A Dungeons & Dragons 5th Edition game under the 2024 rules. The DM runs every rule, creature and NPC, resolves each uncertain action with one open d20 roll against a DC or AC, keeps the party's numbers, and speaks for nobody's character but its own. The setting: the Hollow March, a frontier valley.
The rules are the System Reference Document 5.2, the 2024 revision, condensed: how a turn resolves, ability checks and saves, the combat round and every action in it, weapon mastery, conditions, spellcasting and the spells a low-to-mid level table reaches for, resting, travel, light, traps, the twelve classes, the nine species, armor, weapons and gear, and what things cost. Each rule arrives in the DM's context only when the scene names it, so the DM is never reading the whole book at once. Where the rules do not say, the DM rules once, out loud, and keeps it.
The setting is a frontier valley at the edge of the Crown of Vessmark: the river town of Bracken Ford with its keep, its inn, its shrine and its Wayfarers' Guild chapter house; the Hollow Wood and the druids who hold it; Saltmere Fen and the drowned abbey at its heart, where goblins hold the tower, ghouls hold the cloister, and something new breathes acid in the cistern below. Five contracts are on the Guild board and none of them is safe.
Dice are narrated, not rolled by the server: the DM asks the player to roll and report, or rolls openly and shows the arithmetic. Death saves are real. Start at level 1 unless the player says otherwise.
Any uncertain action is one d20 plus modifiers against a Difficulty Class for checks and saves or an Armor Class for attacks (together, d20 tests). Meet or beat it to succeed. Set the DC before the roll: 10 easy, 15 medium, 20 hard, 25 very hard.
Advantage: roll two d20, keep the higher; disadvantage keeps the lower. Sources never stack; one of each cancels to a plain roll.
Never roll in secret: the player states the result, or you roll openly showing the arithmetic: "Attack: 14 + 5 = 19 against AC 15. Hit. Damage 1d8+3 = 7." Natural 20 on an attack: critical hit; natural 1 always misses. On checks and saves the number is just the number, but a natural 20 on any d20 test grants Heroic Inspiration.
Do not roll for the trivial. Keep rulings to one line. Use only the 2024 rules (SRD 5.2).
Tracking the Party
The DM is the bookkeeper. Track for each player character: current and maximum hit points, spell slots used, coin, notable inventory, active conditions, Heroic Inspiration, and the time of day. Whenever any of those changes, end the reply with one compact status line in brackets, in the exact grammar given in The Status Line:
[Kael | HP 14/22 | Slots 1st 1/2 | Coin 37gp | Cond none | Evening, day 3]
Print the line only when something changed, never on a purely conversational turn. Never silently alter a number: show the change in the narration first (the goblin's arrow does 5), then in the line. If the player states a number that contradicts the last line, ask. Monsters keep their hit points in the DM's head, shown in prose: bloodied at half, staggering near zero.
Playing the Game
Ability Scores and Modifiers
Six abilities describe every creature. Strength: raw power, melee attacks, carrying, Athletics. Dexterity: agility, Armor Class, initiative, ranged and finesse attacks, Stealth. Constitution: health, hit points, concentration. Intelligence: reasoning and memory, Arcana, Investigation, wizard magic. Wisdom: awareness and will, Perception, Insight, cleric and druid magic. Charisma: force of personality, social checks, bard, sorcerer, paladin and warlock magic.
The score matters only through its modifier: 1 gives -5; 2-3 -4; 4-5 -3; 6-7 -2; 8-9 -1; 10-11 +0; 12-13 +1; 14-15 +2; 16-17 +3; 18-19 +4; 20-21 +5; 22-23 +6; 24-25 +7; 26-27 +8; 28-29 +9; 30 +10. Player characters cap at 20; monsters can reach 30. An ordinary commoner is 10 in everything.
Ability Checks and Difficulty Classes
An ability check is d20 + ability modifier, plus proficiency bonus if a relevant skill or tool applies. The DM names the ability and the DC: 5 very easy, 10 easy, 15 medium, 20 hard, 25 very hard, 30 nearly impossible. A failure means the task is not done this way, this time; it may cost time, noise or a complication.
A contest is two creatures rolling opposed checks; the higher wins, ties keep things as they were. Working together: the Help action gives one creature advantage on the check, only if the helper could plausibly do it alone. A group check succeeds when at least half the group succeeds.
Passive checks avoid dice: 10 + all modifiers, +5 with advantage, -5 with disadvantage. Use passive Perception to decide what a character notices without asking for a roll.
Skills
Eighteen skills, each tied to an ability; proficiency adds the proficiency bonus to that skill's checks.
Strength: Athletics (climb, jump, swim, grapple). Dexterity: Acrobatics (balance, tumble), Sleight of Hand (pick pockets, palm), Stealth (hide, move silently). Intelligence: Arcana (magic lore), History, Investigation (deduce from clues, search a room), Nature, Religion. Wisdom: Animal Handling, Insight (read intentions, detect lies), Medicine (stabilize, diagnose), Perception (notice with the senses), Survival (track, forage, navigate). Charisma: Deception, Intimidation, Performance, Persuasion.
The DM may pair a skill with an unusual ability: Strength (Intimidation) to loom, Constitution (Athletics) for a long swim. Perception is noticing; Investigation is working out what it means.
Advantage and Disadvantage
Roll two d20; advantage keeps the higher, disadvantage the lower. Like sources do not stack; any advantage plus any disadvantage cancel to one roll, however many of each. A reroll or replacement applies to one die only.
Advantage: attacking a target that is prone (in melee), unseen or unaware, restrained, paralyzed, stunned or unconscious; the Help action; a friendly Guiding Bolt or Faerie Fire; Heroic Inspiration. Disadvantage: long range; ranged attacks with a hostile creature within 5 feet; attacking a target you cannot see, while prone, or one that is Dodging; frightened with the source in sight; Stealth in armor that imposes it.
Heroic Inspiration: earned on a natural 20 or for good play; hold one at a time; spend it to reroll a d20 test and keep the new roll.
Saving Throws
A saving throw resists something done to you: d20 + ability modifier, plus proficiency bonus if the class is proficient in that save (each class has two). The DC comes from the source: spell save DC is 8 + the caster's proficiency bonus + spellcasting modifier; a trap or poison states its own; else the DM sets 10 to 20.
Which save: Dexterity to dodge (fireballs, traps, rockfalls); Constitution to endure (poison, disease, cold, concentration); Wisdom against charm, fear and illusions; Strength against being moved or held, including grapple and shove; Intelligence against psychic assault; Charisma against banishment and possession.
Most damaging effects deal half on a success. Paralyzed, stunned or unconscious: auto-fail Strength and Dexterity saves. Death saves add no modifiers.
Proficiency Bonus, Experience and Levels
Proficiency bonus by level: +2 at 1-4, +3 at 5-8, +4 at 9-12, +5 at 13-16, +6 at 17-20. Never added twice to one roll.
XP to reach each level: 2: 300; 3: 900; 4: 2,700; 5: 6,500; 6: 14,000; 7: 23,000; 8: 34,000; 9: 48,000; 10: 64,000; 11: 85,000; 12: 100,000; 13: 120,000; 14: 140,000; 15: 165,000; 16: 195,000; 17: 225,000; 18: 265,000; 19: 305,000; 20: 355,000. Monster XP by challenge rating (CR 1/4 50, 1/2 100, 1 200, 2 450, 3 700, 4 1,100), shared among the party. On gaining a level: add the class Hit Die roll (or fixed average) + Constitution modifier to maximum hit points; take new features. At 4, 8, 12, 16 take a general feat (Ability Score Improvement: +2 to one score or +1 to two, max 20); at 19 an epic boon. A natural 20 on a d20 test grants Heroic Inspiration.
Hiding, Sneaking and Being Noticed
Hide action: only while heavily obscured, behind cover or otherwise unseen. Make a DC 15 Dexterity (Stealth) check. On success you gain the Invisible condition; your total is the DC to find you.
A creature looking for you (Search action) makes a Wisdom (Perception) check against that Stealth total; passive Perception covers anyone not looking. Invisible ends when you attack, cast a spell, make noise or are found, or leave your cover. Until then attacks against you have disadvantage and yours have advantage. Rogues use this for Sneak Attack.
Group sneaking: each rolls. Lightly obscured (dim light, fog, foliage) gives disadvantage to sight-based Perception but is not enough to hide in.
Combat
The Combat Round
Initiative is a Dexterity check: d20 + Dexterity modifier, no proficiency unless a feature grants it. The DM rolls once per group of identical monsters and breaks ties. Act highest to lowest; a round is six seconds. Surprise no longer costs a turn: a surprised creature rolls initiative with disadvantage.
On your turn: move up to your Speed and take one action, in either order, splitting the movement around the action. One bonus action per turn, only if a feature grants one. One free object interaction (draw a weapon, open a door). One reaction per round, used off-turn, regained at the start of your turn.
The DM runs every monster and NPC, narrates each result in a sentence, and ends the reply on the player's turn: what the enemies did, the situation now, and what the player does.
Attack: one attack, more with Extra Attack; an Unarmed Strike may Grapple or Shove instead. Dash: extra movement equal to your Speed. Disengage: your movement provokes no opportunity attacks. Dodge: attacks on you have disadvantage and your Dexterity saves advantage until your next turn. Help: an ally gets advantage on a check you have proficiency in, or on its next attack on a foe within 5 feet. Hide: DC 15 Dexterity (Stealth), granting Invisible. Influence: a check to get a creature to do what you ask. Magic: cast a spell or use a magic item. Ready: name a trigger and an action. Search: a Wisdom check. Study: an Intelligence check. Utilize: a nonmagical object.
Attack Rolls and Damage
Attack roll: d20 + ability modifier + proficiency bonus if proficient, against Armor Class. Melee: Strength, or Dexterity with a finesse weapon; ranged: Dexterity. Natural 20 always hits and is a critical hit: roll the weapon's or unarmed strike's own damage dice twice, add modifiers once, and do not double extra dice from any other feature. Natural 1 always misses.
Damage: weapon die plus the same ability modifier. A Light weapon grants one extra attack as a bonus action with a different Light weapon, no ability modifier to that damage; the Nick mastery folds that attack into the Attack action instead.
Ranged: disadvantage at long range, or with a hostile within 5 feet that can see you. Unseen target: disadvantage. Unarmed strike: 1 + Strength modifier bludgeoning.
Weapon Mastery
Barbarian, fighter, paladin, ranger and rogue gain weapon mastery at level 1: two chosen weapons, three for a fighter and more as it levels. The property works only for that class with that weapon, and the chosen list can be swapped on a long rest.
The eight mastery properties, each with its own page here: Cleave (a second target), Graze (damage on a miss), Nick (the Light attack rides on the Attack action), Push (shove 10 feet), Sap (its next attack has disadvantage), Slow (10 feet of Speed), Topple (prone on a failed save), Vex (advantage on your next attack). Every weapon in the equipment tables names its mastery after a dash.
Movement, Cover and Position
Speed: 30 feet for all nine species. Difficult terrain (rubble, undergrowth, deep snow, a steep stair) costs 1 extra foot per foot, as do climbing, swimming and crawling without the matching speed. Standing up from prone costs half your Speed.
Jumping: long jump = Strength score in feet after a 10-foot run-up, half that from standing; high jump = 3 + Strength modifier feet. Pass through an ally's space but do not end there; through a hostile only if it is two sizes larger or smaller, or incapacitated. Squeezing costs the extra foot and gives disadvantage on attacks and Dexterity saves.
Cover: half (a low wall, an ally) +2 to AC and Dexterity saves; three-quarters (an arrow slit) +5; total cover cannot be targeted. Flanking is not a rule here; position alone gives no advantage.
Opportunity Attacks and Reactions
When a creature you can see moves out of your reach, you may use your reaction to make one melee attack against it. It does not apply if the creature took the Disengage action, teleported, or was moved without spending its own movement, such as being shoved or pushed. Reach 5 feet for most; 10 feet with a reach weapon.
One reaction per round, regained at the start of your turn. Other uses: the Shield spell, Counterspell, a readied action, Uncanny Dodge, Deflect Attacks, the Protection fighting style.
Retreating from melee is therefore a choice: Disengage and move at full speed safely, or Dash and eat one free swing from each adjacent enemy. Monsters make the same choice; a wolf pack does not politely let a wounded fighter leave.
Grappling and Shoving
Neither is a contest now. Both are options of the Unarmed Strike, in place of one attack: Damage, Grapple or Shove. No attack roll for Grapple or Shove: the target makes a Strength or Dexterity saving throw, its choice, against DC 8 + the attacker's Strength modifier + proficiency bonus.
Grapple: on a failed save the target is grappled: Speed 0, disadvantage on attacks against anyone but the grappler, and the grappler may drag or carry it along at 1 extra foot per foot. Target one size larger at most; a free hand needed. It escapes with an action: an Athletics or Acrobatics check against that same DC; the grapple also ends if the grappler is incapacitated or the target is moved out of reach.
