Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
5e)
Game Master�s Guide: https://anyflip.com/swxi/xvkz
Umberto�s Comments = [ ]
Daniels Comments = { }
PC = Player Character
Dmg = Damage
AOE = Area Of Effect
CR = Challenge rating
HP = Hit points (Obviously)
Lvl = level (even more obviously)
1d5 x 2 would mean roll a five sided die and multiply the result by two
Cp = copper piece/ pieces
Sp = silver piece/ pieces
Gp = gold piece/ pieces
Pp = platinum piece/ pieces
DoT = Dmg over time
HoT = healing over time
IRL = In Real Life
TBD = To Be Determined
Notes:
Just because you as the player knows something that doesn�t mean that the PC knows
that same thing , role-play accordingly. Please no Meta-gaming. Please don�t break
(or eat) the game
Races:
Human:
+1 to all attribute
Gets two instead of one feats at the start
Summary:
Normal looking people who are the children of adam and eve
Elf: Choose
High Elf +1 INT
Create 1 additional cantrip at the start of the game
Wood Elf +1 WIS
+2 DEX checks during storms or while in forests or snow
Shadow Elf +1 CHR
When you make a CHR (Performance) or DEX (Stealth) check, you can roll 1d4, and add
the number rolled to the ability check.
Summary:
Tall pointed eared people who have a strong connection to magic and are the
children of lilith and the giants
Dwarf: Choose
Hill Dwarf +1 WIS
HP increased by 50
Mountain Dwarf +2 STR
+2 AC
Summary:
Short bearded men who have a knack for smithing and are the result of the death of
the giant yvmir
Summary:
Winged men gifted by the gods with special abilities to fly
Warforged Choose
Envoy +1 to two attributes of your choice
Tools do not take up an equip space
Juggernaut +2 STR
+4 to unarmed attack rolls
Skirmisher +2 DEX
Enter all fights unnoticed when with someone else
Different Forms:
Wooden form (Base Form)
No advantages No Lvl requirements
Composite Plating(takes 10 turns to recharge)(must be Lvl 4)
+1 to dice rolls for melee attacks, +3 STR, -3 DEX. + 1/4 HP
Heavy Plating(takes 15 turns to recharge)(must be Lvl 8)
+3 melee Dmg rolls +6 STR, -6 DEX 1/2 HP
Summary;
Walking suits of armour created by the smartest most powerful people from a mixture
of alchemy science and magic
Summary:
Normal looking people with spiky black hair who are actually strange aliens from
another planet accidentally brought down to earth by a powerful mage
Half-Orc Choose
Mark of Finding +2 STR +2 CHR
When you reach 3rd level you gain the ability to cast:locate animals or plants.
(Describe or name a specific kind of beast or plant. Concentrating on the voice of
nature in your surroundings, you learn the direction and distance to the closest
creature or plant of that kind within 5 miles, if any are present. Roll WIS check
to use )
Mark of Slaying + 3 STR +2 DEX
When you�re reduced to 0 hit points, you can drop to 1 hit point instead. You can�t
use this feature again until 4 long or short rests.
Summary: Green skinned fanged people who are the children of humans and orcs
Summary:
Strange dragon humanoids with no wings who are the children of humans and dragons
Summary:
Red skinned men with tails accidentally given to by majins with special abilities
to manipulate fire
Classes:
Mage HP: 160 +STR modifier (PRO: Daggers, darts, slings, quarterstaffs, light
crossbows)
Starts with hand axe (+ 2 Intelligence and +2 WIS. At 1st level, you have a
spellbook containing six 1st-level wizard spells of your choice. Your spellbook is
the repository of the wizard spells you know, except your cantrips, which are fixed
in your mind. Each time you gain a mage level, you can add two wizard spells of
your choice to your spellbook for free. Each of these spells must be of a level for
which you have spell slots. Check the Wizard table for more details Skills: Choose
two from Arcana, History, Insight, Investigation, Medicine, and Religion. The
Wizard table shows how many spell slots you have to cast your wizard spells of 1st
level and higher. To cast one of these spells, you must expend a slot of the
spell�s level or higher. You regain all expended spell slots when you finish a long
rest. You prepare the list of wizard spells that are available for you to cast. To
do so, choose a number of wizard spells from your spellbook equal to your
Intelligence modifier + your wizard level (minimum of one spell). The spells must
be of a level for which you have spell slots. For example, if you�re a 3rd-level
wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence
of 16, your list of prepared spells can include six spells of 1st or 2nd level, in
any combination, chosen from your spellbook. If you prepare the 1st-level spell
magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the
spell doesn�t remove it from your list of prepared spells. You can change your list
of prepared spells when you finish a long rest. Preparing a new list of wizard
spells requires time spent studying your spellbook and memorizing the incantations
and gestures you must make to cast the spell: at least 1 minute per spell level for
each spell on your list.
