
STEP BY STEP
Are you an elf? A human? choose your RACE. Reach back to your CONCEPT rather than nitpicking the STAT bonus.
See
your place in that world as a hero. Nothing will affect your STATS and
role in your group more than your CLASS, so choose with care.
Before
you start figuring out how the STATS add up, take a moment to explain
key facts about your character. What has changed
in your life that has pushed you from the humdrum to a life of
adventure? How does it involve the other players' characters? Origin and Goal tend to be common to the whole party (but you can make an exception and make it part of a particular past). Story, love, hate, fear are particular to each character.
Alignment is the moral compass of the character. Is one of the nine clasic DnD alignments:
- Lawful Good
- Neutral Good
- Chaotic Good
- Lawful Neutral
- Neutral
- Chaotic Neutral
- Lawful Evil
- Neutral Evil
- Chaotic Evil
2. LEVEL & ADVANCEMENT: In our DnD each character goes from LEVEL 1 to level 20. Every 5 levels a new TIER is reached. Upon reaching a Tier the character can choose a MASTERY.
5. DEFENSE: If you have to just brace yourself against what is happening, the DM will tell you to "Roll Defense". You roll 1d20 and add your DEFENSE modifier to the roll (in traditional D&D this would be your Saving Throw). Your CONSTITUTION plus any armor and any other protection you may have all adds together to arrive at your DEFENSE score. That's your total DEFENSE. Your DEFENSE score can never be over 10. When an enemy attacks you, they will roll against your DEFENSE +10 (in traditional D&D this would be your Armor Class).
6. HEALTH: The box with the hearts is where you keep track of your hit points. As you advance you will get more hit points 10 at a time. Each 10 hit points is referred to as one heart = ♥. Your character will start with 1 ♥ (10 Hit Points). When you acquire additional ♥ each represents an additional 10 hit points.
7. EQUIPMENT: Each character class description indicates which starting equipment table your character is to use. Take 1 Starting Equipment from that table and take any 4 from the Basic Equipment table. Take note of all magic items and mundane items that can provide bonuses to your character, such as armor or magic weapons. Each INT spell is also a equipment item, typically in the form of a scroll or book. You only cast the spell, or use any other item, if it is EQUIPPED. EQUIP AN ITEM THAT IS CARRIED TAKES 1 ACTION. Some items give thair benefit if are CARRIED. IMPORTANT: Any item you are carrying can be equipped, but you can't EQUIP more than 10 items, and you are limited to 10 other items that you can CARRY that aren't equipped.
8. ABILITIES / REWARDS / NOTES: Your character race may give you some abilities. Your class description includes a list of starting abilities. Choose 1 from this list. As you progress, you'll unlock more as Level Rewards.
9. HEROIC INSPIRATION: You start with no Heroic Inspiration. Your character gains HEROIC INSPIRATION when you roll a NATURAL 20 on a D20 roll
(check or attempt) . The DM can also award it. If you have HEROIC INSPIRATION when you start a REST, you lose your HEROIC INSPIRATION.
10. Coins: Our DnD just uses the generic term "Coins" to all values. By default it can be assumed as gold coins. You start with some Coin amount depending your Class.

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RACES
-ANGELIC
•STAT BONUS: WIS +1, CHA +1. •EFFORT BONUS: +1 MAGICAL EFFORT.
•LANGUAGES: Common and Celestial.
Life Span: 200 years on average
RACIAL ABILITIES
•ELEVATION: You can elevate to a distance of NEAR and FAR horizontally or vertically. You fall if you end your turn in the air and nothing else is holding you aloft. You can't use this trait again until you do not move for 1 turn.
•HEAVENLY: All your rolls to resist diseases, poison and necrotic damage are EASY.
•PURIFIER: You start with this one spell: CLEANSE: With a touch and a prayer, cure all negative effects, curses, poisons or disease from a creature. Can be cast using WIS or CHA.
-DRACONID
•STAT BONUS: STR +1, CHA +1.
•LANGUAGES: Common and Draconic.
Life Span: 80 years on average
RACIAL ABILITIES
•BREATH ATTACK: A line of MAGICAL damage (d10) to one NEAR enemy if they fail a DEFENSE or CON check. Once per day.
Choose one damage type based on your heredity of dragon: Acid, Lightning, Fire or Cold.
•DRACONID RESISTANCE: All your rolls to resist the damage thet matches the type of your Breath Attack damage type are EASY and take HALF DAMAGE of that one type too.
-DWARF
HILL DWARF: •STAT BONUS: CON +1, WIS +1.
MOUNTAIN DWARF: •STAT BONUS: STR +1, CON +1.
•LANGUAGES: Common and Dwarven.
Life Span: 300 years on average.
RACIAL ABILITIES
•DARKVISION: You can see in natural darkness as if it were dim light and in dim light as if it were bright. You can't discern color in darkness, only shades of gray.
•RESILENCE: All your rolls to resist poison are EASY and you take HALF DAMAGE from poisons.
