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by Fr. Dave • bloodofprokopius.blogspot.

com
Illustrations by Luigi Castellani • David Eynon • Earl Geier • David Lewis Johnson
Joyce Maureira • Miguel Santos • James Shields
Maps by David Eynon • Dyson Logos

table of contents
How to Use This Book 1 Referee’s Section 22
Player’s Section 3 Combat 26
Races 4 Monsters 31
Adept 6 Gaining Levels 40
Expert 9 Treasure 41
Warrior 9 Sample Wilderness 47
Backgrounds 10 Sample Dungeon 49
Equipment 13

how to use this book


There are two types of text styles in this
book. The first deals with the rules, which are
organized into two parts: the Player Section and
the Referee Section.
Boxed Text
For exa
This second style of text is editorial commentary.

For example:

What is ba5ic?
To put it simply, ba5ic is a redaction of the 5e
SRD with a focus on an Old School aesthetic. e
For

Why a Redaction? Why a Referee?


Having played RPGs for almost 40 years, I have RPGs evolved from war gaming where Referees
come to accept this axiom: rules do not tell a were sometimes used to settle disputes and
player what they can do, but rather what they adjudicate rules. Thus, it is a title that harkens
cannot do. Thus, the lighter the ruleset, the freer back to the origins of the hobby. In addition,
the players are. For example, using the 5e SRD, the rules of ba5ic are redacted to be shorter.
a player cannot play a sorcerer who can’t cast Explanatory texts are simplified or cut. This
spells or a druid who only uses arcane magic. introduces the need to interpret and adjudicate
Using ba5ic, players are free to do both.
For exa certain rules. Thus, there is a need for a Referee.
For exa

1
common terms & abbreviations
Below are some of the most common terms and Hit Dice (HD): Total of all rolled HD
abbreviations that will be found in this book: determines a character or monster’s Hit Points.
Action: A task that can be completed during a Hit Points (hp): Represents a character’s or
character’s turn in combat. Sometimes a Bonus creature’s current health. When reduced to 0,
Action can also be taken. that character or creature is dead or dying.
Advantage: Sometimes a roll will be considered Level: Typically this is a measure of a character’s
“at advantage.” Roll two dice instead of one and experience and general prowess. When
take the better of the two results. referencing spells it reflects a spell’s complexity.
Armor Class (AC): This number represents Melee: Any hand-to-hand attack, whether
how difficult a character is to hit. armed or not. The target must be adjacent to, or
Attack Roll: The total of a d20, plus any within reach of an attacker (generally 5 ft.).
applicable modifiers. Used to determine whether Missile: Any projectile weapon, whether shot
an attack is successful. Also called a “to-hit” roll. or thrown. Target must be within listed range of
d4, d6, d20, etc.: Refers to what type of die to missile weapon.
roll. d20 is a 20-sided die. d6 is a six sided die Move: How quickly a character can travel.
or 6-sided die. A d20+2 would be the result of a Sometimes called movement or movement rate.
20-sided die plus two. d6-1 would be the result NPC: Non-Player Character. These are
of a six sided die minus 1. characters controlled by the Referee.
Damage: The amount to be subtracted from PC: Player Character. These are characters
a target’s hit points when they are successfully controlled by the Players.
attacked or affected by some spells. Proficiency Bonus (PB): This is a bonus that
Damage Immunity: No damage is taken from represents a character’s expertise. It can be
the specified damage type (fire, for example). applied to certain roles.
Damage Resistance (DR): Only half damage is Round: In combat, a round is about 6 seconds.
taken from the specified damage type (fire, for Save: A character’s ability to avoid danger. Roll
example). a d20, plus any applicable modifiers. Equal to or
Difficulty Class (DC): The DC is a number above a Save DC is a success.
(usually set by the Referee) that a character Skill: These are broad categories representing a
must score as a result on a d20 to succeed at the number of different actions characters can take
intended action or save. in the course of a game.
Disadvantage: Sometimes a roll will be Turn: During a combat round, this is when
considered “at disadvantage.” Roll two dice a character or creature gets to act using any
instead of one and take the worse of the two actions they have.
results.

2
Player’s section

creating a character
Step 1: Roll Ability Scores Strength: measuring physical power
Step 2: Choose a Race Dexterity: measuring agility
Step 3: Choose a Class Constitution: measuring endurance
Step 4: Choose a Background Intelligence: measuring reasoning and memory
Step 5: Equip Character Wisdom: measuring perception and insight
Charisma: measuring force of personality
rolling ability scores
Players roll 3d6 in order. At the discretion of the Each of a character’s abilities has a score, a
Referee, players may re-roll any ‘1’s once. Also, at number that defines the magnitude of that
the Referee’s discretion, the lowest roll may be ability. An ability score is not just a measure
converted to a ‘13.’ of innate capabilities, but also encompasses a
creature’s training and competence in activities
Ability ScoreS related to that ability.
Six abilities provide a quick description of every A score of 10 or 11 is the normal human
creature’s physical and mental characteristics. average, but adventurers and many monsters are

3
a cut above average in most abilities. A score of Dwarven Combat Training: All Dwarves have
18 is the highest that a person usually reaches. proficiency with the battleaxe, handaxe, light
Characters can have scores as high as 20. Each hammer, and warhammer.
ability also has a modifier, derived from the Tool Proficiency: All Dwarves have proficiency
score: with one of the following artisan’s tools: smith’s
tools, brewer’s supplies, or mason’s tools.
Ability Score Modifier
Stonecunning: When making an Intelligence
1 −5 (History) check related to the origin of
2–3 −4 stonework, dwarves add double their proficiency
4–5 −3 bonus to the check.
6–7 −2 Languages: Dwarves can speak, read, and write
Common and Dwarvish.
8–9 −1
Dwarven Toughness: Dwarves gain +1 hp to
10–11 +0 their HD every level of experience.
12–13 +1
14–15 +2 elf
16–17 +3 Elves are five or more feet in height, slim of
build, weigh about 120 pounds and have fair
18–19 +4 skin, eyes and hair. They tend to be aloof, but
20 +5 have a deep appreciation for beauty.
races Ability Scores: Dexterity +2 Intelligence +1
DwArf Age: Although elves reach physical maturity at
Standing about four feet tall with a stocky build about the same age as humans, an elf typically
and a ruddy tan complexion, dwarves weigh claims adulthood around the age of 100 and can
about 150 pounds. They wear long beards, are live to be 750 years old.
stubborn but practical, and love hearty meals and Size: Medium.
strong drink. They prize good craftsmanship, Speed: Base walking speed is 30 feet.
and are very fond of gold. Darkvision: Elves can see in dim light within
Ability Scores: Constitution +2, Wisdom +1 60 feet as if it were bright light, and in darkness
Age: Dwarves mature at the same rate as as if it were dim light. Darkvision can’t discern
humans, but they’re considered young until color.
they reach the age of 50. On average, they live Keen Senses: All elves have proficiency in the
about 350 years. Perception skill.
Size: Medium. Fey Ancestry: Elves have advantage on saving
Speed: Base walking speed is 25 feet; however, throws against being charmed, and are immune
this speed is not reduced by wearing heavy to sleep magic.
armor. Trance: Elves don’t need to sleep. Instead, they
Darkvision: Dwarves can see in dim light meditate deeply, remaining semiconscious, for 4
within 60 feet as if it were bright light, and in hours a day. This has the same benefit as 8 hours
darkness as if it were dim light. Darkvision can’t of sleep.
discern color. Languages: Elves can speak, read, and write
Dwarven Resilience: Dwarves have advantage Common and Elvish.
on saving throws against poison, and have Elf Weapon Training: All Elves have
resistance against poison damage. proficiency with the longsword, shortsword,
shortbow, and longbow.
4
Cantrip: Elves know one cantrip from the Halfling Nimbleness: Halflings can move
magic-user spell list. Intelligence is the through the space of any creature that is larger
spellcasting ability for it. than Small.
Extra Language: An elven character can speak, Languages: Halflings can speak, read, and
read, and write one extra language. write Common and Halfling.
Naturally Stealthy: Halflings can attempt to
HAlfling hide when only obscured by a creature that is
Halflings are often mistaken for human children larger than Small.
because they are small and good-natured. They
average only 3 feet in height and weigh only about HumAn
60 pounds. They are as diverse in appearance as Humans come in a wide range of appearances,
humans, but have furry feet and curly hair. They ranging from 5 feet to well over 6 feet tall.
are outgoing and value the comforts of hearth Humans are generally the most common race in
and home. a fantasy world, and they serve as the baseline
Ability Scores: Dexterity+2, Charisma +1 from which all other races are compared.
Age: A halfling reaches adulthood at the age of Ability Scores: All ability scores +1.
20 and generally lives to be around 150 years. Age: Humans reach adulthood in their late
Size: Small. teens and live less than a century.
Speed: Base walking speed is 25 feet. Size: Medium.
Lucky: Any roll of ‘1’ on an attack roll, ability Speed: Base walking speed is 30 feet.
check, or saving throw may be rerolled but the Languages: Humans can speak, read, and write
new roll must be used. Common and one language chosen at character
Brave: Halflings have advantage on saving creation.
throws against being frightened.
5
classes 1St level
ADept HD: 2 PB: +2 Adventures to Level: 2
Hit Dice: 1d8 Cantrips Known: 2 Spells Known: 2
Armor: Light Armor Spell Slots: 2 Slot Level: 1st
Weapons: Simple weapons • Regain all Spell Slots after a Short or Long
Tools: None Rest.
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, History, 2nD level
Insight, Investigation, Medicine, Persuasion, HD: 3 PB: +2 Adventures to Level: 3
and Religion Cantrips Known: 2 Spells Known: 3
Equipment: Start with the following gear: Spell Slots: 2 Slot Level: 1st
• leather armor and a quarterstaff -OR-
a dagger and a light crossbow
3rD level
• a holy symbol -OR-
an arcane focus HD: 4 PB: +2 Adventures to Level: 4
• a priest’s pack -OR- Cantrips Known: 2 Spells Known: 4
a scholar’s pack Spell Slots: 3 Slot Level: 1st

SpellcASting 4tH level


Adepts are spellcasters. The source of their HD: 5 PB: +2 Adventures to Level: 5
magical abilities is up to the player with Cantrips Known: 3 Spells Known: 4
permission from the Referee. Typically, Spell Slots: 3 Slot Level: 1st
spellcasters dabble in either the Arcane or the • Improve one ability by 2 or two abilities by
Divine. 1 each.
A cantrip is a spell that can be cast at will,
without using a spell slot. To cast a spell of 1st 5tH level
level or higher, an Adept must expend a slot of
the spell’s level or higher. All expended spell HD: 6 PB: +3 Adventures to Level: 6
slots are regained after a Short or Long Rest. Cantrips Known: 3 Spells Known: 5
For example, having used all her 1st level spell Spell Slots: 1st level (4) 2nd Level (2)
slots, a 5th level Adept only has two 2nd level
spell slots left. To cast the 1st level spell Sleep, 6tH level
one of those slots must be spent, and the spell is HD: 7 PB: +3
cast as a 2nd level spell. Cantrips Known: 3 Spells Known: 5
At character creation, a player chooses Spell Slots: 1st level (4) 2nd Level (2)
Intelligence, Wisdom, or Charisma as the • Add the character’s Spellcasting Ability
character’s Spellcasting Ability. The Spellcasting Modifier to all damage done by spells.
Ability Bonus is used when setting the saving
throw DC for a spell or when making an attack An Adapt uses either an arcane focus or a holy
roll with one: symbol as a spellcasting focus for their spells.
Additionally, when a character gains a level,
Spell save DC = 8 + Proficiency Bonus +
the player can choose one of the character’s
Ability Bonus
known spells and replace it with another spell
Spell attack mod = Proficiency Bonus + from the Spell List that is of a level for which the
Ability Bonus Adept has spell slots.
6
ADept Spell liSt Mage Hand
Casting Time: 1 action
Cantrips Range: 30 feet
Firebolt Duration: 1 minute
Guidance The Adept creates a spectral, floating hand
Light within range. Using an action, the caster can use
the hand to manipulate objects up to 10 pounds
Mage Hand
and move the up to 30 ft. The hand can’t attack
Resistance or activate magic items.
Sacred Flame
Resistance
Fire Bolt Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 120 feet Duration: Concentration, up to 1 minute
Duration: Instantaneous The Adept touches one willing creature. Once
The Adept makes a ranged spell attack against before the spell ends, the target can roll a d4 and
the target doing 1d10 fire damage on a hit. add the number rolled to one saving throw of its
Flammable objects not being worn or carried choice. It can roll the die before or after making
ignite. At 5th level, the damage increases to the saving throw. The spell then ends.
2d10.
Sacred Flame
Guidance Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: 120 feet Duration: Instantaneous
Duration: 1 round The Adept targets one creature. The target must
The Adept touches one willing creature. Once succeed on a Dexterity saving throw or take
before the spell ends, the target can roll a d4 and 1d8 radiant damage. The target gains no benefit
add the number rolled to one ability check of its from cover for this saving throw. At 5th level,
choice. It can roll the die before or after making the damage increases to 2d8.
the ability check. The spell then ends.
1st Level
Light Bless
Casting Time: 1 action
Burning Hands
Range: Touch
Duration: 1 hour Cure Wounds
The Adept touches one object 10 feet or smaller Shield
in dimension. For the duration, the object sheds Shield of Faith
bright light in a 20-foot radius and dim light for Sleep
an additional 20 feet. Completely covering the
object with something opaque blocks the light. Bless
The spell ends if cast again or dismissed with an Casting Time: 1 action
action. Range: 30 feet
If targeting an object held or worn by a Duration: Concentration, up to 1 minute
hostile creature, that creature must succeed on a Affects up to three creatures within range. All
Dexterity saving throw to avoid the spell. attack throws and saving throws are at +1d4,
adding the number rolled to the attack roll or
saving throw.
7
Burning Hands Sleep
Casting Time: 1 action Casting Time: 1 action
Range: Self (15ft. Cone) Range: 90 feet
Duration: Instantaneous Duration: 1 minute
Each creature in a 15-foot cone must make a This spell sends creatures into a magical slumber.
Dexterity saving throw. A creature takes 3d6 fire Roll 5d8; the total is how many hit points of
damage on a failed save, or half on a successful creatures this spell can affect. Creatures within
save. The fire ignites any flammable objects 20 feet of a point chosen by the caster within
in the area that aren’t being worn or carried. range are affected in ascending order of their
Casting this spell using a 2nd level spell slot current hit points (ignoring unconscious
increases damage to 4d6. creatures).
Starting with the creature that has the lowest
Cure Wounds
current hit points, each creature affected by this
Casting Time: 1 action
spell falls unconscious. Subtract each creature’s
Range: Touch
hit points from the total before moving on to
Duration: Instantaneous
the creature with the next lowest hit points.
Target regains (1d8 + Spell Ability Bonus) hit
A creature’s hit points must be equal to or less
points. This spell has no effect on undead or
than the remaining total for that creature to be
constructs. The healing increases by 1d8 for
affected.
each slot level above 1st.
The spell ends if the sleeper takes damage,
Shield or someone uses an action to shake or slap the
Casting Time: 1 reaction, which is taken when sleeper awake. Undead and creatures immune to
the Adept is hit by an attack being charmed aren’t affected by this spell.
Range: Self When cast using a spell slot of 2nd level, roll
Duration: 1 round an additional 2d8.
When cast and until the start of the Adept’s next
2nd Level
turn, the caster has a +5 bonus to AC, including
against the triggering attack. Aid
Invisibility
Shield of Faith
Casting Time: 1 bonus action Aid
Range: 60 feet Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: 30 feet
A target within range is granted a +2 bonus to Duration: 8 hours
AC for the duration of the spell. The hit point maximum and current hit points
of up to three targets within range increase by 5
for the duration.
Invisibility
Casting Time: 1 action
Range: Touch
Duration: Concentration, up to 1 hour
The target of this spell becomes invisible. The
spell ends for a target that attacks or casts a
spell.

