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DND Simple

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Kris Gonzalez
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0% found this document useful (0 votes)
25 views8 pages

DND Simple

Uploaded by

Kris Gonzalez
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

dnd for babies

4 main classes:
fighter(⅓ caster), wizard (full caster), ranger (½ caster), rogue (⅓ caster)
only human classes
everyone gets some magic and some physical ability
the game goes from lvl 1-5
AC is tied to level and class
everything is in meters
there are cantrips
magic is more utility than damage, in general
3 action economy
instead of 30ft, have 10m move

only a few conditions:


grappled
prone
blind
silenced
poisoned
dazed
bleeding/burning
unconscious

basic actions:
move 10m (1 action)
attack (1 action) (with MAP)
hide (1)
dodge (2) (note: only raises AC)
drop (1)
spell (1-3)
reaction(0, non-turn only)
interaction (1 action): activate something, open a door, quick search of desk, etc
switch weapons (1)

reactions:
certain spells
certain abilities
certain situations

falling happens as "cartoon time" - do something before falling movement happens/fully happens

NO OPPORTUNITY ATTACKS UNLESS SPECIFIC MONSTER/ITEM ALLOWS

spells:
lvl 1-3 spells
45 unique spells (to start?)

weapons:
knife, sword, battlehammer, staff, bow, wand, spear(?)
weapon properties:
dtype: piercing, slashing, bludgeoning, ismagical: yes/no
nhands: one-hand, two-hand
ranged/throwable: yes/no
+0, +1, +2, +3, (unique) levels of each

no shields, fighter automatically has ac factored in

items:
healing potion x4
alchemist's fire x2
poison x2
food (1 meal)
rope
lamp/torch
oil
holy symbol
map
magic scroll lvl X- random x3
magic scroll lvl X - chosen x1

6 kinds of monsters (sheets?)


goblin
orc
criminal
mage
ghost
dragon

—- in total —---
4 character sheets
6 monster sheets
4 spell sheets (1 per person)
30 weapon cards
18 item cards
1 set of rules
1 d20 (to hit and checks)
1 d4, d6, d8, d10, d12 (damage)
1 20x20 map
DND Characters, made simple

● Using point buy system for all characters


● For now, all characters are humans
● There will be no ability score increase, just a feat that adds to abilities
● all items / armor / weapons will be cards that the players must hold in hand

classic dnd characters:


● wizard (abjuration) - will give healing word
● cleric (nature)
● fighter (battlemaster)
● warlock (hexblade, pact of the blade) - should be blend between martial & caster

With point buy & human (all +1):


Summary Fighter, Battlemaster Warlock, Hexblade Cleric, Nature Wizard, Abjuration
bkgd Folk hero Charlatan Noble Hermit
STR 16 (+3) 10 (+0) 14 (+2) 10 (+0)
DEX 14 (+2) 14 (+2) 11 (+0) 10 (+0)
CON 16 (+3) 16 (+3) 14 (+2) 14 (+2)
INT 10 (+0) 11 (+0) 14 (+2) 16 (+3)
WIS 10 (+0) 10 (+0) 16 (+3) 14 (+2)
CHA 11 (+0) 16 (+3) 10 (+0) 14 (+2)
HP 10 (13,21,29,37,45) 8 (11,18,25,32,39) 8 (10,16,22,28,34) 6 (8,13,18,23,28)

weapons Start with shortsword & Start with dagger Start with mace, crossbow Start with quarterstaff
shield, shortbow
Armor L1: light-leather (11+dex) L1: L-leather (11+dex)
progressio L2: light-stud (12+dex) L2: L-stud (12+dex)
n L3: M-chain (13+dex) L3: M-chain (13+dex)
L4: M-bplate (14+dex) L4: M-chain (13+dex)
L5: H-plate (18) L5: M-chain (13+dex)
*NOTE: normally not
weapons: start with possible without some kind
shortsword and shield of proficiency, will allow for
now

Class-specific notes:

