Dungeons & Dragons (D&D) is a fantasy roleplaying adventure where friends gather to tell a story together, guiding their adventuring characters against powerful foes and/or on quests for treasure, prestige, and fun. In D&D, each player creates a character and teams up with other adventurers (played by family and friends). This group (aka The Party) works together to explore ruins, mysterious caverns, haunted castles, etc. One player takes on the role of Dungeon Master (DM) to serve as the chief storyteller and game referee. The DM creates a foundational world and plans possible encounters and Non-Player Characters (NPCs) for adventuring characters to interact with. But players are free to drive the story in unexpected ways (knowing, of course, that actions have consequences: their characters might be killed, branded as criminals, etc.). The game normally has no set ending point; “winning” is measured only in terms of having fun and enjoying the interaction of friends.
Player Aids
A basic text-field editable player character .pdf file is available here: One-Page Character Sheet
A double-sided page summary of a 5th Edition rules .pdf file is available here: Game Mechanics Summary
New Character Origins .pdf file is available here: Character Origins
More D&D information than you would ever want can be found using this community-funded site: 5e.Tools
The campaign will use the three (2014) 5th Edition Core rulebooks (PHB, DMG, and MM), some material from Xanathar’s Guide to Everything and Tasha’s Cauldron of Everything, plus a few minor house rulings.
Character Ability Scores (Statistics/Stats)
Ability Scores help determine what a character can do in the game. There are six ability score/stats:
Strength (STR) measures physical power and natural athleticism.
Dexterity (DEX) measures agility, balance, poise, and reflexes.
Constitution (CON) measures health, stamina, and vital force.
Intelligence (INT) measures mental acuity, analytical skill, and information recall.
Charisma (CHA) measures self-confidence, eloquence, leadership skills, and influence.
Creating Ability Scores
Players must use this array of pre-established numbers (15, 14, 13, 12, 10, 8) when creating their characters, assigning one number from the array to one of their six ability scores as they wish. This is for game balance in 5th edition and out of fairness to the other players. Your character’s Class will generally dictate where you should place the largest and smallest numbers, but you are free to follow your own muse. Important ability information is listed below for each class.
Character Classes
A class is essentially a shorthand notation of the character’s adventuring role (profession) and basic skill set (what their specialized training allows them to do). As they increase in levels, all characters will choose an additional specialization track of learning within their class. There are 12 classes:
Barbarian: a fierce warrior from a primitive culture who may rage in battle for combat bonuses (STR and CON).
Bard: an inspiring magician/jack of all trades whose power echoes the music of creation (CHA and DEX).
Cleric: a priestly champion who wields divine magic usually in service to a higher power (WIS and CHA).
Druid: a priest wielding the powers of nature and later able to adopt animal forms (INT and WIS).
Fighter: a master of martial combat, skilled with all weapons and armor (STR and CON, possibly DEX).
Monk: a master of martial arts, skilled with unarmed combat and some specialized weapons (DEX and WIS).
Paladin: a determined warrior bound to a sacred oath (CHA and WIS).
Ranger: a warrior skilled with ranged weapons and possessing some wilderness-based skills (DEX and STR).
Rogue: an agile scoundrel using stealth/trickery to overcome obstacles and enemies (DEX and INT, possibly CHA).
Sorcerer: a spell caster who innately can draw inherent magic from the surrounding world (CHA and CON).
Witch: a wielder of witchcraft derived from a bargain with an extraplanar entity (CHA and WIS, possibly DEX).
Wizard: a scholarly magic-user capable of manipulating the structures of reality (INT and WIS, possibly DEX).
Note: Rangers in this campaign may use the Unearthed Arcana Ranger Revised description of the class:
Ranger Revised .pdf
Class Expectations and Notes
Players and characters must be receptive to joining an adventuring party; you are expected to work well with others.
Players should expect to start with 1st-level characters.
Characters will begin with maximum hit points based upon their class, species, and CON score, and then use standard hit dice averages (ex: 5 HP on a d8, etc.) each level achieved thereafter.
This D&D campaign will use the more realistic Slow Natural Healing optional rule; most creatures will recover only some of their lost hit point damage through resting, eating, and drinking (usually 1 hit point after 1d4 hours).
