RPG Ba5ic (Clon) (CC) (Ebook)

January 28, 2023 | Author: Anonymous | Category: N/A
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by Fr. Dave Dave • bloodofprokopius.blogspot.com blo odofprokopius.blogspot.com Illustrations by Luigi Castellani • David Eynon • Earl Geier • David Lewis Johnson  Joyce  Joy ce Maureira Maureira • Miguel Santos • James Shields Maps by David Eynon • Dyson Logos TABLE OF CONTENTS

How to Use Tis Book

1

Player’s Section Races  Adept Expert  Warrior  W arrior Backgrounds

3 4 6 9 9 10

Equipment

13

Referee’s Section Combat Monsters Gaining Levels reasure

22 26 31 40 41

Sample Wilderness

47

Sample Dungeon

49

HOW TO USE THIS BOOK 

ere are two types of text styles in this book. e rst deals with the rules, which are organized into two parts: the Player Section and the Reeree Section. Boxed Text

For exa This second style of text is editorial edit orial commentary.

For example:  What To put it simply, ba5icisisba5ic? a redaction of the 5e SRD with a focus on an Old School aesthetic. e For  Why a Redaction?

 Why a Referee? Referee?

Having played RPGs for almost 40 years, I have come to accept this axiom: rules do not tell a player what they can do, but rather what they cannot do. Thus, the lighter the t he ruleset, the freer the players are. For example, using the 5e SRD, a player cannot play a sorcerer who can’t cast spells or a druid who only uses arcane magic. Using ba5ic, players are free to do both. For exa

RPGs evolved from war gaming where Referees  were sometimes used to settle disputes and adjudicate rules. Thus, it is a title that harkens back to the origins of the hobby. In addition, the rules of ba5ic are redacted to be shorter. Explanatory texts are simplied or cut. This introduces the need to interpret and adjudicate For exa certain rules. Thus, there th ere is a need for a Referee. Refere e.

1

 

COMMON TERMS & ABBREVIA ABBREVIATIONS TIONS

Below are some of the most common terms and abbreviations that will be found in this book:  Action:  A task that can be completed during a character’s turn in combat. Sometimes a Bonus  Action can also be taken.  Advantage: Sometimes a roll will be b e considered “at advantage.” Roll Rol l two dice d ice instead of one and take the better of the two results.  Armor Class (AC): (AC):   Tis number represents how di di cult a character c haracter is i s to hit.  Attack Roll:  e total of a d20, plus any applicable modiers. Used to determine whether an attack is successful. Also called a “to-hit” roll. d4, d6, d20, etc.: Refers to what type of die to roll. d20 is a 20-sided die. d6 is a six sided die or 6-sided die. A d20+2 would be the result of a 20-sided die plus two. d6-1 would be the result of a six sided die minus 1.

Hit Dice (HD):  Total of all rolled HD determines a character or monster’s monster ’s Hit Points. Hit Points (hp):  Represents a character’s or creature’s current health. When reduced to 0, that character or creature is dead or dying.  Level: Typically this is a measure of a character’s experience and general prowess. When referencing spells it reects a spell’s complexity. Melee:  Any hand-to-hand attack, whether armed or not. e target must be adjacent adjace nt to, or within reach of an attacker (generally 5 .). Missile:  Any projectil projectilee weapon, whether shot or thrown. Target Target must be within withi n listed range of missile weapon. Move:  How quickly a character can travel. Sometimes called ca lled movement or movement rate. NPC:  Non-Player Character. ese are characters controlled by the Referee.

Damage: epoints amount to they be subtracted from a target’s  hit when are successfully attacked or affected by some spells. Damage Immunity: No damage is taken from the specied damage type ( fire, for example). Damage Resistance (DR): Only half damage is taken from the specied damage type ( fire, for example). Difficult cultyy Class Cl ass (DC (DC): ): Te DC is a number (usually set by the Referee) that a character must score as a result on a d20 to succeed at the intended action or save. Disadvantage:   Sometimes a roll will be considered “at disadvantage.” Roll two dice instead of one and take the worse of the two results.

PC:   Playerby Character. controlled the Players. ese are characters Proficiency Bonus (PB): is is a bonus that represents a character’s expertise. It can be applied to certain roles. Round: In combat, a round is about 6 seconds. Save: A character’s ability to avoid danger. Roll a d20, plus any applicable modiers. Equal to or above a Save DC is a success. Skill: Tese Skill:  Tese are broad categories representing a number of dierent actions characters can take in the course of a game. urn:  During a combat round, this is when a character or creature gets to act using any actions they have.

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PLAYER’S SECTION

CREATING A CHARACTER

Step 1: Roll Ability Scores Step 2: Choose a Race Step 3: Choose a Class Step 4: Choose a Background  Step 5: Equip Character

Strength: measuring physical power Dexterity: measuring Dexterity:  measuring agility  Constitution: measuring Constitution:  measuring endurance Intelligence: measuring Intelligence:  measuring reasoning and memory   Wisdom:  measuring perception and insight Charisma: measuring force of personality 

ROLLING ABILITY SCORES

Each of a character’s abilities has a score, a number that denes the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability.  ABILITY SCORES  A score of 10 or 11 is the normal human Six abilities provide a quick description of every average, aver age, but adventur a dventurers ers and many monsters are creature’s physical and mental characteristics. Players roll 3d6 in order. At the discretion of the Referee, players may re-roll any ‘1’s once. Also, at the Referee’s discretion, the lowest roll may be converted to a ‘13.’

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a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Characters can have scores as high as 20. Each ability also has a modier, derived from the score:  

                     

Ability Score

Modifier

1 2–3 4–5 6–7 8–9 10–11 12–13 14–15 16–17 18–19 20

−5 −4 −3 −2 −1 +0 +1 +2 +3 +4 +5

Dwarven Combat raining: All Dwarves have prociency with the battleaxe, handaxe, light hammer, and warhammer. ool Proficiency : All Dwarves have prociency with one of the following artisan’s tools: smith’s tools, brewer’s supplies, or mason’s tools. Stonecunning:  When making an Intelligence (History) check related to the origin of stonework, dwarves add double double their prociency procienc y bonus to the check.  Languages:  Dwarves can speak, read, and write Common and Dwarvish. Dwarven oughness:  Dwarves gain +1 hp to their HD every level of experience. ELF

Elves are ve or more feet in height, slim of build, weigh about 120 pounds and have fair skin, eyes and hair. ey tend to be aloof, but havee a deep hav appreciation b eauty. .  Ability Scores Scores: : Dexterityfor +2beauty Intelligence +1  Age:  Although elves reach physical maturity at about the same age as humans, an elf typically claims adulthood adulthoo d around the age of 100 and can live to be 750 years old. Size: Medium. Size:  Medium. Speed: Base walking speed is 30 feet. Darkvision:  Elves can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Darkvision can’t discern color. Keen Senses: All elves have prociency in the Perception skill. Fey Ancestry: Elves have advantage on saving throws against being charmed, and are immune to sleep magic. rance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. day. is has the same benet b enet as 8 hours of sleep.  Languages:   Elves can speak, read, and write Common and Elvish. Elf Weapon raining:  All Elves have prociency with the longsword, shortsword,

RACES DWARF

Standing about four feet tall with a stocky build and a ruddy tan complexion, dwarves weigh about 150 pounds. ey wear long beards, are stubborn but practical, and love hearty meals and strong drink. ey prize good crasmanship, and are very fond of gold.  Ability Scores: Scores : Constitution +2, Wisdom +1  Age:   Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Size: Medium. Size:  Medium. Speed: Base walking speed is 25 feet; however, this speed is not reduced by wearing heavy armor. Darkvision:  Dwarves can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. l ight. Darkvision can’t discern color. Dwarven Resilience: Dwarves have advantage on saving throws against poison, and have resistance against poison damage. 4

shortbow, and longbow.

 

Cantrip:  Elves know one cantrip from the magic-user spell list. Intelligence is the spellcasting ability for it. Extra Language: An elven character can speak, read, and write one extra language.

Halfling Nimbleness:  Halings can move through the space of any creature that is larger than Small.  Languages:   Halings can speak, read, and write Common and Haling. Naturally Stealthy:  Halings can attempt to hide when only obscured by a creature that is H ALFLING Halings are oen mistaken for human children larger than Small. because they are small and good-natured. ey average aver age only 3 feet in height he ight and weigh only about ab out HUMAN 60 pounds. Tey are as diverse in appearance as Humans come in a wide range of appearances, humans, but have have furry feet and curly hair. ey ranging from 5 feet to well over 6 feet tall. are outgoing and value the comforts of hearth Huma Humans ns are generally the t he most common race in and home. a fantasy world, and they serve as the baseline  Ability Scores: Scores : Dexterity+2, Charisma +1 from which all other races are compared.  Age:  A haling reaches adulthood at the age of  Ability Scores: Scores : All ability scores +1.  Age:   Humans reach adulthood in their late 20 and generally lives to be around 150 years. Size: Small. teens and live less than t han a century. Speed: Base walking speed is 25 feet. Size: Medium. Size:  Medium.  Lucky:  Any roll rol l of ‘1’ on an attack roll roll,, abil ability ity Speed: Base walking speed is 30 feet.  Languages: ges:  Humans can speak, read, and write check, or saving throw may be rerolled but the  Langua new roll must be used. Common and one language chosen at character Brave:  Halings have advantage on saving creation.

throws against being frightened.

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CLASSES

1ST LEVEL

 ADEPT

HD : 2 PB: +2  Adven HD:  Adventures tures to Level: 2 Cantrips Known: 2 Spells Known: 2  Cantrips Known: 2 Spell Slots: 2 Slot Level: 1st  • Regain all al l Spell Spel l Slots aer a Short S hort or Long Rest.

Hit Dice: 1d8 Dice: 1d8  Armor: Light Armor  Weapons:  W eapons:  Simple weapons ools: None ools:  None Savingg Trows: Savin Trows : Wisdom, Charisma Skills:  Choose two from Arcana, History, Insight, Investigation, Medicine, Persuasion, and Religion Equipment:  Start with the following gear: • leather armor and a quartersta quartersta -OR  a dagger and a lig light ht crossbow   • a holy symbol -OR  an arcane focus • a priest’s pack -OR  a scholar’s pack

2ND LEVEL

HD : 3 PB: +2  Advent HD:  Adventures ures to Level: 3 Cantrips Known: 2 Known: 2 Spells Known: 3 Spell Slots: 2 Slot Level: 1st 3RD LEVEL

HD : 4 PB: +2  Adven HD:  Adventures tures to Level: 4 Cantrips Known: 2 Known: 2 Spells Known: 4 Spell Slots: 3 Slot Level: 1st 4TH LEVEL

SPELLCASTING

 Adepts are spel spellcasters. lcasters. e source of their HD:: 5 PB: +2  Adven HD  Adventures tures to Level: 5 magical abilities is up to the player with Cantrips Known: 3 Known: 3 Spells Known: 4 permission from the Referee. Typically, Spell Slots: 3 Slot Level: 1st spellcasters dabble in either the Arcane or the  • Improve one ability by 2 or two abilities by Divine. 1 each.  A cantrip is a spel spelll that can be cast at wil will,l, without using a spell slot. To To cast a spel spelll of 1st 5TH LEVEL level or higher, an Adept must expend a slot of HD:: 6 PB: +3  Adven HD  Adventures tures to Level: 6 the spell’s level or higher. All expended spell Cantrips Known: 3 Known: 3 Spells Known: 5 slots are regained aer a Short or Long Rest. Spell Slots: 1st level (4) 2nd Level (2) For example, example, having used all her 1st level l evel spell spel l slots, a 5th level Adept only has two 2nd level spell slots le. To cast the 1st level spell Sleep, 6TH LEVEL one of those slots must be spent, and the spell is HD:: 7 PB: +3 HD cast as a 2nd level spell. Cantrips Known: 3 Known: 3 Spells Known: 5  At character creation, a player chooses Spell Slots: 1st level (4) 2nd Level (2) Intelligence, Wisdom, or Charisma as the  • Add the character’s Spel Spellcasting lcasting Abilit Abilityy character’s Spel Spellcasting lcasting Ability. Abilit y. e Spellcasting Modifier to all damage done by spells.  Abilityy Bonus is used when setting the saving  Abilit e ither an arcane focus or a holy hol y throw DC for a spell or when making an attack  An Adapt uses either symbol as a spellcasting focus for their spells. roll with one:  Additionally,  Additional ly, when a character gains gai ns a level, Spell save DC = 8 + Proficiency Bonus + the player can choose one of the character’s  Ability  Abili ty Bonus Bonus known spells and replace it with another spell Spel l List that is of a level for which the Spell attack mod = Proficiency Bonus + from the Spell  Ability Bonus Bonus

 Adept has spell slots.

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Mage Hand

 ADEPT SPELL LIST

Casting ime: 1 action  Range:: 30 feet  Range  Duration: 1 minute

Cantrips Firebolt Guidance Light

e Adept creates a spectral, oating hand within range. Using an action, the t he caster can use the hand to manipulate objects up to 10 pounds and move the up to 30 . e hand can’t attack or activate magic items.

