YARPG

An OSR fantasy heartbeaker, with some help from B/X, AD&D, Dyson Logos' tables, etc.

System

  • Attribute save/check: roll 1d20, add stat. If the result is 20 or above, it's a success. A level save has the character's level as the stat. Save and check are used interchangably in these rules. There is no automatic success or failure.
  • Attack roll: roll 1d20+modifiers>=AC to hit.
  • Critical hit: a natural 20 when attacking gives an immediate extra attack.
  • Advantage and disadvantage: Roll twice for the same action. Advantage lets player pick the result. Disadvantage lets DM pick the result.
  • Always round up. E.g. both 1/3 and 3/4 round to 1.

Stats

  • Strength affects carry capacity, damage and melee attacks
  • Dexterity affects attacks with light and ranged weapons, and AC
  • Constitution affects HP, poison resistance, and general stamina.
  • Intelligence affects mage and cleric spells, and perception
  • Wisdom affects magic and mundane mental defense, strength of will
  • Charisma affects luck, max # of henchmen and reactions, divine favor, as well as force of personality and persuasiveness.
Stat Attribute Modifier Stat rank
3 -3 1
4-5 -2 2
6-8 -1 3
9-12 0 4
13-15 +1 5
16-17 +2 6
18 +3 7

Inventory slots

Come in 3 flavours:

  1. Basic - holds 1 item, treasure, or sack of coinage. One per stat rank, so a 11 STR character has 4 Basic slots.
  2. Heavy - holds 1 heavy item or 2 basic items. One per stat rank above 4, so a 14 STR character has 1 Heavy slot.
  3. Cumbersome - 1 cumbersome or 2 heavy or 10 basic items (basic items are stored in a backpack, so not instantly available). Every character with STR 9 or above has one Cumbersome slot.
STR basic heavy cumbersome
3 1 0 0
4-5 2 0 0
6-8 3 0 0
9-12 4 0 1
13-15 5 1 1
16-17 6 2 1
18 7 3 1

So a 14 Str character has 5 basic, 1 heavy and 1 cumbersome slot, for a total of 17 basic item slots. Cross over un-needed slots on the character sheet.

Levels, classes, etc.

Only rare individuals have a class. Adventurers of other races are special enough to count as such as well. Common humans (0-level) have 1d6+1 HP and no special benefits other than stat bonuses and a GM-granted ability.

Advancing in level

  • Your character advances in level when the GM decides it is appropriate.
  • Pick a stat. Fail a stat check to increase the stat to the value of the next higher modifier (6 to 9, 15 to 16, etc.)
  • The character gains 1d6 HP. Add his CON bonus to this number.

Leveling example. Rath has a CON score of 10, giving a +0 bonus. After gaining a level, his player attempts to raise this, and rolls an 8 for a CON save (10+8 is less than 20 = failure!) which bumps up his ability score to the lowest one giving a higher bonus. In ths case this is 13, giving a +1 bonus. This +1 also gets added to the 1d6 roll for additional hitpoints this level.

Creating your character

  • Unless otherwise specified, the character is human.
  • Roll for your stats - 3d6 six times is suggested. Arrange the scores among the stats to taste.
  • Pick a class.
  • Roll for or pick a subclass at third level.
  • Base AC (armor class) is 10+Dex modifier.
  • Choose a weapon; most classes can choose a second, off-hand weapon. Choose an armor - this will modify your base AC.
  • Some classes need to choose extra stuff like spells.
  • The DM will give you extra items - typically a few rations, a choice of general utility items and some weapons.
  • Don't forget to choose an appropriate name!

Wealth

A sack with coinage or small valuables comfortably fills one basic item slot. Such a sack allows reasonable spending for goods and services at that level, so a sack of bronze will let an adventurer enjoy(?) all the shoddy comforts of a city for a while. Item and commodity costs vary depending on availability. Also remember that trying to buy a simple meal in a village inn with a pouch full of platinum pieces can lead to trouble of all sorts.

Coinage Equivalent Goods Valuables
Adamantium absurd Unique
Mithril legendary Jewel
Platinum 10 electrum exotic Gem
Electrum 10 gold exceptional Precious
Gold 10 silver good Fancy
Silver 10 bronze basic Semi-precious
Bronze 10 copper shoddy Ornamental
Copper almost worthless Bauble

Gems, jewlery and art pieces come in these categories as well. Items have a basic quality (as ranked on the goods quality above), but cheaper and more expensive items can be obtained.

Equipment

Item saves

Items save only if unattended, or when the character wearing them fails a save himself. If there is any doubt about the outcome, roll an item save to see if the item survives. The basic save for an item is 10 (meaning, 10 or more on a d20 lets the save succeed). Each quality over or under the item's minimum modifies this save by 2, so an item that cost 2 levels above its basic value saves at 6 or more, while one purchased at 1 quality under, saves at 12 or more on d20. If the item is particularly resistant to the cause of the save (fire vs. glass, blows vs. iron plate), the save is made with advantage. Conversely, an item particularly vulnerable to the cause of the save is rolled for at a disadvantage. If the item is particularly large, a number of fails must be accummulated before it is destryed or dysfunctional.

General purpose items

These allow rolling a particular kind of check or save without penalty, or even with advantage. Examples include climbing kits, packs of torches with a tinderbox and flint, various tools, and so on. Each such item (or package) usually takes 1 basic item slot, and costs a basic amount of coinage. Specialist tools, such as alchemist laboratories, surgeons' tools, or whole libraries, will have varying price and size.


Missile Effect Cost
Acid 1d6 good
Flaming oil 1d6 basic
Holy water* 2d6 basic
Smoke grenade** cloud basic
* affects vulnerable beings only
** lasts for 1 round, and 1 extra round for each extra level of quality

Armor

Always takes up 1 basic slot when worn. When merely carried, takes up slots according to its class. Cheaper armor provides 2 less AC per level of quality beneath the default one, so a basic quality cumbersome armor will give +7 AC. More expensive armor increases AC bonus by 1 per category, or is a weight category lighter for 2 categories.

