland. If uneaten food spoils after 24 hours, the water does
Unconscious and sightless creatures are immune. not go bad.
Starting with the creature with the lowest current hit points,
each creature affected by this spell is blinded for the duration. CREATE/DESTROY WATER (Conjuration)
Subtract each creature’s hit points from the total before moving Level: Clr 1 Components: V, S, M
on to the creature with the next lowest hit points. A creature’s hit Casting Time: 1 action Duration: Instantaneous
points must be equal to or less than the remaining total for the Range: 10 paces Saving Throw: None
creature to be affected. Creates up to 10 gallons (30 cubic feet) of potable water within
Scaling: When using a spell slot of 2nd level or higher, roll range of an open container. Alternatively, rain falls in a 10 pace
an additional 2d10 for each slot level above 1st. cube; flames in the area are extinguished.
Material Component: a pinch of powder or sand that is The reverse destroys 10 gallons (30 cubic feet) of water in an
colored red, yellow, and blue open container within range. The spell destroys fog in a 10 pace
cube.
COMMAND (Abjuration) Note: Conjuration spells can’t create substances or objects
Level: Clr 1 Components: V within a creature.
Casting Time: 1 round Duration: 1 round Material Component: a drop of water for creating or a pinch
Range: 20 paces Saving Throw: Negates (Wis) of sand for destroying.
Caster speaks a one-word command at a creature who has to
make a Wisdom saving throw or follow the command on its next CURE WOUNDS (Necromancy)
turn. Undead and similar creatures are immune. The target must Level: Clr 1 Components: V, S
understand the caster’s language. The command cannot compel Casting Time: 1 action Duration: Instantaneous
the target to be harmed. If the target can’t follow the command, Range: Touch Saving Throw: None
the spell ends. A creature regains hit points equal to 1d8 + your spellcasting
Some typical commands follow but the GM is free to ability modifier. This spell has no effect on undead or constructs.
consider other potentials: Scaling: When cast using a spell slot of 2nd level or higher,
• Approach. The target approaches the caster by the shortest the healing increases by 1d8 for each slot level above 1st.
and most direct route, ending its turn if within 2 paces.
• Drop. The target drops what it’s holding and ends its turn.
• Flee. The target moves away from the caster as fast as DANCING LIGHTS (Evocation)
possible. Level: Wiz 0 Components: V, S
• Grovel. The target falls prone and ends its turn. Casting Time: 1 action Duration: Conc. (1 minute)
• Halt. The target is immobile and takes no actions. A flying Range: 40 paces Saving Throw: No
creature remains airborne if it is able and only moves if it Creates up to four hovering torch-sized lights or one medium-
must to stay aloft, moving the minimum distance to do so. sized light. Each light sheds dim light in a 3 pace radius. As a
Scaling: When cast using a spell slot of 2nd level or higher, bonus action, move the lights up to 20 paces. A light must be
affect one additional creature for each slot level above 1st. Targets within 6 paces of another light created by this spell
must be within 10 paces of each other. Material Component: a bit of phosphorus or wychwood, or
a glowworm
COMPREHEND LANGUAGES (Divination) (Ritual)
Level: Wiz 1 Components: V, S, M DARKNESS (Evocation)
Casting Time: 1 action Duration: 1 hour Level: Wiz 2 Components: V, M
Range: Self Saving Throw: None Casting Time: 1 action Duration: Conc. (10 minutes)
The caster understands any tongue or script. It takes about Range: 20 paces Saving Throw: None
1 minute to read one page of text. This spell doesn’t decode Magical darkness appears in a 3 pace sphere. Darkvision does
messages or codes. not penetrate the effect and nonmagical light can’t illuminate it.
Material Component: a pinch of soot and salt If cast on an object, the darkness emanates from the object
and moves with it. Covering the object blocks the darkness.
CONTINUAL FLAME (Evocation) When interacting with light created by a spell of 2nd level or
Level: Wiz 2 Components: V, S, M lower, the spell creating the light is dispelled.
Casting Time: 1 action Duration: Until dispelled Material Component: bat fur and a drop of pitch or piece of
Range: Touch Saving Throw: None coal
DAYLIGHT (Evocation) the caster shifts their attention to another creature, the creature
Level: Clr 0 Components: V, S can use its action to make an Intelligence check contested by the
Casting Time: 1 action Duration: 1 hour caster’s Intelligence check; if the creature succeeds, the spell ends.
Range: 20 paces Saving Throw: None This spell detects the presence of unseen thinking creatures.
Summons a 20 pace radius sphere of light at a point chosen by The caster can search for thoughts within 10 paces. The spell
the caster. The sphere sheds bright light to 20 paces and dim light penetrates barriers but 2 feet of rock, 2 inches of any metal other
for an additional 20 paces. than lead, or a thin sheet of lead blocks the spell. Creatures with
The spell can be cast on a held object and moves with it. Intelligence 3 or lower or those lacking a spoken language cannot
Completely covering the object blocks the light. be detected.
This spell dispels any area of darkness from a spell of 3rd Material Component: a copper piece
level or less upon contact.
DISGUISE SELF (Illusion)
DETECT GOOD/EVIL (Divination) Level: Wiz 1 Components: V, S
Level: Clr 1 Components: V, S Casting Time: 1 action Duration: 1 hour
Casting Time: 1 action Duration: 10 minutes Range: Self Saving Throw: Negates (Int)
Range: 10 paces Saving Throw: None Caster’s appearance along with all clothing, armor, weapons, and
The caster detects aberrations, celestials, elementals, fey, belongings are altered. The caster may seem one foot taller or
fiends, or undead within 10 paces as well as their location. The shorter, thin, fat, or in between. Morphology is unchanged, the
caster also knows if a place or object within 10 paces has been number of limbs remains unchanged.
magically consecrated or desecrated. This is an illusion not a figment and changes may not hold
The spell penetrates most barriers, but it is blocked by 1 foot up to physical inspection, roll Intelligence check against the
of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet caster’s spell save DC to detect the ruse.
of wood or dirt.
DISPEL MAGIC (Abjuration)
DETECT MAGIC (Divination) (Ritual) Level: Clr 3, Wiz 3 Components: V, S
Level: Clr 1, Wiz 1 Components: V, S Casting Time: 1 action Duration: Instantaneous
Casting Time: 1 action Duration: Conc. (10 minutes) Range: 40 paces Saving Throw: None
Range: Self (10 paces) Saving Throw: None Choose one creature, object, or magical effect, any spell of level 3
Detects the presence of magical auras within a 10 pace sphere, or lower is dispelled.
centered on the caster. Spend an action and roll Intelligence Spells of 4th level or higher on the target, caster rolls 1d20
(wizards) or Wisdom (clerics) DC 20 to determine the spell, adding their Spellcasting Ability versus the opposing spellcaster’s
likely source, magical school, intensity, etc. Rolling DC 15+ Spellcasting Ability. If unknown, assume the target caster’s ability
yields a few clues. is 10+level of spell. If successful, the spell ends.
The spell penetrates barriers, but 1 foot of stone, 1 inch of Scaling: When cast using a spell slot of 4th level or higher,
common metal, a thin sheet of lead, or 3 feet of wood or dirt automatically dispel any spell on the target if the spell level is
blocks it. equal to or less than the level of the spell slot used.

DETECT POISON OR DISEASE (Divination) DISRUPT UNDEAD (Necromancy)


Level: Clr 1, Wiz 1 Components: V, S, M Level: Wiz 0 Components: V, S
Casting Time: 1 action Duration: Instantaneous Casting Time: 1 action Duration: Instantaneous
Range: Self (10 paces) Saving Throw: None Range: 10 paces Saving Throw: None
Detects the presence and location of poisons, venomous and Ranged ray spellcasting attack deals 1d6 points of damage to
poisonous creatures, or diseases and diseased creatures or objects undead.
within a 10 pace sphere centered on the caster. On a successful
Wisdom check (DC 20) caster knows the exact poison or disease. ENLARGE OR REDUCE (Transmutation)
The spell penetrates barriers, but 1 foot of stone, 1 inch of Level: Wiz 2 Components: V, S, M
common metal, a thin sheet of lead, or 3 feet of wood or dirt Casting Time: 1 action Duration: Conc. (1 minute)
blocks it. Range: 10 paces Saving Throw: Negates (Con)
Material Component: a yew leaf Choose either a creature or an untended object. If the target
is unwilling, it is entitled to Constitution saving throw, on a
DETECT THOUGHTS (Divination) success, the spell has no effect.
Level: Wiz 2 Components: V, S, M If a creature, everything worn and carried changes size with
Casting Time: 1 action Duration: Conc. (1 minute) it. Any item dropped by an affected creature immediately returns
Range: Self Saving Throw: Negates (Wis) to normal size.
The caster uses an action to read the thoughts of a single creature • Enlarge. The target’s size doubles and its weight multiplies
within 10 paces. Creatures of Intelligence 3 or less or lack a by eight, size increases by one category (medium to large).
spoken language are immune. If the space is insufficient for growth, the target fills the
As an action, the caster may pick a different creature or space available. The target gains +4 Strength and enlarged
probe deeper. A creature targeted by the deeper probe must weapons attacks deal +1d4 damage.
make a Wisdom save, if it fails, the caster gains insight into its • Reduce. The target’s size is halved and its weight is reduced
reasoning, emotional state, and what’s occupying its mind. If to one-eighth of normal, size reduces by one category.
successful, the spell ends. Target loses 4 Strength and shrunk weapons 1d4 less
The target knows the caster is probing their mind. Unless damage (this can’t reduce the damage below 1).
Material Component: a pinch of powdered iron familiar’s senses as an action. While doing so the caster is deaf
and blind.
EXPEDITIOUS RETREAT (Transmutation) The caster can temporarily banish their familiar to a pocket
Level: Wizard 1 Components: V, S dimension; summoning the familiar from the pocket dimension
Casting Time: 1 bonus action Duration: Conc. (10 minutes) takes an action and the familiar appears within 10 paces of the
Range: Self Saving Throw: None caster.
The caster receives a bonus Dash action on each of their turns. Casters can only have one familiar at a time. The familiar’s
form can be reconfigured if the spell is recast.
FEAR (Illusion) Familiars can deliver touch spells on behalf of the caster. The
Level: Wiz 3 Components: V, S, M familiar must be within 30 paces of the caster and must use its
Casting Time: 1 action Duration: 1 minute Reaction to do so. If the spell requires an attack roll, use the
Range: Self Saving Throw: Negates (Wis) caster’s spellcasting attack bonus.
Every creature in a 10 pace cone must succeed on a Wisdom Material Component: 10 gp worth of charcoal, incense, and
saving throw or be frightened and drop whatever they are herbs that must be consumed by fire in a brass brazier
holding.
While frightened, a creature must take the Dash action away FIND TRAPS (Divination)
from the caster by the safest route on each of its turns. If there is Level: Clr 2 Components: V, S
nowhere to move to the target adopts a Full Defense stance. The Casting Time: 1 action Duration: Instantaneous
creature may make a Wisdom saving throw if they end their turn Range: 40 paces Saving Throw: None
unable to see the caster. On a successful save, the spell ends for The caster senses the presence of any trap within line of sight
that creature. and range. A trap is any mechanism inflicting a sudden and
Material Component: a white feather or the heart of a hen unexpected harmful effect including mechanical traps as well as
various spells such as alarm and glyph of warding but it will not
FEATHER FALL (Transmutation) detect natural or circumstantial hazards.
Level: Wizard 1 Components: V, M The spell reveals the presence of the trap as well as its general
Casting Time: 1 reaction Duration: 1 minute nature and danger but not the location.
Range: 20 paces Saving Throw: None
Choose up to five falling creatures. Target’s rate of descent slows FIREBALL (Evocation)
to 20 paces per round. Level: Wiz 3 Components: V, S, M
If the creature lands before the spell ends, it lands on its feet Casting Time: 1 action Duration: Instantaneous
and takes no falling damage; the spell ends for that creature. Range: 50 paces Saving Throw: Half (Dex)
Material Component: a small feather or piece of down Each creature in a 6 pace radius sphere must make a Dexterity
saving throw, taking 8d6 fire damage on a failed save, save for
FEIGN DEATH (Enchantment) half. The fire ignites untended flammable objects.
Level: Wiz 0 Components: V, S Scaling: When cast using a spell slot of 4th level or higher,
Casting Time: 1 action Duration: Instantaneous the damage increases by 1d6 for each slot level above 3rd.
Range: 20 paces Saving Throw: None Material Component: a tiny ball of bat guano and sulfur
A touched willing creature is put into a dormant state
indistinguishable from death. FIREBOLT (Evocation)
Until the caster uses an action to touch the target to dismiss Level: Wiz 0 Components: V, S
the spell, the target appears dead even to spells determining the Casting Time: 1 action Duration: Instantaneous
target’s status. The target is insensate and immobile. If poisoned Range: 40 paces Saving Throw: None
or diseased when the spell is cast, or if the target becomes Make a spellcasting attack, on a hit target takes 1d10 fire damage.
poisoned or diseased after the spell is cast, the poison or disease Flammables targeted may ignite.
is delayed until the spell ends. Scaling: Damage increases at 5th level (2d10), 11th level
Material Component: a pinch of graveyard dirt (3d10), and 17th level (4d10).

FIND FAMILIAR (Conjuration) (Ritual) FLAMING SPHERE (Conjuration)


Level: Wiz 1 Components: V, S, M Level: Wiz 2 Components: V, S, M
Casting Time: 1 hour Duration: Instantaneous Casting Time: 1 action Duration: Conc. (1 minute)
Range: 3 paces Saving Throw: None Range: 20 paces Saving Throw: Half (Dex)
Caster summons and binds a spirit (celestial, fey, or fiend) into a Conjures a 3 ft. sphere in an unoccupied space within range. Any
mundane animal form of their choosing: bat, cat, fox,, crab, owl, creature ending its turn within a pace of the sphere takes 2d6 fire
frog or toad, hawk, lizard, venomous snake, rat, raven, spider, or damage, Dexterity save for half.
weasel. As a bonus action, the caster moves the sphere up to 10 paces, if
The familiar is an independent entity but it obeys the caster’s the sphere collides with a creature it takes fire damage unless a
commands. Familiars are all too small and frail to be effective in saving throw is made. The sphere stops moving whether it hits
combat (causing 1d2 damage, Defense 13, 1 hp per caster level) or not.
but the familiar can take actions appropriate to the type, i.e. foxes The sphere may roll up barriers up to 5 ft tall and jump
are stealthy, frogs can swim, birds can fly, etc. distances up to 3 paces wide. The sphere ignites untended
When a familiar drops to 0 hp its vessel instantly dissolves. (uncarried or unworn) flammables and sheds bright light in a 6
The caster may communicate telepathically with their pace radius and dim light for an additional 6 pace radius.
familiar within 30 paces and can sense the world through the Scaling: When cast using a spell slot of 3rd level or higher,
the damage increases by 1d6 for each slot level above 2nd. Transform a willing creature, along with everything it’s wearing
Material Component: a bit of tallow, a pinch of brimstone, and carrying, into mist. The spell ends if the creature drops to 0
and a dusting of powdered iron hit points. Incorporeal creatures are immune to the spell.
While in this form, target has a fly Speed 3 paces. The target
FLARE (Evocation) can enter and occupy the space of another creature. The target
Level: Wiz 0 Components: V, S has resistance to nonmagical damage, and it has +2 on Strength,
Casting Time: 1 action Duration: Conc. (1 minute) Dexterity, and Constitution saving throws. The target may slip
Range: 10 paces Saving Throw: Fortitude through small holes, openings, and cracks: liquids are treated as
Target a single creature, Constitution save to avoid -1 to attacks solids. The target cannot fall and hovers in the air when stunned
and sensory checks for the duration. or otherwise incapacitated.
The target can’t talk or manipulate objects, any objects it
FLOATING DISK (Conjuration) (Ritual) was carrying or holding can’t be dropped, used, or otherwise
Level: Wiz 1 Components: V, S, M interacted with. The target cannot attack or cast spells.
Casting Time: 1 action Duration: 1 hour Material Component: a bit of gauze and a wisp of smoke
Range: 30 feet Saving Throw: None
The caster summons a circular, horizontal plane of force, 1 pace GHOST SOUND (Evocation)
in diameter and 1 inch thick, floating 3 feet above the ground Level: Wiz 0 Components: V, S, M
in an unoccupied space. The disk holds up to 500 pounds, if Casting Time: 1 action Duration: Instantaneous
exceeded the disk disappears and everything falls to the ground. Range: 10 paces Saving Throw: Wisdom in
The disk is idle when within 6 paces of the caster, if the interacted with.
cater moves further away the disk follows. The disk easily hovers Create sound equal in volume to four human voices. This spell
over uneven terrain, up or down stairs, and slopes but cannot can enhance the silent image spell.
negotiate elevation changes exceeding 3 paces. Material Component: a bit of wool or a small lump of wax.
The spell ends if the caster is further than 30 paces from the disk.
Material Component: a drop of mercury. GLYPH OF WARDING (Abjuration)
Level: Clr 3, Wiz 3 Components: V, S, M
FLY (Transmutation) Casting Time: 1 hour Duration: Special
Level: Wiz 3 Components: V, S, M Range: Touch Saving Throw: Dex Save
Casting Time: 1 action Duration: Instantaneous A glyph is inscribed on a surface or within a closeable object to
Range: Touch Saving Throw: None conceal the magic. The glyph may cover an area no larger than
A touched willing creature gains flying Speed 20 paces. When 3 paces in diameter. If the surface or object is moved more than
the spell ends, an aloft target falls to the ground unless it can stop 3 paces feet from where the spell was cast the spell ends without
itself. triggering.
Scaling: When you cast this spell using a spell slot of 4th The glyph is subtle, requiring a successful Intelligence check
level or higher, you can target one additional creature for each against the caster’s spell save DC to spot.
slot level above 3rd. The caster determines what triggers the glyph when the spell
Material Component: a wing feather from any bird is cast, triggers include touching or standing on the glyph,
removing an object covering the glyph, approaching within a
FOG CLOUD (Conjuration) certain distance, or manipulating the inscribed object or surface.
Level: Wiz 1 Components: V, S For glyphs inscribed within an object, common triggers
Casting Time: 1 action Duration: Conc. (1 hour) include opening the object, approaching within a certain
Range: 40 paces Saving Throw: None distance, or seeing the glyph. Once a glyph is triggered, this spell
Creates a 6 pace radius sphere of dense fog. The fog dissipates in ends.
a moderate or greater wind (10+ mph). The trigger can be refined so the spell activates only under
Scaling: When cast using a spell slot of 2nd level or higher, certain circumstances or according to physical characteristics
the radius of the fog increases by 6 paces for each slot level above (such as height or weight), creature kind (for example, the ward
1st. could be set to affect aberrations or drow), or alignment. The
caster may also set conditions for creatures that don’t trigger the
FRIENDS (Enchantment) glyph, such as those who say a certain password.
Level: Wiz 0 Components: S, M The caster chooses explosive runes or a spell glyph when the
Casting Time: 1 action Duration: Conc. (1 minute) spell is cast.
Range: Self Saving Throw: None • Explosive Runes: When triggered, the glyph discharges a 6
Gain +2 on all Charisma checks against one non-hostile pace radius sphere of energy (acid, cold, fire, lightning, or
creature. When the spell ends, the target knows they have been sonic chosen at the time of casting) centered on the glyph.
manipulated by magic and becomes hostile, possibly attacking Each creature in the area must make a Dexterity saving
the caster. Other creatures may seek vengeance. throw, those failing take 5d8 damage, half on a successful
Material Component: a small amount of makeup applied to save.
the face as this spell is cast. • Spell Glyph: Caster stores a prepared spell of 3rd level or
lower into the glyph at the time of casting. The spell targets
GASEOUS FORM (Transmutation) a single creature or an area, remaining dormant until the
Level: Wiz 3 Components: V, S, M glyph is triggered. If the spell has a target, the creature
Casting Time: 1 action Duration: Instantaneous triggering the glyph is the target. If the spell affects an area,
Range: Touch Saving Throw: None the area is centered on the creature. If the spell summons
hostile creatures, creates harmful objects or traps, they A creature is overcome with laughter unless they succeed in a
appear as close as possible to the triggering creature and Wisdom save. If failed, the target falls prone and is incapacitated
attack it. If the spell requires concentration, it lasts until the for the duration. Creatures of Intelligence 4 or less are unaffected
end of its full duration. by this spell.
Scaling: When cast using a spell slot of 4th level or higher, The creature is entitled to another save at the end of its turn and
the damage of an explosive runes glyph increases by 1d8 for each whenever it takes damage. The creature gains +2 to the Wisdom
slot level above 3rd. When creating a spell glyph, the caster stores save if damaged. The spell ends on a successful save.
any spell of up to the same level as the slot used for the glyph of Material Component: tiny tarts and a feather that is waved
warding. in the air
Material Component: incense and powdered diamond
worth at least 200 gp, which is consumed when the spell is cast. HOLD PERSON (Enchantment)
Level: Wiz 2 Components: V, S, M
GREASE (Conjuration) Casting Time: 1 action Duration: Conc. (1 minute)
Level: Wiz 1 Components: V, S, M Range: 20 paces Saving Throw: Wisdom
Casting Time: 1 action Duration: 1 minute One humanoid creature must make a Wisdom saving throw or
Range: 20 paces Saving Throw: Negates (Dex) be paralyzed. At the end of each of the target’s turns, they may
Viscous lubricant covers an area 3 paces on a side and is difficult attempt another Wisdom saving throw. On a success, the spell
terrain. Creatures standing in the area or moving through the ends on the target.
area must pass a Dexterity save for fall prone. Scaling: When cast using a spell slot of 3rd level or higher,
Material Component: a bit of pork rind or butter target one additional humanoid for each slot level above 2nd.
Targets must be within 10 paces of each other.
GUIDANCE (Divination) Material Component: a small, straight piece of iron
Level: Clr 0 Components: V, S
Casting Time: 1 action Duration: Slpecial (see below) HYPNOTIC PATTERN (Illusion)
Range: Touch Saving Throw: None Level: Wiz 3 Components: S, M
The caster must touch its target; target recieves a +2 bonus on a Casting Time: 1 action Duration: 1 minute
single attack roll, saving throw, or ability check. It must choose to Range: 40 paces Saving Throw: Wis
use the bonus before rolling. Each creature within a 10 pace cube must make a Wisdom saving
The spell lasts 1 minute or until it has been discharged. throw, on a failure the creature is charmed. While charmed the
creature is incapacitated and has a Speed of 0.
GUST OF WIND (Evocation) The spell ends for an affected creature when it takes any damage
Level: Wiz 2 Components: V, S, M or if another creature uses an action to shake the affected out of
Casting Time: 1 action Duration: Conc. (1 minute) the stupor.
Range: Self Saving Throw: Special Material Component: a glowing stick of incense or a crystal
The caster directs a line of intense wind 20 paces long and 2 vial filled with phosphorescent material
paces wide. Each creature caught in the blast must make a
Strength saving throw or be pushed 5 paces away from the caster IDENTIFY (Divination) (Ritual)
following the line. Level: Wiz 1 Components: V, S, M
Any creature blast must spend 2 paces for every pace Casting Time: 1 minute Duration: Instantaneous
moving towards the caster. Range: Touch Saving Throw: None
The wind disperses gasses and vapors, extinguishes candles, When cast any magical properties, charges, spells used in the
torches, and unprotected flames. It causes protected flames, such construction and possessed by a magic item or magic-imbued
as those of lanterns to go out 50% of the time. object are revealed to the caster.
As a bonus action, the caster can change the direction of the If cast on a touched creature, any spells affecting it are revealed.
gust. Material Component: a pearl worth at least 100 gp and an
Material Component: a legume seed owl feather