Mage Hand  Resistance Sacred Flame

Resistance Casting ime: 1 action  Range:: Touch  Range  Duration: Concentration, up to 1 minute

Fire Bolt Casting ime: 1 action  Range:: 120 feet  Range Instantaneous us  Duration: Instantaneo

e Adept touches one willing creature. Once Te Adept makes a ranged spell attack against before the spell spel l ends, the target can roll a d4 and the target doing 1d10 re damage on a hit. add the number rolled roll ed to one saving throw of its Flammable objects not being worn or carried choice. It can roll the die before or aer making ignite. At 5th level, the damage increases to the saving throw. e spell then ends. 2d10. Sacred Guidance CastingFlame ime: 1 action Casting ime: 1 action  Range:: 120 feet  Range  Range:: 120 feet  Range  Duration: Instantaneous  Duration: 1 round Te Adept targets one creature. Te target must e Adept touches one willing creature. Once succeed on a Dexterity saving throw or take before the spell spel l ends, the target can roll a d4 and 1d8 radiant damage. Te target gains no benefit add the number rolled to one ability check of its from cover for this saving throw. At 5th level, choice. It can roll the die before or aer making the damage increases to 2d8. the ability check. e spell then ends. 1st Level  Light Bless Casting ime: 1 action Burning Hands Cure Wounds  Range:  Range : Touch  Duration:  1 hour e Adept touches one object 10 feet or smaller Shield  in dimension. dimensi on. For the duration, duration, the object sheds Shield of Faith bright light in a 20-foot radius and dim light for Sleep an additional 20 feet. Completely covering the object with something opaque blocks the light. Bless e spell ends if cast again or dismissed with an Casting ime: 1 action  Range:: 30 feet  Range action. If targeting an object held or worn by a  Duration: Concentration, up to 1 minute hostile creature, c reature, that creature creature must succeed on a  Aects up to three creatures within range. All attack throws and saving throws are at +1d4, Dexterity saving throw to avoid the spell. adding the number rolled to the attack roll or 7

saving throw.

 

Burning Hands Casting ime: 1 action  Range:: Self (15. Cone)  Range  Duration: Instantaneo Instantaneous us Each creature in a 15-foot cone must make a Dexterity saving throw. t hrow. A creature takes 3d6 re damage on a failed save, or half on a successful save. e re ignites any ammable objects in the area that aren’t being worn or carried. Casting this spell using a 2nd level spell slot increases damage to 4d6.

Sleep Casting ime: 1 action  Range:: 90 feet  Range  Duration: 1 minute

Tis spell sends se nds creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can aect. Creatures within 20 feet of a point chosen by the caster within range are aected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest Cure Wounds current hit points, each creature aected by this Casting ime: 1 action spell falls unconscious. Subtract each creature’s  Range:: Touch  Range hit points from the total before moving on to  Duration: Instantaneo Instantaneous us the creature with the next lowest hit points. Target regains (1d8 + Spell Ability Bonus) hit  A creature’ creature’ss hit points must be b e equal to or less points. is spell has no eect on undead or than the remaining total for that creature to be constructs. e healing increases by 1d8 for affected. each slot level above 1st. spell uses endsan if action the sleeper takes Shield or e someone to shake or damage, slap the Casting ime: 1 reaction, which is taken when sleeper awake. Undead and creatures immune to the Adept is hit by an attack being charmed aren’t aected by this spell.  Range:: Self   Range  When cast using a spell spel l slot of 2nd level, level , roll  Duration: 1 round  an additional 2d8.  When cast and until the start of the Adept’s next 2nd Level turn, the caster has a +5 bonus to AC, including  Aid  against the triggering attack. Invisibility  Shield of Faith  Aid Casting ime: 1 bonus action Casting ime: 1 action  Range:: 60 feet  Range  Range::  Range  Concentration, up to 10 minutes  30 8 feet  Duration: hours  A target within w ithin range is granted a +2 bonus to  Duration:

e hit point maximum and current hit points of up to three targets within range increase by 5 for the duration.

 AC for the duration duration of the spell. spel l.

Invisibility  Casting ime: 1 action  Range:: Touch  Range  Duration: Concentration, up to 1 hour

e target of this spell becomes invisible. e spell ends for a target that attacks or casts a spell. 8

 

EXPERT

1ST LEVEL

Hit Dice: 1d8 Dice: 1d8  Armor: Light Armor  Weapons:  W eapons:  Simple weapons, rapiers, shortswords ools: Choose two. Savingg Trows: Savin Trows : Dexterity, Inelligence Skills:  Choose four skills from Acrobatics,  Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand and Stealth Equipment:  Start with the following gear: • studded leather armor, shortsword, and dagger -OR  leather armor, lig light ht crossbow, and rapier   • one tool set from the Expert’s Expert’s tool procienies  • a burglar’s pack -OR  an entertainer’s pack

HD : 2 PB: +2  Adventu HD:  Adventures res to Level: 2  • Can use the Help action as a bonus action. act ion. 2ND LEVEL

3 HD HD: : 3 take PB:the +2 Dash,  Adventures  Advent ures to Level:  • Can Disengage, or Hide action as a bonus action during combat. 3RD LEVEL

HD : 4 PB: +2  Adventu HD:  Adventures res to Level: 4  • Choose two skills. When W hen using these skills, skil ls, double the Prociency Bonus. 4TH LEVEL

HD : 5 PB: +2  Adventu HD:  Adventures res to Level: 5  • Improve one ability abili ty by 2 or two abilities abilit ies by 1 each.

 Whether an artisan, entertainer, or spy, the Expert is a catch-all catch-al l class that represents prowess in areas beyond combat and spellcasting.  Why Only Three Classes? Classes?

5TH LEVEL

The original edition of the game only had three classes and this is an homage to the simplicity of the origins of the game. In addition, it can be argued that all subsequent classes from later editions are really only variations of these three orginal classes. Still want to play a Druid? Check out Backgrounds on page 10.

HD:: 6 PB: +3  Adventu HD  Adventures res to Level: 6 6TH LEVEL

HD : 7 PB: +3 HD:  • Gain an extra attack when taking taki ng an Attack action.

W   ARRIOR

Equipment:  Start with the following gear: • chain mail -OR  leather armor and a longbow   • a martial weapon and a shield -OR  two martial weapons • a dungeoneer’s dungeoneer ’s pack -OR  an explorer’s pack

Hit Dice: 1d8 Dice: 1d8  Armor:  All armor, shields  Weapons:  W eapons:  Simple weapons, martial weapons ools: None ools:  None Savingg Trows: Savin Trows : Strength, Constitution Skills:  Choose two skills from Acrobatics,  Animal Handling Handling,, Athletics, History, Insight, Intimidation, Perception, and Survival

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BACKGROUNDS

 Warriors are trained in battle and in the use  Warriors of armor and weapons. Examples might be a ferocious Viking raider, a roaming samurai, or a medieval knight. Whatever type of warrior a character may be, they will probably end up on the front lines of an adventuring party. 1ST LEVEL

HD : 2 PB: +2  Adventu HD:  Adventures res to Level: 2  • Gain an additional addit ional hp for every ever y HD  • Gain a +2 bonus when w hen attacking.  • As a reaction, impose i mpose disadvantage d isadvantage on the attack roll of a creature within 5 . that the warrior can see against a target that isn’t the warrior. 2ND LEVEL

HD : 3 PB: +2  Adventu HD:  Adventures res to Level: 3  • Once per rest, use a bonus action to regain hit points equal to 1d8 + current warrior level. 3RD LEVEL

HD : 4 PB: +2  Adven HD:  Adventures tures to Level: 4  • e Warrior scores a critical crit ical hit on a roll of 19-20. 4TH LEVEL

HD : 5 PB: +2  Adven HD:  Adventures tures to Level: 5  • Improve one ability abilit y by 2 or two abilit abi lities ies by 1 each. 5TH LEVEL

HD:: 6 PB: +3  Adven HD  Adventures tures to Level: 6 6TH LEVEL

HD : 7 PB: +3 HD:  • Gain an extra attack when taking taki ng an Attack action.

Every character has a background, which represents what career they had prior to becomin becomingg an adventurer. Any character of any class can be of any background. Each background provides a character with two skills and two prociencies (usuallyy a Tool (usuall Tool Prociency Procie ncy or a Language). Language ). ere is also a list l ist of starting equipment. A background also provides a  Perk  — an in-game advantage when dealing with the game world. How the background is related to the character’s current class and adventuring career is up to the player with Referee approval. approval.  Acolyte e character has spent their life in the service of religion. relig ion. e character has been ordained and is vested with the power to perform sacred rites and services for worshipers. e character is not necessarily an adept and performing sacred rites, for game purposes, is not the same thing as spell casting. Skills: Insight, Religion Proficiencies:  Any two languages Equipment:   A holy symbol (an ordination gi), a prayer book or prayer beads, 5 sticks of incense, vestments, a set of common clothes, and a pouch containing 15 gp Perks:  As ordained clergy, the character can expect the respect of those who share the same faith. e character and adventuring companions can expect to receive free healing

and care at a temple of the faith, as long as any material components needed for spells are provided. ose who share the same same religion relig ion will wil l support the character (but (b ut only the character) at a modest lifestyle.  Assassin e character has had specialized training with the primary objective of killing for hire.  Assassins may also be hired as spies. An assassin will usually belong to an assassin’s guild from the character’s local town. e guild provides

10

 

protection and may offer jobs to an assassin in good standing. Skills: Deception, Stealth Proficiencies: Disguise, Poison Equipment:  A set of ne clothes, a disguise kit, a vial of poison and a pouch containing 15 gp Perks: As an assassin, the character belongs to an assassin’s guild. e character knows how to get in in contact with the guild and can gain information and job oers. e character can expect help hiding from authorities if on guild business. Barbarian e character has spent their life outside the inuence of Civilization, living in the wild and o the land without the comforts of city life. Skills: Athletics, Survival Proficiencies:  Artisan (appropriate to the character’s culture), one language Equipment:   A sta, an animal trap, a trophy from an animal the character has killed, a set of travell trav eller’s er’s clothes, and a pouch containing 10 gp Perks: As someone who has wandered the world, barbarians have a keen sense of landmarks and geography. e character can always recall the general layout of any given area. Given that t hat such things can be found in the area, a barbarian can nd food and fresh water for up to six people each day.

Druid e character has spent their life as part of a religious order that has great reverence for the natural world, and is more comfortable with plants and animals than with other people. Skills: Nature, Religion Proficiencies: Herbalism, one language Equipment:  A prayer rope, a winter blanket, an herbalism herbali sm kit, a set of common clothes, and 5 gp Perks: Animals can oen sense disaster before humans are ever aware. e character has learned some campaign secret from interacting with animals. What this secret is should be worked out with the Referee.

Monk  e character has spent their life as a seeker of enlightenment and member of an ascetic religious order pursuing mental, spiritual, and physical perfection. Skills: Athleticism, Medicine Proficiencies:  Artisan (except forgery or disguise), Herbalism Equipment:   A holy symbol, a prayer rope, a letter of introduction from the abbot of the character’s monastery, a set of common clothes, and a pouch containing 5 gp Perks: As a monastic, the character can expect to nd a place to hide, rest or recuperate at a monastery or with other monks. ey will Bard shield the character from danger, though they e character has spent their life as a performer, might not put themselves in danger. entertainer, and keeper of stories. ey are used to interacting with all kinds of people from Paladin peasants to kings. e character has spent their life as a member Skills: History, Performance of an order of knights dedicated to the stalwart Proficiencies: Disguise, Musical Instrument defense of Law against Chaos. Equipment:  A musical instrument, a costume, Skills: Animal Handling, Persuasion a book containing an epic poem, and a pouch Proficiencies: Musical instrument, one containing 15 gp language Perks: e character can always nd venues to Equipment: A set of ne clothes, a signet ring, a perform. As long as the character gives a daily scroll of pedigree, and a pouch containing 25 gp performance, room and board of a modest or Perks: As a knight dedicated to the thwarting comfortable standard are free. In addition, the of Chaos, people are inclined to think the best character will earn a positive reputation with of the character and assume the character has

the local population.

a right to be where ever they are. Commoners

11

 

will treat the character with respect and nobles will treat the character as an equal. If there is a need, the character can secure an audience with a local noble. Ranger e character has spent their life as an inheritor

of ancient scholarship, forgotten skills over and lore passed on from one ranger to another the generations, preserving the legacy through times when the light of civilization wavered and dimmed. e rangers retreated to the wilderness and the outlands long ago shunning what they see as decadent, glittering cities, for these are places that have turned aside from much of the lore the rangers protect. Skills: Nature, Survival Proficiencies: Na Navigation, vigation, one language Equipment:  Navigator’s tools, a scroll case and scroll written in an unknown language, a set of traveler’s clothes, and a pouch containing 10 gp Perks: As a keeper of ancient lore, the character will know the location of where to nd information when the character does not know the desired information. In the wilderness, the character can always nd food and water enough to fend for themselves.

