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Character Generation Quick Start

Char­ac­ter Sheet PDF

Roll 4d6 for each stat, add up the best three. Refer to the abil­ity tables in the PHB pp. 9–13 after choos­ing race and apply­ing the appro­pri­ate changes.

Dwarf: Con +1, Cha –1

  • +1 save vs rods, staves, wands and spells per 3.5 points of Con
  • Save vs poi­son same as vs rods, staves, wands
  • Lan­guages: Com­mon, Dwarf, Gnome, Gob­lin, Kobold, Orc
  • Infrav­i­sion 60′
  • Can detect grades, con­struc­tion, traps in stonework (PHB 16)
  • Ogres, trolls, giants, etc. suf­fer –4 penalty to hit dwarves

Elf: Dex +1, Con –1

  • 90% resist sleep, charm spells
  • +1 to hit with bows, swords
  • Lan­guages: Elf, Gnome, Halfling, Gob­lin, Hob­gob­lin, Orc, Gnoll, Com­mon, plus one other lan­guage per point of Int above 15
  • Infrav­i­sion 60′
  • One-in-six chance to detect secret doors, two-in-six if actively search­ing (range 10′)
  • Sur­prise on 1–4 on 1d6 if alone or ahead of the party

Gnome

  • +1 per 3.5 points of Con save vs rods, staves, wands and spells
  • Lan­guages: Com­mon, Gnome, Dwarf, Halfling, Gob­lin, Kobold, and can speak with bur­row­ing mammals
  • Infrav­i­sion 60′
  • Can detect grades, etc. in stonework (PHB 16-is dif­fer­ent from dwarves)
  • +1 to hit goblinoids
  • Giants, trolls, etc. suf­fer –4 to it gnomes

Half-Elf: Cha +1 (house rule)

  • 30% resist sleep, charm spells
  • Lan­guages: Com­mon, Elf, Gnome, Halfling, Gob­lin, Hob­gob­lin, Orc, Gnoll, plus one lan­guage for every point of Int above 16
  • Infrav­i­sion 60′
  • 1-in-6 chance to detect secret doors, etc; 2-in-6 if actively seek­ing them (range 10′)

Halfling: Str –1, Dex +1

  • +1 save vs wands, staves, etc. per 3.5 points of Con
  • Save vs. Poi­son same as vs. wands, staves, etc.
  • Lan­guages: Com­mon, Dwarf, Elf, Gnome, Halfling
  • Infrav­i­sion 30′-60′
  • 75% chance to detect down/or up grades in pas­sages; 50% chance to tell direc­tion underground.
  • Sur­prise on 1–4 on 1d6

Half-Orc: Str +1, Con +1, Cha –2

  • Infrav­i­sion 60′
  • Lan­guages: Orc, Com­mon, two more

Classes: A Run-Down

See PHB 19 for hit dice, armor & weapon restric­tions. Weapon pro­fi­cien­cies table PHB 37

Cleric: PHB 20

  • Hit Dice: d8
  • Min­i­mum Wis 9, +10% exp if Wis >15
  • Begin with 2 weapon pro­fi­cien­cies, add 1 per 4 lev­els gained
  • One first-level spell per day start­ing off plus bonus spells from Wis­dom Table II PHB 11
  • Can use any armor; any shield; and clubs, flails, ham­mers, maces and staffs
  • Uses holy sym­bols, wor­ships a deity, must stick with an alignment
  • Can turn undead
  • Gains fol­low­ers at 8th level, strong­hold at 9th

Druid: PHB 20

  • Hit Dice: d8
  • Sub­class of Cleric
  • Min­i­mum Wis 12, Cha 15; +10% exp if both exceed 15
  • Begin with 2 weapon pro­fi­cien­cies, add 1 per 5 lev­els gained
  • Two first-level spells per day start­ing off plus bonus spells from Wis­dom Table II PHB 11
  • Can only wear leather armor; wooden shields; club, dag­ger, dart, ham­mer, scim­i­tar, sling, spear or staff
  • Ded­i­cated to true neu­tral­ity, bal­ance, nature
  • +2 save vs. fire, lightning