  • Light armor represents leather armor, buff coats, or similar easily acquired armor that needs no fitting. It provides AC +3 for a sackful of bronze.
  • Heavy armor is most commonly chain mail, and requires at least some regular attention from a blacksmith or armorer. It provides AC +6, and costs a sack of silver.
  • Cumbersome armor is the typical full plate of fantasy. It grants AC +9, at the cost of a sackful of gold and the attentions of a skilled armorer during fitting and maintenance. It comes with all sorts of benefits and drawbacks.

Weapons

Like armor, weapons are divided into broad categories depending on their size. The actual atack bonus and damage these get depend on who is using them.

  • Light weapons are one-handed, usually concealable and dangerous enough for most people. Quivers of arrows or several small throwing weapons also fall into this category. These take up one basic slot when stowed. Some may gain bonuses to attack roll from Dex instead of Str.
  • Simple weapons are the usual instruments of murder that raise no eyebrows. Various swords, axes, maces, staves and other implements that require one or two hands and are reasonably wieldly.
  • Heavy weapons are usually two-handed, require ample space to wield, or are otherwise unusually difficult to use. When stowed they occupy a heavy slot but leave their user otherwise unencumbered. Large crossrossbows, two-handed axes, huge clubs and the like are likely examples of these.
  • Cumbersome weapons are massive and frightening no matter which side you are on. Horse-cutter swords, arbalests, huge meteor hammers, and various other unlikely weapons fall into this catergory. No character can carry more than one of these.

Killing stuff

Combat is broken down into rounds. Before the first round of combat, the DM determines whether the players or the opposition has initiative. When in doubt, or when surprise is possible, he will call for an initiative roll (usually a Dex save by the point-man). Thereafter turns alternate between sides.

Dueling

In a conflict between two player characters, initiative is determined differently. Both sider roll Dexterity saves at the same time until only one party loses. This provides opportunity for roleplay and a chance for players to reconsider their intentions. The loser loses initiative. If both players fail their saves, their characters fail to take any action, and stand dumbfounded, vulnerable to insults and deadly falling rocks.

The anatomy of a combat round

Character actions are resolved in whatever order the players and GM can agree to. Each character has a move action. After he has moved (or not), he can use a major action, such as attacking or casting a spell. Rolling for attack and damage follows, if necessary. Once all characters from a side are finished, play pases to the opposition.

The hazards of combat

Once reduced to 0 HP or less, a character is out of the combat. Being tended to quickly usually prevents death. Character death is inescapable only in rare, GM-determined cases.

Once bored of simple HP loss, unscrupulous DMs might resort to a variety of debilitating disadvantages to inflict on the player characters. These typically force disadvantage to attack or damage rolls, or result in other mischief.

Not killing stuff

There is a number of common things your character might want to do that are not related to combat. Anyone can try these actions, at a disadvantage; those specifically trained can do so with a normal check. Some of the more common character abilities include:

  • Stealth - this includes moving silently, hiding, as well as disguising oneself. Sneaking up on someone lets the victim save vs. wisdom.
  • Traps - finding, disarming and setting traps is something for specialists. Propper equipment includes a cheap ten foot pole, and a tool set. An oblivious acquaintance can serve a similar purpose. A failed roll could be very, very bad. This also covers locks.
  • Riding - usually relies on a Wis save. A trained mount will allow anyone to ride it. Please do not try to ride into combat without proper training.
  • Climbing things - some climbs are just impossible without training and gear. Falls from high places as well as defenstrations can be deadly (1d6 damage per 10 feet, Dex check for half, with no maximum).
  • Pickpocket - the art of sticky fingers has many use, most of them quite hazardous. Beware.
  • Backstabbing - sooner or later, you'll try to have your character probe someone's kidney with a sharp object under the guise of not intending to kill this other unfortunate person. While anyone can get advantage when attacking an unaware target, only those trained in the fine art of backstabbing get to inflict extra damage (listed in their class description). Backstabbing can be performed only on a reasonably still, unaware target, with a suitable weapon.
  • Resisting poison - your character will get poisoned sooner or later. Most poison is resisted via a number of Con saves depending on the quality of the poison (just like items). Possible effects on failure are wildly varied and limited only by the DM's imagination.
  • Recovering from killing stuff - When the characters take a short (15 minutes) rest, they recover 1 HP/level. Spellcasters can instead refresh one spell. A long (all-night) restrestores spells and HP to full. Both kinds of rest consume one ration from the characters' inventory. Running out of food is a sure sign you've overstayed your welcome. If the characters are short on food, only half the rest benefit will be had on first rest, and none on the subsequent ones.
  • Creating a good first impression - anyone can tell you the first impression can't be changed easily. Your character makes two Charisma saves. After this, the mood change depends solely on your characters' actions.
Initial mood Fail 1 save 2 saves
Hostile Fight Fight Leave
Suspicious Leave Suspicious Neutral
Neutral Suspicious Neutral Friendly
Friendly Suspicious Friendly Enchanted
Enchanted Suspicious Enchanted Mesmerized
  • Preparing spells - (spellcasters only) magical energies are actually formed while meditating after a good rest, and held in an almost completed state in a caster's body until needed. This takes minimal effort. If the caster goes unconscious each spell has a chance (on a failed Wis save) to be erased.
  • Tracking and hunting - finding (or avoiding) something in the wilderness, cities, villages, or in damp dungeons corridors is a subtle art. This also covers ambushing.
  • Survival - (trained only) some characters have a knack for getting by in the worst of environments. Spending a week studying and practicing somewhere lets this character (and a few allies) survive there indefinitely.
  • Turning undead - clerics and several subclasses have the power to Purify, cleansing the taint of Undeath. For one ronud per level, the priest recites holy verse. Each round he rolls a charisma save for each undead in sight. On a success, the undead loses 1 hit die. Those reduced to 0 HD are disintegrated. Evil priests instead bind the Undead to their will; those reduced to 0 HD become bound to him and regain all lost HD.
  • Crafting - the GM might allow characters to make items related to their class in exchange for quests. Note that this usually requires a large amount of time, so crafting as such is usually left in the hands of NPCs.