Druid HP:180 +STR modifier (PRO: Clubs, daggers, darts, javelins, maces,
quarterstaffs, scimitars, sickles, slings, spears)
At 2nd level gain �Wild Shape(Starting at 2nd level, you can use your action to
magically assume the shape of a beast that you have seen before. You can use this
feature twice. You regain expended uses when you finish a short or long rest. Your
druid level determines the beasts you can transform into, as shown in the Beast
Shapes table. At 2nd level, for example, you can transform into any beast that has
a challenge rating of 1/4 or lower that doesn�t have a flying or swimming speed.
Level Max. CR Limitations Example
2nd 1/4 No flying or swimming speed Wolf
4th 1/2 No flying speed Crocodile
8th 1 No limitations Giant eagle)
Assassin HP 180 +STR modifier :(PRO: Simple weapons, hand crossbows, longswords,
rapiers, shortswords )
Starts with dagger (+ 2 CHR and +2 DEX) Skills: Choose four from Acrobatics,
Athletics, Deception, Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth. When you reach 4th level,
and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability
score of your choice by 2, or you can increase two ability scores of your choice by
1.
Subclasses:( at 5th level choose a subclass, its benefits will build on top of your
base class)
Subclasses of Mage:
Subclasses of Assasin:
Subclasses of Knight:
Subclasses of monk?:
Subclasses of cleric:
Rules:
Attacking:
When you make an attack, your attack roll determines whether the attack hits or
misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If
the total of the roll plus modifiers equals or exceeds the target's Armor Class
(AC), the attack hits. The AC of a character is determined at character creation,
whereas the AC of a monster is in the NPC list.
Two-Weapon Fighting:
When you take the Attack action and attack with a light melee weapon that you're
holding in one hand, you can use a bonus action to attack with a different light
melee weapon that you're holding in the other hand. You don't add your ability
modifier to the damage of the bonus attack, unless that modifier is negative. If
either weapon has the thrown property, you can throw the weapon, instead of making
a melee attack with it.
Multiclassing:
Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix
the abilities of those classes to realize a character concept that might not be
reflected in one of the standard class options. With this rule, you have the option
of gaining a level in a new class whenever you advance in level, instead of gaining
a level in your current class. Your levels in all your classes are added together
to determine your character level. For example, if you have three levels in wizard
and two in fighter, you're a 5th-level character. As you advance in levels, you
might primarily remain a member of your original class with just a few levels in
another class, or you might change course entirely, never looking back at the class
you left behind. You might even start progressing in a third or fourth class.
Compared to a single-class character of the same level, you'll sacrifice some focus
in exchange for versatility.
Prerequisites:
To qualify for a new class, you must meet the ability score prerequisites for both
your current class and your new one, as shown in the Multiclassing Prerequisites
table. For example, a barbarian who decides to multiclass into the druid class must
have both Strength and Wisdom scores of 13 or higher. Without the full training
that a beginning character receives, you must be a quick study in your new class,
having a natural aptitude that is reflected by higher-than-average ability scores.
Attributes:
When creating a new Character you must roll a d20 to determine their attributes
which are:
Strength, measuring physical power,health,stamina, and vital force
(Athletics, and pushing your body beyond its limits)
Dexterity, measuring agility.
(Acrobatics,Sleight of Hand,and Stealth)
Intelligence, measuring reasoning and memory.
(Arcana,History,Investigation,Nature,and Religion)
Wisdom, measuring Perception and Insight.
(Animal Handling,Survival,Insight,Medicine,and Perception)
Charisma, measuring force of personality.