-ELF
HIGH ELF: •STAT BONUS: DEX +1, INT +1. •EFFORT BONUS: +1 MAGICAL EFFORT.
WILD ELF: •STAT BONUS: STR +1, CON +1.
•LANGUAGES: Common and Elvish.
Life Span: 500 years on average
RACIAL ABILITIES
•DARKVISION: You can see in natural darkness as if it were dim light and in dim light as if it were bright. You can't discern color in darkness, only shades of gray.
•FEY ANCESTRY: All your rolls to resist being charmed or put to sleep are EASY.
IF YOU ARE A WILD ELF: •STEALTHY: All your stealth rolls are EASY.
-GNOME
FORREST GNOME: •STAT BONUS: DEX +1, INT +1.
ROCK GNOME: •STAT BONUS: CON +1, INT +1.
•LANGUAGES: Common and Gnomish.
Life Span: 400 years on average.
RACIAL ABILITIES
•DARKVISION: You can see in natural darkness as if it were dim light and in dim light as if it were bright. You can't discern color in darkness, only shades of gray.
IF YOU ARE A FORREST GNOME: •
NATURAL ILLUSIONIST: You can create a sound or an image of a NEAR object no larger than a 1 mt. cube that last for 1d10 rounds. •SPEAK WITH SMALL BEASTS: You can communicate simple ideas with small or tiny beasts.
IF YOU ARE A ROCK GNOME: ARTIFICER'S LORE: Understand any tiny machinery with an INT check. •TINKER: You get a MINDER'S KIT for free. All rolls made to use this kit are EASY. Using this kit, you can spend 1 hour and 10 coins worth of materials to construct a Tiny clockwork device (Defense = 5, 1 HP). The device functions for 1 day. You can have up to 3 such devices active at a time.
-HALF-ELF
•STAT BONUS: CHA +1, +1 to any one other stat. •EFFORT BONUS: +1 to any EFFORT category.
•LANGUAGES: Common, Elvish and one other language of your choice.
Life Span: 200 years on average.
RACIAL ABILITIES
•DARKVISION: You can see in natural darkness as if it were dim light and in dim light as if it were bright. You can't discern color in darkness, only shades of gray.
•FEY ANCESTRY: All rolls to resist being charmed or put to sleep are EASY.
-HALFLING
LIGHTFOOT HALFLING: •STAT BONUS: DEX +1, CHA +1.
STOUT HALFLING: •STAT BONUS: DEX +1, CON +1.
•LANGUAGES: Common and Halfling.
Life Span: 150 years on average.
RACIAL ABILITIES
•Lucky: Start each session with a Heroic Inspiration point.
•Brave: All your rolls
to resist fear are EASY.
IF YOU ARE A LIGHTFOOT HALFLING: •STEALTHY: All your stealth rolls are EASY.
IF YOU ARE A STOUT HALFLING: •RESILENCE: All rolls to resist poison are EASY and you take half damage from poisons.
-HALF-ORC
•STAT BONUS: STR +1, CON +1. •EFFORT BONUS: +1 to any EFFORT category.
•LANGUAGES: Common and Orc.
Life Span: 80 years on average.
RACIAL ABILITIES
•DARKVISION: You can see in natural darkness as if it were dim light and in dim light as if it were bright. You can't discern color in darkness, only shades of gray.
•MENACING: All your rolls to intimidate are EASY.
•SAVAGE ATTACKS: You do double WEAPON (d6) or HEAVY WEAPON (d8) damage (2 dices) on critical hit with any melee weapon.
-HUMAN
•STAT BONUS: +1 to any three stats. •EFFORT BONUS: +1 to any effort category.
•LANGUAGES: Common and one other language of your choice.
Life Span: 80 years on average
RACIAL ABILITIES
-BEAST-KIN
•STAT BONUS: DEX +1, CHA +1.
•LANGUAGES: Common and one other language of your choice.
Life Span: 100 years on average.
RACIAL ABILITIES
•DARKVISION: You can see in natural darkness as if it were dim light and in dim light as if it were bright. You can't discern color in darkness, only shades of gray.
•BESTIAL AGILITY: The distance of NEAR and FAR are doubled (NEAR = FAR and FAR = VERY FAR) regarding how far you can move during your turn in combat. You can't use this trait again until you do not move for 1 turn.
•CLAWS: Your claws are natural weapons, which you can use to make unarmed strikes with WEAPON damage (d6). All your climb checks are EASY.
-DEMONIC
•STAT BONUS: INT +1, CHA +1. •EFFORT BONUS: +1 MAGICAL EFFORT.
•LANGUAGES: Common and Infernal.
Life Span: 100 years on average.
RACIAL ABILITIES
•DARKVISION: You can see in natural darkness as if it were dim light and in dim light as if it were bright. You can't discern color in darkness, only shades of gray.
•HELLSPAWN: All your rolls to resist fire are EASY and you take HALF DAMAGE from fire.
