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Pseudo-tabletop RPG (0.

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

Aasimar +2 CHR + 1 WIS


Starting at 3rd level, you can use your action to unleash the divine energy within
yourself, causing your eyes to glimmer and two luminous, wings to sprout from your
back. Lasts for 10 turns. While active allows you to dodge any melee attack. Cannot
be used again until after 3 long rests.

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

Saiyan +1 to DEX and STR


When you become unconscious, by getting down to 0 hit points, after being brought
back to consciousness you have a permanent boost to your STR and DEX by +2. This
doesn't apply if you die and are then revived. This does apply if you are brought
to 0 hit points and healed. When a party member dies unlock super saiyan ( Lasts 2
minutes. +7 to attack and damage rolls. The first time you use Super Saiyan you are
knocked unconscious after the duration has been expended and after you are brought
back to consciousness you will be unable to use super saiyan until 4 long rests.
All future times you use super saiyan you are unable to use

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

Dragonborn:+1 CHR +2 STR. Choose


Gold: Fire and Ice
Brass: Poison and Acid
Silver: Lightning
You can exhale destructive energy. The attack is 1d6 at Lvl 1. The damage increases
to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level. After you use your
breath weapon, you can�t use it again until you complete a short or long rest.

Summary:
Strange dragon humanoids with no wings who are the children of humans and dragons

Tiefling: +1 INT +2 CHR.


Start with Thaumaturgy, at 4th level unlock Rebuke. They have a tail so things can
be equipped on that tail but only light one handed weapons and tools

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)

Knight HP 200 +STR modifier :(PRO:Simple weapons, martial weapons)


starts with spear. (+2 STR and +2 WIS ) Skills: Choose two skills from Acrobatics,
Animal Handling, Athletics, History, Insight, Intimidation, Perception, and
Survival.

Monk HP 180 +STR modifier : (PRO:Simple weapons, shortswords ) (+ 2 STR and +2


DEX)Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and
Stealth. +2 on fusion roll. When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your choice by 2, or you can
increase two ability scores of your choice by 1.

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.

Cleric HP 180 +STR modifier :(PRO:Simple weapons )


Starts with mace and holy symbol ( +2 WIS and +2 CHR) Skills: Choose two from
History, Insight, Medicine, Persuasion, and Religion. You prepare the list of
cleric spells that are available for you to cast, choosing from the cleric spell
list. When you do so, choose a number of cleric spells equal to your Wisdom
modifier + your cleric level (minimum of one spell). The spells must be of a level
for which you have spell slots. For example, if you are a 3rd-level cleric, you
have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list
of prepared spells can include six spells of 1st or 2nd level, in any combination.
If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level
or 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 cleric spells requires time spent in prayer or meditation:
at least 1 minute per spell level for each spell on your list.

Subclasses:( at 5th level choose a subclass, its benefits will build on top of your
base class)

Subclasses of Mage:

(subclass of mage) Elemental, +2 STR +1 CHR


Pick one cantrip and one 1st level spell from the sorcerer spell sheet. Pick an
element (Ice,fire,lightning,acid, or poison) and apply that to any spell damage.

(subclass of Mage) Grand Warden +3 WIS


The Grand Warden has the ability to fly up to 25 ft. off the ground, but only for 7
turns at a time. After 7 turns have passed you will require a long rest before
flying again. At level 5 unlock the ability to make up to four creatures completely
invulnerable to non-magical damage for five turns after this you will require a
long rest before using this ability again.

(subclass of Mage) Thaumaturge + 2 INT +1 STR


Starting at level 1, you can use your action to mind control 2 starvelings at the
cost of 1d4 Hit points, the starvlings appear anywhere within 10ft of you. You may
use this feature a number of times equal to your INT modifier before needing a
short or long rest.
Max starvlings mind controlled at a time.
Level 1 - 2
Level 6 - 4
Level 12 - 6
Level 16 - 8
Level 20 - 10
Starting at level 14 you will gain the ability to mind control two majin from a
portal at the cost of 1d8 Hit points, the Majin appear anywhere within 10ft of
you.You may use this feature a number of times equal to your INT modifier before
needing a long rest. (note that you cannot have majin and starvlings summoned at
the same time)
Max Majin mind controlled at a time
Level 14 - 2
Level 17 - 3
Level 20 - 4

Subclasses of Assasin:

(subclass of Assassin) Ninja +3 DEX


Beginning at 5th level, you can use your action to hide in the shadows. This grants
you invisibility as long as you do not attack any creature. You can then use a
bonus action to teleport to an unoccupied space, that you can see, within 60 feet.
Both your current location and the destination must be in dim light, darkness, or
area at least lightly obscured. You must wait 1 minute (10 rounds) before using
this ability again. This decreases to 1/2 minute (5 rounds) at 9th level, 1/4
minute (2 rounds) at 13th level, and at 17th level you can do this without a time
limit and double the distance. In addition, any hit you score against a creature
that is surprised is a critical hit if you are in a dark or dim light area if you
are a human and a ninja then you automatically are japanese.