HASTE (Transmutation) ILLUSORY SCRIPT (Illusion)


Level: Wiz 3 Components: V, S, M Level: Wiz 1 Components: S, M
Casting Time: 1 action Duration: 1 minute Casting Time: 1 minute Duration: 10 days
Range: 10 paces Saving Throw: None Range: Touch Saving Throw: None
Willing creature’s Speed is doubled, gains a +2 bonus to Defense, Caster inscribes a potent illusion on parchment, paper, or other
+2 on Dexterity saves, and gains an additional action on each suitable writing surfaces. The text can be in any language known
turn. That action can be used only to take the Attack (one by the caster. The caster and any creatures designated by them
weapon attack only), Dash, Disengage, Hide, or Use an Object can read and understand the writing. Any creature other than
action. When the spell ends, the target is lethargic and loses their the caster or those designated sees the script as unintelligible
next turn. gibberish.
Material Component: a shaving of licorice root When dispelled the script and illusion disappear. Creatures
with truesight can read the hidden message.
HIDEOUS LAUGHTER (Enchantment) Material Component: a lead-based ink worth at least 10 gp,
Level: Wiz 1 Components: V, S, M which the spell consumes
Casting Time: 1 action Duration: Conc. (1 minute)
Range: 10 paces Saving Throw: Wisdom
INFLICT WOUNDS (Necromancy) The target can be moved up or down up to 6 paces by the caster.
Level: Clr 1 Components: V, S If the caster is the target, they may move up or down as part of
Casting Time: 1 action Duration: Instantaneous their move. Moving the caster or target takes an action.
Range: Touch Saving Throw: None If the target is still aloft when the spell ends, they float to the
Make a melee spell attack against a creature, on a hit the target ground.
takes 3d10 necrotic damage. Material Component: a small leather loop or a piece of
Scaling: When you cast this spell using a spell slot of 2nd golden wire bent into a cup shape with a long shank on one end
level or higher, the healing increases by 1d10 for each slot level
above 1st. LIGHT (Evocation)
Level: Clr 0, Wiz 0 Components: V, M/DF
INVISIBILITY (Illusion) Casting Time: 1 action Duration: 1 hour
Level: Wiz 2 Components: V, S, M Range: Touch Saving Throw: Negates (Dex)
Casting Time: 1 action Duration: Conc. (1 minute) A touched object no larger than 10 ft. on a side, sheds bright light
Range: Touch Saving Throw: None as a torch, 6 pace radius. Dim light extends a a further 6 pace
A touched creature, along with everything they’re carrying and radius. Color is chosen by the caster, completely covering the
wearing, turns invisible. The spell ends when the target attacks or object blocks the light.
casts a spell. A light spell counters and dispels a darkness spell of an equal or
Scaling: When you cast this spell using a spell slot of 3rd lower level. Casting the cantrip a second time cancels the first.
level or higher, you can target one additional creature for each Material Component: firefly (living or dead) or a piece of
slot level above 2nd. phosphorescent moss.
Material Component: an eyelash encased in gum arabic
LIGHTNING BOLT (Evocation)
JUMP (Transmutation) Level: Wiz 3 Components: V, S, M
Level: Wiz 1 Components: V, S, M Casting Time: 1 action Duration: Instantaneous
Casting Time: 1 action Duration: 1 minute Range: 30 paces Saving Throw: Half (Dex)
Range: Touch Saving Throw: None Caster releases lightning in a line 30 paces long and 1 pace wide.
The touched creature’s jump distance is tripled. Each creature in the line must make a Dexterity saving throw,
Material Component: a grasshopper’s hind leg taking 8d6 lightning damage, save for half.
The lightning ignites untended flammable objects in the area.
KNOCK (Transmutation) Scaling: When cast using a spell slot of 4th level or higher,
Level: Wiz 2 Components: V damage increases by 1d6 for each slot level above 3rd.
Casting Time: 1 action Duration: Instantaneous Material Component: a bit of fur and a rod of amber,
Range: 20 paces Saving Throw: None crystal, or glass
Choose an object: a door, a box, a chest, a set of manacles, a
padlock, or another object with a mundane or magical means LOCATE OBJECT (Divination)
of preventing access. The object becomes unlocked, unstuck, or Level: Wiz 2 Components: V, S, M
unbarred. If there are multiple locks, only one is unlocked. Casting Time: 1 action Duration: Conc. (1 minute)
If the object bears an arcane lock, the spell is suppressed for Range: Self Saving Throw: None
10 minutes and can be opened normally. Describe or name a familiar object. The caster senses the
When cast, a booming knock emanates from the object and is direction of the object so long as it’s within 300 paces. The caster
audible from up to 100 paces. knows if the object is moving.
A familiar object is one the caster has seen within 30 ft at
LESSER RESTORATION (Abjuration) least once. Alternatively, the spell locates the nearest object of
Level: Clr 2 Components: V, S a particular kind, such as a certain kind of apparel, jewelry,
Casting Time: 1 action Duration: Instantaneous furniture, tool, or weapon.
Range: Touch Saving Throw: None This spell does not penetrate lead, even a thin sheet blocks
Removes one disease or one condition afflicting it. The condition the spell.
can be blinded, deafened, paralyzed, or poisoned. The spell Material Component: a forked twig
eliminates the fatigue condition and reduces exhausted to
fatigued. Alternatively, the spell restores up to 1d4 ability MAGE ARMOR (Abjuration)
damage. Level: Wiz 1 Components: V, S, M
The spell does not restore lost negative levels, for that Casting Time: 1 action Duration: 8 hours
Greater Restoration (Cleric 4) must be used. Range: Touch Saving Throw: None
The touched creature gains +3 armor bonus, this armor bonus
LEVITATE (Transmutation) does not stack with worn or natural armor.
Level: Wiz 2 Components: V, S, M Material Component: a piece of cured leather
Casting Time: 1 action Duration: Conc. (10 minutes)
Range: 20 paces Saving Throw: Negates (Con) MAGE HAND (Conjuration)
A creature or untended object weighing up to 500 lbs rises Level: Wiz 0 Components: V, S
vertically 6 paces. An unwilling target resists with a Constitution Casting Time: 1 action Duration: Conc. (1 minute)
saving throw. Range: 10 paces Saving Throw: None
The target must move by pushing or pulling against a solid A spectral hand moves and carries up to 10 lbs up to 10 paces
surface at the usual climbing Speed, usually half normal Speed. away. The spell cannot attack or activate magic items.
MAGIC AURA (Illusion) The trigger can be general or specific but must be based on
Level: Wiz 2 Components: V, S, M visual or audible conditions occurring within 10 paces of the
Casting Time: 1 action Duration: Until dispelled object.
Range: Touch Saving Throw: None Material Component: a bit of honeycomb and jade dust
Target an object or willing creature bestowing one or both of the worth at least 10 gp is consumed.
following effects.
• False Aura. Change the magical target to appear non- MAJOR IMAGE (Illusion)
magical, or vice versa. If magical, change the aura so the Level: Wiz 3 Components: V, S, M
target reads as a different school. For objects, false magical Casting Time: 1 action Duration: Conc. (10 minutes)
auras can be apparent to any creature handling it. Range: 40 paces Saving Throw: None (see below)
• Mask. Change how the target reads for magical effects and Create an image of an object, creature, or some other visible
detecting creature types. The caster chooses a creature type, phenomenon no larger than a 6 pace cube. The image seems real,
other spells, and magical effects treat the target as if it were including sounds, smells, and temperature. The effects cannot
a creature of that type or of that alignment. inflict damage or conditions or other effects.
Material Component: a small square of silk The caster may use an action to move, alter, and fine-tune
the illusion so long as they remain within range.
MAGIC CIRCLE (Abjuration) The illusion lacks a touch component, any physical
Level: Clr 3, Wiz 3 Components: V, S, M interaction with the image reveals it to be an illusion. A creature
Casting Time: 1 minute Duration: 1 hour using its action to examine the image realizes it’s an illusion with
Range: 3 paces Saving Throw: Negates (Cha) a successful Intelligence check. When a creature perceives the
Creates a 3 pace radius, 6 pace tall cylinder of magical energy illusion for what it is, the creature sees through the image, and its
centered on the ground. other sensory qualities become faint.
Select one or more from the following types of creatures: Scaling: When cast using a spell slot of 6th level or
celestials, elementals, fey, fiends, or undead. The circle affects higher, the spell lasts until dispelled, without requiring caster
creatures of the chosen type in the following ways: concentration.
Creatures can’t willingly enter the cylinder by nonmagical Material Component: a bit of fleece
means. If the creature tries to use teleportation or interplanar
travel, it must first succeed on a Charisma save. MASS HEALING WORD (Evocation)
The creature is -2 to hit targets within the cylinder. Level: Clr 3 Components: V
Targets within the cylinder are immune to charm, Casting Time: bonus action Duration: Instantaneous
frightening, or possession by the creature. Range: 20 paces Saving Throw: None
When cast, the magic may be made to operate in reverse, Up to six creatures regain hit points equal to 1d4 + spellcasting
preventing creatures of the specified type from leaving the ability modifier. This spell has no effect on undead or constructs.
cylinder and protecting targets outside the cylinder. Scaling: When you cast this spell using a spell slot of 4th
Scaling: When cast using a spell slot of 4th level or higher, level or higher, the healing increases by 1d4 for each slot level
the duration increases by 1 hour for each slot level above 3rd. above 3rd.
Material Component: holy water or powdered silver and
iron worth at least 100 gp, which the spell consumes MELD INTO STONE (Transmutation)
Level: Clr 3 Components: V, S
MAGIC MISSILE (Evocation) Casting Time: 1 action Duration: 8 hours
Level: Wiz 1 Components: V, S Range: Touch Saving Throw: None
Casting Time: 1 action Duration: Conc. or 1 minute Caster steps into a rock or stone object or surface large enough
Range: 40 paces Saving Throw: None to fully contain their body; The caster and all carried equipment
The caster creates three glowing darts of magical force. The melds with the stone. The caster is, for all intents and purposes,
darts hit any target the caster can see, each dealing 1d4+1 invisible and undetectable by nonmagical senses.
force damage. The darts strike single or multiple targets The caster can’t see what occurs outside the object, and any
simultaneously as an action. Wisdom checks to hear outside it are made at -2. The caster
Scaling: When cast using a spell slot of 2nd level or higher, remains aware of the passage of time and can cast spells on
one more dart for each slot level above 1st is created. themselves. Caster may leave the stone where they entered it,
ending the spell.
MAGIC MOUTH (Illusion) Minor physical damage to the stone doesn’t harm the caster,
Level: Wiz 2 Components: V, S, M but partial destruction or a change in its shape (to the extent
Casting Time: 1 minute Duration: Until dispelled that caster no longer fits within it) expels the caster dealing 6d6
Range: 10 paces Saving Throw: None bludgeoning damage.
Choose a surface or untended object. The caster speaks the The stone’s complete destruction (or transmutation into a
message up to 25 words delivered over a period of 10 minutes or different substance) expels the caster dealing 50 bludgeoning
less. The caster states the trigger conditions and circumstances damage.
when casting the spell. When expelled, the caster falls prone in an unoccupied space
When triggered, an illusory mouth appears on the surface closest to where they entered the object.
or object and recites the message in the caster’s voice at the same
volume. The spell is programmed to trigger once and end or the
magic persists the magic mouth repeats the message whenever
the trigger occurs.
MENDING (Transmutation) The caster creates a phantasmal object, creature, or other
Level: Clr 1, Wiz 1 Components: V, S, M visible phenomena of their choice no larger than a 3 pace cube.
Casting Time: 1 minute Duration: Instantaneous The phantasm includes sound, temperature, and other stimuli
Range: Touch Saving Throw: None perceivable only to one creature.
This cantrip repairs one object (area up to one foot on a As an action, the target may scrutinize the phantasm with
side) without signs of repair. All parts of the object must be an Intelligence check vs. the spell save DC. If successful, the
present. Gamemasters may allow missing parts to show up as target sees through the illusion, and the spell ends.
imperfections resulting in fragility. While affected by the spell, the target treats the phantasm as
Repaired magic items and constructs are physically restored if it were real.
but the magic is gone. Belief in the phantasm may result in the target taking
Material Component: two lodestones damage from the illusion. A phantasm created to appear as a
Scaling: When cast using a spell slot of 2nd level or higher, creature will attack. Similarly, a phantasm of fire, a pool of acid,
double the dimension for each slot level above 1st. or lava will injure the target. Each round on the caster’s turn,
the phantasm deals 1d6 psychic damage to the target if in the
MESSAGE (Transmutation) phantasm’s area or within 1 pace of the phantasm. The target
Level: Wiz 0 Components: V, S, M perceives the damage as a type appropriate to the illusion.
Casting Time: 1 action Duration: 1 round Material Component: a bit of fleece
Range: 40 paces Saving Throw: None
Whisper a message while pointing in the general direction of PHANTOM STEED (Illusion)
a visible creature. Target hears the message and can reply in Level: Wiz 3 Components: V, S
a whisper. The message is sound only, the spell does not translate. Casting Time: 1 minute Duration: 1 hour
This is castable through objects but magical silence, 1 foot of Range: 10 paces Saving Throw: None
stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet Summons a Large quasi-real, horse like creature in an
of wood or dirt blocks the spell. unoccupied space. The mount is equipped with a saddle and tack
Material Component: a short piece of copper wire not used which vanishes if it is carried more than 3 paces from the steed.
in the casting. The creature is treated as a riding horse except it has a
Speed of 30 paces and can travel 10 miles in an hour, 13 miles
MIRROR IMAGE (Illusion) galloping. When the spell ends, the steed gradually fades giving
Level: Wiz 2 Components: V, S the rider 1 minute to dismount. The spell ends if the caster uses
Casting Time: 1 action Duration: 1 minute an action to dismiss it or if the steed takes any damage.
Range: Self Saving Throw: None
PRESTIDIGITATION (Transmutation)
Three illusory duplicates of the caster appear around the caster. Level: Wiz 0 Components: V, S
Each time the caster is targeted by an attack, the Player rolls 1d20 Casting Time: 1 action Duration: Up to 1 hour
determining if a duplicate is struck instead of the caster. Range: 3 paces Saving Throw: None
The caster peroform minor magical tricks. The minor effects
No Duplicates d20 Roll or higher include, but are not limited to:
3 6 • Create showy effects appealing to any of the five senses
2 8 • Light or snuff out a small flame up to a campfire in size
1 11 • Clean or soil an object up to 1 cubic foot
• Chill, warm, or flavor up to 1 cubic foot of nonliving
The duplicate’s Defense is 10 + caster’s Dex modifier. If material for 1 hour
the attack hits, the duplicate is destroyed. Only direct attacks • Change color, apply a small mark, or a symbol on an
targeting the caster can damage the duplicates, duplicates ignore object or a surface for 1 hour
other damage and effects. • Create a non-magical trinket or an illusory image no
Creatures not relying upon vision are unaffected by this larger than the caster’s hand lasting 1 round
spell or if it perceives illusions as false. The spell can be cast multiple times, combining up to three
non-instantaneous effects at a time.
NON-DETECTION (Abjuration)
Level: Wiz 3 Components: V, S, M PROTECTION FROM ENERGY (Abjuration)
Casting Time: 1 action Duration: 8 hours Level: Clr 3, Wiz 3 Components: V, S
Range: Touch Saving Throw: None Casting Time: 1 action Duration: 1 hour
A touched target is undetectable by divination magic. The target Range: Touch Saving Throw: None
can be a willing creature. a place, or an object no larger than 10 A touched willing creature has resistance to one damage type of
feet in any dimension. The target can’t be the target of divination the caster’s choice: acid, cold, fire, lightning, or sonic.
magic or powers or perceived through magical scrying sensors.
Material Component: a pinch of diamond dust worth 25 gp PROTECTION FROM GOOD/EVIL (Abjuration)
sprinkled over the target Level: Clr 1, Wiz 1 Components: V, S, M
Casting Time: 1 action Duration: Conc. (10 minutes)
PHANTASMAL FORCE (Illusion) Range: Touch Saving Throw: None
Level: Wiz 2 Components: V, S, M One willing touched creature is protected from: aberrations,
Casting Time: 1 action Duration: Conc. (1 minute) celestials, elementals, fey, fiends, and undead, attack rolls against
Range: 20 paces Saving Throw: Negates (Int) the protected creature are at -2.
The protected creature cannot be charmed, frightened, or Make a ranged spell attack against a target, a hit causes 2d8
possessed by the creatures listed above. If already charmed, poison damage and must make a Constitution save. If failed, the
frightened, or possessed the target gains +2 on saves against target takes -2 to attacks and ability checks until the end of the
those effects. caster’s next turn.
Material Component: holy water, powdered silver, and iron, Scaling: When cast using a spell slot of 2nd level or higher,
which the spell consumes the damage increases by 1d8 for each slot level above 1st.

PROTECTION FROM POISON (Abjuration) REMOVE CURSE (Abjuration)


Level: Cleric 2 Components: V, S Level: Clr 3, Wiz 3 Components: V, S
Casting Time: 1 action Duration: 1 hour Casting Time: 1 action Duration: Instantaneous
Range: Touch Saving Throw: None Range: Touch Saving Throw: None
The caster touches a character, if poisoned the poison or venom Caster’s touch removes all curses on a creature or object. If
is neutralized. If more than one poison or venom is present, the the object is a cursed magic item, the curse remains, but the
caster neutralizes one known toxin or neutralizes one at random. connection to the cursed so the object can be removed or
The target gains +2 to saving throws against poison and takes discarded.
half damage from toxins.
RESISTANCE (Abjuration)
PURIFY FOOD & DRINK (Transmutation) (Ritual) Level: Clr 0, Wiz 0 Components: V, S, M/DF
Level: Clr 0 Components: V, S Casting Time: 1 action Duration: (1 minute)
Casting Time: 1 action Duration: Instantaneous Range: Touch Saving Throw: None
Range: 3 paces Saving Throw: None The touched target gains +2 bonus on all saving throws. It must
Any Food and/or water in a 2 pace radius sphere is made edible choose to use the bonus before making the roll to which it
and potable. Poison and disease are removed from all non- applies. After using the bonus, the spell ends.
magical food and drink within the area. Material Component: A miniature cloak.