After a Short Rest period (of at least 1 hour) or a Long Rest (typically 8 hours), characters may choose to expend one (or more) of their Hit Dice to self-heal themselves (this is considered an innate “spiritual” ability that most “monsters” and classed/trained humanoids have). (Best (i.e., full hit die) results are obtained if a character also uses a medical kit and is safely and comfortably resting at an inn, etc.)
One half of a character’s Hit Dice (rounded up) are recovered after completing a Long Rest.
Long Rests are 8 hours long and can be used in this D&D game once every 20 hours for brief adventures (less than three 60-hour days), but only once every 24 hours over longer periods. This effectively allows adventurers a “forced march” grace period where they can push themselves for a single adventure, but fatigue will quickly set in and they will soon begin to suffer penalties and require more recovery time afterward.
Elves can complete a Long Rest in 4 hours.
Some redundant spells differing by level, such as Lesser Restoration and Greater Restoration have been combined into one, slot-variable Restoration spell. Your DM will make players aware of these as needed.
Levels and Training
Even at 1st level, and using numbers from the Ability Array, an adventurer is considered fairly powerful (relative to previous D&D editions and average NPCs).
Most training for level advancement will come from experiential (on-the-job) training (which builds upon Class foundational instruction) while players are adventuring and actively employing their skills to survive. But some specific training time is required after each level increase.
This ongoing training also presupposes that the majority of a character’s downtime (their otherwise idle time while at home, camping, staying at inns, etc.) is consumed in such self-training and is not being used unrealistically in “side ventures,” secondary occupations, item creation, etc.
Characters are among the top physical and mental (Olympic-level) athletes in their chosen Classes, and full-time conditioning is essential to maintain and improve their abilities.
In addition, novice characters must seek out the aid of knowledgeable mentors for short periods of rigorous instructor-directed study, research, and testing as a reasonable ongoing requirement for level advancement in their chosen class (or classes) until they reach veteran (5th-level) status in a class.
Because of the realistic time required for characters to learn a completely new character Class, the multiclassing optional rule has some restrictions in this campaign; players will need to announce to the DM well in advance of “leveling up” their desire to level in a brand new class. And the character must use “in-game” time or magical aids to gain the required foundational education.
Likewise, unless considerable in-game time is allotted and the services of a qualified mentor obtained, characters will not have ready access to any feat option in this campaign. Even if a feat becomes possible, training with qualified mentors (and/or employing powerful magic) is absolutely required.
Player Character Species
As the most common people in this D&D campaign are humanoids: Humans, Dwarves, Elves, Halflings, and Gnomes, those are also the expected player character options in this campaign. Each species has certain advantages and bonuses to their statistics and/or other skills common to most of their kind (which, in this setting, may differ somewhat from the core book versions due to how the species evolved on the campaign world); some outlier individuals (and some closer to D&D standard), though, may certainly exist:
Human: +1 STR, +1 DEX, +1 CON, +1 INT, +1 WIS, +1 CHA.
Human characters start at an age of 64–72 seasons (of about 400 seasons); adult size is Medium (6' 180 lbs), Speed is 30, they speak Common and one other language of their choice. (Note: there are no variant humans in this campaign.)
Hill Dwarf: +2 CON, +1 WIS; has natural toughness (+1 HP/level).
Mountain Dwarf: +2 CON, +2 STR; has natural proficiency with light and medium armor.
All Dwarf characters start at an age of 200 seasons (of about 1,400 seasons); size is Medium (5', 150 lbs), Speed is 25, they speak Common and Dwarvish; they have true dark vision; they have advantage and resistance vs. poison; they are proficient in axes (hand and battle) and hammers (heavy and light); they are proficient in one type of artisan tools (smith, mason, or brewer); are considered Experts in History checks involving stonework.
High Elf: +2 DEX, +1 INT; gains one wizard Cantrip and one extra language.
Wood Elf: +2 DEX, +1 WIS; fleet-footed (Speed 35), can often hide even when using only sparse natural cover.
All Elf characters start at an age of 400 seasons (of about 3,000, although elves on this world have been known to undergo Sálrskipi, literally a “soul change,” where their purpose in mid-life (sometimes even their memories) seem to alter); adult size is Medium (5.5', 100–140 lbs); Speed is 30; they speak Common and Elf; they have twilight vision (similar to dark vision but some light is required); they have proficiency in Perception, advantage vs. charm, and magic can’t put them to sleep; elves may go into a trance in place of regular sleep rest; Elves have natural proficiency with long- and shortsword, short- and longbow.