(subclass of Assassin) Arcane Assassin +2 DEX +1 INT


Starting at 3rd level any hit you score against a creature that is surprised is a
critical hit. When you reach 3rd level learn three cantrips: mage hand( if you
already have Mage Hand then just pick one of your choice) and two other cantrips of
your choice from the warlock spell list. You learn another warlock cantrip of your
choice at 10th level.

(subclass of Assassin) Blademaster +2 DEX +1 STR


You get 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.) Beginning at 10th level, you have mastered how to best use
your weapon to your advantage, and as such, before you make a melee attack with a
weapon that deals slashing or piercing damage, you can choose to take a -5 penalty
to the attack roll. If the attack hits, you add +10 to the attack�s damage(you
cannot use this again until before you have a short or long rest)

Subclasses of Knight:

(subclass of Knight) Paladin +2 WIS +1 CHR


You get one spell from the Paladin Spell Sheet and at 3rd you get Sacred Weapon.
(As an action, you can imbue one weapon that you are holding with positive energy,
using your Divine Power. For 1 minute, you add your Charisma modifier to attack
rolls made with that weapon (with a minimum bonus of +1). The weapon also emits
bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon
is not already magical, it becomes magical for the duration. You can end this
effect on your turn as part of any other action. If you are no longer holding or
carrying this weapon, or if you fall unconscious, this effect ends.

(subclass of Knight) Eldritch Knight+2 STR +1 INT


Have Eldritch Blast (cantrip). At 5th level, you learn a ritual that creates a
magical bond between yourself and one weapon. You perform the ritual over the
course of 1 hour, which can be done during a short rest. The weapon must be within
your reach throughout the ritual, at the conclusion of which you touch the weapon
and forge the bond.
Once you have bonded a weapon to yourself, you can�t be disarmed of that weapon
unless you are incapacitated. If it is on the same plane of existence, you can
summon that weapon as a bonus action on your turn, causing it to teleport instantly
to your hand. You can have up to two bonded weapons, but can summon only one at a
time with your bonus action. If you attempt to bond with a third weapon, you must
break the bond with one of the other two. Learn a new Warlock spell at
6th,9th,12th,15th,and 17th levels.

(subclass of Knight) Barbarian +3 STR


When performing a Strength check you can choose to have advantage on that strength
roll. You can use this ability half of your STR modifier rounded down before
needing a rest. At 13th level, you can roll two additional weapon damage dice when
determining the extra damage for a critical hit with a melee attack.

Subclasses of monk?:

(subclass of Monk) Way of the Thousand Fists +3 STR


+2 unarmed Combat. At 3rd level gain the ability to add a third attack onto your
flurry of blows feature.At 17th level deal thunder damage in d8s equal to half
your monk level rounded down.

Subclasses of cleric:

Visit NPC list

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.

Class Ability Score Minimum


Cleric Wisdom 13
Hermit Wisdom 13
Fighter Strength 13 or Dexterity 13
Monk Dexterity 13 and Wisdom 13
Paladin Strength 13 and Charisma 13
Rogue Dexterity 13
Wizard Intelligence 13

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:

The Mage Table


Arcane Recovery:
Once per day when you finish a short rest, you can choose expended spell slots to
recover. The spell slots can have a combined level that is equal to or less than
half your wizard level (rounded up), and none of the slots can be 6th level or
higher. For example, if you�re a 4th-level wizard, you can recover up to two levels
worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-
level spell slots.
Spell Mastery:
At 18th level Choose a 1st-level wizard spell and a 2nd-level wizard spell that are
in your spellbook. You can cast those spells at their lowest level without
expending a spell slot when you have them prepared. If you want to cast either
spell at a higher level, you must expend a spell slot as normal. By spending 8
hours in a library, you can exchange one or both of the spells you chose for
different spells of the same levels.
Signature Spells:
When you reach 20th level, you gain mastery over two powerful spells and can cast
them with little effort. Choose two 3rd-level wizard spells in your spellbook as
your signature spells. You always have these spells prepared, they don�t count
against the number of spells you have prepared, and you can cast each of them once
at 3rd level without expending a spell slot. When you do so, you can�t do so again
until you finish a short or long rest. If you want to cast either spell at a higher
level, you must expend a spell slot as normal.