Fighter

It is a rare weapon this king of warriors can't handle. Many are skilled in arts of strategy as well, and some boast magical abilities. Fighters gain 2 extra HP and +1 to attack rolls each new level.

Weapons:

  • Normal weapon (1d6 dmg, some are thrown, can be used with a shield, dagger, or other weapon)
  • Heavy weapon (roll 2d6 for damage and pick the better die, need str 9 to use, twohanded unless Str is 15+)
  • Ridiculously huge cumbersome weapon (2d6 dmg, double Str bonus, twohanded, need Str 13+ to use)
  • Bow (1d6 dmg, ranged)
  • Crossbow (heavy, roll 2d6 for damage and pick better die)
  • Shield (+1 to AC, 50% chance to block arrows)
  • Dagger (1d6-1 dmg, can be thrown, when used in the off hand gives extra attack)

Abilities (choose 1 per 5 levels):

  • Ride (also, roll mount hit points twice, take the better)
  • Cleave - killing an enemy allows an immediate extra attack
  • Sunder - targeted item (or opponent's shield or weapon upon a critical strike) must make save or be damaged beyond usefulness
  • Mobility - move twice and still attack
  • Critical strike - 6s rolled on damage explode
  • Rapid shot - 1 extra shot with ranged weapon
  • Whirling blade - 1 extra arrack with main weapon
  • Shield bash - may attack with shield for 1d6-1 damage

Subclasses:

  1. Grizzled Hunter – Tracking, survival, riding
  2. Swashbuckler – may move through opponents without obstruction; any acrobatic maneuvers are made with advantage
  3. Diehard Bastard – Shrug off damage that would reduce him to 0HP 1/level/day; gain advantage to attack rolls for the rest of that fight.
  4. Savage Berserker – Can frenzy in battle 1/level/day rounds: reroll to hit and damage, use better result
  5. Sharpshooter – advantage on attacks with bows or thrown weapons
  6. Lightning fast - 1 extra attack with normal weapon or dagger. Advantage to initiative rolls.
  7. Determined Bodyguard - may take damage for ally within arm's reach, +1 HP/level
  8. Leader of Men - allies in earshot gain +1 to attack/6 levels (round up) if they follow his instructions. Gains extra followers. Automatic Cha raise on one levelup.
  9. Pit Fighter – +1 damage/5 levels, +1 HP/level
  10. Sentinel – Advantage to initiative saves, detect invisible
  11. (Un)Holy Champion - cast Purify 1/5 levels. Attracted a deity's attention.
  12. Arbalesteer - his crossbow counts as a cumbersome weapon, inflicting 2d6+level damage and outranging any other weapon. Close-up, it counts as a heavy melee weapon.

Thief

The thief is convinced that the world owes him, and is prepared to take it back, with interest. Thieves are nimble enough to gain a +1/4 levels bonus to AC.

Weapons:

  • Dagger (1d6-1, can be thrown, using a pair gives 2 attacks)
  • Fencing weapon (1d6, Dex bonus for attack roll, can be used with a dager in the off hand)
  • Normal weapon (1d6 dmg, some are thrown, can be used with a dagger in the off-hand)
  • Shortbow (1d6 dmg, ranged)

Abilities

  • Traps
  • Climbing
  • Stealth
  • Pickpocket
  • Backstab (3 * level extra damage)

Subclasses

  1. Bounty Hunter – advantage to hit against a researched enemy. Tracking.
  2. Dungeoneer – advantage to traps skill.
  3. Kidney Surgeon – Increase backstab multiplier by 2. Extra +level to attack while attacking distracted enemies in melee.
  4. Duelist - has advantage on initiative saves when dueling, +level to attack with fencing weapons
  5. Scout – advantage to initiative saves, survival
  6. Smiling surgeon - on backstabs and natural 20, inflict crippling on target. This forces halved speed, or making one kind of roll with disadvantage.
  7. Made man – operates under full authority of thief's guild. Reaction rolls shifted in chosen direction for aware NPCs. Comes with responsibilities.
  8. Thug – Roll for HP twice at each level, pick better die.
  9. Knife Artist – +1/4 level to hit and damage with daggers
  10. Outcast Bandit – -1 on reaction checks with aware NPCs, survival, riding
  11. Arcanist – Cast magic user spells as a magic user of 1/3 level. Cannot wear armour.
  12. Kidnapper - can use sap or blackjack for nonlethal backstab. Has connections with slave traders.

Assassin

A knife in the dark. A master of disguises, stealth, poisons, tracking, and of course killing. The assassin gains neither honor nor respect, either in society or on the battlefield. A true master assassin kills with no trace and remains undetected. Those in high places both use and fear him.