Lightfoot Halfling: +2 DEX, +1 CHA; has natural stealthy advantage; can attempt to hide behind larger creatures.
Stout Halfling: +2 DEX, +1 CON, has a natural advantage and resistance vs. poison.
All Halfling characters start at an age of 80 seasons (of about 600); size is Small (3.25', 40–60 lbs); Speed is 25; they speak Common and Halfling; they are Lucky and can reroll most d20 results of 1; they have advantage on bravery saving throws; in combat they may pass “through” the space of any creature sized larger than they are.
Forest Gnome: +2 INT, +1 DEX, has natural illusionist (minor illusion) ability, is able to speak with small beasts.
Rock Gnome: +2 INT, +1 CON, has a natural Artificer’s Lore knowledge and a Tinker’s artisan abilities.
All Gnome characters start at an age of 160 seasons (of 1,400 seasons); size is Small (3–4', 40–60 lbs); Speed is 25; they speak Common and Gnomish; they have dark vision; they have advantage on all INT, WIS, and CHA saving throws vs. magic.
Campaign-Specific Species Notes
Half-Breeds: Interbreeding is possible, but the offspring of humanoid unions favor the species characteristics of the mother; as such, there is no half-elf, half-orc, half-devil (tiefling), or half-dragon (dragonborn) “species” in this campaign setting. Exceptions will be considered for player characters, who really, really “need” to play one; however, such characters would be considered unique individuals and not a “species” per se.
Long-Life Species: A trait on TheWorld is that the longer a species can live the more limited opportunities or successes they seem to have in producing (or even desiring) viable offspring. The opposite seems true of the shorter-lived species.
Species Cantrips: Species such as High Elves or Forest Gnomes indicated in the source books as having species cantrips typically need to be mentored in how to cast and master these spells, and the ability to cast cantrips usually does not manifest until adolescence.
Dark vision and Twilight vision: In this setting, species with dark vision (Dwarf, Gnome) and Twilight vision (Elves, Goblins) do not normally see as far or as well as Humans, Halflings, etc., in very bright daylight conditions (Perception Disadvantage checks may apply in some instances); some (especially gnomes) employ shaded-lens eyewear to help compensate during daylight. Such eyewear is relatively inexpensive and readily available.
Ljósálfar: The “Light Alfs” are a variant of High Elves in this setting; closer in size to humans, they do not have Twilight vision but possess instead a Daylight vision, which grants them exceptional, long-range, detailed vision in daylight conditions (allowing them to effectively double Perception proficiency in these instances). Their vision up close and/or in low light and darker conditions, though, is more standard and human-like. (Many Ljósálfar learn the Light spell as a species cantrip as they pass into adulthood.) Light Alfs mature and die more quickly than High Elves (start at an age of 120 seasons of 1,200); but they are more successful at breeding, are slightly less chaotic, and do not experience Sválskipi; they also display more passionate enthusiasm in their chosen pursuits than other High Elves. Adapted well to arid conditions, they have Advantage on their normal Survival rolls in such locations; they do not fatigue quickly in arid conditions nor require additional water in such environments.
Vattenpukje: “Aquatic goblins” are a playable species in this world; a pukje player character has characteristics in common with typical goblins but tend to be more neutral than evil in alignment. Pukje mature very quickly (40+ seasons) and rarely live beyond 320 seasons. They are small creatures, between 3.5 and 4 feet tall, weighing less than 80 pounds. Accustomed to life underground, underwater, or among swamps and dense forests, pukje have Twilight vision of 60' but see less well in bright daylight. Nimble and fast, a pukje’s base Dexterity ability score increases by 2. Base movement is 30'. Nimble Escape: all adult pukje may take Disengage as a Bonus Action on each of their turns. Pukje can write and speak Stoatleeg (Goblin) and one additional language (typically Yemenson (Common) or Undercommon). Distinguishing aspects of the Vattenpukje apart from other goblins: pinkish white or aqua colored skin, affinity with coasts and islands. Weapon proficiency with javelin, net, and trident. Base Strength increases by 1. Semi-Amphibious: they have underdeveloped gills that can extract oxygen from (even salt) water to supplement their normal air-breathing lungs. This allows them to hold their breath underwater for (the greater of) 10 minutes or 5 times longer than a normal surface humanoid could, which is (1 + CON modifier) minutes. Natural Swimmer: they have a swimming speed of 30 feet. Natural Sailors: they have proficiency with the Perception skill and Tool proficiency: water-based vehicle operation. Mask of the Sea species trait: while in or adjacent to bodies of water a vattenpukje can attempt to hide as a Bonus Action even when only lightly obscured (by seaweed, mud clouds, stone or other natural water-based objects and phenomena).
