# Introduction
Kid's Quest is a module for Dungeons and Dragons 5th Edition that aims to give Dungeon Masters an interesting toolkit for running games where the player characters are children. This module is intended to be used for a goofy, lighthearted campaign where the focus is on roleplaying and the use of skill checks rather than combat. Kid's Quest campaigns are fun for tabletop veterans, but they also provide a low-pressure, more simplistic introduction to the game's systems for newer players as well. Character building with the Knack system is also very fast, making it an ideal system for pick-up games or one-shot sessions. ### Ability Scores Kids are not very strong. Or smart, or wise, or charismatic. When making a kid character, you first determine your ability scores as normal, including any bonuses you get from your race or feat choices (if variant human). Once that's done, your adjusted (kid) score is 8 + your ability modifier for each skill. ##### Example Adjustment | Ability | Standard Score | Adjusted Score | |:-------------:|:--------------:|:--------------:| | Strength | 16 (+3) | 11 (+0) | | Dexterity | 15 (+2) | 10 (+0) | | Constitution | 14 (+2) | 10 (+0) | | Intelligence | 12 (+1) | 9 (–1) | | Wisdom | 10 (+0) | 8 (–1) | | Charisma | 8 (–1) | 7 (–2) | ### Classes Kids in Kid's Quest are considered 0th-level adventurers. At character creation, in addition to your choice of race, and whatever bonuses you get as a result, you decide on a "kid" class that grants you proficiencies, starting items, and an ability. These classes have no level progression; if you ever hit level 1, you've become an adult, and take levels in real classes as normal. The proficiency bonus for all classes is +2. ### Knacks Knacks are kid-specific abilities that are extremely powerful. They're meant to represent a small number of skills that a character is *very* good at. Player characters start with 2 knacks by default. Additional knacks may be rewarded for completing campaign milestones, or in places where the players might be expected to gain a level. ### Lacks Lacks are the opposite of knacks. They're steep weaknesses that you can take in order to focus your build further. Taking a lack grants you an extra knack. You can only ever have 1 lack. ``` ``` ### Other Character Features Kid characters do not choose a Background; the Kid's Quest campaign *is* their background. Non-player kids will usually have a class and a knack or two, but not class abilities, unless they're exceptionally powerful or important. ### Combat Lethal combat in Kid's Quest should be *exceedingly* rare, and ideally non-existent. For this reason, combat in Kid's Quest has a few basic guidelines, for which there may be exceptions in your campaign: - Combat between kids is exclusively non-lethal by default. This includes abilities or spells that deal ordinarily lethal damage (such as fire or poison damage). - Kids reduced to 0 hit points will drop their weapon(s) and sit down where they are, effectively withdrawing from the fight. They are not unconscious, unless that is the attacker's intent, and stabilize to 1 hit point automatically. In addition, it's important to note that kids are considered *small* in size. ### Kid Weapons By default, kids only have access to wooden weapons and the slingshot. Kid weapons are based on their real counterparts, except for the following: - Kids can legally possess kid weapons; guards will not seek to confiscate them unless given reason to - Kid weapons exclusively do bludgeoning damage - The damage of kid weapons is one dice category lower than their real counterparts The slingshot is the kid version of a sling, using a d2 as its damage die. The one-eighthstaff is the kid version of a quarterstaff, using a d4 as its damage die (versatile d6). In addition, the damage of *offensive* spells that kids get access to is also one dice category lower than normal, including racial features such as the dragonborn's breath weapon. If your race grants you the use of a cantrip, you can only use it once between long rests. ### Growing Up Once your campaign's main story arc is completed, you might want to continue playing with these characters into their adulthood. When you grow up, you keep a few things from your childhood: - Your equipment and any currency you've accrued - Skill, tool, and weapon proficiencies you've learned, including those granted by your "kid" class - Your cantrip, if you are a Whiz Kid - One knack of your choice, at reduced efficacy (explained in the Knacks chapter) You do *not* keep your "kid" class ability. \page # Classes