8
expert 1St level
Hit Dice: 1d8 HD: 2 PB: +2 Adventures to Level: 2
Armor: Light Armor • Can use the Help action as a bonus action.
Weapons: Simple weapons, rapiers, shortswords
Tools: Choose two.
Saving Throws: Dexterity, Inelligence 2nD level
Skills: Choose four skills from Acrobatics, HD: 3 PB: +2 Adventures to Level: 3
Athletics, Deception, Insight, Intimidation, • Can take the Dash, Disengage, or Hide
Investigation, Perception, Performance, action as a bonus action during combat.
Persuasion, Sleight of Hand and Stealth
Equipment: Start with the following gear:
3rD level
• studded leather armor, shortsword, and
dagger -OR- HD: 4 PB: +2 Adventures to Level: 4
leather armor, light crossbow, and rapier • Choose two skills. When using these skills,
• one tool set from the Expert’s tool proficienies double the Proficiency Bonus.
• a burglar’s pack -OR-
an entertainer’s pack 4tH level
HD: 5 PB: +2 Adventures to Level: 5
Whether an artisan, entertainer, or spy, the
• Improve one ability by 2 or two abilities by
Expert is a catch-all class that represents prowess
1 each.
in areas beyond combat and spellcasting.

Why Only Three Classes? 5tH level


The original edition of the game only had three HD: 6 PB: +3 Adventures to Level: 6
classes and this is an homage to the simplicity
of the origins of the game. In addition, it can
be argued that all subsequent classes from later 6tH level
editions are really only variations of these three HD: 7 PB: +3
orginal classes. Still want to play a Druid? Check • Gain an extra attack when taking an Attack
out Backgrounds on page 10. action.

wArrior
Hit Dice: 1d8 Equipment: Start with the following gear:
Armor: All armor, shields • chain mail -OR-
Weapons: Simple weapons, martial weapons leather armor and a longbow
Tools: None • a martial weapon and a shield -OR-
Saving Throws: Strength, Constitution two martial weapons
Skills: Choose two skills from Acrobatics, • a dungeoneer’s pack -OR-
Animal Handling, Athletics, History, Insight, an explorer’s pack
Intimidation, Perception, and Survival

9
backgrounds
Warriors are trained in battle and in the use Every character has a background, which
of armor and weapons. Examples might be a represents what career they had prior to becoming
ferocious Viking raider, a roaming samurai, or an adventurer. Any character of any class can be
a medieval knight. Whatever type of warrior a of any background. Each background provides a
character may be, they will probably end up on character with two skills and two proficiencies
the front lines of an adventuring party. (usually a Tool Proficiency or a Language). There
is also a list of starting equipment. A background
1St level also provides a Perk — an in-game advantage
HD: 2 PB: +2 Adventures to Level: 2 when dealing with the game world. How the
• Gain an additional hp for every HD background is related to the character’s current
• Gain a +2 bonus when attacking. class and adventuring career is up to the player
• As a reaction, impose disadvantage on the with Referee approval.
attack roll of a creature within 5 ft. that the Acolyte
warrior can see against a target that isn’t the The character has spent their life in the service
warrior. of religion. The character has been ordained and
is vested with the power to perform sacred rites
2nD level and services for worshipers. The character is
not necessarily an adept and performing sacred
HD: 3 PB: +2 Adventures to Level: 3
rites, for game purposes, is not the same thing as
• Once per rest, use a bonus action to regain
spell casting.
hit points equal to 1d8 + current warrior
Skills: Insight, Religion
level.
Proficiencies: Any two languages
Equipment: A holy symbol (an ordination
3rD level gift), a prayer book or prayer beads, 5 sticks of
HD: 4 PB: +2 Adventures to Level: 4 incense, vestments, a set of common clothes,
• The Warrior scores a critical hit on a roll of and a pouch containing 15 gp
19-20. Perks: As ordained clergy, the character can
expect the respect of those who share the
4tH level same faith. The character and adventuring
HD: 5 PB: +2 Adventures to Level: 5 companions can expect to receive free healing
• Improve one ability by 2 or two abilities by and care at a temple of the faith, as long as
1 each. any material components needed for spells are
provided. Those who share the same religion will
support the character (but only the character) at
5tH level
a modest lifestyle.
HD: 6 PB: +3 Adventures to Level: 6
Assassin
The character has had specialized training
6tH level
with the primary objective of killing for hire.
HD: 7 PB: +3 Assassins may also be hired as spies. An assassin
• Gain an extra attack when taking an Attack will usually belong to an assassin’s guild from
action. the character’s local town. The guild provides

10
protection and may offer jobs to an assassin in Druid
good standing. The character has spent their life as part of a
Skills: Deception, Stealth religious order that has great reverence for the
Proficiencies: Disguise, Poison natural world, and is more comfortable with
Equipment: A set of fine clothes, a disguise kit, plants and animals than with other people.
a vial of poison and a pouch containing 15 gp Skills: Nature, Religion
Perks: As an assassin, the character belongs to an Proficiencies: Herbalism, one language
assassin’s guild. The character knows how to get inEquipment: A prayer rope, a winter blanket, an
contact with the guild and can gain information herbalism kit, a set of common clothes, and 5 gp
and job offers. The character can expect help Perks: Animals can often sense disaster before
hiding from authorities if on guild business. humans are ever aware. The character has
learned some campaign secret from interacting
Barbarian
with animals. What this secret is should be
The character has spent their life outside the
worked out with the Referee.
influence of Civilization, living in the wild and
off the land without the comforts of city life. Monk
Skills: Athletics, Survival The character has spent their life as a seeker
Proficiencies: Artisan (appropriate to the of enlightenment and member of an ascetic
character’s culture), one language religious order pursuing mental, spiritual, and
Equipment: A staff, an animal trap, a trophy physical perfection.
from an animal the character has killed, a set of Skills: Athleticism, Medicine
traveller’s clothes, and a pouch containing 10 gp Proficiencies: Artisan (except forgery or
Perks: As someone who has wandered the world, disguise), Herbalism
barbarians have a keen sense of landmarks and Equipment: A holy symbol, a prayer rope, a
geography. The character can always recall the letter of introduction from the abbot of the
general layout of any given area. Given that such character’s monastery, a set of common clothes,
things can be found in the area, a barbarian can and a pouch containing 5 gp
find food and fresh water for up to six people Perks: As a monastic, the character can expect
each day. to find a place to hide, rest or recuperate at a
monastery or with other monks. They will
Bard
shield the character from danger, though they
The character has spent their life as a performer,
might not put themselves in danger.
entertainer, and keeper of stories. They are used
to interacting with all kinds of people from Paladin
peasants to kings. The character has spent their life as a member
Skills: History, Performance of an order of knights dedicated to the stalwart
Proficiencies: Disguise, Musical Instrument defense of Law against Chaos.
Equipment: A musical instrument, a costume, Skills: Animal Handling, Persuasion
a book containing an epic poem, and a pouch Proficiencies: Musical instrument, one
containing 15 gp language
Perks: The character can always find venues to Equipment: A set of fine clothes, a signet ring, a
perform. As long as the character gives a daily scroll of pedigree, and a pouch containing 25 gp
performance, room and board of a modest or Perks: As a knight dedicated to the thwarting
comfortable standard are free. In addition, the of Chaos, people are inclined to think the best
character will earn a positive reputation with of the character and assume the character has
the local population. a right to be where ever they are. Commoners
11
will treat the character with respect and nobles Thief
will treat the character as an equal. If there is a The character has spent their life in and around
need, the character can secure an audience with the criminal underworld.
a local noble. Skills: Sleight of Hand, Stealth
Proficiencies: Thieves’ tools, language
Ranger
(Thieves’ Cant)
The character has spent their life as an inheritor
Equipment: A crowbar, a set of dark common
of ancient scholarship, forgotten skills and lore
clothes with a hood, and a pouch containing 15
passed on from one ranger to another over the
gp
generations, preserving the legacy through
Perks: The character has a reliable contact
times when the light of civilization wavered and
who can liaison with other criminals and their
dimmed. The rangers retreated to the wilderness
organizations. Thieves’ Cant is a secret language
and the outlands long ago shunning what they
that thieves know that allow them to identify
see as decadent, glittering cities, for these are
each other and secretly communicate while in
places that have turned aside from much of the
public.
lore the rangers protect.
Skills: Nature, Survival Veteran
Proficiencies: Navigation, one language The character has spent their life in battle either
Equipment: Navigator’s tools, a scroll case and as a soldier or in some other military capacity.
scroll written in an unknown language, a set of Skills: Athletics, Intimidation
traveler’s clothes, and a pouch containing 10 gp Proficiencies: Gaming, Vehicle
Perks: As a keeper of ancient lore, the character Equipment: An insignia of rank, a trophy taken
will know the location of where to find off a battlefield, a gaming set, a set of common
information when the character does not know clothes, and a pouch containing 10 gp
the desired information. In the wilderness, Perks: The character has military rank that will
the character can always find food and water be recognized by other soldiers from the same
enough to fend for themselves. military organization. Soldiers will recognize
the character’s authority and defer to it if of a
Sorcerer
lower rank. The character can invoke their rank
The character comes from a family whose
to requisition simple equipment or horses for
birthright is magic itself. The very blood that
temporary use. The character can usually gain
flows through the character is steeped in magic.
access to military encampments or fortresses
Whether or not the character can actually use
where their rank is recognized.
this magic depends upon their class.
Skills: Arcana, History Warlock
Proficiencies: Any two languages The character has spent their life in the pursuit
Equipment: A mark on the character’s body of knowledge and power from entities that
indicating their lineage (up to the player with mortals normally don’t dare (or shouldn’t) deal
Referee approval), a set of fine clothes, and a with.
pouch containing 15 gp Skills: Arcane, Persuasion
Perks: As a member of a sorcerous bloodline, Proficiencies: Any two languages
people are inclined to fear the character. Equipment: A book of esoteric lore in one
Commoners will do their best not to raise the of the languages the character knows, a set of
character’s ire and nobles will try not to offend. common clothes, and a pouch containing 15 gp
The character can secure an audience with a Perks: The character begins the game with
family member at any time. knowledge of the location of an object of great
12
magical power (to be worked out with the Adventuring Gear Cost Weight
Referee); however, the character also has a task Abacus 2 gp 2 lb.
yet to be completed for the entity that gave the Acid (vial) 25 gp 1 lb.
character this knowledge (also to be worked out
with the Referee). Alchemist’s fire (flask) 50 gp 1 lb.
Ammunition* n/a n/a
Wizard’s Apprentice
The character has spent their life in the service Antitoxin (vial) 50 gp —
of an adept dedicated to the arcane. Arcane focus
Skills: Arcana, Investigate Crystal 10 gp 1 lb.
Proficiencies: Artisan (usually alchemy), one Orb 20 gp 3 lb.
language Rod 10 gp 2 lb.
Equipment: A bottle of ink, a quill, 10 sheets
of parchment, a set of common clothes, and a Staff 5 gp 4 lb.
pouch containing 10 gp Wand 10 gp 1 lb.
Perks: The character is a member of the Mage’s Backpack 2 gp 5 lb.
Guild and can rely on certain benefits this Ball bearings (1,000) 1 gp 2 lb.
membership provides. The character has access
Barrel 2 gp 70 lb.
to Guild Halls and the research capacities that
they provide as well as being a place to meet Basket 4 sp 2 lb.
potential patrons, allies and hirelings. The Bedroll 1 gp 7 lb.
Mage’s Guild also has political clout, so the Bell 1 gp —
character will be protected from unjust use Blanket 5 sp 3 lb.
of the law and has access to political figures
Block and tackle 1 gp 5 lb.
(though this might require a donation to the
guild’s coffers or library). Book 25 gp 5 lb.
Bottle, glass 2 gp 2 lb.
equiPment
The currency of ba5ic uses a gold standard Bucket 5 cp 2 lb.
for determining the value of an item. Most Caltrops (bag of 20) 1 gp 2 lb.
equipment will have a cost in gold pieces (gp). Candle 1 cp —
Other types of coins include copper pieces Case, crossbow bolt 1 gp 1 lb.
(cp), silver pieces (sp) electrum pieces (ep) and
platinum pieces (pp). One gp is worth 100 cp, 10 Case, map or scroll 1 gp 1 lb.
sp, 5 ep, or 1/10 of a pp. A standard coin weighs Chain (10 feet) 5 gp 10 lb.
about a third of an ounce, so fifty coins weigh Chalk (1 piece) 1 cp —
one pound. Chest 5 gp 25 lb.
Coin 1 cp 1 sp 1 ep 1 gp 1 pp Climber’s kit 25 gp 12 lb.
Copper 1 10 50 100 1000 Clothes, common 5 sp 3 lb.
Silver 1/10 1 5 10 100 Clothes, costume 5 gp 4 lb.
Electrum 1/50 1/5 1 2 20 Clothes, fine 15 gp 6 lb.
Gold 1/100 1/10 1/2 1 10 Clothes, traveler’s 2 gp 4 lb.
Platinum 1/1000 1/100 1/20 1/10 1 * Ammunition is not tracked in ba5ic. All
ranged weapons are considered to come with
the necessary ammunition.
13
Adventuring Gear Cost Weight Adventuring Gear Cost Weight
Component pouch 25 gp 2 lb. Ram, portable 4 gp 35 lb.
Crowbar 2 gp 5 lb. Rations (1 day) 5 sp 2 lb.
Fishing tackle 1 gp 4 lb. Robes 1 gp 4 lb.
Flask or tankard 2 cp 1 lb. Rope, hempen (50 feet) 1 gp 10 lb.
Grappling hook 2 gp 4 lb. Rope, silk (50 feet) 10 gp 5 lb.
Hammer 1 gp 3 lb. Sack 1 cp ½ lb.
Hammer, sledge 2 gp 10 lb. Scale, merchant’s 5 gp 3 lb.
Healer’s kit 5 gp 3 lb. Sealing wax 5 sp —
Holy symbol 5 gp 1 lb. Shovel 2 gp 5 lb.
Holy water (flask) 25 gp 1 lb. Signal whistle 5 cp —
Hourglass 25 gp 1 lb. Signet ring 5 gp —
Hunting trap 5 gp 25 lb. Soap 2 cp —
Ink (1 ounce bottle) 10 gp — Spellbook 50 gp 3 lb.
Ink pen 2 cp — Spikes, iron (10) 1 gp 5 lb.
Jug or pitcher 2 cp 4 lb. Spyglass 1,000 gp 1 lb.
Ladder (10-foot) 1 sp 25 lb. Tent, two-person 2 gp 20 lb.
Lamp 5 sp 1 lb. Tinderbox 5 sp 1 lb.
Lantern, bullseye 10 gp 2 lb. Torch 1 cp 1 lb.
Lantern, hooded 5 gp 2 lb. Vial 1 gp —
Lock 10 gp 1 lb. Waterskin (full) 2 sp 5 lb.
Magnifying glass 100 gp — Whetstone 1 cp 1 lb.
Manacles 2 gp 6 lb.
Acid: does 2d6 acid damage on a hit. Range 20 ft.
Mess kit 2 sp 1 lb.
Alchemist’s fire: 1d4 fire damage at the start
Mirror, steel 5 gp ½ lb. of every turn on a hit unless a Dex save is made
Oil (flask) 1 sp 1 lb. (DC 10). Range 20 ft.
Paper (one sheet) 2 sp — Antitoxin: gives advantage on saves against
Parchment (one sheet) 1 sp — poison for one hour.
Healer’s Kit: a user can stabilize a target
Perfume (vial) 5 gp —
without a Wisdom (Medicine) check. The kit
Pick, miner’s 2 gp 10 lb. has 10 uses.
Piton 5 cp ¼ lb. Holy Water: 2d6 radiant damage vs. undead.
Poison, basic (vial) 100 gp — Range 20 ft. Adepts can make holy water in 1
Pole (10-foot) 5 cp 7 lb. hour for 25gp.
Poison, basic: applied to a weapon, on a hit does
Pot, iron 2 gp 10 lb.
1d4 poison damage unless a Con save is made
Potion of healing 50 gp ½ lb. (DC 10). Useless 1 minute after application.
Pouch 5 sp 1 lb. Potion of Healing: use an action to regain
Quiver 1 gp 1 lb. 2d4+2 hp.