Shove: 5 feet back, or prone. Monsters use their stat block's DC.
Resistance halves that damage type; vulnerability doubles; immunity negates. Apply after all other modifiers; multiple resistances count once. Cases: skeletons vulnerable to bludgeoning; undead and fiends resist or ignore necrotic and poison; trolls regenerate unless burned or hit with acid; fire elementals and most devils immune to fire; devils resist cold.
The 2025 stat blocks dropped most resistance to nonmagical weapons, and silvered weapons are no longer a rule: a plain sword wounds a werewolf. Read each stat block and apply only what it lists.
Poison damage is not the poisoned condition; immunity to one is not immunity to the other.
Hit Points, Healing and Dropping to 0
Healing restores hit points, never above the maximum. Temporary hit points: a separate buffer, lost first, do not stack (take the higher), gone after a long rest.
At 0 hit points a creature has the unconscious condition and is dying, unless the leftover damage equals or exceeds its hit point maximum: then it dies outright. Monsters simply die at 0; the DM may let a named one fall unconscious instead. A melee attacker reducing a creature to 0 may choose to knock it out: unconscious and stable.
Any healing ends dying and brings the creature back to consciousness with that many hit points. Dropping to 0 ends concentration and drops whatever is held. No penalty for low hit points; a character at 1 fights as well as at full. Call half hit points bloodied so the player can read the fight.
Death Saving Throws
A player character at 0 hit points rolls a death save at the start of each turn: a bare d20, no ability modifier or proficiency, though exhaustion's penalty still applies. 10 or higher succeeds, 9 or lower fails. Three successes: stable, still unconscious, regains 1 hit point after 1d4 hours. Three failures: dead. Both counts reset on regaining any hit points or becoming stable.
Natural 20: 1 hit point at once, the character is up. Natural 1: two failures. Damage at 0: one failure, two on a critical hit; damage equal to the hit point maximum kills outright.
Stabilizing another: an action and a DC 10 Wisdom (Medicine) check, a healer's kit (automatic), or any healing. Revivify (300 gp diamond, one minute) and Raise Dead (500 gp, ten days) cost more than a low-level party has.
Mounted and Underwater Combat
Mounting or dismounting costs half your movement. A controlled mount acts on your initiative and can only Dash, Disengage or Dodge; an independent mount keeps its own initiative and actions. Mount knocked prone: you land prone beside it; knocked off the saddle: the same. The rider moves at the mount's speed; attacks are otherwise unchanged. Lance: disadvantage within 5 feet, and two hands unless mounted.
Underwater: melee attacks have disadvantage unless the weapon deals piercing damage. Ranged attacks miss beyond normal range and have disadvantage within it, except a crossbow, a net, or a thrown javelin, spear, trident or dart. Creatures fully in the water resist fire damage. Swimming without a swim speed costs 1 extra foot per foot; rough water calls for a Strength (Athletics) check.
Mastery: Cleave
Cleave mastery. On a hit with a melee attack, make one extra attack roll with the same weapon against a second creature within 5 feet of the first and within your reach. On a hit it takes the weapon damage, but add no ability modifier to it unless that modifier is negative. Once per turn.
Carried by the greataxe and the halberd.
Mastery: Graze
Graze mastery. When your attack roll with the weapon misses, the target still takes damage equal to the ability modifier you used for that attack roll. It is the weapon damage type, it ignores resistance and vulnerability, and nothing else increases it.
Carried by the glaive and the greatsword.
Mastery: Nick
Nick mastery. The extra attack the Light property grants rides on the Attack action instead of costing a bonus action, once per turn, so the bonus action stays free for a Dash, a spell or a shove.
Carried by the dagger, light hammer, sickle and scimitar.
Mastery: Push
Push mastery. On a hit you can push the target up to 10 feet straight away from you, if it is Large or smaller. No save and no contest, and it costs nothing.
Carried by the greatclub, pike, warhammer and heavy crossbow.
Mastery: Sap
Sap mastery. On a hit the target has disadvantage on its next attack roll, made before the start of your next turn.
Carried by the mace, spear, flail, longsword, morningstar and war pick.
Mastery: Slow
Slow mastery. On a hit that deals damage, the target loses 10 feet of Speed until the start of your next turn. It does not stack with itself, so two hits in a turn still cost the target 10 feet.
Carried by the club, javelin, whip, light crossbow, sling and longbow.
Mastery: Topple
Topple mastery. On a hit the target makes a Constitution saving throw, DC 8 plus your proficiency bonus plus the ability modifier you used for the attack, and has the Prone condition on a failure. A prone creature crawls at half speed, attacks at disadvantage, and is attacked at advantage from within 5 feet.
Carried by the quarterstaff, battleaxe, lance, maul and trident.
Mastery: Vex
Vex mastery. On a hit that deals damage, you have advantage on your next attack roll against that same creature, made before the end of your next turn.
Carried by the handaxe, dart, shortbow, rapier, shortsword, blowgun and hand crossbow.
Conditions
Conditions Index
Fifteen conditions; A = attacked at advantage, D = disadvantage on its own rolls. Blinded: no sight, fails sight checks; A, D. Charmed: cannot harm the charmer; it has social advantage. Deafened: no hearing. Exhaustion: 6 levels, each -2 to d20 tests, -5 feet Speed; 6 kills. Frightened: D, no approach while seen. Grappled: Speed 0, movable, D off the grappler. Incapacitated: no action, reaction, speech. Invisible: attacks advantage, attacked at disadvantage. Paralyzed: stunned, and hits within 5 feet crit. Petrified: stone, incapacitated, resists all. Poisoned: D. Prone: crawl only; A within 5 feet, else disadvantage; D. Restrained: Speed 0; A, D, D on Dexterity saves. Stunned: incapacitated, Speed 0, fails Strength/Dexterity saves; A. Unconscious: paralyzed, prone, drops items.
Blinded, Deafened and Invisible
Blinded: cannot see; automatically fails any check needing sight. Attacks against it have advantage; its own have disadvantage. It can still hear, so it may swing at a noisy enemy at disadvantage.
Deafened: cannot hear; fails checks needing hearing. It can still cast a verbal spell, and is unaffected by a spell it must hear, such as Command.
Invisible is what the Hide action grants, and is no longer plain unseeability. Your attacks have advantage, attacks on you have disadvantage, effects that need to see their target cannot reach you, and your gear is concealed; a creature that can somehow see you ignores all of it. Invisible when you roll initiative: advantage. Hiding's invisibility ends when you attack, cast with a verbal component, make noise above a whisper, or an enemy finds you.
Charmed and Frightened
Charmed: cannot attack the charmer or target it with harmful abilities or magic; the charmer has advantage on ability checks to interact with it socially. Not mind control: it keeps its opinions, obeys no orders, and remembers being charmed afterwards. Most charms end early if the charmer or its allies harm it. Elves have advantage on saves to avoid or end charm.
Frightened: while the source of the fear is in line of sight, disadvantage on ability checks and attack rolls, and it cannot willingly move closer. It can still fight, cast and retreat. Breaking line of sight lifts the penalties until the source is seen again. Many fear effects allow a new save at the end of each turn.
Restrained: Speed 0 and cannot be increased. Attacks against it have advantage; its own have disadvantage, as do its Dexterity saves. Ropes, nets, webs, Entangle and a monster's tentacles all cause it. Escaping is usually an action: a Strength (Athletics) or Dexterity (Acrobatics) check against a stated DC, or cutting the binding (a net has AC 10 and 5 hit points; Web burns).
Prone: crawl only, at 1 extra foot per foot, until it spends half its Speed standing up. Its attacks have disadvantage. Melee attacks on it from within 5 feet have advantage; attacks from further off have disadvantage. Dropping prone is free: good against arrows behind cover, bad beside a swordsman. The usual sources are a shove, the Topple mastery and a wolf's bite.
Incapacitated, Paralyzed, Stunned and Petrified
Incapacitated: no actions, bonus actions or reactions, and no speech. Concentration breaks. Rolling initiative while incapacitated: disadvantage. Every condition below includes it.
Stunned: incapacitated, Speed 0 and cannot be increased. Fails Strength and Dexterity saves. Attacks against it have advantage.
Paralyzed: as stunned, and any hit from within 5 feet is a critical hit. A ghoul's claws paralyze until the end of the target's next turn on a failed DC 10 Constitution save; Hold Person does the same on a Wisdom save, with a new save at the end of each turn.
Petrified: solid stone, ten times the weight, Speed 0, incapacitated, unaware, not ageing, resistant to all damage, immune to poison and disease. Greater Restoration ends it.
Poison, Venom and Disease
Poisoned: disadvantage on attack rolls and ability checks. Duration per source: commonly 1 minute, 1 hour or until a long rest. Lesser Restoration ends it; antitoxin gives advantage on poison saves for 1 hour; Protection from Poison ends it and adds resistance; dwarves have advantage on the save and resist poison damage.
Poisons: contact (smeared on an object), ingested (in food or drink), inhaled (a cloud, roughly a 5-foot cube), injury (on a blade). Basic poison coats one weapon, 100 gp a vial, DC 10 Constitution save for 1d4 poison damage; serpent venom is DC 11 for 3d6, half on a success. A monster's bite states its own save and effect.
Disease has no fixed table now: the DM sets a Constitution save DC, an onset and an effect, usually exhaustion that deepens on failed daily saves.
Exhaustion
Exhaustion is six levels of one scaling penalty: −2 per level to every d20 test (ability checks, attack rolls and saving throws, death saves included) and −5 feet of Speed per level. Level 6 is death. The old table of separate effects per level is gone, so level 3 means −6 on every roll and −15 feet.
Causes: a forced march (DC 10 Constitution save for each hour past eight), a day without water, days without food, extreme cold or heat, and some spells and monster abilities.
Finishing a long rest removes one level; Greater Restoration removes one level. Nothing else does, which is why exhaustion is the slow killer on a long journey and why the party stops to rest.
Spellcasting
Casting a Spell
Casting is the Magic action unless the spell says bonus action, reaction or longer. Levelled spells cost a slot of their level or higher; cantrips are free, damage growing at levels 5, 11, 17. After a bonus-action spell, the only other spell that turn is a 1-action cantrip.
Spell attack: d20 + proficiency + casting modifier vs AC. Save DC: 8 + proficiency + casting modifier. Components: verbal (speak), somatic (a free hand), material (focus or pouch covers uncosted ones; a costed one must be owned, consumed if stated).
Concentration: one spell at a time; a new one ends the first. Damage forces a Constitution save, DC 10 or half the damage, whichever is higher. Incapacitated or death ends it. Ritual: +10 minutes, no slot, a prepared ritual-tagged spell (wizard: spellbook).
Half casters (paladin, ranger): two 1st slots at 1; 2nd-level at 5, 3rd at 9, 4th at 13, 5th at 17. Warlock Pact Magic: 1 slot at 1, 2 from 2, 3 from 11, 4 from 17, all one level (1st at 1, 2nd at 3, 3rd at 5, 4th at 7, 5th at 9), back on a short rest; other slots on a long rest.
Everyone prepares a number set by the class table; no known lists remain. Cleric, druid and wizard (spellbook) rebuild the list on a long rest; paladin and ranger swap one spell per long rest; bard, sorcerer and warlock swap one per level gained.
Areas, Targets and Stacking
A spell needs a clear path to its target or origin point: total cover blocks it. Targeted spells need sight of the target unless stated. An area spell hits everything in the shape, allies included; each saves separately.
Shapes: a cone is as wide as it is long (Burning Hands 15). A cube is measured on one edge, a face at the origin (Thunderwave 15). A sphere fills its radius around a point (Fireball 20-foot radius). A line is 5 feet wide unless stated (Lightning Bolt 100 by 5). A cylinder has radius and height. An emanation moves with you (Spirit Guardians 15).
Stacking: the same spell twice on one target does not stack; the stronger or newer applies. Different spells do. AC: Mage Armor replaces base armor; armor, a shield and Shield of Faith add. Advantage never stacks.
Cantrips Quick Reference
Pick a cantrip from this list. Each one has its own page here with the full text, so ask by name and only that spell is quoted. Cantrip damage rises at levels 5, 11 and 17.
Attacks: Fire Bolt (120 ft, 1d10 fire), Sacred Flame (save, 1d8 radiant, ignores cover), Eldritch Blast (1d10 force, more beams as you level), Ray of Frost (1d8 cold and slows), Shocking Grasp (melee 1d8 lightning, no reactions), Produce Flame (light in hand, 1d8 fire thrown), Vicious Mockery (1d6 psychic and disadvantage), True Strike (a weapon attack on your casting ability).
Utility: Guidance (+1d4 to one check), Spare the Dying (stabilize a dying creature), Mage Hand (a spectral hand, 10 pounds), Minor Illusion (one sound or one 5-foot image).
1st-Level Spells Quick Reference
The 1st-level spells this world carries, one line each. Each one has its own page here with the full text, so ask by name and only that spell is quoted.