•INFERNAL: You start with this one spell: FIRE MISSILE: Fire a precise bolt of flame at a target within FAR range, ignites flammable objects and do MAGICAL damage. Cast with INT but does not occupies no space in your INVENTORY.
CHARACTER CLASSES
Important: If a Mastery enhances an Ability that the character doesn't have, the character can get that Ability as if it were a Mastery. Later, when the character gets another Mastery again, can acquire the enhanced one.
-BARBARIAN
•STARTING ABILITY
RAGE: As a free action your melee attacks deal double WEAPON (d6) or HEAVY WEAPON (d8) damage (2 dices) and take HALF DAMAGE from non-magical attacks for 1d6 rounds. You become exhausted (all your rolls are HARD) for 1d4 rounds afterwards.
•ADDITIONAL ABILITY (CHOOSE 1)
INTIMIDATING PRESENCE: As an attack, one near enemy must win a contest (their WIS vs. your CHA) or any attacks they make against you are HARD until the start of your next turn.
DANGER SENSE: All DEX and DEFENSE checks against effects that you can see are EASY.
EXTRA ATTACK: As an action, you can attack twice instead of once on your turn.
•STARTING EQUIPMENT (CHOOSE 1)
SHIELD GLOVE: A strapped glove and belt harness for carrying shields. Shields occupy no space in your INVENTORY.
BATTLE STANDARD: A tabard or banner with your inspiring war insignia. As an action, choose 1 ally can see you per ROUND: their next roll is EASY.
CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.
•STARTING COINS: 20.
- LEVEL & ADVANCEMENT
TIER ABILITIES (CHOOSE JUST 1 PER TIER)
EVER STRONGER: Add 1 to any STAT or add one heart to your maximum.
RECKLESS ATTACK: As a free action grant yourself +3 STR and -3 DEFENSE for 1 ROUND.
WEAPONLESS ATTACK: +3 to STR checks using bare hands.
EXTRA ATTACK: After slaying an enemy with a melee attack, you can make one more melee attack against another close opponent.
EXTRA DAMAGE: As a free action give yourself a -3 STR on attack rolls and +3 WEAPON (d6) or HEAVY WEAPON (d8) damage for 1 round.
QUICKNESS: As an action attack twice in one turn.
MASTERY (CHOOSE 1 WHEN GETTING MASTERY)
RELENTLESS RAGE: If you drop to 0 hit points while you're raging, you can make a CON check. If you succeed, you drop to 1 hit point instead.
SPRIT OF THE BEAR: All STR checks and while you're raging are EASY. All enemies that can see you and that are CLOSE to you and try to hit targets other than you have HARD attack rolls.
SPRIT OF THE EAGLE: You can see details of things very far away and while raging, you can fly as far as you could have walked. You fall if you end your turn in the air and nothing else is holding you aloft.
SPRIT OF THE WOLF: When you are raging, all your tracking are EASY. Once a turn, when you hit a large or smaller creature with a melee weapon attack you also knock it prone. Their only movement in their turn is to get up.
-BARD
•STARTING ABILITY
BOOK OF QUOTES: As a free action, give an ally +3 on their next Attempt roll (includes attack roll).
•ADDITIONAL ABILITY (CHOOSE 1)
PROVOKER: As an action hurl insults at any one enemy. The enemy cannot resist dueling with you.
THESPIAN: As an action with a CHA roll, you can convince subjects of even wildly ridiculous fibs. Their belief in your lies will last 1d4 ROUNDS.
•STARTING EQUIPMENT (CHOOSE 1)
CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.
•STARTING COINS: 50.
- LEVEL & ADVANCEMENT
TIER ABILITIES (CHOOSE JUST 1 PER TIER)
MASTERY (CHOOSE 1 WHEN GETTING MASTERY)
GREATER PROVOKER: You can now provoke groups of enemies, up to 5.
-CLERIC
•STARTING ABILITY
WIS POWER: HEALING TOUCH: Touch an ally with WIS, heal them with MAGICAL EFFORT (d10).
•ADDITIONAL ABILITY (CHOOSE 1)
•STARTING EQUIPMENT (CHOOSE 1)
CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.
•STARTING COINS: 50.
- LEVEL & ADVANCEMENT
TIER ABILITIES (CHOOSE JUST 1 PER TIER)
MASTERY (CHOOSE 1 WHEN GETTING MASTERY)
-DRUID
•STARTING ABILITIES
BEADS OF NATURE: You can talk to plants and animals. All your WIS persuasion checks against them are EASY. All your knowledge INT checks about plants and animals are EASY.
DRUDIC: You know the secret language of Druids.
•ADDITIONAL ABILITY (CHOOSE 1)
•STARTING EQUIPMENT (CHOOSE 1)
CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.
•STARTING COINS: 20.
- LEVEL & ADVANCEMENT
TIER ABILITIES (CHOOSE JUST 1 PER TIER)
MASTERY (CHOOSE 1 WHEN GETTING MASTERY)
-FIGHTER
•STARTING ABILITY
ACTION SURGE: On an attack roll of modified 20 +,
take an additional action on your turn.
