Entry tags:
Dungeon Dorks, Dragon Dice
Discord Server: Invite here, otherwise my (Lalli-mun) Discord is humbugger#1469.
Current Party Composition.
Relevant Basic Class Info.
Relevant Basic Race Info.
Index of Basic D&D 5E Classes.
Index of Basic D&D 5E Races.
**Characters can choose to play as whatever class/race they want, even those not listed in these links or on this post.
**These class pages may contain additional information regarding abilities, especially for abilities above 1st level.
List of Simple Weapons.
List of Martial Weapons.
Weapon Properties.
List of Armor.
All Spells by LEVEL, not listed by class.
All Spells by NAME, not listed by class. - Dropbox link.
Cleric Spell List.
Necromancer Spell List (0-1).
Paladin Spell List.
Ranger Spell List.
Sorcerer Spell List.
**Material components will be ignored.
Dice Roller, otherwise there's the Discord bot.
BASIC RACES LALLI WOULD THINK TO OFFER
Human
Elf
Dwarf
Dragonborn/Furry (like any kind of animal type furry, anthro, blah blah)
OTHER RACE SUGGESTIONS
Gnome
Halfling
Orc
Goblin
Tiefling
Centaur
Kenku
Construct (puppet, scarecrow)
...as well as any other race you might think of, as well as someone with mixed heritage or a subrace based on location or other circumstance! GO NUTS!
BASIC MIGHT CLASSES
Paladin
Barbarian
Fighter
Ranger
Monk
Rogue
BASIC MAGIC CLASSES
Cleric
Witch/Wizard
Sorcerer
Druid
Bard
Warlock
OTHER CLASS SUGGESTIONS
Gunslinger
Beastmaster
Risen
Chef
Mimic
...but again, feel free to improvise or take a class and specify a certain "focus", such as necromancy, pyromancy, chain sword, and such! LIVE THE DREAM, KIDS.
ATTRIBUTE POINTS
These attributes will be beneficial not only to a particular class skill (a barbarian probably wants to have a high strength score since that's the attribute used for many of their actions) but for roleplaying actions as well! Any character can try to do any action, so if you want your stereotypically weak class character to push rocks for fun, add into that strength score. Want to flirt your way through town? Boost that charisma, dude.
STR - Strength. One's physical prowess. Used to modify rolls related to STR-based weapons, keeping hold of something, pushing large objects, and other such physical activities.
INT - Intelligence. That good good book learnin'. Used to modify rolls related to remembering something once learned, inspecting nature, making a dedicated search, thinking up alternative puzzle solutions, and similar focused endeavors that are more to do with quantifiable studies.
Witches/Wizards and Warlocks use this to modify their spell attacks.
WIS - Wisdom. Someone's willpower or common sense. Used to modify rolls related to judging someone's character, getting a feel for one's surroundings, and matters of the spiritual self.
Clerics and Druids use this to modify their spell attacks.
DEX - Dexterity. Used to measure precision and agility. Used to modify rolls related to DEX-based weapons, using small tools or some delicate mechanism, being stealthy, and performing some kind of acrobatics or nimble activity.
CON - Constitution. How hearty and hardy someone is. Used to modify rolls related to staying conscious, fighting off an ailment, increasing health points, and other passive bodily functions.
CHA - Charisma. Has to do a lot with how others perceive someone. Used to modify rolls related to deceiving another, flirting, making a kind of arts performance, persuading, encouraging, and matters of the emotional self.
Bards and Sorcerers use this to modify their spell attacks.
Most actions, even if it is primarily a roleplaying activity, such as Animal Handling, will need to be backed up by a dice roll, most frequently the d20, and our Discord does have a Dicebot that can help roll as well. Damage is determined by different dice that are unique to weapons and spells, which can be seen on the weapons/spell list.
HOWEVER! Because this is pretendy funtimes instead of a proper game, dice rolls can be fudged periodically for the sake of RP/rule of cool/etc.
Outside of combat, characters can freely respond to each other within reason. If an action is taken that requires the DM to respond or combat is entered, things will need to become more structured. Lalli will call for an initiative roll (1d20+DEX modifier), which will determine tagging order until the situation is resolved. This tagging order can only be broken if a character wishes to use their reaction on another's turn or if they have held their turn/action.