PYROTECHNICS (Transmutation) REVIVIFY (Necromancy)


Level: Wiz 2 Components: V, S Level: Clr 3 Components: V, S, M
Casting Time: 1 action Duration: Conc. (1 minute) Casting Time: 1 action Duration: Instantaneous
Range: 20 paces Saving Throw: Constitution Range: Touch Saving Throw: None
The caster may extinguish fire in an area up to 1 pace cubed. A creature dead for less than 1 minute returns to life with 1 hit
Alternatively, the caster may trigger the fireworks or smoke point. Creatures dead from old age and natural causes remain
effect, see below. dead. The spell does not restore missing or severed body parts.
• Fireworks. The target explodes in sound and colors. Each Material Component: diamonds worth 300 gp, which the
creature within 3 paces of the target must succeed on a spell consumes
Constitution saving throw or be blinded until the end of the
caster’s next turn. ROPE TRICK (Transmutation)
• Smoke. Thick black smoke billows from the target in a 6 Level: Wiz 2 Components: V, S, M
pace radius. The smoke persists for 1 minute unless a strong Casting Time: 1 action Duration: 1 hour
wind disperses it. Range: Touch Saving Throw: None
The caster touches a length of rope up to 20 paces
RAY OF ENFEEBLEMENT (Necromancy) long, immediately one end of the rope rises into the air
Levels: Wiz 2 Components: V, S perpendicular to the ground. An invisible entrance opens to an
Casting Time: 1 action Duration: Conc. (1 minute) extradimensional space at the top of the rope.
Range: 20 paces Saving Throw: None The extradimensional space is reached by climbing the rope. The
Make a ranged spell attack against the target. On a hit, the space holds up to eight Medium or smaller creatures. The rope
enfeebled target is weakened, only dealing half damage (round can be pulled up into the space, making the rope disappear from
down) with attacks using Strength. view.
At the end of the target’s turns, it can make a Constitution Attacks and spells cannot pass through the entrance into or
saving throw, on a success, the spell ends. out of the extradimensional space, but those inside can see out of
it as if through a 1 pace by 2 pace window centered on the rope.
RAY OF FROST (Evocation) Anything inside the extradimensional space falls to the
Level: Wiz 0 Components: V, S ground when the spell ends.
Casting Time: 1 action Duration: Instantaneous Material Component: powdered corn extract and a twisted
Range: 20 paces Saving Throw: No loop of parchment
Make a ranged spell attack, on a hit target takes 1d8 cold damage
and loses 3 paces of Speed until the start of the caster’s next turn. SANCTUARY (Abjuration)
Scaling: Damage increases at 5th level (2d8), 11th level Level: Clr 1 Components: V, S, M
(3d8), and 17th level (4d8). Casting Time: Bonus action Duration: 1 minute
Range: 10 paces Saving Throw: Negates (Wis)
RAY OF SICKNESS (Necromancy) Caster wards a creature against attack. When the target is
Level: Wiz 1 Components: V, S attacked, the attacker must make a Wisdom save. If failed, the
Casting Time: 1 action Duration: Instantaneous attacker must choose another target or lose the attack or spell.
Range: 20 paces Saving Throw: Constitution This ward is ineffective against area of effect spells like fireball.
The spell ends if the warded creature attacks, casts a spell at SHIELD OF FAITH (Abjuration)
an enemy, or deals damage to another creature. Level: Clr 1 Components: V, S, M
Material Component: a small silver mirror Casting Time: 1 bonus action Duration: 10 minutes
Range: 10 paces Saving Throw: None
SCORCHING RAY (Evocation) Target creature gains +2 bonus to its AC for the duration of the
Level: Wiz 2 Components: V, S spell.
Casting Time: 1 action Duration: Instantaneous Material Component: a small parchment with a bit of holy
Range: 40 paces Saving Throw: None text written on it
The caster hurls three rays at one target or several. The caster
makes a ranged spell attack for each ray, on a hit the target takes SHOCKING GRASP (Evocation)
2d6 fire damage. Level: Wiz 0 Components: V, S
Scaling: When using a spell slot of 3rd level or higher, create Casting Time: 1 action Duration: Instantaneous
one additional ray for each slot level above 2nd. Range: Touch Saving Throw: None
On a successful melee spell attack, deal 1d8 lightning damage
SEE INVISIBILITY (Divination) and the opponent can’t take Reactions until the start of their next
Level: Wiz 2 Components: V, S, M turn. If the opponent is wearing metal armor, caster is +2 to the
Casting Time: 1 action Duration: 1 hour attack roll.
Range: Self Saving Throw: None Scaling: Damage increases at 5th level (2d8), 11th level
The caster can see invisible creatures and objects normally. The (3d8), and 17th level (4d8).
caster can also see into the Ethereal Plane but ethereal creatures
and objects appear ghostly. SILENCE (Illusion)
Material Component: a pinch of talc and a small sprinkling Level: Clr 2 Components: V, S
of powdered silver Casting Time: 1 action Duration: Conc. (10 minutes)
Range: 40 paces Sving Throw: None
The caster selects an area, no sound enters or leaves the 6 pace
SENDING (Evocation) radius sphere. Any creature or object wholly within the sphere
Level: Clr 3, Wiz 3 Components: V, S, M is immune to sonic damage but is deafened within the sphere.
Casting Time: 1 action Duration: 1 round Spells requiring a verbal components are impossible to cast while
Range: Unlimited Saving Throw: None the caster is inside the sphere.
Caster sends a message of twenty-five words or less to a familiar
creature. The message is telepathic, the target recognizes the SILENT IMAGE (Illusion)
sender they are known, and can answer in a like manner. The Level: Wiz 1 Components: V, S, M
spell enables creatures with Intelligence scores of at least 1 to Casting Time: 1 action Duration: Conc. (10 minutes)
understand the gist of the message. Range: 20 paces Saving Throw: None
The message has unlimited range, even other planes of existence, The caster creates an image of an object, creature, or force no
but if the target is on a different plane than the caster, there is a larger than a 2 pace cube. The image is purely visual lacking
5% chance the message fails to arrive. sound, smell/taste, and touch. The caster may use their action to
Material Component: a short piece of fine copper wire make the image move and behave realistically.
Interacting with the image reveals it to be an illusion, a
SHATTER (Evocation) creature using their action to examine the image is entitled to
Level: Wiz 2 Components: V, S, M an Intelligence check, if successful the creature sees through the
Casting Time: 1 action Duration: Instantaneous illusion.
Range: 20 paces Saving Throw: Half (Con) Material Component: a bit of fleece
The caster points to an area, each creature in a 3 pace radius
sphere takes 3d8 sonic damage, Constitution saving throw for SLEEP (Enchantment)
half. A creature made from brittle material such as stone, crystal, Level: Wiz 1 Components: V, S, M
glass, or metal suffers -2 to the save. Casting Time: 1 action Duration: 1 minute
An untended non-magical object takes the damage if caught in Range: 30 paces Saving Throw: None
the spell’s area. Roll 5d8 to determine the total number of hit points of creatures
Scaling: When casting a spell slot of 3rd level or higher, affected. Pick a point, creatures within 6 paces are affected
damage increases by 1d8 for each slot level above 2nd. in ascending order of their current hit points; unconscious
Material Component: a chip of mica creatures are ignored.
Starting with the creature with the fewest current hit points,
SHIELD (Abjuration) each creature affected is incapacitated until the spell ends, the
Level: Wiz 1 Components: V, S creature takes damage or someone uses an action to awaken the
Casting Time: 1 Reaction Duration: 1 round sleeping creature. A creature’s hit points must be equal to or less
Range: Self Saving Throw: None than the remaining total for that creature to be affected. Undead
Until the start of the caster’s next turn, caster gains +5 bonus to and creatures immune to being charmed aren’t affected by this
AC and is immune to magic missile damage. spell.
Scaling: When cast using a spell slot of 2nd level or higher,
roll an additional 2d8 for each slot level above 1st.
Material Component: a pinch of fine sand, rose petals, or a
cricket
SLEET STORM (Evocation) about future events.
Level: Wiz 3 Components: V, S, M Material Component: burning incense
Casting Time: 1 action Duration: 1 minute
Range: 40 paces Saving Throw: Half (Con) SPIDER CLIMB (Transmutation)
Freezing rain and sleet fall in a 6 pace tall cylinder with a 12 Level: Wiz 2 Components: V, S, M
pace radius centered on a point chosen by the caster. The area Casting Time: 1 action Duration: Conc. (1 hour)
is heavily obscured; exposed flames in the area are doused. The Range: Touch Saving Throw: None
ground is covered with slick ice, making it difficult terrain. When The caster touches a willing creature who gains climbing Speed
a creature enters the spell’s area for the first time, it must make a equal to its walking speed. The target may move hands free
Dexterity saving throw. On a failed save, the creature falls prone. vertical surfaces including upside down along ceilings.
If a creature starts its turn in the spell’s area while Material Component: a drop of bitumen and a spider
concentrating on a spell, the creature must make a successful which the caster eats.
Constitution saving throw against the caster’s spell save DC or
lose concentration. SPIRITUAL WEAPON (Evocation)
Material Component: a pinch of dust and a few drops of Level: Clr 2 Components: V, S
water Casting Time: bonus action Duration: 1 minute
Range: 20 paces Saving Throw: None
SLOW (Transmutation) The caster summons a floating spectral weapon, which attacks
Level: Wiz 3 Components: V, S, M using the caster’s melee spell attack. On a hit, the target takes 1d8
Casting Time: 1 action Duration: 1 minute + the caster’s spellcasting ability modifier in force damage. As an
Range: 40 paces Saving Throw: Negates (Wis) action the caster may direct and move the weapon up to 6 paces.
Caster selects a point, each target within a 12 pace cube must The weapon takes the form of the cleric’s choosing but most
succeed on a Wisdom saving throw or suffer the following often it’s the cleric’s deity’s weapon.
effects: Scaling: When using a spell slot of 3rd level or higher, the
• Speed is halved damage increases by 1d8 for every two slot levels above the 2nd.
• −2 penalty to Defense
• -2 Dexterity saving throws
• Can’t use Reactions STINKING CLOUD (Conjuration)
• Use either an action or a bonus action, not both Level: Wiz 3 Components: V, S, M
• No more than one melee or ranged attack per turn Casting Time: 1 action Duration: 1 minute
• Casting a spell with a casting time of 1 action, roll a d20. On Range: 30 paces Saving Throw: Negates (Con)
an 11+, the spell takes effect on the creature’s next turn, and The caster conjures a 6 pace radius sphere of nauseating gas.
the creature must use its action on that turn to complete the Each creature within the cloud at the start of their turn must
spell. If it can’t, the spell is wasted. make a Constitution saving throw against poison. On a failed
A creature may attempt another Wisdom saving throw at the end save, the creature spends its action retching and reeling.
of each of its turns, if successful the spell effect ends for it. Creatures immune to poison or who don’t breathe automatically
Material Component: a drop of molasses make the save.
A wind at least 10 miles per hour disperses the cloud in 4
SPARE THE DYING (Necromancy) rounds. A strong wind 20+ miles per hour disperses the cloud
Level: Clr 0 Components: V, S after 1 round.
Casting Time: 1 action Duration: Instantaneous Material Component: a rotten egg or several skunk cabbage
Range: Touch Saving Throw: None leaves
A touched creature with 0 hp becomes stable. This has no effect
on constructs, undead, and similar non-living creatures. SUGGESTION (Enchantment)
Level: Wiz 2 Components: V, M
SPEAK WITH DEAD (Necromancy) Casting Time: 1 action Duration: Conc. (8 hours)
Level: Clr 3 Components: V, S, M Range: 10 paces Saving Throw: Wisdom
Casting Time: 1 action Duration: 10 minutes The caster selects a target and states a course of action limited
Range: 3 paces Saving Throw: Special (Wis) to a sentence or two. The creature must be able to hear and
The caster summons the soul of the departed to answer questions understand the caster. The suggestion must be reasonable and
posed to it. The corpse can be of any age but it cannot be undead cannot harm the target otherwise the spell immediately ends.
and must be mostly intact. The spell fails if the corpse was the The target makes a Wisdom saving throw. If failed, the target
target of this spell within the last 10 days. pursues the suggestion to the best of its ability. The spell ends
If the spirit has reason to resist the caster’s inquiry, it is after the suggested act is completed or the duration lapses.
allowed a Wisdom save. If successful the spirit either provides The caster may specify conditions triggering a suggested
a false, evasive, or useless answer. If the save is failed, the caster action. If the condition isn’t triggered, the spell ends. If the caster
may ask up to five questions. or companions damage the target, the spell ends.
The corpse knows what it knew in life, including any Material Component: snake’s tongue and either a bit of
languages. Answers are brief and cryptic. If the spirit recognizes honeycomb or a drop of sweet oil
the caster as an enemy, it may evade a question with a Wisdom
save.
The soul can’t learn new information, doesn’t comprehend
anything that has happened since it died, and can’t speculate
THAUMATURGY (Transmutation) UNSEEN SERVANT (Conjuration) (Ritual)
Level: Clr 0 Components: V Level: Wiz 1 Components: V, S, M
Casting Time: 1 action Duration: Instantaneous Casting Time: 1 action Duration: 1 hour
Range: 10 paces Saving Throw: None Range: 20 paces Saving Throw: None
The caster produces a minor, seemingly miraculous effect with Summons an invisible, mindless medium-sized force to perform
each casting. Any number of effects are possible, some possible simple tasks. The servant has AC 10, 1 hit point, and a Strength
effects include, but are not limited to: of 2; it cannot attack and if it drops to 0 hit points, the spell ends.
• Caster’s voice amplified for 1 minute. As a bonus action, the caster can mentally command the
• Light a flame or cause flames to flicker, brighten, dim, or servant to move up to 5 paces and interact with an object. The
change color for 1 minute. servant performs simple tasks. Once a command is given, the
• Harmless tremors in the ground for 1 minute. servant performs the task to the best of its ability, completes it,
• Conjure a harmless sound within range. then waits for the next command.
• Cause an unlocked door to open or close. If a caster’s command sends the servant farther than 20
• Alter a minor aspect of yourself for 1 minute. paces, the spell ends.
The spell can be cast multiple times combining up to three Material Component: a piece of string and a bit of wood
1-minute effects at a time.
VAMPIRIC TOUCH (Necromancy)
TINY HUT (Evocation) Level: Wiz 3 Components: V, S
Level: Wiz 3 Components: V, S, M Casting Time: 1 action Duration: 1 minute
Casting Time: 1 minute Duration: 8 hours Range: Self Saving Throw: None
Range: Self Saving Throw: None The caster’s touch siphons life from others to heal their injuries.
A 3 pace radius immobile dome surrounds the caster; the spell Make a melee spell attack against a creature, on a hit, the target
ends if the caster leaves the dome. takes 3d6 necrotic damage and the caster regains half the same
Up to nine Medium-size creatures or smaller fit inside the hit points. The caster can make an attack on each of their turns
dome with the caster. The spell fails if a Large creature or more as an action.
than 9 creatures are inside. Creatures and objects within the Scaling: When cast using a spell slot of 4th level or higher,
dome can move through it freely. All other creatures and objects the damage increases by 1d6 for each slot level above 3rd.
are barred from passing through it. Spells and magical effects
can’t pass through the dome or be cast through it. The inside VIRTUE (Abjuration)
space is comfortable and dry, regardless of the weather outside. Level: Clr 0 Components: V, S, DF
Until the spell ends, the caster controls the interior lighting. Casting Time: 1 action Duration: 1 round
The dome is opaque from the outside but is transparent from the Range: Touch Saving Throw: None
inside. So long as the touched target has 1 hp, they gain 1d4 temporary
Material Component: a small crystal bead hit points. The temporary hp are lost when the spell ends.

TONGUES (Divination) WATER BREATHING (Transmutation)


Level: Clr 3, Wiz 3 Components: V, M Level: Wiz 3 Components: V, S, M
Casting Time: 1 action Duration: 1 hour Casting Time: 1 action Range: 10 paces
Range: Touch Saving Throw: None Saving Throw: None Saving Throw: None
The target understands any spoken language it hears. When the Up to ten willing creatures gain the ability to breathe underwater
target speaks, any creature with a language and can hear the until the spell ends. Affected creatures retain their normal mode
target understands what it says. of respiration.
Material Component: a small clay model of a ziggurat Material Component: a short reed or piece of straw

TOUCH OF FATIGUE (Necromancy) WATER WALK (Transmutation)


Level: Wiz 0 Components: V, S, M Level: Clr 3, Wiz 3 Components: V, S, M
Casting Time: 1 action Duration: 1 minute. Casting Time: 1 action Duration: 1 hour
Range: Touch Saving Throw: Negates (Con) Range: 10 paces Saving Throw: None
The caster makes a melee spell attack, if successful the target Up to 10 willing creatures may move across any liquid surface--
makes a Constitution save to avoid taking a level of fatigue. If water, acid, mud, snow, quicksand, or lava--as if it were harmless
already fatigued, the target is exhausted. Unlike normal solid ground. NOTE! Creatures crossing lava still take damage
fatigue, the effect ends as soon as the spell’s duration expires. from the heat.
Material Component: a drop of sweat. If the target creature is submerged, the target bobs to the
surface of the liquid at a rate of 20 paces per round.
TRUESTRIKE (Divination) Material Component: a piece of cork
Level: Wiz 0 Components: S
Casting Time: 1 action Duration: Conc. (1 Round) WEB (Conjuration)
Range: 30 feet Saving Throw: None Level: Wiz 2 Components: V, S, M
Pick a target, the caster’s next attack against target is made with Casting Time: 1 action Duration: Conc. (1 hour)
2d20, taking the higher of the two dice provided this spell hasn’t Range: 20 paces Saving Throw: Special
ended. A thick mass of sticky webs fills a 6 pace cube. The webs are
considered difficult terrain and lightly obscure the area.
The web collapses and the spell ends at the start of the
caster’s next turn if the webs aren’t anchored between two secure
points or layered across a floor, wall, or ceiling. A web spell
layered on a flat surface has a depth of 1 pace.
Each creature starting its turn in the web or entering it must
make a Dexterity saving throw. If failed the creature is restrained
as long as it remains in the web or until it breaks free.
A web restrained creature may use its action to make a
Strength check against the caster’s spell save DC, if successful the
creature breaks free and may move.
The web is flammable, any 1 pace cube exposed to an open
flame burns away in 1 round, dealing 2d4 fire damage to any
creature starting its turn in the fire.
Material Component: a bit of spiderweb.

ZONE OF TRUTH (Enchantment)


Level: Clr 2 Components: V, S
Casting Time: 1 Action Duration: 10 minutes
Range: 20 paces Saving Throw: Negates (Cha)
Any creatures inside a 5 pace sphere or entering the area must
make a Charisma saving throw, on a failed save the creature is
unable to speak a deliberate lie. The caster knows if the creature
made or failed the save.
An affected creature is aware of the spell. Devious creatures
may be evasive and avoid answering questions directly.
PART 5: MOVEMENT & Focus: Spend the round focusing on the target to gain +2 to hit
on your next turn. If you lose sight of the target, lose the bonus.
COMBAT Guard: Attack at -4 but gain +2 to Defense.
Maneuver: Attempt a stunt or special maneuver to disadvantage
COMBAT a foe.
Rounds & Turns Move: The character uses some or all of their Movement, take an
Combat is carried out in rounds & turns. A round is roughly 5 action, then continue their move but not after making an attack
seconds but in the real world will take longer to resolve. When a roll.
creature acts within the round, it’s called a turn. When all turns Ready*: The unengaged character draws a weapon, readies a
have been resolved, a new round begins. shield, or procures an item.
Retreat*: The character flees combat.
Surprise Stand Up*: Rise from a prone position.
Before Initiative is rolled, the GM determines if any of the Stow*: The action safely puts away an item or sheaths a weapon.
combatants are caught unawares. There are many factors, but Other: Some other reasonable action taken approved by the GM.
ultimately the GM determines if the conditions for surprise
are present. If so, Wisdom vs. Dexterity checks may be in *Denotes an Action which, if engaged, provokes Opportunity
order to determine if one side or the other is surprised and to Attacks.
what degree. Surprised combatants are either Flat-Footed or
Oblivious. Free Actions
Generally, whenever the d20 is rolled it requires an action. Some
• Flat-footed combatants do not roll Initiative and act last in actions such as short statements, falling prone, and dropping
the round. items, are free on a creature’s turn. Some actions put the creature
• Oblivious combatants do not roll Initiative and get no turn at risk and may provoke attacks of opportunity. Generally, any
in the first round. action fitting within 6 seconds is a reasonable action.

If a surprised combatant is still alive after the surprise round, Opportunity Attacks
Initiative is rolled normally. Whenever a creature becomes distracted and lowers their
guard, they may be attacked by all engaged foes. Generally
Initiative opportunity attacks occur when a creature makes a Dash, Stow,
Combatants take turns in rolled Initiative order. Initiative is or Ready action while engaged. A combatant may only make
determined by rolling a die, usually 1d8 to which nothing is one opportunity attack per round, the GM makes the call with
added. Creatures wielding awkward two-handed weapons roll unusual foes with many limbs.
1d4 while small weapon wielders roll 1d12. Ties between players
are resolved in any way they see fit. Ties between GM controlled Movement & Ranges
creatures and PCs go to the Player Characters. All distances are measured in units called Paces which are
The GM counts down from 12 to 1. When a creature’s approximately 5 feet. All creatures have a Movement rating based
Initiative is called it may act or take a Delay action delaying their upon their creature type. Creatures may move up to their Pace in
turn for later in the round. squares or hexes as part of an action.