•ADDITIONAL ABILITY (CHOOSE 1)
DEFENDER: Allies within CLOSE range of you use your DEFENSE stat.
PUNISHER FIGHTER: When you take damage, add the amount of the LAST HIT against you to the next damage you make.
•STARTING EQUIPMENT (CHOOSE 1)
SHIELD GLOVE: A strapped glove and belt harness for carrying shields. Shields occupy no space in your INVENTORY.
BATTLE STANDARD: A tabard or banner with your inspiring war insignia. As an action, choose 1 ally can see you per ROUND: their next roll is EASY.
CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.
•STARTING COINS: 50.
- LEVEL & ADVANCEMENT
TIER ABILITIES (CHOOSE JUST 1 PER TIER )
MASTERY (CHOOSE 1 WHEN GETTING MASTERY)
-MONK
•STARTING ABILITIES
UNARMORED DEFENSE: While you are wearing no armor and not wielding a shield, your DEFENSE equals your CON + your WIS.
UNARMED DAMAGE: While you are wearing no armor and not wielding a shield, your unarmed attack does WEAPON (d6) damage.
EXTRA ATTACK: When you attack with an unarmed strike or a monk weapon on your turn, you can make one additional unarmed attack.
•ADDITIONAL ABILITY (CHOOSE 1)
•STARTING EQUIPMENT (CHOOSE 1)
CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.
•STARTING COINS: 5.
- LEVEL & ADVANCEMENT
TIER ABILITIES (CHOOSE JUST 1 PER TIER)
MASTERY (CHOOSE 1 WHEN GETTING MASTERY)
-PALADIN
•STARTING ABILITIES
DEVINE SENSE: As an action, you know the location of any fiend or undead within far range that is not behind cover, and the presence of any place or object that has been desecrated.
CHA SPELL: LAY ON HANDS: Touch an ally, heal them with MAGICAL (d10) Effort.
•ADDITIONAL ABILITY (CHOOSE 1)
DEFENSE: While you are wearing armor, you gain a +1 bonus to DEFENSE.
DUELING: When wielding a melee weapon in juste one hand and no other weapons, you gain a +2 to WEAPON (d6) damage.
•STARTING EQUIPMENT (CHOOSE 1)
SHIELD GLOVE: A strapped glove and belt harness for carrying shields. Shields occupy no space in your INVENTORY.
BATTLE STANDARD: A tabard or banner with your inspiring war insignia. As an action, choose 1 ally can see you per ROUND: their next roll is EASY.
CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.
•STARTING COINS: 50.
- LEVEL & ADVANCEMENT
TIER ABILITIES (CHOOSE JUST 1 PER TIER)
MASTERY (CHOOSE 1 WHEN GETTING MASTERY)
-RANGER
•STARTING ABILITY
•ADDITIONAL ABILITY (CHOOSE 1)
QUICK DRAW: On a ranged attack roll of modified 15+, you get an additional ranged attack.
DEAD EYE: Use one TURN to aim. Your next successful hit deals maximum damage.
TRAP EXPERT: Your traps do WEAPON (d6) damage to all victims NEAR the trap when triggered.
•STARTING EQUIPMENT (CHOOSE 1)
CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.
•STARTING COINS: 50.
- LEVEL & ADVANCEMENT
TIER ABILITIES (CHOOSE JUST 1 PER TIER)
MASTERY (CHOOSE 1 WHEN GETTING MASTERY)
TRAP MASTER: As a free action place or launch a trap instantly.
-ROGUE
•STARTING ABILITY
•ADDITIONAL ABILITY (CHOOSE 1)
SCOUT: All your WIS rolls to seek out details or hidden truths are EASY.
•STARTING EQUIPMENT (CHOOSE 1)
SPIDER CLAWS: With these special clawed gloves, you can move as normal on any surface, including ceilings.
POCKET CLOAK: A special cloak with 2 versions: Treat all CARRIED inventory spaces as EQUIPPED or add 10 CARRIED spaces to your inventory
CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.
•STARTING COINS: 40.
- LEVEL & ADVANCEMENT
TIER ABILITIES (CHOOSE JUST 1 PER TIER)
POISON BLADES: After a blade attack, do automatic damage (d6) again to the target the next ROUND.
STICKY FINGERS: If you are undetected (DEX roll), steal any 1 item from a target unnoticed.
GRAPPLE ARROW: An attached to your arms hook arrow system to climb, pull, or catch yourself in a fall.
BLADE STORM: If any ally attack kills an enemy target, make an attack instantly to another enemy target CLOSE to you.
SMOKE FORM: As an actiom roll INT to use a shadow magic. You become smoke for 1D4 ROUNDS.
DISAPPEAR: As an action make a stealth DEX roll even when in plain sight to simply vanish.
MASTERY (CHOOSE 1 WHEN GETTING MASTERY)
-SORCERER
•STARTING ABILITIES
•ADDITIONAL ABILITY (CHOOSE 2)
•STARTING EQUIPMENT (CHOOSE 1)
•STARTING COINS: 50.