In combat, characters have an action, a movement, a bonus action, and a reaction per round. Actions, bonus actions, and movements must be taken on the character's own turn, if they wish to use them. Reactions can be done at any time, though again, can only be once per round.
An action can become a bonus action, but a bonus action can not become an action. Actions are typically attacks, but non-attack actions that have a large impact, such as using an item or unlocking a door, are full actions. Doing something low-impact, like dropping something or certain spells, are bonus actions.
Talking is a free action, and as long as it isn't a full conversation or an attempt to persuade/deceive another, it can be done at any time.
What about Alignment, different currency denominations, and things such as feats or background?
Eh. Get rid of it. There's just Gold for money, just be a person. If you can make a case for something giving your character a bonus or a special item, persuade the DM. Who knows!
RULES BOOOO, but hey, to start this off I let Minato Arisato discard a bruise from his inventory and take a punch to add to his inventory instead. While he probably won't let people completely break his reality this time, he's more than open to dumb shenanigans -- especially if the player can sell him on it. Things like promises can be broken or exchanged, so if you want a physical item called a promise? We'll work out the logistics of that abstract bs. HAVE FUN!!
Current Party Composition.
Relevant Basic Class Info.
Relevant Basic Race Info.
Index of Basic D&D 5E Classes.
Index of Basic D&D 5E Races.
**Characters can choose to play as whatever class/race they want, even those not listed in these links or on this post.
**These class pages may contain additional information regarding abilities, especially for abilities above 1st level.
List of Simple Weapons.
List of Martial Weapons.
Weapon Properties.
List of Armor.
All Spells by LEVEL, not listed by class.
All Spells by NAME, not listed by class. - Dropbox link.
Cleric Spell List.
Necromancer Spell List (0-1).
Paladin Spell List.
Ranger Spell List.
Sorcerer Spell List.
**Material components will be ignored.
Dice Roller, otherwise there's the Discord bot.
BASIC RACES LALLI WOULD THINK TO OFFER
Human
Elf
Dwarf
Dragonborn/Furry (like any kind of animal type furry, anthro, blah blah)
OTHER RACE SUGGESTIONS
Gnome
Halfling
Orc
Goblin
Tiefling
Centaur
Kenku
Construct (puppet, scarecrow)
...as well as any other race you might think of, as well as someone with mixed heritage or a subrace based on location or other circumstance! GO NUTS!
BASIC MIGHT CLASSES
Paladin
Barbarian
Fighter
Ranger
Monk
Rogue
BASIC MAGIC CLASSES
Cleric
Witch/Wizard
Sorcerer
Druid
Bard
Warlock
OTHER CLASS SUGGESTIONS
Gunslinger
Beastmaster
Risen
Chef
Mimic
...but again, feel free to improvise or take a class and specify a certain "focus", such as necromancy, pyromancy, chain sword, and such! LIVE THE DREAM, KIDS.
ATTRIBUTE POINTS
These attributes will be beneficial not only to a particular class skill (a barbarian probably wants to have a high strength score since that's the attribute used for many of their actions) but for roleplaying actions as well! Any character can try to do any action, so if you want your stereotypically weak class character to push rocks for fun, add into that strength score. Want to flirt your way through town? Boost that charisma, dude.
STR - Strength. One's physical prowess. Used to modify rolls related to STR-based weapons, keeping hold of something, pushing large objects, and other such physical activities.
INT - Intelligence. That good good book learnin'. Used to modify rolls related to remembering something once learned, inspecting nature, making a dedicated search, thinking up alternative puzzle solutions, and similar focused endeavors that are more to do with quantifiable studies.
Witches/Wizards and Warlocks use this to modify their spell attacks.
WIS - Wisdom. Someone's willpower or common sense. Used to modify rolls related to judging someone's character, getting a feel for one's surroundings, and matters of the spiritual self.
Clerics and Druids use this to modify their spell attacks.