Actions, Attacks, & Defenses Attacking


On a creature’s turn they may move or take an action or take an To conduct an attack a creature must be within Reach or Range
action and then move. When in melee with a foe, the creature of their foe. Reach and Range are defined by the weapon and
is said to be Engaged. While Engaged a creature must make a creature size.
Disengage action to move away while avoiding Opportunity • The attacker rolls 1d20 and adds either their Strength
Attacks (see below). Modifier for melee attacks or Dexterity Modifier for
Attack: the character makes an attack roll against a foe within ranged attacks. Finesse weapons, such as rapiers and
reach or range. thrown weapons, allow the wielder to use their Strength or
Aid: an adjacent ally, granting them +2 to their attack or +2 to Dexterity Modifier to both the attack roll and the damage
their Defense. roll.
Aim: Spend action focusing on a ranged opponent to gain +2 to • The attacker adds either their Proficiency Bonus when using
your attack.If you lose sight of the target, you lose the bonus. a proficient weapon or Non-Proficiency Bonus if non-
Cast: The character casts a spell, this may lead to an attack or the proficient. The GM may assess other modifiers for range,
target having to make a saving throw. facing, etc.
Charge!: Double pace and execute an attack +2 to hit but -2 • The adjusted roll is the Attack Roll; this is compared to
Defense till their next turn. the target’s Defense. If the Attack Roll equals or exceeds
Dash*: Double Pace but no other actions this round unless the target’s Defense, the attacker hits and rolls the damage.
executing a Charge! The damage dice are rolled summed and subtracted from
Delay: The character delays their action, stating a trigger. When the target’s Hit Points. When Hit Points are exhausted, the
the trigger occurs, the character interrupts and takes their turn. target is disabled and possibly killed. PCs who run out of
Disengage: The character carefully moves away from engaged Hit Points are disabled and must make a Death Save to
enemies at their Movement to avoid opportunity attacks. survive.
Dodge: The character gets no action other than a 1 pace shift but
gains +4 to defense and saving throws until their next turn.
Spellcasting Combat Modifiers
Some spells are simple effects; when cast the effects simply occur. Dungeon Dwellers RPG shies away from extensive lists of every
However, some spells are conducted as attacks. In such cases possible modifier to an attack roll. Implementing many small
the d20 is rolled and the spellcasting Ability Modifier is added modifiers of +1 and -1 becomes tedious quickly. GMs are free
along with the Proficiency Bonus. This is compared to the target’s to assign whatever modifier, bonus, or penalty, to an attack
Defense. If the spellcasting attack equals or exceeds the target’s roll to represent an aggregation of beneficial or detrimental
Defense, damage dice are rolled just like a normal attack. circumstances so a modest bonus or penalty is +1 or -1 but a
Other spells require a saving throw; in such cases the target significant bonus or penalty is +5 or -5 or more.
rolls d20 adding their Ability Modifier (listed in the spell) and A few suggestions follow:
either the Proficiency or Non-Proficiency bonus. If successful, • Aim: the combatant spends a round aiming or focusing on
some or all of the spell is resisted and the effects nullified or their opponent to gain +1 to the attack. Multiple turns stack
reduced. to a maximum of +3. Interrupting the aiming combatant’s
focus disrupts and cancels the aim bonus.
SPELLCASTING ATTACKS • Cover: the combatant is partially or fully covered making
This is covered in detail in Chapter X: Spells & Magic but them difficult to target, -1 to -4. A combatant behind solid
generally follows a similar scheme although with Intelligence for cover cannot be targeted.
Wizards and Wisdom for Clerics. • Range: the target is at medium range -3 or long range -5,
extreme range is -10 to the attack roll.
BRAWLING • Movement: the target or the attacker are moving from -2 to
Combatants may find themselves weaponless or they might wish -4 depending upon circumstances.
to take a foe alive. Dungeon Dwellers RPG does not go deep • Flanking: +2 to hit from the side or +4 from behind.
down the rabbit hole describing multitudes of brawling attacks,
punches, headbutts, kicks, etc. All brawl attacks are Finesse OFF-HAND AND TWO-WEAPON FIGHTING
Weapons using either Strength or Dexterity as the bonus to hit All characters in Dungeon Dwellers RPG have a dominant hand
and damage. Medium sized brawlers deal 1d3 + Dex or Str Mod, and any weapon wielded in the off-hand incurs a -2 penalty.
small brawlers cause 1d2 + Dex or Str Mod. Characters may choose to dual wield weapons in lieu of keeping
Unarmed attacks are not without their risks, especially one hand free to cast spells or use a shield.
against an armed foe. Armed foes, including beasts with natural When both weapons are wielded as an attack action, there
attacks, may use their Reaction to make an opportunity attack is a penalty of -4 to hit with the primary weapon and -6 with the
against a brawler. Creatures with natural attacks count as armed. secondary weapon (this includes the -2 off-hand penalty below).
Awkward weapons cannot be dual-wielded in either the primary
TOUCH ATTACKS or off-hand. Light weapons reduce the off-hand penalty by 2 so
Touch attacks, both melee and ranged, omit Armor and Shield the attacks are -4/-4.
bonuses. These attacks are generally conducted by noncorporeal
combatants such as ghosts and wraiths. Some attack spells are MANEUVERS
conducted as touch attacks. Maneuvers are special attacks intended to disadvantage a foe
instead of damaging them.
CRITICAL HITS Some enemies are resistant or immune to certain attack types.
When an attack roll is particularly good, bonus damage may be Alternatively a foe’s armor is too thick to penetrate.
inflicted in the form of extra damage dice. In such situations attempting to outmaneuver an enemy is
When the attack roll is a natural 20, a critical hit may occur. the next best choice. As usual, include Proficiency or Non-
Roll another attack, adding in all modifiers as before. This is the Proficiency bonuses whichever is more appropriate.
confirmation roll. If the confirmation roll is a hit, a critical hit Note! Some maneuvers apply a size modifier, see table X.X.
occurs causing one extra die of damage based upon the weapon.
Table X.X Size Modifiers
FUMBLES Size Mod
A roll of a natural 1 indicates a possible critical fumble. A fumble Diminutive -8
is a setback, a sudden and unexpected bad turn of events in Fine -4
which the attacker suffers some sort of minor calamity Tiny -2
On a roll of 1, a confirmation roll is made with all modifiers as Small -1
before. If the confirmation roll is less than the target’s Defense, a Medium +0
fumble has occurred. Large +2
Generally, a fumble is a misstep, a temporary setback Huge +4
affecting the attacker. The more 1s rolled on the confirmation Gargantuan +8
rolls the more severe the setback. Generally, any foe within reach Collossal +16
of the fumbler gets a free opportunity attack. These are free
attacks and do not use up foe Reactions. Feint is an attempt to mislead a foe leaving them vulnerable.
Alternatives to the free attack include: falling prone, Make a melee attack DC 10 + higher of enemy’s Intelligence Mod
dropping a weapon, damaging a shield or armor, or weapon, or Wisdom Mod. If successful, foe loses their Dexterity bonus to
striking an ally, or striking and injuring oneself. Defense to your attacks and +2 to your next attack against them.
Fumbles should never be instantly fatal. Gamemasters should Disarm attempts to knock a weapon out of an opponent’s hand.
aim for interesting battlefield complications and conditions over Make a melee attack DC 10 + opponent’s Strength or Dexterity
fun sucking punishments. Mod, +5 if the weapon is two-handed. If successful, the weapon
lands 1d6 paces away in a random direction. If the attack roll is HEALING & RECOVERY
5+ over the DC and the attacker has a free hand, the weapon can Combatants in good health in reasonably clean and peril-free
be snatched and readied as a free action. conditions recover all of their hit points overnight by taking
Sunder attempts to damage and destroy a foe’s weapon, a Long Rest. Combatants who are poisoned, diseased, have
shield, or other piece of gear. Make a melee attack DC 10 + their rest interrupted, or otherwise prevented from getting a
opponent’s Strength or Dexterity Mod. If successful, the weapon good night’s rest do not recover all lost hit points. Instead their
is damaged, -1 to hit and 1 die reduction in damage. A critical Recovery Dice recharge which can be used to recover Hit Points
inflicts -2 to hit and -2 steps of damage. If the weapon damage as usual.
is reduced below d2, it breaks. Magical weapons are immune to Another form of healing is through recovery during a short
sundering unless the attacking weapon is also magical. rest. Each character has a number of Recovery Dice equal to
Trip attempts to knock a foe prone. Make a melee attack DC their HD, a 4th level Fighter would have 4d10 Recovery Dice.
10 + opponent’s Dexterity Mod + Size bonus +10 for 4 or more During a Short Rest (of at least an hour), a combatant may roll
legs. Creatures without legs such as snakes cannot be tripped. one or more of their Recovery Dice to regain hit points equal to
Grab an attempt to restrain a foe. Make a melee attack DC the die roll. In the example above, a PC after fighting an owlbear
10 + opponent’s Strength or Dexterity Mod + plus Size. On a decides to use 3d10 of their Recovery Dice. Rolling a 3, 10, 8 the
successful hit, the opponent is restrained and unable to take PC regains 21 hit points. Combatants may not have more hit
actions other than escape by rolling a Strength or Dexterity points than their maximum hit points, any excess hit points are
check against the original attack. The attacker may hold the simply lost.
defender without further rolling but does require an action to Recovery Dice regenerate after a Long Rest.
maintain. The round following a successful grab, the attacker can
attempt to pin the defender.
Snatch is an attempt to grab something from a foe. Make
a melee attack DC 10 + opponent’s Strength or Dexterity Mod
plus mods based upon the size of the item.If successful the
attacker gains possession of the item. This maneuver is risky and
provokes opportunity attacks unless against an unsuspecting or
stunned opponent.
Trap is an attempt to trap an enemy’s item, weapon, or
shield against a surface making them vulnerable. Roll a melee
attack against DC 10 + opponent’s Strength or Dexterity Mod. If
successful the defender cannot use the weapon, shield, or item
until they free the item with an opposed roll. The attacker may
continue to trap without rolling but takes an action to maintain.
Overbear is an attempt to move a foe. Roll a melee attack DC
10 + opponent’s Strength or Dexterity Mod + Size. If successful
the opponent is moved in the direction of the attacker’s choice 1
paces for each 5 the roll is made.
Other is any other maneuver a foe can conceive, the
resolution and mechanics are up to the GM.

DEATH AND DYING


Generally speaking, NPC and monster combatants who run out
of hit points die immediately. There are exceptions noted in the
descriptions.
For PCs death may come when hit points are reduced to 0
or less. Important combatants are allowed a single Death Save to
survive.
A Death Save is a Constitution save DC 20 or the number of
hit points just taken. If successful, the combatant is incapacitated
and On Death’s Door until the end of the encounter or until they
receive aid in the form of healing. Such characters are Helpless
until they recover at least 1 hit point.
If the Death Save is unsuccessful, the combatant dies at the
end of the current round and may only return to play through
extraordinary means such as a spell (raise dead, reincarnate, or
resurrection).
A combatant On Death’s Door who is injured must make
another Death Save every time they sustain hit points of damage,
DC 20 or the number of hit points whichever is higher.
Another character may attempt to stabilize a combatant On
Death’s Door with a Wisdom check (modified by Proficiency
or Non-proficiency) vs. the Death Save or by casting spare the
dying.
CHAPTER 6: EXPEDITIONS & FATIGUE & EXHAUSTION
Characters may engage in physically taxing activity for a number
DUNGEONDELVES of rounds equal to Constitution before having to worry about
being Fatigued. After this period of time, the character may
The key to Dungeon Dwellers RPG is exploration. Remote succumb to Fatigue or Exhaustion. Other in-game effects such
valleys, ancient crypts, ruined cities, and of course, dungeons. as exposure, hunger, thirst, and other perils may also inflict one
PCs in Dungeon Dwellers RPG travel the world getting of these conditions.
themselves into and out of scrapes and facing mortal peril. Fatigued characters are at -2 Strength and -2 Dexterity.
Peril takes many forms and PCs will face more than their Generally, a short rest eliminates the Fatigued condition.
share of hardships. The GM has more than orcs and dragons in Characters who are already Fatigued may ecome Exhausted.
their bag of tricks to challenge the PCs. Exhausted characters are at -6 Strength, -6 Dexterity and
cannot Dash.
DROWNING Characters who are already Exhausted may become
Drowning is a very real possibility, especially for those clad in Incapacitated. Exhausted characters become Fatigued after a
armor. short rest but it takes a Long Rest to fully recover; characters are
Only living creatures fear drowning; constructs, elementals, considered Fatigued until the Long Rest concludes.
and undead are immune to drowning. Incapacitated characters are helpless, they cannot move,
Living creatures can hold their breath for a number of communicate, cast spells, concentrate to maintain spells, or
rounds equal to Constitution; this assumes no action other than perform any action other than lying prone and sleeping. It takes
a 1 Pace of movement, any complex action counts as two rounds. a long rest to recover from Incapacitated.
This assumes characters have a chance to catch their breath, if
not the number of rounds is halved. After this time the creature EXPOSURE
must attempt a Constitution save DC 10+ number of rounds or Prolonged exposure to extreme hot or cold may lead to injury
become Fatigued. If the creature is already Fatigued, they are and death.
Exhausted. If they are Exhausted, they are Incapacitated and Exposure takes the form of hit points per period of time,
drown. usually an hour or more but in extreme cases, exposure can
Drowned characters may be resuscitated by a skilled healer accrue in minutes or even rounds. The harsher the environment
with a successful Wisdom check DC 20 + the number of rounds the higher the damage and the faster accrual.
drowned. If the check is failed, the character dies as if a Death Generally, 1d6 hp per interval is sufficient but GMs wishing
Save had been failed. to ramp up the peril may also require Constitution checks.
These same rules apply to suffocation. Failing this results in full damage and a level of Fatigue. Success
yields half or no damage for that interval.
FIRE
Fire causes damage upon contact and may set flammables alight. Exposure Damage/Interval
Damage is based upon intensity and per round of contact. Light 1d4/day
Contact for torches and candles is Touch, for campfires and Moderate 1d6/8 hours
bonfires the range before the slash represents several seconds Severe 1d8/1 hour
of exposure such as putting a hand in the fire. Full immersion Extreme 1d10/1 minute
causes damage after the slash. Hellish 1d12*/round

HUNGER & THIRST


Intensity Damage (per round of exposure)
Characters must consume both food and water to survive.
Candle 1
Constructs, undead, elementals, and other exotic creatures need
Torch 1d4
not eat or drink to live.
Campfire 1d6/2d6
Characters require 2 lbs of nourishing food per day.
Bonfire 1d10/2d10
Preserved food tends to go further and weigh less but double
Molten Ore or Magma 2d12/Death
water consumption for the day. Fresh not only tastes better it’s
Volcano Death
more nourishing but it’s more prone to spoiling and weighs
much more.
FALLING DAMAGE
Characters may safely skip one day of eating without
An uncontrolled fall can be lethal for even the toughest of
consequence. After that, they must make a Constitution save
heroes. Damage is based upon distance fallen and the surface.
DC 10+ the number of days since their last meal or become
Damage is one die for every 10 feet fallen. The die type
Fatigued. If already Fatigued the character becomes Exhausted. If
depends upon the surface:
Exhausted, the character becomes incapacitated. Those failing a
hunger save also have their maximum HP reduced by 1d6.
Very Soft 1d2 (haystack)
Characters may safely skip one day of drinking without
Soft 1d4 (water)
consequence. After that, they must make a Constitution save
Average 1d6 (soft clay or sand) DC 20+ the number of days since their last drink or become
Hard 1d8 (earth or wet sand) Fatigued. If already Fatigued the character becomes Exhausted. If
Very Hard 1d10 (hardened clay or soft rock) Exhausted, the character becomes Incapacitated. Those failing a
Mega Hard 1d12 (bedrock or masonry) thirst save also have their maximum HP reduced by 1d6.
Magic or other means will not restore the reduced HP
maximum, only food and water will allow this damage to be
restored.
DISEASE Light Source Radius (Bright/Dim) in Paces
Diseases consist of several elements, the first being Contraction Tindergtwig 1 ft/1 pace
which is how a creature comes into contact with the disease. The Candle 1/2
second is the Infection which is the saving throw DC (usually Makeshift Torch 3/6
Constitution) to avoid contracting the disease. The third is the Torch or lamp 5/10
Effects which vary wildly. The fourth is the Interval which some Lantern 15/30
diseases have a listed time between rolls to resist to avoid further Campfire 10/20
effects. Recovery is the DC to throw off the disease either by a Bonfire 20/40
saving throw or by the ministrations of a healer.
Dim light penalizes most rolls by at least -2. In completely
Sample Diseases dark conditions without darkvision or light, the penalty is -8 to
Contraction Infection Effect Interval Recovery most actions and rolls requiring vision are -8 at least.
Filth Fever Contact DC 13 1d4 Con loss 24 hours DC 13 Intense light brighter than the sun may impose a similar
penalty of -1 to -2 depending.
TOXINS
Toxins are intended to cause harm or inflict a condition. TRAPS
Poisons consist of their Delivery method: Consumed poisons Builders seek to protect their valuables and secrets, cunning
must be eaten or drunk. Inhaled poisons are breathed. Contact traps feature prominently in dungeons.
poisons require touch which, depending upon the delivery Traps either cause some sort of harm or inflict a status or
method and volume, may penetrate clothing and armor. Lastly condition. If not detected and disarmed, a trap will discharge.
Insinuated poisons are introduced by a cut or puncture. Triggers vary from pressure plates, wires, or any concealed
Potency indicates the power of the poison in terms of the means.
saving throw DC. Most poison saves are made with Constitution Characters may search a small area of 3 paces in radius for
but exotic toxins may target other ability scores. Potency traps taking roughly 5 minutes for a thorough search. A rapid
also indicates the difficulty in treating the poison by healers, search is under a minute but is +10 DC.
herbalists, and apothecaries. Detecting a trap is an Intelligence check, an average difficulty
Lastly, there is the Effect. Poison effects are specific to the trap is 10 + adventure level + 5. If detected the trap may be
toxin but there countless poisons in the world. Some poisons disarmed. Disarming a trap takes several minutes depending
simply cause hit point poison damage, others reduce ability upon complexity. The trap is triggered if the disarm check fails
scores (sometimes permanently) or inflict conditions such as by 5 or more.
causing sleep, paralysis, or sickness. Effects also indicate how Rolls to detect and disarm traps are made by the GM, the
and when the poison continues to harm the target. Some poison PC won’t usually know the trap is found and disarmed until they
effects continue to cause harm over and over again until a save attempt to trigger it.
has been made, others may last hours, days, or weeks. Some Trap effects are highly variable but all work in one of two
particularly nasty poisons inflict harm even on a successful save. ways, either with an attack roll (usually with an effect of damage
as if the trap were a weapon) or a saving throw (as if the trap
Sample Poisons were a spell). Some traps may also inflict conditions such as a
Delivery Potency Effect specific injury reducing the mobility of the target (ability damage
Belladonna Consumed DC 15 2d4 poison damage and to Dexterity) or reduction in speed by injuring the legs (loss of
1d4 Dex loss every hour. movement) or limbs (penalty when using the injured limb).
Trap damage is highly variable dealing one or more dice and
LIGHTING & VISIBILITY damage types. Generally, traps should cause hit dice in damage
Dungeons and caverns are lightless domains populated by in proportion to the size of the attack (tiny d4, huge d12) and the
creatures and folk adapted to little or no light. Only the foolhardy size indicating how many of those dice.
suicidally brave would enter a delve without a reliable light
source. Sample Traps
Elves have low-light vision and dwarves have darkvision but Trap Trigger Discovery Disarm Effect
the two have their limitations. Pendulum Blade Pressure plate 14 15 +4 to hit,
Low Light Vision amplifies light for the possessor. Typical 2d6 slashing
low light vision doubles light radii. For example: a candle damage
provides 1 pace of bright light and 1 pace of dim light; to elves
this would be 2 paces of bright and 2 paces of dim light. A torch Passive Perception
providing 10 paces of bright and 10 paces of dim would be 20 GMs looking to simplify and automate the discovery of hidden
paces of bright light and then another 20 paces of dim light for and concealed things may use Passive Perception. Passive
an elf. Perception is 10 + Intelligence Mod. As usual, Proficiency
Darkvision grants some visual acuity in completely Bonus or Non-Proficiency Bonus is added. Anything hidden or
dark conditions but it is far from precise. Any dim light foils concealed with DC equal to or less than Passive Perception is
darkvision. General details can be made out but the text cannot automatically discovered during cautious exploration.
be read, locks can’t be picked and traps cannot be disarmed. NOTE! Passive Perception does not function if the observer is
With darkvision everything appears grainy and in shades of gray. distracted or moving at a speed faster than cautious.
Light sources are listed below.
CHAPTER 8: GAMEMASTERING to win. This unseemly practice can lead to disaster. The GM
portrays the adversaries but the GM-Player relationship should
& CAMPAIGNS never be adversarial.
Sometimes there’s a very vocal advocacy for unflinching
The Gamemaster may be the ultimate authority at the game table GM impartiality. Gamemasters should be Player advocates.
but that authority comes with a monumental responsibility - Sometimes the dice do not cooperate or the unexpected
making the game fun for EVERYBODY. The GM must walk a inevitably occurs. The GM should side with the PCs and if that
fine line between advocate and adversary while never abusing the means bending a rule to ensure table harmony, so be it.
players’ trust. This perilous dynamic requires the Gamemaster
wear many hats. GAMEMASTER AS LEADER
Tabletop adventure gaming is a collaborative exercise with many
GM AS STORYTELLER moving parts. It’s up to the Gamemaster to keep those parts in
Without the GM, there simply is no story. The GM is the loom good working order and that requires diligent leadership.
weaving together thrilling challenges and dire consequences for The GM sets the pace for the game. The rhythm generally follows
the PCs to overcome. this format: describe a situation and challenge, the players make
The GM is the eyes and ears of the PCs. Through the GM’s decisions, roll dice, and then the GM determines the outcomes
descriptions, the Players experience the world. If a lazy and and consequences.
slovenly NPC is introduced, these traits are conveyed through The GM is never a passive observer and, because they
the PCs’ senses. Is the NPC’s clothing askew? Stained? Smelly? control the elements and flow of the game.Nothing is written in
Does the NPC’s work show a lack of diligence? The best stories stone.
contain richly carefully crafted, memorable details. Gamemastering requires a lot of heavy lifting. The GM
schedules the games, wrangles players, reviews new materials,
GM AS DESIGNER and approves house rules. Gamemastering is a worthwhile
GMs eventually have an urge to create their content. It usually burden but a hefty one.
starts by altering material in small ways and expands from there. Gamemasters have to be social engineers. It is on the GM to
Before long, the neonate Gamemaster shifts from tweaking NPC set and enforce behavioral expectations at the table. GMs should
stats and descriptions to designing their adventures and settings. never allow players to run roughshod over them or other players.
One thing to consider is group tastes. What is entertaining The GM does not have to be a tyrant but they do occasionally
for one Player is tiresome for another. Gamemasters must tailor have to be an enforcer.
their designs to the Players. Player goals and GM goals sometimes run in parallel but not
Smart Gamemasters look for inspiration everywhere. Any always. Table friction occurs when the two are misaligned. The
media will do: television, video games, movies, books, anything GM must balance the role of peacekeeper and enforcer. To that
can be reskinned and repurposed. Inspiration comes from odd end the GM employs the carrot to cultivate desirable behavior
directions at unexpected times; leverage these sudden jolts of and the stick to discourage unwanted behavior.
inspiration for all their worth. Experience Points, treasure, kudos, Fortune Points (see
Creating traps, hazards, and monsters requires some below), and the joy of gaming are the carrots encouraging
thought and a light hand. Game balance is a delicate thing and punctuality, engagement, heroism, humor, and all the other
many GMs struggle to find the sweet spot in their designs. PCs elements making the time and effort worthwhile.
are meant to struggle against major threats while looking like The stick is used to discourage wheedling, tardiness,
powerhouses when squaring off with minor threats. Not every argumentativeness, rules lawyering, power-gaming, disrespect
encounter has to be life or death. On the other hand, Dungeon of other players and GM. Anything and everything derailing
Dwellers RPG is an adventure game, it’s a dangerous world and or otherwise making the game not fun should be identified,
anytime the dice are rolled, there is an element of risk. addressed, and corrected. It falls to the GM to establish what is
and is not appropriate. This is not a “my way or the highway”
GM AS ARBITER thing, tyranny does not inspire it repels. The GM must be firm
The word ‘fair’ gets bandied about whenever Gamemastering is but considerate.
discussed but fairness is highly subjective. A Gamemaster should
strive for consistency, not fairness. REWARDS
Rules should be observed, doing otherwise can lead to table Rewards are the carrot rewarding Player participation.
friction. Players must trust the GM. If new rules are introduced Experience points, loot, etc. are the currency paid for active,
every session, it is bedlam and then faith in the game wavers. good play.
Fudging the odd result or bending a rule now and again are Experience Points are the most common reward earned by
expected but the rules reinforce consistency. PCs for overcoming challenges. Dungeon Dwellers RPG does not
No rule system can account for every eventuality. When award XP for killing monsters, per se. Monsters, traps, hazards,
the rules fall short, it’s up to the GM to make a ruling and the even social conflicts are all weighted equally. Any obstacle with
Players, as part of the social contract, should abide by it. A good an element of risk and requiring a die roll is worthy of XP.
rule of thumb is to rule in support of fun. The GM rates every challenge from Routine to Arduous.
Gamemastering isn’t a democracy. No game can survive The current PC level along with challenge difficulty determines
Players debating and disputing every GM call. The Gamemaster’s the amount of XP earned from a given challenge. This is highly
word is law. That being said, a GM should never make judgments subjective, as what is a challenge for one group of PCs may be a
capriciously or with impunity. Trust is a vital component in the cakewalk for another.
social contract and the GM must be worthy of the Players’ trust It is assumed that it takes roughly 10 typical encounters to
otherwise doubt tears the game apart. level. Most adventures will be a mix of challenges.
Some GMs compete with the Players and aggressively play XP awards are summarized Table X.X below.
The XP awards listed above are per PC so a typical 4th level
encounter award is 400 XP for each of the participating PCs. AWARDING TREASURE
Awarding loot requires care and forethought. Too little and the
CHALLENGES & ENCOUNTER DIFFICULTY Players rail against GM’s tightfistedness, too much and treasure
So what constitutes a Routine encounter vs. an Arduous becomes meaningless and game balance suffers.
encounter? As mentioned above, this is highly subjective. A GM Treasure should be awarded in proportion to the difficulty
will know when the PCs have struggled or breezed through an of the encounter. Not every challenge or encounter warrants loot
encounter. The importance of the challenge is just as important but GMs should aim for gold piece awards equal to the single
as how much the PCs struggle to overcome it. If the PCs character Experience Point award, see Table X. X below. For
cooperated well and had lucky die rolls completing an Arduous example, a typical 1st level encounter has an individual award of
encounter in 3 rounds so be it, their excellent gameplay earned 100 XP and 100 gp per PC so a party of 4-6 1st level characters
the full XP award. The values are just a suggestion, the GM is free should earn 100 gp for a typical encounter.
to award what they believe is reasonable but, as with most things, If an encounter or challenge lacks a treasure award the GM
the GM should err on the side of generosity instead of stinginess. simply spreads the loot award among the later encounters and
challenges.
ADJUSTING XP AND LEVELING RATES The treasure award is an estimated budget in gold pieces.
The above scheme assumes roughly 10 typical encounters and The GM allots the budget taking into account anything and
challenges are required to reach the next level. GM’s wishing everything the PCs could add to their inventories or sell. This
to adjust the rate of advancement can use the following includes coins, gems & jewelry, and magical items but also
progressions: provisions, weapons, armor, and tools.
• Fast double XP awards so level x 200 XP then adjust for The GM doesn’t need to account for every copper piece
Difficulty. In effect PCs level every 5 encounters. or crumb of moldy cheese but some accounting is necessary
• Slow half XP awards so level x 50 XP then adjust for to preserve balance. As in all things, the purpose of Dungeon
Difficulty. In effect PCs level every 20 encounters. Dwellers RPG is to have fun so, like XP, it is better to be a little
generous than miserly.
FORTUNE POINTS With GM permission, a Fortune Point can be spent to aid an
NOTE! The following is purely optional. NPC ally such as a pet, familiar, mount, or henchman provided
Within Dungeon Dwellers RPG, Fortune is an expendable there’s a close relationship between the ally and the PC.
resource accumulated and spent by players to enhance their
character’s performance. Fortune Points, or just Fortune, are a RECOVERING FORTUNE
GM to player reward for participation, roleplay, heroism, etc. Fortune is generally earned between adventures as a reward
Anything the player may do to make the game more fun is for completing objectives and pushing the campaign forward.
potentially worth a Fortune Point. Another option is for the Players to vote on Joss recovery; in
PCs receive 1 or more Fortune Points per adventure, effect, each player grades the others based on their performance.
generally 2-3. There is no hard limit but generally speaking, a Some possibilities include:
PC should only have up to their level in Fortune Points; any
additional Fortune Points are lost. For grittier games, fewer • Personal arcs and achievements tied to short and long-term
points should be awarded. character goals.
The roots of tabletop adventure gaming are old-school • Heroism, timing, roleplaying, fair play, humor, punctuality,
wargaming, cut and dry results can lead to unwanted outcomes. bringing snacks, etc.
Players want to feel heroic and sometimes the dice are
uncooperative. Fortune is no replacement for a lucky die roll but Players may nominate any player for a Fortune at any time for
it can bend things in the Players’ favor. anything. As always the GM has to approve the nomination.
Named Foes and NPCs may also have Fortune Points but A GM could withhold Fortune for lackluster play. GMs are
they should not have as many as your typical PC unless that NPC cautioned against this as it can lead to hurt feelings and
features prominently in the narrative. exacerbate table tensions.