- LEVEL & ADVANCEMENT
TIER ABILITIES (CHOOSE JUST 1 PER TIER)
CHA SPELL: ARCANE BOMB: An orb of light forms in one hand. Once placed, it explodes in 1D4 ROUNDS, inflicting 4D12 damage on everything within NEAR range.
MASTERY (CHOOSE 1 WHEN GETTING MASTERY)
-WARLOCK
•STARTING ABILITIES
•ADDITIONAL ABILITY (CHOOSE 1)
•STARTING EQUIPMENT (CHOOSE 1)
PACT WEAPON: You can have one pact weapon. A pact weapon is a magical melee weapon that you can dismiss into an extradimensional space, occupies no space in your Equipment, and have it appear in your empty hand whenever you summon it. You can transform one magic weapon (other than an artifact or a sentient weapon) into your pact weapon by performing a special 1 hour ritual while you hold the weapon. Or you can use your action to create your pact weapon as a normal melee weapon that appears in your empty hand. Your pact weapon disappears if it is more than 1 mt. away from you, if you use this feature again, if you dismiss the weapon (no action required), or if you die. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
BOOK OF SHADOWS: When you gain this tome, choose 3 spells from any spell list. The DM must approve the spells you choose. While the book is on your person, you can cast those spells at will. If you lose your Book of Shadows, you can perform an 1 hour ceremony to receive a replacement from your patron. This ceremony destroys the previous book. The book turns to ash when you die.
CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.
•STARTING COINS: 40.
- LEVEL & ADVANCEMENT
TIER ABILITIES (CHOOSE JUST 1 PER TIER)
CHA SPELL: BURNING HANDS: Each creature in a 3 mt. cone takes MAGICAL (d10) damage (makes a CON check for half damage). The fire ignites any flammable objects in the area that aren't being worn or carried.
CHA SPELL: COMMAND: You speak a one-word command to a creature you can see within far range. The target makes a WIS roll or follows the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
CHA SPELL: BLINDNESS/DEAFNESS: One creature you can see within near range makes a CON check or is either blinded or deafened (your choice) for 1d4 Rounds. It can make another check to end the effect at the end of each of its Turns.
CHA SPELL:
SCORCHING RAY: You create three rays of fire and hurl them at targets within VERY FAR range. You can hurl them at one target or several. Make a spell attack for each ray. On a hit, the target takes MAGICAL (d10)
damage.
CHA SPELL: STINKING CLOUD: You create a 4 mt. radius sphere of nauseating gas centered on a point within far range that lingers for up to 1 minute. Each creature within the cloud at the start of its turn must make a CON check or it spends its action that Turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this check.
MASTERY (CHOOSE 1 WHEN GETTING MASTERY)
DARK ONE'S OWN LUCK: Once a day, when you attempt any task or save that roll is EASY.
FIENDISH RESILIENCE: Each day you can choose one damage type. You will receive half damage of this type unless it is from a magical or silvered weapon.
-WIZARD
•STARTING ABILITY
•ADDITIONAL ABILITY (CHOOSE 1)
•STARTING EQUIPMENT (CHOOSE 1)
MAGICAL GRIMOIRE: Your SPELL book is drawn to you by a strong kinetic force. Gain any 3 INT SPELLS instantly. The book will fly toward you if it can.
MEMORY RING: Gain any 3 INT SPELLS. On any COMBAT TURN when not casting a SPELL, roll 1D6. Keep that dice for use later on any 1 roll. Store up to 6D6 in this way.
THE MASTER'S SKULL: A small, demonic skull. Fill this skull with blood to store 10 points of HP. As an action use this HP to heal yourself later.
CHOOSE 4 ADDITIONAL EQUIPMENT FROM THE BASIC EQUIPMENT TABLE.
•STARTING COINS: 40.
- LEVEL & ADVANCEMENT
TIER ABILITIES (CHOOSE JUST 1 PER TIER)
MASTERY (CHOOSE 1 WHEN GETTING MASTERY)
BASIC EQUIPMENT TABLE
(CHOOSE 4)
Packs of Items. (Each pack represent some kind of backpack, bag or corded box, which store stuff. It occupies 1 inventory Equipment carried space and is considered CARRIED. It's content items must be EQUIPPED indiviadually to use)
CLIMBER'S PACK: Grapple hooks, extreme rope, steel belt clips, 2 pairs of boot crampons, iron spikes and hammer.
Worn over one shoulder.
FISHERMAN'S PACK: Mesh
creel, two fishing poles, tackle box, fillet knife and basket snare.
Also includes swim fins and a clumsy glass diving mask.
MINER'S PACK: Pick hammer, lantern, fire-starting oil and flint, compass, breather mask. A heavy duty canvas pack scuffed with coal and chalk.
POLAR PACK: This fur-lined pack is built into a warm seal skin cloak. It contains a fire pot, fur mittens, snowblind goggles, ski poles, boots and rope.