Weapons:

  • Normal weapon (1d6 dmg, some are thrown, can be used with a shield, dagger, or other weapon)
  • Heavy weapon (1d6 dmg, roll damage twice and pick better die, need str 9 to use, twohanded unless Str is 15 or more)
  • Fencing weapon (1d6, Dex bonus for attack roll, can be used with a dager in the off hand)
  • Ridiculously huge cumbersome weapon (2d6 dmg, double Str bonus, twohanded, need 13 Str to use, and you better be sure you really want your assassin lugging it around)
  • Bow (1d6 dmg, ranged)
  • Crossbow (heavy, roll 2d6 for damage and pick better die)
  • Dagger (1d6-1 dmg, can be thrown, usually offhand)

Abilties

  • Backstab (3 * level extra damage)
  • Level/2 attack bonus
  • Poisons (debilitating, paralytic, deadly)
  • Tracking
  • Stealth

Subclasses

  1. Holy Slayer – Cast cleric spells as a cleric of 1/2 level. Sworn to a particular religion.
  2. Executioner – Increase backstab multiplier by 2. +1 damage.
  3. Broodmaster - can control (level) HD of pets.
  4. Sandman – Can perform strangling backstab. Damage is backstab damage only; if target survives, con check to remain conscious. Takes a full minute of struggling; victim can not break free until the end.
  5. Trapmaster - Place traps. Mechanically these work as single attack mechanisms with attack bonus equal to the assassin's level and deliver poison or other damage.
  6. Spy – Operates with sanction from a government or other powerful organization. Reaction rolls of aware NPCs are irrelevant. Access to information and equipment.
  7. Marksman – can backstab with any ranged weapons if attack roll is even.
  8. Young Poison – At least she looks young. Can brew poisons from mundane ingredients. Can inflict poison with touch. Advantage to disguise.
  9. Toxic Rampager – Has poisons that double Str bonus, but need Con save or collapse unconscious at te end of the combat.
  10. Shadow-Dancer – Cast illusionist spells as a magic user of 1/3 level. Cannot cast in armour.

Monk

These are ordinary, somber, brown-robed porridge eaters. Whatever motivated these quiet men and women of faith to go out of their cloisters and onto the road of adventure? At least they have some skill earned by years of practice.

Weapons

  • Simple weapon (1d6 damage, might be thrown)

Abilities

  • Unshakable faith. Any mechanical effect of this ability is up to the GM.

Sublcasses

  1. Flagellant - all incoming damage halved.
  2. Silent Brother - stealthy. Once per day per 5 levels, can suddenly be there.
  3. Hospitaler - Lay on hands (3 HP/level/day). Cure poison/paralysis 1/lvl/day. Diseases don't progress while he tends to the sick.
  4. Apothecary - brew potions that mimic cleric spells (lv1 costs a sack of bornze and go up from there, each potion is 1 slot), use herbs, amazing green thumb.
  5. Adept of the Serpent – immune to poison, can use snake charm/sticks to snakes 1/level/day, use snakes as thrown weapons or arrows
  6. Serene Ascetic – Cast 1 cleric spell per 2 levels, subject to cleric's level requirement. Sanctuary 1/level/day.
  7. Enlightened – never fails saves caused by enemy actions or magic.
  8. Gentle Hand – upon successfully hitting an enemy may do no damage, but enemy automatically misses next round
  9. Ghost-Faced – Can use dual dagger (1d6-1 dmg, 2 attacks, can be thrown), backstab for 3 * level HP. Nobody suspects a simple monk.
  10. Witch-Hunter – senses magic, demons and possessions. Can use Recitation 1/level/day
  11. Brother of the Arrow - uses a bow (1d6 damage, 2 attacks per round). Darkness, concealment, range penalty, and other difficulties don't count, +level to attack roll for 1 shot/level/day.

Cleric

Emissaries from gods, demons, or particularly powerful ex-adventurers.

Weapons:

  • Small weapon (1d6-1 dmg)
  • Normal weapon (deity's preferred, 1d6 dmg)
  • Heavy weapon (1d6 dmg, roll damage twice and pick better die, need str 9 to use, twohanded unless Str is 15 or more)
  • Pacifist weapon (pacifist deities, +1/2 lvl to AC, 1d3 dmg or entangle, 2 hands)
  • Shield (+1 to AC)
  • Simple ranged weapon (1d6-1 dmg)

Clerical magic

Clerics rely on a supernatural patron to provide their magical power. In return, the cleric is an agent for said power. Each cleric is an investment, and with increasing power the patron will pay more and more attention to the actions of the cleric. In a given situation, a successful level save will result in the patron having demands for the cleric.

Clerics can memorize a number of spells equal to their wisdom stat rank, plus either constitution, or charisma modifier, chosen at character creation. They can pick any spell of appropriate level from the list.

Subclasses

  1. Crusader – +level/2 to attack, can use cumbersome weapons, halve spell slots.
  2. Thaumaturge – At each spell level replace one cleric spell with a spell from the same level magic user spell
  3. Elementalist – turn, command and hold elementals
  4. Dragon-Priest – Turn dragons, drakes, wyverns and other associated creatures (e.g. kobolds).
  5. Dervish – dance trance for 1/level rounds gives advantage on attacks, or +level/2 AC
  6. Divine Light – Turn undead at +2 levels
  7. Healer – healing spells function at +2 levels
  8. Pacifist – +2 spell slots, but wield only pacifist weapons.
  9. Penitent – all spellcasting works at +2 levels, cannot wear armour, has to suffer 1HP/level each day (self-flagellation is acceptable)
  10. Heretic - Treat upper planar creatures as undead
  11. Diabolist - Treat lower planar denizens as undead
  12. Master scribe - can inscribe scroll. Costs coinage equal to spell level. Each scroll takes 1 slot.

