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Pseudo-tabletop RPG (0.

5e)
Game Master�s Guide: https://anyflip.com/swxi/xvkz
PC = Player Character
Dmg = Damage
AOE = Area Of Effect
CR = Challenge rating
HP = Hit points (Obviously)
Lvl = level (even more obviously)
1d5 x 2 would mean roll a five sided die and multiply the result by two
Cp = copper piece/ pieces
Sp = silver piece/ pieces
Gp = gold piece/ pieces
Pp = platinum piece/ pieces
DoT = Dmg over time
HoT = healing over time
IRL = In Real Life
TBD = To Be Determined

Notes:
Just because you as the player knows something that doesn�t mean that the PC knows
that same thing , role-play accordingly. Please no Meta-gaming. Please don�t break
(or eat) the game

Races:
Human:
+1 to all attribute

Elf: Choose
High Elf +1 INT
Create 1 additional cantrip at the start of the game
Wood Elf +1 WIS
+2 DEX checks during storms or while in forests or snow
Shadow Elf +1 CHR
When you make a CHR (Performance) or DEX (Stealth) check, you can roll 1d4, and add
the number rolled to the ability check.

Dwarf: Choose
Hill Dwarf +1 WIS
HP increased by 50
Mountain Dwarf +2 STR
+2 AC

Aasimar +2 CHR, Choose


Protector + 1 WIS
Starting at 3rd level, you can use your action to unleash the divine energy within
yourself, causing your eyes to glimmer and two luminous, wings to sprout from your
back. Lasts for 10 turns. While active allows you to dodge any melee attack. Cannot
be used again until after 3 long rests.
Champion +1 STR
Starting at 3rd level, you can use your action to unleash the divine energy within
yourself, causing a searing light to radiate from you, pour out of your eyes and
mouth. Lasts for 10 turns. While active anyone within ten feet is radiantly
damaged half of your level rounded up x 20. Also add 1d6 radiant damage to all
attacks(damage increases by six at 9th level(2d6), 15th(3d6), and 20th(4d6) can't
use again until 3 long rests

Warforged Choose
Envoy +1 to two attributes of your choice
Tools do not take up an equip space
Juggernaut +2 STR
+4 to unarmed attack rolls
Skirmisher +2 DEX
Enter all fights unnoticed(except bosses) when with someone else
Different Forms:
Wooden form (Base Form)
No advantages No Lvl requirements
Composite Plating(takes 10 turns to recharge)(must be Lvl 4)
+1 to dice rolls for melee Dmg, +3 STR, -3 DEX. + 25% HP
Heavy Plating(takes 15 turns to recharge)(must be Lvl 8)
+3 melee Dmg, +6 STR, -6 DEX +50% HP

Saiyan +1 to DEX and STR


When health gets under 40 HP the PC levels up. when a party member dies unlock
super saiyan ( damage increased by 50 and can�t go super saiyan if you�re not with
the party member who died cannot use again until after 3 long rests )
+2 on fusion roll

Half-Orc Choose
Mark of Finding +2 STR +2 CHR
When you reach 3rd level you gain the ability to cast:locate animals or plants.
(Describe or name a specific kind of beast or plant. Concentrating on the voice of
nature in your surroundings, you learn the direction and distance to the closest
creature or plant of that kind within 5 miles, if any are present. Roll WIS check
to use )
Mark of Slaying + 3 STR +2 DEX
When you�re reduced to 0 hit points, you can drop to 1 hit point instead. You can�t
use this feature again for 40 turns.

Dragonborn:+1 CHR +2 STR. Choose


Gold: Fire and Ice
Brass: Poison and Acid
Silver: Lightning
You can exhale destructive energy. The attack is 1d6 at Lvl 1. The damage increases
to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your
breath weapon, you can�t use it again until you complete a short or long rest.

Tweefling: +1 INT +2 CHR.


Start with Thaumaturgy, at 4th level unlock Jigokan Rebuke. They have a tail so
things can be equipped on that tail but only simple one handed weapons and other
such things

Classes:
Mage HP:120 +STR modifier (x 20) (PRO: daggers darts slings quarterstaffs,Light
Crossbows)
Starts with hand axe (+ 2 Intelligence and +2 WIS)At 1st level, you know three
cantrips of your choice from the wizard spell list. You learn additional wizard
cantrips of your choice at higher levels, as shown in the Cantrips Known column of
the Wizard table. At 1st level, you have a spellbook containing six 1st-level
wizard spells of your choice. Your spellbook is the repository of the wizard spells
you know, except your cantrips, which are fixed in your mind. Each time you gain a
mage level, you can add two wizard spells of your choice to your spellbook for
free. Each of these spells must be of a level for which you have spell slots.

Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and
Religion. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level,
you can increase one ability score of your choice by 2, or you can increase two
ability scores of your choice by 1.
Knight HP 200 +STR modifier (x 20):(PRO:Greatswords,Spears,Lances, Heavy
Crossbows,Warhammers)
starts with spear. (+2 STR and +2 WIS ) Starting at 2nd level, you can push
yourself beyond your normal limits for a moment. On your turn, you can take one
additional action. Once you use this feature, you must finish a short or long rest
before you can use it again. Skills: Choose two skills from Acrobatics, Animal
Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. When
you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you
can increase one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1.

Monk HP 160 +STR modifier (x 20): (PRO:Short swords Quarterstaffs,darts,sling and


whip ) +2 unarmed combat rolls Starts unarmed.Beginning at 1st level, while you are
wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity
modifier + your Wisdom modifier. At 3rd level gain Flurry of Blows(when attacking
unarmed get an extra blow. Add another blow at 9th,15th and 20th lvls)(+ 2 STR and
+2 DEX)Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion,
and Stealth. +2 on fusion roll. When you reach 4th level, and again at 8th, 12th,
16th, and 19th level, you can increase one ability score of your choice by 2, or
you can increase two ability scores of your choice by 1.

Assassin HP 160 +STR modifier (x 20):(PRO: hand crossbows, longswords, rapiers,


short swords )
.Dagger does not take up equip space. Starts with dagger (+ 2 CHR and +2 DEX)
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation,
Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you
can increase one ability score of your choice by 2, or you can increase two ability
scores of your choice by 1.

Cleric HP 160 +STR modifier (x 20):(PRO:Staffs,Light Hammers,Flail,Short Bow )


Gets one starting Cleric or druid spell of levels 1-4 from the spell sheet. Starts
with mace ( +2 WIS and +2 CHR)
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion. When
you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase
one ability score of your choice by 2, or you can increase two ability scores of
your choice by 1.

Subclasses:( at 5th level choose a subclass, its benefits will build on top of your
base class)
(subclass of mage) Elementomancer, +2 STR +1 CHR
Pick one cantrip and one 1st level spell from the sorcerer spell sheet. Pick an
element (Ice,fire,lightning,acid, or poison) and apply that to any spell damage.

(subclass of Mage) Grand Warden +3 WIS


The Grand Warden has the ability to fly up to 25 ft. off the ground, but only for 7
turns at a time. After 7 turns have passed you will require a long rest before
flying again. At level 5 unlock the ability to make up to four creatures completely
invulnerable to non-magical damage for five turns after this you will require a
long rest before using this ability again.

(subclass of Mage) Summoner + 2 INT +1 STR


Starting at level 1, you can use your action to summon 2 starvelings from the
ground at the cost of 1d4 Hit points, the starvlings burst forth anywhere within
10ft of you. You may use this feature a number of times equal to your INT modifier
before needing a short or long rest.
Max starvlings summoned at a time.
Level 1 - 2
Level 6 - 4
Level 12 - 6
Level 16 - 8
Level 20 - 10
Starting at level 14 you will gain the ability to summon two majin from a portal at
the cost of 1d8 Hit points, the Majin burst forth anywhere within 10ft of you.You
may use this feature a number of times equal to your INT modifier before needing a
long rest. (note that you cannot have majin and starvlings summoned at the same
time)
Max Majin summoned at a time
Level 14 - 2
Level 17 - 3
Level 20 - 4

(subclass of Assassin) Ninja +3 DEX


Beginning at 5th level, you can use your action to hide in the shadows. This grants
you invisibility as long as you do not attack any creature. You can then use a
bonus action to teleport to an unoccupied space, that you can see, within 60 feet.
Both your current location and the destination must be in dim light, darkness, or
area at least lightly obscured. You must wait 1 minute (10 rounds) before using
this ability again. This decreases to 1/2 minute (5 rounds) at 9th level, 1/4
minute (2 rounds) at 13th level, and at 17th level you can do this without a time
limit and double the distance. In addition, any hit you score against a creature
that is surprised is a critical hit if you are in a dark or dim light area.