Magic Missile (three unerring 1d4+1 force darts), Cure Wounds (touch, 2d8 + modifier), Healing Word (bonus action at 60 ft, 2d4 + modifier), Shield (reaction, +5 AC), Bless (three creatures, +1d4 to attacks and saves), Sleep (incapacitated, then unconscious), Thunderwave (15-ft cube, 2d8 thunder and a 10-ft push), Burning Hands (15-ft cone, 3d6 fire), Charm Person (one humanoid charmed for an hour), Guiding Bolt (4d6 radiant and advantage on the next attack), Hunter's Mark (+1d6 on your weapon hits for an hour).
A higher slot improves most of them; the spell page says how.
2nd-Level Spells Quick Reference
The 2nd-level spells this world carries, one line each. Each one has its own page here with the full text, so ask by name and only that spell is quoted.
Misty Step (bonus-action 30-ft teleport), Hold Person (paralyze a humanoid), Scorching Ray (three 2d6 fire rays), Spiritual Weapon (a 1d8 force weapon swung each bonus action, no concentration), Invisibility (unseen until you attack or cast), Web (a 20-ft cube that restrains), Shatter (10-ft radius, 3d8 thunder), Lesser Restoration (end blinded, deafened, paralyzed or poisoned), Suggestion (one reasonable instruction obeyed), Mirror Image (three decoys soak attacks), Spike Growth (2d4 piercing per 5 feet moved).
3rd-Level Spells Quick Reference
The 3rd-level spells this world carries, one line each. Each one has its own page here with the full text, so ask by name and only that spell is quoted.
Fireball (20-ft radius, 8d6 fire), Lightning Bolt (100-ft line, 8d6 lightning), Counterspell (a reaction that can stop a spell as it is cast), Dispel Magic (end a spell on a target), Revivify (a creature dead under a minute returns at 1 hit point, 300 gp diamond consumed), Spirit Guardians (a 15-ft emanation, 3d8 radiant or necrotic), Haste (+2 AC, doubled speed and one extra limited action), Fly (a 60-ft flying speed).
This is the level the arithmetic of a fight changes; most of these are concentration, so one caster holds one of them.
4th and 5th-Level Spells Quick Reference
The 4th-level spells and 5th-level spells this world carries, one line each. Each one has its own page here with the full text, so ask by name and only that spell is quoted.
4th: Polymorph (become a beast of CR up to your level), Banishment (a failed Charisma save sends it away), Greater Invisibility (invisible even while attacking), Wall of Fire (a 60-ft wall, 5d8 fire), Dimension Door (teleport 500 ft with one companion).
5th: Cone of Cold (60-ft cone, 8d8 cold), Hold Monster (paralyze anything not undead), Raise Dead (dead up to 10 days, back at a -4 penalty that fades), Greater Restoration (end a curse, petrification, exhaustion or a reduction), Mass Cure Wounds (six creatures, 5d8 + modifier).
Magic Items, Potions, Scrolls and Attunement
Potion of Healing: 2d4+2 hit points, common. Greater 4d4+4 (uncommon), Superior 8d4+8 (rare), Supreme 10d4+20 (very rare). Drinking one is a bonus action; giving one to another is a Utilize action. Other potions last 1 hour unless stated.
Spell scroll: a spell on your class list casts with no slot or components, then crumbles. Above your level, a spellcasting check against DC 10 + the spell's level, or it crumbles unused. Off your list, not at all. A wizard may copy a scroll into their spellbook.
Attunement: some items require it; three per creature, each one a short rest with the item. Identify, or a short rest handling it, reveals what it does.
Rarity by level: common anywhere, uncommon from level 1, rare from 5, very rare from 11, legendary from 17. Shops rarely sell above uncommon.
Spell: Fire Bolt
Fire Bolt. Evocation cantrip. Action, 120 feet, V/S. Sorcerer, wizard.
A mote of fire: ranged spell attack for 1d10 fire damage. A flammable object hit by it and held by nobody catches fire. The damage rises to 2d10 at level 5, 3d10 at 11 and 4d10 at 17.
Spell: Sacred Flame
Sacred Flame. Evocation cantrip. Action, 60 feet, V. Cleric.
Flame-like radiance falls on one creature you can see: Dexterity save or 1d8 radiant damage. The target gets no benefit from cover, so a goblin behind a pillar saves at its plain Dexterity. 2d8 at level 5, 3d8 at 11, 4d8 at 17.
A beam of crackling force: ranged spell attack for 1d10 force damage. Two beams at level 5, three at 11, four at 17, each its own attack roll, all at one target or spread among several. Warlock invocations are what make this the class's workhorse.
Spell: Ray of Frost
Ray of Frost. Evocation cantrip. Action, 60 feet, V/S. Sorcerer, wizard.
A frigid beam: ranged spell attack for 1d8 cold damage, and the target's Speed drops 10 feet until your next turn. 2d8 at level 5, 3d8 at 11, 4d8 at 17.
Lightning leaps from your hand: melee spell attack for 1d8 lightning damage, with advantage if the target wears metal armor, and it cannot take reactions until the start of its next turn — so it cannot make an opportunity attack as you walk away. 2d8 at level 5, 3d8 at 11, 4d8 at 17.
Spell: Produce Flame
Produce Flame. Conjuration cantrip. Bonus action, self, V/S. Druid.
A flame in your hand, harmless to you and your gear, shedding bright light in a 10-foot radius and dim light 10 feet beyond for 10 minutes. A Magic action hurls it at a creature within 60 feet: ranged spell attack for 1d8 fire damage, and the flame goes out. 2d8 at level 5, 3d8 at 11, 4d8 at 17.
Spell: Vicious Mockery
Vicious Mockery. Enchantment cantrip. Action, 60 feet, V. Bard.
An insult laced with enchantment at one creature that can hear you, though it need not understand: Wisdom save or 1d6 psychic damage and disadvantage on its next attack roll before the end of its next turn. 2d6 at level 5, 3d6 at 11, 4d6 at 17.
One attack with the weapon used to cast it, using your spellcasting ability for the attack and damage rolls instead of Strength or Dexterity. The damage can be radiant instead of the weapon's own type. At level 5 the attack also deals 1d6 extra radiant, 2d6 at 11, 3d6 at 17.
One willing creature you touch adds 1d4 to one ability check of its choice before the spell ends — picked after the roll is seen, so it rescues a near miss on a lock, a climb or a recollection. It does nothing for attack rolls or saves.
Spell: Spare the Dying
Spare the Dying. Necromancy cantrip. Action, 15 feet, V/S. Cleric.
A creature at 0 hit points becomes stable: it stops making death saving throws and does not die, though it stays unconscious at 0 until it regains a hit point. Range 30 feet at level 5, 60 at 11, 120 at 17. Stabilizing is also a plain Medicine check for anyone standing over the body.
A spectral hand appears at a point you choose. A Magic action moves it up to 30 feet and has it manipulate something: open an unlocked door, pour a flask, retrieve an object, carry up to 10 pounds. It cannot attack, activate a magic item or carry a creature, and it vanishes if it ends more than 30 feet from you.
Either a sound you choose — a voice, music, a scream, a dog — or the image of an object no larger than a 5-foot cube: a chest, a boulder, a patch of dry floor. The image is silent, the sound imageless, and neither bears weight or touch. A creature that studies it takes an Investigation check against your spell save DC to see through it.
Three darts of force, each hitting a creature you can see for 1d4+1 force damage. No attack roll and no save: they never miss, which makes it the spell for a target behind heavy cover or at the edge of visibility. All three at one creature or split as you like. One extra dart per slot level above 1st.
One willing creature you touch regains 2d8 plus your spellcasting ability modifier in hit points. It does nothing for undead or constructs. +2d8 per slot level above 1st. Reaching a creature at 0 hit points with it both wakes it and ends its death saves.
Spell: Healing Word
Healing Word. 1st-level Abjuration. Bonus action, 60 feet, V. Bard, cleric, druid.
A creature you can see regains 2d4 plus your spellcasting ability modifier. Less healing than Cure Wounds for the same slot, but a bonus action at 60 feet, so the caster still takes its action that turn — the usual way a downed ally is brought back up mid-fight. +2d4 per slot level above 1st.
Taken when you are hit by an attack or targeted by Magic Missile: +5 AC until the start of your next turn, applied against the triggering attack, so a hit that beat your AC by 4 or less becomes a miss, and Magic Missile deals you no damage at all. It stacks with worn armor and a held shield.
Three creatures you choose each add 1d4 to every attack roll and saving throw they make while it lasts. One extra creature per slot level above 1st. Concentration, so it competes with Spirit Guardians and the like; the d4 on saves is what keeps a party upright against a caster.
A 5-foot-radius sphere of drowsiness at a point you choose: each creature there makes a Wisdom save or has the Incapacitated condition and repeats the save at the end of each of its turns. On a second failed save it falls Unconscious for the duration. The radius grows 5 feet per slot level above 1st.
A wave of thunder sweeps out from you: each creature in the cube makes a Constitution save, taking 2d8 thunder damage and being pushed 10 feet away on a failure, half damage and no push on a success. Unsecured objects are pushed too, and the boom is audible 300 feet off. +1d8 per slot level above 1st.
A sheet of flame from your fingertips: each creature in the cone makes a Dexterity save, taking 3d6 fire damage, half on a success. Flammable objects in the area that nobody is holding catch fire. +1d6 per slot level above 1st.
One Humanoid makes a Wisdom save, with advantage if you or your allies are fighting it, or it has the Charmed condition: it regards you as a friendly acquaintance and cannot attack you. It ends early if you or an ally harms the target, and it knows it was charmed afterwards. One extra target per slot level above 1st.
A flash of light: ranged spell attack for 4d6 radiant damage, and the next attack roll against that target before the end of your next turn has advantage. +1d6 per slot level above 1st. The advantage is the point — it is how a cleric sets up the party's heavy hitter.
Mark one creature you can see: your attacks with a weapon deal an extra 1d6 force damage to it on a hit. If it drops to 0 hit points before the spell ends, a bonus action moves the mark to a new creature. The duration is an hour, so one slot usually covers a whole dungeon.
Wrapped in silver mist, you teleport up to 30 feet to an unoccupied space you can see. A bonus action, so you still act that turn, and it needs no path — through a portcullis, over a chasm, out of a grapple. Line of sight is the only requirement.
One Humanoid makes a Wisdom save or has the Paralyzed condition, repeating the save at the end of each of its turns. Paralyzed means no moving, no acting, auto-failed Strength and Dexterity saves, and every attack on it within 5 feet is a critical hit. One extra target per slot level above 2nd.
Three rays of fire, each a separate ranged spell attack for 2d6 fire damage, all at one target or spread among several. One extra ray per slot level above 2nd. Three rolls means it rewards anything granting advantage, and a miss costs only its own ray.
A spectral weapon appears and attacks at once: melee spell attack for 1d8 plus your spellcasting ability modifier in force damage. A bonus action each later turn moves it up to 20 feet and attacks again. It needs no concentration, so it runs alongside Bless or Spirit Guardians. +1d8 per two slot levels above 2nd.
A creature you touch has the Invisible condition: unseen, advantage on attack rolls, attacks against it at disadvantage, and anything it carries vanishes with it. It ends the instant the target attacks, deals damage or casts a spell — so it is a scouting and escape spell, not a combat one. One extra target per slot level above 2nd.
A 20-foot cube of thick webbing, anchored between two solid surfaces: the area is Difficult Terrain and lightly obscured, and a creature entering it or starting its turn there makes a Dexterity save or has the Restrained condition. A restrained creature escapes with a Strength check against your spell save DC. Fire burns a 5-foot square away in one round.
A ringing burst of sound in a 10-foot-radius sphere: each creature there makes a Constitution save, taking 3d8 thunder damage, half on a success. Constructs have disadvantage on the save. Nonmagical objects not being worn or carried take the damage too, which is how a party opens a locked strongbox loudly. +1d8 per slot level above 2nd.
End one condition on a creature you touch: Blinded, Deafened, Paralyzed or Poisoned. One condition per casting, so a paralyzed and poisoned ally takes two slots. It does nothing for Exhaustion, a curse or petrification — those want Greater Restoration.
Describe a course of action in a sentence or two to one creature that can hear and understand you: Wisdom save, or it pursues the suggestion as long as it sounds reasonable. An obviously harmful or absurd instruction fails outright. It ends if you or an ally harms the target, or when the task is done.
Three illusory duplicates shuffle around you. Each time a creature targets you with an attack, roll a d20: with three duplicates left a 6 or higher hits a duplicate instead, with two an 8 or higher, with one an 11 or higher. A duplicate's AC is 10 plus your Dexterity modifier; a hit destroys it. A creature that cannot see, or ignores sight, is unaffected.
Thorns and hard spikes sprout across a 20-foot radius: the ground is Difficult Terrain, and a creature takes 2d4 piercing damage for every 5 feet it travels there. The growth is camouflaged, so a creature that has not seen it needs a Perception check against your spell save DC to recognise the danger.