(Deception,Intimidation,Performance, Bartering, and Persuasion)
(For Attribute Checks Roll 1d20, GM decides DC)
1
?5
2�3
?4
4�5
?3
6�7
?2
8�9
?1
10�11
+0
12�13
+1
14�15
+2
16�17
+3
18�19
+4
20�21
+5
22�23
+6
24�25
+7
26�27
+8
28�29
+9
30
+10
Light weapons add +1 to stealth rolls, as do ranged weapons. Light ranged weapons
add +2 to stealth rolls.
Class Tables:
You can roll a d4 in place of the normal damage of your unarmed strike or monk
weapon. This die changes as you gain monk levels, as shown in the Martial Arts
column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your
turn, you can make one unarmed strike as a bonus action. For example, if you take
the Attack action and attack with a quarterstaff, you can also make an unarmed
strike as a bonus action, assuming you haven�t already taken a bonus action this
turn.
Certain monasteries use specialized forms of the monk weapons. For example, you
might use a club that is two lengths of wood connected by a short chain (called a
nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever
name you use for a monk weapon, you can use the game statistics provided for the
weapon in the Weapons section.
Ki:
Starting at 2nd level, your training allows you to harness the mystic energy of ki.
Your access to this energy is represented by a number of ki points. Your monk level
determines the number of points you have, as shown in the Ki Points column of the
Monk table. You can spend these points to fuel various ki features. You start
knowing three such features: Flurry of Blows, Patient Defense, and Step of the
Wind. You learn more ki features as you gain levels in this class. When you spend a
ki point, it is unavailable until you finish a short or long rest, at the end of
which you draw all of your expended ki back into yourself. You must spend at least
30 minutes of the rest meditating to regain your ki points. Some of your ki
features require your target to make a saving throw to resist the feature�s
effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your
proficiency bonus + your Wisdom modifier
Flurry of Blows:
Immediately after you take the Attack action on your turn, you can spend 1 ki point
to make two unarmed strikes as a bonus action.
Patient Defense:
You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind:
You can spend 1 ki point to take the Disengage or Dash action as a bonus action on
your turn, and your jump distance is doubled for the turn.
Unarmored Movement:
Starting at 2nd level, your speed increases by 10 feet while you are not wearing
armor or wielding a shield. This bonus increases when you reach certain monk
levels, as shown in the Monk table. At 9th level, you gain the ability to move
along vertical surfaces and across liquids on your turn without falling during the
move.
Deflect Missiles:
Starting at 3rd level, you can use your reaction to deflect or catch the missile
when you are hit by a ranged weapon attack. When you do so, the damage you take
from the attack is reduced by 1d10 + your Dexterity modifier + your monk level. If
you reduce the damage to 0, you can catch the missile if it is small enough for you
to hold in one hand and you have at least one hand free. If you catch a missile in
this way, you can spend 1 ki point to make a ranged attack with the weapon or piece
of ammunition you just caught, as part of the same reaction. You make this attack
with proficiency, regardless of your weapon proficiencies, and the missile counts
as a monk weapon for the attack, which has a normal range of 20 feet and a long
range of 60 feet.
Slow Fall:
Beginning at 4th level, you can use your reaction when you fall to reduce any
falling damage you take by an amount equal to five times your monk level.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take
the Attack action on your turn.
Stunning Strike:
Starting at 5th level, you can interfere with the flow of ki in an opponent�s body.
When you hit another creature with a melee weapon attack, you can spend 1 ki point
to attempt a stunning strike. The target must succeed on a Constitution saving
throw or be stunned until the end of your next turn.
Ki-Empowered Strikes:
Starting at 6th level, your unarmed strikes count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks and damage.
Unarmored Movement:
At 6th level, your Unarmored Speed speed bonus increases to 15 feet while you are
not wearing armor or wielding a shield.
Evasion:
At 7th level, your instinctive agility lets you dodge out of the way of certain
area effects, such as a blue dragon�s lightning breath or a fireball spell. When
you are subjected to an effect that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
Stillness of Mind:
Starting at 7th level, you can use your action to end one effect on yourself that
is causing you to be charmed or frightened.
Unarmored Movement Improvement:
At 9th level, you gain the ability to move along vertical surfaces and across
liquids on your turn without falling during your move.