14
Armor Cost Armor Class (AC) Min. Strength Stealth Weight
Shield 10 gp +2 — — 6 lb.
Light Armor
Padded 5 gp 11 + Dex modifier — Disadvantage 8 lb.
Leather 10 gp 11 + Dex modifier — — 10 lb.
Studded leather 45 gp 12 + Dex modifier — — 13 lb.
Medium Armor
Hide 10 gp 12 + Dex modifier (max 2) — — 12 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) — — 20 lb.
Scale mail 50 gp 14 + Dex modifier (max 2) — Disadvantage 45 lb.
Breastplate 400 gp 14 + Dex modifier (max 2) — — 20 lb.
Half plate 750 gp 15 + Dex modifier (max 2) — Disadvantage 40 lb.
Heavy Armor
Ring mail 30 gp 14 — Disadvantage 40 lb.
Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
Splint 200 gp 17 Str 15 Disadvantage 60 lb.
Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.

getting into AnD out of Armor Category Don Doff


Don. This is the time it takes to put on armor. Light Armor 1 minute 1 minute
A character only benefits from the armor’s AC Medium Armor 5 minutes 1 minute
when the full time to don the suit of armor is
Heavy Armor 10 minutes 5 minutes
used.
Doff. This is the time it takes to take off armor. Shield 1 action 1 action
With help, this time is reduced by half.

15
Weapons Cost Damage Weight Properties
Simple Melee Weapons
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. —
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 1 gp 1d4 slashing 2 lb. Light
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Crossbow, light 25 gp 1d8 piercing 5 lb. Loading (range 80/320), two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Loading (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning — (Range 30/120)

weApon propertieS
Finesse: When making an attack with a Range: A weapon that can be used to make a
finesse weapon, the character can use either ranged attack has a range in parentheses. The
the Strength or Dexterity modifier for both the range lists two numbers. The first is the weapon’s
attack and damage rolls. normal range in feet, and the second indicates
the weapon’s long range. Any attack beyond
Two-Handed: This weapon requires two hands normal range is at disadvantage. No attack may
when attacking with it. be made beyond the weapon’s long range.

Versatile: This weapon can be used with one Loading: This weapon may only be fired once
or two hands. A damage value in parentheses a turn regardless of the number of attacks a
appears with the property—the damage when character can normally make.
the weapon is used with two hands to make a
melee attack. Reach: This weapon adds 5 feet to a character’s
reach when attacking with it, including attacks
Heavy: Small creatures have disadvantage on of opportunity.
attack rolls with heavy weapons.
Thrown: If a weapon has the thrown property,
Light: A light weapon allows a character it can be thrown to make a ranged attack. If
to use the weapon with a bonus action as an the weapon is a melee weapon, the same ability
attack. This attack has no ability bonus and the modifier for the attack roll and damage roll is
character must be using two weapons. used as if making a melee attack.

16
Weapons Cost Damage Weight Properties
Martial Melee Weapons
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Flail 10 gp 1d8 bludgeoning 2 lb. —
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb. —
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War pick 5 gp 1d8 piercing 2 lb. —
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Martial Ranged Weapons
Blowgun 10 gp 1 piercing 1 lb. Loading (range 25/100)
Crossbow, hand 75 gp 1d6 piercing 3 lb. Loading (range 30/120), light
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Loading (range 100/400),
heavy, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Loading (range 150/600),
heavy, two-handed

SilvereD weAponS improviSeD weAponS


There are some monsters that have immunity An improvised weapon includes any object that
or resistance to non-magical weapons that are can be wielded in one or two hands, such as
susceptible to silver weapons. A single weapon broken glass, a table leg, a frying pan, a wagon
can be silvered for 100 gp. wheel, or a dead goblin.
If an improvised weapon is similar to an
actual weapon it can be treated as such. Objects
with no resemblance to a weapon deals 1d4
damage. If a character uses a ranged weapon to
make a melee attack, or throws a melee weapon
that does not have the thrown property, it
also deals 1d4 damage. An improvised thrown
weapon has a normal range of 20 feet and a long
range of 60 feet.
17
Tools Cost Weight toolS
Artisan’s tools Artisan’s Tools: Proficiency with a specific
Alchemist’s supplies 50 gp 8lb. set of artisan’s tools grants the proficiency
bonus to any ability checks made using the
Brewer’s supplies 20 gp 9lb.
tools in their craft. Each type of artisan’s tools
Calligrapher’s supplies 10 gp 5lb. requires a separate proficiency. Proficiency with
Carpenter’s tools 8 gp 6lb. Alchemist’s Tools is required to make acid and
Cartographer’s tools 15 gp. 6lb. alchemist’s fire.
Cobbler’s tools 5 gp 5lb. Disguise Kit: Proficiency with this kit allows
the proficiency bonus to be added to any ability
Cook’s utensils 1 gp 8lb.
checks made to create a visual disguise.
Glassblower’s tools 30 gp 5lb. Forgery Kit: Proficiency with this kit allows
Jeweler’s tools 25 gp 2lb. the proficiency bonus to be added to any ability
Leatherworker’s tools 5 gp 5lb. checks made to create a physical forgery of a
Mason’s tools 10 gp 8lb. document.
Gaming Set: This item is specific type of game.
Painter’s supplies 10 gp 5lb. Proficiency with this kit allows the proficiency
Potter’s tools 10 gp 3lb. bonus to be added to any ability checks made to
Smith’s tools 20 gp 8lb. play a game with that set. Each type of gaming
Tinker’s tools 50 gp 10lb. set requires a separate proficiency. Other kinds
of gaming sets exist.
Weaver’s tools 1 gp 5lb.
Herbalism Kit: Proficiency with this kit
Woodcarver’s tools 1 gp 5lb. allows the proficiency bonus to be added to any
Disguise kit 25 gp 3lb. ability checks made to identify or apply herbs.
Forgery kit 15 gp 5 lb. Proficiency with this kit is required to create
Gaming set antitoxin and potions of healing.
Musical Instrument: Proficiency with a given
Dice set 1 sp —
musical instrument allows the proficiency
Playing card set 5 sp — bonus to be added to any ability checks made
Herbalism kit 5 gp 3 lb. to play music with that instrument. Each type
Musical instrument of musical instrument requires a separate
Bagpipes 30 gp 6lb. proficiency. Other musical instruments exist.
Navigator’s Tools: Proficiency with navigator’s
Crumhorn 3 gp 2lb. tools lets the user chart a course and follow
Dulcimer 25 gp 10lb. navigation charts. In addition, these tools allow
Lute 35 gp 2lb. the proficiency bonus to be added to any ability
Lyre 30 gp 2lb. checks made to avoid getting lost.
Poisoner’s Kit: Proficiency with this kit allows
Rebec 30 gp 1lb.
the proficiency bonus to be added to any ability
Shawm 2 gp 1lb. checks made to craft or use poisons.
Tabor 6 gp 1 lb. Thieves’ Tools: Proficiency with these tools
Navigator’s tools 25 gp 2 lb. allows the proficiency bonus to be added to any
Poisoner’s kit 50 gp 2 lb. ability checks made to disarm traps or open
locks.
Thieves’ tools 25 gp 1 lb.

18
Mounts and Carrying Container Capacity
Other Animals Cost Speed Carrying Backpack 30 pounds of gear
Camel 50 gp 50 ft. 480 lb. Barrel 40 gallons liquid
Donkey or mule 8 gp 40 ft. 420 lb. Basket 40 pounds of gear
Elephant 200 gp 40 ft. 1,320 lb. Bottle 1½ pints liquid
Horse, draft 50 gp 40 ft. 540 lb. Bucket 3 gallons liquid
Horse, riding 75 gp 60 ft. 480 lb. Chest 300 pounds of gear
Mastiff 25 gp 40 ft. 195 lb. Flask or tankard 1 pint liquid
Pony 30 gp 40 ft. 225 lb. Jug or pitcher 1 gallon liquid
Warhorse 400 gp 60 ft. 540 lb. Pot, iron 1 gallon liquid
Tack, Pouch 6 pounds of gear
Harness, and Sack 30 pounds of gear
Drawn Vehicles Cost Weight
Vial 4 ounces liquid
Barding ×4 ×2
Waterskin 4 pints liquid
Bit and bridle 2 gp 1 lb.
Carriage 100 gp 600 lb. Barding: Barding is armor designed to protect
Cart 15 gp 200 lb. an animal’s head, neck, chest, and body. Any
Chariot 250 gp 100 lb. type of armor shown on the Armor table can be
purchased as barding. The cost is four times the
Feed (per day) 5 cp 10 lb. equivalent armor made for humanoids, and it
Saddle weighs twice as much.
Exotic 60 gp 40 lb. Saddles: A military saddle braces the rider,
Military 20 gp 30 lb. helping to keep their seat on an active mount in
battle. It gives advantage on any check made to
Pack 5 gp 15 lb.
remain mounted. An exotic saddle is required
Riding 10 gp 25 lb. for riding any aquatic or flying mount.
Saddlebags 4 gp 8 lb. Vehicle Proficiency: If a character has
Sled 20 gp 300 lb. proficiency with a certain kind of vehicle (land
Stabling (per day) 5 sp — or water), they can add their proficiency bonus
to any check made to control that kind of vehicle
Wagon 35 gp 400 lb.
in difficult circumstances.
Waterborne Rowed Vessels: Keelboats and rowboats are
Vehicles Cost Speed used on lakes and rivers. If going downstream,
Galley 30,000 gp 4 mph add the speed of the current (typically 3 miles
per hour) to the speed of the vehicle. These
Keelboat 3,000 gp 1 mph
vehicles can’t be rowed against any significant
Longship 10,000 gp 3 mph current, but they can be pulled upstream by
Rowboat 50 gp 1½ mph draft animals on the shores. A rowboat weighs
Sailing ship 10,000 gp 2 mph 100 pounds, in case adventurers carry it over
Warship 25,000 gp 2½ mph land.

19
lifeStyle expenSeS Food, Drink, and Lodging Cost*
Lifestyle expenses provide players with a Bread, loaf 2 cp
simple way to account for the cost of living Cheese, hunk 1 sp
in a fantasy world. They cover a character’s
Inn stay (per day)
accommodations, food and drink, and all other
necessities. Furthermore, expenses cover the Squalid 7 cp
cost of maintaining equipment. At the start of Poor 1 sp
each week or month (Player/Referee choice), Modest 5 sp
choose a lifestyle from the Expenses table and Comfortable 8 sp
pay the price to sustain that lifestyle.
Wealthy 2 gp
Lifestyle Price/Day Aristocratic 4 gp
Wretched — Meals (per day)
Squalid 1 sp Squalid 3 cp
Poor 2 sp Poor 6 cp
Modest 1 gp Modest 3 sp
Comfortable 2 gp Comfortable 5 sp
Wealthy 4 gp Wealthy 8 sp
Aristocratic 10 gp min. Aristocratic 2 gp
Food, Drink, and Lodging Cost* Meat, chunk 3 sp
Ale Wine
Gallon 2 sp Common (pitcher) 2 sp
Mug 4 cp Fine (bottle) 10 gp
Banquet (per person) 10 gp *These prices are included in total lifestyle
expenses

equipment pAckS 10 torches, a tinderbox, 10 days of rations, a


The starting equipment a character gets from waterskin, and 50 ft. of hempen rope.
their class includes a collection of useful Entertainer’s Pack (40 gp): Includes a
adventuring gear, put together in a pack. The backpack, a bedroll, 2 costumes, 5 candles, 5
contents of these packs are listed here: days of rations, a waterskin, and a disguise kit.
Burglar’s Pack (16 gp): Includes a backpack, Explorer’s Pack (10 gp): Includes a backpack,
a small bag with 1,000 ball bearings, 10 feet of a bedroll, a mess kit, a tinderbox, 10 torches,
string, a bell, five candles, a crowbar, a hammer, 10 days of rations, a waterskin, and 50 ft. of
10 pitons, a hooded lantern, 2 flasks of oil, 5 hempen rope.
days rations, a tinderbox, a waterskin, and 50 ft. Priest’s Pack (19 gp): Includes a backpack, a
of hempen rope. blanket, 10 candles, a tinderbox, an alms box, 2
Diplomat’s Pack (39 gp): Includes a chest, 2 blocks of incense, a censer, vestments, 2 days of
scroll cases, a set of fine clothes, a bottle of ink, rations, and a waterskin.
an ink pen, a lamp, 2 flasks of oil, 5 sheets of Scholar’s Pack (40 gp): Includes a backpack,
paper, a vial of perfume, sealing wax, and soap. a book of lore, a bottle of ink, an ink pen, 10
Dungeoneer’s Pack (12 gp): Includes a sheets of parchment, a little bag of sand, and a
backpack, a crowbar, a hammer, 10 pitons, small knife.
20
languages cHAoS
Race, class and background might all give a This alignment generally describes what
character access to a variety of languages. The might be called “evil,” but more accurately
following table illustrates the various language portrays someone who seeks the destruction
families from a typical fantasy world. Note: the of Civilization and the political and religious
Referee is free to alter this table to better fit their ideals that support it.
campaign world. neutrAl
This alignment describes creatures who either
Standard Languages
aren’t willing to either defend or destroy
Language Typical Speakers Script Civilization or would gladly fight for either
Common Humans Common side should circumstance or the price be right.
Dwarvish Dwarves Dwarvish Normal animals are always neutral.
Elvish Elves Elvish Why Only Three Alignments?
The original game, reflecting its wargaming
Giant Ogres, giants Dwarvish
roots, only had three with no explanation other
Gnomish Gnomes Dwarvish than which creatures would willingly fight with
Goblin Goblinoids Dwarvish or against other creatures. This alignment
Halfling Halflings Common system seeks to emulate this original.
Orc Orcs Dwarvish skills
Exotic Languages Skills are broad categories of tasks that can be
attempted by a character or a creature. Each is
Language Typical Speakers Script associated with a certain ability score:
Abyssal ? Infernal Strength Wisdom
Celestial ? Celestial • Athletics • Animal Handling
Draconic Dragons Draconic Dexterity • Insight
• Acrobatics • Medicine
Deep Speech ? —
• Sleight of Hand • Perception
Infernal ? Infernal • Stealth • Survival
Primordial Elementals Dwarvish Intelligence Charisma
Sylvan Fey creatures Elvish • Arcana • Deception
Undercommon Underworlders Elvish • History • Intimidation
• Investigation • Performance
• Nature • Persuasion
alignment
• Religion
Creatures in a campaign world have an
A skill roll is only necessary when a someone
alignment, which broadly describes moral
attempts to do something out of the ordinary.
and personal attitudes. There are three basic
The appropriate ability modifier of the is used
alignments:
to modify the roll. Proficiency in the skill allows
lAw
the addition of the Proficiency Bonus as well.
This alignment generally describes what might
be called “good,” but more accurately portrays That’s It?
someone who is willing to put their life on The amibuity of Skills and Ability Scores is
the line in defense of Civilization, a particular supposed to encourage both Players and Referees
political entity or a political or religious ideal. to use them creatively.

