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This manuscript is a non-profit fan work.

Made by Ozy-chan. Contact discord: ozy#8025


About the Dragon Eyes
Dragon Eyes is a set of variant rules for any D&D setting. Mana points, 2d10 instead of d20, new skill sets for classes and
backgrounds, and simplified skill checks instead of ability checks are some of the variant rules.

SPELL TIERS
ROLLING 2D10 Spells are ranked from 1st to 9th tier instead of level.
Attack rolls and skill checks (including saving throws) are
made at 2d10 instead of d20. A double ten (10, 10) is always a MANA COST OF SPELLS
critical success on any type of roll. And a double one (1,1) is
always a critical failure. Tier Cost
The double one failure is also called the Dragon Eyes. 1st 2
2nd 4
MANA 3rd 6
Mana is the ethereal energy that powers spells, magical 4th 8
abilities, and other effects. It is also called Quintessence,
Aether, Ki, Prana and Chakra. Mana Points and the Mana 5th 10
Pool are both abbreviated as MP. 6th 12
7th 14
8th 16
Mana Pool
9th 18
Bard, Cleric, Artificer, Eldritch
Druid, Wizard, Paladin, Knight, Arcane
Level Sorcerer Ranger Trickster Warlock A spell's mana cost is equal to twice its tier. This cost
escalation encompasses enhancements as well. The Cure
1st 4 0 0 2 Wounds spell at 1st tier costs 2 MP, at 3rd tier costs 6 MP,
2nd 6 4 0 4 and at 7th tier costs 14 MP.
3rd 14 6 4 6
TABOO OF MAGIC
4th 18 6 6 6
Abusing magic is considered taboo. Whenever spellcasters
5th 28 14 6 10 cast more than one spell of 6th tier or higher per day or
6th 32 14 6 10 spends more than 10 MP on a single spell more than once
7th 38 18 14 12 per day, they must roll 2d10 for the Taboo Table.
8th 44 18 14 12 Taboo Table
9th 58 28 14 14 18-20 The spell explodes
10th 64 28 18 14 13-17 The spell implodes
11th 74 32 18 22 10-12 Nothing happens
12th 74 32 18 22 5-9 The spell implodes
13th 84 38 28 22 3-4 The spell explodes
14th 84 38 28 22 2 The spell explodes
15th 94 44 28 22
16th 94 44 32 22 Imploded Spells
The spell automatically fails and the caster loses MP spent.
17th 108 58 32 28
18th 114 58 32 28 Exploded Spell
19th 124 64 38 28
If the spell has a beneficial effect, it automatically fails. If it
has a harmful effect, it explodes, hitting everyone within 3
20th 134 64 38 28 meters (5 feet) from the caster. The blast radius increases if
the spell has an area effect (such as the Sleep or Meteor
Swarm spells). If the spell was cast as an attack and has no
saving throw, creatures within the area can make a Reflexes
save to halve its damage.
Mana has a visible color when used. Choose a color for your In the case of Dragon Eyes (1,1), all creatures in the area
mana. When you cast a spell or use a magic ability, your automatically fail.
mana glows this color.

2
DOUBLE CONCENTRATION Level 5th wizards and druids of land recovery 2 hit dice, 5
HP, and 5 MP from the lacking long rest + 5 MP from arcane
Starting at 8th level, full spellcasting classes can replace one and natural recovery.
of the Ability Score Improvement with the Double
Concentration feat. Comfortable Long Rest
This feat allows the character to cast two concentration At least 8 hours in comfortable conditions. Characters
spells at the same time. Maintaining one concentration spell recover all hit dice, an amount of HP and MP equal to twice
costs a bonus action, but maintaining two concentration their level, all what they can recover during one short rest and
spells costs a bonus action and 2 MP per turn. And when the use of traits that require a long rest to be used again.
taking damage, the caster must make two Fortitude checks Level 5th wizards and druids of land recovery 5 hit dice, 10
(Constitution saving throws) to maintain concentration on HP, 10 MP from the comfortable long rest + 5 MP from
each of the spells. arcane and natural recovery.
LEVELS AND RANKS COINES
Character levels are grouped into five ranks, from brass to The main currency of this universe are the coines (¢). There
platinum. are copper (¢c), bronze (¢b), silver (¢), gold (¢o) and platinum
(¢p) coines. The silver coines are the most common. The
Level Rank conversion between coines and pieces is shown in the table
1st - 4th Brass below.
5th - 8th Bronze
1 c¢ 1 cp
9th - 12th Silver
1 b¢ 1 sp
13th - 16th Gold
1¢ 1 gp
17th - 20th Platinum
1 g¢ 1 pp, 10 gp
DAMAGE TYPES SYNONYMS 1 p¢ 10 pp, 100 gp