USING FORTUNE POINTS


Fortune Points may be spent for a variety of purposes in
gameplay.
Note: Multiple points can be spent in a round for various in-
game effects.

Mulligan – Spend a Fortune to reroll any one die, usually a d20


for an attack, saving throw, or ability check. The new roll replaces
the previous.
Confirm Critical – Spend a Fortune to automatically confirm a
critical hit or proficiency check.
Near Miss – Spend a Fortune to make an attack, saving throw, or
ability check failing by one to succeed just barely.
Take 10 – Spend a Fortune to treat the d20 roll as if it had rolled
a 10.
Augment DC – Spend a Fortune to improve a DC by +2, usually
used to improve the effectiveness of a spell.
Lucky Hit – Spend a Fortune to improve a damage roll; each die
yields AT LEAST the average so a d8 yields 4 damage minimum.
Second Wind – Spend a Fortune to immediately restore 1 hit die
as if a short rest had been taken.
Get a Clue – Spend a Fortune, the GM will provide a clue to the
current situation or conundrum.
Desperate Dodge – Spend a Fortune to increase Defense by +4
until the PC’s next turn.
Seize Initiative – Spend a Fortune to jump ahead in the
initiative order. This may interrupt another’s action. After the
PC concludes their action, the initiative order resumes and the
interrupted takes their action as normal.
Twist of Fate – Spend a Fortune for a lucky event in the PC’s
favor.
Narrative Control – Spend a Fortune to take brief and minor
control to narrate some detail or element.
Other – Spend a Fortune for some other in-game effect (at the
GM’s approval).

SPENDING FORTUNE FOR OTHERS


Fortune can be spent for others but only indirectly. Fortune
cannot be spent to influence or cancel the rolls of another PC
or NPC. Fortune cannot be spent to force rerolls. Canceling is
detrimental to the narrative.
CHAPTER 9: LOOT & PLUNDER RANDOM vs. PLACED TREASURE
Rewarding loot for an encounter is more art than science, some
Treasure features prominently in the fantasy genre serving GMs prefer to leave loot generation to chance letting the dice
a variety of purposes first and foremost: a tangible reward decide. Other GMs meticulously place each and every gold piece.
for facing and overcoming challenges. Treasure adds to the Letting the dice fall where they may, can lead to unexpected
enjoyment of the game. and exciting results however it can also yield disproportionate
rewards. GMs are advised to temper random results.
APPRAISING TREASURE Randomization does require improvisation which may not jibe
For most non-coin valuables, an ability check is required to with all GM styles.
determine the value. Placed treasure allows the GM to customize the rewards.
Each item requires a few minutes of evaluation then the Tailoring loot composition supports the narrative and furthers
appraiser attempts an Intelligence check based upon the campaign goals. With placed treasure, chance is not a factor, and
complexity and rarity of the item. GMs are advised to make the rewards are more easily controlled and tracked.
Intelligence check-in secret to prevent the player from knowing Treasure should also be consistent with the hoarder and themed
the exact value. to the adventure. A wandering kobold is unlikely to drag around
sacks of loot. By the same token, a dragon’s hoard will not be 5
Rarity DC Example: cp in a battered tin cup. A GM should temper their designs to
Common 10 Typical goods made from common player expectations.
materials.
Uncommon 10 A quality good made in a popular DETERMINING TREASURE COMPOSITION
but traditional style. The GM determines treasure composition based upon the
Rare 20 An ancient antiquity made from encounter difficulty and PC level. The encounter indicates
unusual materials. an approximate budget in gold pieces. The GM then makes a
Unique 30+ A unique piece of art by a long- series of d20 and 1d100 rolls consulting the following tables to
dead artisan. determine the type of treasure found. The GM keeps rolling until
the budget of the encounter is equaled or exceeded.
Depending upon the Character’s background and trade, For example: an encounter yields approximately 1500 gp. The
Proficiency or Non-Proficiency is added to the check. GM rolls a 7 on the d20 and 50% indicating 750 gp is in coins.
If the check is fumbled, the PC misappraises the item Additional rolls can be made to determine how much of each
beliving it valueless <10% and could be swindled. coin is present. It’s suggested no more than 50% of loot be coins
If the check fails, the PC has no idea of the item’s worth. as transporting thousands of copper pieces can be problematic.
If successful with a roll 6+ over the DC, the PC knows the exact
value of the item, otherwise the PC arrives at an approximation Table X.X Loot Form
within 10-25% (roll 1d5x5%) high or low (equal chance of either) d20 Loot Form
of the item’s value. 1-5 Goods, see Table X.X below
6-10 Coins, see Table X.X below
NOTE! All merchants and service providers are Proficient in 11-13 Gemstones, see Table X.X below
appraising and haggling. 14-16 Jewelry, see Table X.X below
17-18 Objets d’art, see Table X.X below
SELLING TREASURE 19-20 Magic Item, see Table X.X below
Vendors generally refuse to buy goods for more than 50% of the
value, most will pay substantially less if they can get away with it. GOODS
The seller and buyer make opposed Charisma checks, Provisions (rations, water, etc.) Useful expedition goods such as
modified by Proficient or Non-Proficient bonuses. The winner coils of rope or the ever-trusty 10 foot pole are found in hoards
gets the better deal by as much as 25% (5% per point of as well.
difference in the rolls). Fumbled rolls indicate a swindle of some Table X.X Good Type
sort, or the merchant calls the guards. d20 Good Type
1-4 Provisions
LOOT FORMS 5-9 Adventuring Gear
Loot takes many forms, coins are the most common and 10-12 Tools
versatile. 13-15 Armor & Shield
Gems and jewelry are welcome sights in treasure hoards as 16-18 Weapons
they are easily transported and can be very valuable. Barter is 19-20 Alchemical Goods
accepted in many places but few innkeepers have the coins on
hand to make change for a 1000 gp ruby. COINS
Similar to gems and jewelry, Objets d’art may put the PCs in Table X.X Coin Type
a position of accepting less than the value of to offload the goods. d20 Coin type
The most coveted treasure is magic. Magic items range 1-7 cp
from single-use potions and scrolls to legendary weapons and 8-13 sp
wondrous items. Few delvers will part with such goods as they 14-15 ep
are rare and valuable. 16-19 gp
20 pp
Table X.X Jewelry Complexity MAGIC ITEMS
d20 Complexity Value (Average) Example. Depending upon the campaign magic items can be relatively
1-5 Simple 3d6 gp (10 gp) plain ring, common or rare. In either case, GMs should consider the impact
charm, hat pin upon their campaign of too few and too many PC owned magic
6-14 Tooled 2d10x2 gp (20 gp) compartment items.
brooch
15-17 Ornate 4d10x5 (100 gp) signet ring IDENTIFYING MAGIC ITEMS
with Wizards are the most skilled at identifying magic items. Make
hidden an Intelligence check DC 20 or more after a period of intensive
compartment study. Use of the detect magic reduces the difficulty to 10. An
18-19 Exquisite 4d10x10 gp (200 gp) Filigree identify spell eliminates the need for the ability check.
covered crown If successful the most basic functions of the item are revealed
20 Unique 2d20x100 gp (1000 gp) clockwork along with whatever gestures and activation word is required
with gemstone to trigger the item. Additional study and experimentation are
components required to reveal other functions.

GMs are free to adjust the value of a piece of jewelry down to ACTIVATING AND USING MAGIC ITEMS
25% for cheap materials or shoddy workmanship or upwards by Some items function so long as they are worn other items require
up to x4 for superior materials. a trigger. Such details are included in the item description.
Incapacitated creatures can not activate magic items.Continuous
GEMSTONES functioning items do not require the user to be conscious.
There are many factors determining the value of a gem: rarity,
size, and quality. Rarity is the baseline determining the overall CHARGES AND DAILY USES
value of the stone Many magic items such as armor and weapons are in continuous
use. The simple act of putting on a ring, donning the armor, or
Table X.X Gemstones drawing the weapons empowers the device so long as it’s worn or
d20 Rarity gp (avg)* Example: wielded.
1-9 Ornamental 2 (10 gp) azurite Some items such as wands, staves, and rods require the
10-13 Fancy 10 (50 gp) onyx expenditure of one or more charges to trigger an effect. Once
14-15 Semi-Precious 20 (100 gp) amethyst expended charges are gone forever.
16-17 Precious 100 (500 gp) aquamarine Other items have daily uses. For the purposes of daily use,
18-19 Gem 200 (1000 gp) sapphire the item’s daily uses are tracked from one sunup till the next
20 Jewel 1000 (5000 gp) diamond sunup.

*The gp value is per carat, all gems are assumed to be 5 carats in MAGIC ITEM SLOTS AND STACKING
size, about the size of a real-world dime. How many of a given type of magic item a creature can
reasonably wear at a time is determined by the Gamemaster.
GMs are free to adjust the per carat gp value up or down A character can wear one, and only one, of any given type of
adjusting for size, quality of the cut, and brilliance. item such as one suit of armor, one cloak, one headgear, one
medallion or amulet, one pair of boots, etc. Rings and jewelry are
OBJETS D’ART an obvious exception in which case a creature can wear one ring
Objets d’art on each finger and one bracelet or similar jewelry on each arm.
d20 gp (Average)
1-2 1d10 × 10 (55 gp) Table X.X Magic Item Type
3-5 3d6 × 10 (105 gp) d20 Magical Item Type
6-7 1d6 × 100 (350 gp) 1-5 Magical Potion, see Table X.X below
8-9 1d10 × 100 (550 gp) 6-9 Magical Scroll, see Table X.X below
10-11 2d6 × 100 (700 gp) 10-11 Magical Wand/Staff/Rod, see Table X.X below
12-13 3d6 × 100 (1,050 gp) 12-14 Armor & Shield, see Table X.X below
14-15 4d6 × 100 (1,400 gp) 15-17 Weapon, see Table X.X below
16 5d6 × 100 (1,750 gp) 18-20 Wondrous Item, see Table X.X below
17 1d4 × 1,000 (2,500 gp)
18 1d6 × 1,000 (3,500 gp) MAGICAL POTIONS
19 2d4 × 1,000 (5,000 gp) Potions are discrete quantities of liquid formulations prepared
20 2d6 × 1,000 (7,000 gp) by a spellcasting alchemist. Potions are usually found in sealed
containers to prevent spillage or contamination.
Potions take an action to imbibe but take effect immediately.
Assume any found potion is a single dose of the minimum level.
Potions last 1d4 hours unless otherwise stated, the GM rolls in
secret as the PC would have no way of knowing the duration.
SAMPLE POTIONS protection takes effect. Protection is centered on the user and
d20 Potion extends in a 3 pace radius lasting 1d4x10 minutes and affects up
1-3 Potion of Diminution: This formulation functions as to 4d6 HD of opponents, affecting the lowest HD first. Protection
the Reduce effect of the enlarge/reduce spell, lasting scrolls cannot be copied.
1d4 hours.
4-5 Potion of ESP: This formulation functions as detect PROTECTION SCROLLS
thoughts, lasting 1d4 hours. d20 Protection Scroll
6-9 Potion of Gaseous Form: This formulation functions as 1-3 Protection from Lycanthropes: This protection scroll
the spell gaseous form, lasting 1d4 hours. functions as a protection from evil and good except
10-11 Potion of Growth: This formulation functions as the only applying to lycanthropes such as wererats,
Enlarge effect of the enlarge/reduce spell, lasting 1d4 werewolves, etc.
hours. 4-5 Protection from Elementals: This protection scroll
12-15 Potion of Healing: This formulation functions as the functions as a protection from evil and good except
cure wounds spell, healing 1d8+2 hit points. only applying to elementals.
16-17 Potion of Invisibility: This formulation functions as 6-8 Protection from Undead: This protection scroll
the invisibility spell, lasting 1 hour. functions as a protection from evil and good except
18-20 Potion of Levitation: This formulation functions as the only applying to the undead.
levitate spell, lasting up to 1 hour. 9-10 Protection from Scalykind: This protection scroll
functions as a protection from evil and good except
MAGICAL SCROLLS only applying to reptiles and dragons.
Three kinds of scrolls: instructional, protection, and spell. 11-12 Protection from Arachnids: This protection scroll
functions as a protection from evil and good except
d20 Scroll Found only applying to spiders and scorpions.
1-7 Instructional, see Table X.X below 13-16 Protection from Beasts: This protection scroll
8-17 Spell, see Table X.X below functions as a protection from evil and good except
18-20 Protection, see Table X.X below only applying to animals.
17-18 Protection from Plants: This protection scroll
Table X.X Scroll Level functions as a protection from evil and good except
d20 Level only applying to plants.
1-15 1 19-20 Protection from Constructs: This protection scroll
16-20 2 functions as a protection from evil and good except
only applying to constructs.
Instructional scrolls are arcane formulas identical to what is
found in a wizard’s spellbook and is intended for a wizard to MAGICAL ARMOR & SHIELDS
learn a new spell. Once deciphered (DC 15 + level of spell) the Magical armor and shields provide a Defense bonus in addition
scroll may either be used during daily spell preparation or the to whatever the armor or shield normally provide. Armor and
spell can be copied into the wizard’s spellbook. Once copied, the shield bonuses stack.
scroll goes blank. Magical armor and shields reduce Load and Bulk by the
Spell scrolls store a spell until it is released. Like Protection spell magical bonus to a minimum of 0.
spell scrolls can be used by any literate creature however, the At the GM’s option, large magical shields grant the magical
less familiar the reader is the more likely the spell will either bonus to saving throws against area of effect attacks such as
not function or it will backfire potentially with catastrophic dragon breath and area of effect spells.
consequences. No ability check is required if the spellcaster
is familiar with the spell through class and level. If the spell Table X.X Armor & Shield
isn’t available due to level, the check is DC 10+level of spell. If d20
the spell is outside of the caster’s experience, such as a wizard 1-15 Shield, See Table X.X below
attempting to cast a cure would spell, from a scroll, then the 16-20 Armor, See Table X.X below
check is much harder DC 20+level of spell. If the user isn’t a
spellcaster, the DC is 30+level of spell. Spell scrolls cannot be Table X.X Shield
copied. d20 Shield
See below for the effects of a failed ability check. 1-5 Buckler Shield
6-11 Small Shield
Check 12-17 Medium Shield
Missed Effect 18-20 Large Shield
1 Nothing happens, spell remains intact.
2-4 Spell is triggered but fizzles and harmlessly dissipates. Table X.X Armor
S croll goes blank. d20 Armor
5+ Small calamity, wrong target, effect reversed or other 1-8 Very Light Armor
minor disastrous effect at the GM’s whim. Scroll goes 9-13 Light Armor
blank. 14-17 Medium Armor
16-18 Heavy Armor
Protection scrolls are single-use wondrous items usable by 19-20 Very Heavy
any literate creature. Once read the scroll goes blank as the
Table X.X Armor & Shield Magical Bonus 13-17 Protection: This ring grants +1 to the wearer’s Defense
d20 Bonus and +1 to all saving throws. Roughly 1 in 10 of these
1-16 +1 rings also grant +1 to the saving throws of allies within
17-20 +2 3 paces.
18-20 Water Walking: This ring allows the wearer to walk on
Table X.X Armor Size water as if it were solid ground.
d20 Size
1-3 Halfling WANDS, RODS, & STAVES
4-9 Dwarf These devices replicate specific spells and effects. All are charged,
10-12 Elf once expended, the device becomes inert and loses all magical
13-19 Human traits. Note, if a class appears in parenthesis, only that class can
20 Other use the device.
Wands are 8-18 inches in length and as thick as a finger.
Magic Armor Sizes Wands are always single-spell devices. Wands may have up to 50
Gamemasters may opt for armor to resize itself to accommodate charges.
a variety of physiques. At most allow for a small increase or Rods are similar to wands but are scepter-like 24-36 in
decrease so a suit of chainmail sized for humans could fit a elf length. Rods contain up to 50 charges but may have multiple
or an orc but not a pixie or a hill giant. Alternatively the armor functions.
resizes for any humanoid wearer. Staves are 5-7 feet in length, thicker than a human thumb,
hold up to 100 charges and have one or more functions.
If a class appears in parenthesis, only the class or classes may use
WEAPONS the device.
Magical weapons provided a magical bonus to hit and damage Note! Most of these devices will be partly expended when
which is added to attack rolls. Secondarily the weapons can harm found. Roll 1d100 for the percentage of charges remaining in the
creatures ordinarily immune to non-magical attacks. device.