Tief  e character has spent their life in and around the criminal underworld. Skills: Sleight of Hand, Stealth Proficiencies: ieves’ tools, language (ieves’ Cant) Equipment:  A crowbar, a set of dark common clothes with a hood, and a pouch containing 15 gp Perks:  e character has a reliable contact who can liaison with other criminals and their organizations. ieves’ Cant is a secret language that thieves know that allow them to identify each other and secretly communicate while in public.

 Veteran  Veteran e character has spent their life in battle either as a soldier or in some other military capacity. Skills: Athletics, Intimidation Proficiencies: Gaming, Vehicle Equipment:  An insignia of rank, a trophy taken o a battleeld, a gaming set, a set of common clothes, and a pouch containing 10 gp Perks: e character has military rank that will be recognized by other soldiers from the same military organization. Soldiers will recognize the character’s authority and defer to it if of a Sorcerer lower rank. e character can invoke their rank e character comes from a family whose to requisition simple equipment or horses for birthright is magic itself. e very blood that temporary use. e character can usually gain ows through the character is steeped in magic. access to military encampments or fortresses  Whether or not the character can actuall actuallyy use this magic depends upon their class. where their rank is recognized. Skills: Arcana, History   Warlock   W arlock  Proficiencies:  Any two languages e character has spent their life in the pursuit Equipment:   A mark on the character’s body of knowledge and power from entities that indicating their lineage (up to the player with mortals normally don’t dare (or shouldn’t) deal Referee approval), a set of ne clothes, and a with. Skills: Arcane, Persuasion pouch containing 15 gp Perks:  As a member of a sorcerous bloodline, Proficiencies:  Any two languages people are inclined to fear the character. Equipment:   A book of esoteric lore in one Commoners will do their best not to raise the of the languages the character knows, a set of character’s ire and nobles will try not to oend. common clothes, and a pouch containing 15 gp e character can secure an audience with a Perks:  e character begins the game with

family member at any time.

knowledge of the location of an object of great

12

 

magical power (to be worked out with the Referee); however, the character also has a task  yet to be b e completed for the entity that gave the character this knowledge (also (al so to be worked out with the Referee).  Wizard’s Apprentice

 Adventuring Gear  Adventuring  Abacus  Acid (vial) (vial )  Alchemist’s re (ask)

Cost 2 gp 25 gp 50 gp

Weight 2 lb. 1 lb. 1 lb.

n/a

n/a

50 gp



 Ammunition*

 Antitoxin (vial) (vial )

e has spent theirarcane. life in the service  Arcane ocus  of ancharacter adept dedicated to the Skills: Arcana, Investigate   Crystal 10 gp 1 lb. Proficiencies:  Artisan (usually alchemy), one   Orb 20 gp 3 lb. language   Rod 10 gp 2 lb. Equipment:   A bottle of ink, a quill, 10 sheets 5 gp 4 lb. of parchment, a set of common clothes, and a   Sta   Wand 10 gp 1 lb. pouch containing 10 gp Perks: e character is a member membe r of the Mage’s Backpack 2 gp 5 lb. Guild and can rely on certain benets this Ball bearings (1,000) 1 gp 2 lb. membership provides. e character has access Barrel 2 gp 70 lb. to Guild Halls and the research capacities that 4 sp 2 lb. they provide as well as being a place to meet Basket 1 gp 7 lb. potential patrons, allies and hirelings. e Bedroll Mage’s Guild also has political clout, so the Bell 1 gp — character will be protected from unjust use Blanket 5 sp 3 lb. of the law and has access to political gures 1 gp 5 lb. (though this might require a donation to the Block and tackle Book 25 gp 5 lb. guild’s coers or library). Bottle, glass 2 gp 2 lb. EQUIPMENT 5 cp 2 lb. e currency of ba5ic uses a gold standard Bucket (bagg of 20) 1 gp 2 lb. for determining the value of an item. Most Caltrops (ba equipment will have a cost in gold pieces (gp). Candle 1 cp — Other types of coins include copper pieces Case, crossbow bolt 1 gp 1 lb. (cp), silver pieces (sp) electrum pieces (ep) and platinum pieces (pp). ( pp). One gp is worth 100 cp, 10 Case, map or scroll 1 gp 1 lb. 5 gp 10 lb. sp, 5 ep, or 1/10 of a pp. A standard coin weighs Chain (10 feet) about a third of an ounce, so y coins weigh Chalk (1 piece) 1 cp — one pound. Chest 5 gp 25 lb. Climber’s er’s kit 25 gp 12 lb. Coin 1 cp 1 sp 1 ep 1 gp 1 pp Climb 5 sp 3 lb. Copper 1 10 50 100 1000 Clothes, common Clothes, costume 5 gp 4 lb. Silver 1/10 1 5 10 100 Clothes, ne 15 gp 6 lb. Electrum 1/50 1/5 1 2 20 Clothes, trav traveler’s eler’s 2 gp 4 lb. Gold 1/100 1/10 1/2 1 10 * Ammunition is not tracked in ba5ic. All Platinum 1/1000 1/100 1/20 1/10 1

ranged weapons are considered to come with the necessary ammunition.

13

 

 Adventuring Gear  Adventuring Component pouch Crowbar Fishing tackle Flask or tankard Grappling hook Hammer Hammer,, sledge Hammer Healer’s kit Holy symbol Holy water (ask) Hourglass Hunting Hun ting trap Ink (1 ounce bottle) Ink pen  Jug or pitcher

Cost 25 gp 2 gp 1 gp 2 cp 2 gp 1 gp 2 gp 5 gp 5 gp 25 gp 25 gp 5 gp 10 gp 2 cp 2 cp

Weight 2 lb. 5 lb. 4 lb. 1 lb. 4 lb. 3 lb. 10 lb. 3 lb. 1 lb. 1 lb. 1 lb. 25 lb. — — 4 lb.

 Adventuring Gear  Adventuring Cost Ram, portable 4 gp Rations (1 day) 5 sp Robes 1 gp Rope, hempen (50 feet) 1 gp Rope, sil silkk (50 feet) 10 gp Sack 1 cp Scale, merchant’ merchant’ss 5 gp Sealing Seali ng wax 5 sp Shovel 2 gp Signal whistle 5 cp Signet ring 5 gp Soap 2 cp Spellbook 50 gp Spikes, iron (10) 1 gp Spyglass 1,000 gp

Ladder (10-foot) Lamp Lantern, bullseye Lantern, hooded Lock Magnifying Magnifyi ng glass Manacles Mess kit Mirror, steel Oil (ask)

1 sp 5 sp 10 gp 5 gp 10 gp 100 gp 2 gp 2 sp 5 gp 1 sp

25 lb. 1 lb. 2 lb. 2 lb. 1 lb. — 6 lb. 1 lb. ½ lb. 1 lb.

 Acid: does 2d6 acid damage on a hit. Range R ange 20 .  Alchemist’s fire:   1d4 re damage at the start of every turn on a hit unless a Dex save is made (DC 10). Range 20 .

Paper (one sheet) Parchment (one sheet) Perfume (vial (vial)) Pick, miner’s Piton Poison, basic (vial (vial)) Pole (10-foot) Pot, iron Potion of healin healingg Pouch 󰁑uiver

2 sp 1 sp 5 gp 2 gp 5 cp 100 gp 5 cp 2 gp 50 gp 5 sp 1 gp

— — — 10 lb. ¼ lb. — 7 lb. 10 lb. ½ lb. 1 lb. 1 lb.

  gives advantage on saves against  Antito  Antitoxin: poison xin:  for one hour. Healer’s Kit:  Kit:  a user can stabilize a target without a Wisdom (Medicine) check. e kit has 10 uses. Holy Water:  Water:  2d6 radiant damage vs. undead. Range 20 . Adepts can make holy water in 1 hour for 25gp. Poison, basic: applied to a weapon, on a hit does 1d4 poison damage unless a Con save is made (DC 10). Useless 1 minute aer application. Potion of Healing:  Healing:  use an action to regain 2d4+2 hp.

Tent, two-person Tinderbox Torch Vial  Waterskin  W aterskin (full )  Whetstone

14

2 gp 5 sp 1 cp 1 gp 2 sp 1 cp

Weight 35 lb. 2 lb. 4 lb. 10 lb. 5 lb. ½ lb. 3 lb. — 5 lb. — — — 3 lb. 5 lb. 1 lb.

20 lb. 1 lb. 1 lb. — 5 lb. 1 lb.

 

 Armor Shield

Cost 10 gp

Armor Class (AC) +2

Min. Strength —

Stealth —

Weight 6 lb.

 Light Armor Padded Leather

5 gp 10 gp

11 + Dex modier 11 + Dex modier

— —

Disadvantage —

8 lb. 10 lb.

Studded leather 45 gp Medium Armor Hide 10 gp Chain shirt 50 gp Scale mail 50 gp Breastplate 400 gp Half plate 750 gp

12 + Dex modier





13 lb.

12 + Dex modier (max 2) 13 + Dex modier (max 2) 14 + Dex modier (max 2) 14 + Dex modier (max 2) 15 + Dex modier (max 2)

— — — — —

— — Disadvantage — Disadvantage

12 lb. 20 lb. 45 lb. 20 lb. 40 lb.

30 gp 75 gp

14 16

— Str 13

Disadvantage Di sadvantage Disadvantage

40 lb. 55 lb.

200 gp 1,500 gp

17 18

Str 15 Str 15

Disadvantage Disadvantage

60 lb. 65 lb.

Heavy Armor Ring mail Chain mail

Splint Plate

GETTING INTO  AND  AND OUT OF ARMOR

Don. is is the time it takes to put on armor.  A character only benets from the armor’s armor ’s AC AC when the full time to don the suit of armor is used. Doff. is is the time ti me it takes to take o armor.  With help, this t his time is reduced by half.

Category Light Armor Medium Armor Heavy Hea vy Armor Shield

15

Don 1 minute 5 minutes 10 minutes 1 action

Doff  1 minute 1 minute 5 minutes 1 action

 

 Weapons  W eapons

Cost

Damage

Weight Properties

Simple Melee Weapons Club 1 sp Dagger 2 gp Greatclub 2 sp

1d4 bludgeoning 1d4 piercing 1d8 bludgeoning

2 lb. 1 lb. 10 lb.

Light Finesse, lilight, ght, thrown (range 20/60) Two-handed 

Handaxee Handax  Javelin  Javelin Light hammer Mace Quartersta Sickle Spear

1d6 slashing 1d6 piercing 1d4 bludgeoning 1d6 bludgeoning 1d6 bludgeoning 1d4 slashing 1d6 piercing

2 lb. 2 lb. 2 lb. 4 lb. 4 lb. 2 lb. 3 lb.

Light, thrown (range 20/60) rown (range 30/120) Light, thrown (range 20/60) — Versatile (1d8) Light rown (range 20/60), versatile (1d8)

1d8 piercing 1d4 piercing

5 lb. 1/4 lb.

Loadi ng (range 80/320), two-handed  Loading Finesse, thrown (range 20/60)

1d6 piercing 1d4 bludgeoning

2— lb.

Loadi Loading (range 80/320), two-handed  (Rangeng30/120)

5 gp 5 sp 2 gp 5 gp 2 sp 1 gp 1 gp

Simple Ranged Weapons Crossbow, lilight ght 25 gp Dart 5 cp

Shortbow Sling Sli ng

25 gp 1 sp

W EAPON EAPON PROPERTIES

Range: A weapon that can be used to make a ranged attack has a range in parentheses. e range lists two numbers. e rst is the weapon’s normal range in feet, and the second indicates the weapon’s long range. Any attack beyond d isadvantage. No attack may wo-Handed: is weapon requires two hands normal range is at disadvantage. be made beyond the weapon’s long range. when attacking with it. Finesse:  When making an attack with a nesse weapon, the character can use either the Strength or Dexterity modier for both the attack and damage rolls.

 V  Versatile:   isAweapon be in used with one orersatile: two hands. damagecan value parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Heavy:  Small creatures have disadvantage on attack rolls with heavy weapons.

 Loading:  is weapon only be oncea a turn regardless of themay number of red attacks character can normally make. Reach: is weapon adds 5 feet to a character’s reach when attacking with it, including attacks of opportunity.

Trown: If a weapon has the thrown property,  Light::  A light weapon allows a character it can be thrown to make a ranged attack. If  Light to use the weapon with a bonus action as an the weapon is a melee weapon, the same ability attack. is attack has no ability bonus b onus and the modier for the attack roll and damage roll is used as if making a melee attack. character must be using two weapons. 16

 

 Weapons  W eapons

Cost

Damage

Weight Properties

Martial Melee Weapons Battleaxe 10 gp Flail 10 gp Glaive 20 gp

1d8 slashing 1d8 bludgeoning 1d10 slashing

4 lb. 2 lb. 6 lb.