Fighter: Warlock: Cleric: Wizard:


armor: Armor:
L1: light-leather (11+dex) L1: L-leather (11+dex)
L2: light-stud (12+dex) L2: L-stud (12+dex)
L3: M-chain (13+dex) L3: M-chain (13+dex)
L4: M-chain (13+dex)
L4: M-bplate (14+dex)
L5: M-chain (13+dex)
L5: H-plate (18) *NOTE: normally not
possible without some
weapons: start with kind of proficiency, will
shortsword and shield allow for now
Battlemaster Fighter Strength +3 (+2 save) Acrobatics +2
Dexterity +2 Animal Handling +2
Name: _________________________ Level: _________ Constitution +3 (+2 save) Arcana +0
Intelligence +0 Athletics +5
Level Table Deception +0
Wisdom +0
History +0
Level Max HP Base Armor Charisma +0
Insight +0
1 13 13
Hit Points Maneuvers Intimidation +2
2 21 14
Investigation +0
3 29 15
Medicine +0
4 37 16
Nature +0
5 45 18
Perception +0
Level Features Performance +0
Level 1, Second Wind. You have a limited well of stamina that you can draw on to protect Persuasion +0
yourself from harm. 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 Religion +0
before you can use it again. Sleight of Hand +2
Stealth +2
Level 2, Action Surge. On your turn, you can take one additional action. Once you use
Survival +2
this feature, you must finish a short or long rest before you can use it again.

Level 3, Combat Superiority. You learn maneuvers that are fueled by special dice called superiority dice. You can use
only one maneuver per attack. You have four superiority dice, which are d8s. A superiority die is expended when you
use it. Regain all of your superiority dice when you finish a short or long rest.
Maneuver, Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint,
choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that
creature this turn. If that attack hits, add the superiority die to the attack's damage roll.
Maneuver, Parry. When another creature damages you with a melee attack, you can use your reaction and expend
one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Maneuver, Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority
die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original
target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the
number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Level 4, Feat. A feat represents a talent or area of expertise that gives a character special capabilities. Choose ONE
of the following options: Great Weapon Master, Sharpshooter, or Sentinel.
Great Weapon Master. You've learned to put the weight of a weapon to your advantage, letting its momentum
empower your strikes. You gain the following:
● On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one,
you can make one melee weapon attack as a bonus action.
● Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5
penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Sharpshooter. You have mastered ranged weapons and can make shots that others find impossible. You gain the
following:
● Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
● Your ranged weapon attacks ignore half cover and three-quarters cover.
● Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5
penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following
benefits:
● When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
● Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your
reach.
● When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't
have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Level 5, Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.
Hexblade Warlock Strength +0 Acrobatics
Dexterity +2 Animal Handling
Name: _________________________ Level: _________ Constitution +3 Arcana
Intelligence +0 Athletics
Level Table Deception
Wisdom +0 (+2 save)
History
Level Max HP Base Armor Charisma +3 (+2 save)
Insight
1 11 13
Intimidation
2 18 14 Hit Points Maneuvers
Investigation
3 25 15
Medicine
4 32 15
Nature
5 39 15
Perception
Level Features Performance
Level 1, Second Wind. You have a limited well of stamina that you can draw on to protect Persuasion
yourself from harm. On your turn, you can use a bonus action to regain hit points equal to
Religion
1d10 + your fighter level. Once you use this feature, you must finish a short or long rest
before you can use it again. Sleight of Hand
Stealth
Level 2, Action Surge. On your turn, you can take one additional action. Once you use Survival
this feature, you must finish a short or long rest before you can use it again.