21
referee’s section

22
It is very important for the [Referee] to be flexible. It is important that the [Referee] be fair, judging
everything without favoring one side or another. The [Referee] is there to see that the adventure is
interesting and that everyone enjoys the game. — Tom Moldvay, Basic Edition p. B60
The Referee is responsible for providing for their pace, but must make a Constitution
adventures for players to take their characters saving throw (DC is 10 + 1 for each hour past
on. Traditionally, these come under two broad 8 hours) at the end each hour. A failed saving
categories: Dungeon Adventures and Wilderness throw results in one level of exhaustion.
Adventures. For examples see the Sample mountS AnD veHicleS
Wilderness on page 47 and the Sample Dungeon A mounted character can ride at a gallop for
on page 49. an hour, covering twice the usual distance for
time a fast pace. Characters in wagons, carriages, or
The Referee assigns the time any task requires other land vehicles choose a pace as normal.
and what time scale given the context of the Characters in a waterborne vessel are limited to
situation at hand: the speed of the vessel, but don’t suffer penalties
• While exploring a dungeon environment, for a fast pace or gain benefits from a slow pace.
the scale is usually in minutes. For example, Difficult terrAin
it might take a good ten minutes to search a Characters travelling in difficult terrain such as
chamber for anything interesting or valuable. dense forests, deep swamps, rubble-filled ruins,
• While exploring a city or the wilderness, a steep mountains, and ice-covered ground move
scale of hours is often more appropriate. It at half speed.
might take about four hours to travel fifteen climbing, Swimming, AnD crAwling
miles to a tower in the forest. While climbing, swimming, or crawling,
• For long journeys, a scale of days usually movement is cut in half or to one third in
works best. Travelling from a borderland difficult terrain.
keep to the capital might take several days or Jumping
even weeks. When making a long jump, a character can cover
• In combat and other fast-paced situations, a number of feet up to their Strength score if
the game uses 6-second time units called they move at least 10 feet on foot immediately
rounds. before the jump. A standing long jump can cover
movement half that distance. When making a high jump, a
The following rules determine how far a character can leap a number of feet equal to 3
character or monster can move in a minute, an + their Strength modifier when moving at least
hour, or a day. 10 feet on foot immediately before the jump. A
forceD mArcH standing high jump can cover half that distance.
The Travel Pace table assumes that characters SpeeD
travel for 8 hours in day. For each additional Every character and monster has a speed, which
hour of travel beyond 8 hours, the characters is the distance in feet that the character or
cover the distance shown in the Hour column monster can walk in 1 round.
Distance Traveled per
Pace Minute Hour Day Effect
Fast 400 feet 4 miles 30 miles −5 penalty to passive Wisdom (Perception) scores
Normal 300 feet 3 miles 24 miles —
Slow 200 feet 2 miles 18 miles Able to use stealth

23
lifting AnD cArrying
The following terms define what a character can Darkness blocks vision entirely. Characters face
lift or carry: darkness outdoors at night (even most moonlit
Carrying Capacity is equal to a creature’s nights), within the confines of an unlit dungeon
Strength score multiplied by 15. This is the or a subterranean vault, or in an area of magical
weight (in pounds) that a character can carry. darkness.
For each size category above Medium, double a Blindsight allows a creature to perceive its
creature’s carrying capacity. For the size category surroundings without relying on sight, within a
Tiny halve a creature’s carrying capacity. specific radius.
Push, Drag, or Lift. A character can push, drag, Darkvision allows a creature, within a specified
or lift a weight in pounds up to twice their range, to see in darkness as if the darkness were
carrying capacity. Pushing or dragging weight in dim light; however, the creature can’t discern
excess of a character’s carrying capacity reduces color in darkness, only shades of gray.
their speed to 5 feet. fooD AnD wAter
A character needs one pound of food and one
the environment gallon of water (two in hot weather) per day.
The following rules cover some of the most Eating less than a pound of food in a day counts
important ways in which adventurers interact as half (or more) a day without food. A character
with the environment in dangerous places. can go without food for a minimum of 1 day and
fAlling up to 3 + Constitution modifier days. Beyond
A creature takes 1d6 bludgeoning damage for that limit, a character automatically suffers one
every 10 feet it falls, to a maximum of 20d6. level of exhaustion.
SuffocAting A character who drinks only half the required
A creature can hold its breath for a minimum amount of water must succeed on a DC 15
of 30 seconds and up to 1 + its Constitution Constitution saving throw or suffer one level
modifier minutes. When a creature runs out of exhaustion at the end of the day. A character
of breath or is choking, it can survive for a with access to even less water automatically
minimum of 1 round and up to its Constitution suffers one level of exhaustion at the end of the
modifier in rounds. At the start of its next turn, it day.
drops to 0 hit points and is dying. It can’t regain A normal day of eating resets the count of
hp or be stabilized until it can breathe again. days without food to zero and is the only way
viSion AnD ligHt to remove exhaustion caused by lack of food or
An environment has one of three categories water.
of illumination: bright light, dim light, and DeStroying obJectS
darkness: Characters can damage objects with their
Bright light lets most creatures see normally. weapons and spells; however, objects are
Even gloomy days provide bright light, as do immune to poison and psychic damage. The
torches, lanterns, fires, and other sources of Referee determines an object’s AC and hp, and
illumination within a specific radius. might decide that certain objects have resistance
Dim light (shadows) creates a lightly obscured or immunity to certain kinds of attacks. When
area. An area of dim light is usually a boundary an object drops to 0 hit points, it breaks.
between a source of bright light, such as a torch, A character can also attempt a Strength check
and surrounding darkness. Twilight, dawn, and to break an object. The Referee sets the DC for
a brilliant full moon can also count as dim light. any such check.

24
resting recuperAting
Adventurers can take short rests in the midst of Between adventures a character can try to
an adventuring day and a long rest to end the recover from a debilitating injury, disease, or
day. poison.
SHort reSt After three days of downtime spent
A short rest is a period of downtime, at least recuperating, a character can make a DC 15
1 hour long, during which a character does Constitution saving throw. A successful save
nothing more strenuous than eating, drinking, results in one of the following results:
reading, and tending to wounds. • One effect that prevents the character from
Every Long Rest, a character has a number of regaining hit points ends.
Healing Dice equal to their level. A Healing Die • For the next 24 hours, the character gains
uses the same die as a character’s Hit Die. One advantage on saving throws against one disease
or more Healing Dice may be spent at the end or poison currently affecting that character.
of a short rest. A player rolls the die and adds
the character’s Constitution modifier to it. The the encounter
character regains hit points equal to the total. When a party of characters go on an adventure,
long reSt they inevitably have encounters with other
A long rest is a period of extended downtime, creatures. Some of these encounters will be pre-
at least 8 hours long, during which a character planned by the Referee while others are due to
sleeps or performs light activity. If the rest is random events.
interrupted by a period of strenuous activity the in tHe Dungeon
characters must begin the rest again to gain any Time in dungeon adventures is generally
benefit from it. organized in 10 minute sequences:
At the end of a long rest, a character regains • The character move and explore. If they do
all lost hit points. The character also regains a nothing but move, they can cover about 2000 ft.
number of Healing Dice, up to a total equaling in 10 minutes.
half their current level. • The Referee rolls for wandering monsters
A character can’t benefit from more than one (generally with a 1 in 6 chance of a wandering
long rest in a 24-hour period, and a character monster).
must have at least 1 hit point at the start of the • The Referee checks the distance between the
rest to gain its benefits. party and the creature(s) encountered (usually
2d6 x10 feet)
between adventures Each side makes Wisdom (Perception) checks
Between trips to dungeons and battles against to see if anyone is surprised.
ancient evils, adventurers need time to rest, • Both sides act. Should the Referee determine
recuperate, and prepare for their next adventure. that the random creature(s) aren’t necessarily
lifeStyle expenSeS interested in combat, a Charisma (Diplomacy)
Players choose a particular quality of life for roll by the players can be used to randomly
their character and pay the cost of maintaining determine the creature’s disposition toward the
that lifestyle. Living a particular lifestyle doesn’t party.
have a huge effect on a character, but it can affect • If the encounter results in combat, see below.
the way other individuals and groups react to
the character. For prices, see page 20.

