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Healing
(This section replaces the normal rules for healing)
All Healing Requires the use of a healer's kit
Magic Healing Healing spells are cast as a ritual (10 minute casting time) that requires the
appropriate spell slot.
Natural Healing Use Hit Dice to heal on a long rest and a short rest. Spent Hit Dice are recovered at
the rate of 1 Hit Die per day.
Total Hit Points Add double your constitution modifier to hit points every level.
Exceptions Paladin's Lay on Hands
Fighter's Second Wind
The Feat, Healer, allows any class to cast allowable healing spells as an action.
Clerics with the Life Domain cast healing spells as an action.
Other class and racial features that are not spells work normally.
Lingering Injuries Roll on the Lingering Injury table DMG pg 272 if you roll a one on a death save or
at the Dungeon Master's discretion.
Massive Damage If you take more than half your hit points damage from one attack, roll on the
System Shock table DMG pg 273.
Healing Potions The normal healing potions around Daynar are a shot of 240 proof whiskey named
Groggs XXX. Each Shot heals 1d8+1 hp of damage. Side effects are -1 on all checks and +1 on
damage. Sober up at the rate of +1,-1 per hour.
Other Rules Variants
New Ability Scores
Beauty Score Roll a d20 to determine your sexual attractiveness.
Unity Score This 1-20 score is determined by the Dungeon Master and determines how often
Inspiration is awarded. It is a measure of group cohesion.
Reputation Score This 1-20 score represents how popular a character is in a particular area. Each area
has a different Reputation Score. Examples of places with Reputation Scores, Daynar, Solice Woods,
Necropolis.
Plot Points and Pies
1 Slice of Pie Spend to gain inspiration
2 Slices of Pie Force any one roll (or both dice in the case of advantage or disadvantage) to be rerolled.
4 Slices of Pie Spend to gain 1 plot point
8 Slices of Pie Gain Cheesy eighties theme music until you spend pie slices.
Pie is evil. If you eat Pie, you lose at Dungeons and Dragons
Plot Points Use a plot point to take over as Dungeon Master as the variant The Gods Must be Crazy
DMG pg 269. The normal Dungeon Master always has at least 1 plot point.
Combat Attack options DMG pg 271 Climb onto bigger creature, Disarm, Overrun, Shove aside,
Tumble. DMG pg 270 Side Initiative
Maximum Ability Score is 20 + or – the original racial starting modifier.
Uniform Starting Ability Scores 15, 15, 13, 13, 11, 11
The Dungeon Master interprets all rules and solely decides all disputes.
Random Encounter Charts
Forest
Transmuter
Wizard's Apprentice spell lists Cantrips Blade ward, Light, True strike
1st Level (4 slots) Expeditious retreat, Burning
Basic hands
Cantrips Firebolt, Light, Prestigitation 2nd Level (2 slots) Blur, Rope trick, Alter self
1st Level (4 slots) Shield, Magic missile, Witch bolt
2nd Level (2 slots) Misty step, Suggestion Best
Cantrips Chill touch, Friends, Light
Evoker 1st Level (4 slots) Shield, Sleep
Cantrips Firebolt, Light, Shocking grasp 2nd Level (2 slots) Flaming sphere, Invisibility,
1st Level (4 slots) Magic missile, False Light, Hold person
Alternate Spell Lists
Best
Cantrips Light, resistance, sacred flame Druid Spell lists
st
1 Level Bless, Guiding bolt, Protection from good
and evil Scout
Cantrips Druidcraft, Guidance, Produce flame
1st Level (4 slots) Fog cloud, Longstrider,
Cult Fanatic Spell lists Thunderwave
2nd Level (3 slots) Flame blade, Pass without trace,
Healer Enhance ability
Cantrips Mending, Sacred Flame, Spare the Dying
1st Level (4 slots) Cure Wounds, Sanctuary Beast Master
2nd Level (3 slots) Calm Emotions, Prayer of Cantrips Druidcraft, Poison spray, Thorn whip
healing, Spiritual Weapon 1st Level (4 slots) Animal friendship, Entangle,
Longstrider, Speak with Animals
Necromancer 2nd Level (3 slots) Barkskin, Beast sense
Cantrips Mending, Sacred flame, Thaumaturgy
1st Level (4 slots) Bane, Inflict Wounds