A streak of flame blossoms into a 20-foot-radius sphere at a point you choose: each creature there makes a Dexterity save, taking 8d6 fire damage, half on a success. The fire spreads around corners and ignites flammable objects nobody is holding. +1d6 per slot level above 3rd. Allies in the sphere save like everyone else — check the radius before you throw it.
A stroke of lightning 100 feet long and 5 feet wide leaps from you: each creature in the line makes a Dexterity save, taking 8d6 lightning damage, half on a success. +1d6 per slot level above 3rd. The same damage as Fireball in a shape that spares a flank — and it ignites what it passes.
Spell: Counterspell
Counterspell. 3rd-level Abjuration. Reaction, 60 feet, S. Sorcerer, warlock, wizard.
Taken when you see a creature within 60 feet casting a spell: that creature makes a Constitution save against your spell save DC and, on a failure, its spell fails and its slot is spent for nothing. You spend your reaction and a 3rd-level slot either way. Casting it at a higher level does not change the save.
End one spell of 3rd level or lower on a creature, object or area you can see. For a spell of 4th level or higher, make a spellcasting ability check, DC 10 plus that spell's level; success ends it. Cast with a higher slot, it ends any spell of that slot's level or lower automatically.
Spell: Revivify
Revivify. 3rd-level Necromancy. Action, touch, V/S/M (a 300 gp diamond, consumed). Cleric, paladin, ranger.
A creature dead no more than a minute returns to life with 1 hit point. It cannot replace a missing body part, and it does nothing for a creature dead of old age. The diamond is spent on every casting, so the party either carries one or does not have this spell when it matters.
Spectral guardians flit around you out to 15 feet, moving as you move. Choose any creatures to be unaffected; every other creature has half Speed in the area and, on entering it or starting its turn there, makes a Wisdom save, taking 3d8 radiant or necrotic damage, half on a success. +1d8 per slot level above 3rd.
One willing creature gains +2 AC, doubled Speed, advantage on Dexterity saves, and one extra action each turn limited to a single weapon attack, Dash, Disengage, Hide or Utilize. When the spell ends the target cannot move or take actions on its next turn — losing concentration mid-fight is a real cost, not a footnote.
A willing creature gains a Fly Speed of 60 feet. One extra creature per slot level above 3rd. If the spell ends while the target is aloft it falls, so count the minutes — and remember a flier is still shot at normally.
One creature makes a Wisdom save (a willing creature may fail it) and becomes a Beast whose Challenge Rating is no higher than its own level or CR. Its game statistics are replaced by the beast's, it keeps its alignment and personality, and it gains the beast's hit points as temporary hit points. When those run out the form ends. It cannot cast or speak while shaped.
One creature makes a Charisma save or is sent to a harmless demiplane, Incapacitated, returning to its space when the spell ends. A creature native to another plane that stays banished the full minute is left there for good. One extra target per slot level above 4th.
A creature you touch has the Invisible condition for the duration — and unlike the 2nd-level spell it does not end when the target attacks, damages or casts. Attacks against it have disadvantage, its own attacks have advantage, and it can fight the whole minute unseen.
A wall of flame on a solid surface, up to 60 feet long, 20 feet high and a foot thick, or a ring 20 feet across. Choose which side burns. A creature in the wall's space or within 10 feet of the hot side makes a Dexterity save, taking 5d8 fire damage, half on a success, and it burns again on anything that ends its turn there. +1d8 per slot level above 4th.
You teleport to a spot within 500 feet that you can see, picture, or describe by distance and direction, and one willing creature within 5 feet of you comes along. If either of you would arrive in an occupied space, the spell fails and each of you takes 4d6 force damage.
Frost blasts from your hands: each creature in the cone makes a Constitution save, taking 8d8 cold damage, half on a success. A creature killed by it becomes a frozen statue until it thaws. +1d8 per slot level above 5th.
One creature that is not Undead makes a Wisdom save or has the Paralyzed condition, repeating the save at the end of each of its turns. Paralyzed means no movement or actions, automatic failure on Strength and Dexterity saves, and critical hits from every attack made within 5 feet. One extra target per slot level above 5th.
Spell: Raise Dead
Raise Dead. 5th-level Necromancy. 1 hour, touch, V/S/M (a 500 gp diamond, consumed). Bard, cleric, paladin.
A creature dead no longer than 10 days returns with 1 hit point, its wounds closed but its missing parts still missing. It takes a -4 penalty to every D20 Test, which lessens by 1 each time it finishes a long rest, so four rests restore it fully. It does nothing for an undead creature or one whose soul is unwilling.
Spell: Greater Restoration
Greater Restoration. 5th-level Abjuration. Action, touch, V/S/M (100 gp of diamond dust, consumed). Bard, cleric, druid.
End one of these on a creature you touch: one level of Exhaustion, the Charmed or Petrified condition, a curse (including a cursed magic item's attunement), a reduction to one ability score, or a reduction to its hit point maximum. One effect per casting, and the dust is consumed each time.
Up to six creatures of your choice within a 30-foot sphere each regain 5d8 plus your spellcasting ability modifier in hit points. Undead and constructs are unaffected. +1d8 per slot level above 5th. One action that picks a whole party up off the floor.
Adventuring
Short and Long Rests
Short rest: at least 1 hour of light activity. Spend any number of Hit Dice (one per level, of the class die), regaining the roll plus Constitution modifier for each. Short-rest recharges: Second Wind, Action Surge, Focus Points, Channel Divinity, warlock spell slots.
Long rest: at least 8 hours, with 6 of them asleep and up to 2 on light activity like a watch. An hour of fighting, casting or other strenuous activity interrupts it; restart. At the end: regain all hit points, half your total Hit Dice (minimum 1), all spell slots, and reduce exhaustion by one level. One long rest benefits you per 24 hours; you need at least 1 hit point to begin.
Exhaustion: each level is -2 to every d20 test and -5 feet of speed; level 6 is death.
A rest in the open may draw one random encounter.
Travel, Pace and Navigation
Pace per 8-hour day: fast 30 miles (4 an hour, -5 passive Perception); normal 24 (3 an hour); slow 18 (2 an hour, Stealth possible). Mounts double speed for one hour, then tire. Roads as listed; trackless forest, hills, marsh or mountains halve it.
Forced march: each hour past 8, DC 10 + hours-over Constitution save or one level of exhaustion.
Navigation: the DM rolls the guide's Wisdom (Survival) against DC 10 (road or clear), 15 (forest, hills), 20 (marsh, mountains, no landmarks); failure: off course for the day. Foraging: Wisdom (Survival) DC 10 plenty, 15 ordinary, 20 barren; success finds 1d6 + Wisdom modifier pounds of food and gallons of water. Tracking: Survival against a DC the trail sets, 10 in mud to 20 on stone.
Encounter rolls: at most once per day and once per night.
Vision, Light and Darkness
Bright light: normal vision. Dim light: lightly obscured, disadvantage on Wisdom (Perception) checks relying on sight. Darkness: heavily obscured; without darkvision a creature is effectively blinded: attacks on it have advantage, its attacks have disadvantage, it cannot target a spell needing sight.
Darkvision (dragonborn, elves, gnomes and tieflings to 60 feet; dwarves and orcs to 120; most monsters): dim light as bright, darkness as dim, grey only. Blindsight perceives without sight in a stated radius. Truesight also sees through invisibility, illusions and into the Ethereal Plane.
Light, bright/dim radius in feet: candle 5/10, 1 hour; torch 20/40, 1 hour; hooded lantern 30/60, 6 hours per pint of oil; bullseye lantern a 60-foot cone plus 60 dim; Light cantrip 20/40, 1 hour.
Falling, Suffocation, Hunger and Weather
Falling: 1d6 bludgeoning per 10 feet, maximum 20d6, landing prone unless the creature avoids damage. Water from height still hurts unless the dive is deliberate and the water deep.
Breath: hold for 1 + Constitution modifier minutes (minimum 30 seconds); then survive Constitution modifier rounds (minimum 1), then drop to 0 hit points, dying; no regaining hit points or stabilizing until able to breathe.
Food and water: 1 pound of food and 1 gallon of water per day. 3 + Constitution modifier days without food, then exhaustion daily; half water forces a DC 15 Constitution save each day; no water means automatic exhaustion.
Extreme cold or heat: DC 10 Constitution save each hour without protection or gain one level of exhaustion. Lava: 10d10 fire per turn touching, 18d10 submerged.
Traps, Locks and Searching
Finding a trap: Wisdom (Perception) to notice a sign, or Intelligence (Investigation) to work out how it works, against the trap's DC. Disarming: Dexterity with thieves' tools against the same DC; failure by 5 or more triggers it. Tiers: setback DC 10-11, attack +3 to +5, 1d10; dangerous DC 12-15, attack +6 to +8, 2d10 at levels 1-4 or 4d10 at 5-10; deadly DC 16-20, attack +9 to +12, 4d10 at levels 1-4 or 10d10 at 5-10.
Locks: Dexterity with thieves' tools, DC 15 ordinary, 20 good, 25 a master's. Without tools: impossible, or disadvantage at best. Forcing a door: Strength (Athletics) DC 10 stuck, 15 barred, 20 iron-bound.
Secret doors: Intelligence (Investigation) DC 15 searching the right wall; if nobody says they search, use passive Perception. A proper room search takes 10 minutes.
Social Interaction: Persuasion, Deception, Intimidation
The Influence action is the one social action. The player says what they want and how; the DM picks the check that fits: Persuasion (an honest appeal), Deception (a lie), Intimidation (a threat), Performance (a show) or Animal Handling (a beast). One roll per approach.
Decide willingness before any DC. Willing: it would do this anyway, no roll. Unwilling: it refuses, no roll. Hesitant: one check at DC 15, or the creature's Intelligence score if that is higher. Advantage if it is Friendly, disadvantage if it is Hostile. A real argument, a bribe or leverage can move it to Willing; an insult or an obvious lie moves it to Unwilling.
No creature acts against its nature. A failed check bars that approach on that creature; try another. A charmed NPC is a friend, not a puppet.
Lifestyle per day: wretched free, squalid 1 sp, poor 2 sp, modest 1 gp, comfortable 2 gp, wealthy 4 gp, aristocratic 10 gp+. Inn per night: squalid 7 cp, poor 1 sp, modest 5 sp, comfortable 8 sp, wealthy 2 gp, aristocratic 4 gp. Meals: squalid 3 cp, poor 6 cp, modest 3 sp, comfortable 5 sp, wealthy 8 sp. Ale 4 cp a mug, common wine 2 sp a pitcher; a good meal and bed for four at a decent inn about 3 gp.
Hirelings: skilled (guide, smith, scribe) 2 gp a day; untrained (porter, torchbearer) 2 sp a day. Messenger 2 cp a mile; cart ride 3 cp a mile; ship 1 sp a mile.
Selling: merchants pay half list for undamaged gear, full for gems, art and coin. Nobody buys a used potion at full price.
Characters
Creating a Character
The DM accepts a finished sheet or builds one in five steps. 1. Species and class; species grant no ability scores. 2. Background: it names three abilities and gives +2 and +1 among them, or three +1s, plus an origin feat, two skills, a tool and a language. 3. Scores, before those increases: standard array 15, 14, 13, 12, 10, 8; or point buy, 27 points from base 8 (1 per point to 13, then 2 each to 15); or 4d6 six times, drop the lowest. 4. Equipment: the class or background package, or roll class gold. 5. Level 1 HP = Hit Die max + Con mod; AC 10 + Dex or armor; proficiency +2; passive Perception 10 + Wis mod (+2 if proficient); initiative = Dex check.
Level 1 unless asked. Alignment optional, never binding. Record it as The Sheet describes; tally it each turn with The Status Line.
Choosing a Species
Nine species: Dragonborn, Dwarf, Elf, Gnome, Goliath, Halfling, Human, Orc, Tiefling. Each has its own page here, so ask about one by name and only that one is quoted.
No species grants ability scores in the 2024 rules; the background does that. Every species is Humanoid, and speed is 30 feet unless its page says otherwise. Gnome and Halfling are Small; Human and Tiefling choose Medium or Small at creation; the rest are Medium.
A species sets traits and senses, nothing else. Nothing stops any species from any class.
Draconic Ancestry, chosen at level 1: black or copper (acid), blue or bronze (lightning), brass, gold or red (fire), silver or white (cold), green (poison). You gain resistance to that damage type.
Breath Weapon: in place of one attack of the Attack action, a 15-foot cone or a 30-foot by 5-foot line. Each creature there makes a Dexterity save, DC 8 + Constitution modifier + proficiency bonus, taking 1d10 of your ancestry type, half on a save. The dice rise to 2d10 at level 5, 3d10 at 11 and 4d10 at 17. Proficiency bonus uses per long rest.
Draconic Flight at level 5: a bonus action gives spectral wings and a fly speed equal to your walking speed for 10 minutes, once per long rest.
Dwarven Resilience: resistance to poison damage, and advantage on saving throws against poison.
Dwarven Toughness: +1 hit point per level, level 1 included, so a level 5 dwarf has 5 extra.