Cleric I (level 2)
1. Cure wounds* (touch, 3 HP/level)
2. Orison (minor magics, 2/level)
3. Protection (advantage to resist rolls, +1AC)
4. Purify (also Turns or Commands undead)
5. Remove Fear* (level^2 targets, lasts a scene)
6. Sanctuary
Cleric II (level 4)
1. Bless (d6+level advantages to party, used as needed)
2. Resist Elements (fire, electricity, negative)
3. Detect and counter unholy influence
4. Hold person (1 target/lvl, Wis save)
5. Silence
6. Snake charm/Sticks to snakes
Cleric III (level 6)
1. Continual light* (lasts forever)
2. Cure Disease/Blindness/Deafness*
3. Recitation (dispels magic and possession, repels undead and extraplanars)
4. Locate Object
5. Remove curse*
6. Holy might (reroll attacks for the scene)
Cleric IV (level 8)
1. Blade Barrier (cleric's weapons whirl around)
2. Restoration* (returns to perfect health)
3. Neutralize poison/paralysis*
4. Reflecting pool
5. Heroes' feast and Atonement
6. Hold Undead
Cleric V (level 10)
1. Draw upon holy might (patron decides intervention)
2. Flame Strike
3. Dispel Evil (kills undead outright on hit for the scene)
4. True Seeing*
5. Unearthly Choir
6. Symbol (death, insanity, sunray, destroy undead)
Cleric VI (level 12)
1. Banish (destroys undead, banishes extraplanar, gaze)
2. Raise dead *
3. Storm of vengeance (lightning, acid, hail, big area)
4. Master of Water and Earth
5. Miracle (as wish, for those who believe in it)
6. Blessed Lands (1 year duration, 1 active at a time)

Paladin

This fighter swears to battle all evil and chaos, and uphold honor and purity. Due to his virtuous nature, the Paladin can handle some enchanted weapons that others can't, and also has greater resistance to spells cast on them.

Weapons

  • Holy weapon + shield (+1 to AC, 1d6 dmg, +1/level to chaos)
  • Holy shield + weapon (+1/4 levels to AC, reroll all failed saves, Chaos beings striking it must saev or be blinded for 1 round by flash, 1d6 dmg)
  • Holy heavy weapon (1d6 dmg, roll damage twice and pick better die, need str 9 to use, twohanded unless Str is 15 or more, +2/level damage to chaos)

Abilities

  • Ride (roll mount hit points twice, take the better)
  • Level/2 bonus to atack rolls
  • Lay on hands - 2HP/level/day
  • Cure disease - 1/level/week
  • Aura of protection - the paladin and his allies have advantage on saves in a 30' radius
  • Spells: a paladin can memorize a number of spells equal to half their wisdom stat rank, plus half of either constitution, or charisma modifier (chosen at character creation). They can pick any spell of appropriate level from their list.

Subclasses

  1. Paragon of Virtue – Protection aura is increased by 10' for each 5 levels.
  2. Demon-Hunter – +1 damage per level against lower planar denizens. Automatically sense them, unless disguised; they automatically sense him back.
  3. Solar Templar - held holy sword or shield emits sunlight in 10' radius; the lit area expands to 10' per level in subsequent rounds while paladin concentrates. Once per 5 levels per day.
  4. Mounted Knight – +1 to hit and damage from horseback, can use lance (4d6 from charging horse).
  5. Shining Bastion - 1 round of Turning per level. Aura of protection also gives +1AC to allies
  6. Blessed Protector – Always aware of his charge. Can take damage or suffer spell effect if within arm's reach.
  7. Knight Scholar – Can scribe, copy and use cleric and paladin scrolls.
  8. Knight Hospitaller – Double the effect of lay on hands ability
  9. Penitent Crusader – all hitpoints suffered in combat this day become extra hitpoints after next long rest.
  10. Apostle of Forgiveness - can use a Ridiculously Huge, cumbersome weapon (2d6 dmg, double Str bonus, twohanded, need 13 Str to use, +4/level damage to Chaos).

Paladin I (level 3)
1. Litany of Resolve (1 advantage/level to saves, self)
2. Cure wounds (2 hp/level)
3. Detect Unholy Influence
4. Endure Elements
5. Shining Blade (weapon emits light, +1 dmg)
6. Slow Poison (delays poison by 24 hours)
Paladin II (level 6)
1. Litany of Battle (allies in earshot gain +1 atk)
2. Unceasing Vigilance (advantage to surprise rolls)
3. Perfect grooming (restore mount)
4. Holy Shield (-1 damage from each attack, self)
5.
6.
Paladin III (level 9)
1. Cure Disease/Blindness/Deafness
2. Remove curse
3. Warding circle (while paladin is in circle, warded against can't pass)
4. Litany of Hate (allies in earshot gain +1/5 lvl dmg)
5. Recitation (dispel magic and possession, repel undead)
6.
Paladin IV (level 12)
1. Mantle of Severed Hands (Wis save or attacker scared off)
2. Restoration
3. Sanctified Armor (armor always passes item save)
4. Litany of Burning Heart (allies in earshot -1 dmg from attacks)
5. Banishment
6.

Ranger

A woodsman, hunter, guide, trailblazer, sometimes assassin. He is at home on the edges of civilization and in the wilds.

Weapons (main hand)

  • Longbow (1d6 damage, 2 shots)
  • Normal weapon (1d6 dmg, some are thrown, can be used with a dagger, or other weapon)
  • Dagger (1d6-1 damage, throwable, offhand)

Abilities

  • Ride
  • Level/2 attack bonus
  • Survival (works on other planes after level 9)
  • Stealth while in terrain he attuned his Survival to
  • Tracking
  • Trailblazing - advantage to saves vs. getting lost, find path through difficult areas

Ranger Subclasses

  1. Forester – Advantage to to hit and +2 critical range with axes.
  2. Nomad – use bows from horseback unimpeded.
  3. Poacher – backstab (3 * level, melee, bow if attack roll even), traps.
  4. Huntsman – advantage while tracking, 3 shots with longbow
  5. Beastmaster - has a companion beast of 1/2 his hit dice. If killed, a replacement arrievs within 1d6 days. Speak with animals.
  6. Snake Eater – advantage on saves vs poison, has viper companion.
  7. Weathered Survivor – +2 HP per level, automaticall pass (level) per day saves that threaten survival
  8. Treasure Hunter – traps skill, detect secret
  9. Night Stalker – Gain infravision, more stealth, and pointy ears
  10. Loreseeker – Can use and copy magic user and druid scrolls of up to 1/4 the character’s level