(subclass of Assassin) Arcane Assassin +2 DEX +1 INT


Starting at 3rd level any hit you score against a creature that is surprised is a
critical hit. When you reach 3rd level learn three cantrips: mage hand( if you
already have Mage Hand then just pick one of your choice) and two other cantrips of
your choice from the warlock spell list. You learn another warlock cantrip of your
choice at 10th level.

(subclass of Assassin) Blademaster +2 DEX +1 STR


You get Two Weapon Fighting (When you take the Attack action and attack with a
light melee weapon that you�re holding in one hand, you can use a bonus action to
attack with a different light melee weapon that you�re holding in the other hand.
You don�t add your ability modifier to the damage of the bonus attack, unless that
modifier is negative.) Beginning at 10th level, you have mastered how to best use
your weapon to your advantage, and as such, before you make a melee attack with a
weapon that deals slashing or piercing damage, you can choose to take a -5 penalty
to the attack roll. If the attack hits, you add +10 to the attack�s damage(you
cannot use this again until before you have a short or long rest)

(subclass of Cleric) Cleric (of whichever god controls war) +2 WIS +1 STR
Starting at 6th level, Whenever you or a friendly creature within 10 feet of you
must make a saving throw, the creature gains a bonus to the saving throw equal to
your Intelligence modifier (with a minimum bonus of +1). You must be conscious to
grant this bonus. At 9th level, you gain the ability to infuse your weapon strikes
with divine energy. Once on each of your turns when you hit a creature with a
weapon attack, you can cause the attack to deal an extra 1d8 fire or necrotic
damage (your choice) to the target. When you reach 14th level, the extra damage
increases to 2d8.

(subclass of Cleric) Cleric of (whichever god controls justice) +3 WIS


You can use a bonus action to summon a Divine spear in your hand (requires a free
hand) that does 1D6 + your Wisdom modifier Piercing damage, this spear has a throw
range of 120. You can summon half of your Cleric level (rounded down) worth of
Spears. The spears lasts up to 10 minutes or dismissed, banished by counter spell
(only 1 gets banished) or you are knocked unconscious. The duration goes up to 1
hour at 10th level. Starting at 7th level you can use your action to make all of
your Divine Spears within 25ft, float above you. You can use an action to throw all
of your floating spears which do 1d6 + your Wisdom modifier Piercing damage.

(subclass of Cleric) Cleric of (whichever god controls nature)+2 WIS +1 INT


You have the 1st level spell; Cure Wounds. At 3rd level gain �Wild Shape(Starting
at 2nd level, you can use your action to magically assume the shape of a beast that
you have seen before. You can use this feature twice. You regain expended uses when
you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the
Beast Shapes table. At 2nd level, for example, you can transform into any beast
that has a challenge rating of 1/4 or lower that doesn�t have a flying or swimming
speed.
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 No limitations Giant eagle)

(subclass of Knight) Paladin +2 WIS +1 CHR


You get one spell from the Paladin Spell Sheet and at 3rd you get Sacred Weapon.
(As an action, you can imbue one weapon that you are holding with positive energy,
using your Divine Power. For 1 minute, you add your Charisma modifier to attack
rolls made with that weapon (with a minimum bonus of +1). The weapon also emits
bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon
is not already magical, it becomes magical for the duration. You can end this
effect on your turn as part of any other action. If you are no longer holding or
carrying this weapon, or if you fall unconscious, this effect ends.

(subclass of Knight) Eldritch Warrior +2 STR +1 INT


Have Eldritch Blast (cantrip). At 5th level, you learn a ritual that creates a
magical bond between yourself and one weapon. You perform the ritual over the
course of 1 hour, which can be done during a short rest. The weapon must be within
your reach throughout the ritual, at the conclusion of which you touch the weapon
and forge the bond.
Once you have bonded a weapon to yourself, you can�t be disarmed of that weapon
unless you are incapacitated. If it is on the same plane of existence, you can
summon that weapon as a bonus action on your turn, causing it to teleport instantly
to your hand. You can have up to two bonded weapons, but can summon only one at a
time with your bonus action. If you attempt to bond with a third weapon, you must
break the bond with one of the other two. Learn a new Warlock spell at
6th,9th,12th,15th,and 17th levels.