Classes in Kid's Quest are 0th-level classes that *all* kids can take, including non-player characters. They determine your proficiencies and starting equipment. Kid's Quest classes come in three flavors; Strong, Sneaky, and Smart. ## Strong ### Bully You're a hulking specimen, giver of indian burns, noogies, and atomic wedgies like no other. #### Hit Points ___ - **Hit Dice:** 1d10 - **Hit Points:** 10 + your Constitution modifier #### Proficiencies ___ - **Weapons:** All simple weapons, wooden martial weapons ___ - **Saving Throws:** Constitution, Strength - **Skills:** Choose two from Athletics, Deception, Intimidation #### Equipment You start with the following equipment: - a wooden battleaxe or greataxe #### Class Ability: Brute You gain a +1 to attack and damage rolls with melee weapons and unarmed strikes. If you aren't wearing armor or using a shield, you have resistance to bludgeoning damage. ### Heir You were born to a noble family, and educated in the arts of poise, manners, and combat by the best tutors available. #### Hit Points ___ - **Hit Dice:** 1d8 - **Hit Points:** 8 + your Constitution modifier #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** All simple weapons, wooden martial weapons - **Tools:** One musical instrument - **Languages:** One language of your choice ___ - **Saving Throws:** Constitution, Strength - **Skills:** Choose two from Athletics, History, Insight, Performance, Persuasion #### Equipment You start with the following equipment: - *(a)* a wooden longsword and shield or *(b)* a wooden greatsword - leather armor - a slingshot and 20 polished stones - a musical instrument of your choice #### Class Ability: Good Form You gain a +2 bonus to AC when fighting other kids. When a creature misses a melee attack against you, you can use your reaction to make a melee attack against them. ## Sneaky ### Rascal A scoundrel, a thief, a brigand; you've been called many things, but "unskilled" isn't one of them. #### Hit Points ___ - **Hit Dice:** 1d6 - **Hit Points:** 6 + your Constitution modifier #### Proficiencies ___ - **Weapons:** All simple weapons, wooden shortswords - **Tools:** Thieves' tools ___ - **Saving Throws:** Dexerity, Intelligence - **Skills:** Choose three from Acrobatics, Deception, Investigation, Performance, Persuasion, Sleight of Hand, and Stealth #### Equipment You start with the following equipment: - a wooden shortsword - *(a)* a slingshot and 20 polished stones or *(b)* a wooden dagger - thieves' tools #### Class Ability: Skulker Once per turn, you can deal an additional 1d4 damage to a creature you hit with an attack if you have advantage on the attack roll, or if an ally is within 5 feet of the target. ### Urchin You've lived on your own for as long as you can remember, either on the streets or in the wilderness. #### Hit Points ___ - **Hit Dice:** 1d8 - **Hit Points:** 8 + your Constitution modifier #### Proficiencies ___ - **Weapons:** All simple weapons, wooden shortswords ___ - **Saving Throws:** Constitution, Dexterity - **Skills:** Choose two from Acrobatics, Animal Handling, Nature, Perception, Stealth, and Survival #### Equipment You start with the following equipment: - a wooden shortsword - *(a)* a slingshot and 20 polished stones or *(b)* a wooden shortsword #### Class Ability: Animal Friend You gain the friendship of a tiny animal of your choice. This animal has the stats of either a weasel or a raven, depending on if it flies or not. You add your proficiency bonus to its attack rolls and AC. It acts on its own initiative, but you control its actions. If your animal friend dies or is lost, you can spend 4 hours bonding with a new one. \page ## Smart ### Sweetheart You care deeply for your friends, and would do anything to ensure they don't get hurt. #### Hit Points ___ - **Hit Dice:** 1d6 - **Hit Points:** 6 + your Constitution modifier #### Proficiencies ___ - **Weapons:** All simple weapons ___ - **Saving Throws:** Charisma, Wisdom - **Skills:** Choose two from Insight, Medicine, Religion, and Persuasion #### Equipment You start with the following equipment: - *(a)* a slingshot and 20 polished stones or *(b)* any simple weapon - a healer's kit #### Class Ability: Kiss it Better You gain two uses of *healing word*, which you cast as a 1st-level spell with a range of touch. Wisdom is your spellcasting modifier for this spell. You regain all spent uses after you complete a short or long rest. ### Whiz Kid You're a master of the arcane, an unparallelled archon of magic. At least, that's what mom says. #### Hit Points ___ - **Hit Dice:** 1d6 - **Hit Points:** 6 + your Constitution modifier #### Proficiencies ___ - **Weapons:** One-eighthstaff, slingshot ___ - **Saving Throws:** Intelligence, Wisdom - **Skills:** Arcana and Investigation #### Equipment You start with the following equipment: - a one-eighthstaff - *(a)* a slingshot and 20 polished stones #### Class Ability: Parlor Trick You gain two uses of a single cantrip of your choice from the wizard spell list. Intelligence is your spellcasting modifier for this spell. You regain all spent uses after you complete a long rest. ``` ``` ## Kid Abilities There are a few abilities unique to kids, that all kids are able to use. ### Crying Fit As an action on your turn, you can initiate a crying fit. Adults who can hear you must make a Wisdom saving throw. The DC for this saving throw is equal to 10 + your proficiency bonus + your Charisma modifier. Affected targets are subject to the following: - They cannot harm you, restrain you, or seek to take anything away from you. - They have disadvantage on Insight checks made against crying kids. - Crying kids have advantage on social checks against affected targets. If multiple kids are crying at the same time, the DC increases by 2 for each crying kid, and must be rerolled for each new addition. The crying fit lasts up to 10 minutes, during which a crying kid may not move, attack, or cast spells. You can stop crying as a bonus action on your turn. ### Dares Kids can challenge one another to complete dares. A dare is a simple action that doesn't directly harm the one who undertakes it (but may still get them in trouble). The target of a dare makes a Charisma saving throw, the DC for which is equal to 10. On a successful save, the target may declare a counter-dare, either using the original dare or a new one, and the DC increases by 2. This goes back and forth until someone fails their saving throw and has to do the dare. \page # Knacks
