Вы находитесь на странице: 1из 1

1. Ability Scores: Roll 3d6, six times in the following order; STR, DEX, CON, INT, WIS, CHA.

Do
this four times to generate four sets of stats or four characters.
2. Swaps: For each set of abilities thus rolled, you may swap a single pair of stats, ie. STR and
CHA.
3. Class: choose one of these sets of scores to develop into your first character. NOTE: record
the remaining sets as they will be your pool of replacement characters! The following classes and
archetypes are available in this limited campaign:

Fighter: Champion or Battle-master


Cleric: Life or Tempest Domain
Thief: Assassin or Arcane Trickster
Wizard: Evocation or Divination Schools

4. Race: choose one of the following races and adjust stats accordingly:

Human: +1 to all Stats


Variant Human: +1 to 2 Different Stats, +1 Additional Skill, +1 Feat
Dwarf, Hill: +2 Con, +1 Wisdom
Dwarf, Mountain: +2 Con, +2 Str
Elf, High: +2 Dex, +1 Int
Elf, Wood: +2 Dex, +1 Wis
Halfling, Stout: +2 Dex, +1 Con
Halfling, Lightfoot: +2 Dex, +1 Charisma

5. Skills, Backgrounds and Starting Gold: Generate these as normal/purchase starting equipment
out of rolled gold.
6. Bonds, Ideals, Flaws, and Trinkets: Ignore this pussy shit.
7. Hit Points: At first level you may choose to take the average result if you roll less than average.
You must roll hit points at all other levels, Suckas!
8. Death and Dying: When making a death save, roll a single d20 modified by Con. If you fail you
are dead, game over.
9. Wandering Monsters and Long Rests: When you choose to take a long rest outside of a
safezone (town), you are subject to wandering monster checks. Wilderness: 1 in 6 chance.
Dungeon: 2 in 6 chance. These tables can generate tough encounters so watch out.
10. Turn Undead: Each time you attempt to turn undead, the wisdom save DC needed to avoid the
effect is reduced by 1. This effect is cumulative and resets after a long rest.
11. XP for Gold: Gold may be exchanged for experience points at a 1-1 ratio, in town only.
Experience awarded for encountering monsters (but not necessarily defeating them) is 10% the
normal amount.
12. Active Perception Checks: When in the presence of a hidden trap or concealed object, the DM
may call for an active perception check rather than applying the passive bonus.
*Addendum: This campaign will make use of the Wizard and Cleric Spells from the Elemental Evil
Players Companion, as well as the rules for Feats from the PHB.
DM CHAS

Вам также может понравиться