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Classes How to Play

Players must take on a Players: make characters


particular adventuring class
within the world. Along with Dungeon Master: make a
this Class comes special place with creatures and
abilities; and at higher
levels, you can shift into
higher classes. The classes
enemies; but
importantly treasures.
most
Dungeons
are as follows: Players roll a d6 and if the
FIGHTER / a fighter picks a
roll lands at-or-under the
number of their particular & Flaggins
specialty weapon; when stat, they succeed; and the
using it, fighters roll 2d6 DM says what happens
instead of one. Health = next.
2d6.
THIEF / a thief rolls 2d6 Characters
when attacking from behind
and with advantage when Characters have all of the
making a DEX check. Health following traits: a name, a
= 1d6-1 class, stats. To make stats,
players roll 1d6, subtract 2
WIZARD / a wizard may cast from each roll, and assign
2 spells per-level, per-day. each one to the given stat.
Health = 1d6-2 The stats are as follows:

CLERGY / clergy may heal STRENGTH


1d6 of another character's DEXTERITY
health [per-level]; they also CONSTITUTION
may cast 1 spell per-level, INTELLIGENCE
per-day. WISDOM
CHARISMA
Dungeons Magic Combat
A dungeon is a constructed Each Wizard & Cleric may All players have an Armor
location, usually design their own spells. Score; this is how hard it is
abandoned, which was built Each spell has a given effect to hit you. It is equal to DEX
to either hide treasure, and a material cost - such + STR - 2.
imprison wicked persons as an amount of gold, food,
and creatures, or keep health, ect. When in combat, players &
something hidden and enemies make DEX checks.
secret. All combat spells may deal Highest roll goes first.
as many d6 of damage as Players first select
Dungeons typically have the level of the caster. movement and then one
three things: traps, When cast, enemies must action on their turn.
dangerous inhabitants, and roll higher than the caster's
treasures. INT [for Clerics, CHR] + WIS; To attack, players roll a d6
if they succeed, the spell and add their strength stat.
Why do people go into does not harm them. If the final total is higher
dungeons? There are many than the Armor Score of the
reasons, but the most
common one being
Leveling Up enemy, they hit the enemy.
They then roll 1d6 for
someone is willing to pay After significant events, the damage. The damage is then
you to do it for very Dungeon Master should subtracted from the
personal or profit related grant a player a level; enemy's Health. At 0
reasons... whether it is significant Health, characters die.
combat, the death of a During combat, on
Rolling a random dungeon friend, or simply the
is easy. Roll 6d6, these are a 6, players can
completion of an important roll again, and
your rooms: mission. add the total
1: trap to their
2: hallway At each level, players add original roll.
3: nothing +1 to a stat of their choice
4: beast and roll another of their
5: secrets Health dice to add to their
6: treasure current health.

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