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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
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
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.
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.
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 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.
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.
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.
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
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
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.
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)
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
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)
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/
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
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)