Other Humanoid Species: It may be possible that players may be able to play “standard” Core humanoid species, such as dragonborn—in unique breeding instances (but not as a “species”). Likewise, a tiefling could exist as a result of a human having made a pact or a marriage with an extraplanar patron or demon. In addition, depending upon campaign starting location, players might be able to play certain of the more civilized “monsters” represented in TheWorld. Examples: an ogre in the Rimemarch, Standard “Cave” goblin or Ssamp goblin (träskpukje), kobold in wilderness areas, or lizard folk near Frittlandr, a yuan-ti pureblood in Ökenvald, or a myconid in caverns below Svartaland. However, your starting stats will typically be less than fully-developed entries in the MM. Consult the DM first, and be aware that such characters may have difficulties when traveling elsewhere in TheWorld.
Class and Species Skills
When characters are created, they will establish proficiency in certain skills (functions in the game that they are good at).
Strength rolls test whether or not a character can overcome certain physical obstacles and challenges:
Athletics (STR): climbing, jumping, or swimming; force open door, break bonds, hang on, etc.
Dexterity rolls are used when feats based upon their agility and manual precision are in question:
Acrobatics (DEX): stay on feet, maintain your balance, perform precise maneuvers, etc.
Sleight of Hand (DEX): use legerdemain to conceal objects, pick pockets, plant evidence, etc.
Stealth (DEX): attempt to hide and conceal yourself, sneak quietly past or upon others.
Intelligence rolls are used when a character’s academic knowledge and ability to reason and extrapolate are in question:
Arcana (INT): how familiar you are with magic: recall lore about spells, magic items, magical traditions, planes, etc.
History (INT): recall lore about historical events, legendary people, civilizations, wars, locations.
Investigation (INT): look for clues and make deductions, find specific knowledge needed from old scrolls, etc.
Nature (INT): recall lore about terrain, plants, animals, geology, and weather cycles; general world understanding.
Religion (INT): recall lore about deities, rites, prayers, religious hierarchy, holy symbols, cults, etc.
Wisdom rolls are used when a character’s instincts, senses, and experiences may increase understanding or guide actions:
Animal Handling (WIS): calm and control domesticated animals, intuit intentions, ease them into trusting you.
Insight (WIS): gut feelings help determine true intent from body language, speech habits, changes in mannerisms.
Medicine (WIS): diagnose an illness or disease, stabilize a dying companion, treat wounds, aid in childbirth, etc.
Perception (WIS): spot, hear, or otherwise detect a presence; keen senses: see, hear, smell, touch, taste.
Charisma rolls are used when a character is attempting to influence others:
Deception (CHA): counter “Insight”: hide truth, lie, mislead, fast-talk, con a merchant, gamble, disguise self.
Intimidation (CHA): overtly threaten to influence or scare others away, force action in another, pry information.
Performance (CHA): delight an audience with music, dance, acting, storytelling; “read” what a crowd desires.
Persuasion (CHA): use charm, manners, convincing words to influence; know how to be diplomatic, cordial.
Character Backgrounds
Background reveals where characters came from, how they became adventurers, and so on. Backgrounds provide characters with two Skill Proficiencies, appropriate starting equipment and wealth, and perhaps additional languages and/or Tool Proficiencies (PHB pp. 125–141). Some Standard Background choices include:
Acolyte: Insight, Religion; two languages, 15 GP, common clothes, various religious equipment.
Charlatan: Deception, Sleight of Hand; Disguise and Forgery kit tool proficiency; 15 GP, fine clothes, disguise kit.