DEX - Dexterity. Used to measure precision and agility. Used to modify rolls related to DEX-based weapons, using small tools or some delicate mechanism, being stealthy, and performing some kind of acrobatics or nimble activity.
CON - Constitution. How hearty and hardy someone is. Used to modify rolls related to staying conscious, fighting off an ailment, increasing health points, and other passive bodily functions.
CHA - Charisma. Has to do a lot with how others perceive someone. Used to modify rolls related to deceiving another, flirting, making a kind of arts performance, persuading, encouraging, and matters of the emotional self.
Bards and Sorcerers use this to modify their spell attacks.
Most actions, even if it is primarily a roleplaying activity, such as Animal Handling, will need to be backed up by a dice roll, most frequently the d20, and our Discord does have a Dicebot that can help roll as well. Damage is determined by different dice that are unique to weapons and spells, which can be seen on the weapons/spell list.
HOWEVER! Because this is pretendy funtimes instead of a proper game, dice rolls can be fudged periodically for the sake of RP/rule of cool/etc.
Outside of combat, characters can freely respond to each other within reason. If an action is taken that requires the DM to respond or combat is entered, things will need to become more structured. Lalli will call for an initiative roll (1d20+DEX modifier), which will determine tagging order until the situation is resolved. This tagging order can only be broken if a character wishes to use their reaction on another's turn or if they have held their turn/action.
In combat, characters have an action, a movement, a bonus action, and a reaction per round. Actions, bonus actions, and movements must be taken on the character's own turn, if they wish to use them. Reactions can be done at any time, though again, can only be once per round.
An action can become a bonus action, but a bonus action can not become an action. Actions are typically attacks, but non-attack actions that have a large impact, such as using an item or unlocking a door, are full actions. Doing something low-impact, like dropping something or certain spells, are bonus actions.
Talking is a free action, and as long as it isn't a full conversation or an attempt to persuade/deceive another, it can be done at any time.
What about Alignment, different currency denominations, and things such as feats or background?
Eh. Get rid of it. There's just Gold for money, just be a person. If you can make a case for something giving your character a bonus or a special item, persuade the DM. Who knows!
RULES BOOOO, but hey, to start this off I let Minato Arisato discard a bruise from his inventory and take a punch to add to his inventory instead. While he probably won't let people completely break his reality this time, he's more than open to dumb shenanigans -- especially if the player can sell him on it. Things like promises can be broken or exchanged, so if you want a physical item called a promise? We'll work out the logistics of that abstract bs. HAVE FUN!!
CURRENT PARTY COMP
Arisato: goblin sorcerer, ????, ????
Emil: elf paladin, Hjath...away Anne (Hjathningavig), nonbinary
Noctis: elf barbarian, ????, ????
Prompto: dwarf ranger, ????, female
Tuuri: orc cleric, Cecilia, female
Necromancer Spell List ???
Acid Splash
Chill Touch
Eldritch Blast
Light
Mage Hand
Message
Mold Earth
Poison Spray
Prestidigitation
Shocking Grasp
Spare the Dying
Thorn Whip - except it's deffo a tentacle
Vicious Mockery
Level 1
Absorb Elements
Alarm
Bane
Burning Hands
Chromatic Orb
Command
Comprehend Languages
Create or Destroy Water
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Disguise Self
Dissonant Whispers
Entangle -- more tentacles bruh
Expeditious Retreat
False Life
Fog Cloud
Hellish Rebuke
Hex
Ice Knife
Illusory Script
Inflict Wounds
Mage Armor
Protection from Evil and Good
Ray of Sickness
Shield
Sleep
Tasha's Hideous Laughter
Unseen Servant
Witch Bolt
Basic Class Starter Info
Hit Dice: 1d12
Saving Throws: STR and CON
Spell Modifier: n/a
Proficiency:
Light Armor
Medium Armor
Shields
Simple Weapons
Martial Weapons
TWO skills out of Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival.
Starting:
1.) Great axe OR any martial melee weapon.
2.) 2 Handaxes OR any simple melee weapon.
3.) 4 javelins.