Versatile (1d10) — Heavy, Hea vy, reach, two-handed 

Greataxe Greataxe Greatsword Greatsw ord Halberd Longsword Maul Morningstar Pike Rapier Scimitar Shortsword Trident  War  W ar pick  Warhammer  W arhammer

1d12 slashing 2d6 slashing 1d10 slashing 1d8 slashing 2d6 bludgeoning 1d8 piercing 1d10 piercing 1d8 piercing 1d6 slashing 1d6 piercing 1d6 piercing 1d8 piercing 1d8 bludgeoning

7 lb. 6 lb. 6 lb. 3 lb. 10 lb. 4 lb. 18 lb. 2 lb. 3 lb. 2 lb. 4 lb. 2 lb. 2 lb.

Heavy, two-handed  Heavy, Heavy, Hea vy, two-handed  Heavy, Hea vy, reach, two-handed  Versatile (1d10) Heavy, Hea vy, two-handed  — Heavy, reach, two-handed  Heavy, Finesse Finesse, lig light ht Finesse, lig light ht rown (range 20/60), versatile (1d8) — Versatile (1d10)

Martial Ranged Weapons Blowgun 10 gp Crossbow, hand 75 gp Crossbow, heavy 50 gp

1 piercing 1d6 piercing 1d10 piercing

1 lb. 3 lb. 18 lb.

Longbow

1d8 piercing

2 lb.

Loadi ng (range 25/100) Loading Loading Loadi ng (range 30/120), lig light ht Loading Loadi ng (range 100/400), heavy,, two-handed  heavy Loading Loadi ng (range 150/600), heavy,, two-handed  heavy

30 gp 50 gp 20 gp 15 gp 10 gp 15 gp 5 gp 25 gp 25 gp 10 gp 5 gp 5 gp 15 gp

50 gp

SILVERED W EAPONS EAPONS

IMPROVISED W EAPONS EAPONS

ere are some monsters that have immunity or resistance to non-magical weapons that are susceptible to silver weapons. A single weapon can be silvered for 100 gp.

 An improvised weapon includes any object objec t that can be wielded in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. If an improvised weapon is similar to an actual weapon it can be treated as such. Objects with no resemblance to a weapon deals 1d4 damage. If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

17

 

ools Cost Weight

TOOLS

 Artisan’s  Artisan ’s tools 

 Artis an’ss ools  Artisan’ ools::  Prociency with a specic set of artisan’s tools grants the prociency bonus to any ability checks made using the tools in their cra. Each type of artisan’s tools requires a separate prociency. prociency. Prociency with w ith  Alchemist’s Tools Tools is required to make acid ac id and alchemist’s re. Disguise Kit:  Prociency with this kit allows the prociency bonus to be added to any ability checks made to create a visual disguise. Forgery Kit:  Prociency with this kit allows the prociency bonus to be added to any ability checks made to create a physical forgery of a document. Gaming Set: is item is specic type of game. Prociency with this kit allows the prociency bonus to be added to any ability abilit y checks made to play a game with that set. Each type of gaming

                           

Alchemist’s supplies Brewer’s supplies Calligrapher’s Call igrapher’s supplies Carpenter’s tools Cartographer’s tools Cartographer’s Cobbler’s tools Cook’s utensils Glassblower’s tools Jeweler’s tools Leatherworker’s tools Mason’ss tools Mason’ Painter’s supplies Potter’s tools Smith’s tools

50 gp 20 gp 10 gp 8 gp 15 gp. 5 gp 1 gp 30 gp 25 gp 5 gp 10 gp 10 gp 10 gp 20 gp

8lb. 9lb. 5lb. 6lb. 6lb. 5lb. 8lb. 5lb. 2lb. 5lb. 8lb. 5lb. 3lb. 8lb.

         

Tinker’s tools Weaver’ eaver’ss tools Woodcarver’s tools Disguise kit Forgery kit

50 gp 1 gp 1 gp 25 gp 15 gp

10lb. 5lb. 5lb. 3lb. 5 lb.

1 sp 5 sp 5 gp

— — 3 lb.

30 gp 3 gp 25 gp 35 gp 30 gp 30 gp 2 gp 6 gp 25 gp 50 gp 25 gp

6lb. 2lb. 10lb. 2lb. 2lb. 1lb. 1lb. 1 lb. 2 lb. 2 lb. 1 lb.

Gaming set 

  Dice set   Playing card set Herbalism kit  Musical instrument 

  Bagpipes   Crumhorn   Dulcimer   Lute   Lyre   Rebec   Shawm   abor Navigator’s Na vigator’s tools Poisoner’s kit ieves’ tools

set requires a separate prociency. Other kinds of gaming sets exist. Herbalism Kit:  Prociency with this kit allows the prociency bonus to be added to any ability checks made to identify or apply herbs. Prociency with this kit is required to create antitoxin and potions of healing. Musical Instrument: Prociency with a given musical instrument allows the prociency bonus to be added to any ability checks made to play music with that instrument. Each type of musical instrument requires a separate prociency. Other musical instruments exist. Navigator’s ools ools:: Prociency with wit h navigator’s navigator’s tools lets the user chart a course and follow navigation charts. In addition, these tools allow the prociency bonus to be added to any ability checks made to avoid getting lost. Poisoner’s Kit: Prociency with this kit allows the prociency bonus to be added to any ability checks made to cra or use poisons. Tieves’ ools:  Prociency with these tools allows the prociency bonus to be added to any ability checks made to disarm traps or open locks. 18

 

Mounts and Mounts Other Animals Camel Donkey or mule Elephant Horse, dra Horse, riding Masti Pony  Warhorse  W arhorse

Cost 50 gp 8 gp 200 gp 50 gp 75 gp 25 gp 30 gp 400 gp

Carry ing Carrying Speed Carry Carrying ing 50 . 480 lb. 40 . 420 lb. 40 . 1,320 lb. 40 . 540 lb. 60 . 480 lb. 40 . 195 lb. 40 . 225 lb. 60 . 540 lb.

ack, Harness, and Drawn Vehicles Barding Bit and bridle Carriage

Cost ×4 2 gp 100 gp

Weight ×2 1 lb. 600 lb.

Cart Chariot Feed (per day)

15 gp 250 gp 5 cp

200 lb. 100 lb. 10 lb.

60 gp 20 gp 5 gp 10 gp 4 gp 20 gp 5 sp 35 gp

40 lb. 30 lb. 15 lb. 25 lb. 8 lb. 300 lb. — 400 lb.

Cost 30,000 gp 3,000 gp 10,000 gp 50 gp 10,000 gp 25,000 gp

Speed 4 mph 1 mph 3 mph 1½ mph 2 mph 2½ mph

Saddle

  Exotic   Military   Pack   Riding Saddlebags Sled Stabling (pe (perr day)  Wagon  W agon  Waterborne  Waterborne  Vehicles  V ehicles Galley Keelboat Longship Rowboat Sailing Saili ng ship  Warship  W arship

Container Backpack Barrel Basket Bottle Bucket Chest Flask or tankard  Jug or pitcher Pot, iron Pouch Sack Vial  Waterskin  W aterskin

Capacity  30 pounds of gear 40 gallons liquid  40 pounds of gear 1½ pints liquid  3 gallons liquid  300 pounds of gear 1 pint liquid  1 gallon liquid  l iquid  1 gallon liquid  6 pounds of gear 30 pounds of gear 4 ounces liquid  4 pints liquid 

Barding: Barding Barding:  Barding is armor designed to protect

an neck, chest, andtable body. typeanimal’s of armorhead, shown on the Armor canAny be purchased as barding. e cost is four times the equivalent armor made for humanoids, and it weighs twice as much. Saddles:  A military saddle braces the rider, helping to keep their seat on an active mount in battle. It gives advantage on any check made to remain mounted. An exotic saddle is required for riding any aquatic or ying mount.  Vehicle  V ehicle Proficiency Proficiency::  If a character has prociency with a certain kind of vehicle (land or water), they can add their prociency bonus to any check made to control that kind of vehicle in dicult circumstances. Rowed Vessels:  Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. ese vehicles can’t be rowed against any signicant current, but they can be pulled upstream by dra animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.

19

 

Food, Drink, and Lodging Lifestyle expenses provide players with a Bread, loaf simple way to account for the cost of living Cheese, hunk in a fantasy world. world. ey cover a character’s character’s  Inn stay (per day) d ay) accommodations, food and drink, and all other necessities. Furthermore, expenses cover the   Squalid   Poor cost maintaining At the choice), start of   Modest each ofweek or monthequipment. (Player/Referee choose a lifestyle from the Expenses table and   Comfortable pay the price to sustain sustain that lifest lifestyle. yle.   Wealt ealthy hy   Lifestyle Price/Day    Aristocratic   Wretched —  Meals (per day) d ay)   Squalid 1 sp   Squalid   Poor 2 sp   Poor   Modest 1 gp   Modest   Comfortable 2 gp   Comfortable   Wealt ealthy hy 4 gp   Wealt ealthy hy LIFESTYLE EXPENSES

  Aristocratic Food, Drink, and Lodging

10 gp min. Cost*

  Aristocratic Meat, chunk

7 cp 1 sp 5 sp 8 sp 2 gp 4 gp 3 cp 6 cp 3 sp 5 sp 8 sp 2 gp 3 sp

Wine

 Ale

  Gallon   Mug Banquet (pe (perr person)

Cost* 2 cp 1 sp

  Common (pitche (pitcher) r)   Fine (bottle)

2 sp 4 cp 10 gp

2 sp 10 gp

*Tese prices are included in total liestyle expenses 

EQUIPMENT  P ACKS

10 torches, a tinderbox, 10 days of rations, a e starting equipment a character gets from waterskin, and 50 . of hempen rope. their class includes a collection of useful Entertainer’s Pack (40 gp):  gp):  Includes a adventuring gear,packs put together a pack. e contents of these are listedinhere: Burglar’s Pack (16 gp):  Includes a backpack, a small bag with 1,000 ball bearings, 10 feet of string, a bell, ve candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 asks of oil, 5 days rations, a tinderbox, a waterskin, and 50 . of hempen rope. Diplomat’s Pack (39 gp):  Includes a chest, 2 scroll cases, a set of ne clothes, a bottle of ink, an ink pen, a lamp, 2 asks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. Dungeoneer’s Pack (12 gp):  gp):  Includes a backpack, a crowbar, a hammer, 10 pitons,

backpack, a bedroll, 2 costumes, 5 candles, days of rations, a waterskin, and a disguise kit. 5 Explorer’s Pack (10 gp): Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 50 . of hempen rope. Priest’s Pack (19 gp):  Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. Scholar’s Pack (40 gp):  Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

20

 

LANGUAGES

CHAOS

Race, class and background might all give a character access to a variety of languages. e following table illustrates the various language families from a typical fantasy world.  Note: the Referee is free to alter this table to better t their

is alignment generally describes what might be called “evil,” but more accurately portrays someone who seeks the destruction of Civilization and the political and religious ideals that support it. NEUTRAL

campaign world. Standard Languages  Language Common Dwarvish Elvish Giant Gnomish Goblin Haling

ypical Speakers Humans Dwarves Elves Ogres, giants Gnomes Goblinoids Halings

Orc Exotic Languages  Language  Abyssal Celestial Draconic Deep Speech Infernal Primordial Sylvan

Orcs

Script Common Dwarvish Elvish Dwarvish Dwarvish Dwarvish Common

Dwarvish

ypical Speakers Script ? Infernal ? Celestial Dragons Draconic ? — ? Infernal Elementals Dwarvish Fey creatures Elvish

Undercommon Underworlders

is alignment describes creatures who either aren’t willing to either defend or destroy Civilization or would gladly ght for either side should circumstance or the price be right. Normal animals are always neutral.  Why Only Three Alignments? Alignments? The original game, reecting its wargaming roots, only had three with no explanation other than which creatures would willingly ght with or against other creatures. This alignment system seeks to emulate this original.