Table X.X Weapon Weapons SAMPLE MAGICAL WANDS, STAVES, and RODS
d20 Magical Bonus d20 Wand, Stave, or Rod
16-18 +1 (sheds light 3 pace radius) 1-4 Wand of Enemy Detection: For 1 charge the wand
19-20 +2 (sheds light 6 pace radius) detects the nearest creature hostile to the wielder
within 20 paces. The user knows the direction
Table X.X Weapon Weapons but not the distance. The wand detects ethereal,
d20 Weapon Type noncorporeal, disguised, polymorphed, and invisible
1-12 Melee enemies.
13-20 Ranged 5-8 Wand of Magic Detection (Wizard or Cleric): For 1
charge the user may cast detect magic, as the spell.
MAGICAL RINGS 9-10 Wand of Paralyzation (Wizard): For 1 charge, a
Rings can be enchanted for a variety of purposes but all share creature within 20 paces must pass a Constitution
several traits. Magical rings only function when worn but save (DC 15) or be paralyzed for 1 minute. The target
automatically resize when the wearer decides to put the ring is entitled to a save every round. Rare variations of this
on their finger. Only one ring can be worn on a hand at a time. wand allow the wielder to spend 3 charges for a cone
Lastly, if no duration is limited the ring functions constantly. effect 20 paces long and 10 paces wide affecting all
creatures in the area of effect.
SAMPLE MAGICAL RINGS 11-12 Wand of Magic Missiles (Wizard): For 1 charge the
d20 Ring spell discharges 3 magic missiles, as the spell, at targets
1-4 Animal Control: This ring functions once per short of the wielder’s choosing. For an additional 1 or 2
rest allowing the user to cast animal friendship, as charges, 1 or 2 additional missiles are discharged.
the spell (DC 13). The duration is concentration or 1 13-14 Staff of Healing (Cleric): With a touch and 1 charge
minute. the wielder casts cure wound spell on a target restoring
5-9 Energy Resistance: The wearer of the ring gains +2 to 1d8+2 hit points per charge expended. Up to 3 charges
all saving throws and takes half damage from magic may be spent per touch. Using the staff to attack
and effectsof a particular type of energy. drains all charges.
d20 Energy Form 15-17 Staff of Striking (Wizard or Cleric): The device is
1-4 Fire a +1 magical quarterstaff. The user may spend 1, 2, or
5-8 Cold 3 charges increasing damage by a further +2, +4, or +6
9-11 Sonic with a successful attack roll.There is a 50%
12-15 Electricity chance the staff retains the +1 magical bonus after all
15-17 Poison charges are expended.
18-20 Acid 18 Rod of Cancellation: The rod is usable once then
10-12 Invisibility: This ring functions as the invisibility becomes inert. On a successful attack ignoring armor,
spell, taking an action to activate or a bonus action to any one magical item or effect is permanently
deactivate. disenchanted.
19-20 Python Staff (Cleric): The staff is +1 to hit and damage
(1d6+1). As an action, the staff may be thrown up to 3 8d6 damage to the user (no save) and all within 3
paces turning into a large constrictor snake with paces (Dexterity save DC 20) if used more than once
maximum Hit Points. The snake is under the mental per day.
command of the wielder so long as it remains within 20 Medallion of ESP: As the Helm of Telepathy but a
20 paces and the wielder isn’t incapacitated. If reduced medallion.
to 0 hp, the snake reverts to staff form and shatters.
Turning the snake into staff is a bonus action. The
snake regains all Hit Points after reverting to staff
form.

WONDROUS ITEMS
Wondrous items come in all shapes and sizes, some have
daily uses others have charges. Some have a single use and are
expended forever.
If a class appears in parenthesis, only the class or classes may
use the device.

SAMPLE WONDROUS ITEMS


d20 Wondrous Item
1-5 Bag of Holding: The bag has extradimensional space
for up to 64 cubic feet (roughly 4 ft x 4 ft x 4 ft) but
is only Load 2. Items must fit in the mouth of the bag.
There is limited air in the bag, up to 10 minutes
divided by the number of creatures, with
small counting as half a creature. Roughly 2 medium-
sized and 1 small creature fits within the bag.
Placing this item into another extradimensional space
results in the destruction of the two items along with
all contents of both.
6-8 Broom of Flying: Upon command, the user
may mount the boom and fly with a Speed of 24
paces carrying up to 400 lbs, but Speed drops to 18
paces when carrying cargo or passengers up to 200 lbs.
9-11 Crystal Ball (Cleric or Wizard): This item may be used
three times per day to cast the scrying spell. Some rare
versions of the crystal ball allow the wielder to detect
thoughts as the spall. Rarer still are ones granting
telepathy with creatures within 10 paces of the target
point.
12-13 Elven Boots & Cloak: These items are usually found
together. Both function best in sylvan settings. When
worn together the user gains a bonus d20 roll when
attempting stealth actions. The user takes the higher of
the two d20 rolls.
14-15 Gauntlets of Ogre Power: These items grant the wearer
a Strength 19. If the wearer already has Strength 19 or
higher there is no effect. When fighting unarmed the
gauntlets do deal 1d6+4 Bludgeoning damage and
counts as magical against creatures otherwise immune
to non-magical attacks and effects.
16-17 Helm of Telepathy: The wearer may freely use
an action to cast detect thoughts spell (DC 13). So long
as concentration is maintained, the caster may send a
telepathic message to a creature, who can use a bonus
action to reply.
17-19 Horn of Blasting: When activated and blown, a cone of
sound 12 paces long and 4 paces. The cone levels small
structures and shatters most crystalline objects,
dealing 4d6 sonic damage and causes deafness for
1d10 minutes, Constitution save DC 15 for
half damage and no deafness. Crystalline creatures
take double damage on a failed saving throw. There is
a 20% cumulative chance the horn explodes causing
CHAPTER 10: BESTIARY For reasons unknown, monstrous ants mine precious metals
30% of the time; 1d10x1000 gp in raw gold nuggets are present
in the hive.
No fantasy RPG would be complete without formidable foes to
challenge the PCs. What follows is only a tiny sampling of the
BANDIT
beasts and monsters inhabiting the world.
No. Enc.: 2d4 (3d6)
Movement: 12 paces
BESTIARY STATISTIC BLOCKS
Str Dex Con Int Wis Cha
All monsters appear in stat blocks:
12 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
• No. Enc.: Number Encountered. The number inside the
Defense: 14 (+1 Dex, +3 Armor)
parenthesis indicates the number of creatures found in a lair
Hit Dice (hp): 1d8+1 (5 hp)
or den.
Size: Medium/1 pace
• Movement: The first rate indicates the creature’s primary
Proficiency Bonus: +1
mode of movement and speed in paces. Additional modes
of movement and their speed is also given. Attacks/Damage: +2 weapon/broadsword, battleaxe or mace
• Ability Scores: Define the average creature’s physical and 1d8+1
mental ability scores and ability modifiers. Proficient Saves: Strength & Constitution
• Defense: A creature’s ability to evade harm in combat. This Environment: Any
includes Dexterity modifier, size, worn armor and shields,
natural armor, and other factors. Bandits are desperate men and women driven to theft and assault
• Hit Dice (hp): The number and type of dice rolled to out. Most are adept at using the terrain to their advantageThey
determine the creature’s hit points. Hit Dice determines strike, rob, and then flee to avoid the authorities.
Proficiency Bonus. The number in parenthesis indicates the Bandit chieftains are hardened by years of parting strangers
average Hit Points. from their valuables (+1 HD, Str 14, Dex 15, Con 15, Int 13, Wis
• Size/Reach: The creature’s size ranging from Fine to 13, Cha 13) and wear superior armor (+4 Armor) and gaining
Colossal. Larger creatures occupy more space and longer +1 to hit and damage with their weapon of choice, usually a two-
reaches than smaller creatures. The number after the slash handed sword or axe to impress their subordinates.
indicates the creature’s reach. In terms of arms, 25% of any troupe is armed with light
• Proficiency Bonus: Bonus to proficient saving throws, crossbows or short bows (50% chance of either).
attacks, and various ability checks. Non-Proficiency is Hit
Dice/3. BARROW RAT
• Attacks/Damage: The number, type, and damage of the No. Enc.: 1d4 (2d6)
creature’s various attacks. An ‘and’ indicates follow-up Movement: 12 paces, 6 paces swimming, 3 paces climbing
attacks. A ‘plus’ indicates a secondary effect for successful Str Dex Con Int Wis Cha
attacks. 15 (+2) 14 (+2) 15 (+2) 9 (-1) 13 (+1) 8 (+1)
• Proficient Saves: Indicates which of the creature’s Ability Defense 15 (+2 Dex, +3 Natural)
Scores are proficient saving throws. Hit Dice (hp): 3d8+6 (19 hp)
• Environment: Indicates the general locale where the Size/Reach: Medium/1 pace
creature is likely to be encountered. Proficiency Bonus: +3
Attacks/Damage: +5 bite/2d4+2 plus trip plus disease
ANT, MONSTROUS Proficient Saves: Strength & Constitution
No. Enc.: 2d4 (4d6) Environment: Any subterranean
Movement: 18 paces, 9 paces climbing
Str Dex Con Int Wis Cha Dungeons hold many dangers, but few are as terror-inducing as
14 (+2) 12 (+1) 15 (+2) 6 (-2) 11 (+0) 8 (-1) the barrow rat. Barrow rats are omnivorous predators the size of
Defense 17 (+1 Dex, +6 Natural) a small bear reaching lengths of 6 feet and weighing 150 pounds.
Hit Dice (hp): 4d8+8 (26 hp) Their 6-inch incisors make short work of masonry and even
Size/Reach: Medium/1 pace chew though steel. Barrow rats are cautious around smoke and
Proficiency Bonus: +4 fire but do not fear it.
Attacks/Damage: +6 bite, 2d6+2 Like all rats, barrow rats carry a host of infections. The
Proficient Saves: Strength & Constitution most virulent is filth fever transmitted by bite attack unless the
Environment: Any but arctic defender makes a Constitution save DC 15. On a failure, the
defender comes down with a fever within an hour taking 1d4
Monstrous ants are found in the hottest deserts and the deepest Str and Int and 1 point of Con loss. The save is repeated every
jungles nesting in trees or underground. Giant ants can be up to 6 hours thereafter until the save is successful or the target dies.
4 foot long not including their two foot mandibles. The above Barrow rats may carry 1-2 other random diseases.
stats are for scouts and warriors. Workers are half the size, 2 HD, Barrow rats use their bulk to their advantage to knock prey
and only cause 1d6+1 damage with a bite. Drones are less than a prone after biting. The defender attempts a Strength check DC 15
foot long and are noncombatants however the hive queen can be to avoid being knocked prone.
over 12 feet in length. Barrow rats are ambush predators +2 to stealth actions and
Ants are dangerous scavengers; anything and everything is possessing darkvision 30 paces.
on the menu to an ant. Ants are capable of lifting and moving
4x what their Strength would indicate and can, given time, chew
through stone and bend iron.
BASILISK Oily, viscous blobs ranging in size from 10 to 30 feet in diameter..
No. Enc.: 1d6 (1d6) They moves by pulling themselves along with pseudopods.
Movement: 6 paces They are amorphous hunters capable of slipping through small
Str Dex Con Int Wis Cha openings. They devour any organic material, living or dead, their
14 (+2) 15 (+2) 12 (+1) 6 (-2) 11 (+0) 10 (+0) corrosive touch dissolves metal and wood.
Defense 14 (+2 Dex, +2 natural) Black puddings are immune to non-magical; any attack with
Hit Dice (hp): 6d8+6 (32 hp) a bladed weapon chops off a smaller independent 2 HD pudding
Size/Reach: Large/2 paces (+2 hit, 1d8 slam plus 1d8 acid damage). Black puddings take full
Proficiency Bonus: +6 damage from fire
Attacks/Damage: +6 bite/1d10+2 plus petrify
Proficient Saves: Strength & Dexterity BUGBEAR
Environment: Dense woods and dungeons. No. Enc.: 2d4 (5d4)
Movement: 9 paces
This reptilian monster may reach up to 10 feet in length and Str Dex Con Int Wis Cha
possess wide toothy mouths delivering a terrible bite. Their most 14 (+2) 12 (+1) 12 (+1) 9 (-1) 11 (+0) 11 (+0)
terrifying attack is their ability to petrify living creatures with a Defense 17 (+1 Dex, +4 armor, +2 shields)
gaze or a touch. Hit Dice (hp): 3d8+3 (16 hp)
Petrify: Any victim gazing into the eyes of a basilisk, Size/Reach: Large/2 paces
touching, or being touched by the basilisk must make a Proficiency Bonus: +3
Constitution saving throw DC 17 or turn to stone. The only way Attacks/Damage: +5 claw/1d4+2 or +5 weapon/by weapon
to avoid the basilisk’s gaze in combat is to look away or view the Proficient Saves: Strength & Constitution
creature through a mirror. Looking away reduces attack rolls Environment: Any
by –4 while attacking through a mirror has a penalty of –2 to
hit, the attacker is +2 to be hit by the basilisk. A basilisk is not Hairy, long-eared, and tusked cousins to goblins. These brutish
immune to its gaze. humanoids stand over 7 feet tall and are very muscular. Despite
their large size, Bugbears are deceptively stealthy, +2 to stealthy
BERSERKER actions and have remarkable hearing, +2 to hearing checks. They
No. Enc.: 1d6 (4d4) favor heavy maces, flails, and morningstars and shields but many
Movement: 15 paces have a fondness for long spears, voulges, and halberds.
Str Dex Con Int Wis Cha
14 (+2) 12 (+1) 14 (+2) 9 (-1) 10 (+0) 11 (+0) CENTIPEDE, MONSTROUS
Defense 16 (+1 Dex, +3 Armor, +2 Shield) No. Enc.: 2d4 (1d8)
Hit Dice (hp): 1d12+2 (8 hp) Movement: 9 paces, 6 paces climbing
Size/Reach: Medium/1 pace Str Dex Con Int Wis Cha
Proficiency Bonus: +1 8 (-1) 14 (+2) 12 (+1) 5 (-3) 11 (+0) 9 (-1)
Attacks/Damage: +3 by weapon/by weapon +2 Defense 13 (+2 Dex, +1 Natural)
Special Attacks: Rage Hit Dice (hp): 1d8+1 (6 hp)
Proficient Saves: Strength & Constitution Size/Reach: Small/1 pace
Environment: Any Proficiency Bonus: +1
Note: The stat block above does not reflect the berserker rage Attacks/Damage: +3 bite/1d4+2
(see below). Proficient Saves: Dexterity & Constitution
Unhinged warriors who drive themselves into a combat frenzy. Environment: Tropics, ruins and subterranean
They frequently wear bear pelts to augment their unsettling,
savage appearances. All are skilled at surviving in the wild by Centipedes favor damp, dark environments. Specimens can reach
foraging and hunting. Most are armed with broadswords and lengths of 3 feet in length.
shields but just as many favor battleaxes. Leaders wear +4 Armor Those living on the surface are nocturnal.
and wield greataxes.. Centipede bites is venomous, delivering agony-inducing,
Berserker Rage: once between short rests +4 Str and +4 Con, nerve and flesh-melting venom causing 3d6 poison damage,
+2 bonus to Wisdom saves vs. mind control and fear, -2 Defense Constitution Save DC 12 for half. Failing the save causes
lasting up to 9 rounds afterward they gain a level of Fatigue. paralysis for 1 hour then sickness, –2 penalty on all attack rolls,
weapon damage rolls, saving throws, skill checks, and ability
BLACK PUDDING checks for 1d3 hours.
No. Enc.: 1
Movement: 6 paces, climbing 6 paces, swimming 6 paces
Str Dex Con Int Wis Cha
16 (+3) 9 (-1) 12 (+1) Nil Nil Nil
Defense 14 (-1 Dex, +5 natural)
Hit Dice (hp): 6d8+6 (32 hp)
Size/Reach: Large/6 paces
Proficiency Bonus: +6
Attacks/Damage: +5 Slam/1d8+3 plus 2d8 acid damage.
Proficient Saves: Strength & Constitution
Environment: Subterranean
CHARNEL GRUB filth fever is the most common inflicting 1d4 Str and Int and 1
No. Enc.: 1d3 (1d3) Con damage unless a DC 13 Constitution save is made. The save
Movement: 12 paces/ 12 paces climbing is made every day until successful or until the host dies.
Str Dex Con Int Wis Cha Dire rats possess Darkvision 30 paces and have very sharp
12 (+1) 8 (-1) 15 (+2) 5 (-3) 12 (+2) 9 (-1) senses of smell and hearing, +4 on those rolls. They are stealthy
Defense 13 (-1 Dex, +4 natural) and strong swimmers, gaining +2 on related rolls.
Hit Dice (hp): 3d10+6 (23 hp) Like common rats, dire rats have an instinctive fear of fire
Size/Reach: Large/2 paces and smoke.
Proficiency Bonus: +3
Attacks/Damage: 8 +2 stingers, 1d4+1 plus paralysis
Proficient Saves: Strength & Constitution DOPPELGANGER
Environment: Any subterranean No. Enc.: 1d6 (1d6)
Movement: 12 pace
Loathsome scavenging grubs perched upon 8 pairs of Str Dex Con Int Wis Cha
parapodium like a great reeking caterpillar. Their bodies are 10 (+0) 15 (+2) 12 (+1) 16 (+3) 14 (+2) 16 (+3)
soft and moist to the touch, measuring 9 feet long and 4 feet Defense 19 (+2 Dex, +1 Natural, +6 Special, see below)
high. The slobbery mouth is surrounded by 8 slime-coated Hit Dice (hp): 4d8+4 (21 hp)
tentacles each 6 feet in length. Any prey hit by a tentacle is Size/Reach: Medium/1 pace
paralyzed unless a Strength save DC 15 is made. Paralyzed prey Proficiency Bonus: +4
is swallowed in the next round and begins to suffocate. Attacks/Damage: +10 slam/1d12+2 or +6 slam/1d6+2
Paralysis lasts 2d4x10 minutes, although any cure spell Proficient Saves: Dexterity & Charisma
nullifies the paralysis without healing hit points. Environment: Any

COCKATRICE In their natural forms, doppelgangers are lean, ropy-muscled,


No. Enc.: 1d4 (1d8) hairless humanoids with soft blobby features. Their faces are
Movement: 9 paces or 18 paces flying almost featureless save for two large black eyes and a slit for a
Str Dex Con Int Wis Cha mouth. They revert to their true forms upon death.
7 (-2) 16 (+3) 12 (+1) 7 (-2) 13 (+1) 11 (+0) After one minute of study, these devious beings are able to
Defense 14 (+3 Dex, +1 natural) perfectly mimic the shape and accouterments of any humanoid
Hit Dice (hp): 5d6+5 (23 hp) up to 7 feet tall. Transformation takes 1 round. A copied creature
Size/Reach: Small/1 pace is replaced so the doppler can take their place in society.
Proficiency Bonus: +5 They possess a natural discern thoughts ability. If the target
Attacks: +8 beak, 1d4+3 plus petrification of their attacks makes their saving throw, the doppleganger loses
Proficient Saves: Dexterity & Constitution the special adjustment to their Defense and uses the second slam
Environment: Any attack.
Dopplegangers are immune to charm and sleep spells and
Magical fowl resembling large geese with bright iridescent effects as well as any attempt to read or compel their minds.
plumage and serpentine feather capped tails capped. A successful
beak attack causes petrification unless a Dexterity save DC 16 is FIRE BEETLE
made. No. Enc.: 1d8 (2d6)
Although ill-tempered and territorial, cockatrices will attack Movement: 12 paces
without provocation. Cockatrices feed on small insects and Str Dex Con Int Wis Cha
rodents but are also known to scavenge. 10 (+0) 9 (-1) 14 (+2) 5 (-3) 11 (+0) 6(
Defense 16 (-1 Dex, +7 natural)
DIRE RAT Hit Dice (hp): 1d8+2
No. Enc.: 3d6 (3d10) Size/Reach: Small/1 pace
Movement: 12 paces, 6 paces swimming, 3 paces climbing Proficiency Bonus: +1
Str Dex Con Int Wis Cha Attacks/Damage: +1 bite/2d4
8 (-1) 14 (+2) 15 (+2) 6 (-2) 13 (+1) 8 (-1) Proficient Saves: Strength & Constitution
Defense 13 (+2 Dex, +1 Natural) Environment: Any subterranean
Hit Dice (hp): 1d4+2 (4 hp)
Size/Reach: Small/1 pace Glossy black beetles growing up to 3 feet long, their heads are
Proficiency Bonus: +1 covered in sensory organs and sharp mandibles. The giant insect
Attacks: +3 bite/1d4+2 plus disease is named for the bioluminescent glands on their heads and
Proficient Saves: Dexterity & Constitution abdomens producing an intense orange light 3 paces in radius.
Environment: Any When removed the glands glow for 1d4 days.