Level 3, Combat Superiority. You learn maneuvers that are fueled by special dice called superiority dice. You can use
only one maneuver per attack. You have four superiority dice, which are d8s. A superiority die is expended when you
use it. Regain all of your superiority dice when you finish a short or long rest.
Maneuver, Feinting Attack. You can expend one superiority die and use a bonus action on your turn to feint,
choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that
creature this turn. If that attack hits, add the superiority die to the attack's damage roll.
Maneuver, Parry. When another creature damages you with a melee attack, you can use your reaction and expend
one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
Maneuver, Sweeping Attack. When you hit a creature with a melee weapon attack, you can expend one superiority
die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original
target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the
number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Level 4, Feat. A feat represents a talent or area of expertise that gives a character special capabilities. Choose ONE
of the following options: Great Weapon Master, Sharpshooter, or Sentinel.
Great Weapon Master. You've learned to put the weight of a weapon to your advantage, letting its momentum
empower your strikes. You gain the following:
● On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one,
you can make one melee weapon attack as a bonus action.
● Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5
penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Sharpshooter. You have mastered ranged weapons and can make shots that others find impossible. You gain the
following:
● Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
● Your ranged weapon attacks ignore half cover and three-quarters cover.
● Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5
penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following
benefits:
● When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
● Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your
reach.
● When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't
have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Level 5, Extra Attack. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.
Nature Cleric Strength +2 Acrobatics +0
Dexterity +0 Animal Handling +3
Name: _________________________ Level: _________ Constitution +2 Arcana +2
Intelligence +2 Athletics +2
Level Table Deception +0
Wisdom +3 (+2 save)
History +4
Level Max HP Base Armor Charisma +0 (+2 save)
Insight +5
1 11 13
Intimidation +0
2 18 14 Hit Points
Investigation +2
3 25 15
Medicine +5
4 32 16
Nature +4
5 39 18
Perception +3
Level Features Performance +0
Level 1, Spellcasting. You are able to cast cleric spells. You know four cantrips (3 cleric, Persuasion +2
1 subclass). You can prepare a number of spells equal to your Wisdom modifier + your
cleric level, of a level for which you have spell slots. Wisdom is your spellcasting ability. Religion +2
Your spell save DC is 13 (10+WIS). Your Spell attack modifier is +5 (2+WIS). Nature Sleight of Hand +0
clerics might hunt the evil monstrosities that despoil the woodlands, bless the harvest of Stealth +0
the faithful, or wither the crops of those who anger their gods. At each indicated cleric
Survival +3
level, you add the listed spells to your spells prepared.
● Cantrip: Sacred Flame, Spare the Dying, Produce
HINT! Recommended spells:
Flame, Guidance
● Lvl1: Bless, cure wounds, healing word, sanctuary
● Level 1: Animal Friendship, Speak with Animals
● Lvl2: (prev) + Detect Magic
● Level 3: Barkskin, Spike Growth
● Lvl3: (Lvl1) + Spiritual Weapon + Lesser Restoration
● Level 5: Plant Growth, Wind Wall
● Lvl4: (prev) + Guiding Bolt
Level 2, Channel Divinity. You gain the ability to channel ● Lvl5: (prev) + Spirit Guardians OR Revivify
divine energy to fuel magical effects. You may cast the
effects Turn Undead as well as Charm Animals and Plants. At 5th level, you may also cast the effect Destroy Undead.
Turn 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.
Charm Animals & Plants. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom
saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is
charmed by you, it is friendly to you and other creatures you designate.

Level 3, Upgraded Spellcasting. You may now cast spells of Level 2 or lower.

Level 4, Feat. A feat represents a talent or area of expertise that gives a character special capabilities. Choose ONE
of the following options: War Caster, Fey Touched, or Tough.
War Caster. You have practiced casting spells in the midst of combat, learning techniques that grant you the following
benefits:
● You have advantage on Constitution saving throws that you make to maintain your concentration on a spell
when you take damage.
● When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to
cast a spell at the creature. The spell must have a casting time of 1 action and must target only that creature.
Fey Touched. Your exposure to the Feywild's magic has changed you. You learn the spell Misty Step and one
1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can
cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast
that spell in this way again until you finish a long rest.
Tough. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever
you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Level 5, Upgraded Spellcasting, Upgraded Channel Divinity. You may now cast spells of Level 3 or lower. You may
also cast the effect Destroy Undead.
Destroy Undead. When an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the
creature is instantly destroyed.
Acrobatics
Level
Strength
Hit Max +3
Points HP +2
Base Armor
(+2 save)
Maneuvers Abjuration Wizard
1 Handling
Animal
Dexterity 13 +2 +2 13
2
Arcana
Constitution 21+3 (+2 save)
+0 14 Name: _________________________ Level: _________
3
Athletics
Intelligence 29 +0 +5 15
4
Deception37 16
Wisdom +0 +0 Level Table
5
History 45 +0 18
Charisma +0
Insight +0
Intimidation +2
Investigation +0
Medicine +0
Nature +0
Perception +0
Performance +0 Level Features
Persuasion +0 Level 1, Second Wind. You have a limited well of stamina that you can draw on to protect
yourself from harm. On your turn, you can use a bonus action to regain hit points equal to
Religion +0 1d10 +
Sleight of Hand +2
Stealth +2
Survival +2

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