SKILLS

Skills are broad categories of tasks that can be attempted by a character or a creature. Each is associated with a certain ability score: Strength Wisdom   • Athletics • Animal Handling Dexterity • Insight   • Acrobatics • Medicine   • Slei Sleight ght of Hand • Perception   • Stealth • Survival Intelligence Charisma   • Arcana • Deception

Elvish

  • History • Intimidation Investigation Inv estigation Performance   • Nature • Persuasi Persuasion on  ALIGNMENT Creatures in a campaign world have an  • Religion alignment, which broadly describes moral  A skill roll is only necessary when a someone and personal attitudes. ere are three basic attempts to do something out of the ordinary. e appropriate ability modier of the is used alignments: to modify the roll. Prociency in the skill allows al lows L AW  the addition of the Prociency Bonus as well. is alignment generally describes what might be called “good,” but more more accurately accurately portrays That’s It? someone who is willing to put their life on The amibuity of Skills and Ability Scores is the line in defense of Civilization, a particular supposed to encourage both Players and Referees political entity or a political or religious ideal. to use them t hem creatively. 21

 

REFEREE’S SECTION

22

 

flexible.. It is important that the [Reeree] be air,  It is very important important or the [Reeree] to be flexible air, judging everything without avoring one side or another. Te [Reeree] is there to see that the adventure is interesting and that everyone enjoys the game. — om Moldvay, Basic Edition p. B60

e Referee is responsible for providing for their pace, but must make a Constitution adventures for players to take their characters saving throw (DC is 10 + 1 for each hour past on. Traditionally, these come under two broad 8 hours) at the end each hour. A failed saving categories: Adventures Wilderness  Adv  Adventur entures. es.Dungeon For exam examples ples seeandthe Sample Wilderness  on  on page 47 and the Sample Dungeon  on page 49.

throw results in one level of exhaustion. MOUNTS  AND  AND V  EHICLES EHICLES

 A mounted character can ride at a gallop for an hour, covering twice the usual distance for TIME a fast pace. Characters in wagons, carriages, or e Referee assigns the time any task requires other land vehicles choose a pace as normal. and what what time scale given the context of the Characters in a waterborne vessel are limited to situation at hand: the speed of the vessel, vessel , but don’t suer suer penalties   • While exploring a dungeon environment, for a fast pace or gain benets from a slow pace. the scale is usually in minutes. For example, DIFFICULT TERRAIN it might take a good ten minutes to search a Characters travelling in dicult terrain such as chamber for anything interesting or valuable. dense forests, deep swamps, rubble-lled ruins,   • While exploring a city or the wilderness, a steep mountains, and ice-covered ground move scale of hours is oen more appropriate. It at half speed. might take about four hours to travel een CLIMBING, SWIMMING,  AND CRAWLING miles to a tower in the forest.  While cli climbing, mbing, swimming, or crawling crawling,,   • For long journeys, a scale of days usually movement is cut in half or to one third in works best. Travelling from a borderland dicult terrain. keep to the capital might take several days or  JUMPING even weeks.  When making a long jump, jump, a character can cover   • In combat and other fast-paced situations, a number of feet up to their Strength score if the game uses 6-second time units called they move at least 10 feet on foot immediately rounds. before the jump. A standing long lon g jump can cover MOVEMENT half that distance. When making a high jump, a e following rules determine how far a character can leap a number of feet equal to 3 character Strength modier when moving at least hour, or a or day.monster can move in a minute, an + 10their feet on foot immediately before the jump. A FORCED M ARCH standing high jump can cover half that distance. e Travel Pace table assumes that characters SPEED travel for 8 hours in day. For each additional Every character and monster has a speed, which whic h hour of travel beyond 8 hours, the characters is the distance in feet that the character or cover the distance shown in the Hour column monster can walk in 1 round. Distance raveled per Pace Minute Hour Day Fast 400 feet 4 miles 30 miles Normal 300 feet 3 miles 24 miles

Effect −5 penalty to passive Wisdom (Perception) scores —

Slow

Able to use stealth

200 feet

2 miles

18 miles

23

 

LIFTING  AND  AND C ARRYING

e following followi ng terms dene what a character can li or carry: Carrying Capacity  is equal to a creature’s Strength score multiplied by 15. is is the weight (in pounds) that a character can carry.

 Darkness  blocks  blocks vision entirely. Characters face

darkness outdoors at night (even most moonlit nights), within the connes of an unlit dungeon or a subterranean vault, or in an area of magical mag ical darkness.  Blindsight

For eachssize category aboveFor Medium, double a creature’ carryin carrying g capacity. the size category Tiny halve a creature’s carrying carryi ng capacity. capacit y.  Push, Drag, Drag , or Lif . A character can push, drag, or li a weight in pounds up to twice their carrying capacity. capacit y. Pushing or dragging weight in excess of a character’s carrying capacity reduces their speed to 5 feet.

allows a creature perceive surroundings without relying ontosight, withinitsa specific radius.  Darkvision allows a creature, within a specied range, to see in darkness as if the darkness were dim light; however, the creature can’t discern color in darkness, d arkness, only shades of gray g ray.. FOOD  AND  AND W   ATER

 A character needs one pound of food and one gallon of water (two in hot weather) per day. THE ENVIRONMENT e following rules cover some of the most Eating less than a pound of food in a day counts foo d. A character important ways in which adventurers interact as half (or more) a day without food. can go without food for a minimum mini mum of 1 day and with the environment in dangerous places. up to 3 + Constitution modier days. Beyond F ALLING  A creature takes 1d6 bludgeoning damage for that limit, a character automatically suers one level of exhaustion. every 10 feet it falls, to a maximum of 20d6.  A character who drinks only half the required SUFFOCATING must succeed on a DC 15  A creature can hold its breath for a minimum amount of water must of 30 seconds and up to 1 + its Constitution Constitution saving throw or suer one level modier minutes. When a creature runs out of exhaustion at the end of the day. A character of breath or is choking, it can survive for a with access to even less water automatically minimum of 1 round and up to its Constitution suers one level of exhaustion at the end of the modier in i n rounds. At the start of its next turn, it day.  A normal day of eating resets the count of drops to 0 hit points and is dying. It can’t regain days without food to zero and is the only way hp or be stabilized until it can breathe again. V ISION ISION  AND  AND LIGHT

 An environment has one of three categories of illumination: bright light, dim light, and darkness:  Bright light   lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, res, and other sources of illumination within a specic radius.  Dim light  (shadows)   (shadows) creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, li ght, such as a torch, and surrounding darkness. Twilight, dawn, and a brilliant full moon can also count as dim light.

to remove exhaustion caused by lack of food or water. DESTROYING OBJECTS

Characters can damage objects with their weapons and spells; however, objects are immune to poison and psychic damage. e Referee determines an object’s AC and hp, and might decide that certain objects ob jects have resistance or immunity to certain kinds of attacks. When an object drops to 0 hit points, it breaks.  A character character can also attempt attempt a Strength check to break an object. e Referee sets the DC for any such check.

24

 

RESTING

RECUPERATING

 Adventurers can take short rests in the  Adventurers t he midst of Between adventures a character can try to an adventuring day and a long rest to end the recover from a debilitating injury, disease, or day. poison.  Aer three days of downtime spent SHORT REST  A short rest is a period of downtime, at least recuperating, a character can make a DC 15 1nothing hour long, which character does more during strenuous thanaeating, drinking, reading, and tending to wounds. wounds. Every Long Rest, a character has a number of Healing Dice equal to their level. A Healing Die uses the same die as a character’s Hit Die. One or more Healing Dice may be spent at the end of a short rest. A player rolls the die and adds the character’s Constitution Constitution modier to it. e character regains hit points equal equal to the total.

Constitution saving throw. Aresults: successful save results in one of the following  • One eect that prevents the character from regaining hit points ends.   • For the next 24 hours, the character gains advantage on saving throws against one disease or poison currently aecting that character.

BETWEEN ADVENTURES

2d6 x10 feet) Each side makes Wisdom (Perception) checks to see if anyone is surprised.  • Both sides act. Should the Referee determine that the random creature(s) aren’t necessarily interested in combat, a Charisma (Diplomacy) roll by the players can be used to randomly determine the creature’s disposition toward the party.  • If the encounter results in combat, combat, see below.

THE ENCOUNTER

 When a party part y of characters go on an adventure, they inevitably have encounters with other LONG REST  A long rest is a period of extended downtime, creatures. Some of these encounters will be preat least 8 hours long, during which a character planned by the Referee while others are due to sleeps or performs light activity. If the rest is random events. interrupted by a period of strenuous activity the IN THE DUNGEON characters must begin the rest again to gain any ime in dungeon adventures is generally benet from it. organized in 10 minute sequences:  At the end of a long lon g rest, a character c haracter regains   • e character move and explore. If they do all lost hit points. e character also regains a nothing but move, they can cover about 2000 . number of Healing Dice, up to a total equaling in 10 minutes. half their current level.   • e Referee rolls for wandering monsters  A character can’t benet from more than one (generally with a 1 in 6 chance of a wandering long rest in a 24-hour period, and a character monster). must have at least 1 hit point at the start of the  • e Referee checks the distance between the party and the creature(s) encountered (usually rest to gain its benefits. Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their thei r next adventure. LIFESTYLE EXPENSES

Players choose a particular quality of life for their character and pay the cost of maintaining that lifestyle. Living a particular lifestyle doesn’t have a huge eect on a character, but it can aect the way other individuals and groups react to the character. For prices, see page 20.

25

 

 When a player describes an action act ion not detailed Time in wilderness exploration is generally in the rules, the Referee determines whether organized in sequences of one day each. e that action is possible and what kind of roll is fa ilure. sequence is identical to that in the dungeon needed, if any, to determine success or failure. BONUS ACTIONS except exce pt for the following: following :   • e party can move from 18 to 30 miles Various class features, spells, and other abilities allow for what is called a bonus action. Without depending fastthethey choose e slower on theyhow move more likelyto it ismove. that a special ability, spell, or other feature of the they will nd interesting or hidden features of game stating that a creature or character can do something as a bonus action no bonus action interest in the areas they are exploring.  • e distance between a party and a random can be taken. Only one bonus action is allowed per turn, so when more than one is available, a encounter will be 4d6 x 10 yards. player must choose which bonus action to use. Bonus actions are taken in addition to a normal COMBAT t he turn of a character or creature.  When an encounter results in combat, the action during the REACTIONS following sequence is used: Certain special abilities, spells, and situations  1. Determine surprise. allow characters and creatures to take a special  2. Establish positions. action called a reaction. A reaction is an instant  3. Roll initiative. init iative. IN THE W ILDERNESS ILDERNESS

 4. Combatants take their turn in initiative order. response to a trigger of some kind, which can occur on anyone’s turn. e opportunity attack,  5. Begin next turn. Go to step 4. described later in this chapter, is the most DETERMINE SURPRISE Both sides roll Wisdom (Perception) checks. common type of reaction.  When a reaction is taken, another one can’t ose who fail are surprised and do not get reactor ’s next turn. turn. to act during the rst round of combat. ose be taken until the start of the reactor’s using Dexterity (Stealth) get a second roll to see If the reaction interrupts another creature’s turn, that creature can continue its turn right if they get surprise. aer the reaction. ROLL INITIATIVE Every participant makes a Dexterity check to MISCELLANEOUS ACTIVITIES determine their initiative. e Referee usually Someone’s turn can include a variety of makes one roll for an entire group of identical ourishes that require neither an action nor a movee including: mov including : creatures. Te combat goes Ties in order gestures. from the highest roll to order the lowest. may  • Brief utterances and gestures. be negotiated, re-rolled or determined to be  • Opening a door during a move.  • Drawing a weapon as part of the same action simultaneous. used to attack.  ACTIONS  A creature creature can move a distance up to their speed  • Interacting with an object as part of a move and take one action during their turn. ey can or attack; however, interacting with a second move first or take an action first. Most actions object requires the use of an action. Some magic items and other special objects always require fall under the following fol lowing categories: categories: an action to use, as stated in their descriptions.   • Attack • Help Note that it is the Referee’s prerogative to   • Cast a Spel Spelll • Hide require the use of an action for any activity in   • Dash • Ready  combat.   • Disengage • Search   • Dodge • Use an Object 26

 

M AKING AN ATTACK 

R ANGED ATTACKS IN CLOSE COMBAT

 When attacking with w ith a melee weapon, a ranged weapon, or a spell, the following steps are used: Choose a target.  A target must must be within the attacker’s range and may be a creature, an object, or a location.

Making a ranged attack while within 5 feet of a hostile creature c reature is made at disadvantage.

Determine modifiers.  Abilit  Ability y modiers, prociency bonuses, special abilities, spells and other factors can all modify modif y an attack roll. e Referee also determines if the attack roll has advantage or disadvantage against the target. Melee attacks use the Strength modier. Ranged attacks use the Dexterity modier. Resolve the attack. Roll a d20. If the total of the attack roll and all the modiers equals the target’s AC, the attack hits. On a hit, damage is rolled, unless the particular attack has rules that specify otherwise. Some attacks cause special eects in addition to or instead of damage.

the ere are three degrees of cover: Halfcover. Cover  A target target with an obstacle that blocks at least half of its body has a +2 bonus to AC and Dexterity saving throws. Tree 󰁑uarters  A target with an obstacle that blocks at least three-quarters of its body has a +5 bonus to AC and Dexterity saving throws. t hrows. otal Cover  A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of eect.

ROLLING 1

Most creatures have a 5-. reach and can thus attack targets within 5 feet of them when making makin g a melee attack. Creatures using weapons with the  Reach  property or are larger than Medium will have a larger reach. Characters can use an unarmed strike (a punch, kick, head-butt, or similar forceful blow) instead of a weapons. On a hit, an unarmed strike deals bludgeoning damage equal to 1 + Strength modier. All characters are procient

OR 20

 An attack of an unmodied ‘20’ is a critical hit which hits regardless of any modiers or the target’s AC. e attacker is allowed to roll the attack’s damage dice twice and add them together. If the d20 roll for an attack is an unmodied ‘1,’’ the attack misses regardless of any modiers ‘1, or the target’s AC. At the Referee’s discretion, this may also result in some kind of mishap.