Dire rats are ferocious rodents 2-3 feet long and weighing as
much as a human toddler.Once introduced to an ecosystem, dire
rats quickly adapt to their new surroundings and breed rapidly.
Given time, dire rats can chew through masonry and steel.
Dire rats are immune to most diseases but readily transmit
them. Any dire rat is 50% likely to carry 1d3 diseases. A strain of
GARGOYLE Loathsome subhuman scavengers prowling graveyards and ruins
No. Enc.: 1d6 (2d4) by night in search of carrion or prey. Their gaunt, hunchbacked
Movement: 9 paces, 15 paces flying bodies are covered in half-rotted skin stretched tight over their
Str Dex Con Int Wis Cha bones. Their skull-like heads feature two glowing red eyes and
15 (+2) 12 (+1) 13 (+1) 10 (+0) 11 (+0) 12 (+1) a mouth full of pointed teeth. Their fingers and toes are capped
Defense 15 (+1 Dex, +4 natural) with iron-hard nails used to slash prey and excavate tunnels.
Hit Dice (hp): 4d10+4 (22 hp) Any opponent successfully struck by a ghoul must make a
Size/Reach: Medium/1 pace Strength save DC 14 or become paralyzed for 2d4x10 minutes.
Proficiency Bonus: +4 The paralysis can be removed with any cure spell but does not
Attacks/Damage: 2 claws +6/1d4+2 and +6 bite/1d6+2 and +6 restore hit points. Elves are immune to ghoul paralysis.
horn/1d4+2 A human slain by a ghoul rises as one in 24 hours unless a
Proficient Saves: Strength & Constitution bless spell is cast on the corpse.
Environment: Any Ghouls possess typical undead immunities to charm, sleep,
and hold spells not specifically targeting undead, as well as
These horned, ugly, stone-hided predators are likely the product immunity to poison and disease. Ghouls receive +2 to their
of dark magic or alchemy, or both. Gargoyles cleverly conceal Wisdom saves to resist turning.
themselves by pretending to be statues and stonework, gaining
a +2 bonus to stealth rolls. Their unique natures and thick hides GHAST
render them immune to non-magical weapons and attacks. No. Enc.: 1d6 (1d6)
Movement: 16 paces, 8 paces climbing, 4 paces burrowing
GELATINOUS CUBE Str Dex Con Int Wis Cha
No. Enc.: 1 (0) 15 (+2) 17 (+3) 16 (+3) 13 (+1) 13 (+1) 10 (+0)
Movement: 6 paces, 6 paces climbing. Defense 16 (+3 Dex, +3 natural)
Str Dex Con Int Wis Cha Hit Dice (hp): 4d8+12 (30 hp)
16 (+3) 6 (-2) 14 (+2) Nil Nil Nil Size/Reach: Medium/1 pace
Defense 12 (-2 Dex, +4 natural) Proficiency Bonus: +4
Hit Dice (hp): 4d8+8 (26 hp) to 4d12+8 (34 hp) Attacks/Damage: 2 +7 claws/1d4+3 plus paralysis and +7
Size/Reach: Large/4 paces or more! bite/1d8+3 plus paralysis
Proficiency Bonus: +4 Proficient Saves: Strength & Constitution
Attacks/Damage: +7 slam/2d4 plus paralysis Environment: Any
Proficient Saves: Strength & Constitution
Environment: Any dungeon Ghasts are a larger, more vicious strain of ghoul with a rotting
stench. All living creatures within 4 paces of a ghast take 1d4
A species of translucent slime in the rough shape of a cube, subdual damage and must make a Constitution save DC 17 for
ranging roughly 3 paces on a side. They engulf and digest any half damage or be sickened, suffering a -2 to attack, proficiency
organic material. They move silently and are difficult to spot (+2 checks, ability checks, and damage rolls. The effect lasts 1d4
bonus to stealth checks). Metal goods, coins, bones, and other rounds after leaving the area of effect. Once a save is successful
indigestibles continue to float in the slime. the creature is immune to the stench for 24 hours.
Any creature contacting the cube is paralyzed for 2d4x10 Any opponent successfully struck by a ghast must make a
minutes unless they make a Constitution Save DC 16. Paralyzed Strength save DC 17 or become paralyzed for 2d4x10 minutes.
creatures are automatically engulfed taking 2d4 acid damage per The paralysis can be removed with any cure spell but does not
round. A cure spell removes the paralysis but heals no hit points. restore hit points. Elves are not immune to ghast paralysis.
Like all slimes, gelatinous cubes are immune to fear A creature with fewer than 4 HD or levels slain by a ghast
and mind effects, charm and sleep spells and similar effects rises as a ghoul in 24 hours. Creatures with 4 or more HD or
targeting the mind, will, or personality. They are also immune levels rise as a ghast. In either case, a bless spell cast upon the
to petrification, polymorph, disease, and poison, lightning and corpse prevents the reanimation.
cold-based damage and effects but take damage from weapons Ghasts possess typical undead immunities to charm, sleep,
and fire-based attacks. and hold spells not specifically targeting undead, as well as
immunity to poison and disease.
Ghasts are so vile that they gain +3 to their Wisdom saves to
GHOUL resist turning, and protection from evil spells must be combined
No. Enc.: 1d6 (2d8) with powdered iron to be effective. Cold iron weapons deal
Movement: 9 paces, 6 paces climbing, 2 paces burrowing double damage to ghasts.
Str Dex Con Int Wis Cha
13 (+1) 15 (+2) 14 (+2) 9 (-1) 11 (+0) 7 (-2)
Defense 14 (+2 Dex, +2 natural)
Hit Dice (hp): 2d8+4 (13 hp)
Size/Reach: Medium/1 pace
Proficiency Bonus: +2
Attacks/Damage: 2 +4 claws/1d4+2 plus paralysis and +4
bite/1d6+2 plus paralysis
Proficient Saves: Strength & Constitution
Environment: Any
GNOLL GORGON
No. Enc.: 1d6 (3d6) No. Enc.: 1d3 (1d4)
Movement: 9 paces Movement: 9 pace
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
14 (+2) 13 (+1) 13 (+1) 10 (+0) 11(+0) 9 (-1) 11 (+0) 15 (+2) 12 (+1) 15 (+2) 14 (+2) 15 (+2)
Defense 15 (+1 Dex, +2 natural, +2 armor) Defense 15 (+2 Dex, +3 Natural)
Hit Dice (hp): 2d8+2 (11 hp) Hit Dice (hp): 4d8+4 (13 hp)
Size/Reach: Medium/1 pace Size/Reach: Medium/1 pace
Proficiency Bonus: +2 Proficiency Bonus: +4
Attacks/Damage: +4 bite/1d6+2 or +4 weapon/1d10+2 by Attacks/Damage: +6 bite/1d6+2 plus venom or +6 by
weapon weapon/1d6+2 usually shortbow or shortsword.
Proficient Saves: Strength & Constitution Proficient Saves: Dexterity, Intelligence, & Charisma
Environment: Any Environment: Any

Gnolls are ferocious and cruel humanoid hyena men standing A spiteful all female race resembling humans in all but one very
7 feet tall. They are nocturnal carnivores and raiders targeting important way: instead of hair, their hair is coils of writhing
other intelligent folk for plunder and food. Gnolls reek of rotten venomous vipers. The gorgon has complete control of the
meat and sweaty, dirty hides. Gnolls may use any weapon but writhing serpents framing her face. Unless wearing a full hood,
prefer heavy chopping weapons such as blades and axes or flails. gorgons are difficult to surprise, +4 to avoid surprise.
Gnoll pack leaders have +2 Str, +1 Dex, +1 Con, +2 Int, Gorgons petrify those meeting their gaze unless a
+1 Wis, and +3 Cha and have 3 HD but receive +1 to hit and Constitution save DC 16 is made. Viewing the gaze through
damage when wielding their great flails or axes. a mirror is safe but combat through a mirror is difficult, -2 to
Gnolls speak the yipping and snarling language of hyenas, attacks, the gorgon gains +1 to hit. Those averting their gaze are
frequently keeping them as pets; there is a 25% chance a gnoll immune but must fight blind, -4 to their rolls while the gorgon
pack will have 1d2 loyal hyenas. gains +2 to its attacks.
A gorgon meeting its reflected gaze must make a
GOBLIN Constitution Save to avoid petrification.
No. Enc.: 2d4 (6d10) A gorgon’s snake hair can be wielded in combat although
Movement: 9 paces clever gorgons extract their own venom and apply it to their
Str Dex Con Int Wis Cha blades and arrows.
8 (-1) 13 (+1) 11 (+0) 12 (+1) 9 (-1) 10 (+0) Gorgons possess Low Light vision and subterranean dwellers
Defense: 14 (+1 Dex, +1 armor, +2 shield) develop darkvision 20 paces after a few weeks.
Hit Dice (hp): 1d6 (3) Gorgons are highly resistant to magic, receiving a +2 on all
Size/Reach: Small/1 pace saving throws against magic spells and effects.
Proficiency Bonus: +1 Legends tell of greater gorgons who are larger and possess
Attacks/Damage: +2 weapon/1d6+1 usually light hammer, serpentine tails instead of legs.
hand axe, scimitar, or shortspear
Proficient Saves: Dexterity & Intelligence GRAY OOZE
Environment: Subterranean No. Enc.: 1 (1)
Movement: 3 paces, 3 paces climbing, 3 paces swimming.
Slim and sharp-featured humanoids standing 3-4 feet in height. Str Dex Con Int Wis Cha
Goblin skin ranges from rusty orange to mustard yellow, orange, 13 (+1) 13 (+1) 12 (+1) 12 (+1) 12 (+1) 10 (+0)
or olive green. Chroniclers believe goblin skin color is influenced Defense 12 (+1 Dex, +1 Natural)
by minerals in their food and water. Hit Dice (hp): 3d8+3 (16 hp)
Their large eyes are light-sensitive, suffering -1 to attack, Size/Reach: Large, 3 paces
proficiency, and ability checks in full sunlight but possess Proficiency Bonus: +3
darkvision 30 paces. Attacks/Damage: +4 slam/1d6+1 plus 2d8 acid plus grab
Goblins are accomplished miners. Their tunnels frequently Proficient Saves: Constitution & Intelligence
cut into the holds of other subterranean denizens. Goblins Environment: Any subterranean
despise dwarves and gnomes; the feeling is mutual.
Goblins understand the snarling language of dire wolves Corrosive predatory slimes easily mistaken for patches of wet
keeping the feral beasts as pets and mounts, 20% chance a pack stone. The slime lashes out like a serpent with a pseudopod
includes 1d4 dire wolves. dissolving the prey. The acid quickly destroys armor (light armor
Any goblin community has a goblin chieftain, a ruthless, in 1 round, medium armor in 2 rounds, etc.). On a successful hit,
cruel, and usually, well-fed potentate who is medium-sized, the defender is held fast taking 2d8 acid damage until a Strength
possesses 3 HD, +3 Str, +3 Con, +4 Defense, and is skilled in check DC 15 is made.
battle (+1 to hit and damage). The goblin king is served by 2d6 Weapons striking the ooze are damaged suffering a
unflinchingly loyal bodyguards with 2 HD, Con +1, and +2 cumulative -1 to hit and damage for each hit. When the weapon
Armor. takes penalties equal to half the damage die, the weapon is
destroyed.
Gray oozes are immune to fire and cold based attacks and
effects but take normal damage from lightning and weapon
attacks.
Gray oozes possess strong predatory instincts, roughly 10% always accompanied by 1d4 bodyguards with 4 HD, +1 Str, and
develop the ability to deliver a psychic crush against a single +2 Defense from armor.
intelligent creature up to 3 paces away causing 2d6 psychic
damage, Charisma Save DC 14 for half damage. The psychic KOBOLD
crush is regained after a short rest. No. Enc.: 4d4 (6d10)
Movement: 6 paces
HARPY Str Dex Con Int Wis Cha
No. Enc.: 1d6 (2d4) 8 (-1) 13 (+1) 11 (+0) 11 (+0) 10 (+0) 10 (+0)
Movement: 6 paces, 15 flying Defense 13 (+1 Dex, +2 Natural)
Str Dex Con Int Wis Cha Hit Dice (hp): 1d4 (2)
12 (+1) 14 (+2) 13 (+1) 12 (+1) 11 (+0) 14 (+2) Size/Reach: Small/1 pace
Defense 13 (+2 Dex, +1 Natural) Proficiency Bonus: +1
Hit Dice (hp): 3d8+3 (16 hp) Attacks/Damage: +2 claw/1d2+1 or +2 weapon/1d4+1 or two-
Size/Reach: Medium/1 pace handed 1d6+1
Proficiency Bonus: +3 Proficient Saves: Dexterity & Intelligence
Attacks/Damage: 2 +5 claws/1d4+2 and +5 weapon/1d6+2 Environment: Any subterranean
usually a club, shortsword, or short spear or song.
Proficient Saves: Constitution & Charisma Small, dog-like reptilian folk known for their cowardice, cruelty,
Environment: Any but prefer remote roosts in remote hills, and deviousness. The snarling and yipping humanoids stand
mountains, and ruins. around 3 feet tall and resemble long-snouted scale-covered dogs.
Kobolds live exclusively in vast warrens of interconnected
Cruel creatures as ugly on the inside as they are on the outside. tunnels filled with fiendishly effective mechanical traps. Kobolds
From the waist up they are grimy hags but possess the legs and have a +2 bonus to rolls to trapcraft checks.
wings of vultures. Their feathers are glossy black, flecked with Kobolds have 30 pace darkvision.
offal, and crawling with vermin. Kobolds have a mutual hatred of gnomes due to some
A harpy’s most powerful ability is their charmsongs. Any ancient slight between their gods.
creature within 100 paces must make a Charisma save DC 15 Kobold tribes are led by a chieftain with +1 HD, Str +2,
or be compelled to follow the song to its origin at their fastest Dex +1, Con +1, Int +2, Wis +2, Cha +2, and +4 Def from
speed. Once the harpy touches their charmed victim, they’re armor and buckler shield. The chieftain is protected by 1d6 loyal
allowed another saving throw, if failed the victim is helpless. The bodyguards with +1 Str, +1 Dex, +4 Def from armor.
victim is then tortured and devoured. The charm effect lasts 1
round after the harpy ceases singing; LIZARDFOLK
If either Save is successful, the victim is immune to harpy No. Enc.: 2d4 (6d6)
songs for the duration of the encounter. Movement: 6 pace, 12 pace swimming
Harpies are highly immune to magic gaining +2 to their Str Dex Con Int Wis Cha
saving throws. 13 (+1) 11 (+0) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
Defense 17 (+5 Natural, +2 shield)
HOBGOBLIN Hit Dice (hp): 2d8+2 (11 hp)
No. Enc.: 1d6 (4d6) Size/Pace: Medium/1 pace
Movement: 9 pace Proficiency Bonus: +2
Str Dex Con Int Wis Cha Attacks/Damage: 2 +3 Claws/1d4+1 or +3 Tail/1d8+1 or +3
13 (+1) 12 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) weapon/1d8+1 usually spears, tridents, and great clubs.
Defense 16 (+1 Dex, +3 Armor, +2 shield) Proficient Saves: Strength & Constitution
Hit Dice (hp): 1d8+2 (6 hp) Environment: Temperate and tropical wetlands, any
Size/Reach: Medium/1 pace subterranean
Proficiency Bonus: +1
Attacks/Dmg: +2 weapon/by weapon usually broadsword or Lizardfolk are humanoid reptiles with a ridge running from
battleaxe their head down their powerfully muscled tail. Most tribes live
Proficient Saves: Strength & Constitution a simple stone-age existence. Only the most powerful members
Environment: Any own metal weapons, shields, and armor. They are indiscriminate
carnivores greedily eating the meat of other humanoids.
Larger cousin to the goblin favoring heavier arms and armor They are powerful swimmers capable of holding their breath
coupled to a more serious outlook. Hobgoblins are militaristic in for a number of minutes equal to the sum of their Strength and
outlook with rigid hierarchies and protocols. Their weapons and Constitution scores.They are equally at home in the water as
armor are always in good repair. Hobgoblins are skilled in siege on dry land. They ignore difficult terrain penalties in wetlands..
warfare. Lizardfolk are skilled hunters receiving +2 to checks when in
Hobgoblins possess Darkvision 20 paces but are not light wetlands.
sensitive. They sometimes lord over goblin communities as
ruthless warlords.
Hobgoblins are led by a king with 5 HD and +2 Str, +2
Con, and +2 Cha, and at least +4 Defense from worn armor.
Hobgoblin kings have their pick of the spoils wielding superior
arms such as greatswords, axes, and picks. Hobgoblin kings are
LYCANTHROPE, WERERAT A charging minotaur delivers 2d8+5 damage on a successful
No. Enc.: 1d8 (2d6) gore attack.
Movement: 12 paces. 9 paces climb, 6 paces swim
Str Dex Con Int Wis Cha MUMMY
12 (+1) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0) No. Enc.: 1d4 (1d12)
Defense 13 (+2 Dex, +1 Natural) Movement: 6 paces
Hit Dice (hp): 3d8+6 (19 hp) Str Dex Con Int Wis Cha
Size/Reach: Medium/1 pace 16 (+3) 9 (-1) 13 (+1) 8 (-1) 13 (+1) 13 (+1)
Proficiency Bonus: +3 Defense: 17 (-1 Dex, +8 Natural)
Attacks/Damage: +5 bite/1d4+2 or by weapon usually short Hit Dice (hp): 5d8+5 (27 hp)
sword, mace, or hand axe Size/Reach: Medium/1 pace
Proficient Saves: Dexterity & Constitution Proficiency Bonus: +5
Environment: Any urban, dungeon, or subterranean Attacks/Damage: +8 slam/1d12+3 plus mummy rot
Proficient Saves: Strength & Charisma
Wererats are common in urban environments. They are found Environment: Tombs
lurking in sewers, beneath docks, or wherever folks keep
their heads down and ask few questions. They are the least Mummies are withered tireless protectors of tombs and the
discriminating when it comes to recruiting. valuables contained therein. Mummies are undead created using
Their hybrid form is that of a humanoid rat: mangy with ancient rituals and alchemy to preserve the corpse and then
sharp features and pink paws capable of using tools and wielding binding the soul to the withered remains to reanimate it.
weapons. Their clothing and gear are worn and rusty. The sight of a mummy causes paralysis from dread unless
Wererats can speak in their hybrid form. Wererats take 1-2 Wisdom save DC 16 is made. The paralysis lasts until the
rounds to change into their hybrid form which is immune to mummy leaves the victim’s sight or the mummy attacks the
non-silver and non-magical damage. Like all lycanthropes they victim.
are immune to polymorph spells and effects unless they wish it. Mummies are supernaturally strong but it is the mummy rot
Wererats transmit their curse with a bite. Any human tomb explorers fear. Any living creature damaged by a mummy
sustaining 50% or more of their hit points from a bite may must make a Constitution save DC 16 to avoid contracting the
contract lycanthropy, roll a Constitution Save DC 15 to avoid. rot. Each week the cursed character loses 1d2 Con and Cha as
The first change is intensely painful occurring 2d6 nights after their flesh grotesquely rots and sloughs. While afflicted magical
the bite. During the first change the new wererat blacks out as healing fails, and natural healing occurs at 1/10 the usual rate.
they give into their murderous rage. Mummy rot is not a disease but rather a powerful curse requiring
The curse may be cured by a cleric of at least 11th level remove curse to cure it.
casting a remove curse spell. Mummies, like all undead, are immune to petrification,
Wererats are immune to disease but usually carry several polymorph, disease, poisons, charm, sleep, and hold spells and
such as the red plague and filth fever. Their bites and bladed are only harmed by magical weapons, spells, and fire-based
weapons are vectors. attacks.
Wererats may summon and communicate with rats and dire
rats, 2d6 normal rats or 1d6 dire rats arrive in 1d6 minutes. This OCHRE JELLY
ability is regained after a short rest. No. Enc.: 1 (0)
Wererats have darkvision 20 paces and are quiet, gaining +4 Movement: 3 paces, 3 paces climbing, 3 paces swimming
to rolls involving stealth. Str Dex Con Int Wis Cha
12 (+1) 9 (-1) 13 (+1) NA NA NA
MINOTAUR Defense 12 (-1 Dex, +3 Natural)
No. Enc.: 1d2 (1d8) Hit Dice (hp): 5d8+5 (27 hp)
Movement: 12 paces Size/Reach: Medium/3 paces
Str Dex Con Int Wis Cha Proficiency Bonus: +5
19 (+4) 12 (+1) 15 (+2) 9 (-1) 13 (+1) 11 (+0) Attacks/Damage: +6 slam, 1d6+1 plus 2d6 acid
Defense 14 (+1 Dex, +3 Natural) Proficient Saves: Strength & Constitution
Hit Dice (hp): 6d8+12 (39 hp) Environment: Subterranean
Size/Reach: Large/2 paces
Proficiency Bonus: +6 An enormous translucent yellow enormous amoeba. The
Attacks/Damage: +10 bite/1d6+4 and +10 gore/1d8+5 or by secretions dissolve cloth, wood, and leather in one round but
weapon usually great axe or great spear. has no effect on stone or metal. Due to the amorphous state, the
Proficient Saves: Strength & Constitution slime easily squeezes through tight spaces.
Environment: Subterranean When attacked by lightning or weapons the ochre jelly
divides into 1d4+1 2 HD amoebas dealing 1d4 slam and 1d6 acid
Minotaurs are large brutish humanoids with the head and feet
damage.
of a bull standing 8 feet tall and weighing in excess of 500 lbs.
Minotaurs prowl dungeons and labyrinths in search of prey;
they relish human flesh. They may forge brief alliances with
humanoids but only if they cannot dominate them.
Minotaurs cannot become lost and are immune to spells.
Their senses of smell and hearing are exceptional, gaining +4 to
rolls involving either of those two senses.
OGRE OWLBEAR
No. Enc.: 1d6 (2d6) No. Enc.: 1d4 (1d4)
Movement: 9 paces Movement: 12 paces
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
20 (+5) 10 (+0) 15 (+2) 8 (-1) 10 (+0) 9 (-1) 16 (+3) 13 (+1) 16 (+3) 4 (-3) 12 (+1) 10 (+0)
Defense 14 (+2 Natural, +3 Armor, -1 Size) Defense 15 (+1 Dex, +4 Natural)
Hit Dice (hp): 4d10+8 (26 hp) Hit Dice (hp): 5d10+15 (42 hp)
Size/Reach: Large/2 paces Size/Reach: Large/2 paces
Proficiency Bonus: +4 Proficiency Bonus: +5
Attacks: +9 fist, 1d6+5 or +9 by weapon/1d12+5 usually great Attacks: +8 bite/1d6+3 and 2 +8 claws/1d8+3 plus bearhug
axe, great mace, or great sword wielded in one hand. Proficient Saves: Strength & Constitution
Proficient Saves: Strength & Constitution Environment: Woods, Hills, Ruins, and Subterranean
Environment: Any
Horrifying hybrids of owl and bear, these beasts are believed to
Lumbering thugish humanoids with wide shoulders, thick heads, be the product of magical experimentation by wizards or the
and unpleasant dispositions. Ogres stand 9-10 feet tall and weigh cruel joke of a deranged god. Owlbears possess the feathered
almost 800 lbs. They wear furs and hides along with whatever heads and arms of an owl but the trunks and limbs of a brown
armor they can scavenge off victims and battlefields. bear. The beasts are universally ill-tempered and very territorial,
Ogres have low light vision and darkvision 30 paces. especially females protecting their 2-3 chicks.
Ogres are large enough to wield great weapons in one hand A creature struck by both claws must succeed in a Strength
or, if they somehow acquire one, wield giant weapons in two check DC 20 or be drawn in for a bear hug receiving 2d8+3
hands dealing 1d12+ 1d2 +5 damage on a successful hit. damage per round until dead or they escape.
Marauding ogres carry large sacks containing 1d6x100 gp in
unsorted plunder. PHASECAT
No. Enc.: 1d4 (1d4)
ORC Movement: 15 paces
No. Enc.: 2d4 (1d6x10) Str Dex Con Int Wis Cha
Movement: 12 paces 17 (+3) 15 (+2) 16 (+3) 5 (-3) 12 (+2) 8 (-1)
Str Dex Con Int Wis Cha Defense 18 (+2 Dex, +4 natural, +2 phasing)
13 (+1) 12 (+1) 13 (+1) 8 (-1) 9 (-1) 10 (+0) Hit Dice (hp): 6d10+18 (46 hp)
Defense 16 (+1 Dex, +3 Armor, +2 shield) Size/Reach: Large/3 paces
Hit Dice (hp): 1d8+1 (5 hp) Proficiency Bonus: +6
Size/Reach: Medium/1 pace Attacks/Damage: 4 +8 tentacles/1d6+3 and +9 bite/1d10+3
Proficiency Bonus: +1 Proficient Saves: Strength & Dexterity
Attacks/Damage: +2 weapon/by weapon usually 1d8+1 or Environment: Any
1d10+1 shieldless
Proficient Saves: Strength & Constitution Sinuous beasts resembling panthers in terms of physique and
Environment: Any movements but with a pair of flattened whiplike spur-covered
Orcs are quarrelsome humanoids with skin colors ranging from tentacles sprouting from each shoulder.
deep olive green to yellows and reds. Orcs stand a head taller Phasecats have short, smooth mottled fur which
than most men and are wider weighing 200-250 lbs. Orcs are continuously ripples. This is a supernatural effect as the cat
omnivores but prefer meat rare and on the bone. Many orcs phases into and out of this plane. The effect makes the beast
think nothing of eating the flesh of other sentients and may difficult to target granting +2 to Dexterity saves and Defense.
ritualize it. Blink dogs and phasecats are natural enemies and will attack
Orcs can survive in any environment except at the crushing one another over any other potential enemy.
depths at the bottom of the sea. Their savage gods encourage orcs Phasecats are naturally resistant to magic gaining +2 to their
to conquer all before them. saves against magical spells and effects.
Orcs are nocturnal by nature, their eyes are sensitive to
sunlight suffering -1 to attack, ability, and proficiency checks. All
orcs possess darkvision 30 paces and low light vision.
Some have suggested orcs descended from elves which
would explain the enmity but this is a fallacy. The orcs were
present when the elves first set foot on Adonian soil. Orcs are
regarded as savage and cruel by most folk and for good reason.
Orc warbands are led by leaders with +1 HD, +2 Str, +2 Con,
and +2 Cha. Such orcs are well fed, possess superior armor (+3
Armor) and arms (+1 to hit and damage rolls).
There is a 50% chance a warband includes 1-2 dire wolves.
Tribes with 20+ members have a 60% chance of employing an
ogre.
PIERCER SHADOW
No. Enc.: 3d6 (3d6) No. Enc.: 1d8 (1d12)
Movement: 6 paces, 6 paces climb Movement: 12 paces
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 16 (+3) 12 (+1) 6 (-2) 11 (+0) 5 (-3) Nil 14 (+2) 11 (+0) 8 (-1) 12 (+1) 13 (+1)
Defense: 17 (+3 Dex, +4 Natural Defense: 13 (+2 Dex, +1 Natural)
Hit Dice (hp): 1d10+1 (6 hp) Hit Dice (hp): 2d10 (11 hp)
Size/Reach: Small/1 pace or 2 paces with tentacles. Size/Reach: Medium/1 pace
Proficiency Bonus: +1 Proficiency Bonus: +2
Attacks/Damage: +4 stab/1d10+3 plus impale or 3 +4 Attacks: +4 touch, 1d4+2 plus 1d4 Strength drain.
lash/1d4+3 Proficient Saves: Dexterity and Constitution
Proficient Saves: Strength & Dexterity Environment: Subterranean and ruins
Environment: Caverns
Cowardly simple-minded undead compelled to feed on the
A subterranean monstrosity resembling a jagged stalactite. They lifeforce of living creatures. They attack from using ambush,
cling to cavern ceilings with their muscular foot and jointed gaining +4 rolls involving stealth. In the dark shadows are
crab-like legs. Piercers have darkvision for 20 paces but can also considered invisible.
sense heat up to 20 paces. When prey walks under the piercer, Shadows are devious hunters waiting for prey to run afoul of
it release its foot and it plunges pointwards. The creatures have traps or hazards and then move in to feed as a pack.
thick mineral mantles, small piercers weigh in excess of 50 lbs. Drain: shadows grow stronger as they feed gaining +1 hp per
Impale: the injuries caused by the descent are severe, on a point of Strength drained..
natural hit roll of 17-20, the damage dice are doubled. Shadows are immune to cold and non-magical damage. They
Piercers are clumsy on the ground. To right themselves, possess typical undead immunities to polymorph, petrification,
the foot affixes to the ground and three barbed crab-like limbs disease, poison, charm, sleep, and hold spells unless specifically
extend allowing the beast to scuttle about. While scuttling, three targeting undead.
serrated hooked tentacles extend. Those reduced to 0 or fewer Strength rise as shadows in 1d4
rounds under the control of the draining shadow.
RUST MONSTER
No. Enc.: 1d4 (1d4) SHRIEKER
Movement: 12 paces/4 paces climbing No. Enc.: 1d8 (0)
Str Dex Con Int Wis Cha Movement: 3 paces
13 (+1) 15 (+2) 13 (+1) 4 (-3) 13 (+1) 8 (-1) Str Dex Con Int Wis Cha
Defense: 18 (+2 Dex, +6 Natural) 8 (-1) 9 (-1) 13 (+1) Nil 11 (+0) Nil
Hit Dice (hp): 2d10+2 (11 hp) Defense 13 (-1 Dex, +4 natural)
Size/Reach: Medium/2 paces Hit Dice (hp): 3d8+3 (16 hp)
Proficiency Bonus: +2 Size/Reach: Medium/1 pace
Attacks/Damage: +4 Antenna/0 damage plus rust or +4 tail Proficiency Bonus: +3
slam/1d6+1 plus trip Attacks/Damage: +2 slam/1d4
Proficient Saves: Dexterity & Constitution Proficient Saves: Strength & Constitution
Environment: Subterranean Environment: Subterranean