Criminal: Deception, Stealth; Gaming and Thieves’ Tools tool proficiency; 15 GP, crowbar, dark clothes.
Entertainer: Acrobatics, Performance; Disguise kit and music instrument plus proficiency with it; 15 GP.
Folk Hero: Animal Handling, Survival; tool proficiency in land vehicles and one artisan tool; 10 GP, set of artisan tools, camping supplies.
Guild Artisan: Insight, Persuasion; extra language; one type of artisan tool proficiency; set of said tools, 15 GP, other guild stuff.
Hermit: Medicine, Religion; extra language; tool proficiency with Herbalism kit and kit; 5 GP, camping basics.
Noble: History, Persuasion; extra language; tool proficiency with one gaming set, 25 GP, fine clothes and such.
Outlander: Athletics, Survival; extra language, tool proficiency with musical instrument; 10 GP, music instrument, staff, trap, and assorted items.
Sage: Arcana, History; two extra languages, 10 GP, ink and paper for letters and such.
Sailor: Athletics, Perception; tool proficiency with navigation tools and water vehicles, 10 GP, rope and such.
Soldier: Athletics, Intimidation; tool proficiency with land vehicles and one gaming set; 10 GP, game, enemy trophy.
Urchin: Sleight of Hand, Stealth; tool proficiency with disguise kit and thieves’ tools, 10 GP, clothes, city map, etc.
Other: (consult with the DM)
Proficiencies and Proficiency Bonus
Characters who are Proficient with weapons, spells, tools, skills may apply their Proficiency Bonus to their rolls.
Characters not proficient may use certain equipment only with serious disadvantage(s) to skills and class features.
Characters who have Expertise with tools and skills, etc. may apply 2× their Proficiency Bonus to their rolls.
Advantage and Disadvantage
Characters with Advantage while making d20 skill or saving throws may make two rolls and take the highest result.
Characters with Disadvantage roll twice and take the lowest result.
Tools Proficiency: Locks and Traps
Lock Picking
Characters may attempt to pick a lock (if they have Thieves’ Tools) with a normal Thieves’ Tools Proficiency check.
If they only have improvised Thieves’ Tools, the check is made with Disadvantage.
If they have tool proficiency in Thieves’ Tools, they get to add their Proficiency Bonus to their rolls.
If they have expertise in Thieves’ Tools, they get to add 2× their Proficiency Bonus.
Oftentimes, a DEX or INT bonus modifier may also be appropriate to add to the skill roll.
Serious failures (rolls of 1) may result in breaking of the delicate tool and/or a lock jamming.
Repeated attempts on the same lock in stressful situations after the first failure may result in damaging the lock, breaking the tools, and/or raising the difficulty challenge on that particular lock.
Characters using Thieves’ Tools without proficiency do not know how to properly care for them; careless repeated usage of them over time will damage them into “improvised” versions.
Finding Traps and Concealed/Secret Doors
Perception (WIS) check: “I’m looking for anything that doesn’t seem ‘right’ here—something out of the ordinary.”
Investigation (INT) check: “I’m considering how I would make a mechanical trap or concealed entrance here, then I’m looking for evidence of something like that.”
Arcana (INT) check: “I am using my learned knowledge of magical traps and concealment techniques to look for telltale signs that such have been used here.”
Generally, a successful “Finding a trap” roll will also include ideas about how to disarm or jam it.
Disarming Traps
Once a trap is discovered and understood, the disarming check works like lock picking using the same tool checks.
Any failure may result in “tripping the trap” and releasing its intended effects.
Automatic Skill Roll Successes and Failures
Many of the skill rolls in the game are based upon characters being in a hurry to accomplish them: they’re falling from the roof of a two-story house, being chased in a cavern by a bear, trying to sneak past alert royal guards, etc. In these instances, each attempted skill takes six seconds and success or failure may be the difference between life or death. On other occasions, a rogue might be resting comfortably in a room at the inn and have hours to carefully pick a lock. Now, any Rogue worth their salt with the right tools will eventually pick that lock given enough time. In these non-critical should-succeed situations, likely no actual lock-picking rolls will be needed. The rogue just succeeds. Or the rogue will know fairly early into the process that they can never succeed with what they currently know or have.