2nd Level (3 slots) Spiritual Weapon, Hold Person,
Blindness/ Deafness
Feral Summoner
Cantrips Druidcraft, Poison Spray, Shillelage, Cantrips Acid splash, Dancing lights, Minor
1st Level (4 slots) Jump, Speak with animals, illusion, Prestigitation
Thunderwave 1st Level (4 slots) Mage armor, Unseen servent
2nd Level (3 slots) Barkskin, Moonbeam, Pass 2nd Level (3 slots) Cloud of Daggers, Haste, Sleet
without trace storm
3rd Level ( 3 slots) Major image, Gaseous form
Summoner 4th Level (3 slots) Conjure minor elementals,
Cantrips Druidcraft, Poison spray, Thorn whip Evard's black tentacles, Wall of fire
1 Level (4 slots) Charm person, Fog cloud, Faerie 5th Level (1 slot) Conjure elemental, Cloudkill
st
fire
2nd Level (3 slots) Animal messenger, Barkskin, Enchanter
Flaming sphere Cantrips Firebolt, Friends, Prestigitation, Message
1st Level (4 slots) Charm person, Shield
Spirit of the Lion 2nd Level (3 slots) Misty step, Suggestion
Cantrips Produce flame, Thorn whip, Poison spray 3rd Level ( 3 slots) Bestow curse, Dispel magic,
1st Level (4 slots) Entangle, Longstrider, Hypnotic pattern
Thunderwave 4th Level (3 slots) Confusion, Greater Invisibility,
nd
2 Level (3 slots) Flame blade, Hold person, Phantasmal killer
Flaming sphere 5th Level (1 slot) Dominate person, Modify
memory
Spirit of the Bear
Cantrips Druidcraft, Guidance, Shillelangh Best
st
1 Level (4 slots) Charm person, Goodberry, Fog Cantrips Chill touch, Friends, Lights, True strike
cloud 1st Level (4 slots) Shield, Sleep
2nd Level (3 slots) Barkskin, Enhance ability, Heat 2nd Level (3 slots) Flaming sphere, Invisibility,
metal Hold person
3rd Level ( 3 slots) Lightning bolt, Bestow curse,
Fly
Mage spell lists 4th Level (3 slots) Cone of cold, Stoneskin
5th Level (1 slot) Bigby's hand, Wall of stone
Evoker
Cantrips Fire bolt, Light, Mage hand, Shocking Priest spell lists
grasp
1st Level (4 slots) Mage Armor, Shield, False life Healer
2nd Level (3 slots) Melf's acid arrow, See Cantrips Mending, Sacred flame, Spare the dying
invisibility 1st Level (4 slots) Cure wounds, Sanctuary, Healing
3rd Level ( 3 slots) Dispel magic, Fireball, word
Lightning bolt 2nd Level (3 slots)Calm emotions, Prayer of
4th Level (3 slots) Dimension door, Greater healing, Invisibility
invisibility, Ice storm 3rd Level (2 slots) Fear
5th Level (1 slot) Cone of cold
Necromancer
Cantrips Mending, Sacred flame, Thaumaturgy
1st Level (4 slots) Bane, Inflict wounds
2nd Level (3 slots) Hold person, Blindness/
deafness, Invisibility
3rd Level (2 slots) Bestow curse, Speak with dead
Buffer Deviner
Cantrips Resistance, Sacred flame, Spare the Cantrips Guidance, Light, Thaumaturgy
dying 1st Level (4 slots) Detect magic
1st Level (4 slots) Bless, Protection from good and 2nd Level (3 slots) Augury, Calm emotions, Detect
evil, Heroism thoughts
2nd Level (3 slots) Warding bond, Enhance ability, 3rd Level (2 slots) Clairvoyance, Tounges, Speak
Suggestion with plants
3rd Level (2 slots) Hypnotic pattern
Best
Cantrips Light, Sacred flame, Spare the dying
Battle 1st Level (4 slots) Sleep, Thunderwave
Cantrips Light, Sacred Flame, Thaumaturgy 2nd Level (3 slots) Suggestion, Invisibility
1st Level (4 slots) Guiding bolt, Heroism 3rd Level (2 slots) Hypnotic pattern, Bestow Curse,
2nd Level (3 slots) Spiritual weapon, Heat metal, Stinking Cloud
Hold person
3rd Level (2 slots) Bestow curse, Stinking cloud
The Little People
Ant A three foot insect that is stronger that its size Languages None
suggests Challenge Rating 3
AC 15 Bite +8 (3d6+4+wounding)
HP 21 (3d8+6) Wounding lose one hp per turn until wounds are
Speed 35 bandaged
STR 18 (+4) DEX 15 (+2) CON 15 (+2) INT 1 (- Speed Burrow (reaction) move up to burrow speed
5) WIS 7 (-2) CHA 3 (-3) Split in Two Any attack that does more than 10
Senses Passive perception 10 points of damage splits the burrow root in two
Challenge Rating 1/2 identical Burrow Roots with half the remaining hps
Bite +6 (2d6+4) apiece.