MENDER'S PACK: Hammer and pliers, rivets, scrap steel, leather strips, spare buckles and iron nails. Usefor anything from armor to boat repair.
HEALER'S PACK: Using this kit of bandages, tinctures and serums, heal 1 HP on an ally with an INT or WIS roll. Includes bottles, scalpel, and anti-venom.
PACK OF MAPS: A
humble wooden tube filled with regional maps and specific location plan
views. Roll INT to check for a useful map once per location.
ARMORS AND PROTECTION (Each occupies 1, or 2 inventory Equipment space).
TRAVELER'S GARB: A light and comfortable set of clothes for travelers. +1 DEFENSE. Includes 2 EXTRA SPACES for carried inventory.
MIXED ARMOR GARB: Common garb for almost all adventurers. A mix of padded gambeson, leather belts, and armor odds & ends. +2 DEFENSE.
COMMON SHIELD: A round wooden shield and strap suited for travel on foot. +2 DEFENSE. If hit, sacrifice the shield to absorb all of any 1 attack damage.
IRON SHIELD: This heavy shield is steel with iron bands. +3 DEFENSE. While using this shield, you cannot use one of your hands. Occupies 2 inventory spaces.
WEAPONS (Each occupies 1, or 2 inventory Equipment space).
SWORD AND SCABBARD: A trusty blade of whatever size or make suits your training, leather sheath, belts,
and sharpening kit if the blade is damaged.
BATTLE AXE AND HARNESS: A huge chopping weapon of one or two blades. Double damage on timbers or structures, but it is impossible to conceal.
SPEARMAN'S KIT: A ten foot oak shaft with swappable blade tip that can be switched to hook, spearhead, or glaive. Can attack targets up to NEAR range.
BOW AND QUIVER: A recurve bow, either short for small spaces or long for outdoor use. Reach FAR distance. Quiver empties on attack rolls of natural 1.
LONGBOW AND QUIVER: A big bow, for long for outdoor use. Reach VERY FAR distance, but hit the target would be HARD. Inflicts HEAVY WEAPON damage.
Quiver empties on attack rolls of natural 1 or 2. This weapon occupies 2 inventory spaces.
CROSSBOW AND BOLT KIT: A mechanical weapon. Critical hits on natural 19 or 20. Reach FAR distance. The bolt kit allows for incendiary, smoke, or flare tips. Takes the movement or action in your turn to reload.
HEAVY CROSSBOW AND BOLT KIT: A powerful mechanical weapon.
Reach VERY FAR distance, but hit the target would be HARD. Inflicts HEAVY WEAPON damage.
Critical hits on natural 19 or 20.
Takes 1 full turn to reload. This weapon occupies 2 inventory spaces.
WARHAMMER: A blocky weapon for smashing. A modified attack hits of 15+ stuns the target for 1 ROUND. This weapon occupies 2 inventory spaces.
GREAT SWORD OR GREAT AXE: A tremendous two-handed weapon. This weapon occupies 2 inventory spaces, but inflicts HEAVY WEAPON damage.
KNIFE OR DAGGER BELT: A sling of sorts which holds up to 8 knifes or daggers (that can be thrown and NEAR) in concealed scabbards. One scabbard includes a poison-protective sheath.
KNIGHT'S WEAPON KIT: A heavy black belt with a spiked mace and chain flail on steel rings. Used against shields mades attack rolls EASY. This kit occupies 2 inventory spaces.
QUARTER STAFF AND WRAPS: A wooden walking staff fire tempered for hardness, 1,5 mt. in length. Includes fist-wraps for unarmed fighters.
EXOTIC WEAPONRY: Strange or unusual weapons from far away lands include chain whips, nunchaku, segment staff, and sword-of-rings. Work with your DM.
MAGIC
For a complete list of SPELLS and Magic rules go to...
LEVELING REWARDS
In
orun D&D, when a character gains a new level, gains REWARDS
depending of the LEVEL and TIER the character has. This gives your
character something to strive for; something to become. These rewards are always representated by ITEMS.
A character gains a new LEVEL every two EXPERIENCE POINTS.
The DM will tell to the character / party when get an EXPERIENCE POINT.
This generally will be after a very challenging encounter, when finish
an important plot or solving a problem of the story.
OPTIONAL (but highly recommended): At the DM's option, in addition to gaining a level, they can require each character to pay a mandatory amount of coins to get their Leveling Reward. This gives greater value and meaning to the fact of searching for treasures in the adventures.
Tier 1 Reward: 250 coins
Tier 2 Reward: 1.000 coins
Tier 3 Reward: 5.000 coins
Tier 4 Reward: 50.000 coins
The LEVELING REWARDS comes in the form of five PATHS:
PATH OF IRON: This is the mind of metal, the weapon master, the armorer, and the mechanic. Like iron, those who master this path become invulnerable to the forces that erode our world.
PATH OF SMOKE: You are the hidden. You are there and not there, ever changing, gone in an instant, and elemental as night itself. Dark indeed is the soul who walks down this shadowy road, for it often leads to a place that terrifies most mortals.