*Cleric
Hit Dice: 1d8
Saving Throws: WIS and CHA
Spell Modifier: WIS
Proficiency:
Light Armor
Medium Armor
Shields
Simple Weapons
TWO skills out of History, Insight, Medicine, Religion, and Persuasion.
Starting:
1.) Mace OR Warhammer.
2.) Scale mail OR Leather armor OR Chainmail.
3.) Light crossbow (x20 bolts) OR any simple weapon.
4.) Shield
- Prepares # of spells equal to class level plus WIS modifier.
*Druid
Hit Dice: 1d8
Saving Throws: INT and WIS
Spell Modifier: WIS
Proficiency:
Light Armor
Medium Armor (no metal)
Shield (no metal)
Clubs
Daggers
Darts
Slings
Javelins
Spears
Maces
Scimitars
Quarterstaves
Sickles
TWO skills out of Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival..
Starting
1.) Wood shield OR any simple weapon.
2.) Scimitar OR any simple melee weapon.
3.) Leather armor.
- Prepares # of spells equal to class level plus WIS modifier.
*Necromancer
Hit Dice: 1d6
Saving Throws: INT and WIS
Spell Modifier: INT
Proficiency:
Daggers
Sling
Darts
Hand Crossbow
Shortbow
Sickle
Scythe
TWO skills out of Arcana, Medicine, Religion, Intimidation, Survival, Deception.
Starting
1.) Scythe OR rapier.
2.) 2 daggers OR hand crossbow (x20 bolts).
- Prepares # of spells equal to class level plus INT modifier.
*Paladin
Hit Dice: 1d10
Saving Throws: WIS and CHA
Spell Modifier: CHA
Proficiency:
Light Armor
Medium Armor
Heavy Armor
Shields
Simple Weapons
Martial Weapons
TWO skills out of Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion.
Starting:
1.) Any martial weapon and shield OR any 2 martial weapons.
2.) 5 javelins OR any simple melee weapon.
3.) Chainmail armor.
- gains spellcasting at 2nd Level.
*Ranger
Hit Dice: 1d10
Saving Throws: STR and DEX
Spell Modifier: WIS
Proficiency:
Light Armor
Medium Armor
Shields
Simple Weapons
Martial Weapons
THREE skills out of Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.
Starting:
1.) Scale mail OR leather armor.
2.) 2 shortswords OR any 2 melee weapons.
3.) Longbow (x20 arrows).
- gains spellcasting at 2nd Level.
*Rogue
Hit Dice: 1d8
Saving Throws: DEX and INT
Spell Modifier: n/a
Proficiency:
Light Armor
Simple Weapons
Hand Crossbows
Longswords
Shortswords
Rapiers
FOUR skills out of Acrobatics, Athletics, Insight, Deception, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
Starting:
1.) Rapier OR shortsword.
2.) Shortbow (x20 arrows) OR shortsword.
3.) Leather armor, 2 daggers, lockpicking set.
*Sorcerer
Hit Dice: 1d6
Saving Throws: CON and CHA
Spell Modifier: CHA
Proficiency:
Daggers
Sling
Darts
Quarterstaves
Light Crossbows
TWO skills out of Arcana, Deception, Insight, Intimidation, Persuasion, and Religion.
Starting:
1.) Light crossbow (x20 bolts) OR any simple weapon.
2.) 2 daggers.
Simple Weapons
Club | 1d4 Bludgeoning | Light.
Dagger | 1d4 Piercing | Finesse, light, thrown (range 20ft/60ft with disadvantage).
Greatclub | 1d8 Bludgeoning | Two-handed.
Handaxe | 1d6 Slashing | Light, thrown (range 20ft/60ft with disadvantage).
Javelin | 1d6 Piercing | Thrown (range 30ft/120ft with disadvantage).
Light Hammer | 1d4 Bludgeoning | Light, thrown (range 20ft/60ft with disadvantage).
Mace | 1d6 Bludgeoning | n/a.
Quarterstaff | 1d6 Bludgeoning | Versatile (1d8 when 2handing).
Sickle | 1d4 Slashing | Light.
Spear | 1d6 Piercing | Thrown (range 20ft/60ft with disadvantage), versatile (1d8 when 2handing).