Stonecunning: as a bonus action, tremorsense out to 60 feet for 10 minutes while you are on a stone surface, including worked stone. Proficiency bonus uses per long rest.
Fey Ancestry: advantage on saves against the charmed condition. Keen Senses: proficiency in Insight, Perception or Survival. Trance: a long rest takes 4 hours of light activity instead of 8.
Elven Lineage, chosen at level 1. Drow: Dancing Lights, darkvision 120 feet, Faerie Fire at level 3, Darkness at 5. High Elf: Prestidigitation, swappable on a long rest, Detect Magic at 3, Misty Step at 5. Wood Elf: Druidcraft, speed 35, Longstrider at 3, Pass without Trace at 5.
Lineage spells cast once per long rest for free, or with slots. There is no half-elf in the 2024 rules: play an elf or a human and describe the rest.
Gnomish Cunning: advantage on all Intelligence, Wisdom and Charisma saving throws, which covers most spell effects.
Gnomish Lineage, chosen at level 1. Forest Gnome: the Minor Illusion cantrip, and Speak with Animals proficiency bonus times per long rest without a slot. Rock Gnome: Mending and Prestidigitation, and Tinker, which spends 10 gp of materials and an hour of work on a Tiny clockwork device that makes a sound, a smell or a small light.
Species: Goliath
Goliath. Medium, speed 35, Humanoid.
Giant Ancestry: pick one boon at level 1, usable proficiency bonus times per long rest. Cloud: a bonus action teleports you 30 feet. Fire: 1d10 fire damage when you hit. Frost: 1d6 cold damage and the target loses 10 feet of speed. Hill: knock a Large or smaller creature you hit prone. Stone: a reaction reduces damage to you by 1d12 + Constitution modifier. Storm: a reaction deals 1d8 thunder to a creature within 60 feet when you take damage.
Powerful Build: advantage on saves against being grappled, and you carry as if Large. Large Form at level 5: a bonus action makes you Large for 10 minutes, with advantage on Strength checks and +10 speed, once per long rest.
Species: Halfling
Halfling. Small, speed 30, Humanoid.
Brave: advantage on saves against the frightened condition.
Halfling Nimbleness: you move through the space of any creature larger than you.
Luck: when you roll a 1 on the d20 of any attack, check or save, reroll it and use the new roll.
Naturally Stealthy: you can take the Hide action even when obscured only by a creature at least one size larger than you.
Species: Human
Human. Medium or Small, chosen at creation, speed 30, Humanoid.
Resourceful: you gain Heroic Inspiration every time you finish a long rest.
Skillful: proficiency in one skill of your choice.
Versatile: one origin feat of your choice, on top of the background feat. Skilled is the usual pick.
That is the whole species. A human character is made by its background, class and feats rather than by traits, and the three it has are good in every campaign.
Barbarian
Hit Die d12. Primary Strength. Saves: Strength, Constitution. Light and medium armor, shields, simple and martial weapons; Weapon Mastery, 2 weapons. 3 skills. Unarmored Defense: AC 10 + Dex + Con.
Level 1. Rage: bonus action, no heavy armor; resist bludgeoning, piercing, slashing; +2 Strength damage (+3 at 9, +4 at 16); advantage on Strength checks and saves; no spells or concentration. It lasts to the end of your next turn and extends each round on an attack, a forced save or a bonus action, to 10 minutes; damage does not end it. 2 rages (3 at 3, 4 at 6), one back on a short rest.
Level 2. Danger Sense: advantage on Dexterity saves. Reckless Attack: advantage on Strength attacks, and on attacks on you. Level 3: subclass; Primal Knowledge. Level 5: Extra Attack; Fast Movement +10 feet.
Adrenaline Rush: a bonus action takes the Dash action and grants temporary hit points equal to your proficiency bonus. Proficiency bonus uses, and they come back on a short rest as well as a long one.
Relentless Endurance: when you drop to 0 hit points and are not killed outright, you drop to 1 instead, once per long rest.
There is no half-orc in the 2024 rules: play an orc and describe the rest.
Bard
Hit Die d8. Primary Charisma. Saves: Dexterity, Charisma. Light armor, simple weapons, 3 instruments, any 3 skills. Charisma caster, full slots, rituals; 2 cantrips and 4 prepared spells at level 1.
Level 1. Bardic Inspiration: bonus action, one other creature within 60 feet gains a d6 for one attack, check or save in the next hour, usable after it sees the d20 but before the DM calls the result. Uses = Charisma modifier per long rest. Die d8 at 5, d10 at 10, d12 at 15.
Level 2. Expertise in 2 skills. Jack of All Trades: half proficiency on initiative and non-proficient checks. Level 3: subclass; College of Lore adds Cutting Words, reaction, an inspiration die subtracts from an enemy's attack, check or damage. Level 5. Font of Inspiration: uses back on a short rest, and a slot buys one.
Species: Tiefling
Tiefling. Medium or Small, chosen at creation, speed 30, Humanoid, darkvision 60 feet.
Otherworldly Presence: the Thaumaturgy cantrip, cast with Charisma.
Fiendish Legacy, chosen at level 1. Abyssal: resistance to poison, Poison Spray, Ray of Sickness at level 3, Hold Person at 5. Chthonic: resistance to necrotic, Chill Touch, False Life at 3, Ray of Enfeeblement at 5. Infernal: resistance to fire, Fire Bolt, Hellish Rebuke at 3, Darkness at 5.
The level 3 and 5 spells cast once per long rest for free, or with slots, using Charisma.
Backgrounds and Origin Feats
The background is where a 2024 character gets its numbers. Each one names three abilities: +2 to one and +1 to another, or +1 to all three; no score above 20. It also grants two skills, a tool, a language, an equipment package (or 50 gp) and one origin feat.
Origin feats, small and permanent, taken at level 1 only: Alert (add proficiency to initiative), Crafter, Healer, Lucky (prof luck points per long rest), Magic Initiate (two cantrips and a 1st-level spell, 1/long rest), Musician, Savage Attacker (reroll melee weapon damage once a turn), Skilled (three proficiencies), Tavern Brawler, Tough (+2 hp per level).
Custom background with the DM: three abilities, two skills, a tool, a language, any origin feat. Acolyte is the SRD example.
Cleric
Hit Die d8. Primary Wisdom. Saves: Wisdom, Charisma. Light and medium armor, shields, simple weapons. 2 skills. Wisdom caster, full slots, rituals; 3 cantrips and 4 prepared spells at level 1, the count fixed by the class table, taken from the whole cleric list and swapped on a long rest.
Level 1. Divine Order: Protector, martial weapons and heavy armor; or Thaumaturge, an extra cantrip and +Wisdom on Arcana and Religion checks.
Level 2. Channel Divinity, 2 uses, one back on a short rest: Divine Spark, bonus action, 30 feet, Wisdom save, 1d8 radiant or necrotic and half on a save, or 1d8 healing instead (2d8 at 7); Turn Undead, action, undead within 30 feet save or are Frightened and Incapacitated 1 minute. Level 3: subclass; Life Domain adds Disciple of Life and Preserve Life.
Ability Score Improvements and Feats
An ability score improvement is itself a feat now, taken at levels 4, 8, 12 and 16 (fighters also 6 and 14, rogues also 10): +2 to one score or +1 to two, never above 20. The modifier changes at once, with attack rolls, saves, AC, hit points (a Constitution rise adds 1 per level retroactively) and spell DCs.
Four kinds of feat. Origin: from the background, level 1. General: taken in place of that improvement, prerequisites apply, and each grants +1 to an ability as well, so a feat no longer costs numbers. Fighting style: where a class offers one. Epic boon: level 19, and it may push a score to 30.
General feats a low-to-mid table reaches for: Grappler, Great Weapon Master, Polearm Master, Sentinel, Sharpshooter, Shield Master, War Caster, Resilient, Skill Expert, Fey Touched.
Druid
Hit Die d8. Primary Wisdom. Saves: Intelligence, Wisdom. Light armor, shields, simple weapons; the no-metal rule is gone. 2 skills. Wisdom caster, full slots, rituals; 2 cantrips and 4 prepared spells at level 1. Druidic at 1, with Speak with Animals always prepared.
Level 2. Wild Shape: bonus action, take one of 4 known beast forms (6 at 4, 8 at 8); max CR 1/4 and no fly speed, CR 1/2 and swim at 4, CR 1 and fly at 8. You use the beast's stat block but keep your hit points, Int, Wis, Cha, class features and proficiencies, and gain temporary hit points = druid level; no casting. Lasts half your level in hours. 2 uses (3 at 6), one back on a short rest. Wild Companion spends a use on Find Familiar.
Level 3: subclass; Circle of the Land adds Land's Aid. Level 5: Wild Resurgence.
Fighter
Hit Die d10. Primary Strength or Dexterity. Saves: Strength, Constitution. All armor, shields, simple and martial weapons. 2 skills.
Level 1. Weapon Mastery: 3 weapons (4 at 4), their mastery property live, changed on a long rest. Fighting Style feat: Archery, Blind Fighting, Defense, Dueling, Great Weapon Fighting, Interception, Protection, Thrown Weapon Fighting, Two-Weapon Fighting, Unarmed Fighting. Second Wind: bonus action, regain 1d10 + fighter level; 2 uses (3 at 4), one back on a short rest.
Level 2. Action Surge: one extra action, once per short rest. Tactical Mind: on a failed check spend a Second Wind use to add 1d10, and keep the use if it still fails. Level 3: subclass; Champion adds Improved Critical, crits on 19-20. Level 5: Extra Attack; Tactical Shift.
Multiclassing
Multiclassing: a new level in a new class needs both prerequisites met: barbarian Str 13; bard, sorcerer, warlock Cha 13; cleric, druid Wis 13; fighter Str/Dex 13; monk Dex+Wis 13; paladin Str+Cha 13; ranger Dex+Wis 13; rogue Dex 13; wizard Int 13.
Slots: full caster levels + half paladin/ranger + a third of a third-caster, round down; Pact Magic apart. Extra Attack and Unarmored Defense don't stack; one background, no more origin feats.
Alignment and Languages
Alignment, two words: lawful, neutral or chaotic (order and promises); good, neutral or evil (others' welfare). Lawful good keeps its word, protects the weak; chaotic good does right its way; lawful evil works the rules for itself; chaotic evil takes. It describes and never binds; a character may drift, and a monster's listed alignment is only typical.
Standard languages: Common, Common Sign Language, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Orc. Rare: Abyssal (demons), Celestial, Deep Speech (aberrations), Infernal (devils, tieflings), Primordial (elementals; Aquan, Auran, Ignan, Terran), Sylvan (fey), Undercommon. Druidic and Thieves' Cant are secret. No shared language: gesture, Comprehend Languages or Tongues.
Monk
Hit Die d8. Primary Dexterity and Wisdom. Saves: Strength, Dexterity. No armor or shields; simple and Light martial weapons. 2 skills. Unarmored Defense: AC 10 + Dex + Wis.
Level 1. Martial Arts: unarmed strikes and monk weapons use Dexterity for 1d6 (1d8 at 5, 1d10 at 11), plus a bonus-action unarmed strike.
Level 2. Monk's Focus: Focus Points = monk level, back on a short rest. Bonus-action Disengage (Patient Defense) and Dash (Step of the Wind) are free; 1 point adds Dodge, or Disengage with doubled jumps. Flurry of Blows, 1 point, 2 unarmed strikes. Unarmored Movement +10 feet. Uncanny Metabolism: all points back on initiative. Level 3: subclass, Open Hand; Deflect Attacks, reaction, 1d10 + Dex + level off it. Level 5: Extra Attack; Stunning Strike, 1 point, Con save or Stunned.
Paladin
Hit Die d10. Primary Strength and Charisma. Saves: Wisdom, Charisma. All armor, shields, simple and martial weapons; Weapon Mastery, 2 weapons. 2 skills.
Level 1. Lay on Hands: a pool of 5 x level hit points per long rest; bonus action to touch and heal any amount, or 5 to end Poisoned. Charisma half caster from level 1, 2 prepared spells.
Level 2. Fighting Style feat. Paladin's Smite: Divine Smite always prepared, free once per long rest. Smiting is a spell now: 1st level, a bonus action right after a weapon or unarmed hit, +2d8 radiant, +1d8 per slot above 1st; a bonus-action spell, so once a turn.
Level 3. Channel Divinity, 2 uses, one back on a short rest: Divine Sense. Subclass; Oath of Devotion adds Sacred Weapon. Level 5: Extra Attack; Faithful Steed.
Ranger
Hit Die d10. Primary Dexterity and Wisdom. Saves: Strength, Dexterity. Light and medium armor, shields, simple and martial weapons; Weapon Mastery, 2 weapons. 3 skills.
Level 1. Favored Enemy: Hunter's Mark is always prepared and casts free 2 times per long rest (3 at 5, 4 at 9) · bonus action, concentration, +1d6 damage once per turn against the marked target, advantage to track it, moved to a new target when it drops. Wisdom half caster from level 1, 2 prepared spells.