Learning from Repetitive Skill Rolls
Occasionally in the game, a player will succeed at a particular skill roll, such as using Athletics (STR) to climb a back alley fence in their home neighborhood. A single success at climbing this fence doesn’t guarantee future success, but there does come a point where if a character climbs it most every day, they will “learn how to do it” without fail. As long as the environment of the skill check doesn’t change too much (pouring rain, footholds are icy, or someone greased the handholds) and the health of the character remains good, then when climbing this particular fence in a combat situation, the character will have a “lair advantage,” so to speak. No roll normally will be required for them to accomplish the feat. Note: the reverse may also be true: a character expecting things to be normal when they aren’t might automatically fail on their first attempt.
Immunity, Resistance, and Vulnerability
Creatures with Immunity to certain types of damage take no damage from attacks of this nature.
Creatures with Resistance to certain types of damage take half damage.
Creatures with Vulnerability to certain types of damage take double damage.
Starting Languages
Most characters will begin play being able to speak and write two languages. Character Backgrounds as indicated above may grant additional languages.
Note: even if they do not select it as one of their starting languages, Rogues learn Hwelm, Druids learn Syllic, and Wizards learn Hemleeg basics, just enough to perform their Class tasks. But, to be regarded as truly “fluent” in the language, characters will need to be proficient in the language not just the subset.
Alignment
Alignment is a self-imposed behavioral goal. It is not meant to be a player or class restriction in this setting. It is role-playing. Alignment is up to players to determine what is right and wrong ethical behavior and the correct attitude for their own characters and friends. This is the case generally. Realize, however, that some deities may only accept religious followers who commit to adhering to the additive dual commitments that closely resemble the deity’s own.
Ethics
Good characters tend to be altruistic, have respect for life, and are concerned for the dignity of most every sentient being. They often will make personal sacrifices to help others, even strangers.
Evil characters tend to be egoistic, self-indulgent, and show little concern or compassion for others. Some even derive pleasure from oppressing, torturing, and killing sentient beings.
Neutral characters tend to lack any serious commitment to either good or evil. They expect to be treated by others as they treat them, and vice versa.
Attitude Toward Society
Lawful characters tend to follow group traditions and societal rules, are willing to give up some of their personal freedoms in order to be more secure and to have everyday things be more convenient. Governments and laws, they feel, tend to make cities safer and more productive (due to such settlements having a ready, nearby source of labor and worker specialization). Lawful characters may sometimes lack adaptability and might be somewhat set in their ways, but they are also very dependable and honorable in their dealings.
Chaotic characters tend to place more importance on personal freedoms and liberty, especially their own; they favor self-sufficiency, resent being told what to do, and treat others (not collectively as members of a group but) based upon a creature’s individual merits. Chaotic characters might sometimes seem to be arbitrary and reckless, but they look for the potential in everyone and genuinely want others to be able to freely express themselves.
Neutral characters have principles set somewhere between Law and Chaos; Neutral characters are generally honest (in places where they are well-known) and have some respect for authority, but have no driving compulsion to obey nor to rebel from it—openly.
Role-Playing Characteristics
Work with the DM to flesh out your character by creating two Personality Traits, an Ideal, at least one Bond, and a Flaw.
The PHB entries on Backgrounds have some suggestions and examples if you need help.
Personality Traits define something interesting, fun, and specific about your character. If you have a high intelligence, for example, do not select a generic trait like “I’m smart,” but instead develop something unique like “I’ve read every book in my home town… twice.” Based on this trait, your character might seek out more books to read or frequently quote from books that they have memorized.
Ideals are the concepts that your characters believe in most strongly; ideals are related to ethics, but Good characters, for instance, may be Good for different reasons. An ideal helps to describe why your characters believe in something, or helps define what motivates them to take action. For example, your character, who was once deathly poor, might wish to see a world where no one ever goes hungry.
Bonds represent connections to people, places, things, and world events. A bond might commit characters to sending a portion of their earnings each month to help support an aging mother, or he or she might feel great distress if separated from a favorite weapon.
Flaws represent some vice, compulsion, fear, or weakness. Your characters may have little control over their actions in situations that involve this flaw. For example, your character may be claustrophobic and blindly panic when they find themselves in a confined space.