Simple Ranged Weapons
Light Crossbow | 1d8 Piercing | Ammunition (range 80ft/320ft with disadvantage), loading, two-handed.
Dart | 1d4 Piercing | Finesse, thrown (range 20ft/60ft with disadvantage).
Shortbow | 1d6 Piercing | Ammunition (range 80ft/320ft with disadvantage), two-handed.
Sling | 1d4 Bludgeoning | Ammunition (range 30ft/120ft with disadvantage).
Martial Weapons
Battleaxe | 1d8 Slashing | Versatile (1d10 when 2handing).
Flail | 1d8 Bludgeoning | n/a.
Glaive | 1d10 Slashing | Heavy, reach, two-handed.
Greataxe | 1d12 Slashing | Heavy, two-handed.
Greatsword | 2d6 Slashing | Heavy, two-handed.
Halberd | 1d10 Slashing | Heavy, reach, two-handed.
Lance | 1d12 Piercing | Reach ONLY (disadvantage when attacking target within 5 ft), Two-handed unless mounted.
Longsword | 1d8 Slashing | Versatile (1d10 when 2handing).
Maul | 2d6 Bludgeoning | Heavy, two-handed.
Morningtar | 1d8 Piercing | n/a.
Pike | 1d10 Piercing | Heavy, reach, two-handed.
Rapier | 1d8 Piercing | Finesse.
Scimitar | 1d6 Slashing | Finesse, light.
Scythe | 2d4 Slashing | Finesse, heavy, two-handed.
Shortsword | 1d6 Piercing | Finesse, light.
Trident | 1d6 Piercing | Thrown (range 20ft/60ft with disadvantage), versatile (1d8 when 2handing).
War Pick | 1d8 Piercing | n/a.
Warhammer | 1d8 Bludgeoning | Versatile (1d10 when 2handing).
Whip | 1d4 Slashing | Finesse, reach.
Martial Ranged Weapons
Blowgun | 1 Piercing | Ammunition (range 25ft/100ft with disadvantage), loading.
Hand Crossbow | 1d6 Piercing | Ammunition (range 30ft/120ft with disadvantage), light, loading.
Heavy Crossbow | 1d10 Piercing | Ammunition (range 100ft/400ft with disadvantage), heavy, loading, two-handed.
Longbow | 1d8 Piercing | Ammunition (range 150ft/600ft with disadvantage), heavy, two-handed.
Net | DC10 STR check OR 5 Slashing to free | Large or smaller creature restrained, no effect on formless or Huge+ creatures, thrown (range 5ft/15ft with disadvantage).
Weapon Properties
Ammunition: must have available ammunition to use as a ranged weapon. If used as a melee weapon, instead becomes an improvised weapon.
Finesse: when making an attack, player can use either STRENGTH or DEXTERITY as the attack hit/damage modifier (must remain consistent between the two rolls).
Heavy: a small creature has disadvantage on attack rolls when using a heavy weapon.
Light: two light weapons can be used at once, one weapon for each hand.
Loading: only one ammunition may be used per action, bonus action, or reaction, even if the character typically gets multiple attacks.
Range: on a range weapon, the first number is the distance limit for making an attack without disadvantage, while the second number is the distance limit overall. Attacks made at a distance between the two numbers have disadvantage to hit.
Reach: can attack enemies in one space beyond typical weapon attacks.
Thrown: weapon can be thrown to make it a ranged attack. Finesse vs no finesse applies.
Two-Handed: requires two hands to make an attack with it.
Versatile: can be wielded using one OR two hands, which determines the damage value.
Improvised Weapons: any object that can be wielded with one or two hands and isn't a typical weapon. If the object is similar enough to an actual weapon, it can be counted as that for damage values. If the object is unlike any weapon, it deals 1d4 damage. Thrown melee weapons without the thrown property count as improvised and deal 1d4 damage with a range of 20ft/60ft with disadvantage.
Silvered Weapons: creatures with immunity or resistance to nonmagical weapons will still be susceptible to silver weapons.
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways:
- If your off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
- The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.