25
in tHe wilDerneSS When a player describes an action not detailed
Time in wilderness exploration is generally in the rules, the Referee determines whether
organized in sequences of one day each. The that action is possible and what kind of roll is
sequence is identical to that in the dungeon needed, if any, to determine success or failure.
except for the following: bonuS ActionS
• The party can move from 18 to 30 miles Various class features, spells, and other abilities
depending on how fast they choose to move. allow for what is called a bonus action. Without
The slower they move the more likely it is that a special ability, spell, or other feature of the
they will find interesting or hidden features of game stating that a creature or character can do
interest in the areas they are exploring. something as a bonus action no bonus action
• The distance between a party and a random can be taken. Only one bonus action is allowed
encounter will be 4d6 x 10 yards. per turn, so when more than one is available, a
player must choose which bonus action to use.
combat Bonus actions are taken in addition to a normal
When an encounter results in combat, the action during the turn of a character or creature.
following sequence is used: reActionS
1. Determine surprise. Certain special abilities, spells, and situations
2. Establish positions. allow characters and creatures to take a special
3. Roll initiative. action called a reaction. A reaction is an instant
4. Combatants take their turn in initiative order. response to a trigger of some kind, which can
5. Begin next turn. Go to step 4. occur on anyone’s turn. The opportunity attack,
Determine SurpriSe described later in this chapter, is the most
Both sides roll Wisdom (Perception) checks. common type of reaction.
Those who fail are surprised and do not get When a reaction is taken, another one can’t
to act during the first round of combat. Those be taken until the start of the reactor’s next turn.
using Dexterity (Stealth) get a second roll to see If the reaction interrupts another creature’s
if they get surprise. turn, that creature can continue its turn right
roll initiAtive after the reaction.
Every participant makes a Dexterity check to miScellAneouS ActivitieS
determine their initiative. The Referee usually Someone’s turn can include a variety of
makes one roll for an entire group of identical flourishes that require neither an action nor a
creatures. The combat order goes in order move including:
from the highest roll to the lowest. Ties may • Brief utterances and gestures.
be negotiated, re-rolled or determined to be • Opening a door during a move.
simultaneous. • Drawing a weapon as part of the same action
ActionS used to attack.
A creature can move a distance up to their speed • Interacting with an object as part of a move
and take one action during their turn. They can or attack; however, interacting with a second
move first or take an action first. Most actions object requires the use of an action. Some magic
fall under the following categories: items and other special objects always require
• Attack • Help an action to use, as stated in their descriptions.
• Cast a Spell • Hide Note that it is the Referee’s prerogative to
• Dash • Ready require the use of an action for any activity in
• Disengage • Search combat.
• Dodge • Use an Object
26
mAking An AttAck rAngeD AttAckS in cloSe combAt
When attacking with a melee weapon, a ranged Making a ranged attack while within 5 feet of a
weapon, or a spell, the following steps are used: hostile creature is made at disadvantage.
Choose a target. cover
A target must be within the attacker’s range and Obstacles can provide cover when an attack or
may be a creature, an object, or a location. other effect originates on the opposite side of
Determine modifiers. the cover. There are three degrees of cover:
Ability modifiers, proficiency bonuses, special Half Cover
abilities, spells and other factors can all modify A target with an obstacle that blocks at least half
an attack roll. The Referee also determines if of its body has a +2 bonus to AC and Dexterity
the attack roll has advantage or disadvantage saving throws.
against the target. Three Quarters
Melee attacks use the Strength modifier. A target with an obstacle that blocks at least
Ranged attacks use the Dexterity modifier. three-quarters of its body has a +5 bonus to AC
Resolve the attack. and Dexterity saving throws.
Roll a d20. If the total of the attack roll and Total Cover
all the modifiers equals the target’s AC, the A target with total cover can’t be targeted
attack hits. On a hit, damage is rolled, unless directly by an attack or a spell, although some
the particular attack has rules that specify spells can reach such a target by including it in
otherwise. Some attacks cause special effects in an area of effect.
addition to or instead of damage. melee AttAckS
rolling 1 or 20 Most creatures have a 5-ft. reach and can thus
An attack of an unmodified ‘20’ is a critical attack targets within 5 feet of them when making
hit which hits regardless of any modifiers or a melee attack. Creatures using weapons with the
the target’s AC. The attacker is allowed to roll Reach property or are larger than Medium will
the attack’s damage dice twice and add them have a larger reach.
together. Characters can use an unarmed strike (a
If the d20 roll for an attack is an unmodified punch, kick, head-butt, or similar forceful blow)
‘1,’ the attack misses regardless of any modifiers instead of a weapons. On a hit, an unarmed
or the target’s AC. At the Referee’s discretion, strike deals bludgeoning damage equal to 1 +
this may also result in some kind of mishap. Strength modifier. All characters are proficient
unSeen AttAckerS AnD tArgetS with unarmed strikes.
Attack rolls against a target that can’t be seen opportunity AttAckS
are made at disadvantage. Attack rolls against An opportunity attack can be made using
a target that can’t see the attacker are made a reaction when a hostile creature that the
at advantage. The location of the attacker is attacker can see moves out of reach. The attack
revealed when the attack hits or misses. occurs right before the creature leaves reach.
rAngeD AttAckS Only one attack may be made.
Some ranged attacks have two ranges. The two-weApon figHting
smaller number is the normal range, and the When a character wields two weapons and takes
larger number is the long range. An attack roll the Attack action with their primary weapon,
has disadvantage when the target is beyond they can use a bonus action to attack with the
normal range, and a target beyond the long off-hand weapon if it has the Light weapon
range cannot be attacked. property. Unless negative, no ability modifier is
added to the damage of this bonus attack.
27
cASting A Spell SeArcH
Spells have various casting times and, therefore, A creature using the Search action devotes their
casting a spell is not necessarily an action. If a turn to finding something. It is up to the Referee
spell has a casting time of 1 action, a spellcaster as to how that search is resolved.
can use an action in combat to cast that spell. uSe An obJect
DASH There are times when an interacting with an
The Dash action allows a character to move up to object requires an action. This action is also
their current speed in addition to the movement used when a creature wants to interact with
they normally get during their turn. more than one object on their turn.
DiSengAge What if I Want to...?
The Disengage action prevents opportunity Players of ba5ic are encouraged to be creative.
attacks from movement for the rest of the This means they will likely try unexpected
creature’s turn. things. It is the Referee’s job to not only make
DoDge room for this creativity but to adjudicate how to
The Dodge action allows a character to make rule and handle these situations.
a Dexterity check at advantage. On a success,
attack rolls by creatures the dodger can see are damage & death
made at disadvantage. This benefit is lost if the Each weapon, spell, and harmful monster ability
dodger is incapacitated or has their speed drop specifies the damage it deals. The specified
to 0. damage die or dice are rolled, any modifiers are
Help added, and the total is applied to the target. It
The Help action allows a creature the character is possible to deal 0 damage, but never negative
is helping to gain advantage on their next damage.
specified ability check or attack roll as long as it Attacks, damaging spells, and other harmful
occurs prior to the character’s next turn. effects deal different types of damage. Damage
HiDe types help give flavor to the game and are used to
The Hide action allows a creature to make a designate different kinds of damage resistance
Dexterity (Stealth) check in an attempt to hide. and damage immunity.
On a success, the creature can use the rules • Acid: Corrosive & dissolving attacks.
under “Unseen Attackers and Targets” on p. 24. • Bludgeoning: Blunt force attacks.
reADy • Cold: Freeze attacks.
The Ready action allows a creature use a specific • Fire: Flame attacks.
act with reaction before the start of their next • Force: Pure magical energy attacks.
turn. To do this, a perceivable circumstance that • Lightning: Electrical attacks.
will trigger the reaction and the action to be • Necrotic: Necromantic & withering attacks.
taken must both be specified. • Piercing: Puncturing & impaling attacks.
When the trigger occurs, the readied creature • Poison: Venomous & toxic attacks.
may choose to ignore the trigger. Only one • Psychic: Mental attacks.
reaction may be used per round. • Radiant: Divine & spiritual attacks.
Spells with a casting time of 1 action can • Slashing: Cutting & claw attacks.
be readied, but holding onto the spell’s magic • Thunder: Sonic attacks.
requires concentration. If the concentration Whenever a creature takes damage, that damage
is broken, the spell dissipates without taking is subtracted from its hit points. The loss of hit
effect. points has no effect on a creature’s capabilities
until the creature drops to 0 hit points.
28
Dropping to 0 Hit pointS HeAling
When a creatures drops to 0 hit points, it either Unless it results in death, damage isn’t
dies outright or falls unconscious. permanent. Rest can restore a creature’s hit
inStAnt DeAtH points, and magical methods such as a cure
Massive damage can kill instantly when the wounds spell or a potion of healing can remove
damage remaining after reducing a character damage in an instant.
to 0 hit points equals or exceeds their hit point When a creature receives healing of any kind,
maximum. hit points regained are added to its current hp.
fAlling unconSciouS A creature’s hit points can’t exceed its hit point
When a character is reduced to 0 hit points but maximum, so any hit points regained in excess
is not killed outright, they fall unconscious. This of this number are lost. A creature that has died
condition ends if the character regains any hp. can’t regain hit points; however, a referee might
DeAtH SAving tHrowS allow magic that revives creatures to life.
Whenever character starts their turn with 0 hit temporAry Hit pointS
points, they are dying and need to roll a d20. If Some spells and special abilities confer
the roll is 10 or higher it is a success. After three temporary hit points to a creature. When a
successes, the character becomes stable and is no creature has temporary hit points and takes
longer dying. After three failures, the character damage, the temporary hit points are lost first.
dies. Rolling a ‘1’ counts as two failures. Rolling Temporary hit points are separate from
a ‘20’ restores 1 hit point. actual hit points, so they can exceed a creature’s
Any damage done to a character with 0 hit hit point maximum. Healing can’t restore
points, counts as a failure unless the damage temporary hit points, and temporary hits
equals or exceeds the character’s hit point points from different sources cannot be added
maximum which results in instant death. together. Receiving temporary hit points while
StAbilizing A cHArActer at 0 hit points doesn’t restore consciousness or
An unconscious character can be stabilized with stabilize a dying character.
an action to administer first aid, which requires Unless a feature that grants temporary hit
a successful DC 10 Wisdom (Medicine) check. points has a duration, they last until they’re
A stable character doesn’t make death saving depleted or a character finishes a long rest.
throws, but it does remain unconscious. Any conDitionS
further damage done to a stable character forces Conditions alter a creature’s capabilities and
more death saving throws to be made. A stable can arise as a result of a spell, a class feature, a
character that isn’t healed regains 1 hit point monster’s attack, or other effect.
after 1d4 hours. Blinded
monSterS AnD DeAtH • A blinded creature can’t see and automatically
Most Referees have a monster die the instant it fails any ability check that requires sight.
drops to 0 hit points, rather than having it fall • Attack rolls against the creature have
unconscious and make death saving throws; advantage, and the creature’s attack rolls have
however, the Referee is free to make exceptions disadvantage.
for any reason. Charmed
knocking A creAture out • A charmed creature can’t attack the charmer
When an attacker reduces a creature to 0 hit or target the charmer with harmful abilities
points with a melee attack, the attacker can or magical effects.
choose to knock the creature out. The creature • The charmer has advantage on any ability
falls unconscious and is stable. check to interact socially with the creature.
29
Deafened • The creature automatically fails Strength and
A deafened creature can’t hear and automatically Dexterity saving throws.
fails any ability check that requires hearing. • Attack rolls against the creature have
Exhaustion advantage.
Exhaustion is measured in six levels: • Any attack that hits the creature is a critical
hit if the attacker is within 5 feet of the
Level Effect
creature.
1 Disadvantage on ability checks Petrified
2 Speed halved • A petrified creature is transformed, along
3 Disadvantage on attack rolls and with any non-magical object it is wearing or
saving throws carrying, into a solid inanimate substance
4 Hit point maximum halved (usually stone).
• Its weight increases by a factor of ten, and it
5 Speed reduced to 0
ceases aging.
6 Death • The creature is incapacitated, can’t move or
• A creature suffers the effect of its current level speak, and is unaware of its surroundings.
of exhaustion as well as all lower levels. • Attack rolls against the creature have
• If an already exhausted creature suffers advantage.
another effect that causes exhaustion, its • The creature automatically fails Strength and
current level of exhaustion increases by the Dexterity saving throws.
amount specified in the effect’s description. • The creature has resistance to all damage.
• An effect that removes exhaustion reduces its • The creature is immune to poison and disease,
level as specified in the effect’s description, although a poison or disease already in its
with all exhaustion effects ending if a system is suspended, not neutralized.
creature’s exhaustion level is reduced below 1. Poisoned
• Finishing a long rest reduces a creature’s A poisoned creature has disadvantage on attack
exhaustion level by 1, provided that the rolls and ability checks.
creature has also had some food and drink. Prone
Frightened • A prone creature’s only movement option is
• A frightened creature has disadvantage on to crawl, unless it stands up and thereby ends
ability checks and attack rolls while the the condition.
source of its fear is within line of sight. • The creature has disadvantage on attack rolls.
• The creature can’t willingly move closer to • An attack roll against the creature has
the source of its fear. advantage if the attacker is within 5 feet of
Incapacitated the creature. Otherwise, the attack roll has
An incapacitated creature can’t take actions or disadvantage.
reactions. Restrained
Invisible • A restrained creature’s speed becomes 0, and
• An invisible creature is impossible to see it can’t benefit from any bonus to its speed.
without the aid of magic or a special sense. • Attack rolls against the creature have
• Attack rolls against the creature have advantage, and the creature’s attack rolls have
disadvantage, and the creature’s attack rolls disadvantage.
have advantage. • The creature has disadvantage on Dexterity
Paralyzed saving throws.
• A paralyzed creature is incapacitated and
can’t move or speak.
30
Stunned cHAllenge
• A stunned creature is incapacitated (see the A monster’s challenge rating indicates how
condition), can’t move, and can speak only great a threat the monster is. An appropriately
falteringly. equipped and well rested party of four
• The creature automatically fails Strength and adventurers should be able to defeat a monster
Dexterity saving throws. that has a challenge rating equal to the party’s
• Attack rolls against the creature have average level without suffering any deaths.
advantage. creAture Size
Unconscious Different sized creatures take up a different
• An unconscious creature is incapacitated, amounts of space and have different reach in
can’t move or speak, and is unaware of its combat.
surroundings
• The creature drops whatever it’s holding and Size Space Reach
falls prone. Tiny 21⁄2 by 21⁄2 ft. 5 ft.
• The creature automatically fails Strength and Small 5 by 5 ft. 5 ft.
Dexterity saving throws. Medium 5 by 5 ft. 5 ft.
• Attack rolls against the creature have
advantage. Large 10 by 10 ft. 5 ft.
• Any attack that hits the creature is a critical Huge 15 by 15 ft. 10 ft.
hit if the attacker is within 5 feet of the Gargantuan 20 by 20 ft. or more 10 ft.
creature.
monSter SpeciAl AbilitieS
monsters These are descriptors for abilities that certain
Monsters are creatures that inhabit dungeon monsters have. They are explained below:
and wilderness areas that characters encounter Acid: Melee attacks do extra acid damage
on adventures. They are described with the indicated in the parenthesis.
following statistics: Amorphous: Can move through a space as
HD: Hit Dice narrow as 1 inch wide without squeezing.
AC: Armor Class Amphibious: Can function for long periods of
AL: Alignment time in both air and water.
Size: see below Beast of Burden: Can carry 400 lbs.
NCB: Non-Combat Bonus is used for Blindsight: The number in parenthesis is the
all non-combat ability checks radius the creature can see even in magical
AttB: Attack Bonus darkness.
Dam: Damage Blood Frenzy: Has advantage on melee attack
Speed: Movement Rate in rolls against any creature that is wounded.
combat Breath Weapon: In either a 60 ft. line 5 ft. wide
Advantages: Skill Checks or a 30 ft. cone, the creature damages all targets
that the creature either who must make a DC 15 Dexterity Save for half
has advantage with, damage.
or gets a bonus on Camouflage: Has advantage on Stealth checks.
(Referee’s choice) Parenthesis indicate circumstance for the
Special Abilities: advantage.
see below