PATH OF MAGIC: Magic is alive, eternal. At its highest levels, the Path of Magic allows its masters to bend time and space, break the cosmic laws, and even dare the boundaries between dimensions.
PATH OF GROWTH: The cosmos is a great and ageless tree. Mastery of the Growth path renders its practicioner indistinguishable from the cosmic life force, and in this unity, there is great power.
PATH OF HAWK: You are the uncanny marksman. Be it guns, bow, or even darts, you specialize in incredible feats of accuracy. You are the tactician, the battlefield-controller. You select targets, focus fire, and leave the enemy no retreat.
When LEVELING UP, a player can choose a REWARD according to the following parameter:
• Leveling Rewards Paths can be used with any character Class.
• To access the Rewards of a TIER, you must be at least of a LEVEL according to the current Tier. You can get a Reward of a previous Tier.
• Leveling Rewards are bound to you, and cannot be given or traded with others (but can be lost or stolen in some circunstances if the DM wants to).
• Players can switch PATHS at any time, mixing and matching to create all kinds of new synergies.
• Each TIER you must choose ONE (AND ONLY ONE AND DIFFFERENT) CHARACTER CLASS TIER ABILITY when getting a LEVEL (player's choice) inside the TIER, instead of a LEVELING REWARD. That ability has no cost, if used the optional rule of mandatory payment.
PATH OF IRON LEVELING REWARDS
• MARK OF THE FALCON: CARRIED, an iron symbol. All your CON rolls are EASY.
• DURANIUM SIGNET: A curious, indestructible ring. When EQUIPPED, ignore 1D4 damage done to you once per ROUND in battle.
• KIT OF SPIKES: CARRY this equipment to give your gear a painful, toothy surface. When you MISS an attack roll in melee, inflict 1D4 damage on your target.
• WAR CALLER: EQUIP this metal-etched war horn, usually worn at the belt. When used as an action, it will earn the attention of all enemies or hostiles within a FAR radius. They will be fixed on you for 1D4 ROUNDS.
TIER II - HERO OF THE REALM (LEVELS 6 to 10)
TIER III - MASTER OF THE REALM (LEVELS 11 to 15)
TIER IV- MASTER OF THE WORLD (LEVELS 16 to 20)
PATH OF SMOKE LEVELING REWARDS
TIER I - LOCAL HERO (LEVELS 2 to 5)
• MARK OF THE SERPENT: EQUIP this bracelet. You cannot be poisoned by normal venom or toxins. Also, you can create poisons with an INT check. Each check represent a day of work. Types: Slow, Paralysis, or Blindness.TIER II - HERO OF THE REALM (LEVELS 6 to 10)
• EYE OF THE BEYONDER: This glass eye can be installed with a physician's help. See heat, magical auras, and the truth in illusion magic. With a HARD INT roll, you can even get glimpses through a wall, door or gate.TIER III - MASTER OF THE REALM (LEVELS 11 to 15)
• SWARMER DART: THROWN NEAR WEAPON, splits into 1D6 darts, hits up to 6 targets with just one ATTACK.TIER IV- MASTER OF THE WORLD (LEVELS 16 to 20)
• CRYSTAL OF DOORS: EQUIP this crystal. With an INT roll, open a doorway to any location you can remember.PATH OF MAGIC LEVELING REWARDS
TIER I - LOCAL HERO (LEVELS 2 to 5)
TIER III - MASTER OF THE REALM (LEVELS 11 to 15)
• INT SPELL: RAVEN: Assume the form of, or conjure, 1D10 ravens. The birds are living things, with your INT. In raven form, cast SPELLS with a HARD roll, but you can't speak or use gear.
• INT SPELL: WARDEN: Choose a plant or wild animal and imbue it with the mystery of Magic. Double its HEARTS, double all its EFFORT, and it cannot be harmed by non-MAGICAL means.
TIER IV- MASTER OF THE WORLD (LEVELS 16 to 20)
• SKELETAL HAND: A skeletal prosthesis. It acts as the one and only key to a Dimensional gate that allows to travel to o between planes.PATH OF GROWTH LEVELING REWARDS
TIER I - LOCAL HERO (LEVELS 2 to 5)
• SEEDS OF AT'AR: CARRY these 5 little seeds. Each can only be used once. When planted with soil and water, they explode into a colossal growth of flowers, trees, thickets and vines. If unchecked, this mass of growth will go on for up to 8 km. over the course of a few days.
• WIS SPELL: STICK MAN: Assemble a construct of sticks and pebbles. It is humanoid, up to 4 mt. tall, and has 3 HEARTS ♥ . It has no attacks, but can obey commands. It crumbles away the instant you take any damage.