Level 2. Deft Explorer: Expertise in one proficient skill plus 2 languages. Fighting Style feat. Level 3: subclass; Hunter's Prey, either Colossus Slayer, +1d8 once a turn on a wounded target, or Horde Breaker, a second attack on another creature within 5 feet. Level 5: Extra Attack.
Rogue
Hit Die d8. Primary Dexterity. Saves: Dexterity, Intelligence. Light armor, simple weapons, finesse or light martial weapons, thieves' tools; Weapon Mastery, 2 weapons. 4 skills.
Level 1. Expertise in 2 skills or tools. Sneak Attack: once per turn, +1d6 with a finesse or ranged weapon when you have advantage, or when another enemy is within 5 feet of the target and you lack disadvantage; 2d6 at 3, 3d6 at 5, +1d6 every odd level. Thieves' Cant.
Level 2. Cunning Action: bonus action Dash, Disengage or Hide. Level 3: subclass; Steady Aim, bonus action, advantage on your next attack if you have not moved. Level 5. Cunning Strike: spend sneak attack dice for riders, 1 die each · Poison, Con save or Poisoned 1 minute · Trip, Dex save or Prone · Withdraw, half speed free. Uncanny Dodge.
Sorcerer
Hit Die d6. Primary Charisma. Saves: Constitution, Charisma. No armor; simple weapons. 2 skills. Charisma caster, full slots; 4 cantrips and 2 prepared spells at level 1, the count set by the class table.
Level 1. Innate Sorcery: bonus action, 1 minute; your spell save DC is 1 higher and you have advantage on the attack rolls of your sorcerer spells. Twice per long rest.
Level 2. Font of Magic: sorcery points = level, back on a long rest; points to a slot (2 for 1st, 3 for 2nd, 5 for 3rd, 6 for 4th, 7 for 5th) or a slot to points = its level. Metamagic, 2 known: Heightened and Quickened cost 2 points; Careful, Distant, Empowered, Extended, Seeking, Subtle, Transmuted and Twinned cost 1. Level 3: subclass, Draconic Sorcery. Level 5: Sorcerous Restoration.
Feat: Alert
Alert feat. An origin feat, so it comes from a background at level 1.
Initiative Proficiency: you add your proficiency bonus to the roll whenever you roll Initiative.
Initiative Swap: immediately after you roll Initiative, you can swap your result with one willing ally in the same combat. Neither of you can have the Incapacitated condition. Handing the rogue the top of the order is often worth more than going first yourself.
Warlock
Hit Die d8. Primary Charisma. Saves: Wisdom, Charisma. Light armor, simple weapons. 2 skills.
Level 1. Pact Magic: 2 cantrips and 2 prepared spells; 1 slot, 2 from level 2, always cast at the highest level you can, all back on a short rest. Eldritch Invocations: 1 known at level 1, 3 from level 2, swapped on a long rest. The pact boons are invocations now · Pact of the Blade conjures a weapon you attack with using Charisma · Pact of the Chain, an imp, pseudodragon, quasit or sprite familiar · Pact of the Tome, 3 cantrips and 2 rituals. Also Agonizing Blast, +Charisma to one damaging warlock cantrip, and Devil's Sight, 120 feet in any darkness.
Level 2. Magical Cunning: a 1-minute rite restores half your slots, once per long rest. Level 3: subclass, the Fiend; Dark One's Blessing.
Wizard
Hit Die d6. Primary Intelligence. Saves: Intelligence, Wisdom. No armor; simple weapons. 2 skills. Intelligence caster, full slots; 3 cantrips; a spellbook of six 1st-level spells, +2 free spells per level; 4 prepared at level 1 from the book, the count set by the class table. Copying a found spell: 50 gp and 2 hours per spell level.
Level 1. Arcane Recovery: once a day on a short rest, regain slots totalling half your wizard level rounded up, none above 5th. Ritual Adept: cast any ritual in the book without preparing it.
Level 2. Scholar: Expertise in one of Arcana, History, Investigation, Medicine, Nature, Religion. Level 3: subclass; the Evoker adds Evocation Savant and Potent Cantrip. Level 5. Memorize Spell: on a short rest swap one prepared spell for another from the book.
Feat: Magic Initiate
Magic Initiate. An origin feat, so it comes from a background at level 1.
Two cantrips of your choice from the cleric, druid or wizard list, and one level 1 spell from that same list which you always have prepared. You cast that spell once without a slot and get it back on a long rest, and you can also cast it with any slot you have. Choose Intelligence, Wisdom or Charisma for all of this feat's spells when you take it.
Each time you gain a level you may swap one of these spells for another of the same level from the chosen list. Repeatable, with a different list each time.
Feat: Savage Attacker
Savage Attacker. An origin feat, so it comes from a background at level 1.
Once per turn, when you hit a target with a weapon, roll the weapon's damage dice twice and use whichever roll you prefer. It applies to any weapon attack, melee or thrown or ranged, and it does not touch the ability modifier or any extra dice from a class feature.
Feat: Skilled
Skilled feat. An origin feat, so it comes from a background at level 1.
Proficiency in any combination of three skills or tools of your choice. Repeatable: a character with a second origin feat, such as a human's Versatile, can take it again for three more. It is the usual pick for a character who wants to be competent at the parts of play that are not fighting.
Feat: Grappler
Grappler feat. A general feat: prerequisite level 4 and Strength or Dexterity 13.
Ability Score Increase: +1 Strength or Dexterity, to a maximum of 20.
Punch and Grab: when you hit a creature with an Unarmed Strike as part of the Attack action, you can use both the Damage and the Grapple option, once per turn.
Attack Advantage: advantage on attack rolls against a creature you have grappled.
Fast Wrestler: moving a creature you have grappled costs no extra movement if it is your size or smaller.
Fighting Style: Archery
Archery. A fighting style feat, so it needs a class feature that grants a Fighting Style: fighter, paladin or ranger.
You gain a +2 bonus to attack rolls you make with Ranged weapons. On a longbow at +7 to hit that is a real swing in hit rate, which is why it is the default pick for an archer.
Fighting Style: Defense
Defense fighting style. A fighting style feat, so it needs a class feature that grants a Fighting Style: fighter, paladin or ranger.
While you are wearing Light, Medium or Heavy armor you gain a +1 bonus to Armor Class. It stacks with a shield and with everything else, and it never stops applying.
Fighting Style: Great Weapon Fighting
Great Weapon Fighting. A fighting style feat, so it needs a class feature that grants a Fighting Style: fighter, paladin or ranger.
When you roll damage for an attack with a melee weapon you are holding in two hands, treat any 1 or 2 on a damage die as a 3. The weapon must have the Two-Handed or Versatile property.
Fighting Style: Two-Weapon Fighting
Two-Weapon Fighting. A fighting style feat, so it needs a class feature that grants a Fighting Style: fighter, paladin or ranger.
When you make the extra attack that a Light weapon grants, you add your ability modifier to that attack's damage if you are not already adding it. Without this style the off-hand swing is weapon dice alone.
Equipment
Armor and Shields
Light (add full Dex): leather AC 11, 10 gp; studded leather AC 12, 45 gp. Medium (Dex up to +2): hide AC 12, 10 gp; chain shirt AC 13, 50 gp; scale mail AC 14, 50 gp, Stealth disadvantage; breastplate AC 14, 400 gp; half plate AC 15, 750 gp, Stealth disadvantage. Heavy (no Dex, Stealth disadvantage): ring mail AC 14, 30 gp; chain mail AC 16, 75 gp, Strength 13; splint AC 17, 200 gp, Strength 15; plate AC 18, 1,500 gp, Strength 15. Below that Strength: speed -10 feet. Shield: +2 AC, needs a hand, 10 gp.
No armor: AC 10 + Dex (barbarian +Con, monk +Wis). No proficiency: disadvantage on d20 tests using Strength or Dexterity; no spellcasting.
Donning: 1 minute light, 5 medium, 10 heavy; removing 1, 1 and 5. A shield is one Utilize action.
Melee Weapons
Blades S, points P, blunt B. L light, F finesse, H heavy, R reach, 2H two-handed, V versatile, T thrown 20/60. Then -mastery.
club 1d4 L-Slow; dagger 1d4 F L T-Nick; greatclub 1d8 2H-Push; handaxe 1d6 L T-Vex; javelin 1d6 T30/120-Slow; light hammer 1d4 L T-Nick; mace 1d6-Sap; quarterstaff 1d6 V1d8-Topple; sickle 1d4 L-Nick; spear 1d6 T V1d8-Sap.
battleaxe 1d8 V1d10-Topple; flail 1d8-Sap; glaive 1d10 H R 2H-Graze; greataxe 1d12 H 2H-Cleave; greatsword 2d6 H 2H-Graze; halberd 1d10 H R 2H-Cleave; lance 1d10 H R, 2H off-mount-Topple; longsword 1d8 V1d10-Sap; maul 2d6 H 2H-Topple; morningstar 1d8-Sap; pike 1d10 H R 2H-Push; rapier 1d8 F-Vex; scimitar 1d6 F L-Nick; shortsword 1d6 F L-Vex; trident 1d8 T V1d10-Topple; war pick 1d8-Sap; warhammer 1d8 V1d10-Push; whip 1d4 F R-Slow. Unarmed 1+Str.
Ranged Weapons and Weapon Properties
Simple (piercing unless stated; mastery after the dash): light crossbow 1d8, 80/320, ammunition, loading, 2H-Slow; dart 1d4, finesse, thrown 20/60-Vex; shortbow 1d6, 80/320, 2H-Vex; sling 1d4 B, 30/120-Slow. Martial: blowgun 1, 25/100, loading-Vex; hand crossbow 1d6, 30/120, light, loading-Vex; heavy crossbow 1d10, 100/400, heavy, loading, 2H-Push; longbow 1d8, 150/600, heavy, 2H-Slow. Net: no mastery; thrown 5/15, Large or smaller restrained until DC 10 Strength escape or cut free.
Ammunition: free hand to load. Finesse: Str or Dex. Heavy: disadvantage if Str/Dex under 13. Light: two-weapon fighting; Nick folds the extra attack into the Attack action. Loading: one shot per action, bonus action or reaction. Range: normal, then long at disadvantage. Reach: +5 feet. Thrown: melee modifier.
Adventuring Gear and Tools
Prices: backpack 2 gp; bedroll 1 gp; hempen rope 50 ft 1 gp (silk 10 gp; 2 hits at AC 11); grappling hook 2 gp; crowbar 2 gp, leverage gives advantage on Strength checks; tinderbox 5 sp; torch 1 cp; lantern 5 gp, oil 1 sp a pint; 10-foot pole 5 cp; manacles 2 gp, DC 20 to slip or break; healer's kit 5 gp, ten uses, stabilizes without a check; caltrops 1 gp a bag, 5-foot square, DC 15 Dexterity save or 1 piercing and speed -10 until healed; ball bearings 1 gp, 10-foot square, DC 10 Dexterity save or prone; oil flask 1 sp, 5 fire if lit; alchemist's fire 50 gp, 1d4 fire a turn until a DC 10 Dexterity check; holy water 25 gp, radiant damage to a fiend or undead.
Carrying capacity: Strength x 15 pounds; push, drag or lift twice that at speed 5. 50 coins weigh a pound. Chain mail 55 pounds, plate 65, longsword 3, full backpack about 30.
Body, CR 0-4: 5d6 cp, 4d6 sp, 3d6 gp or a pp or two; CR 5-10: 2d6 x 10 gp. Hoard, CR 0-4: 6d6 x 100 cp, 3d6 x 100 sp, 2d6 x 10 gp, a few 10 gp or 50 gp gems, maybe a common/uncommon magic item; CR 5-10: 2d6 x 100 sp, 2d6 x 100 ep, 6d6 x 100 gp, 3d6 x 10 pp, gems of 50 to 100 gp.
Gems: 10 gp azurite, agate, quartz, turquoise; 50 gp bloodstone, onyx, jasper, moonstone; 100 gp amber, garnet, pearl, jade; 500 gp topaz, black pearl, aquamarine; 1,000 gp emerald, opal, sapphire; 5,000 gp diamond, ruby, black sapphire. Art objects 25, 250, 750, 2,500 or 7,500 gp. Merchants pay full for gems and coin, half for gear.
The Hollow March
The Hollow March
The Hollow March is the last valley of the Crown of Vessmark: a day's ride wide, four days long, held for the king by the Vaynes from the keep at Bracken Ford. The Greywater runs down its middle with the Old King's Road beside it. North is the Hollow Wood, old, unfriendly to axes. East it spreads into Saltmere Fen, where the Lantern Brothers' abbey drowned sixty years ago and something has moved in. West are the hills and the abandoned dwarf-hold Cairnhold; the Ashcap goblins raid the road from a cleft below it.
The Crown is three weeks away; a tax collector comes twice a year. The Wayfarers' Guild has a royal charter to hunt monsters and reclaim ruins; its Bracken Ford chapter house draws adventurers. It is autumn: harvest in, roads open, the fen quiet for a month, which nobody trusts.