31
Charge: With a move of at least 20 ft. straight a DC of 5 + damage taken. On a success the
toward a target and a successful attack on the creature is only reduced to 1 hp. Does not work
same turn, that target must succeed on a DC against radiant damage or a critical hit.
14 Strength saving throw or be knocked prone. Frighten: Each target of the creature’s choice
If the target is prone, the creature may take a that is within 120 feet must succeed on a DC
bonus action to attack again. 15 Wisdom saving throw or become frightened
Charm: Can use an action to force a target for 1 minute. If the target fails the saving throw
to make a DC 13 Wisdom saving throw or be by 5 or more, it is also paralyzed. A target can
Charmed for 1 hour. Target may reroll if the repeat the saving throw at the end of each of its
target is harmed by the creature or its allies. turns, ending the effect on itself on a success. On
Cleave: When the creature reduces a target to a successful saving throw, the target is immune
0 hit points with a melee attack on its turn, the for the next 24 hours.
creature can take a bonus action to move up to Healing: Can cast a Cure Wounds spell at will.
half its speed and make an attack. Illumination: Sheds bright light in a radius
Corrosive Touch: Any non-magical weapon indicated in the parenthesis and dim light for
made of metal that hits this creature corrodes. an additional radius indicated.
After dealing damage, the weapon takes a Immune to Normal Weapons: Has Damage
permanent and cumulative -1 penalty to damage Immunity to weapons that aren’t magical or
rolls. If its penalty drops to -5, the weapon is silvered.
destroyed. The creature can eat through 2-inch- Invisibility: Can cast an Invisibility spell on
thick, non-magical metal in 1 round. itself at will.
Damage Immunity: Takes no damage from Keen: Always has advantage on skill checks
the indicated damage type. involving the indicated sense.
Darkvision: Can see in dim light as if in bright Leadership: Can use an action to add d4 to any
light and darkness as if in dim light up to the roll made by an ally once per Short Rest. This
range indicated in parenthesis. effect lasts 1 minute.
Enlarge: For 1 minute, the creature becomes Life Drain: The target of an attack must succeed
Large, doubles its damage dice, and makes on a DC 13 Constitution saving throw or its hit
Strength checks and Strength saving throws point maximum is reduced by an amount equal
with advantage. to the damage taken.
Elemental: Half damage from non-magical Magic Resistance: Advantage on saving throws
weapons. Immune to damage from poison as versus magic.
well as the conditions of exhaustion, paralyzed, Morph: The creature can use an action to
petrified, poisoned, and unconscious. polymorph into an animal-humanoid hybrid,
Engulf: On a successful attack, the target must an animal, or into its true humanoid form.
make a DC 15 Dexterity Save. On a failure, the Statistics are unchanged. Any equipment it is
target is engulfed and is automatically hit on the wearing or carrying isn’t transformed. It reverts
creature’s turn. The target must take an action to to its humanoid form if it dies.
make a DC 15 Strength to free themselves. Multiattack: When using an attack action, the
Fiend: Half damage from cold and lightening creature attacks the indicated number instead
damage. Half damage from non-magical of once.
weapons. Immune to fire and poison damage as Nimble Escape: Can take the Disengage or Hide
well as the condition poisoned. action as a bonus action on each of its turns.
Fortitude: When the creature is reduced to 0 Ooze: Immune to acid damage and the
hp from an attack, it makes a saving throw with conditions blinded, charmed, deafened,
32
exhaustion, frightened, and prone. Half damage Spell Casting: The creature can cast spells from
from cold, fire, and lightening damage. the Adept Spell List. The spell selection is up to
Paralysis: On a successful attack, the target Referee discretion, and can include spells not
must succeed on a DC 10 Constitution saving available in this rulebook.
throw or be paralyzed for 1 minute. The target Spider Climb: Can climb difficult surfaces,
can repeat the saving throw at the end of each of including upside down on ceilings, without
its turns, ending the effect on a success. needing to make an ability check.
Parry: As a reaction, can adds 2 to its AC against Split: If it has at least 10 hit points, the creature
one melee attack that would hit it. can use a reaction to split into two new creatures
Petrification: This creature has an attack that when subjected to lightning or slashing damage.
forces a target to make a DC 12 Constitution Each new creature has hit points equal to half
saving throw. If the saving throw fails by 5 the original creature, rounded down.
or more, the creature is instantly petrified. Stench: All within 5 ft. must make a DC 12
Otherwise, a creature that fails the save begins Constitution save or be poisoned. Success grants
to turn to stone and is restrained. The restrained immunity for 1 hour.
creature must repeat the saving throw at the end Strength Drain: With a melee attack, the
of its next turn, becoming petrified on a failure target’s Strength score is reduced by 1d4. The
or ending the effect on a success. target dies if this reduces its Strength to 0.
Poison: Creature has an attack that forces the Otherwise, the reduction lasts until the target
target to make a DC 12 Constitution saving finishes a Short or Long Rest.
throw. On a success, the target takes half the Sure Footed: Has advantage on Strength and
indicated damage. On a failure, the target is Dexterity saving throws made against effects
poisoned and takes full damage. that would knock the creature prone.
Regeneration: The creature regains the Surprise Attack: When attacking from surprise
indicated hit points at the start of its turn if it or from a hidden position, the creature does the
has at least 1 hit point. indicated amount of extra damage.
Resilient: Has advantage on saving throws Tactics: When the same type of creature is
against poison, spells, and illusions, as well as to within 5 ft., attacks are made at advantage.
resist being charmed or paralyzed. Telepathy: Can magically command the
Rotting Fist: The target of this creature’s attack indicated creatures or communicate simple
must succeed on a DC 12 Constitution saving ideas, emotions, and images telepathically with
throw or be cursed. The cursed target can’t any creature within 100 ft.
regain hit points, and its hit point max decreases Teleport: Can use 10 ft. of a move to appear in
by 10 (3d6) every 24 hours. If this reduces the an unoccupied space within a number of feet
target’s hit point max to 0, the target dies, and its indicated in parenthesis.
body turns to dust. The curse lasts until removed Tracking: The creature has advantage on any
by magic or other means of the Referee’s choice. skill check related to tracking.
Shriek: Can emit a shriek audible within 300 Undead: Immune to necrotic and poison
feet, triggering a Wandering Monster Check damage as well as the poisoned condition. Does
and/or alerting other monsters in range. not need air. Disadvantage on all rolls in sunlight.
Spawn: As an action, the creature can target Water Breathing: Can breath underwater.
a humanoid within 10 feet that has been dead Web Dweller: While in contact with a web, the
for no longer than 1 minute. The target is creature knows the exact location of any other
transformed into a monster of lesser power than creature in contact with the same web. The
the creature and is under the creature’s control. creature has no restrictions caused by webbing.
33
Challenge 0
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Animal, Tiny 1d4 12 N T -1 +2 1d4-1 20 (20)* Perception (Stealth)** (Darkvision (30))
(Poison (1d6))**
Commoner 1d8 10 A M 0 +2 1d4 30
Fire Beetle, Giant 1d6+1 13 N S -2 +1 1d6-1 30 Blindsight, Illumination (10)
Shrieker 3d8 5 N M -4 n/a n/a 0 Ooze, Shriek
*Speed in () is a secondary movement type ( flight, swim, climb) ** Advantages and Special Abilities in () are optional
Challenge 1/8
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Animal, Small 3d4 12 N S 0 +4 1d8 30 (20)* Perception (Stealth)** (Darkvision (60)), (Poison(2d4+1))**
Bandit 2d8+2 12 C M +1 +3 1d6+1 30
Guard 2d8+2 16 A M +1 +3 1d8+1 30 Perception
Kobold 2d6+2 12 C S -1 +4 1d6+2 30 Darkvision (60), Tactics
Mule 2d8+2 10 N M -1 +2 1d4+2 40 Beast of Burden; Sure Footed
Noble 2d8 15 A M +1 +3 1d8+1 30 Deception, Insight Parry
Persuasion
Rat, Giant 2d6 12 N S -1 +4 1d4+2 30 Darkvision (60), Keen Smell, Tactics
Keen Smell, Tactics
Stirge 1d4 14 N T -1 +5 1d4+3 10/40 fly Darkvision (60), Engulf
*Speed in () is secondary movement type ( flight, swim, climb) ** Advantages and Special Abilities in () are optional
Challenge 1/4
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Acolyte 2d8 10 A M +1 +2 1d4 30 Medicine, Religion Spell Casting
Animal, Medium 2d8+2 12 N M 0 +4 1d8+2 40 (20)* (Perception) (Stealth)** (Darkvision (60))**
Draft Horse 3d10+3 10 N L 0 +6 2d4+4 40
Elf, Drow 3d8 15 C M +1 +4 1d6+2 30 Perception, Stealth Dark Vision (120), Resilient, Spell Casting
Goblin 2d6 15 C S 0 +4 1d6+1 30 Stealth Nimble Escape
Pseudodragon 2d4+1 13 N T +1 +4 1d4+2 15/60 fly Perception, Stealth Magic Resistance, Telepathy, Poison
Riding Horse 2d10+2 10 N L 0 +5 2d4+3 60
Skeleton 2d8+4 13 C M 0 +4 1d6+2 30 Darkvision (60)
*Speed in () is secondary movement type ( flight, swim, climb) ** Advantages and Special Abilities in () are optional
Challenge 1/4
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Sprite 1d4 15 N T +1 +6 1 10/40 fly Perception, Stealth Charm, Invisibility
Wolf Spider, Giant 2d8+2 13 N M 0 +3 1d6+1 40/40 climb Perception, Stealth Darkvision (60), Poison (2d6), Web Dweller
Zombie 3d8+9 8 C M -1 +3 1d6+1 20 Darkvision (60), Fortitude, Unead
Challenge 1/2
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Animal, Large 3d8+6 12 N L 0 +4 2d6+1 40(20)* (Perception)** (Charge)(Multiattack(2))**
Cockatrice 6d6+6 11 N S -1 +3 1d4+1 20/40 fly Darkvision (60), Petrification
Gnoll 5d8 15 C M 0 +4 1d8+1 30 Cleave, Darkvision (60)
Gnome, Deep 3d6+6 15 L S +1 +4 1d8+2 20 Investigation, Stealth Camouflage (Stone), Darkvision (120)
Perception Poison, Resilient, Spell Casting
Gray Ooze 3d8+9 8 N M -2 +3 1d6+1 10/10 climb Stealth Acid (2d6), Amorphous, Blindsight (60)
Corrosive Touch, Camouflage (Stone), Ooze
Hobgoblin 2d8+2 18 C M 0 +3 1d8+1 30 Darkvision (60), Tactics
Lizardfolk 4d8+4 15 N M 0 +4 1d6+2 30/30 swim Perception, Stealth Amphibious, Multiattack (2)
Survival
Orc 2d8+6 13 C M +1 +5 2d4+3 30 Intimidation Darkvision (60), Fortitude
Rust Monster 5d8+5 14 N M 0 +3 1d8+1 40 Corrosive Touch, Darkvision (60), Tracking
Sahuagin 4d8+4 12 C M +1 +3 1d4+1 30/40 swim Perception Amphibious , Blood Frenzy,
Multiattack (2), Telepathy (Sharks)
Sea Horse, Giant 3d10 13 N L 0 +3 1d6+1 0/40 swim Charge, Water Breathing
Shadow 3d8+6 12 C M 0 +4 2d6+2 40 Stealth Amorphous, Darkvision (60), Fiend, Ooze,
Strength Drain (1d4), Undead
Warhorse 3d10+3 11 N L 0 +6 2d6+4 60 Charge
Wasp, Giant 3d8 12 N M -1 +4 1d6+2 10/50 fly Poison (3d6)
*Speed in () is secondary movement type ( flight, swim, climb) ** Advantages and Special Abilities in () are optional
Challenge 1
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Bugbear 5d8+5 16 C M +1 +4 2d8+1 30 Stealth, Survival Darkvision (60), Surprise Attack (2d6)
Dryad 5d8 11 N M +2 +2 1d4 30 Perception, Stealth Charm, Darkvision (60), Magic Resistance
Spellcasting, Teleport (60)
Challenge 1
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Duergar 4d8+8 16 C M +1 +4 1d8+2 25 Darkvision (120), Resilient, Enlarge,
Invisibility, Half damage from poison
Ghoul 5d8 12 C M 0 +4 2d4+2 30 Darkvision (60), Paralysis, Undead
Harpy 7d8+7 11 C M 0 +3 1d6+1 20/40 fly Charm, Multiattack (2)
Hippogriff 3d10+3 11 N L 0 +5 1d10+3 40/60 fly Keen Sight, Multiattack (2)
Imp 3d4+3 13 C T +1 +5 1d4+3 20/40 fly Deception, Insight, Blindsight (120), Fiend, Invisibility,
Perception, Stealth Morph, Poison (3d6)
Octopus, Giant 8d10+8 11 N L 0 +5 2d6+3 10/60 swim Perception, Stealth Amphibious, Darkvision (60), Engulf,
Nimble Escape, Camouflage (Underwater),
Water Breathing
Quasit 3d4 13 C T 0 +4 1d4+3 40 Stealth Darkvision (120), Fiend, Frighten, Morph
Specter 5d8 12 C M -1 +4 3d6 0/50 fly Amorphous, Darkvision (60), Fiend,
Life Drain, Undead
Spider, Giant 4d10+4 14 N L 0 5 1d8+3 30/30 climb Stealth Darkvision (60), Engulf, Poison (2d8),
Spider Climb, Web Dweller
Challenge 2
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Berserker 9d8+27 13 C M +1 +5 1d12+3 30 Blood Frenzy
Centaur 6d10+12 12 N L +2 +6 1d10+3 50 Athletics, Perception, Charge, Multiattack (2)
Survival
Gargoyle 7d8+21 15 C M 0 +4 1d6+2 30/60 fly Camouflage (Statue), Darkvision (60),
Elemental
Gelatinous Cube 8d10+40 6 N L -2 +4 3d6 15 Blindsight (60), Camouflage (Stone),
Engulf, Ooze
Ghast 8d8 13 C M +1 +5 2d6+3 30 Darkvision (60), Paralysis, Stench, Undead
Griffon 7d10 12 N L +1 +6 1d10+4 30/80 fly Darkvision (60), Keen Sight, Multiattack (2)
Ochre Jelly 6d10+12 8 N L -2 +4 2d6+2 10/10 climb Acid (1d6), Amorphous, Blindsight (60),
Ooze, Spider Climb, Split
Ogre 7d10+21 11 C L 0 +6 3d4+4 40 Darkvision (60)
Pegasus 7d10+21 12 L L +2 +6 2d6+4 60/90 fly Perception
Plesiosaur 8d10+24 13 N L +1 +6 3d6+4 20/40 swim Perception, Stealth Amphibious
Challenge 2
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Sea Hag 7d8+21 14 C M +2 +5 2d6+3 30/40 swim Amphibious, Camouflage (Underwater),
Darkvision (60), Frighten
Shark 6d10+12 12 N L 0 +6 2d8+4 0/40 swim Perception Blood Frenzy, Darkvision (30),
Water Breathing
Wererat 6d8+6 12 C M 0 +4 1d6+2 30 Stealth Darkvision (60), Immune to Normal Wpns,
Keen Smell, Morph, Multiattack (2)
Challenge 3
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Basilisk 8d8+16 15 N L -1 +5 2d6+3 20 Darkvision (60), Petrification, Poison (2d6)
Knight 8d8+16 18 A M +1 +5 2d6+3 30 Leadership, Multiattack (2), Parry, Resilient
Manticore 8d10+24 14 C L +1 +5 1d8+3 50/50 fly Darkvision (60), Multiattack (3)
Minotaur 9d10+27 14 C L +1 +6 2d10+4 40 Perception Darkvision (60), Blood Frenzy, Charge
Mummy 9d8+18 11 C M +1 +5 2d6+3 20 Darkvision (60), Frighten, Multiattack (2),
Rotting Fist, Undead
Owlbear 7d10+21 13 N L +1 +7 2d6+5 40 Darkvision (60), Multiattack (2),
Keen Sight & Smell
Werewolf 9d8+18 12 C M +1 +4 1d8+2 30 Perception Immune to Normal Weapons, Morph
Wight 6d8+16 14 C M +2 +4 1d8+2 30 Perception, Stealth Darkvision (60), Immune to Normal
Weapons, Life Drain, Multiattack (2),
Spawn, Undead
Challenge 4
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Black Pudding 10d10+30 7 N L -1 +5 1d6+3 20/20 climb Acid (4d8), Amorphous, Blindsight (60),
Corrosive Touch, Spider Climb, Split
Dragon, Wyrmling 10d8+30 17 C M +2 +6 1d10+4 30/60 fly Perception, Stealth Blindsight (10), Breath Weapon (7d6),
Damage Immunity,* Darkvision (60)
Wereboar 12d8+24 11 C M +1 +5 2d6+3 30 Perception Fortitude, Immune to Normal Weapons,
Morph, Multiattack (2)
Weretiger 16d8+40 12 N M +2 +5 1d8+3 30 Perception, Stealth Charge, Darkvision (60), Immune to
Normal Weapons, Morph, Multiattack (2)
*Black = acid, Blue = lightening, Green = poison, Red = fire, White = cold
Challenge 5
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Elemental 12d10+40 15 N L +1 +8 2d8+5 30 (50)* Darkvision (60), Elemental, Engulf
Hill Giant 10d12+40 13 C L +1 +8 2d12+7 40 Perception Multiattack (2)
Gorgon 12d10+48 19 N L +1 +8 2d10+6 40 Perception Charge, Darkvision (60), Petrification
Troll 8d10+40 15 C L +1 +8 1d10+4 30 Perception Darkvision (60), Multiattack (2),
Regeneration (10)
Unicorn 9d10+18 12 L L +2 +7 1d10+4 50 Charge, Darkvision (60), Healing
Multiattack (2), Spell Casting, Teleport (90)
Werebear 18d8+54 11 N M +2 +7 3d8+4 40/30 climb Perception Immune to Normal Weapons, Morph
Wraith 9d8+27 13 C M +2 +6 4d8+3 0/60 fly Amorphous, Darkvision (60), Life Drain,
Immune to Normal Weapons, Ooze,
Spawn, Undead
*Air = fly, Earth = tunneling, Fire = base speed, Water = swim
Challenge 6
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Chimera 12d10+48 14 C L +1 +7 2d6+4 30/60 Perception Darkvision (60), Breath Wpn, (7d6),
Multiattack (3)
Invisible Stalker 16d8+32 14 N M +2 +6 2d6+3 50/50 fly Perception, Stealth Darkvision (60), Elemental, Invisibility,
Multiattack (2), Tracking
Mage 9d8 15 A M +1 +5 1d4+2 30 Arcana, History Spellcasting
Medusa 17d8+51 15 C M +2 +5 1d6+2 30 Deception, Insight Darkvision (60), Multiattack (2)
Perception, Stealth Petrification
Wyvern 13d10+39 13 C L +1 +7 2d6+4 20/80 fly Perception Darkvision (60), Multiattack (2),
Poison (7d6)
Challenge 7
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Dragon, Young 15d10+25 18 C L +2 +7 2d8+4 40/80 fly Perception, Stealth Breath Weapon (11d8), Damage Immunity*
Blindsight (30), Darkvision (120),
Multiattack (3)
Stone Giant 11d12+55 17 C H +2 +9 3d12+3 40 Athletics, Perception Camouflage (Stone), Darkvision (60),
Multiattack (2)
*Black = acid, Blue = lightening, Green = poison, Red = fire, White = cold
Challenge 8
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Frost Giant 12d12+60 15 C H +2 +9 4d10+4 40 Athletics, Perception Damage Immunity (cold), Multiattack (2)
Hydra 15d12+75 15 N H +1 +8 1d10+5 30/30 swim Perception Multiattack (5)
Challenge 9
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Cloud Giant 16d12+96 14 A H +4 +12 4d8+8 40 Insight, Perception Multiattack (2), Spellcasting
Fire Giant 13d12+78 18 C H +2 +11 6d6+7 30 Athletics, Perception Damage Immunity (Fire), Multiattack (2)
Treant 12d12+60 16 L H +3 +10 3d6+6 30 Camouflage (Tree), Multiattack (2), Spawn
Challenge 11
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Djinni 14d10+84 17 L L +4 +9 3d6+5 30/90 fly Darkvision (120), Elemental,
Engulf, Multiattack (3), Spellcasting
Efreeti 16d10+112 17 C L +4 +10 4d6+6 40/60 fly Breath Weapon (7d6), Darkvision (120),
Elemental, Spell Casting
Roc 16d20+80 15 N G +2 +13 5d6+8 20/120 fly Perception Multiattack (2)
Challenge 15
Monster HD AC AL Size NCB AttB Dam Speed Advantages Special Abilities
Dragon, Adult 18d12+90 19 C H +4 +11 3d8+3 40/80 fly Deception, Insight Blindsight (60), Breath Weapon (16d6),
Perception, Persuasion Darkvision (120), Damage Immunity,*
Stealth Frighten, Multiattack (3), Resilient
Purple Worm 15d20+90 18 N G +1 +9 3d8+9 50/30 burrow Blindsight (60), Multiattack(2),
Poison (12d6)
*Black = acid, Blue = lightening, Green = poison, Red = fire, White = cold
What!? No Monster Descriptions? gaining levels
Both in the original game and in the first edition Characters gain levels by going on adventures.
DMG monsters were presented in table form The chart below shows the number of completed
with nothing but statistics. While the original adventures needed to advance. The definition of
edition did have scant descriptions after the a “completed adventure” is up to the Referee.
table, several types of monsters were listed as Characters begin at 1st level.
having the same statistics: Goblins and Kobolds,
Adventures Needed Total
Hobgoblins and Gnolls, and Skeletons and
Level To Advance Adventures
Zombies.
1 0 0
In addition, Gnolls historically have four 2 2 2
different descriptions. In literature, Lord 3 3 5
Dunsany described them as gem loving 4 4 9
creatures who peered out of bored out holes in
5 5 14
trees at the edge of a sinister forest. Margaret
St. Clair described them as looking like tentacled 6 6 20
Jerusalem artichokes with legs and red, faceted
eyes. In the original edition of the game, they
are described as a cross between a gnome and
a troll. In later editions they are depicted as
hyena-men.