TIER III - MASTER OF THE REALM (LEVELS 11 to 15)
•GREENKIN GLOVES: When EQUIPPED gives +3 ARMOR. These gloves grip living wood or uncut stone with profound strength. On these surfaces, climb in any direction with no roll, and no known force can pull you away against your will.TIER IV- MASTER OF THE WORLD (LEVELS 16 to 20)
PATH OF HAWK LEVELING REWARDS
TIER I - LOCAL HERO (LEVELS 2 to 5)
TIER III - MASTER OF THE REALM (LEVELS 11 to 15)
• REAPER AMMO: Spend 1 extra TURN holding a shot, making it a REAPER. This shot will penetrate its target and continue in a straight line for 1,5 km. doing damage to any targets in that line.TIER IV- MASTER OF THE WORLD (LEVELS 16 to 20)
•MASTERWORK WEAPON KIT: Choose a ranged weapon, add +4 EFFORT damage with it.PRICE LIST
Fantasy games are focused on COIN as a key element of progression and reward. COIN can be great in that players are given control over how their efforts are rewarded, if they can find what they seek to buy. It can also save the GM time.
Consider 1 COIN to be fair pay for 1 day's work.
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Leveling Reward: by Tier.
RANDOM ORIGIN, GOALS AND STORIES
A series of tables to determine randomly those concepts or get some idea of them. Roll 1D20 for each.
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ORIGINS
1: A ragtag band of merry adventurers suddenly mistaken for mighty heroes.
2: Anointed dragonslayers bound by a sacred oath.
3: Hapless captives of some unseen mastermind, plunged into a fight for survival.
4: An elite squad of Knights tasked with sealing some kind of under-realm.
5: Fallen heroes from a kingdom hired to aid against a rising Serpent empire.
6: Anonymous do-gooders set to make right the grim life of the poor.
7: Farmers and goat-herds who alone survive to avenge their village.
8: The crew of a black-sailed pirate ship, set to plunder and wench their way around the globe.
9: A team sent to make allies, before their realm is destroyed.
10: Strangers brought together by a mysterious runic birthmark that glows with weird power.
11: Wizard's apprentices yanked from their studies by a cosmic cataclysm.
12: A band of bloodthirsty raiders and reavers who demand their piece of the world.
13: Youngsters who have come of age and are sent into the wilderness to prove their strength.
14: All that remain of a doomed army in a hostile land, just trying to get home.
15: Haggard, washed up warriors posted on a remote frontier.
16: The greatest trophy hunters, assembled for the greatest hunt of their lives.
17: A band wandering the wide world for thrills and glory.
18: The last of a Priesthood, searching for the site of their monastery fortress.
19: Dimension-travelers from the outer rings, searching the multiverse for something.
20: A family fleeing the hatred of all folk.
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GOALS
1: Escape the relentless pursuit of a Mage, who made you the way you are.
2: Destroy an eldritch green gem that drives people mad with frenzy.
3: Send a Lich back to his dusty tomb before he reaches full power.
4: Deliver a Royal Decree to the ship builders of a remote land.
5: Rescue a Prince or Princess.
6: Cripple a siege force before they reach some kind of fortification.
7: Purify a tomb which emanates some kind of elusive red lightning.
8: Recover the most legendary weapon in the realm.
9: Solve the gloomy curse on a folk, putting their ghosts to rest at last.
10: Kill an abomination, a hybrid monstrosity of the under-realm.
11: Follow a shaman's map which drives to a treasure.
12: Make it to a city which ends in a ruckus of foam and laughter.
13: Earn a place in the ranks of a knighthood by passing their infamous trials.
14: Seal the magic gate that holds evil hordes before they can enter to the world.
15: Heal a temporal riot that slowly is destroying a land.
16: Reset a cosmic clocks before an entire island sinks into the abyss.
17: Dare the depths of a grave, and seal a watery tomb forever.
18: Eliminate the leader of a band and his mock-court of thugs and murderers.
19: Realign the glow-stones to end the tremors that threaten the under a mountain.
20: Set sails to aid a comunity of monks in their ritual before a dimensional storm tears reality apart.
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STORIES
1: Born in war, bound by blood, sworn to revenge.
2: You are the last of a group of chosen by folk.
3: A refugee of atrocities but still touched by your memories.
4: Once a slave, now an under spoken avenger.
5: Born in a far land made you a cold-blooded person.
6: The last son of a decimated house, where enemies have taken the land.
7: Haunted by a kind of introspective madness but driven by a cruel oath.
8: On a desperate, never-ending search for family and kin, uncovering dark secrets.
9: An outlander of the high steppes, wandered down to see what all the fuss is about.
10: A troubled trapper, waylayed from the trade routes by intrigue and death.
11: Trained at sea but marooned for years, where the madness came.
12: A escaped child of an under-dark place, haunted by the skinless ghosts of that hell.
13: You are the proud stone worker on the frontier of a protective wall.
14: Soot-covered delver of mines and loyal to a family.
15: A mercenary, now fed up with politics.
16: An outlander, driven from an ancestral jungle.
17: Last of a race of child soldiers eager to cleanse a tarnished name.
18: Pupil of ship makers, with wide eyes on a wider world.
19: A greedy pauper looking to sucker the far-lookers for coin.
20: A retired general, seeking some few moments of peace before the end.