(subclass of Knight) Barbarian +3 STR


When performing a Strength check you can choose to have advantage on that strength
roll. You can use this ability half of your STR modifier rounded down before
needing a rest. At 13th level, you can roll two additional weapon damage dice when
determining the extra damage for a critical hit with a melee attack.

(subclass of Monk) Monk of the Thousand Fists +3 STR


+2 unarmed Combat. At 3rd level gain the ability to add a third attack onto your
flurry of blows feature.At 17th level deal thunder damage in d8s equal to half
your monk level rounded down.

Rules:

Attacking:
When you make an attack, your attack roll determines whether the attack hits or
misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If
the total of the roll plus modifiers equals or exceeds the target's Armor Class
(AC), the attack hits. The AC of a character is determined at character creation,
whereas the AC of a monster is in the NPC list.

Multiclassing:
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix
the abilities of those classes to realize a character concept that might not be
reflected in one of the standard class options. With this rule, you have the option
of gaining a level in a new class whenever you advance in level, instead of gaining
a level in your current class. Your levels in all your classes are added together
to determine your character level. For example, if you have three levels in wizard
and two in fighter, you're a 5th-level character. As you advance in levels, you
might primarily remain a member of your original class with just a few levels in
another class, or you might change course entirely, never looking back at the class
you left behind. You might even start progressing in a third or fourth class.
Compared to a single-class character of the same level, you'll sacrifice some focus
in exchange for versatility.

Prerequisites:
To qualify for a new class, you must meet the ability score prerequisites for both
your current class and your new one, as shown in the Multiclassing Prerequisites
table. For example, a barbarian who decides to multiclass into the druid class must
have both Strength and Wisdom scores of 13 or higher. Without the full training
that a beginning character receives, you must be a quick study in your new class,
having a natural aptitude that is reflected by higher-than-average ability scores.

Class Ability Score Minimum


Cleric Wisdom 13
Hermit Wisdom 13
Fighter Strength 13 or Dexterity 13
Monk Dexterity 13 and Wisdom 13
Paladin Strength 13 and Charisma 13
Rogue Dexterity 13
Wizard Intelligence 13

Attributes:
When creating a new Character you must roll a 1d20 to determine their attributes
which are:
Strength, measuring physical power,health,stamina, and vital force
(Athletics, and pushing your body beyond its limits)
Dexterity, measuring agility.
(Acrobatics,Sleight of Hand,and Stealth)
Intelligence, measuring reasoning and memory.
(Arcana,History,Investigation,Nature,and Religion)
Wisdom, measuring Perception and Insight.
(Animal Handling,Survival,Insight,Medicine,and Perception)
Charisma, measuring force of personality.
(Deception,Intimidation,Performance, Bartering, and Persuasion)
(For Attribute Checks Roll 1d20, GM decides DC)
1
?5
2�3
?4
4�5
?3
6�7
?2
8�9
?1
10�11
+0
12�13
+1

14�15
+2
16�17
+3
18�19
+4
20�21
+5
22�23
+6
24�25
+7
26�27
+8
28�29
+9
30
+10

Light weapons add +1 to stealth rolls, as do ranged weapons. Light ranged weapons
add +2 to stealth rolls.

Elixirs (potions but we are not going to call them that):


The elixir does whatever the description says it does For elixirs that are ranked
in increasing levels of usefulness
If Common it has a duration of three turns,Dmg of 45, DoT of 20 for 3 turns,heals
35 HP,or 15 HoT for 4 turns,
If Uncommon it has a duration of five turns,Dmg of 75 , DoT of 35 for 5
turns,heals 50 HP,or 30 HoT for 6 turns,
If Rare it has a duration of seven turns,Dmg of 105 , DoT of 50 for 7 turns,heals
65 HP,or 45 HoT for 8 turns,
If Very Rare it has a duration of 9 turns,Dmg of 130 ,DoT of 65 for 9 turns, heals
80 Hp,or 60 HoT for 10 turns,
If Legendary it has a duration 11 turns,Dmg of 145 ,DoT of 80 for 11 turns, heals
95 Hp,or 85 HoT for 12 turns,
If Mythical it has a duration of 13 turns, Dmg of 160 ,DoT of 95 for 13 turns,
heals 115 Hp,or 110 HoT for 14 turns,
Health:
Your health increases by the starting amount every level after 1st. For example, if
you start out with HP of 200 then your health will increase by 200 every level
after 1st

Spell Components
A spell�s Components are the physical requirements you must meet in order to cast
it. Each spell�s description indicates whether it requires verbal (V), somatic (S),
or material (M) Components. If you can�t provide one or more of a spell�s
Components, you are unable to cast the spell.