Presented with merely a line of statistics,


a Referee is free to describe a Gnoll (or any
other creature) as any of these...or something
Optional Rule
completely different.
To advance in level, a character must spend
at least half of their treasure gained from
How Strong is a Giant? adventuring. This encourages player investment
In the 5e SRD, monsters are given ability in the campaign world. This also emulates the
bonuses in the same way a player character is. way Experience Points were gained in the
For simplicity, all these bonuses are averaged Original Rules:
and presented as a Non-Combat Bonus (NCB).
“Character motivation was solved by stating
Thus, the Referee can simply use the NCB to that you did not get Experience Points until
represent how strong or intelligent a creature is. the money had been spent on your area of
Or, if the Referee should see fit, they are free to interest. This often led to additional adventures
determine that one or more abilities are outliers as players would order special cargos from off
in that average score and use a bonus that the board and then go and guard them so that
they see as more fitting to their vision of what the cargo would reach their lodging and then the
a monster should be. Remember, monsters are player would get the Experience Points.”
presented only as statistics to allow a Referee Dave Arneson, The First Fantasy Campaign,
to make them look like anything that they want. 1977

40
cHArActer improvement After 6tH level Where are the
Adventures after sixth level accrue credits (one 3rd & 4th Level Spells?
per adventure or referee choice). Players may The Adept Spell List in ba5ic is limited on purpose
spend these credits to improve characters in the in order to keep the game simple. It also allows
following ways: the Referee greater control over what magic
• 1 Credit - Add 1 hp to the hp total. This can looks like in their campaign world. Referees
be done a maximum of 10 times. Note, these are encouraged to use whatever resources they
are not HD and a Constitution Bonus does want in order to introduce new spells to their
not apply. Also, see below. campaign. This can be done through adventure
• 1 Credit - Swap out a Known Spell for quests, treasure finds, and/or mysterious NPCs.
another. This can be done any number of This is why options for improving Characters
times. includes the possibility of 3rd and 4th level
• 2 Credits - Gain a +1 on Saving Throws for spells.
one Ability. This can be done once per Ability.
• 2 Credits - Learn a Cantrip. This can only be
treasure
done once.
To determine the amount of treasure that can be
• 2 Credits - Learn a new spell. This can be
found in a monster’s hoard, roll a d20, add the
done a maximum of 3 times.
Challenge of the creature (rounded down) and
• 3 Credits - Add 1 First Level spell slot.
consult the following table:
Requires that the character knows a 1st level
spell. This can be done a maximum of 3 times. Roll d20 Treasure Amount
• 4 Credits - Add 1 Second Level spell slot. 1-10 none
Requires that the character has at least 2 First 11-12 10d4gp
Level Spell Slots. This can be done a maximum
of 2 times. 13-14 (2d8+1d6) x 10gp
• 5 Credits - Choose one skill. Receive double 15-16 10d4 x 10gp
the Proficiency Bonus when using this skill. 17-18 2d10 x 100gp
This can be done a maximum of 2 times. 19-20 4d10 x 100gp
• 5 Credits - Increase the character’s
21-22 10d4 x 100gp
Proficiency Bonus by 1. This can be done a
maximum of 2 times. 23-24 2d20 x 100gp
• 5 Credits - Add 1 hp to the character’s hp 25-26 10d8 x 100gp
total. There is no limit to the times this 27-28 (1d6+1d8) x 1000gp
can be done. Note, these are not HD and a 39-30 4d6 x 1000gp
Constitution Bonus does not apply.
31-32 3d6 x 1000gp
• 6 Credits - This option is for Adepts only.
Add 1 Third Level spell slot. This can only be 33-34 10d4 x 1000gp
done once. 35 1d100 x 1000gp
• 8 Credits - This option is for Adepts only.
Add 1 Fourth Level spell slot. Requires that This treasure hoard can be comprised of any
the character has a Third Level Spell Slot. combination of coins, gems, jewelry or trade
This can only be done once. goods that the Referee deems appropriate.

41
To determine if the treasure includes any d8 Very Rare Magic Items
magic items, roll a d20, add half the Challenge 1 Cloak of Arachnida
of the creature and consult the table below. If the 2 Dwarven Thrower
roll results in a magic item and is an unmodified
19 or 20, there is a chance that there is another 3 Potion of Flying
magic item in the hoard. Roll again. 4 Potion of Speed
5 Ring of Regeneration
Roll d20 Magic Item Type
6 Ring of Telekinesis
1-20 none
7 Rod of Absorption
21-23 Uncommon Magic Item
8 Staff of Striking
24-25 Rare Magic Item
d6 Legendary Magic Items
26 Very Rare Magic Item
1 Holy Avenger
27 Legendary Magic Item
2 Ring of Djinni Summoning
3 Ring of Invisibility
d12 Uncommon Magic Items
4 Ring of Spell Turning
1 Bag of Holding
5 Scarab of Protection
2 Boots of Striding and Springing
6 Vorpal Sword
3 Cloak of Elven Kind
4 Gauntlets of Ogre Power Armor
The bonus on this item improves the wearer’s
5 Potion of Animal Friendship
AC. The type of armor is up to the Referee.
6 Potion of Giant Strength
7 Potion of Resistance Bag of Holding
This magical bag is the size of a small sack but
8 Rope of Climbing has an interior space considerably larger than its
9 Shield +1 outside dimensions, roughly 2 feet in diameter
10 Staff of the Python at the mouth and 4 feet deep. The bag can hold
11 Wand of Secrets up to 500 pounds, not exceeding a volume of 64
cubic feet. The bag weighs 15 pounds, regardless
12 Weapon +1
of its contents. Retrieving an item from the bag
d10 Rare Magic Items requires an action.
1 Armor +1
Boots of Levitation
2 Boots of Levitation At will, the wearer of these boots can levitate
3 Helm of Teleportation vertically up to 20 ft. as an action.
4 Potion of Gaseous Form
Boots of Striding and Springing
5 Potion of Heroism While wearing these boots, the wearer’s walking
6 Ring of Protection speed becomes 30 feet, unless it is normally
7 Scroll higher, even when wearing heavy armor. In
8 Staff of Healing addition, the wearer can jump three times the
normal distance, though not farther than any
9 Sun Blade remaining movement would allow.
10 Wand of Fear

42
Cloak of Arachnida range of 20 feet and a long range of 60 feet. With
While wearing this cloak, the wearer gains the ranged attacks, it deals an extra 1d8 damage. To
following benefits: giants this damage increases to 2d8 damage.
• Resistance to poison damage. Immediately after the attack, the weapon flies
• A climbing speed equal to the wearer’s back to the thrower’s hand.
walking speed.
Gauntlets of Ogre Power
• The wearer can move up, down, and across
The Strength score of the wearer is increased to
vertical surfaces and upside down along ceilings,
19 while wearing these gauntlets. They have no
while leaving their hands free.
effect on anyone with a Strength 19 or higher.
• The wearer can’t be caught in webs of any
sort and can move through webs as if they were Helm of Teleportation
difficult terrain. This helm has 3 charges. While wearing it, the
• The wearer can use an action to conjure a wearer can use an action and expend 1 charge to
mass of thick, sticky webbing at a chosen point transport up to eight willing creatures or a single
within 60ft. The webs fill a 40-foot cube from object within 10ft. to a selected destination. A
that point for up to 1 hour with concentration. target object must be able to fit entirely inside
The webs are difficult terrain and lightly obscure a 10 foot cube. The wearer’s familiarity with
their area. the destination determines the success of the
Each creature that starts its turn in the webs teleportation:
or that enters them during its turn must make a • Permanent circle means a permanent
Dexterity saving throw (DC 13). On a failed save, teleportation circle whose sigil sequence is
the creature is restrained as long as it remains known.
in the webs or until it breaks free. A creature • Associated object means that the user
restrained by the webs can use its action to make possesses an object taken from the desired
a Strength check (DC 13). If it succeeds, it is no destination within the last six months.
longer restrained. • Very familiar is a place the user has been
The webs are flammable. Any 5-foot cube very often, carefully studied, or a place that can
of webs exposed to fire burns away in 1 round, be seen.
dealing 2d4 fire damage to any creature that • Seen casually is someplace the user has seen
starts its turn in the fire. more than once.
Once used, this property of the cloak can’t be • Off Target indicates that the group or object
used again until the next dawn. teleported is off target by 1d10 x 1d10 percent of
the distance that was to be traveled.
Cloak of Elvenkind
• Similar Area indicates a different area that’s
With the hood up, the wearer of this cloak has
visually or thematically similar to the target
advantage on Dexterity (Stealth) checks made
area.
to hide and any Wisdom (Perception) checks
• Mishap indicates that each teleporting
made to see the wearer are at disadvantage.
creature (or the target object) takes 3d10 force
Pulling the hood up or down requires an action.
damage, and the Referee rerolls on the table to
Dwarven Thrower see the final destination. Multiple mishaps are
This magic warhammer may only be used by a possible.
dwarf. It gives a +3 bonus to attack and damage The helm regains 1d3 expended charges daily
rolls. It has the thrown property with a normal at dawn.