Fighter: PHB 22

  • Hit Dice: d10
  • Min­i­mum Str 9, Con 7; +10 exp if Str >15
  • Can use any armor; any shield; any weapon
  • Begin with four weapon pro­fi­cien­cies, add one per three levels

Pal­adin: PHB 22

  • Hit Dice: d10
  • Min­i­mum Str 12, Int 9, Wis 13, Cha 17; +10% exp if Str and Wis >15
  • Can use any armor; any shield; any weapon
  • Begin with 3 weapon pro­fi­cien­cies, add one per three levels
  • Must be Law­ful Good
  • Detect Evil 60′
  • +2 to all sav­ing throws
  • Immune to disease
  • Lay hands once per day, heal 2 hp
  • Cure dis­ease once per week
  • Con­tin­u­ous pro­tec­tion from evil 1” radius (+2 to all sav­ing throws vs. evil crea­tures; evil crea­turse suf­fer –2 to hit)
  • Restric­tions on armor, weapons, trea­sure they can own (PHB 22–24)

Ranger: PHB 24

  • Hit Dice: 2d8
  • Min­i­mum Str 13, Int 13, Wis 14, 14 Con; +10% exp if Str, Int, Wis >15
  • Must be good alignment
  • Can use any armor; any shield; any weapon
  • Begin with 3 weapon pro­fi­cien­cies, add one per three levels
  • +1 damage/level against ettins, ogres, gob­li­noids, gnolls, trolls
  • Sur­prise on 1–3 on 1d6; are sur­prised only on a 1 on 1d6
  • Track­ing abil­ity (PHB 24)

Magic User: PHB 25

  • Hit Dice: d4
  • Min­i­mum Int 9, Dex 6; +10% exp if Int >15
  • Can use no armor or shields; dag­ger, dart and staff
  • Begin with 1 weapon pro­fi­ciency, gain one every 6 levels
  • Can use 1 first-level spell per day start­ing off; PHB 10 or DMG 39 for spells known (in spell book)

Illu­sion­ist: PHB 26

  • Hit Dice: d4
  • Min­i­mum Int 15, Dex 16
  • Can use no armor or shields; dag­ger, dart and staff
  • Begin with 1 weapon pro­fi­ciency, gain one every 6 levels
  • Can use 1 first-level spell per day start­ing off; PHB 10 or DMG 39 for spells known (in spell book)
  • Their spells are wicked awesome

Thief: PHB 26

  • Hit Dice: d6
  • Min­i­mum Dex 9; +10% exp if Dex >15
  • Can use leather armor; no shields; and clubs, dag­gers, darts, slings, and swords
  • Begin with 2 weapon pro­fi­cien­cies; gain one per four levels
  • Thief table PHB 28
  • Back stab at +4 (sur­prise and from behind) for dou­ble damage
  • Speak a spe­cial “Thieves Cant”

Assasin: PHB 28

  • Hit Dice: d6
  • Min­i­mum Str 12, Int 11, Dex 12
  • Evil align­ment
  • Can use leather armor, any shield, and any weapon
  • Begin with 3 weapon pro­fi­cien­cies, gain one per 4 levels
  • Assas­si­na­tion table DMG 75; fee sched­ule PHB 29
  • Can spy: DMG 18; Sim­ple 50%, Dif­fi­cult 30%, Extra­or­di­nary 10% at first level

Spy: Home­brew, but refer to PHB 28

  • Hit Dice: d6
  • Min­i­mum Str 12, Int 13, Dex 12
  • Any align­ment
  • Can use leather armor, any shield, and any weapon
  • Begin with 3 weapon pro­fi­cien­cies, gain one per 4 levels
  • Assas­si­na­tion table DMG 75; can­not assas­si­nate for profit—only as part of the mission
  • Add 5% to all spy rolls DMG 18; Sim­ple 55%, Dif­fi­cult 35%, Extra­or­di­nary 15% at first level