Verbal (V)
Most spells require the chanting of mystic words. The words themselves aren�t the
source of the spell�s power; rather, the particular combination of sounds, with
specific pitch and resonance, sets the threads of magic in motion. Thus, a
character who is gagged or in an area of Silence, such as one created by the
Silence spell, can�t Cast a Spell with a verbal component.

Somatic (S)
Spellcasting gestures might include a forceful gesticulation or an intricate set of
gestures. If a spell requires a somatic component, the caster must have free use of
at least one hand to perform these gestures.

Material (M)
Casting some spells requires particular Objects, specified in parentheses in the
component entry. A character can use a Component pouch or a Spellcasting focus
(found in �Equipment�) in place of the Components specified for a spell. But if a
cost is indicated for a component, a character must have that specific component
before he or she can cast the spell. If a spell states that a material component is
consumed by the spell, the caster must provide this component for each casting of
the spell. A spellcaster must have a hand free to access a spell�s material
components

Alignment:
Generally these are the specifications.Good means you believe in helping others and
are selfless. Neutral means that you care only about yourself and anyone you
consider a friend or family. Evil means you only care about yourself and to hell
with everyone else. Lawful means you have a moral compass of some sort. Neutral
means that you attempt to stick as much to good and evil respectively but not so
committed that when someone gives you a choice to stick to your beliefs and die or
abandon them and live you would definitely choose the latter. Chaotic means you do
not adhere to the law or any sort of rules,but rather act on a whim. Chaotic
neutral and lawful dictate your views regarding society. Good neutral and evil
dictate your views regarding individuals. (At the GMs discretion, if you act a
certain way that is not in keeping with your alignment. Your alignment will be
changed)

Armour:
Your AC unarmoured is 10 + your DEX modifier
1 -50% HP
2-3 -40 HP
4-5 -30% HP
6-7 -20% HP
8-9 -10% HP
10 0% HP
11-12 +10% HP
13-14 +20% HP
15-16 +30% HP
17-18 +40% HP
19-20 +50% HP
21-22 +60% HP
23-24 +70% HP
25-26 +80% HP
27-28 +90% HP
29+ +100% HP

Ship Combat:
For ships roll 1d12 x 30

Wide scale combat (army v. army):

Roll 1d(amount of warriors in your army) your enemy will do the same,whoever rolls
higher wins. The distance between the number rolled and the highest number
possible, is how many soldiers you lost.
Shields:
Adds 2 ac

Advantage and Disadvantage:


Sometimes a special ability or spell tells you that you have advantage or
disadvantage on an ability check, a saving throw, or an attack roll. When that
happens, you roll a second 1d20 when you make the roll. Use the higher of the two
rolls if you have advantage, and use the lower roll if you have disadvantage. For
example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you
instead have advantage and roll those numbers, you use the 17.
Proficiencies:
A proficiency in a weapon type will grant you +1 Attack roll for that weapon. A
proficiency in a stat (example: history or medicine or stealth or athletics or
performance) gives you a +1 in stat checks for that stat.

Level Cap:
The Level Cap is 25.

Being Ambushed:
When you�re ambushed the enemy takes one turn to attack you. You then have to skip
your next turn unless you want to fight unarmed. The other thing is that if you
already have your weapons drawn then you don�t have to skip that turn.

Fatigue:
You start with 10 fatigue points if this number drops to zero you lose 10% of your
maximum HP. You can recover this by going to a church and purchasing their services
or by leveling up. Battles take away 2 . Traveling takes away 3. Resting restores
3. Sleeping restores 5. Sleeping at an inn fully restores fatigue. Bathing in a
cool body of water restores 4. Bathing in a warm body of water restores 5. Bathing
at an inn restores 6.