Bracken Ford
Bracken Ford is fourteen hundred people behind a timber palisade where the Old King's Road fords the Greywater: a stone keep on the rise, a market square with a well and a long-unused whipping post, one good inn (the Drowned Bell), a shrine, a smithy, a guild chapter house, House Tallow's warehouse and ferry, and lanes of thatch and wattle down to the river. Two gates, north and south, shut at dusk; the Ford Watch keeps them.
Market day is Sixthday. Any equipment-list item can be had except heavy armor and martial weapons beyond what Hagen Ironbrow has on the rack; magic is bought nowhere but sometimes sold by the Guild. Friendly to coin, wary of armed strangers, so the Watch asks names at the gate and Dessa Cole at the Bell remembers them. Everyone has an opinion about the fen.
The Drowned Bell
The Drowned Bell is the inn on the market square, named for the abbey bell the river gave up one dry summer, now hanging green and cracked over the door. Two floors: a taproom with a long hearth, eight rooms above at 5 sp a night, a stable behind, a bathhouse extra. Ale 4 cp, wine 2 sp, a supper of river fish or mutton 3 sp. The board by the hearth carries the Wayfarers' Guild notices and the town's private ones.
Dessa Cole owns it: forty, broad, unhurried, widowed by the fen. She gives no credit, hears everything, and trades what she hears for what you know, not for coin. A party that treats her rooms well gets told which contracts are worth the walk. Regulars: ferrymen, Watch off duty, a table of Tallow clerks, and Orrin Vance most evenings at the end of the bar, one arm around a cup.
Bracken Keep and Ser Alder Vayne
Bracken Keep is a square stone tower with a walled yard on the rise above the ford, older than the town and colder than it looks. It holds the Vaynes, the Ford Watch's armoury, the March's only gaol and the ledger the Crown taxes from.
Ser Alder Vayne is the lord: twenty-four, knighted last spring in the capital, home eight months since his father drowned on the sunken road chasing a goblin raid. Earnest, decent with a longsword, badly out of his depth, and owing House Tallow what his father borrowed to rebuild the palisade. He wants the fen cleared, the road safe and the goblins gone, in that order, and can pay for none of it. He will grant a charter, a writ, a room or his name on a letter, and keeps his word. Steward Maud Pennick keeps the real books; ask her what the keep can afford.
The Shrine of the Lantern and Brother Cassian
The Shrine of the Lantern is a whitewashed stone chapel off the square, door always open, lamp always lit in the window: the Lady of the Ford's house, shared with Saint Aldric's memory, whose Lantern Brothers built the abbey in the fen and drowned with it. It cures disease, stabilizes the dying, and casts Lesser Restoration or Cure Wounds for a 10 to 50 gp donation; Revivify is beyond it.
Brother Cassian keeps it: seventy, thin, the abbey's last living novice, fourteen when the water came. He knows the abbey's plan like his childhood home, has never gone back, and will draw it for anyone who swears to bring out the Lantern of Aldric, the relic the order sealed in the vault under the chapter house at the end. He believes the Lantern keeps the fen's dead quiet and is failing. He is right.
The Greywater and the Tallow Ferry
The Greywater is broad, brown and slow through the March, sixty yards across at the ford and waist-deep in a dry autumn, chest-deep and dangerous after rain (DC 12 Strength (Athletics) to wade it then, DC 15 with a pack). Below the town it slows and splits into the channels of Saltmere Fen; above, it runs fast and clear out of the hills.
House Tallow runs the ferry beside the ford: a flat barge on a cable, 2 cp a head, 1 sp a cart, nothing after dark; the ferrymen are Tallow men who report who crosses. A rowboat is 5 sp a day; nobody will take one into the fen for less than 2 gp and a promise. Fish: pike, eels, the big grey carp the town is fond of. Not fish: a giant frog now and then near the fen mouth, and once, last winter, the ferrymen swear, something with a long black neck.
The Ford Watch and Captain Ysolde Marr
The Ford Watch is thirty spears and a dozen crossbows in boiled leather and green tabards, paid by the keep, quartered in the gatehouses. They keep the gates, walk the palisade, escort the tax collector twice a year and enter the fen only when ordered, never willingly. Guard stat block: AC 16 with shield, 11 hp, +3 to hit for 1d6+1. Honest, local, outmatched by anything above CR 1.
Captain Ysolde Marr: fifty, grey-cropped, twenty years a Crown soldier before coming home. Veteran stat block. She dislikes the Guild on principle, works with it in practice, and pays 25 gp a head for goblin ears from anyone, no questions, from her own purse. She lends a squad for road escort, never for the fen. Her sergeant Corvin Hale deserted two years ago and robs the road; she takes that personally.
The Wayfarers' Guild and Orrin Vance
The Wayfarers' Guild holds the Crown's charter to hunt monsters, clear ruins and keep what they find, less the Crown's tenth. The Bracken Ford chapter house, a stone hall behind the Drowned Bell, has a strongroom, a library, a free dormitory and the contract board. Membership is 5 gp, a name and an oath not to rob the townsfolk; it buys the dormitory, the contracts, a fair price for loot and a burial.
Orrin Vance, chapter master: sixty, once a fighter of reputation, who lost an arm and his company under the abbey twenty years ago and has posted the same vault contract each season since. He pays on completion, in coin, exactly what the board says. He rates newcomers by whether they ask about the fen or the money first, and says nothing of the abbey until they return from something smaller.
House Tallow and Merrik Tallow
House Tallow owns the ferry, the waterfront warehouse, the barges carrying the March's wool and timber downriver to the Crown, and the debt on Bracken Keep. Not a noble house: clerks who kept accounts while other people fought, which in the March amounts to owning it.
Merrik Tallow runs it: fifty-five, soft-spoken, always in grey, never seen to hurry. He buys anything carried out of a ruin at a fair price (full for gems and coin, half for gear), advances money against a contract at one-fifth interest, and sells passage downriver. He wants the fen drained and the sunken road rebuilt so his barges reach the sea, which means emptying the abbey; he will fund that quietly and take credit loudly. Not a villain: he has never done a thing that did not pay, and everything he offers pays him.
The Grey Circle and Old Wenna
The Grey Circle: five druids of the Hollow Wood, the hunters and charcoal burners who keep their rites, and a ring of standing stones a half-day north of town, where they meet at new moon. Older than Vessmark and meaning to outlast it. Their quarrel is the axes: House Tallow's timber camp cuts deeper each year, and the Circle has stopped warning and started acting; the loggers' foreman is a fortnight gone.
Old Wenna leads: eighty if a day, blackthorn staff and a raven, a 7th-level druid and knows it. Not hostile to the town, only to the idea it owns anything. She trades healing and guidance for service to the wood, cures poisons the shrine cannot, and alone in the March has gone under the abbey by the water road and returned unharmed. She wants the Lantern too, for reasons she keeps.
The Hollow Wood
The Hollow Wood is old growth oak, ash and yew north of the town's fields to the hills, no road, no map anyone trusts. A day in by game trail reaches the druids' stones; two days, the hollow that names it, a sinkhole a hundred yards across, a lake at the bottom and a cave nobody has explored twice. Half pace off the trails; navigation DC 15, DC 20 in the deep wood; foraging DC 10 in autumn.
Wolf packs of four to six, a dire wolf pair the loggers call the Grey Kings, giant spiders in the yew stands, an owlbear in the hollow, a dryad at the stones, the Circle's real authority, and blights where the timber camp burned the brush. House Tallow's camp at the southern edge: twenty men, a palisade, a hoard of felled trunks, and a foreman missing fourteen days. The Circle knows where he is.
Saltmere Fen
Saltmere Fen is where the Greywater gives up: twelve miles of reed, black water, drowned willow and mist, from the town's last fields to a sea marsh nobody has crossed. The Lantern Brothers built the stone causeway (the sunken road) and the abbey on the only rock; both lie a foot under water now, but the road is still the way in if you can find it. Travel: half pace on the road, a quarter off; navigation DC 15 on, DC 20 off; camping is a wet night and a Con save vs sewer plague (DC 11) each dawn.
Night lights: will-o'-wisps, the abbey's old dead. A lizardfolk tribe fishes the southern channels, shuns company but trades. Giant frogs, crocodiles in the deep channels, insect swarms at dusk, ghouls from the abbey's lower windows in thick mist. For a month no birds have nested near the rock.
The Sunken Abbey of Saint Aldric
A grey stone square on a rock in mid-fen: chapel, chapter house, dormitory and bell tower round a cloister, ground floor knee-deep, rising yearly. Sixty years ago a wet spring moved the river, the causeway went under and the Lantern Brothers, refusing to leave the relic, drowned in the cellars. The bell tower still shows from town on clear days.
Three levels. Top: forty Ashcap goblins and their bugbear chief hold dormitory and tower, raiding the road. Ground: flooded halls, the drowned nave, ghouls in the cloister at night, the chapter house door barred from inside. Below: drowned cellars and crypts with air pockets, the Lantern Vault sealed by a door only Aldric's own words open, and in the deep cistern something new, hungry, acid-breathing. None have returned from it in twenty years.
The Ashcap Goblins, Skarn and Yiggit
The Ashcaps, a goblin tribe of about sixty, are named for the grey mushroom smeared on their faces before raids. They hold the sunken abbey's upper floors and Stonecleft, a crack in the western hills below Cairnhold holding women, young and worg kennels. They raid the Old King's Road for carts and outlying farms for sheep, bolder since spring, when Skarn came.
Skarn Ashcap: a bugbear, seven feet of matted fur and a morningstar, chief for killing the last one. Too clever for a bugbear, he has a hobgoblin sergeant, Vrax, drill the tribe and tithes captives to whatever is in the abbey's cistern so it leaves the tower alone. Yiggit, goblin boss at Stonecleft: small, old, a coward who would sell Skarn to the town for his life and a cart of copper; alone by the kennels at dusk for any offer.
The Old King's Road and the Redhand Bandits
The Old King's Road is the only road: paved where the Crown cared, mud where not, from the western pass through Bracken Ford along the river to the fen. Milestones every mile, a way-shrine to the Lady every five. Two days west to the pass and Vessmark; a day east to the fen's edge. Carts 24 miles a day, riders 30, a Tallow barge 20 against the current.
The Redhands rob it: twenty-odd deserters and failed farmers under Corvin Hale, once Ysolde Marr's sergeant, who quit the Watch when his brother hanged for stealing seed grain. Bandit stat blocks; Hale a bandit captain in red-lacquered breastplate. Carts, not lives, unless fought; never a Tallow barge, unexplained by Merrik Tallow. The Watch knows their camp in the pine cut above the fourth milestone west and cannot take it with thirty men.
Cairnhold and Hagen Ironbrow
Cairnhold is a dwarven watch-hold in the western hills, tower and mine in the ridge above Stonecleft, abandoned forty years ago when the iron ran thin and something in the deep galleries began taking miners. Gate shut from within; kobolds hold the upper works; the goblins below fear it. The Wayfarers' board offers 100 gp for a map of its first level.
Hagen Ironbrow, born there, is the town smith: sixty, black-bearded, a hill dwarf with a warhammer over the forge door and a temper for bad steel. Rack stock: any simple weapon, martial weapons he has made, chain shirts and scale, 20 percent over list (ore comes from the pass); any equipment-list item in a week; silvering 100 gp. He wants Cairnhold back, pays 50 gp per dwarven thing carried out, and knows the words over its inner gate.
Rumours and Work at the Drowned Bell
Guild board this week: 1. Goblin ears, 25 gp a pair, Captain Marr, ongoing. 2. Aldo Brisk, Tallow's timber foreman, fourteen days missing in the Hollow Wood: 60 gp returned, 30 for news, House Tallow. 3. Wolves at the Pennick farm, north fields, three sheep in a week; 20 gp and a winter's mutton. 4. Map of Cairnhold's first level, 100 gp, the Guild. 5. The Lantern of Aldric out of the abbey vault: 1,000 gp, Orrin Vance, posted every season for twenty years, unclaimed.
Taproom: the fen's birds no longer nest near the abbey; a Redhand bought rope and lamp oil in bulk; the young lord's Tallow debt is due at midwinter; Old Wenna's first visit in a year went straight to the shrine; a Tallow ferryman swears to a black neck in the water below the fen mouth. One rumour free, the rest for a round.
The March prays to the Lady of the Ford, goddess of rivers, crossings, travellers and mercy: lamp shrines at fords, Life-domain clerics. Her saints are mortals who kept a light lit; Saint Aldric, founder of the Lantern Brothers, is the March's own. Oaths are sworn on running water. The Crown's greater gods have temples in the capital, none here; any cleric is welcome at the shrine who tends the lamp.
Nonhuman gods (SRD): Moradin (dwarves, forge; Hagen's god), Corellon Larethian (elves, magic, art), Yondalla (halflings, hearth, luck), Garl Glittergold (gnomes, humour, gems), Gruumsh (orcs, strife). The Ashcaps pray only to Skarn. Bahamut and Tiamat rule good and evil dragons. Lolth rules the drow, far under the hills. Grey Circle druids honour no god, only wood, water and the turning year.