43
Helm of Teleportation Results
Familiarity Mishap Similar Area Off Target On Target
Permanent circle — — — 01-100
Associated object — — — 01-100
Very familiar 01-05 06-13 14-24 25-100
Seen casually 01-33 34-43 44-53 54-100
Viewed once 01-43 44-53 54-73 74-100
Description 01-43 44-53 54-73 74-100
False destination 01-50 51-100 — —
Holy Avenger
This magical sword is only usable by a paladin to nonmagical damage, and it has advantage
(and it is usable by any paladin, regardless of on Strength, Dexterity, and Constitution
class). It grants a +3 bonus to attack and damage saving throws. The imbiber can pass through
rolls made with this magic weapon. When the small holes, narrow openings, and even mere
paladin hits a fiend or an undead with it, that cracks, though it treats liquids as though they
creature takes an extra 2d10 radiant damage. were solid surfaces. The imbiber can’t fall and
When the sword is drawn, it creates an aura in remains hovering in the air even when stunned
a 10 ft. radius. The paladin and all allies in the or otherwise incapacitated.
aura have advantage on saving throws against While in the form of a misty cloud, the
spells and other magical effects. imbiber can’t talk or manipulate objects, and
any objects it was carrying or holding can’t be
Potion of Animal Friendship
dropped, used, or otherwise interacted with.
When drunk, this potion allows the imbiber to
The imbiber can’t attack or cast spells.
convince beasts that the imbiber means it no
harm for 1 hour at will. A beast must be seen and Potion of Giant Strength
within 30 ft. A beast must succeed on a wisdom When drunk, this potion grants the imbiber with
saving throw (save DC 13) or be charmed for 24 a Strength of 20 for 1 hour.
hours.
Potion of Heroism
Potion of Flying When drunk, the imbiber gains 10 temporary
When drunk, this potion allows the imbiber to hit points that last for 1 hour. For the same
gain a flying speed equal to their walking speed duration, the imbiber is under the effect of the
for 1 hour and can hover. Bless spell (no concentration required).
Potion of Gaseous Form Potion of Resistance
When drunk, this potion allows the imbiber to When drunk, this potion allows the imbiber to
transform, along with everything it’s wearing gain resistance to one type of damage for 1 hour.
and carrying, into a misty cloud for 1 hour or
Potion of Speed
until the imbiber ends the effect as a bonus
When drunk, the imbiber of this potion has
action. The effect ends if the imbiber drops to
their speed doubled, has a +2 bonus to AC, has
0 hit points.
advantage on dexterity saving throws, and gains
While in this form, the imbiber’s only
an additional action on each of their turns for 1
method of movement is a flying speed of 10 feet.
minute, after which the imbiber can’t move or
The imbiber can enter and occupy the space of
take actions until after their next turn.
another creature. The imbiber has resistance
44
Ring of Djinni Summoning Rod of Absorption
While wearing this ring, the wearer can speak While holding this rod, a user can use their
its command word as an action to summon a reaction to absorb a spell that is targeting only
particular djinni, who appears in an unoccupied the user. The absorbed spell’s effect is canceled,
space of the wearer’s choice within 120 ft. It and energy equal to the spell’s level is stored.
remains as long as the wearer concentrates to The rod can absorb and store up to 50 levels
a maximum of 1 hour, or until it drops to 0 hit of energy after which it becomes non-magical.
points. While summoned, the djinni obeys any Spellcasters can convert energy stored in the rod
commands the wearer gives it. This ring may be into spell slots to cast spells they know. A newly
used once per day. It becomes non-magical if found rod has 1d10 levels of spell energy stored
the djinni dies. in it already. A rod that has no energy remaining
becomes non-magical.
Ring of Invisibility
While wearing this ring, the wearer can turn Rope of Climbing
invisible as an action. Anything worn or carried This 60 ft. length of silk rope weighs 3 pounds and
is also invisible. The effect lasts until the ring is
can hold up to 3,000 pounds. Using an action to
removed, the wearer attacks or casts a spell, or speak the command word animates the rope. As
until the wearer uses a bonus action to become a bonus action, the user can command one end
visible again. of the rope to move toward a chosen destination.
The rope moves 10 feet per turn. The user can
Ring of Protection
also tell the rope to fasten itself securely to an
The wearer gains a +1 bonus to AC and saving
object or to unfasten itself, to knot or unknot
throws while wearing this ring.
itself, or to coil itself for carrying. The rope has
Ring of Regeneration AC 20 and 20 hit points. It regains 1 hit point
The wearer regains 1d6 hit points every 10 every 5 minutes as long as it has at least 1 hit
minutes, provided that the wearer has at least 1 point. If the rope drops to 0 hp, it is destroyed.
hit point. If a body part is lost, the ring causes
Scarab of Protection
the missing part to regrow and return to full
The wearer if this item has advantage on saving
functionality after 1d6 + 1 days if the wearer has
throws against spells. The scarab also has 12
at least 1 hit point the whole time.
charges. If the wearer fails a saving throw
Ring of Spell Turning against a necromancy spell or a harmful effect
While wearing this ring, the wearer has originating from an undead creature, the user
advantage on saving throws against any spell can use a reaction to expend 1 charge and turn
that targets only the wearer. In addition, on roll the failed save into a successful one. The scarab
a of 20 for the save the spell targets the caster crumbles into powder and is destroyed when its
instead of the ring-wearer, using the slot level, last charge is expended.
spell save DC, attack bonus, and spellcasting
Shield
ability of the caster.
While holding this shield, the bonus on this
Ring of Telekinesis item improves the wearer’s AC. This bonus is in
While wearing this ring, the wearer can move addition to the shield’s normal bonus to AC.
or manipulate objects that aren’t being held or
Scroll
worn by thought. As an action, the wearer can
This item has a spell inscribed on it. The spell
move an object that weighs up to 1,000 pounds
may either be cast or copied in a spell book. In
up to 30 feet in any direction, but not beyond 60
either case, the spell fades from the scroll.
ft. of the wearer.
45
Staff of Healing Sun Blade
This item may only be used by an adept. This This item appears to be a longsword hilt. While
staff has 10 charges. The staff regains 1d6 + 4 grasping the hilt, the wielder can use a bonus
expended charges daily at dawn. The holder action to cause a blade of pure radiance to spring
of the staff can use an action to expend 1 into existence, or make the blade disappear.
or more of its charges to cast cure wounds While the blade exists, this magic longsword has
(1 charge per spell level) or touch a creature and the finesse property. It also grants a +2 bonus to
end either one disease or one condition affl icting it attack and damage rolls; however, rather than
(2 charges). The condition can be blinded, slashing damage it deals radiant damage. Undead
deafened, paralyzed, or poisoned. There is a targets takes an extra 1d8 radiant damage.
5% chance the staff is destroyed every time it is The sword’s luminous blade emits bright light
reduced to 0 charges. equivalent to sunlight in a 15 ft. radius and dim
light for an additional 15 ft. The wielder can use
Staff of Striking
an action to expand or reduce its radius of bright
This staff can be wielded as a magic quarterstaff
and dim light by 5 ft. each, to a maximum of 30
that grants a +3 bonus to attack and damage
ft. each or a minimum of 10 ft. each.
rolls made with it. The staff has 10 charges. The
staff regains 1d6 + 4 expended charges daily at Vorpal Sword
dawn. When the holder hits with a melee attack This sword grants the wielder a +3 bonus to
using it, up to 3 of its charges may be expended. attack and damage rolls and ignores resistance
For each charge expended, the target takes an to slashing damage. On an attack roll of 20, the
extra 1d6 force damage. There is a 5% chance sword cuts off the target’s head. The Referee
the staff becomes a non-magical quarterstaff may rule this instantly kills the creature or that
every time it is reduced to 0 charges. it takes an extra 6d8 slashing damage.
Staff of the Python Wand of Fear
This staff may only be used by adepts. The holder This wand has 7 charges and regains 1d6 +
of this staff can use an action to transform the 1 expended charges daily at dawn. There is a
staff into a giant constrictor snake [hp 60 AC 12 5% chance the wand is destroyed every time
AL N Size H NCB +0 AttB +6 Dam 2d6+5 Speed it is reduced to 0 charges. Using an action, the
30/30 swim Advantages Perception Special holder can use one of the following effects:
Abilities Blindsight (10), Grapple (DC 16)]. The • Command. The holder of the wand, can use
holder can use a bonus action to return the staff to an action to expend 1 charge and command
its normal form. As long as the user is conscious another creature to flee or grovel (save DC 15).
and within 60 ft., the snake acts according to • Cone of Fear. The holder can use an action
the user’s command. If the snake is reduced to to expend 2 charges, creating a 60 ft. cone. Each
0 hp, the snake and the staff are destroyed. If the creature in the cone must succeed on a DC 15
snake reverts to staff form before losing all its hit Wisdom saving throw or become frightened
points, it regains all of them. for 1 minute. While frightened, a creature
must spend its turns trying to move as far away
from the holder as it can, and it can’t willingly
move to a space within 30 feet of the holder or
take reactions. At the end of each of its turns,
a creature can repeat the saving throw, ending
the effect on itself on a success.

46
Wand of Secrets Weapon
The wand has 3 charges. The holder can use an The bonus on this item applies to both attack
action to expend 1 charge to detect if there is rolls and damage. The type of weapon is up to
a secret door or trap within 30 feet, revealing the Referee.
the nearest one (if any). The wand regains 1d3
expended charges daily at dawn.

samPle wilderness
0601 0801
lifeleSS river
0701

0602 0802

broken lAnDS 0502 0702 0902

0203 0403 0603 0803 1003 1203

0303 0503 0703 0903 1103

0204 0404 0604 0804 1004 1204

0104 0304 0504 0704 0904 1104 1304

0205 0405 0605 0805 1005 1205

0105 0305 0505 0705 0905 1105 1305

0206 0406 0606 0806 1006 1206

0306 0506 0706 0906 1106

0207 0407 0607 0807 1007 1207

goblin 0307 0507 0707 0907 1107


HillS 0208 0408 0608 0808 1008 1208

0109 0308 0508 0708 0908 1108 1308

0209 0409 0609 0809 1009 1209

0109 0309 0509 0709 0909 1109 1309

0210 0410 0610 0810 1010 1210 DwArven


0310 0510 0710 0910 1110 mountAinS
0611 0811

0511 0711 0911


wyvern 0612 0812
foreSt
0712

geogrApHicAl feAtureS
Broken Lands: These lands are said to have Dwarven Mountains: These mountains are the
once been the center of an empire powered by home of one of the last Dwarven Kingdoms.
long-lost magics. All that remains are blasted They are allied with the gnomes that live in
deserts and rocky terrain. The most popular places below and are known to work with
legends blame the desolation on an anient griffons whose rivalry with the hippogriffs of
confl ict called the Wizard War. the Goblins Hills is well known.

47
Goblin Hills: These wildlands have never been 0606 The Paladin’s Redoubt: Hidden in the
conquered by Civilization. Home to all kinds cliff face behind the water falls of the Lifeless
of goblinoids, they are also home to hippogriffs River is a fortress maintained by the Paladins of
who hate the griffons of the Dwarven Mountains. the Order of St. Ymdalov.
Lifeless River: This odd river flows out of 0607 Riverton: This walled town is one of
the Broken Lands. While the water itself is the few outposts of Law at the edge of the
drinkable, there are no flora or fauna that live Wilderness. It is led and protected by the
within its flow. It is the main route of trade to Paladins of the Order of St. Ymdalov
Civilization, which lies to the south. 0709 The Wyvern Nest: This cave-riddled
Wyvern Forest: This dark and tangled wood mountain is the nesting place for the wyverns
is home to a number of dangerous creatures, of Wyvern Forest. Many an adventuring party
including wyverns after which the forest is has failed to return from expeditions to see how
named. More dangerous, however, may be the much treasure is hidden inside.
drow clans which call this wood home. 0801 River Fort Ruins: Once a bustling trade
Hex number center before the Wizard’s War, these ruins are
0308 The Ruined Tower: Once an outpost all that remain.
of the Paladins of the Order of St. Ymdalov, 1103 The Haunted Keep: This ancient castle
this tower was overrun a number of years ago. is said to be haunted by souls destroyed by the
Rumors abound that it was doomed because it Wizard’s War.
was built over a cursed crypt. 1208 The Dwarven Keep: An outpost for the
0404 The Ancient Aqueduct: In the side of Dwarves who make the Dwarven Mountains
the cliff is a large hole of ancient manufacture. their home. Rumor has it that they have dug too
Rumor has it that it was part of the sewer system deep and their basement is now home to strange
of an ancient city. creatures from the dark below.

wandering monster table


Goblin Dwarven Broken Wyvern
d6 Plains (1) Hills (2) Mountains (3) Lands (4) Forest (5)
1 2d4 Acolytes 1d4 Bugbears 2d6 Animals, Lg. 1d4 Ghasts 4d8 Drow
2 2d4 Animals, 3d4 Goblins 2d6 Gnomes 2d4 Ghouls 2d4 Dryad
Medium
3 1d4 Animals, 1d4 Hippogriffs 1d2 Griffons 2d8 Gnolls 1d3 Owlbear
Large
4 3d4 Bandits 4d6 Kobolds 1d6 Harpies 1d2 Wights 2d4 Spiders, Giant
5 3d4 Guards Ogre Manticore 2d8 Zombies 2d10 Wasps, Giant
6 Noble, Warhorse Bugbear & 6d6 Dwarven 2d8 Rust Wyvern
& 2d4 Guards 2d6 Kobolds Guards Monsters

cHAllenge
The average Challenge of each Wandering Monster Encounter is listed in parenthesis next to each
Wilderness Area. The relative difficulty of each area can be described to characters through rumors
and roleplay.

48
samPle dungeon

wandering monster table tHe ruineD tower & curSeD crypt


When the Paladins of the Order of St. Ymdalov
d6 Tower Crypt
first arrived in the area, they built this tower as
1 Bugbear Ghoul an outpost from which to reclaim the Broken
2 1d6 Goblins Gray Ooze Lands. Unforunately, hidden beneath the tower
3 1d4 Hobgoblins 2d8 Rats, Giant is a crypt with the restless dead. The paladins
4 2d4 Kobolds 1d4 Shadows were beset with misfortune, disease, and
inexplicable death. They did discover the crypt,
5 2d4 Stirges 1d8 Skeletons
but were overrun before they could defeat the
6 Giant Spider 1d8 Zombies undead. Now the tower is home to goblinoids.

49
roomS
1. Entrance: A ramshackle wooden hut has 10. Insane Scribbles: The walls of this cave are
been built around the entry stairs to the tower. covered in crazed writing in several different
The door at the top of the stairs hangs loosely languages.
from its hinges. 11. Watery Tomb: Inside this damp cave is a 10 ft.
2. Defaced Shrine: The south wall once was a poolofstagnantwater.HidinginthepoolisaGhoul
shrine to St. Ymdalov, but it has been thoroughly (HD 5d8 [26]; AC 12; AL C; Sz M; NCB 0;
defaced. AttB +4; Dam 2d4+2; Mv 30; SA Darkvision
3. Guard Room: This room now houses 3 [60], Paralysis, Undead). Around its neck is the
Hobgoblins (HD 2d8+2 [13, 11, 9]; AC 18; key to the iron door that leads to Room 12. Both
AL C; Sz M; NCB 0; AttB +3; Dam 1d8+1; the door and the key radiate of magic.
Mv 30; SA Darkvision [60], Tactics). They each 12. Cursed Treasure: At the back of this cave
have a pouch with 10gp. is a locked treasure chest. Inside the chest are
4. Secret Entrance: Hidden under some thorny 3000gp. This treasure is cursed until someone
bushes (which seem out of place) is a door enters the cave through the locked iron door
leading to stairs going down. using the key from Room 11. The door is
5. Second Story: A group of 4 Goblins (HD 2d6 inscribed with a rune in Dwarvish script
[8, 7, 6, 5]; AC 15; AL C; Sz S; NCB 0; AttB +4; that means ‘Disease.’ This rune disappears if
Dam 1d6+1; Mv 30; Adv. Stealth; SA Nimble unlocked using the key from Room 11. Anyone
Escape) are playing a dice game. The dice set is coming into contact with the Cursed Treasure is
made of ivory and ebony and worth 90gp. affected as if inflicted with the Monster Special
6. Third Story: This floor is almost entirely Ability Rotting Fist (see p. 33)
exposed and covered in dust and rubble. The Isn’t that Mean?
trap door in the ceiling has been boarded over. Old School adventures tended to be tough and
7. Spider’s Lair: The top of the tower is even deadly. Character death was common.
covered in webs and is the lair of a Giant The example of play in Moldvay’s Basic Edition
Spider (HD 4d10+4 [24]; AC 14; AL N; features a character death. This implicit threat
Sz L; NCB 0; AttB +5; Dam 1d8+3; Mv 30/30 encourages different styles of play, not just hack
climb; Adv Stealth; SA Darkvision (60), Poison and slash. It also gives players a real sense of
(2d8), Spider Climb, Web Dweller, Web). accomplishment when their characters survive.
Cocooned inside the web is the dead body of
a human wearing a jewelled necklace worth
250gp.
8. Trap: Behind a locked door is a room
that emanates magic. Anyone who enters is
teleported into the pool in Room 11.
9. Crypts: This room is dominated by an
octagonal column covered in carvings depicting
a deadly plague. On the north side of the
room are five crypts. Each one holds a Zombie
(HD 3d8+9 [31, 28, 25, 24]; AC 8; AL C;
Sz M; NCB -1; AttB +3; Dam 1d6+1; Mv 20;
SA Darkvision [60], Fortitude, Undead).

50
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51

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