Hunger:
You start with ten hunger points these go down 2 points every day that you haven't
eaten. Once this number hits zero you will lose 10 HP per turn. You can refill your
hunger points by eating. If you eat a(n) (insert large meat here) by yourself than
you will be full lose 5 Hp and not be able to eat anything for an entire day
( hunger still goes down in this day and also health from the food you ate still
goes up)If you eat a small piece of meat it restores 5 hunger points. Individual
vegetables refill 2. Vegetable dishes refill 4. Pastries refill 3. Raw meat refills
3 and takes away 20 HP. Miscellaneous foods restore whatever the GM decides upon.
Alcoholic beverages restore 2 and inflict you with the �drunk� status ailment. non-
Alcoholic beverages restore 1.

Town Subjugation:
To conquer a town either convince the leader to resign, challenge him/her to a
duel, or assassinate him/her. Quelling rebellions counts as a non-combat action
treat it as such.

Town Management:
1 business = 500 Cp per day.
It costs 1000 Gp to build a business.Town population goes up 5% every ten days. If
monetary gain is 10 sp per townsperson then rebellions will not happen, if monetary
gain is under 10 sp per townsperson then roll 1d(5% of population) to determine how
many have rebelled. In addition you can personally manage taverns as the bartender
for fun or to meet NPCs

Spell Sheet:
https://donjon.bin.sh/5e/Spells/, use this when you are unclear as to what a Spells
effects are. Also if a Spell says Paladin, Ranger, or Bard anyone can use it. If it
says Wizard, Warlock, or Sorcerer only Mages can use it. If it says Druid or Cleric
only clerics can use it. 1st and 2nd levels = Lvls 1-3. 3rd and 4th lvls = lvls 4-
6. 5th and 6th lvls = lvls 7-9 . 7th lvl = 10-12. 8th lvl = 13-16. 9th lvl = 17-20.
Each time you gain a level, you can add two spells of your choice to your spellbook
for free. Each of these spells must be of a level for which you have spell slots.
On your adventures, you might find other spells that you can add to your
spellbook . When a Spell says that it will only work on enemies of certain HP
limits do this, 100 = 500(in other words 1 Hp = 5 Hp)
(Extra spells https://www.dndbeyond.com/homebrew/spells)

Jobs:
In Towns you can do various jobs for (TBD)amounts of money. This will involve some
form of mini game.

Strength:
Strength modifier +2 = +1 to damage rolls

Dexterity:
You add your Dexterity modifier to your attack roll and your damage roll when
attacking with a ranged weapon, such as a sling or a longbow.

Intelligence and Wisdom:


Cleric spells use intelligence as their modifier(for attack spells it is +2 WIS
modifier = +1 to damage roll,for other spells just do a Wisdom check) . Mage spells
use intelligence as their modifier(for attack spells it is +2 INT modifier = +1 to
damage roll,for other spells just do an Intelligence check)
Item Weight:
Pcs can carry 5 times their strength modifier. https://www.dndbeyond.com/equipment
.
Dungeon Mechanics:
Roll 1d8 every time the PC enters a new room in a dungeon, if it lands on 8 roll
1d20 and 1d4 to determine CR. In the last room of the dungeon roll 1d5 if the PC
rolls a 5 they get a treasure hoard. Average together the CR ratings of all the
enemies that your party has encountered in that dungeon, and that is your treasure
hoard CR rating

Enemies in dungeons:
Mm = HP ( unless otherwise stated by the rules)
CR 1/8 = 1d20 x 2
CR 1/4 = 1d20 x 3
(and so on)

How to play Pazaak:


Split the cards into 6 groups ... The royals The jokers Spades Hearts Diamonds And
clovers(The face cards are not to be used). Next put the spades and diamonds in one
deck to form the side deck and put the other cards in another deck to form the main
deck. (Matches are three hands each. 4 players maximum.) At the start of each hand
each player draws 5 cards from the side deck these cards will form their personal
deck.
The goal of the game is to reach 20 points, if you exceed 20 you are out.

Spell crafting:
Every three levels create a Spell .