Bludgeoning Bludgeoning CRITICAL HITS


Burning Fire Whenever a character rolls a critical failure or success on an
Corrosive Acid attack, roll another 2d10 for the crit table.
Ethereal Force Critical Success
Freezing Cold 2 Nothing happens
Lightning Lightning 3/11 +1 damage dice
Mental Psychic 12/16 +2 damage dice
Necrotic Necrotic 17 +2 damage dice and you injure a foe's leg or wing
Piercing Piercing (-2 AC and -10 feet speed)
Poisonous Poison 18 +2 damage dice and you injure a foe's arm (-1 to
AC and -1 to attack rolls)
Radiant Radiant
19 +2 damage dice and you injure a foe's eye (-2 to
Slashing Slashing AC and -2 to attack rolls)
Thundering Thunder 20 +2 damage dice and you injure a foe's vital organ
(Fortitude Check DC 10 + half damage or death)
Resting
Short Rest Critical Failure
At least 1 hour. A character can spend hit dice to regain hit 20 Nothing happens
points. Certain traits need a short rest to be used again or 11/19 You drop your weapon or spellcasting focus
work during a short rest.
Wizards and druids of circle of land recover an amount of 6/10 You lose your next turn
MP equal to their level because of arcane and natural 5 You grant an attack of opportunity to adjacent foes
recovery. Warlocks restore all their MP.
4 +1 damage dice and you hit an ally or yourself
Lacking Long Rest 3 +2 damage dice and you hit an ally or yourself
At least 4 hours. An interrupted long rest or in bad 2 Your weapon or spellcasting focus breaks
conditions. Characters recover half their hit dice, an amount
of HP and MP equal to their level and all what they can
recover during one short rest.