The Fighter Table


Second Wind:
On your turn, you can use a bonus action to regain hit points equal to 1d10 + your
fighter level. Once you use this feature, you must finish a short or long rest
before you can use it again.
Action Surge:
Starting at 2nd level, you can push yourself beyond your normal limits for a
moment. On your turn, you can take one additional action. Once you use this
feature, you must finish a short or long rest before you can use it again. Starting
at 17th level, you can use it twice before a rest, but only once on the same turn.
Extra Attacks:
Beginning at 5th level, you can attack twice, instead of once, whenever you take
the Attack action on your turn. The number of attacks increases to three when you
reach 11th level in this class and to four when you reach 20th level in this class.
Indomitable:
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so,
you must use the new roll, and you can�t use this feature again until you finish a
long rest. You can use this feature twice between long rests starting at 13th level
and three times between long rests starting at 17th level.

The Assassin Table


Thieves Cant
During your rogue training you learned thieves� cant, a secret mix of dialect,
jargon, and code that allows you to hide messages in seemingly normal conversation.
Only another creature that knows thieves� cant understands such messages. It takes
four times longer to convey such a message than it does to speak the same idea
plainly. In addition, you understand a set of secret signs and symbols used to
convey short, simple messages, such as whether an area is dangerous or the
territory of a thieves� guild, whether loot is nearby, or whether the people in an
area are easy marks or will provide a safe house for thieves on the run.
Cunning Action:
You can take a bonus action on each of your turns in combat. This action can be
used only to take the Dash, Disengage, or Hide action.
Sneak Attack:
Beginning at 1st level, you know how to strike subtly and exploit a foe�s
distraction. Once per turn, you can deal an extra 1d6 damage to one creature you
hit with an attack if you have advantage on the attack roll. The attack must use a
finesse or a ranged weapon.You don�t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn�t incapacitated, and you
don�t have disadvantage on the attack roll.The amount of the extra damage increases
as you gain levels in this class, as shown in the Sneak Attack column of the Rogue
table.
Uncanny Dodge:
Starting at 5th level, when an attacker that you can see hits you with an attack,
you can use your reaction to halve the attack�s damage against you.
Evasion:
Beginning at 7th level, you can nimbly dodge out of the way of certain area
effects, such as an ancient red dragon�s fiery breath or an ice storm 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.
Reliable Talent:
Whenever you make an ability check that lets you add your proficiency bonus, you
can treat a d20 roll of 9 or lower as a 10.
Blindsense:
if you are able to hear, you are aware of the location of any hidden or invisible
creature within 10 feet of you.
Slippery Mind:
You gain proficiency in Wisdom saving throws.
Elusive:
No attack roll has advantage against you while you aren�t incapacitated.
Stroke of Luck:
If your attack misses a target within range, you can turn the miss into a hit.
Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can�t use it again until you finish a short or long
rest.

The Cleric Table


Channel Divinity:
At 2nd level, you gain the ability to channel divine energy directly from your
deity, using that energy to fuel magical effects. You start with two such effects:
Turn Undead and an effect determined by your domain. Some domains grant you
additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must
then finish a short or long rest to use your Channel Divinity again. Some Channel
Divinity effects require saving throws. When you use such an effect from this
class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use
your Channel Divinity twice between rests, and beginning at 18th level, you can use
it three times between rests. When you finish a short or long rest, you regain your
expended uses.
Ritual Casting:
You can cast a cleric spell as a ritual if that spell has the ritual tag and you
have the spell prepared.
Turn Undead:
As an action, you present your holy symbol and speak a prayer censuring the undead.
Each undead that can see or hear you within 30 feet of you must make a Wisdom
saving throw. If the creature fails its saving throw, it is turned for 1 minute or
until it takes any damage. A turned creature must spend its turns trying to move as
far away from you as it can, and it can�t willingly move to a space within 30 feet
of you. It also can�t take reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents it from moving. If there�s
nowhere to move, the creature can use the Dodge action.
Destroy Undead:
Starting at 5th level, when an undead fails its saving throw against your Turn
Undead feature, the creature is instantly destroyed if its challenge rating is at
or below a certain threshold, as shown in the Destroy Undead table.
Cleric Level Destroys Undead of CR ...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
Divine Intervention:
Beginning at 10th level, you can call on your deity to intervene on your behalf
when your need is great. Imploring your deity�s aid requires you to use your
action. Describe the assistance you seek, and roll percentile dice. If you roll a
number equal to or lower than your cleric level, your deity intervenes. The DM
chooses the nature of the intervention; the effect of any cleric spell or cleric
domain spell would be appropriate. If your deity intervenes, you can�t use this
feature again for 7 days. Otherwise, you can use it again after you finish a long
rest. At 20th level, your call for intervention succeeds automatically, no roll
required.