Knacks are extremely powerful traits that kids have to differentiate themselves from one another. The intent of a knack is to give a very strong bonus to a specific skill or small set of skills, to increase the likelihood of success well beyond 50%. One important thing to remember is that knack bonuses that apply to the same skill can stack, as long as their numerical values are different. For example, a knack that gives a +6 bonus to Stealth checks would stack with another that gives a +4 bonus to Stealth checks, for a total bonus of +10. However, if a third knack was added that gave another +4, it would not increase the total. ### Adulthood Knacks When you grow into an adult, you can choose one of your knacks to keep, at reduced effectiveness. Any numerical bonus of a knack decreases, as in the table below, but any additional written effects persist as-is. | A Knack Bonus of... | ... Becomes | |:-------------------:|:------------| | +8 | +3 | | +6 | +2 | | +4 | +2 | | +2 | +1 | ### Building Your Own Knacks The knacks in this document were designed using a basic formula. A knack will usually: - Give +6 to a skill, with an additional written effect - Give +4 to two closely-related skills - Give +2 to four closely-related skills In addition, some knacks require the player to take a different one first. These knacks are usually more powerful, but don't give skill bonuses directly. ### Knack Listing #### Best Friends As an action, you can designate a creature that you can see within 30 feet and who is not hostile towards you as your *best friend.* If they accept your friendship, the two of you gain a +2 bonus to all attack rolls, ability checks, and saving throws made within 30 feet of each other. You can only have one *best friend* at a time, and you can end this friendship as a bonus action at will. Once you have used this ability, you cannot use it again until you have completed a long rest. #### Big Meanie You gain a +6 bonus to Intimidate. This bonus increases to +8 if the target of your Intimidation has a Strength score lower than yours. #### Bilgerat You gain a +6 bonus to Athletics. You have a swim speed of 15 feet. #### Biter As an action on your turn, you can attempt to bite a creature that you can see within 5 feet of you. Make a melee attack against the creature. If you succeed, the target takes 1d2 piercing damage and drops whatever it is holding, unless it is immune to pain. You have advantage on this attack if you are engaged in a grapple with the target, regardless of who initiated the grapple. The damage of this attack increases to 1d4 when you become an adult. #### Bookworm You gain a +4 bonus to your choice of two of the following skills: Arcana, History, Nature, or Religion. #### Can You Do *This?* You learn a series of physical tricks that you can perform at will to enamor your less intelligent peers. You gain a +6 bonus to Performance. If you spend 1 minute performing for a creature or group of creatures, those creatures must make an Intelligence saving throw. The DC for this saving throw is equal to 8 + your Performance skill bonus. On a failed save, you gain advantage on Persuasion checks made towards the creature(s) for one hour. #### Cooties! Rumor has it you've got cooties; creatures of the opposite gender will try to avoid touching you. You gain a +2 bonus to AC against melee attacks made by creatures of the opposite gender. When you successfully land a melee attack against a creature of the opposite gender, you can use a bonus action to inflict the *cooties!* condition, which functions as the *poisoned* condition, until the end of your next turn. After inflicting this condition, you cannot inflict it again until you complete a short or long rest. #### Crybaby The DC of your Cry ability increases by 4. Your cry is intense enough to affect other kids. #### Daredevil You must accept any dares you are challenged to, and you gain a +6 to all ability checks made to complete the dare. If you succeed, the creature who challenged you must accept the next dare you challenge them to. #### Dumpster Diver You gain a +6 bonus to Survival. Food that you find by scavenging is always safe to eat. #### Fibber You gain a +6 bonus to Deception. If you fail a Deception check, you can reroll the check at a -1 penalty. \page #### Fledgling Scoundrel You gain a +3 bonus to Deception, Intimidation, Sleight of Hand, and Stealth. Authority figures gain a +2 