Illusionist

Weapons

  • Mage Staff (1d6 damage, AC +1)
  • Darts (1d2 damage, 3 attacks, ranged only)
  • Dagger (1d6-1 damage, throwable)

Abilities

  • Innate detect illusion on Wis save
  • Illusory script/scroll/things/building
  • spells

Subclasses

  1. Imagecrafter - all illusions can be quasi-real - fragile, but of real material. All attempts at disbelief at disadvantage.
  2. Potent Arcanist – At each spell level replace one illusionist spell with a spell from the same level magic user spell.
  3. SunCaster – cast light 1/day. Refresh two spells per short rest while in the sun.
  4. Shadow-tainted – stealth; gains a shadow familiar.
  5. Lucky – advantage on all saving throws. Rolling a double 20 turns this into permanent disadwantage for a month.
  6. Perceptive – advantage to chance of spotting hidden and invisible things.
  7. Arcane presence - unless looking specifically for him, people will tend to overlook him. Stealth.
  8. Tricky – Pick Pockets .
  9. False Prophet – At each spell level replace one illusionist spell with a spell from the same level cleric spell list.
  10. Dedicated Deceiver – One spell known can be cast undetectably, and saves against it are made with disadvantage. A month’s study allows the illusionist to switch which spell is dedicated, but during that month no spell gains this benefit.
Illusionist I (level 1)
1. Change Self
2. Suggestion
3. Gaze reflection / Mirror Image
4. Phantasmal Force
5. Light*
6. Color spray
Illusionist II (level 3)
1. Hypnotic Pattern
2. Misdirection
3. Magic mouth
4. Rope trick
5. Dispel Illusion
6. Blur
Illusionist III (level 5)
1. Fear
2. Continual light*
3. Paralyze
4. Nondetection*
5. Hallucinatory terrain
6. Phantasmal Killer
Illusionist IV (level 7)
1. Improved invisibility
2. Massmorph
3. Shadow monsters
4. Shadow magic
5. Minor creation
6. Confusion
Illusionist V (level 9)
1. projected image
2. Mass suggestion
3. Major creation
4. Prismatic spray
5. demishadow monsters
6. demishadow magic
Illusionist VI (level 11)
1. Astral spell
2. Permanent illusion
3. Shades
4. Maze
5. Alter reality
6. True sight
Illusionist VII (level 13)
1. Lycanthrope Lord
2. Chaos
3. Simulacrum
4.
5.
6.
Illusionist VIII (level 15)
1. Nightmare World
2.
3.
4.
5.
6.

Druid

In tune with nature and elements themselves. Rather than relying on a supernatural entity, these mystics use their attunement to nature to call forth magics.

Weapons

  • Normal weapon (scimitar, sickle, or spear, 1d6 dmg)
  • Wooden shield (+1 AC)
  • Druid's Staff (1d6 damage, +1 AC, twohanded)
  • Sling (1d6-1 damage, ranged)

Abilities

  • Animal companion
  • Transform (into mammal, reptile or bird; retains stats; acquires natural locomotion; healed 50% damage; 1 per 4 levels)
  • Survival (works on other planes after level 9; grants immunity to a terrain's natural hazards, such as difficult terrain, heat, poisons, etc.)

Subclasses

  1. Feral Hunter – track and stealth
  2. Totem Warrior – +level/2 to attack rolls
  3. Elementalist – +1 damage / die for elemental damage spells
  4. Nature's Ally – summon several natural inhabitants to defend the druid, HD totaling level, 1/5 levels/day.
  5. Natural Healer – +1 hp/level on all healing spells.
  6. Preserver – Adds Purify (Cleric I) to spell list.
  7. Luna's Lover – gains infravision, eyes solid silver, regenerates on nights of full moon. Transform 1/3 levels.
  8. Voice of the Storm – Ignore effects of bad weather (and can always be heard clearly through any level of bad weather), double duration of call lightning and weather-related spells.
  9. Twisted Druid – At each spell level replace one druid spell with a spell from the same level magic user spell
  10. Omen-Seeker – Cast Augury 1/day per 3 levels
  11. Tree Whisperer - Druid staff turns into treant and back on command. HD=druid levels. The staf takes 1d6 weeks to refashion if destroyed.
  12. Hierophant - alter self at will.

Druid I (level 1)
1. Predict weather
2. speak with animals / plants / insects
3. detect unnatural terrain
4. animal / insect / plant growth
5. create water
6. Goodberry*
Druid II (level 3)
1. produce flame
2. locate animals / plants / insects
3. hold animals / plants / insects
4. obscurement
5. Protection from elements
6. heat metal, warp wood
Druid III (level 5)
1. Dispel magic
2. call lightning
3. cure disease
4. control weather (temperature, precipition, winds)
5. water breathing
6. poison*
Druid IV (level 7)
1. plant door
2. protection shell (animal / plant / insect)
3. summon animals / plants / insects
4. hallucinatory forest
5. Firestorm / icestorm / ligntning storm
6. wall of thorns / stone
Druid V (level 9)
1. Transmute metal to wood * (area)
2. changestaff / liveoak
3. transport via plants
4. Commune with nature
5. wall of fire / ice / lightning
6. creeping doom
Druid VI (level 11)
1. conjure elemental
2. change weather (permanent)
3. reincarnate
4. finger of death
5. feeblemind
6. chariot of sustarre

Mage

Seling one's soul is a low price for the power these characters gain. These invariably have a supernatural patron, even if they don't know it yet.