3
SKILL CHECKS AND SAVING THROWS
Saving throws are made as skill checks of Athletics (Strength), Fortitude (Constitution), Reflexes (Dexterity) and Will (Charisma,
Wisdom or Intelligence).
At the GM's discretion, abilities in parentheses may be used in place of the standard ability.
Skill Ability Examples of uses
Acrobatics DEX Balance, pirouette, get up as a bonus action (CD 20), climb, jump
Animal CHA Calm or command an animal
Handling (WIS)
Arcana INT Identify spells, items, rituals, auras, and arcane magical creatures
(WIS)
Athletics STR Climb, run, jump, hold, pull or lift something heavy, break down a door, tip an object
Craft INT Choose a craft from alchemy, blacksmithing, scribe, cartography, or other related to your background.
You make the skill check at disadvantage if you are not proficient or not using artisan's or tinker's tools
Deception CHA Lie, bluff, disguise, spread rumors
Fortitude CON Hold breath, resist poisons, diseases, spells, fatigue and hunger
Gaming INT Play gambling or strategy games. You make this skill check at disadvantage if you are not proficient
(CHA) with the gaming set
Iniciative DEX Decide the order of action during combat or contest
Insight WIS Identify lies, analyze events
Intimidation CHA Coerce, threaten, unsettle, frighten a creature
(CON)
Investigation INT Search, analyze, find clues, actively search for something
Knowledge INT Identify mundane facts, creatures, places or events. Knowledge about geography, history, languages and
nature
Medicine INT Stabilize a creature (DC 20), diagnose a disease, treat wounds. You make the skill check to make
(WIS) medicines, potions and identify medicinal herbs at disadvantage if you are not proficient or not using
herbalism kit
Performance CHAR Sing, act, declaim, dance, discourse. You make the skill check to play a muscial instrument at
disadvantage if you are not proficient with it
Perception WIS Watch, listen, smell, feel. To actively search for something, see Investigation
Persuasion CHA Influence, convince, bargain, soothe, irritate someone
Piloting DEX Drive a carriage, ship, balloon or other vehicle. Choose between land, water or sky vehicles. You make
(INT) this skill check at disadvantage if you are not proficient with type of vehicle
Reflexes DEX Dodge, evade, resist area effects
Religion INT Identify spells, items, rituals, auras, and divine magical creatures
(WIS)
Riding DEX Not fall off a mount, get on a mount as a bonus action (DC 20)
Sleight of DEX Steal, disarm a trap, unlock a door, hide something. You make the skill check to disarm traps and unlock
Hand (INT) doors at disadvantage if you are not proficient or not using thieves' tools
Stealth DEX Hide, sneak, be stealthy
Survival WIS Track, hunt, gather materials in the wild, orient, identify mundane creatures. You make the skill check to
orient yourself in the sea at disadvantage if you are not proficient or not using navigator' tools
Will WIS, Resist mental effects
INT,
CHA
Weapons: Clubs, daggers, darts, javelins, maces,
CLASSES quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Class Skills: Survival, Will (WIS)
ARTIFICER Bonus Skills: Choose two from Arcana, Animal Handling,
Proficiencies Insight, Medicine, Perception and Religion
Armor: Light armor, medium armor, shields
Weapons: Simple weapons FIGHTER
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools Proficiencies
of your choice Armor: All armor, shields
Class Skills: Craft, Will (INT), Knowledge Weapons: Simple weapons, martial weapons
Bonus Skills: Choose two from Arcana, Fortitude, Tools: None
Investigation, Medicine, Perception, and Sleight of Hand Class Skills: Athletics, Fortitude.
Bonus Skills: Choose two skills from Acrobatics, Animal
BARBARIAN Handling, History, Insight, Intimidation, Perception,
Brutal Critical Reflexes, and Survival
The barbarian's Brutal Critical trait also adds extra damage
dice on successfull hits whose rolls are 18 and 19. MONK
Proficiencies
Proficiencies Armor: None
Armor: Light armor, medium armor, shields Weapons: Simple weapons, shortswords
Weapons: Simple weapons, martial weapons Tools: Choose one type of artisan's tools or one musical
Tools: None instrument
Class Skills: Athletics, Fortitude. Class Skills: Athletics, Reflexes
Bonus Skills: Choose one from Animal Handling, Bonus Skills: Choose two from Acrobatics, Insight,
Intimidation, Perception, and Survival Knowledge, Religion, Stealth, and Will
BARD PALADIN
Proficiencies Proficiencies
Armor: Light armor Armor: All armor, shields
Weapons: Simple weapons, hand crossbows, longswords, Weapons: Simple weapons, martial weapons
rapiers, shortswords Tools: None
Tools: Three musical instruments of your choice Class Skills: Athletics, Will (CHA)
Class Skills: Performance, Reflexes Bonus Skills: Insight, Intimidation, Medicine, Persuasion,
Bonus Skills: Choose any three and Religion
CLERIC RANGER
Spellcasting Variation Proficiencies
As a member of the clergy, you may choose to be: (a) a devout Armor: Light armor, medium armor, shields
and use Wisdom as your spellcasting ability or (b) an abbot Weapons: Simple weapons, martial weapons
and use Intelligence as your spellcasting ability or (c) an Tools: None
apostle and use Charisma as your spellcasting ability. Class Skills: Athletics, Reflexes
Proficiencies
Bonus Skills: Choose three from Animal Handling, Athletics,
Insight, Investigation, Perception, Stealth, Survival, and
Armor: Light armor, medium armor, shields Will
Weapons: Simple weapons
Tools: None ROGUE
Class Skills: Religion, Will (WIS)
Bonus Skills: Choose two from Insight, Knowledge, Proficiencies
Medicine, Performance, and Persuasion Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords,
DRUID rapiers, shortswords
Tools: Thieves' tools
Natural Recovery Class Skills: Reflexes, Sleight of Hand
Instead of recovering levels of spell slots, you regain a Bonus Skills: Choose four from Acrobatics, Athletics,
number of mana points equal to your level in the relevant Deception, Insight, Intimidation, Investigation, Perception,
class (minimum of 2). Performance, Persuasion, Stealth, and Will
Proficiencies
Armor: Light armor, medium armor, shields (druids will not
wear armor or use shields made of metal)

5
SORCERER
Spellcasting Variation
As an innate spellcaster, you can choose to use Wisdom as
your spellcasting ability instead of Charisma.
Metamagic
The number of metamagic options you know is equal to your
proficiency bonus.
Font of Magic
Sorcery points can be converted into mana points directly,
with 1 sorcery point converting to 2 mana points. Up to 5
sorcery points can be converted at a time in this way into 10
mana points.
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light
crossbows
Tools: None
Class Skills: Fortitude, Will (CHA or WIS)
Bonus Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion.
WARLOCK
Mystic Arcanum
Warlocks are an odd kind of spellcaster. Their Mystic
Arcanum are unchanged by mana points and they regain all
their mana points on a short rest.
Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: None
Class Skills: Persuasion, Will (CHA)
Bonus Skills: Choose two from Arcana, Deception,
Intimidation, Investigation, Knowledge, and Religion
WIZARD
Arcane Recovery
Instead of recovering levels of spell slots, you regain a
number of mana points equal to your level in the relevant
class (minimum of 2).
Expert Divination
When you cast a divination spell of 2nd tier or higher using a
spell slot you regain a number of mana points equal to the
cost of a spell slot one tier lower than the slot used to cast the
spell, up to a maximum of 8 points.
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light
crossbows
Tools: None
Class Skills: Knowledge, Will (INT)
Bonus Skills: Choose two from Arcana, Insight,
Investigation, Medicine, and Religion