Purity of Body:
At 10th level, your mastery of the ki flowing through you makes you immune to
disease and poison.
Unarmored Movement:
At 10th level, your Unarmored Speed speed bonus increases to 20 feet while you are
not wearing armor or wielding a shield.
Tongue of the Sun and Moon:
Starting at 13th level, you learn to touch the ki of other minds so that you
understand all spoken languages. Moreover, any creature that can understand a
language can understand what you say.
Diamond Soul:
Beginning at 14th level, your mastery of ki grants you proficiency in all saving
throws. Additionally, whenever you make a saving throw and fail, you can spend 1 ki
point to reroll it and take the second result.
Unarmored Movement:
At 14th level, your Unarmored Speed speed bonus increases to 25 feet while you are
not wearing armor or wielding a shield.
Timeless Body:
At 15th level, your ki sustains you so that you suffer none of the frailty of old
age, and you can�t be aged magically. You can still die of old age, however. In
addition, you no longer need food or water.
Empty Body:
Beginning at 18th level, you can use your action to spend 4 ki points to become
invisible for 1 minute. During that time, you also have resistance to all damage
but force damage. Additionally, you can spend 8 ki points to cast the astral
projection spell, without needing material components. When you do so, you can�t
take any other creatures with you.
Unarmored Movement:
At 18th level, your Unarmored Speed speed bonus increases to 30 feet while you are
not wearing armor or wielding a shield.
Perfect Self:
At 20th level, when you roll for initiative and have no ki points remaining, you
regain 4 ki points.
The Druid Table
Ranged Attacks:
you can make ranged attacks only against targets within a specified range. If a
ranged attack, such as one made with a spell, has a single range, you can't attack
a target beyond this range. Some ranged attacks, such as those made with a longbow
or a shortbow, have two ranges. The smaller number is the normal range, and the
larger number is the long range. Your attack roll has disadvantage when your target
is beyond normal range, and you can't attack a target beyond the long range. Aiming
a ranged attack is more difficult when a foe is next to you. When you make a ranged
attack with a weapon, a spell, or some other means, you have disadvantage on the
attack roll if you are within 5 feet of a hostile creature who can see you and who
isn't incapacitated.
Health:
Your health increases by the starting amount every level after 1st. For example, if
you start out with HP of 200 then your health will increase by 200 every level
after 1st. When your HP drops below zero and there is still damage remaining check
it against your maximum health if it is the same or greater you are killed
Instantly. But if it is less than your maximum health when you were instantly. But
if it is less than your maximum health then you are unconscious. Any damage
inflicted upon you while unconscious will kill you instantly. You must then make
your death saves. Or be stabilized by an NPC or party member. To stabilize someone
you must make a Wisdom (medicine) check with a DC of 10. If any of those methods
fail you will die.
Death Saves:
To make death saves roll 3 d20s with no modifiers. You must get at least a 10 on
each of these. Rolling a Natural 20 or a Natural 1 will count for two successful
and two failed rolls respectively. If you fail on your death saves you will die.
Spell Sheet:
https://donjon.bin.sh/5e/Spells/, use this when you are unclear as to what a Spells
effects are. Also if a Spell says Paladin or Ranger, anyone can use it. If it says
Wizard, Warlock, or Sorcerer only Mages can use it. If it says Cleric only clerics
can use it. If it says Druid only Druids can use it. When a Spell says that it
will only work on enemies of certain HP limits do this, 100 = 500(in other words 1
Hp = 5 Hp)
(Extra spells https://www.dndbeyond.com/homebrew/spells)
Spell Components
A spell�s Components are the physical requirements you must meet in order to cast
it. Each spell�s description indicates whether it requires verbal (V), somatic (S),
or material (M) Components. If you can�t provide one or more of a spell�s
Components, you are unable to cast the spell.
Verbal (V):
Most spells require the chanting of mystic words. The words themselves aren�t the
source of the spell�s power; rather, the particular combination of sounds, with
specific pitch and resonance, sets the threads of magic in motion. Thus, a
character who is gagged or in an area of Silence, such as one created by the
Silence spell, can�t Cast a Spell with a verbal component.
Somatic (S):
Spellcasting gestures might include a forceful gesticulation or an intricate set of
gestures. If a spell requires a somatic component, the caster must have free use of
at least one hand to perform these gestures.