Weapons

  • Staff (1d6 damage, AC +1/3 lvl)
  • Darts (1d2 damage, 3 attacks, ranged only)
  • Dagger (1d6-1 damage, throwable)
  • Alchemical grenade (throwable, fire/acid)

Abilities

  • spells

Subclasses

  1. Warlock – 1d6 damage, 60' range magic blast 1/level/day
  2. Sensitive – Detect magic by touch, identify magic items by taste.
  3. Savant – advantage on all knowledge rolls
  4. Scribe – create and copy scrolls at cost equal to spell level.
  5. Alchemist – brew potions (cost=level+1)
  6. Seer – ask the GM 1 yes/no question per 6 levels per session. GM must answer truthfully.
  7. Witch-Hunter – advantage on saves versus spells
  8. Two-Fisted Sorcerer – Can cast two spells in one round 1/day
  9. God-Touched – At each spell level replace one magic user spell with a spell from the same level cleric spell list.
  10. Apotheosist - can imbue others with one of his spells, 1/day/5 levels.
  11. Necromancer - All spells work on undead
  12. Demonologist - All spells work on lower planar creatures
  13. Tamer - All spells work on monstrous creatures and animals
  14. Alienist - witnessing his magic requires Wis save or lose next action. If prepared, save with advantage.
  15. Defiler - all spells work on upper planar creatures
Mage I (level 1)
1. Charm Person
2. Detect / Read Magic
3. Light *
4. Magic Missile
5. Shield
6. Sleep
Mage II (level 3)
1. Continual Light *
2. ESP / Hide thoughts
3. Knock / Wizard lock
4. Levitate / Floating Disc
5. Locate Object
6. Protection from Law / Chaos
7. Web
Mage III (level 5)
1. Clarivoyance/clariaudience
2. Dispel Magic
3. Fireball
4. Fly
5. Haste
6. Hold Person
Mage IV (level 7)
1. Confusion / Feeblemind
2. Dimension Door
3. Polymorph
4. Remove curse *
5. Wall of fire/Ice/stone/iron
6. Wizard eye
Mage V (level 9)
1. Animate Dead
2. Cloudkill
3. stone to flesh*
4. Magic jar
5. Invisible stalker
6. Teleport
Mage VI (level 11)
1. Antimagic shell
2. Death spell
3. Geas
4. Conjure Elemental
5. Maze
6. Domination
Mage VII (level 13)
1. Meteor Swarm
2. Disintegrate
3. Wish
4. Time stop
5. Shapechange
6. Mass Charm
Mage VIII (level 15)
1. Ascension / Descent
2. Dragonform
3. Create Plane
4. Planar Disjunction
5. Power Word
6. Black Tentacles

Elf

An ancient, long-lived race, long past its prime, most elves fight thoughts of the eventual death of thir race with music, fine arts, and overindulgence. Fair of hair and skin, the Elves are slightly taller, faster, and more agile than humans. Although weaker, they make up for this by being more skilled in magical arts and bow use. In ancient times, they taught humans the use of magic.

Weapons

  • Longbow (1d6, 2 attacks, ranged)
  • Normal weapon (1d6 dmg, some are thrown, can be used with a shield, dagger, or other weapon)
  • Dagger (1d6-1, can be thrown)
  • Shield (+1 AC)

Abilities

  • -1 to Str and Con, +1 to Dex and Cha
  • Level/3 attack bonus
  • Mage spells; can't cast spells in combat while wearing armor.

Subclasses

  1. Dire Avenger – Lose racial bonus and penalty to stats. Can use heavy weapons (roll 2d6, pick better die for damage, need str 9 to use, twohanded unless Str is 15+, will always be an ornate sword or spear)
  2. Eagle-Eye – advantage to hit with bows
  3. Woodland Ghost – stealth and track in wilderness
  4. Bladesinger – attack and cast a spell in the same action. +1/3 levels AC bonus.
  5. Wraithknight - the spirit of an elf inhabiting his armor. Does not breathe, or consume rations on rest. Immune to poison, backstabs, strangulation and disease.
  6. Enchantress - must be female. Enslave 1/day, resist with victim's Wis vs. Enchantress' Cha contest, may have 1 person/level enslaved.
  7. Windrider – Riding; +1 to hit, damage and AC while mounted; eventually gains flying mount
  8. Arcane Archer – can sacrifice a spell when firing a bow to gain +1d6 to attack roll per spell level, or shoot much further. May make special arrows, 1/day.
  9. Eldritch Swordsman – upon hit with prepared weapon, can sacrifice memorized spell for +1d6 damage per spell level.
  10. Dark Nobility – Infravision and dark skin, +2 Charisma.
  11. Isha's Chosen - gain cleric spells instead of mage. Immune to diseases, but may carry them.
  12. Cegorach's Plaything - Stealth, advantage on acrobatic checks, Backstab * 4, Illusionist spells instead of Mage, fail Level check to avoid the Laughing God's attention.

Dwarf

Stout, short, and slighltly xenophobic, these people are amazingly strong and healthy. Brightness, however, is not a shining attribute of theirs. Instead, tradition and hard work are highly prized. Their feud with the elves has been going on for longer than the human race has existed, and some blame the dwarves for being the cause of the elves' decline.

Weapons

  • Big axe (heavy, crit = oppponent bleeds 1d3 HP per round instead of extra attack)
  • Big hammer (heavy, crit = opponent loses next action and prone instead of extra attack)
  • Small axe (1d6 damage, can be thrown or dual-wielded)
  • Small hammer (1d6 damage, can be thrown or dual-wielded, crit = opponent loses next action or prone instead of extra attack)
  • Dwarven shield (+2 AC)
  • Crossbow (1d6 damage, ranged)

Abilities

  • +1 Con, +1 Str, -1 Cha, -1 Int, Low-light vision.
  • +3 HP / level, +level/3 to attack rolls.
  • Advantage to saves against poison and magic

Subclasses

  1. Hammer-Brother – +1 to crit range and attack with hammers
  2. Deathseeker – +4 to hit and damage against large creatures, +2 against all others. Never retreats. Needs distinctive hairdo.
  3. Phalanx – +2 AC from shields.
  4. Shield Breaker – Critical hit damages opponent's shield (-1 quality); if no shield, then degrades armor instead.
  5. Bright-eyed Sentinel – has supernatural awareness of his surroundings. While on guard, advantage to all rolls related to perception or staying alert.
  6. Marksdwarf of Note – +3 to hit and damage with crossbows, can shoot and reload a crossbow in melee
  7. Mithril-skinned – an additional +2 to HP per level. Skin acquires steel sheen.
  8. Rune Binder – Cast level/3 cleric spell per day, subject to level requirements
  9. Tattooed guardsdwarf – Reroll a save, 1+Con modifier/day. Can take damage instead of adjacened ally.
  10. Battle Rager – +2 to hit and damage (level) rounds per day, -1 penalty to AC at all times

Halfling

These short people are deft and clever, which are ideal traits for thieving. Their favorite boast is "A locked door is soon no more." The wisdom leading to many of their escapades, however, is questionable at best.