Fusion:
When you get to level 5 you unlock fusion (which if your wondering goes in the
Spell book) fusion allows you to fuse all your stats with a fellow party member
this will result in needing a new character sheet for the fusion. On the character
sheet there is a fusion of the 2 characters name a fusion of the 2 characters races
(example dragon dwarf) a fusion of the 2 characters classes (example shadow mage) a
fusion of the 2 characters attributes (if the attributes surpass 30 just put 30 on
the sheet) and the 2 characters fusion will share weapons and Spells and armour and
stuff (for the fusions sheet don't put anything down for army�s and towns and
stuff) and I think you can guess this but if you can't then yes there is also a
fusion of the characters Hp (no fusion for Xp or Lvl). Fusion can only be achieved
on the following conditions 1. You can only fuse during a boss battle 2. You and
your partner have to be within 10 levels of each other. 3. You have to do the
fusion dance IRL{not really} 4. Roll 1d8 to see the fusion is successful if 7 to 9
its
successful if 1 to 3 its not successful if 4 to 6 you -1 for all the 2 players
attributes except wisdom and intelligence.

Non-lethality:
If you wish to merely knock out a target then ue non-lethal attacks. Non-lethal
attack have 2 less dice points,but only knock out a target instead of killing them.
This is the way to recruit NPC for your army. Also you only get 25% if Xp when you
knock out an enemy.

Weapon upgrading:Every two Lvls increase the dice points by one(for example if it
does 1d4 it now does 1d5) if you so choose

Movement During Battle:


Since We will be using A grid-based battle system. One grid space will equal 5
feet. PCs have a movement speed of 30 as in they can move six grid spaces per turn

Candy :
The only way to unlock candy is to follow the quest defeat the Candy king and get
the ancient chocolate tomb.
(should probably remove this)
Critical Hits:
Along with your attack roll also roll a 1d20 if 20 you get a critical hit. A
critical hit means you roll twice as many dice to determine damage(for example if
your weapon does 1d6 damage roll 2d6 for damage).

Time:
1 quest = 1 day
Traveling from one town to another = 1 day
1 dungeon cleared = 1 day
1 night at the inn = 1 day ( I realize that does not make sense but, frick you).
During combat one turn = 6 seconds(for Spells and stuff that has time limits)

Difficulty Class:
The Difficulty Class determines what number you have to surpass in a stat check.
Starting at one and ending at thirty. For example a DC of 3 would be convincing a 2
year old to take your lollipop and follow you to your windowless van. A DC of 5
would be knocking out a scrawny 13 year old.

Feats:
Choose one at the start of the game and then once every five levels (for example
1,5,10,15,20).(for things that say constitution change to strength)
(basic Feats) (Extra feats)

Randomly generated legendary weapons:


Roll 1d100 to determine by what percentage it should be increased from the base
weapon.
Spell Slots:
At first level PCs have 2 first level slots. At second level PCs have 3 first
level. At third level PCs have 4 first level and 1 second level. (Progression
continues like this. Every three levels unlock new level spell slot). Limit of 5
first lvl slots. Limit of 4 2nd level slots. Limit of 3 3rd level slots. Limit of 3
4th level slots. Limit of 3 5th level slots. Limit of 2 6th level slots. Limit of 1
7th level slot. Limit of one 8th level slot. Limit of one 9th level slot.

XP gain:
at level one the XP needed to level up is 300 this triples for every level gained.
PC HP goes up by 50 every time they lvl up. Divide all amounts of xp by 2

Monster List:
Multiply health by 10.

Quests:
The PC Gains a Predetermined amount of XP and Currency depending on what enemies
they fought

Researching:
Researching requires 15 Gp,2 days,and 5 Int checks

Loot Flogging:
Sell loot for half of the listed price. (for bartering see bartering)

Minigames:
https://www.google.com/amp/s/amp.reddit.com/r/DnD/comments/311r6a/dd_minigames/

Taverns and inns:


Sleeping in an inn restores to full HP costs 5 Gp a night
(Drinking alcoholic beverages will result in an inability to land critical hits, in
other words roll,effects last for one day) [change rules here due to new dice]

Criminal Actions:
Committing criminal actions in towns ( such as Theft or Murder ) will result in a
penalty. For Murder roll 1d10 to determine how many guards will spawn, and whenever
the PC enters the town or every three turns you�re in the town more guards will
spawn. To get rid of these effects the PC must pay 100 Sp for every person The PC
killed (including guards). For Theft Roll 1d5 to determine how many guards will
spawn. These guards will give the PC a choice fight them or pay the amount of money
equal to that of the price that the item/items you stole were worth.

Copying (not)Spells:
If you obtain a (not)Spellbook and wish to use some of the (not)Spells contained in
it yourself than do and INT check to copy the (not)Spell into your own book

House Purchasing:
Houses can be purchased for 500 Gp. Houses provide free sleeping,and housing for
extra NPC sidekicks. (you can only use houses if you are in the area where you
bought the house)

Ancient Tomes:
When read by a PC, it allows them to unlock an element of their choosing.