Poison 2d6 damage, Con DC12
Closet Monster The thing that hides in your
Animated Painting A large, high quality closet
painting AC 16
AC 10 HP 18 (3d8+3)
HP 63 (9d8+18) Speed fly 30
Speed none STR 11 (0) DEX 15 (+2) CON 13 (+1) INT 1 (-5)
STR 1 (-5) DEX 13 (+1) CON 15 (+2) INT 13 WIS 7 (-2) CHA 6 (-2)
(+1) WIS 16 (+3) CHA 16 (+3) Resist weapon damage
Resist Cold, Weapon Damage Immune blind, charm, frightened, grapple, stun,
Saving Throws STR 0, DEX 0, CON +6, CHA+7 paralyzed, poison, prone
Skills Arcana+5, History +5, Perception +5 Skills Intimidate+2, Stealth+6
Senses Passive perception 15 Senses Passive Perception 8
Languages Any 4 Languages Any 2
Challenge Rating 3 Challenge Rating 1
Animated portraits cast spells and concentrate on Tickle +4 (1d4 strength damage)
up to 3 spells at one time. Incapacitate those that are tickled Con DC9
Multiple Personalities Several people are often in
a painting
Animate objects 3/day Hoggrim An evil mixture between a flytrap and
Cast spells as a Mage, Priest, or Troubadour DC15 an ostrich
attack +7 AC 15
HP 33 (6d8+6)
Burrow Root Animate plants that feed off Speed 20, Fly 40
blood STR 16 (+3) DEX 13 (+1) CON 12 (+1) INT 8 (-
AC 15 1) WIS 14 (+2) CHA 12 (+1)
HP 65 (9d8+18) Resist Bludgeoning and slashing
Speed 30 burrow 20 Senses Passive Perception 12, Darkvision 60
STR 18 (+4) DEX 13 (+1) CON 15 (+2) INT 2 (- Challenge Rating 2
4) WIS 12 (+1) CHA 7 (-2) Bite +6 (2d6+3)+2d6 poison Con DC12
Immune Blinded, Charm, Deafened, frightened, Rot (1/day) a blast of necrotic damage, 20 foot
Paralysis, Prone, Sunned, Unconscious sphere, 4d6 damage, Will DC12, range 40
Saving Throws STR+8 CON+6 Goo (1/day) A spit glob a sticky goo restrains its
Skills Perception +5, Stealth +5 foe. Ranged attack +4. Str DC13
Senses Passive perception 15
Humming Bird A ten foot humming bird that 2 Slams +6 (2d6+4)
lives off blood and your innards. Pulverize Maximum damage against objects
AC 14
HP 48 (8d8+8) Praying Mantis Rips your head off before
Speed 10 fly 40 you notice it is there
STR 7 (-2) DEX 19 (+4) CON 13 (+1) INT 2 (-4) AC 8
WIS 12 (+1) CHA 11 (0) HP 18 (3d8+8)
Saving Throws Dex+8, Cha+4 Speed 20, fly 40
Skills Perception+5, Stelath+8 STR 23 (+6) DEX 7 (-2) CON 13 (+1) INT 1 (-5)
Senses Passive perception 15 WIS 11 (0) CHA 9 (-1)
Challenge Rating 4 Skills Stealth +6 Advantage on stealth
Beak +9 (2d4+4) + 6d6 blood drain Senses Passive perception 10
Blood Drain Acrobatics DC10 Challenge Rating
Multiattack
Killer Rabbit It has fangs. Claws +10 (3d6+6)