Material (M):
Casting some spells requires particular Objects, specified in parentheses in the
component entry. A character can use a Component pouch or a Spellcasting focus
(found in �Equipment�) in place of the Components specified for a spell. But if a
cost is indicated for a component, a character must have that specific component
before he or she can cast the spell. If a spell states that a material component is
consumed by the spell, the caster must provide this component for each casting of
the spell. A spellcaster must have a hand free to access a spell�s material
components
Spellcasting Focus:
A spellcasting focus can be used in place of material components for a spell if
there is no cost indicated in the spell description and the material components are
not consumed. A focus for a mage can be a crystal, an orb, a rod, a staff, or a
wand. A focus for a cleric is their holy symbol. A focus for a druid can be a Sprig
of mistletoe, a yew wand, a wooden staff, or a totem.
Alignment:
Generally these are the specifications.Good means you believe in helping others and
are selfless. Neutral means that you care only about yourself and anyone you
consider a friend or family. Evil means you only care about yourself and to hell
with everyone else. Lawful means you have a moral compass of some sort. Neutral
means that you attempt to stick as much to good and evil respectively but not so
committed that when someone gives you a choice to stick to your beliefs and die or
abandon them and live you would definitely choose the latter. Chaotic means you do
not adhere to the law or any sort of rules,but rather act on a whim. Chaotic
neutral and lawful dictate your views regarding society. Good neutral and evil
dictate your views regarding individuals. (At the GMs discretion, if you act a
certain way that is not in keeping with your alignment. Your alignment will be
changed
Proficiencies:
A proficiency in a weapon type will grant you +1 Attack roll for that weapon. A
proficiency in a stat (example: history or medicine or stealth or athletics or
performance) gives you a +1 in stat checks for that stat..
Hunger:
You start with ten hunger points these go down 2 points every day that you haven't
eaten. Once this number hits zero you will lose 10 HP per turn. You can refill your
hunger points by eating. If you eat a(n) (insert large meat here) by yourself than
you will be full lose 5 Hp and not be able to eat anything for an entire day
( hunger still goes down in this day and also health from the food you ate still
goes up)If you eat a small piece of meat it restores 5 hunger points. Individual
vegetables refill 2. Vegetable dishes refill 4. Pastries refill 3. Raw meat refills
3 and takes away 20 HP. Miscellaneous foods restore whatever the GM decides upon.
Alcoholic beverages restore 2 and inflict you with the �drunk� status ailment. non-
Alcoholic beverages restore 1.
Town Subjugation:
To conquer a town either convince the leader to resign, challenge him/her to a
duel, or assassinate him/her. Quelling rebellions counts as a non-combat action
treat it as such.
Dexterity:
You add your Dexterity modifier to your attack roll and your damage roll when
attacking with a ranged weapon, such as a sling or a longbow.
Item Weight:
Pcs can carry 5 times their strength modifier. https://www.dndbeyond.com/equipment
Fusion:
When you get to level 5 you unlock fusion fusion allows you to fuse all your stats
with a fellow party member this will result in needing a new character sheet for
the fusion. On the character sheet there is a fusion of the 2 characters name a
fusion of the 2 characters races (example dragon dwarf) a fusion of the 2
characters classes (example shadow mage) a fusion of the 2 characters attributes
(if the attributes surpass 30 just put 30 on the sheet) and the 2 characters fusion
will share weapons and Spells and armour and stuff (for the fusions sheet don't put
anything down for army�s and towns and stuff) and I think you can guess this but
if you can't then yes there is also a fusion of the characters Hp (no fusion for Xp
or Lvl). Fusion can only be achieved on the following conditions 1. You can only
fuse during a boss battle 2. You and your partner have to be within 10 levels of
each other. 3. You have to do the fusion dance IRL{not really} 4. Roll 1d8 to see
the fusion is successful if 7 to 9 its
successful if 1 to 3 its not successful if 4 to 6 you -1 for all the 2 players
attributes except wisdom and intelligence.
Non-lethality:
If you wish to merely knock out a target instead of killing them then, when you are
about to deal a killing blow simply announce that you are going to knock them out.