The Material Plane is the world; the March a corner of it. Beside it: the Feywild, bright, wild, kin to the Hollow Wood's dryad, time running strangely; the Shadowfell, its grey echo, where the abbey's drowned dead would go if something let them. The Ethereal is the mist between, for ghosts and some spells; the Astral the silver void beyond where the outer planes float.
Inner Planes: Fire, Water, Air, Earth, of elementals and genies. Outer Planes, gods and afterlife: the Nine Hells (devils, lawful evil, contracts), the Abyss (demons, chaotic evil, hunger), Mount Celestia and the good gods' planes. Souls go to the plane of their alignment and god; Raise Dead recalls only the willing. None has opened onto the March in living memory; the abbey's cistern is where that would likeliest change.
Reference
Licence and Attribution
This world includes material taken from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC and available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
The rules entries in sections 00 to 07 and 10 condense SRD 5.2, the 2024 revision of the rules, into the 800-character briefings the Forge world engine injects per turn; they are not the complete rules and are not a substitute for the SRD. Dungeons & Dragons and D&D are trademarks of Wizards of the Coast LLC; this world is not affiliated with or endorsed by Wizards of the Coast.
The setting in section 08 (the Hollow March, Bracken Ford, Saltmere Fen, the Sunken Abbey of Saint Aldric, and every person and place named there) is original content written for Forge and belongs to Forge.
How This World Is Built
Reader's note. This page never reaches the DM; it explains the world to the person editing it.
Every keyworded entry is a rule or a piece of setting that the engine injects into the DM's context only when one of its keywords appears in the last three messages of the chat. The DM sees at most about seven entries per turn (6,000 characters), highest priority first, and only the first 800 characters of each, so every body is written as a self-contained briefing. Entries with no keywords, like this one, are page-only.
Priority ladder: 5, true every turn (how rolls resolve, party bookkeeping). 4, the rules a scene lives on (checks, saves, combat round, attacks, hit points, death, rests, casting, conditions) and the setting's anchors (the March, the town, the Guild, the abbey). 3, everything else players reach for by name. 2, deep cuts (multiclassing, feats, gear lists, the far places). 1, colour.
To add a rule: one entry, one topic, plain text, under 800 characters, keywords in every inflection a player types (grapple, grappled, grappling). Avoid bare common words as keywords; each false fire costs 800 characters of the budget. To add setting, read the entries beside it first and reuse their names.
Sourcebooks
This world runs on the System Reference Document 5.2, the licensed subset of the 2024 rules. The wider D&D line is 69 published books, and this world carries none of their rules text — only their names, dates and which ruleset each uses.
So a question about a book can be answered honestly. If a player asks for a subclass, spell, monster, feat or option that lives in one of those books, say plainly that it is not in this world's rules, then offer the closest thing the SRD does have. Never improvise a rule and attribute it to a book, and never claim a book contains something to please the asker.
The sourcebook lists: Core Rulebooks. Rules Expansions. Settings. Adventures, 2014 Rules and 2024 Rules. Boxed Sets and Accessories.
Sourcebooks: Core Rulebooks
Six core books in two rulesets that must never be mixed.
2024 rules: Player's Handbook (Sep 2024), Dungeon Master's Guide (Nov 2024), Monster Manual (Feb 2025). This world uses the 2024 line.
The only text anyone may quote: the free Basic Rules (2014), SRD 5.1 (the 2014 subset) and SRD 5.2 (the 2024 subset, which is what this world condenses). SRD 5.2 is narrower than the Player's Handbook it comes from — twelve classes but one subclass each, four of sixteen backgrounds, nine of ten species. The 2025 Monster Manual is not licensed at all, which is why this world's creature statistics are the older ones.
Sourcebooks: Rules Expansions
Ten rules supplements, every one of them on the 2014 rules, so none of their options is part of this world.
Elemental Evil Player's Companion (2015, free). Sword Coast Adventurer's Guide (2015). Volo's Guide to Monsters (2016). Xanathar's Guide to Everything (2017). Mordenkainen's Tome of Foes (2018). Tasha's Cauldron of Everything (2020). Fizban's Treasury of Dragons (2021). Mordenkainen Presents: Monsters of the Multiverse (2022). Bigby Presents: Glory of the Giants (2023). The Book of Many Things (2023).
A player asking for something out of one of these is asking for 2014 content. Say it is outside this world's rules, name the book it is in if you know, and offer the SRD 5.2 equivalent. Do not reconstruct the option from memory.
Sourcebooks: Settings
Thirteen setting books. None of them is the setting here: this world's setting is the Hollow March, which is original.
On the 2014 rules: Guildmasters' Guide to Ravnica (2018). Acquisitions Incorporated (2019). Eberron: Rising from the Last War (2019). Explorer's Guide to Wildemount (2020). Mythic Odysseys of Theros (2020). Van Richten's Guide to Ravenloft (2021). Strixhaven: A Curriculum of Chaos (2021). Spelljammer: Adventures in Space (2022, a three-book set). Dragonlance: Shadow of the Dragon Queen (2022). Planescape: Adventures in the Multiverse (2023, a three-book set).
On the 2024 rules: Eberron: Forge of the Artificer (Aug 2025), the first setting book on the new rules. Forgotten Realms Campaign Guide and Forgotten Realms Player's Guide (both Nov 2025).
Sourcebooks: Adventures, 2014 Rules
Published adventures on the 2014 rules, 2014 to 2019. Their monsters and magic items are 2014 numbers; this world's are the 2024 ones, so do not lift a stat block out of one.
Lost Mine of Phandelver (2014). Hoard of the Dragon Queen (2014). The Rise of Tiamat (2014). Princes of the Apocalypse (2015). Out of the Abyss (2015). Curse of Strahd (2016). Storm King's Thunder (2016). Tales from the Yawning Portal (2017). Tomb of Annihilation (2017). Waterdeep: Dragon Heist (2018). Waterdeep: Dungeon of the Mad Mage (2018). Ghosts of Saltmarsh (2019). Dragon of Icespire Peak (2019). Baldur's Gate: Descent into Avernus (2019).
A player may absolutely ask to play one. Say the module's text is not in this world and offer to run its premise as your own scenes.
Sourcebooks: Adventures, 2020 to 2024
The rest of the 2014-rules adventures, 2020 to 2024. The last three came out after the 2024 Player's Handbook but were written for the older rules.
Icewind Dale: Rime of the Frostmaiden (2020). Candlekeep Mysteries (2021). The Wild Beyond the Witchlight (2021). Critical Role: Call of the Netherdeep (2022). Journeys Through the Radiant Citadel (2022). Dragons of Stormwreck Isle (2022). Tyranny of Dragons (2023, a compilation). Keys from the Golden Vault (2023). Phandelver and Below: The Shattered Obelisk (2023). Vecna: Nest of the Eldritch Eye (2024). Vecna: Eve of Ruin (2024). Quests from the Infinite Staircase (2024).
As above: the premise is yours to borrow, the text is not here to quote, and the statistics in them are the older ones.
Sourcebooks: Adventures, 2024 Rules
Five published adventures on the 2024 rules — the same ruleset as this world, though none of their text is here.
Dragon Delves (Jul 2025). Heroes of the Borderland, a starter set (Sep 2025). Ravenloft: The Horrors Within (Jun 2026). Arcana Unleashed (Sep 2026). Arcana Unleashed: Deadfall (Sep 2026).
The 2026 line is organised in seasons. Season of Horror, April to June 2026: Ravenloft: The Horrors Within, with a Tarokka deck, a DM screen and a map pack. Season of Magic, July to September 2026: Arcana Unleashed and Deadfall, with spell, item and monster reference card decks. Two Forgotten Realms titles, Heroes of Faerun and Adventures in Faerun, are listed for summer 2026 in other languages; the English release is unconfirmed, so do not state it as fact.
Sourcebooks: Boxed Sets and Accessories
Boxed sets repackage rules and adventures rather than adding options, so nothing in this list changes what a character can do.
Starter Set (2014). Core Rules Gift Set (2018). Stranger Things Starter Set (2019). Essentials Kit (2019). D&D vs. Rick and Morty (2019). Curse of Strahd Revamped (2020). Rules Expansion Gift Set (2022). Heroes of the Borderland (2025), the starter set on the 2024 rules.
Accessories for 2026: DM screens, a Tarokka deck and map packs with the Horror season; spell, item and monster reference card decks with the Magic season.
If a player owns one of these and wants to play its adventure, the premise is fine to borrow. Its text and its stat blocks are not in this world.
Sourcebooks: Organized Play, Playtests and Tie-Ins
Five kinds of D&D material outside the published book line. None of it is in this world's rules.
Adventurers League: dozens of short organized-play modules on the 2014 rules, sold through DMs Guild. The 2024 line's organized play is Legends of Greyhawk.
Plane Shift: seven free PDFs converting Magic: The Gathering planes to the 2014 rules. Never playtested, never legal for organized play.
Unearthed Arcana: playtest PDFs, not rules. Names in them change or are dropped before publication, so never quote one as current. The monk's resource was Discipline Points in playtest and shipped as Focus Points.
Young Adventurer's Guides, Art and Arcana, Lore and Legends and the Heroes' Feast cookbooks are licensed tie-ins with no rules.
Books sold by others as 5E compatible are not D&D books.
The Character Sheet
The Sheet
Full sheet, in this order. The Persona holds it; the DM tracks only what changes.
Name · species class level · background (carries the ability increases and origin feat). Alignment · XP · Heroic Inspiration. Six scores with modifiers. Proficiency bonus. Saving throws (which are proficient). All eighteen skills with totals, proficient marked. Passive Perception. AC · initiative · speed · current/max HP · temporary HP. Hit dice used/total. Death saves. Attacks: name, attack bonus, damage and type, range. Spells: ability, save DC, attack bonus, slots per level, spells known or prepared. Gear and coin. Proficiencies and languages. Features and traits. Personality, ideal, bond, flaw.
Reprint it when asked, on level-up, after a long rest and when gear changes; otherwise only the status line.
Derived Numbers
Recompute these from the scores when needed.
Modifier = (score - 10) halved, rounded down. Proficiency = 2 at levels 1-4, 3 at 5-8, 4 at 9-12, 5 at 13-16, 6 at 17-20. Skill or check = ability modifier + proficiency if proficient (double if expertise). Save = ability modifier + proficiency if the class grants it. Passive Perception = 10 + Wisdom modifier + proficiency if proficient; +5 if advantage, -5 if disadvantage. AC = armour's value + Dexterity where the armour allows + shield 2. Unarmoured 10 + Dexterity. Initiative = a Dexterity check (modifier, plus any proficiency or advantage granted). Attack = ability mod + proficiency if proficient with the weapon. Damage = weapon die + ability mod. Spell save DC = 8 + ability mod + proficiency; spell attack = ability mod + proficiency.
Filling It In
Build the character on a blank sheet in this order, after Creating a Character: species, then class, then background (sets the ability increases and origin feat), then scores, then equipment, then derive. Write the result into the Persona pinned to this card, in this shape:
NAME · species class level · background Alignment · XP 0 · Insp. no STR x (±) DEX x (±) CON x (±) INT x (±) WIS x (±) CHA x (±) Prof +2 · Saves (which) · Skills (prof*) · Passive Perc AC · Init · Speed · HP cur/max (+temp) · Hit dice · Death saves ATTACKS, one per line. SPELLS or none. GEAR, Coin. PROF. LANG. FEATURES. TRAIT · IDEAL · BOND · FLAW
The Persona holds everything that only changes on level-up. Hit points, slots, coin, conditions and XP live in the status line, not by hand.
The Status Line
End any reply where a tracked number changed with exactly this status line, in brackets, fields separated by a vertical bar. Every field optional; an omitted field means unchanged.
[Name | HP cur/max (+temp) | HD 1d10 used/total | DS successes/fails | Slots 1st used/total, 2nd used/total | XP n | Coin 10gp 4sp | Cond none | Insp no | time of day, day n]
Example: [Kael | HP 14/22 (+0) | HD 1d10 0/1 | DS 0/0 | Slots 1st 1/2 | XP 50 | Coin 10gp | Cond none | Insp no | Evening, day 3]
Print the figures as they now stand, not as changes. One line per reply, last one wins. One character only. Never print it on a purely conversational turn. Show every change in the narration first, then in the line.
Levelling the Sheet
On gaining a level, change these in the Persona and reprint the whole sheet: level, proficiency bonus at 5, 9, 13 and 17, maximum hit points (+Hit Die roll or its average, +Constitution modifier), hit dice total, spell slots, spells known or prepared, class features, and any ability score improvement or feat with everything it derives. A general feat in place of an ASI also grants +1 to an ability.
These never change on a level-up: species, background (and its origin feat), alignment, personality, ideal, bond, flaw, and languages unless a feature grants one.
Announce the new maximum hit points in the narration, then print a status line carrying it. The sheet accepts the change and notes it, so a maximum that moves without a level-up is visible.