COVER

Obstacles can provide cover when an attack or other eect originates on the opposite side of

MELEE ATTACKS

UNSEEN ATTACKERS  AND  AND T ARGETS

 Attack rolls against a target that can’t be seen are made at disadvantage. Attack rolls against a target that can’t see the attacker are made at advantage. e location of the attacker is revealed when the attack hits or misses. R ANGED ATTACKS

Some ranged attacks have two ranges. e smaller number is the normal range, and the larger number is the long range. An attack roll has disadvantage when the target is beyond normal range, and a target beyond the long range cannot be attacked.

with unarmed  A strikes. OPPORTUNITY TTACKS  An opportunity attack can be made using a reaction when a hostile creature that the attacker can see moves out of reach. e attack occurs right before the creature leaves reach. Only one attack may be made. TWO-W EAPON EAPON FIGHTING

 When a character character wields two weapons and takes the Attack action with their primary weapon, they can use a bonus action to attack with the o-hand weapon if it has the  Light   weapon property. Unless negative, no ability modier is added to the damage of this bonus attack.

27

 

C ASTING  A  A SPELL

SEARCH

Spells have various casting times and, therefore, casting a spell is not necessarily an action. If a spell has a casting time of 1 action, a spellcaster can use an action in combat to cast that spell.

 A creature creature using the Search action devotes their turn to nding something. somethi ng. It is up to the Referee as to how that search is resolved.

D ASH

ere are times when an interacting with an

USE  AN  AN OBJECT

requires an action. Tis also e action al lows allows a character to move up to object theirDash current speed in addition addit ion to the movement used when a creature wants to action interactis with they normally get during their turn. more than one object on their turn. DISENGAGE

 What if I Want Want to...?

Te Disengage action prevents opportunity attacks from movement for the rest of the creature’s turn.

Players of ba5ic are encouraged to be creative. This means they will likely try unexpected things. It is the Referee’s job to not only make room for this creativity but to adjudicate how to rule and handle these situations.

DODGE

e Dodge action allows a character to make a Dexterity check at advantage. On a success, DAMAGE & DEATH attack rolls by creatures the dodger can see are spell , and harmful monster abili ability ty made at disadvantage. is benet is lost if the Each weapon, spell, dodger is incapacitated or has their speed drop species the damage it deals. e specied to 0. damage die or dice are rolled, any modiers are added, and the total is applied to the target. It HELP e Help action allows a creature the character is possible to deal 0 damage, but never negative is helping to gain advantage on their next damage.  Attacks, damaging damagi ng spel spells, ls, and other othe r harmful specied ability check or attack roll as long as it eects deal dierent types of damage. Damage occurs prior to the character’s next turn. types help give avor to the game and are used to HIDE e Hide action allows a creature to make a designate dierent kinds of damage resistance immunity.. Dexterity (Stealth) check in an attempt to hide. and damage immunity  Acid: Corrosive  Corrosive & dissolving attacks. On a success, the creature can use the rules  •  Acid: under “Unseen Attackers and argets” on p. 24.  • Bludgeoning: Blunt force attacks. Cold: Freeze  • Cold:  Freeze attacks. READY e Readyreaction action allows albefore lows a the creature uof a specic act with start use ose f their next turn. To To do this, a perceivable circumstance that will trigger the reaction and the action to be taken must both be specied.  When the trigger occurs, the readied readied creature may choose to ignore the trigger. Only one reaction may be used per round. Spells with a casting time of 1 action can be readied, but holding onto the spell’s magic requires concentration. If the concentration is broken, the spell dissipates without taking effect.

 Flame  • Fire: Flame  • Fire: Force:  Pure attacks. magical energy attacks.  •  Lightning:  Lightning: Electrical  Electrical attacks.  • Necrotic: Necromantic & withering attacks.  • Piercing: Puncturing & impaling attacks.  • Poison: Venomous & toxic attacks.  • Psychic: Psychic: Mental  Mental attacks.  • Radiant: Radiant: Divine  Divine & spiritual attacks.  • Slashing: Cutting & claw cl aw attacks.  • Tunder: Sonic attacks.  Whenever a creature takes damage, that damage is subtracted from its hit points. e loss of hit points has no eect on a creature’s capabilities until the creature drops to 0 hit points.

28

 

DROPPING TO 0 HIT POINTS

HEALING

 When a creatures drops to 0 hit points, it either e ither Unless it results in death, damage isn’t dies outright or falls unconscious. permanent. Rest can restore a creature’s hit points, and magical methods such as a cure INSTANT DEATH   can remove Massive damage can kill instantly when the wounds spell or a  potion o healing  can damage remaining aer reducing a character damage in an instant. to 0 hit points equals or exceeds their hit point maximum.

creature receives creature healing heali any kind, any hit When pointsa regained are added to ng its of current hp.  A creature’s hit points poi nts can’t exceed its hit point F ALLING UNCONSCIOUS  When a character is reduced to 0 hit points but maximum, so any hit points regained in excess is not killed outright, they fall fal l unconscious. is of this number are lost. A creature that has died can’t regain hit points; however however,, a referee might condition ends if the character regains any hp. allow magic that revives creatures to life. DEATH S A  AVING VING THROWS  Whenever character starts their t heir turn with 0 hit TEMPORARY HIT POINTS points, they are dying and need to roll a d20. If Some spells and special abilities confer the roll is 10 or higher it is a success. Aer three temporary hit points to a creature. When a successes, the character becomes stable and is no creature has temporary hit points and takes longer dying. Aer three failures, the character damage, the temporary hit points are lost rst. Temporary hit points are separate from dies. Rolling a ‘1’ counts as two failures. Rolling a ‘20’ restores 1 hit point. actual hit points, poi nts, so they can exceed a creature’s creature’s  Any damage done to a character with 0 hit hit point maximum. Healing can’t restore points, counts as a failure unless the damage temporary hit points, and temporary hits equals or exceeds the character’s hit point points from dierent sources cannot be added together. Receiving temporary hit points while maximum which results in instant death. at 0 hit points doesn’t restore consciousness or STABILIZING  A  A CHARACTER  An unconscious character character can be stabilized with stabilize a dying character. Unless a feature that grants temporary hit an action to administer rst aid, which requires a successful DC 10 Wisdom (Medicine) check. points has a duration, they last until they’re  A stable character doesn’t make death saving depleted or a character nishes a long rest. throws, but it does remain unconscious. Any CONDITIONS further damage done to a stable character forces Conditions alter a creature’s capabilities and more deaththat saving be made. A stable arise as a result of a spell, a class feature, a monster’s attack, or other eect. character isn’tthrows healedtoregains 1 hit point can Blinded aer 1d4 hours.   • A blinded creature can’t see and automatically automatically MONSTERS  AND  AND DEATH fails any ability check that requires sight. Most Referees have a monster die the instant it drops to 0 hit points, rather than having it fall • Attack rolls against the creature have advantage, and the creature’ c reature’s attack rolls rol ls have unconscious and make death saving throws; disadvantage. however, the Referee is free to make exceptions Charmed for any reason.  • A charmed creature can’t attack the charmer K NOCKING NOCKING  A  A CREATURE OUT or target the charmer with harmful abilities  When an attacker reduces a creature to 0 hit or magical effects. points with a melee attack, the attacker can choose to knock the creature out. e creature   • e charmer has advantage on any ability falls unconscious and is stable. check to interact socially with the creature. 29

 

Deafened • e creature automatically fails Strength and  A   deafened creature can’t hear and automatically Dexterity saving throws. fails any ability check that requires hearing. • Attack rolls against the creature have Exhaustion advantage. Exhaustion is measured in six levels:  • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the  Level Effect creature.   1 Disadvantage on abilit abilityy checks Petrified   2 Speed halved    • A petried creature is transformed, along with any non-magical object it is wearing or   3 Disadvantage on attack rolls and carrying, into a solid inanimate substance saving throws (usually stone).   4 Hit point maximum halved  • Its weight increases by a factor of ten, and it   5 Speed reduced to 0 ceases aging.   6 Death  • e creature is incapacitated, can’t move or   • A creature suers suers the eect of its current level level speak, and is unawar unawaree of its surroundings. surroundin gs. of exhaustion as well as all lower levels.   • Attack rolls against the creature have • If an already exhausted creature c reature suers advantage. another eect that causes exhaustion, its  • e creature automatically fails Strength and

current of exhaustion increases by the amount level specied in the eect’s description.   • An A n eect that removes exhaustion exhaustion reduces its level as specied in the eect’s description, with all exhaustion eects ending if a creature’s exhaustion level is reduced below 1.   • Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also had some food and drink. Frightened   • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. • e creature can’t willingly move closer to the source of its fear. Incapacitated  An incapacitated creature can’t take actions or reactions. Invisible   • An invisible creature is impossible to see without the aid of magic or a special sense. • Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage. Paralyzed   • can’t A paralyzed creature is incapacitated and move or speak.

Dexterity saving throws.  • e creature has has resistance to all damage.   • e creature creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. Poisoned  A poisoned creature has disadvantage disadvantage on attack rolls and ability checks. Prone  • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.   • e creature creature has disadvantage on attack rolls.   • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. Restrained  • A restrained creature’s speed becomes 0, and it can’t benet from any bonus to its speed.   • Attack rolls against the creature have advantage, and the creature’ c reature’s attack rolls rol ls have disadvantage.   • e creature has disadvantage on Dexterity saving throws.

30

 

Stunned  • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.  • e creature automatically fails Strength and Dexterity saving throws.   • Attack rolls against the creature hav havee advantage. Unconscious   • An unconscious creature is incapacitated, can’t move or speak, and is unaware of its surroundings  • e creature drops whatever it’s holding and falls prone.  • e creature automatically fails Strength and Dexterity saving throws.   • Attack rolls against the creature hav havee advantage.  • Any attack that hits the creature is a critical

CHALLENGE

 A monster’s chall challenge enge rating indicates how great a threat the monster is. An appropriately equipped and well rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to the party’s aver average age level w ithout suering any deaths. without CREATURE  SIZE Different sized creatures take up a different amounts of space and have dierent reach in combat. Size Tiny Small Medium Large Huge

Space 21⁄2 by 21⁄2 . 5 by 5 . 5 by 5 . 10 by 10 . 15 by 15 .

Reach 5 . 5 . 5 . 5 . 10 .

  Gargantu Gargantuan an

20 by 20 . or more

10 .

         

hit if the attacker is within 5 feet of the creature.

MONSTER SPECIAL ABILITIES MONSTERS

ese are descriptors for abilities that certain Monsters are creatures that inhabit dungeon monsters have. have. ey are explained expl ained below: bel ow: and wilderness areas that characters encounter  Acid:  Acid:   Melee attacks do extra acid damage on adventures. ey are described with the indicated in the parenthesis. following statistics:  Amorphous:   Can move through a space as HD:: Hit Dice HD narrow as 1 inch wide without squeezing.  AC: Armor  AC:  Armor Class  Amphibious:  Can function for long periods of  AL: Alignment  AL:  Alignment time in both air and water. Size: see below  Beast of Burden: Can Burden: Can carry 400 lbs. NCB: Non-Combat Bonus is used for Blindsight:   e number in parenthesis is the all non-combat ability checks radius the creature can see even in magical  AttB: Attack  AttB:  Attack Bonus darkness. Dam: Damage Blood Frenzy: Has advantage on melee attack Speed: Movement Rate in rolls against any creature that is wounded. combat Breath Weapon:  In either a 60 . line 5 . wide  Advantages:  Skill Checks or a 30 . cone, the creature damages all targets that the creature either who must make a DC 15 Dexterity Save for half has advantage with, damage. or gets a bonus on Camouflage: Has advantage on Stealth checks. (Referee’s choice) Parenthesis indicate circumstance for the Special Abilities:  Abilities:  advantage. see below  31

 

Charge: With a move of at least 20 . straight toward a target and a successful attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the creature may take a bonus action to attack again. Charm:  Can use an action to force a target to make a DC 13 Wisdom saving throw or be Charmed for 1 hour. Target may reroll if the target is harmed by the creature or its allies. Cleave: When the creature reduces a target to 0 hit points with a melee attack on its turn, the creature can take a bonus action to move up to half its speed and make an attack. Corrosive ouch:  Any non-magical weapon made of metal that hits this creature corrodes.  Aer dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is

a DC of 5 + damage taken. On a success the creature is only reduced to 1 hp. Does not work against radiant damage or a critical hit. Frighten:  Each target of the creature’ creature’ss choice that is within 120 feet must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. If If the target fails the saving throw by 5 or more, it is also paralyzed. A target can repeat the saving throw at the end of each of its turns, ending the eect on itself on a success. On a successful saving throw, the target is immune for the next 24 hours. Healing: Can Healing:  spell at will.  Can cast a Cure Wounds  spell Illumination:  Sheds bright light in a radius indicated in the parenthesis and dim light for an additional radius indicated. Immune to Normal Weapons:  Has Damage Immunity to weapons that aren’t magical or silvered.