Weapons

  • Darts (1d2 damage, 3 attacks, ranged only)
  • Sling (1d6-1 damage, ranged)
  • Dagger (1d6-1 damage, throwable, can be dual-wielded)

Abilities

  • Stealth
  • Backstab * 2
  • +1 Dex, -1 Wis

Subclasses

  1. Burglar – Traps, more stealth (all rolls at advantage)
  2. Featherweight – Climb, take half damage from falls, Traps
  3. TallFellow – +1 to Str, can pass for a short human.
  4. Underfoot – +4 AC vs large opponents.
  5. Brighteyed deceiver – can pass for a human or elven child.
  6. Brewmaster – Alchemically trained.
  7. Hole Warden – never surprised around a hole.
  8. Chef – +2 melee damage, uses cleaver (1d6 damage), can make ingested poisons.
  9. Stalwart – advantage on saves versus fear and mind control, inspires companions (grants a reroll to same kind of save).
  10. Outrider – +1 to hit, damage, and AC while mounted (war dog, pony, etc.), good judge of mount (roll mount hit points twice, take the better)

Half-Orc

Orcs are the henchmen of evil wizards who are capable of little more than following orders for physical dirty work. Half-Orcs are tempered with Human blood, so while they're still dangerous, they aren't completely mindless drones forever in search of necks to wrench.

Weapons

  • Unusual and cruel weapon (heavy, roll 2d6 for damage and use higher die)
  • Any big chopping implement (1d6 damage, might be thrown)
  • Shield (+1 AC)

Abilities

  • +2 Str, -1 Int, -1 Cha
  • Low light vision
  • +level/3 bonus to attack rolls

Subclasses

  1. Paintaker - can take damage instead of a nearby ally
  2. Gnasher - extra bite attack for 1d3 damage
  3. Scarred - +1 to permanent hitpoint maximum each time he is brought to below 0 HP in a fight and survives, to a maximum of (6+con bonus) * level total HP.
  4. Redeye - infravision, pointy ears and dark skin
  5. Painbringer - uses a wicked, cumbersome weapon (2d6 damage, Str bonus doubled)
  6. Skulker - stealth, backstab (2 * level)
  7. Eye of Gruumsh - cast spells as cleric of 1/2 level. Has to claw out one of his eyes.
  8. Drum Prophet - while beating drums and singing, gives all allies within earshot +1/5 levels to attack and damage, immunity to mind-affecting spells.
  9. Blood Dancer - +1 to attack and damage rolls for each wound suffered during current combat.

Setting-specific rules

Alignment

A numeric representation of the character's action. A positive alignment score is earned by acting in sync Higher planes; conversely, a low score signifies affinity in action to the lower planes.

Why track alignent? A holy war might be coming.

System

  • Each character has an alignment score, ranging from 0 to 20. Alignment will raise or fall during play depending on the character's actions.
  • If most of the players at the table agree a change could occur, the player rolls an Alignment check. If successful, the alignment score shifts one point in the indicated direction. If the character already has 0 Alignment, he loses 1 point of charisma instead.
  • To generate Ali during character creation, roll 5d6 and discard the highest and lowest die
  • Bonus applies to all rolls during noon or midnight, half bonus at other times of night or day.
ALI Effect bonus
0 Spreads midnight, demons spontanously appear +5
1 Spreads darkness, miscarriages, animals die +4
2 plants wither, diseases appear +3
3 milk curdles, animals flee +2
4-5 dogs bark, children cry, registers as evil +1
6-15 normal person 0
16-17 animals friendly, registers as good +1
18 calming presence +2
19 healing touch +3
20 spreads sunlight, diseases disappear, undead spontaneously combust +4

Negative attributes

While positive attributes (strength, dexterity, etc.) might be desirable to have in a high propotion, thhe following are designed to impair the character in some situations, while aiding him in others.

  • Violent temper provides an additional bonus to melee weapon damage. This character might not be that fun to be around, however.
  • Avarice this character needs to have it. Things, wealth, persons, love, magic. It just has to be his. This is an obvious disadvantage when being tempted, but is a powerful motivating force as well.
  • Superstition is a double-edged sword if ever there was one. On one side, this character is sensitive of any supernatural going-on in the vincinity. On the other, he is an oddball, and is taken to ritualistic behaviour and strange habits.
  • Curiosity killed the cat, or so they say. Any mage might benefit from a high score here, as it is added to searching archives or somesuch. At the other end of the spectrum, a curious character will tend to be less than cautious when pursuing his interests.

Buying levels

Some capaign worlds have rigorous and scientific ways to increase a character's power. Runes, infusions, tattoos and other fancy methods are used to increase the characters' level in this case, increasing level costs a fixed amount of wealth used to procure exotic ingredients or environmental conditions:

Level wealth
2,3,4 1,2,5 silver
5,6,7 1,2,5 gold
8,9,10 1,2,5 electrum
11,12,13 1,2,5 platinum
14,15,16 1,2,5 gems
17,18,19 1,2,5 jewels