Combat Maneuvers:
(As a standard action, you can attempt one of the following combat
maneuvers. For each maneuver, choose an opponent within your
reach (including your weapon�s reach, if applicable) and then make
a melee attack roll against the opponent�s AC + 8. The effects of
success vary depending on the maneuver, as described below)
Bull Rush:
You knock the target back 5 feet, plus 5 additional feet for every 5 by which the
result of your attack roll exceeds the target�s AC + 8. If an obstacle is in the
way, the target stops at the obstacle instead.
Dirty Trick:
You make an unorthodox attack to briefly hinder the target. A dirty trick could be
throwing sand in the target�s eyes, jamming a rock down his throat, or any other
improvised action designed to put your opponent at a disadvantage. Your target is
blinded, deafened, entangled, off-target, shaken, or sickened (your choice) for 1
round, plus 1 additional round for every 5 by which the result of your attack roll
exceeds the target�s AC + 8 (see Conditions for information on these conditions).
The target can remove the condition as a move action. A dirty trick is normally a
melee attack, but a GM can allow certain actions to count as dirty tricks at range,
in which case you take a �2 penalty to your attack roll for every 5 feet between
you and the target.
Disarm:
You knock an item the target is holding out of the target�s hands and onto the
ground. If you have a hand free, you can automatically grab the item with your hand
before it falls.
Grapple:
You hold the target in place. You must have at least one hand free to perform a
grapple combat maneuver. Your target has the grappled condition, meaning they can�t
move from their current space and takes further penalties until they either use a
standard action to attempt a grapple combat maneuver to grapple you (giving you the
grappled condition) or uses the escape task of the Acrobatics skill to break free.
If the result of your attack roll equals or exceeds the target�s AC + 13, the
target is instead pinned for the same duration, and they can�t take any actions
that involve moving their limbs other than to attempt to escape. The grappled or
pinned condition lasts until the end of your next turn, unless you renew it on your
next turn with another grapple combat maneuver. The condition ends immediately if
you move away. As long as you have one target grappled or pinned, you cannot
attempt to grapple another. The grappled and pinned conditions are further detailed
in Conditions When you renew a grapple, you can remove one item from the target�s
body that can be easily accessed, including most weapons and equipment (but not
worn armor). Doing so immediately ends the grapple.
Reposition:
You change the target�s position to a different location still within your reach
and within 5 feet of its original placement. You can move the target 5 additional
feet for every 5 by which the result of your attack roll exceeds the target�s AC +
8, but all movement must remain within your reach. You cannot move the target past
an obstacle.
If you reposition a creature as a full action, you can move a distance equal to the
distance you repositioned your target (up to your move speed), dragging the target
along with you.
Trip:
You knock the target prone if it is on the ground. A target in the air instead
descends 10 feet, falling prone if this causes it to fall to the ground. A target
in zero gravity is instead knocked offkilter. The prone and off-kilter conditions
are further detailed in Conditions
Concentrate to Maintain a Spell:
Some spells require continued concentration to keep themgoing. Concentrating to
maintain a spell is a standard action.
Covering Fire:
You can use your standard action to make a ranged attack that provides covering
fire for an ally. Make a ranged attack roll against DC 15. If you hit, you deal no
damage but the selected ally gains a +2 circumstance bonus to AC against the next
attack from a creature in your line of effect), so long as that attack occurs
before your next turn.
Feint:
You can use your standard action to feint by attempting a Bluff check. The DC of
this check is equal to 15 + 1/2 � the opponent�s CR, whichever is greater. You
can�t feint against a creature that lacks an Intelligence score. When you
successfully feint, Your enemy gains a �2 penalty to their AC and cannot take
reactions for their next attack against you before the end of their next turn.
Fight Defensively:
You can fight defensively when attacking as part of a standard action. If you do,
you take a �4 penalty to attacks you make in that round but gain a +2 bonus to AC
until the start of your next turn.
Harrying Fire:
You can use your standard action to make a ranged attack that distracts a foe in
your line of effect. Make an attack roll against AC 15. If you hit, you deal no
damage, but the next ally to attack that foe gains a +2 circumstance bonus to their
next attack roll, as long as that attack occurs before your next turn.
Total Defense:
You can defend yourself as a standard action. Starting at the beginning of this
action, you get a +4 bonus to your Armor Class until the start of your next turn.