destroyed. e creature can eat through 2-inch2-inc hthick, non-magical metal in 1 round. Damage Immunity:  Takes no damage from the indicated damage type. Darkvision: Can see in dim light as if in bright light and darkness as if in dim light up to the range indicated in parenthesis. Enlarge:  For 1 minute, the creature becomes Large, doubles its damage dice, and makes Strength checks and Strength saving throws with advantage. Elemental:  Half damage from non-magical weapons. Immune to damage from poison as well as the conditions of exhaustion, paralyzed, petried, poisoned, and unconscious. Engulf: On a successful attack, the target must make a DC 15 Dexterity Save. On a failure, the target is engulfed and is automatically hit on the t he creature’s turn. e target must take an action to make a DC 15 Strength to free themselves. Fiend:  Half Half damage from cold and lightening damage. Half damage from non-magical weapons. Immune to re and poison damage as well as the condition poisoned. Fortitude:  When the creature is reduced to 0

Invisibility:  Can cast an  In󰁶isibility  spell on Invisibility:  itself at will. Keen:  Always has advantage on skill checks involving the indicated sense.  Leadership: Can  Leadership:  Can use an action to add d4 to any roll made by an ally once per Short Rest. is effect lasts 1 minute.  Life Drain: Drain: e target of an attack must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. Magic Resistance: Advantage on saving throws versus magic. Morph:   Te creature can use an action to Morph: polymorph into an animal-humanoid hybrid, an animal, or into its true humanoid form. Statistics are unchanged. Any equipment it is wearing or carrying isn’t transformed. It reverts to its humanoid form if it dies. Multiattack: When using an attack action, the creature attacks the indicated number instead of once. Nimblee Escape: Nimbl Escape : Can take the Disengage Disen gage or Hide action as a bonus b onus action on each of its turns. Ooze:  Immune to acid damage and the

hp from an attack, it makes a saving throw with wit h conditions 32

blinded,

charmed,

deafened,

 

exhaustion, frightened, and prone. Half damage from cold, re, and lightening damage. Paralysis:  On a successful attack, the target must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. e target can repeat the saving throw at the end of each of its turns, ending the eect on a success. Parry: As a reaction, can adds 2 to its AC against one melee attack that would hit it. Petrification: is creature has an attack that forces a target to make a DC 12 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petried. Otherwise, a creature that fails the save begins to turn to stone and is restrained. Te restrained creature must repeat repeat the saving throw at the end of its next turn, becoming petried on a failure or ending the eect on a success. Poison: Creature has an attack that forces the

Spell Casting: e creature can cast spells from the Adept Spell List. e spell selection is up to Referee discretion, and can include spells not available in this rulebook. Spider Climb:  Can climb dicult surfaces, including upside down on ceilings, without needing to make an ability check. Split: If it has at least 10 hit points, the t he creature can use a reaction to split spli t into two new creatures when subjected to lightning or slashing damage. damage. Each new creature creature has hit points equal equal to half half the original creature, rounded down. Stench:  All within 5 . must make a DC 12 Constitution save or be poisoned. Success grants immunity for 1 hour. Strength Drain:  With a melee attack, the target’s Strength score is reduced by 1d4. e target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target

target to make a DC 12 Constitution saving throw. On a success, the target takes half the indicated damage. On a failure, the target is poisoned and takes full damage. Regeneration:  e creature regains the indicated hit points at the start of its turn if it has at least 1 hit point. Resilient:  Has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. Rotting Fist: e target of this creature’s attack must succeed on a DC 12 Constitution saving throw or be cursed. e cursed target can’t regain hit points, and its hit point max decreases by 10 (3d6) every 24 hours. If this reduces the target’ss hit point max to 0, the target dies, and its target’ body turns to dust. Te curse lasts until removed by magic or other ot her means of the Referee’s choice. Shriek: Can emit a shriek audible within 300 feet, triggering a Wandering Monster Check and/or alerting other monsters in range. Spawn:  As an action, the creature can target a humanoid within 10 feet that has been dead for no longer than 1 minute. e target target is transformed into a monster of lesser power p ower than

nishes a Short or Long Rest. Sure Footed:  Has advantage on Strength and Dexterity saving throws made against eects that would knock the creature prone. Surprise Attack: When attacking from surprise or from a hidden position, the creature does the indicated amount of extra damage. actics:  When the same type of creature is within 5 ., attacks are made at advantage. elepathy:  Can magically command the indicated creatures or communicate simple ideas, emotions, and images telepathically with any creature within 100 . eleport: Can use 10 . of a move to appear in an unoccupied space within a number of feet indicated in parenthesis. racking:  e creature has advantage on any skill check related to tracking. Undead:   Immune to necrotic and poison Undead: damage as well as the poisoned condition. Does not need air. Disadvantage Disadvantage on all rolls in sunlight.  Water  W ater Breathing: Can breath underwater.  Web  W eb Dweller: While in contact with a web, the creature knows the exact location of any other creature in contact with the same web. e

the creature and is under the t he creature’s creature’s control.

creature has no restrictions caused by webbing. 33

 

C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 0

Monster

HD

Animal, Tiny

1d4

12

N

T

-1

+2

1d4-1

20 (20)*

1d8 1d6+1 3d8

10 13 5

A N N

M S M

0 -2 -4

+2 +1 n/a

1d4 1d6-1 n/a

30 30 0

Commoner Fire Beetle, Giant Shrieker

AC AL Size NCB AttB Dam

Speed

Advantages Perception (Stealth)**

Special Abiliti Abilities es (Darkvision (30)) (Poison (1d6))** Blindsight, Illuminat Illumination ion (10) Ooze, Shriek 

*Speed in () is a secondary movement type ( flight, swim, climb) ** Advantages and Special Abilities Abilities in () are optional  C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 1/8

Monster Animal, Small Bandit Guard Kobold Mule Noble   Rat, Giant Stirge

HD

AC AL Size NCB AttB Dam

Speed

3d4 2d8+2 2d8+2 2d6+2 2d8+2 2d8

12 12 16 12 10 15

N C A C N A

S M M S M M

0 +1 +1 -1 -1 +1

+4 +3 +3 +4 +2 +3

1d8 1d6+1 1d8+1 1d6+2 1d4+2 1d8+1

30 (20)* 30 30 30 40 30

2d6

12

N

S

-1

+4

1d4+2

30

1d4

14

N

T

-1

+5

1d4+3

10/40 fly

Advantages Perception (Stealth)**

Special Abiliti Abilities es (Darkvision (60)), (Poison(2d4+ (Poison(2d4+1))** 1))**

Perception

Deception, Insight Persuasion

Darkvision (60), Tactics Beast o Burden; Sure Footed Parry  Darkvision (60), Keen Smell, Tactics Keen Smell, Tactics Darkvisionn (60), Engul  Darkvisio

*Speed in () is secondary movement type ( flight, swim, climb) ** Advantages and Special Abilities in () are optional  C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 1/4

Monster

HD

AC AL Size NCB AttB Dam

Speed

Acolyte Animal, Medium

2d8 2d8+2

10 12

A N

M M

+1 0

+2 +4

1d4 1d8+2

30 40 (20)*

Draf Horse El, Drow Goblin Pseudodragon Pseudodrag on Riding Horse Skeletonn Skeleto

3d10+3 3d8 2d6 2d4+1 2d10+2 2d8+4

10 15 15 13 10 13

N C C N N C

L M S T L M

0 +1 0 +1 0 0

+6 +4 +4 +4 +5 +4

2d4+4 1d6+2 1d6+1 1d4+2 2d4+3 1d6+2

40 30 30 15/60 fly 60 30

Advantages

Special Abiliti Abilities es

Medicine, Religion (Perception) (Stealth)**

Spell Casting  (Darkvision (60))**

Perception, Stealth Stealth Perception, Stealth

Dark Vision (120), Resilient, Spell Casting  Nimble Escape Magic Resistan Resistance, ce, Telepathy, Poison Darkvisionn (60) Darkvisio

*Speed in () is secondary movement type ( flight, swim, climb) ** Advantages and Special Abilities in () are optional 

 

C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 1/4

Monster Sprite  Wol Spider,  Wol Spider, Giant Zombie

HD 1d4 2d8+2 3d8+9

AC AL Size NCB AttB Dam 15 13 8

N N C

T M M

+1 0 -1

+6 +3 +3

1 1d6+1 1d6+1

Speed 10/40 fly 40/40 climb 20

Advantages Perception, Stealth Perception, Perce ption, Stealth Stealth

Special Abiliti Abilities es Charm, Invisibilit Invisibility  y  Darkvisionn (60), Poison (2d6), Darkvisio (2d6), Web Web Dweller Darkvision (60), Fortitude, Unead

C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 1/2

Monster Animal, Large Cockatrice Gnoll Gnome, Deep   Gray Ooze   Hobgoblin Lizardolkk Lizardol   Orc Rust Monster Sahuagin  

HD

AC AL Size NCB AttB Dam

Speed

Advantages

3d8+6 6d6+6 5d8 3d6+6

12 11 15 15

N N C L

L S M S

0 -1 0 +1

+4 +3 +4 +4

2d6+1 1d4+1 1d8+1 1d8+2

40(20)* 40(20 )* 20/40 fly 30 20

(Perception)**

3d8+9

8

N

M

-2

+3

1d6+1

10/10 climb

Investigation, Stealth Perception Stealth

2d8+2 4d8+4

18 15

C N

M M

0 0

+3 +4

1d8+1 1d6+2

30 30/30 swim

Perception, Stealth

2d8+6 5d8+5 4d8+4

13 14 12

C N C

M M M

+1 0 +1

+5 +3 +3

2d4+3 1d8+1 1d4+1

30 40 30/40 swim

Survival Intimidation Perception

Special Abiliti Abilities es (Charge)(Multiattack (2))** (Charge)(Multiattack(2))** Darkvision (60), Petrification Cleave, Darkvisio Darkvisionn (60) Camouflage (Stone), Darkvision (120) Poison, Resilient Resilient,, Spell Casting  Acid (2d6), Amorphous, Blindsight (60) Corrosive Touch, Camouflage (Stone), Ooze Darkvision (60), Tactics Amphibious, Multiattack (2) Darkvision (60), Fortitude Corrosive Touch, Darkvision (60), Tracking  Amphibious , Blood Frenzy, Multiattack (2), Telepathy (Sharks)

Sea Horse, Giant Shadow    Warhorse  W arhorse  Wasp,  W asp, Giant

3d10 3d8+6

13 12

N C

L M

0 0

+3 +4

1d6+1 2d6+2

0/40 swim 40

3d10+3 3d8

11 12

N N

L M

0 -1

+6 +4

2d6+4 1d6+2

60 10/50 fly

Stealth

Charge, Water Breathing  Amorphous, Darkvision (60), Fiend, Ooze, Strength Drain (1d4), Undead Charge Poison (3d6)

*Speed in () is secondary movement type ( flight, swim, climb) ** Advantages and Special Abilities in () are optional  C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 1

Monster Bugbear Dryad  

HD 5d8+5 5d8

AC AL Size NCB AttB Dam 16 11

C N

M M

+1 +2

+4 +2

2d8+1 1d4

Speed 30 30

Advantages Stealth, Survival Perception, Stealth

Special Abiliti Abilities es Darkvision (60), Surprise Attack (2d6) Charm, Darkvision (60), Magic Resistanc Resistancee Spellcasting , Teleport (60)

 

C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 1

Monster

HD

Duergar

4d8+8

16

C

M

+1

+4

1d8+2

25

Ghoul Harpy Hippogriff Imp

5d8 7d8+7 3d10+3 3d4+3

12 11 11 13

C C N C

M M L T

0 0 0 +1

+4 +3 +5 +5 +5

2d4+2 1d6+1 1d10+3 1d4+3

30 20/40 fly 40/60 fly 20/40 fly

Octopus, Giant

8d10+8

11

N

L

0

+5

2d6+3

10/60 swim

3d4 5d8

13 12

C C

T M

0 -1

+4 +4

1d4+3 3d6

40 0/50 fly

Stealth

4d10+4

14

N

L

0

5

1d8+3

30/30 climb

Stealth

  󰁑uasit Specter Spider,, Giant Spider

AC AL Size NCB AttB Dam

Speed

Advantages

Deception, Insight, Perception, Stealth Perception, Perce ption, Stealth

Special Abiliti Abilities es Darkvision (120), Resilient, Enlarge, Darkvision Invisibility, Hal damage rom poison Darkvision (60), Paralysis Paralysis,, Undead Charm, Multiattack (2) Keen Sight, Multia Multiattack ttack (2) Blindsight Blindsig ht (120), Fiend, Invisibilit Invisibility, y, Morph, Poison (3d6) Amphibious, Darkvisio Darkvisionn (60), Engul, Nimble Escape, Camouflage (Underwater), Water Breathing  Darkvision (120), Fiend, Frighten, Morph Amorphous, Darkvision (60), Fiend, Lie Drain, Undead Darkvisionn (60), Engul, Poison (2d8), Darkvisio Spider Climb, Web Dweller