AC 21 Bite +4 (1d6+6) + paralysis Con DC11
HP 73 (9d8+27)
Speed 40 Thornworm A giant black leach with thorny
STR 10 (0) DEX 28 (+9) CON 16 (+3) INT 4 (-3) protrusions
WIS 17 +3 CHA 17 (+3) AC 10
Resist Weapon damage HP 12 (2d8+2)
Vulnerable fire and good Speed 20 swim 40
Saving Throws Dex+13, Con+7 STR 8 (-1) DEX 9 (-1) CON 13 (+1) INT 1 (-5)
Skills Perception +7, Acrobatics +13 WIS 5 (-3) CHA 6 (-2)
Senses Passive perception 17 Senses Passive perception 7
Languages Understands any 3 languages Challenge Rating 1/4
Challenge Rating 7 Slam +1 (1d6)+implant
Bite +13 (3d8+9) Implant with hundreds of eggs and larvae. Con
Standing Jump Long jump 30, high jump 15 DC11 once every hour or take 1d10 damage
Leaping Attack An attack after jumping does
double damage Waterbear Microscopes have since become
Vorpal Bite Natural 20 automatically kills forbidden
AC 8
Maug Sentient Construct HP 21 (3d8+3)
AC 20 Speed no land speed, Swim 30
HP 50 (4d8+30) STR 18 (+4) DEX 7 (-2) CON 15 (+2) INT 1 (-5)
Speed 40 WIS 5 (-3) CHA 4 (-3)
STR 18 (+4) DEX 15 (+2) CON 20 (+5) INT 13 Senses Passive perception 8
(+1) WIS 11 (0) CHA 12 (+1) Challenge Rating 1
Immune Charm, Exhaustion, Frightened, paralysis, Claws +6 (4d4+16)
petrify, poison Invulnerability If the waterbear takes 10 or more
Senses Passive perception 10 points of damage, it curls up into a small ball and is
Languages Any 2 invulnerable to all attacks.
Challenge Rating 2
Multiattack
Races and Archetypes
Race Racial Archetypes
1. Celestial- Hound Archon, Ghale, Lionel
2. Dwarf- Dwarven Defender
3. Elf- Arcane Archer, Dark Elf
4. Centaur- Centaur
5. Fawn- Satyr, Minotaur
6. Fey- Pixie, Half Fairy
7. Gnome- Forest Gnome, Spriggan
8. Goblin- Goblin
9. Hobgoblin- Hobgoblin
10. Bugbear- Bugbear
11. Hag- Green Hag, Master of Flies
12. Half Dragon- Dragon
13. Hobbit- Assasin
14. Human- Archmage
15. Maug- Maug
16. Ogre- Magi
17. Orc
18. Spiderling- Aranea, Ettercap
19. Thri- Kreen- Thrikreen
20. Pick any race
Orc Thri-Kreen
• +3 Strength, -2 Intelligence • +3 Dexterity, -2 Intelligence, -2 Charisma
• Darkvision 60 • Advantage Stealth
• Proficiency Intimidation • Standing Leap Long jump 30 High jump
• Relentless Endurance (1/day) When 15
reduced to zero hps, instead the orc is at 1 • Bite (1d6) + poison
• Natural Armor 15 2. Psionics (at wil) Mage hand, (2/day) Blur,
Magic weapon, (1/day) Invisibility
Thri-Kreen Archetype 3. Jump +10/+5
1. Multiattack Claws 2d4 4. Poison (2d6+paralysis)
Poison (2d6 damage) 5. Jump +10/+5
Jump +10/+5 Poison (3d6 damage)