First Impressions(how you feel about NPCs when you first meet them):
The link to the chart is here;
http://tenra-rpg.com/resources/emotion_matrix.pdf
Wish granting orbs:
There are 7 wish granting orbs scaterd in the dungeons roll 1d5 if 4 than its in
the 4th room of the dungeon. if all orbs are collected than the PCcan make 1 wish
the limits to the wishes are 1. No wishing for more wishes 2. No wishing the same
person back to life more than once 3. No giving yourself or anyone else
omnipotent/omnipresent like abilities

Vehicles:
Horses halve travel time as do wagons.

Realms:
Realms are different dimensional planes that are not the overrealm different
species and bosses also come from these realms there is also a pantheon of
different gods and demigods each in charge of a specific aspect of life there are
12 main gods and a variety of demigods (the way it�ll work is i�ll put the realm
and then any additional IMPORTANT info on the realm)

Overrealm: Is the main and largest realm of this universe and where every campaign
starts (I think) it is mostly populated by mortals this realm is so big that I
can't spend too much time talking about it.{well sometimes it might start in
another dimension}

Dracula�s mansion:
Exists in the overrealm it�s like a dungeon but all the enemies are vampires and
the boss is dracula there is a 1d12 chance that a vampire (not a vampire in the
mansion obviously) drops a map to the mansion

Jigokan realm: Relatively small realm separates into 3 areas Majin area, deaths
castle, and the rest is just a barren wasteland that�s on fire

Majin area: Exists in the jigokan realm a kingdom populated completely by majins
with 2 majins at the door guarding if you enter the kingdom without some form of
disguise the majins will automatically attempt to capture you and bring you to the
majin king if the majin guards fail then you will be confronted by the messa majins
(see npc list for details) inside is the kingdom is the majin kings castle which
the doors guarded by 4 majins inside is like a dungeon but all the enemies are
majins and the boss is the majin king who is guarded by 2 majonic wyrmlings (which
are not different from wyrmlings) the rest of the info will be decided by the GM

Thanatos�s castle: Exists in the jigokan realm is like a dungeon but al

Passive Perception:
A PCs passive perception is 10 + their WIS modifier. This is used in situations
when the GM wants to find out if the PCs have discovered something or sensed
something that is going to happen but he doesn�t want to alert them of incoming
danger.

Loot Prices:
Raw meat = 10 Cp
Animal teeth = 5 Cp
Goblin meat = 15 Cp
Goblin teeth = 10 Cp
Wyrm wings = 15 Cp
Orc teeth = 20 Cp
Orc meat = 30 Cp
Starved bones = 10 Cp
Ogre fangs = 25 Cp
Spellbook = 10 Gp
Troll teeth = 30 Cp
Werewolf fangs = 35 Cp
Werewolf claws = 40 Cp
Majin blood = 10 Gp
Minotaur hooves = 50 Cp
Minotaur horns = 50 Cp
Candy piece = 60 Cp
Dragon fangs = 1000 Cp
Vampire fangs = 100 Cp
Ancient Tomes = 50 Pp

Weapon Poisoning:
Poisoning your weapon costs 15 Gp and lasts for six battles . If the PC
successfully hits an enemy with a poisoned weapon they will take 1d4 poison damage
for 1d6 turns

Weapon Silvering:
The PC can silver a single weapon or ten pieces of Ammunition for 100 Sp
Silver weapons do double the Dmg against starvlings, werewolves, vampires, and
majin.

Links:
https://www.dndbeyond.com/ (everything you need to know)
https://dnd5e.fandom.com/wiki/D%26D_5th_Edition_Wikia (in case the first one does
not have the info)
https://donjon.bin.sh/(random generators and such)
http://www.d20srd.org/srd/equipment/wealthAndMoney.htm (wealth and money)

https://www.dandwiki.com/wiki/5eSRD:Weapons (the weapons)


http://anyflip.com/jbtw/qnxv (players handbook)
For first super Saiyan https://www.youtube.com/watch?v=WeXUgF2qEuk
http://www.angelfire.com/ia/orcishnations/englishorcish.htmll (orcish dictionary)
That's it, hope you(we) have fun with our game.

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