6
CLOISTERED SCHOLAR
BACKGROUNDS
Proficiencies
Skills: Knowledge, and Arcana or Religion
ACOLYTE Languages: Two of your choice
Proficiencies Others: None
Skills: Choose two of Insight, Knowledge, Religion, or Will
Languages: Two of your choice COURTIER
Others: None
Proficiencies
Skills: Insight and Persuasion
ANTHROPOLOGIST Languages: Two of your choice
Proficiencies Others: None
Skills: Choose two of Arcana, Insight, Knowledge, or
Religion CRIMINAL
Languages: Two of your choice
Others: None Proficiencies
Skills: Choose two of Deception, Gaming, Sleight of Hand, or
Stealth
ARCHAEOLOGIST Languages: None
Proficiencies Others: One type of gaming set, thieves' tools
Skills: Choose two of Investigation, Arcane, Knowledge,
Religion, or Survival ENTERTAINER
Languages: One of your choice
Others: Cartographer's tools or navigator's tools Proficiencies
Skills: Acrobatics and Performance
Languages: None
ATHLETE Others: Disguise kit, one type of musical instrument
Proficiencies
Skills: Choose two of Acrobatics, Athletics, Fortitude, or FACTION AGENT
Reflexes
Languages: Two of your choice Proficiencies
Others: None Skills: Choose two of Intelligence, Wisdom, or Charisma
skill of your choice
Languages: Two of your choice
CARAVAN SPECIALIST Others: None
Proficiencies
Skills: Piloting and one other between Animal Handling, FAR TRAVELER
Riding, or Survival
Languages: One of your choice Proficiencies
Others: Land vehicles or water vehicles Skills: Choose two of Insight, Perception, Survival or Will
Languages: One of your choice
Others: Any one musical instrument or gaming set of your
CHARLATAN choice
Proficiencies
Skills: Choose two of Deception, Gaming, Persuasion, or FISHER
Sleight of Hand Proficiencies
Languages: None Skills: Knowledge and Piloting or Survival
Others: Disguise kit, and forgery kit or one gaming set Languages: One of your choice
Others: Vehicles (water)
CITY WATHCER HAUNTED ONE
Proficiencies Proficiencies
Skills: Choose two of Acrobatics, Athletics, Insight, or Skills: Choose two of Arcana, Investigation, Religion, or
Perception Survival
Languages: Two of your choice Languages: Choose two languages, one of which being an
Others: None exotic language (Abyssal, Celestial, Deep Speech, Draconic,
Infernal, Primordial, Sylvan, or Undercommon)
Others: None

7
HERMIT SMUGLER
Proficiencies Proficiencies
Skills: Choose two of Arcana, Medicine, Religion, or Survival Skills: Choose two of Athletics, Deception, Perception, or
Languages: One of your choice Piloting
Others: Herbalism kit Languages: One of your choice
Others: Vehicles (water)
INHERITOR
SOLDIER
Proficiencies
Skills: Survival, plus one from among Arcana, History, and Proficiencies
Religion Skills: Choose two of Athletics, Fortitude, Intimidation, or
Languages: One of your choice Reflexes
Others: Your choice of a gaming set or a musical instrument Languages: One of your choice
Others: One type of gaming set or vehicles (land)
INVESTIGATOR
SPY
Proficiencies
Skills: Choose two of Insight, Intimidation, Investigation, or Proficiencies
Perception Skills: Choose two of Deception, Investigation, Sleight of
Languages: Two of your choice Hand or Stealth
Others: None Languages: None
Others: Disguise kit, thieves' tools
NOBLE
URBAN BOUNTY HUNTER
Proficiencies
Skills: Choose two of Deception, Knowledge, Persuasion, or Proficiencies
Riding Skills: Choose two of Deception, Insight, Persuasion, or
Languages: One of your choice Stealth
Others: One type of gaming set or one language of your Languages: None
choice Others: Choose two from among one type of gaming set, one
musical instrument, and thieves' tools
OUTLANDER
Proficiencies
Skills: Choose two of Athletics, Perception, Piloting, or
Survival
Languages: One of your choice
Others: One type of musical instrument

SAGE
Proficiencies
Skills: Arcana and Knowledge
Languages: Two of your choice
Others: None

SAILOR
Proficiencies
Skills: Choose two of Acrobatics, Athletics, Perception,
Piloting, or Survival
Languages: One of your choice
Others: Navigator's tools, vehicles (water)
SIMIC SCIENTIST
Proficiencies
Skills: Arcana and Knowledge or Medicine
Languages: Two of your choice
Others: None

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