A subterranean denizen with a round, hunched back covered Troublesome scavenger fungus resembling a pale, veiny
in overlapping plates. Two six foot long feathery tentacles flank mushroom 3-5 feet tall. The cap is 3-4 ft wide and bulbous with
the beak-like mouth. Smaller thumb sized sensory tentacles 6-10 fist-sized pores attached to an echoing chamber and a
surround the beak.The largest tentacles instantly transform muscular diaphragm. When a creature comes within 10 paces
non-magical iron and steel into rust which the creature greedily or 20 paces with light, the fungus emits a piercing wail lasting
devours. The rust monster can scent iron and steel up to 30 1d4 rounds. Any creature within 10 paces takes 1 sonic damage,
paces away. The same effect occurs when an iron or steel weapon Strength save DC 12 for none and avoiding 1 round of stun.
strikes the creature (rolling Defense 12 or better). Those rolling a 1 on their save are deafened for 1d6x10 minutes.
On a successful hit, held or worn armor and weapons and The sound carries for a mile underground. There is a 50% chance
goods receive a Dexterity Save DC 14 or be destroyed; magical something or someone comes to investigate.
goods gain +1 per plus, for non-plus items the GM will have to The shriekers grow on a 2 ft deep matrix of sticky wet
improvise a bonus to the Save. If the metal is not worn or held, roots extending 3 paces around them. This is treated as difficult
there is no Save unless it is magical. ground and may cause creatures to stumble and fall.
A hungry rust monster is dogged in its pursuit of a meal, Many (50%) of shriekers have 1d4 violet fungi growing
employing its 200+ lbs weight and nimbleness to smash aside symbiotically nearby.
barriers, force open doors, and to trip foes with its club-like tail. Shriekers are sometimes planted on the edge of a territory of
Those struck by the tail are knocked prone unless a Dexterity humanoids use it as an early warning system.
save DC 16 is successful. Shriekers are mindless and are immune to mind affecting
Rust monsters possess darkvision 30 paces. spells and effects as well as poison, and disease.
SKELETON STIRGE
No. Enc.: 3d4 (3d10) No. Enc.: 1d10 (3d12)
Movement: 12 paces Movement: 3 paces, 18 paces flying
Str Dex Con Int Wis Cha Str Dex Con Int Wis Cha
10 (+0) 12 (+1) 12 (+1) 4 (-3) 11 (+0) 9 (-1) 5 (-3) 16 (+3) 11 (+0) 4 (-3) 12 (+1) 4 (-3)
Defense: 15 (+1 Dex, +2 Armor, +1 shield) Defense 14 (+3 Dex, +1 size)
Hit Dice (hp): 1d8+1 (5 hp) Hit Dice (hp): 1d6 (3 hp)
Size/Reach: Medium Size/Reach: Tiny/1 pace
Proficiency Bonus: +1 Proficiency Bonus: +1
Attacks/Damage: +2 claw/1d4+1 or +1 weapon/by weapon Attacks/Damage: +6 proboscis/1d2+3 plus blood loss.
Proficient Saves: Dexterity & Constitution Proficient Saves: Dexterity & Constitution
Environment: Any Environment: Any non-arid non-arctic

Skeletons are usually the product of necromancy but they An obnoxious and all-too-common dungeon denizen resembling
may come about in supernaturally tainted areas where the bats but have four clawed wings, multiple pairs of rudimentary
barrier between worlds is thin. Skeletons occupy the lowest clawed limbs, and a long barbed proboscis instead of a mouth.
rung of undead are capable of simple tasks such as guard duty They have compound eyes like insects and are accompanied by a
but require smarter overseers such as other undead for more high-pitched buzzing from their wings.
complex activities A swarm of stirges is called a thirst.
Skeletons bear whatever weapons and wear whatever armor Stirges are quick and agile, gaining +2 on their attack roll
they were buried in. (included above). After a successful proboscis attack, stirge
Skeletons lack flesh and organs are immune to piercing latches on and begins pumping blood from the prey. Latched
damage and take half damage from slashing attacks. Like all stirges are difficult to dislodge, requiring a Strength check DC 12.
undead skeletons are immune to petrification, polymorph, The creature drains 1d4 hp blood loss until slated at 10 hit points
disease, poison, as well as mind affecting magic such as sleep, at which point it lets go..
charm, and hold spells unless targeting undead specifically. Stirges possess Darkvision 30 paces.

SPIDER, MONSTROUS TOAD, MONSTROUS


No. Enc.: 1 (1d4) No. Enc.: 1d4 (2d4)
Movement: 12 paces or (orb weavers) 6 paces and 12 paces Movement: 6 paces, 6 paces swimming
web, 6 paces climbing Str Dex Con Int Wis Cha
Str Dex Con Int Wis Cha 14 (+2) 8 (-1) 13 (+1) 3 (-4) 7 (-2) 5 (-3)
11 15 (+2) 12 (+1) 4 (-3) 10 (+0) 5 (-3) Defense 13 (-1 Dex, +4 Natural)
Defense 14 (+2 Dex, +2 Natural) Hit Dice (hp): 2d6+2 (9 hp)
Hit Dice (hp): 2d8+2 (11 hp) Size/Reach: Medium/2 pace
Size/Reach: Medium/1 pace Proficiency Bonus: +2
Proficiency Bonus: +2 Attacks: +4 Bite/1d6+2 plus Grab
Attacks/Damage: +4 bite/1d6+2 plus venom Proficient Saves: Strength & Constitution
Proficient Saves: Dexterity & Constitution Environment: Subterranean or wetlands
Environment: Any
Large squat amphibians covered in dry bumpy hide. Toads are
Monstrous spiders are found above and belowground the world indiscriminate carnivores devouring anything fitting in their
over. The above assumes one of two configurations: wolf spiders mouth. Toads are not strong jumpers but their brute strength
and orb-weavers. Spiders of this size are 4-5 feet long and stand more than makes up for it.
up to 4 feet high. Toads are adapted to mucky conditions and suffer not
Wolf spiders prowl about and don’t employ webs to capture penalties or reductions in Movement due to swampy difficult
prey. Wolf spiders can jump up to 6 paces up, down, and ground.
horizontally, dragging strands of webbing behind them as a Grab: monstrous toads grab on a successful bite attack.
safety net. Those bitten must pass a Constitution save DC 13 or Medium-sized or smaller opponents are grabbed and held by the
take 2d6 poison damage, save for half. frog until a successful Strength check DC 14 is made
Orbweavers weave nets up to 5 paces on a side anchored at Swallow Whole creatures less than medium-sized who are
three points along walls, ceilings, and floors. Those coming into grabbed are swallowed the following round.
contact with the web become stuck, Strength saving throw DC 13 Monstrous toads have low light vision and darkvision 20
to free themselves. paces
All spiders have low light vision, darkvision of 10 paces, and
tremorsense of 10 paces, 20 paces when in their web.
Spiders are immune to sleep spells and effects as well as
mind-affecting magics not specifically targeting vermin.
TROGLODYTE Trolls possess darkvision 30 paces and low-light vision. They
No. Enc.: 1d8 (5d8) can scent prey like a bloodhound receiving +2 to rolls involving
Movement: 12 paces, 12 paces swimming smell and taste.
Str Dex Con Int Wis Cha
11 (+0) 9 (-1) 15 (+2) 8 (-1) 11 (+0) 10 (+0) WIGHT
Defense 16 (-1 Dex, +6 Natural, +1 shield) No. Enc.: 1d6 (1d8)
Hit Dice (hp): 2d8+4 (13 hp) Movement: 9 paces, climb 9 paces
Size/Reach: Medium/1 pace Str Dex Con Int Wis Cha
Proficiency Bonus: +2 12 (+1) 12 (+1) 13 (+1) 11 (+0) 13 (+1) 15 (+2)
Attacks: 2 +2 claws/1d4 or +2 weapon/by weapon usually Defense: 15 (+1 Dex, +4 Natural)
spears, javelins, or battle axes Hit Dice (hp): 3d8+3 (16 hp)
Proficient Saves: Strength & Constitution Size/Reach: Medium/1 pace
Environment: Subterranean Proficiency Bonus: +3
Attacks/Damage: +4 slam/1d4+1 plus Energy Drain
These subterranean lizardfolk throwbacks are constantly at Proficient Saves: Strength & Constitution
war with every other denizen of the Darkreaches. They are Environment: Any
opportunistic carnivores eating anything crossing their path.
They are primitives employing hide, sinew, rock, bone, and Hateful haggard and desiccated parodies of their former lives,
horn to manufacture their weapons and tools. Few troglodytes wights exist to torment and feed upon the lifeforce of the living.
wear armor but will use various shields cobbled together from Wights lurk in dark ruins and caverns ready to spring upon
whatever they scavenge.. unsuspecting passerby.
Their skin is mottled and quickly shifts colors to match Wraiths attack with a slam imparting 1 negative energy level
backgrounds granting the troglodyte +4 to stealth actions. which may be resisted 24 hours later with a Constitution save
Glands in their skin secrete a pungent musk repellant to DC 15.
non-troglodytes. The range of the nauseating airborn poison is Wights possess Darkvision 20 paces.
10 paces and requires a Constitution Save DC 14 or take -2 to Any humanoid drained of life rises as a wight under the
all attacks, ability checks, saving throws, and damage rolls. The control of the creator wight in 1d4 days.
effect lasts for 10 rounds after leaving the musk cloud. If the save Wights are immune to normal attacks and weapons but are
is successful, the creature is immune to that tribe’s musk for 24 harmed by silver weapons. Wights have typical immunities to
hours. petrification, paralyzation and polymorph, poison, disease, and
Troglodytes have darkvision 30 paces. mind-effects such as charm, sleep, and hold spells not specifically
targeting undead.
TROLL, CAVE Wights may spider climb, as the spell, at 9 paces.
Large Giant
No. Enc.: 1d8 (1d8) WRAITH
Movement: 12 paces No. Enc.: 1d4 (1d6)
Str Dex Con Int Wis Cha Movement: 12 paces, 24 paces flying
19 (+4) 15 (+2) 17 (+3) 7 (-2) 11 (+0) 6 (-2) Str Dex Con Int Wis Cha
Defense 16 (+2 Dex, +4 Natural) NA 15 (+2) 13 (+1) 14 (+2) 14 (+2) 15 (+2)
Hit Dice (hp): 6d8+18 (45 hp) Defense 17 (+2 Dex, +5 Natural
Size/Reach: Large/3 paces Hit Dice (hp): 4d8+4 (22 hp)
Proficiency Bonus: +6 Size/Reach: Medium/1 pace
Attacks: 2 +10 claw/1d6+4 plus rend and +10 bite/1d10+4 Proficiency Bonus: +4
Proficient Saves: Strength & Dexterity Attacks: +6 touch/1d6+2 plus Energy Drain
Environment: Subterranean Proficient Saves: Dexterity and Charisma
Environment: Subterranean, ruins, and burial sites
Cave trolls stand 8-9 feet tall and have lean, lanky physiques with
long arms and legs, and have a stooped posture. They possess Born of hatred and darkness, wraiths silently drift about their
an insatiable appetite for flesh. Cave trolls are devious prowling lightless domains gleefully draining the life of any creature
dungeons and caverns in search of meat and loot. crossing their path. They have no memory of their former lives
Fearless: Trolls are immune to fear spells and effects. and appear as bat-like shrouds of unliving darkness. Wraiths can
Rend: trolls are ferocious fighters armed with long, iron-like easily pass through most materials as if they weren’t there.
nails. When both claws hit, an additional 2d6+6 damage is dealt Wraiths are immune to paralysis, petrification, and
as the troll savagely tears their prey limb from limb. polymorph, poisons, disease and sleep, hold, and charm spells
Regeneration: Trolls regenerate 10 hit points every round. not specifically targeting undead. They are immune to non-
Fire and acid do not regenerate. The round following fire or acid magical weapons although silver inflicts half damage.
damage the troll does not regenerate. Trolls can be hacked to A wraith’s touch disrupts flesh and imparts 1 negative level,
pieces and decapitated but the limbs and head can still snatch, Constitution check DC 16 to avoid level loss 24 hours later.
throttle, and bite all acting independently; movement of severed Any humanoid creature drained of life by a wraith rises as
parts is 3 paces. Severed parts can be reattached. A troll reduced a new wraith under the control of the creator wraith within 24
to 0 hp, but not destroyed with fire and acid, will return to hours.
functionality in 3d6 rounds.
ZOMBIE
No. Enc.: 2d4 (4d6)
Movement: 6 paces
Str Dex Con Int Wis Cha
12 (+1) 8 (-1) 15 (+2) 8 (-1) 10 (+1) 1 (-5)
Defense 12 (-1 Dex +3 natural)
Hit Dice (hp): 2d8+4 (13 hp)
Size/Reach: Medium/1 pace
Proficiency Bonus: +2
Attacks: +3 slam/1d8+1
Proficient Saves: Strength & Constitution
Environment: Any

Mindless, shambling rotten corpses created through necromancy.


Some areas rife with dark energy such as as battlefields or plague
pits, may spawn zombies.
Zombies have little reasoning ability and must be given
simple instructions or have some sort of overseer, such as a more
powerful undead, to guide them.
Most zombies are too clumsy to wield weapons but some
may wear superior armor.
Shambling: zombies are slow and always roll 1d4 for
initiative.
Like all undead, zombies are immune to paralyzation,
polymorph, poison, disease, and charm, sleep, and hold spells
not specifically targeting undead. Zombies take half damage
from piercing damage.

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