Armor
Padded Armor | 11+DEX AC | disadvantage on Stealth.
Leather Armor | 11+DEX AC | n/a.
Studded Leather | 12+DEX AC | n/a.
Medium Armor
Hide Armor | 12+DEX (up to +2) AC | n/a.
Chain Shirt | 13+DEX (up to +2) AC | n/a.
Scale Mail | 14+DEX (up to +2) AC | disadvantage on Stealth.
Breastplate | 14+DEX (up to +2) AC | n/a.
Half Plate | 15+DEX (up to +2) AC | disadvantage on Stealth.
Heavy Armor
Ring Mail | 14 AC | disadvantage on Stealth.
Chain Mail | 16 AC | requires STR13 or -10 speed, disadvantage on Stealth.
Splint Mail | 17 AC | requires STR15 or -10 speed, disadvantage on Stealth.
Plate Mail | 18 AC | requires STR15 or -10 speed, disadvantage on Stealth.
Shield: adds +2 to AC, requires an action to equip/unequip properly, if carelessly dropped, is a bonus action. Only one may be used at a time.
**Characters not proficient in using armor or shields can still increase their AC through the use of some spells and magical items, if acquired.
**If a character wears an armor they are not proficient in, they have disadvantage on ability checks, saving throws, and attack rolls that use STR and DEX, and they are unable to cast spells.
**Druids will not use metal armor or shields.
Racial Traits
Attribute Bonus: CON+2.
Size and Speed: Medium, 25ft.
Languages: Common, Dwarvish.
Misc.:
Darkvision.
Advantage against Poison saving throws and resistance to Poison damage.
Proficiency with battleaxe, handaxe, light hammer, and warhammer.
Double proficiency bonus on INT/History checks regarding stones/rocks/etc.
Sub-type Traits:
*Hill - WIS+1, HP Max+1 with +1 on every level-up.
*Elf
Attribute Bonus: DEX+2.
Size and Speed: Medium, 30ft.
Languages: Common, Elvish.
Misc.:
Darkvision.
Perception skill proficiency.
Advantage on Charm saving throws.
Cannot magically be put to sleep.
Enter 4 hour Trance for a long rest.
Sub-type Traits:
*Highborn - INT+1, proficiency with longswords, shortswords, shortbows, and longbows, knows any ONE additional language, knows any ONE cantrip (uses INT as spell modifier).
*Goblin
Attribute Bonus: DEX+2, CHA-1.
Size and Speed: Small, 30ft.
Languages: Common, Goblin.
Misc.:
Darkvision.
When targeted by an opportunity attack, can impose disadvantage as a reaction.
Sub-type Traits:
*Greenskins - CON+1, Vicious Mockery cantrip (uses CHA as spell modifier), Animal Handling proficiency, can disengage on difficult terrain without penalty to speed.
*Boggarts - WIS+1, Blowdart and Net proficiency, advantage against Poison saving throws and resistance against Poison damage. Swim speed of 25ft.
*Gremlin - INT+1, resistance to Fire damage, ability to create constructs/bombs/tools.
*Human
Attribute Bonus: ALL SCORES+1.
Size and Speed: Medium, 30ft.
Languages: Common, +1 additional language.
Misc.:
n/a.
Sub-type Traits:
n/a.
*Orc
Attribute Bonus: STR+2, CON+1, INT-1.
Size and Speed: Medium, 30ft.
Languages: Common, Orc.
Misc.:
Darkvision.
Intimidation skill proficiency.
Proficiency with greataxes, warhammers, and javelins.
If dropped to 0 HP and not killed outright, can be dropped to 1 HP instead once per long rest.
On a critical hit, can roll one damage dice in addition to the crit damage.
Sub-type Traits:
n/a.
*Tiefling
Attribute Bonus: INT+1, CHA+2.
Size and Speed: Medium, 30ft.
Languages: Common, Infernal.
Misc.:
Darkvision.
Resistance to Fire damage.
Thaumaturgy cantrip (uses CHA as spell modifier.)
Sub-type Traits:
*Elf-born - Cannot magically be put to sleep and only requires a 4 hour Trance for a long rest, knows Elven language.