The Monk Table


Unarmored Defense:
Beginning at 1st level, while you are wearing no armor and not wielding a shield,
your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Martial Arts:
At 1st level, your practice of martial arts gives you mastery of combat styles that
use unarmed strikes and monk weapons, which are shortswords and any simple melee
weapons that don�t have the two-handed or heavy property. You gain the following
benefits while you are unarmed or wielding only monk weapons and you aren�t wearing
armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your
unarmed strikes and monk weapons.

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

Advantage and Disadvantage:


Sometimes a special ability or spell tells you that you have advantage or
disadvantage on an ability check, a saving throw, or an attack roll. When that
happens, you roll a second 1d20 when you make the roll. Use the higher of the two
rolls if you have advantage, and use the lower roll if you have disadvantage. For
example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you
instead have advantage and roll those numbers, you use the 17.

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.

Intelligence and Wisdom:


Cleric spells use intelligence as their modifier(for attack spells it is +2 WIS
modifier = +1 to damage roll,for other spells just do a Wisdom check) . Mage spells
use intelligence as their modifier(for attack spells it is +2 INT modifier = +1 to
damage roll,for other spells just do an Intelligence check)

Item Weight:
Pcs can carry 5 times their strength modifier. https://www.dndbeyond.com/equipment

How to play Pazaak:


Split the cards into 6 groups ... The royals The jokers Spades Hearts Diamonds And
clovers(The face cards are not to be used). Next put the spades and diamonds in one
deck to form the side deck and put the other cards in another deck to form the main
deck. (Matches are three hands each. 4 players maximum.) At the start of each hand
each player draws 5 cards from the side deck these cards will form their personal
deck.
The goal of the game is to reach 20 points, if you exceed 20 you are out.

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)

Randomly generated legendary weapons:


Roll 1d100 to determine by what percentage it should be increased from the base
weapon.

XP gain:
at level one the XP needed to level up is 300 this triples for every level gained.

Damage Resistances, Vulnerabilities, and Immunities:


If a creature or an object has resistance to a damage type, damage of that type is
halved against it. If a creature or an object has vulnerability to a damage type,
damage of that type is doubled against it. Resistance and then vulnerability are
applied after all other modifiers to damage. For example, a creature has resistance
to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The
creature is also within a magical aura that reduces all damage by 5. The 25 damage
is first reduced by 5 and then halved, so the creature takes 10 damage. If a
creature has immunity to a damage type then that damage type does not harm them in
any way.

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

Wish granting orbs:


There are 7 wish granting orbs scaterd in the dungeons roll 1d5 if 4 than its in
the 4th room of the dungeon. if all orbs are collected than the PCcan make 1 wish
the limits to the wishes are 1. No wishing for more wishes 2. No wishing the same
person back to life more than once 3. No giving yourself or anyone else
omnipotent/omnipresent like abilities
Realms:
Realms are different dimensional planes that are not the overrealm different
species and bosses also come from these realms there is also a pantheon of
different gods and demigods each in charge of a specific aspect of life there are
12 main gods and a variety of demigods (the way it�ll work is i�ll put the realm
and then any additional IMPORTANT info on the realm)

Overrealm: Is the main and largest realm of this universe and where every campaign
starts (I think) it is mostly populated by mortals this realm is so big that I
can't spend too much time talking about it.{well sometimes it might start in
another dimension}

Dracula�s mansion:
Exists in the overrealm it�s like a dungeon but all the enemies are vampires and
the boss is dracula there is a 1d12 chance that a vampire (not a vampire in the
mansion obviously) drops a map to the mansion

Jigokan realm: Relatively small realm separates into 3 areas Majin area, deaths
castle, and the rest is just a barren wasteland that�s on fire

Majin area: Exists in the jigokan realm a kingdom populated completely by majins
with 2 majins at the door guarding if you enter the kingdom without some form of
disguise the majins will automatically attempt to capture you and bring you to the
majin king if the majin guards fail then you will be confronted by the messa majins
(see npc list for details) inside is the kingdom is the majin kings castle which
the doors guarded by 4 majins inside is like a dungeon but all the enemies are
majins and the boss is the majin king who is guarded by 2 majonic wyrmlings (which
are not different from wyrmlings) the rest of the info will be decided by the GM

Thanatos�s castle: Exists in the jigokan realm is like a dungeon but al

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)

https://www.dandwiki.com/wiki/5eSRD:Weapons (the weapons)


http://anyflip.com/jbtw/qnxv (players handbook)
For first super Saiyan https://www.youtube.com/watch?v=WeXUgF2qEuk
http://www.angelfire.com/ia/orcishnations/englishorcish.htmll (orcish dictionary)
http://dhmholley.co.uk/encounter-calculator-5th/ (encounter calculator)

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