You can�t combine total defense with other actions that increase your AC, nor can
you make attacks of opportunity while benefiting from total defense.
Full Actions:
A full action requires your entire turn to complete. If you take a full action, you
can�t take your usual actions, reactions, and bonus actions. The following actions
are full actions.
Charge:
Charging is a full action that allows you to move up to double your speed and make
a melee attack at the end of the movement. You can draw a weapon during a charge
attack if your attack bonus is at least +1. Charging carries tight restrictions on
how you can move. You must move at least 10 feet (2 squares), and all movement must
be directly toward the designated opponent. You must have a clear path toward the
opponent. If this space is occupied or blocked, you can�t charge. If any line from
your starting space to the ending space passes through a square that blocks
movement, slows movement (such as difficult terrain), or contains a creature (even
an ally), you can�t charge. You can still move through helpless creatures during a
charge. If you don�t have line of sight to the opponent atthe start of your turn,
you can�t charge that opponent.
Coup de Grace:
As a full action, you can deliver a special attack called a coup de grace to an
adjacent helpless opponent. You automatically hit and score a critical hit. If the
target survives the damage, he must succeed at a Strength saving throw (DC = 10 +
your level or CR) or die. However, if the target is immune to critical hits, the
coup de grace does not deal critical damage or effects, nor does it force the
target to succeed at a saving throw or die.
Full Attack:
You can spend a full action to make two attacks, each with a �4 penalty to the
attack rolls. These attacks can be made with the same weapon or different weapons,
though certain weapons have a firing speed so slow that you can�t shoot them more
than once in a round, even with a full attack. These weapons have the Loading
property (see Weapons). Certain weapons have special individualized full attacks.
Run:
You can run as a full action. When you run, you can move up tofour times your speed
in a straight line. You gain the flat-footedcondition, and you can�t run if you
must cross difficult terrain or can�t see where you�re going. Running provokes
attacks of opportunity (see Reactions). You can run for a number of rounds equal to
your Strength modifier.
Withdraw:
Withdrawing from melee combat is a full action. When you withdraw, you can move up
to double your speed. The square you start out in is not considered threatened by
any opponent you can see, and therefore visible enemies don�t get to make attacks
of opportunity against you when you move from that square. Unseen enemies still get
attacks of opportunity against you, and you can�t withdraw from combat if you�re
blinded. If, during the process of withdrawing, you move out of a threatened square
other than the one you in which started, enemies can make attacks of opportunity as
normal. See Attack of Opportunity below for more information.
Reactions:
A reaction is a special action you can take even if it�s not your turn, but only
after a defined and concrete trigger. You can�t use a reaction before the first
time you act in a combat. You can take only one reaction each round; you regain
your reaction at the start of your turn. Unless their descriptions state otherwise,
purely defensive reactions interrupt the triggering action: resolve the reaction
first, then continue resolving the triggering action. Otherwise, resolve the
reaction immediately after the triggering action. You gain access to most reactions
through feats, items, and class features, but an attack of opportunity is a
reaction that is universally available to all characters.
Attack of Opportunity:
An attack of opportunity is a special melee attack you can makeagainst a target you
threaten (usually an adjacent opponent), even if it is not your turn. You can use
your reaction to make an attack of opportunity against an opponent in any of these
three cases. When you threaten a space and the opponent moves out of that space in
any way other than a guarded step or withdraw action (see above), you can use your
reaction to make a melee attack against the opponent; When the opponent in a space
you threaten makes a ranged attack, you can use your reaction to make a melee
attack against the opponent, When the opponent in a space you threaten casts a
spell or uses a spell-like ability, you can use your reaction to make a melee
attack against the opponent
Critical Hits:
If you get a natural 20 on an attack roll then you get to roll on the critical hit
table
Difficulty Class:
The Difficulty Class determines what number you have to surpass in a stat check.
Starting at one and ending at thirty. For example a DC of 3 would be convincing a 2
year old to take your lollipop and follow you to your windowless van. A DC of 5
would be knocking out a scrawny 13 year old.
Feats:
Choose one at the start of the game and then once every five levels (for example
1,5,10,15,20).(for things that say constitution change to strength)
(basic Feats) (Extra feats)
XP gain:
at level one the XP needed to level up is 300 this triples for every level gained.