bonus to Insight against you. This knack is mutually exclusive with Tattle Tale. #### Giantfeller You've learned how to topple enemies, even when they're much larger than you. You gain a +6 bonus to shove attempts made to knock a creature prone. This bonus doubles if you have an ally on the opposite side of the target from you. If you have the assistance of an ally, the creature falls prone on the opposite side of that ally from you. #### Gimme! You can perform a Disarming Attack, as the Battle Master maneuver, whenever you successfully hit a creature with a melee attack. The DC of the saving throw against this attack increases by 4, and you can immediately equip the item that you force the target to drop. After using this ability, you cannot use it again until you complete a short or long rest. #### Husky Your maximum hit points increases by 4. Your speed decreases by 5 feet. #### I Didn't Do It! You gain a +6 bonus to Sleight of Hand checks. If you would fail a Sleight of Hand check, you can reroll the check. If the second check succeeds, the attempt succeeds without a hitch. After using this ability, you cann't use it again until you complete a long rest. #### I Know Karate You learn a series of choreographed attacks that look almost like real martial arts. You gain a +4 bonus to Intimidate and Performance. #### I *Actually* Know Karate *Prerequisites: I Know Karate* Your unarmed attacks deal 1d4 damage. #### Imaginary Friend You gain an imaginary friend, who warns you of people who try to deceive you. You gain a +6 bonus to Insight. If you discover that someone is using Deception against you, you can announce that your imaginary friend thinks they're lying, and people will believe you. #### It's My Turn! At any time during combat, you can immediately take an extra turn. This ability inserts an extra turn into the initiative for this round; it does not overwrite your existing turn. You can't use this ability in the same round you use an Action Surge. After using this ability, you cannot use it again until you complete a long rest. #### Indian Burn Your unarmed attacks deal 2 additional damage as fire damage. #### Junior Detective You gain a +4 bonus to Investigation and Perception. #### Junior Paramour You gain a +6 bonus to Persuasion against creatures that could be attracted to you. You always know when someone is attracted to you. #### Little Monkey You gain a +6 bonus to Acrobatics. You have a climb speed of 15 feet. #### Menace You gain a +2 bonus on attack rolls with slingshots. When you roll damage for a slingshot, you use a d4. #### Me First! You gain a +8 bonus to your Initiative. Your allies take a -1 penalty to their Initiative. #### No Fair! Whenever an ally you can see performs a critical strike, your critical strike range increases one step, until you perform one. In addition, when you are hit by a critical strike, you can use your reaction to downgrade the attack to a normal hit. After downgrading a critical strike, you cannot do so again until you complete a long rest. #### Noogie Master You gain a +6 bonus to grapple checks. When you successfully grapple a creature, that creature takes 1 fire damage immediately and 1 fire damage at the end of its subsequent turns until it breaks free of the grapple. #### Paladin in the Streets... You gain a +6 bonus to Persuasion in normal or bright light, and a +4 bonus to Deception and Intimidation in low light or darkness. #### Pickpocket You gain a +4 bonus to Sleight of Hand and Stealth. #### Pleader You gain a +6 bonus to Persuasion. If you fail a Persuasion check, you can reroll the check twice, at a cumulative -1 penalty. #### Rowdy You gain a +4 bonus to Athletics and Intimidation. #### Tattle Tale You gain a +4 bonus to Persuasion checks against authority figures. You gain a +6 bonus to Intimidation checks against creatures that you've seen doing something wrong. #### Two For Flinching Whenever you fail an attack roll against a creature, you add an extra damage die to the damage of your next successful attack against that creature. #### What's This Do? You automatically succeed any checks made to use a magic item, as long as you don't know what it does. \page # Lacks
These abilities are a detriment for as long as you are a kid. Taking a lack gives you an additional knack. You can only ever have one lack. ### Lacks Listing #### Bedwetter You take a -4 penalty to all Charisma ability checks, attack rolls, and saving throws. #### Bruises Like a Peach You take a -4 penalty to all Constitution saving throws. Your maximum hit points decreases by 2. #### Can't Tie Your Shoes You take a -4 penalty to all Dexterity ability checks, attack rolls, and saving throws. #### Dawdler You take a -6 to your Initiative. You cannot take the Me First! knack. #### Dense You take a -4 penalty to all Intelligence ability checks, attack rolls, and saving throws. #### Gullible You take a -4 penalty to all Wisdom ability checks, attack rolls, and saving throws. #### Kid Gloves You take a -2 to all damage rolls. #### Ugly Crier You are unable to use the Cry ability. #### Wimp You take a -4 penalty to all Strength ability checks, attack rolls, and saving throws.