C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 2

Monster

HD

Berserker Centaur   Gargoyle

9d8+27 6d10+12

13 12

C N

M L

+1 +2

+5 +6

1d12+3 1d10+3

30 50

7d8+21

15

C

M

0

+4

1d6+2

30/60 fly

8d10+40

6

N

L

-2

+4

3d6

8d8 7d10 6d10+12

13 12 8

C N N

M L L

+1 +1 -2

+5 +6 +4

2d6+3 1d10+4 2d6+2

30 30/80 fly 10/10 climb

7d10+21 7d10+21 8d10+24

11 12 13

C L N

L L L

0 +2 +1

+6 +6 +6

3d4+4 2d6+4 3d6+4

40 60/90 fly 20/40 swim

  Gelatinous Gelatino us Cube   Ghast Griffon Ochre Jelly Ogre Pegasus Plesiosaur

AC AL Size NCB AttB Dam

Speed

Advantages Athletics, Perception, Survival

Special Abiliti Abilities es Blood Frenzy  Charge, Multiattack (2) Camouflage (Statue (Statue), ), Darkvision (60), Elemental Blindsight (60), Camouflage (Stone), Engul, Ooze Darkvision (60), Paralysis Paralysis,, Stench, Undead Darkvision (60), Keen Sight, Multiattack (2) Acid (1d6), Amorphous, Blindsight (60), Ooze, Spider Climb, Split Darkvisionn (60) Darkvisio

15

Perception Perception, Stealth

Amphibious

 

C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 2

Monster

HD

Sea Hag

7d8+21

AC AL Size NCB AttB Dam 14

C

M

+2

+5

2d6+3

Speed 30/40 swim

Advantages

Shark

6d10+12

12

N

L

0

+6

2d8+4

0/40 swim

Perception

 Werera  W ereratt

6d8+6

12

C

M

0

+4

1d6+2

30

Stealth

Special Abiliti Abilities es Amphibious, Camouflage (Unde (Underwater), rwater), Darkvision (60), Frighten Blood Frenzy, Darkvision (30),  Water  W ater Breathing  Breathing  Darkvisionn (60), Immune Darkvisio Immune to Normal Normal Wpns, Wpns, Keen Smell, Morph, Multiattack (2)

C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 3

Monster

HD

Basilis k Basilisk Knight Manticore

8d8+16 8d8+16 8d10+24

AC AL Size NCB AttB Dam 15 18 14

N A C

L M L

-1 +1 +1

+5 +5 +5

2d6+3 2d6+3 1d8+3

Speed 20 30 50/50 fly

Minotaur Mummy

9d10+27 9d8+18

14 11

C C

L M

+1 +1

+6 +5

2d10+4 2d6+3

4400 20

Owlbear

7d10+21

13

N

L

+1

+7

2d6+5

40

 Werewol  Werewol  Wight

9d8+18 6d8+16

12 14

C C

M M

+1 +2

+4 +4

1d8+2 1d8+2

30 30

Advantages

Special Abiliti Abilities es Darkvision (60), Petrification, Poison (2d6) Leadership, Leadersh ip, Multiattack (2), Parry, Resilient Darkvision (60), Multiattack (3)

Perception

Perception Perception Perception, Perce ption, Stealth Stealth

Darkvision (60), Blood Frenzy Frenzy,, Charge Darkvision (60), Frighten, Multiattack (2), Rotting Fist, Undead Darkvision Darkvi sion (60), Multi Multiattack attack (2), Keen Sight & Smell Immune Imm une to to Normal Normal Weapon Weapons,s, Morph Morph Darkvisionn (60), Immune Darkvisio Immune to Normal Normal  Weapons,  W eapons, Lie Drain, Drain, Multiattack Multiattack (2), Spawn, Undead

C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 4

Monster

HD

AC AL Size NCB AttB Dam

Speed

Advantages

Black Pudding

10d10+30

7

N

L

-1

+5

1d6+3

20/20 climb

Dragon, Wyrmling    Wereboar  W ereboar

10d8 +30 10d8+30

17

C

M

+2

+6

1d10+ 4 1d10+4

30/60 fly

Perception, Stealth

12d8+24

11

C

M

+1

+5

2d6+3

30

Perception Perce ption

 Weretiger  Weretiger  

16d8+40

12

N

M

+2

+5

1d8+3

30

Perception, Perce ption, Stealth Stealth

Special Abiliti Abilities es Acid (4d8), Amorphous, Blindsight (60), Corrosive Touch, Spider Climb, Split Blindsight Blindsig ht (10), Breath Weapon (7d6), Damage Immunity,* Darkvision (60) Fortitude, Fortit ude, Immune Immune to Normal Normal Weapons, Weapons, Morph, Multiattack (2) Charge, Darkvision (60), Immune to Normal Weapons, Morph, Multiattack (2)

*Black = acid, Blue = lightening, Green = poison, p oison, Red = fire, White = cold 

 

C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 5

Monster

HD

AC AL Size NCB AttB Dam

Speed

Advantages

Elemental Elemental Hill Giant Gorgon Troll

12d10+40 10d12+40 12d10+48 8d10+40

15 13 19 15

N C N C

L L L L

+1 +1 +1 +1

+8 +8 +8 +8

2d8+5 2d12+7 2d10+6 1d10+4

30 (50)* 40 40 30

Perception Perception Perception

Unicorn

9d10+18

12

L

L

+2

+7

1d10+4

50

 Werebear  Werebear  Wraith  W raith

18d8+54 9d8+27

11 13

N C

M M

+2 +2

+7 +6

3d8+4 4d8+3

40/30 climb 0/60 fly

Perception Perce ption

Special Abiliti Abilities es Darkvision (60), Element Darkvision Elemental, al, Engul  Multiattack (2) Charge, Darkvision (60), Petrification Darkvision (60), Multiattack (2), Regeneration (10) Charge, Darkvision (60), Healing Multiattack (2), Spell Casting, Teleport (90) Immune Imm une to to Normal Normal Weapon Weapons,s, Morph Morph Amorphous, Darkvision Darkvision (60), (60), Lie Drain, Immune to Normal Weapons, Ooze, Spawn, Undead

*Air = fly, Earth = tunneling, Fire = base speed, sp eed, Water = swim C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 6

Monster

HD

AC AL Size NCB AttB Dam

Speed

Advantages

Chimera   Invisible Stalker  

12d10+48

14

C

L

+1

+7

2d6+4

30/60

Perception

16d8+32

14

N

M

+2

+6

2d6+3

50/50 fly

Perception, Stealth

Mage Medusa    Wyvern  W yvern

9d8 17d8+51

15 15

A C

M M

+1 +2

+5 +5

1d4+2 1d6+2

30 30

13d10+39 13

C

L

+1

+7

2d6+4

20/80 fly

Arcana, History Deception, Insight Perception, Stealth Perception Perce ption

Special Abiliti Abilities es Darkvision (60), Breath Wpn, (7d6), Multiattack (3) Darkvision (60), Elemental, Invisibilit Invisibility, y, Multiattack (2), Tracking Spellcasting  Darkvision (60), Multiattack (2) Petrification Darkvisionn (60), Multiattack Darkvisio Multiattack (2), (2), Poison (7d6)

C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 7

Monster

HD

AC AL Size NCB AttB Dam

Speed

Advantages

Dragon, Young  

15d10+25

18

C

L

+2

+7

2d8+4

40/80 fly

Perception, Stealth

Stone Giant

11d12+55

17

C

H

+2

+9

3d12+3

40

Athletics, Perception

*Black = acid, Blue = lightening, Green = poison, p oison, Red = fire, White = cold 

Special Abiliti Abilities es Breath Weapon (11d8), Damage Immunity* Blindsight (30), Darkvisio Darkvisionn (120), Multiattack (3) Camouflage (Stone), Darkvision (60), Multiattack (2)

 

C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 8

Monster Frost Giant Hydra

HD AC Dam 12d12+60 15 AL C Size H NCB +2 AttB +9 4d10+4 15d12+75 15 N H +1 +8 1d10+5

Speed 40

Advantages Athletics, Perception

30/30 swim

Special Abilities Abiliti es Multiattack (2) Damage Immunity (cold),

Perception

Multiattack (5)

C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 9

Monster Cloud Giant Fire Giant Treant

HD 16d12+96 13d12+78 12d12+60

AC AL Size NCB AttB Dam 14 18 16

A C L

H H H

+4 +2 +3

+12 +11 +10

4d8+8 6d6+7 3d6+6

Speed

Advantages

40 30 30

Special Abiliti Abilities es

Insight, Perception Athletics, Perception

Multiattack (2), Spellcasting  Damage Immunity (Fire), Multiattack (2) Camouflage (Tree), Multiattack (2), Spawn

C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 11

Monster

HD

AC AL Size NCB AttB Dam

Speed

Djinni

14d10+84 17

L

L

+4

+9

3d6+5

30/90 fly

Ereeti

16d10+112 17

C

L

+4

+10

4d6+6

40/60 fly

Roc

16d20+80

N

G

+2

+13

5d6+8

20/120 fly

15

Advantages

Special Abiliti Abilities es Darkvision (120), Element Darkvision Elemental, al, Engul, Multiattack (3), Spellcasting  Breath Weapon (7d6), Darkvision (120), Elemental, Spell Casting  Multiattack (2)

Perception

C󰁨󰁡󰁬󰁬󰁥󰁮󰁧󰁥 15

Monster Dragon, Adult     Purple Worm

HD

AC AL Size NCB AttB Dam

Speed

Advantages

18d12+90

19

C

H

+4

+11

3d8+3

40/80 fly

15d20+90

18

N

G

+1

+9

3d8+9

50/30 burrow

Special Abiliti Abilities es

Deception, Insight Perception, Persuasion Stealth

Blindsight Blindsig ht (60), Breath Weapon (16d6), Darkvision (120), Damage Immunity,* Frighten, Multiattack (3), Resilient Blindsight Blindsig ht (60), Multiattack(2), Poison (12d6)

*Black = acid, Blue = lightening, Green = poison, p oison, Red = fire, White = cold 

 

 What!? No No Monster Descriptions? Both in the original game and in the rst edition DMG monsters were presented in table form  with nothing but statistics. While the original edition did have scant descriptions after the table, several types of monsters were listed as having the same statistics: Goblins and Kobolds, Hobgoblins and Gnolls, and Skeletons and Zombies. In addition, Gnolls historically have four dierent descriptions. In literature, Lord Dunsany described them as gem loving creatures who peered out of bored out holes in trees at the edge of a sinister forest. Margaret St. Clair described them as looking like tentacled tent acled

GAINING LEVELS

Characters gain levels by going on adventures. e chart below shows the number of completed adventures needed to advance. e denition of a “completed adventure” is up to the Referee. Characters begin at 1st level.    Level   1   2

   

3 4 5 6

Adventures Needed otal otal o Advance Adventures Adventures 0 0 2 2

3 4 5 6

5 9 14 20

Jerusalem artichokes with legs and red, faceted eyes. In the original edition of the game, they are described as a cross between a gnome and a troll. In later editions they are depicted as hyena-men. Presented with merely a line of statistics, a Referee is free to describe a Gnoll (or any other creature) as any   of these...or something completely dierent.

Optional Rule To advance in level, a character must spend at least half of their treasure gained from adventuring. This encourages player investment in the campaign world. This also emulates the  way Experience Points were gained in the Original Rules:

How Strong is a Giant? In the 5e SRD, monsters are given ability bonuses in the same way a player character is. For simplicity, all these bonuses are averaged and presented as a Non-Combat Bonus (NCB). Thus, the Referee can simply use the NCB to represent how strong or intelligent a creature is. Or,, if the Referee should see t, they are free to Or

“Character motivation was solved by stating that you did not get Experience Points until the money had been spent on your area of interest. This often led to additional adventures

determine that one or more abilities are outliers in that average score and use a bonus that they see as more tting to their vision of what a monster should be. Remember, monsters are presented only as statistics to allow a Referee to make them look like anything that they want.

as players would order special cargos from o the board and then go and guard them so that the cargo would reach their lodging and then the player would get the Experience Points.” Dave Arneson, The First Fantasy Campaign, 1977

40

 

CHARACTER IMPROVEMENT  AFTER 6TH LEVEL

 Adventures aer sixth level accrue credits (one  Adventures per adventure or referee choice). Players may spend these credits to improve characters in the following ways:  • 1 Credit - Add 1 hp to the hp total. is can be done a maximum of 10 times. Note, these are not HD and a Constitution Bonus does not apply. Also, see below.  • 1 Credit - Swap out a Known Spell for another. is can be done any number of times.  • 2 Credits - Gain a +1 on Saving rows for one Ability. Tis can be done once per Ability.  • 2 Credits - Learn a Cantrip. is can only be done once.

 Where are the 3rd & 4th Level Spells? The Adept Spell List in ba5ic is limited on purpose in order to keep the game simple. It also allows the Referee greater control over what magic looks like in their campaign world. Referees are encouraged to use whatever resources they  want in order to introduce new spells to their campaign. This can be done through adventure quests, treasure nds, and/or mysterious NPCs. This is why options for improving Characters includes the possibility of 3rd and 4th level spells.

TREASURE

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