Monster List:
Multiply health by 10.
Quests:
The PC Gains a Predetermined amount of XP and Currency depending on what enemies
they fought
Researching:
Researching requires 15 Gp,2 days,and 5 Int checks
Loot Flogging:
Sell loot for half of the listed price.
Minigames:
https://www.google.com/amp/s/amp.reddit.com/r/DnD/comments/311r6a/dd_minigames/
Copying (not)Spells:
If you obtain a (not)Spellbook and wish to use some of the (not)Spells contained in
it yourself than do and INT check to copy the (not)Spell into your own book
First Impressions(how you feel about NPCs when you first meet them):
The link to the chart is here;
http://tenra-rpg.com/resources/emotion_matrix.pdf
Overrealm: Is the main and largest realm of this universe and where every campaign
starts (I think) it is mostly populated by mortals this realm is so big that I
can't spend too much time talking about it.{well sometimes it might start in
another dimension}
Dracula�s mansion:
Exists in the overrealm it�s like a dungeon but all the enemies are vampires and
the boss is dracula there is a 1d12 chance that a vampire (not a vampire in the
mansion obviously) drops a map to the mansion
Jigokan realm: Relatively small realm separates into 3 areas Majin area, deaths
castle, and the rest is just a barren wasteland that�s on fire
Majin area: Exists in the jigokan realm a kingdom populated completely by majins
with 2 majins at the door guarding if you enter the kingdom without some form of
disguise the majins will automatically attempt to capture you and bring you to the
majin king if the majin guards fail then you will be confronted by the messa majins
(see npc list for details) inside is the kingdom is the majin kings castle which
the doors guarded by 4 majins inside is like a dungeon but all the enemies are
majins and the boss is the majin king who is guarded by 2 majonic wyrmlings (which
are not different from wyrmlings) the rest of the info will be decided by the GM
Blood moon: After each long rest the Gm will secretly roll 1d20 if it lands on a 13
then a night of blood moon comes the GM will ask the party if they want to keep
sleeping or face the dangers of the blood moon if there are any dangers of the
blood moon can attack the party while their sleeping during the blood moon if the
party arrives at a location where any of the players killed something (doesn�t
matter what they kill) a starveling will appear one for each thing they killed
this will not be mentioned to the players for an element of surprise once the blood
moon is over the starevelings will instantly die for hard things like trolls,
ogres, bugbears etc. it will be two starvelings also during the blood moon elves
when in direct moonlight will turn into orcs though these orcs though are more
feral and will revert back once the blood moon is over though there is a
possibility to put a spell or something to stop the transformation before hand it
can not be reversed during the blood moon players who are elves will also turn into
orcs while in this state the player does not control their character the orc though
cannot use anything in the players inventory and the stats of the player are not
kept if the orc dies the player also dies also during the blood moon any wolves
dogs or other creatures of the same family will turn into werewolfs once exposed to
direct moon light the rules are the same for the blood moon orcs this also works
for half elfs who instead turn into non hostile half orcs
Passive Perception:
A PCs passive perception is 10 + their WIS modifier. This is used in situations
when the GM wants to find out if the PCs have discovered something or sensed
something that is going to happen but he doesn�t want to alert them of incoming
danger.
Loot Prices:
(For everything that doesn�t have a challenge rating of one merely multiplied by
whatever challenge rating it does have)
CR Type Price
1 Organs 5 Cp
1 Skin 4 Cp
1 Blood 6 Cp
1 Meat 3 Cp
1 Bones 4 Cp
Weapon Poisoning:
Poisoning your weapon costs 15 Gp and lasts for six battles . If the PC
successfully hits an enemy with a poisoned weapon they will take 1d4 poison damage
for 1d6 turns
Weapon Silvering:
The PC can silver a single weapon or ten pieces of Ammunition for 100 Sp
Silver weapons do double the Dmg against starvlings, werewolves, vampires, and
majin.
Links:
https://www.dndbeyond.com/ (everything you need to know)
https://dnd5e.fandom.com/wiki/D%26D_5th_Edition_Wikia (in case the first one does
not have the info)
https://donjon.bin.sh/(random generators and such)
http://www.d20srd.org/srd/equipment/wealthAndMoney.htm (wealth and money)