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Dungeons and Dragons

Page history last edited by Kristopher Garrett 7 years, 5 months ago


Some world-building: Dungeons and Dragons world stuff

Some new spells: DnD Spells




Restrictions: Use 3.5 classes, modified for the Ten Skill system. Each player can choose one splatbook to use. Each character may enter only one Prestige Class.


My house rules:


NEW: Stunting in DnD (not mine, but I'd like to use it)


Stat points: Gain a stat point every 2 levels instead of every 4 levels. Stat-boosting items will be rarer.

Cloaks of resistance: Gain +1 to saves every 4 levels. Cloaks of resistance will be rarer.

Shields Shall Be Splintered: Whenever you take damage, you can opt to have the damage absorbed by your shield. The shield is splintered and destroyed, but you don’t take any damage from the blow.
Magic Shields: You can do the same with a magic shield, but the shield won’t be destroyed. Instead there will be a 75% chance that the shield will lose +1 of its enchantment.
Magic Shields vs. Spells: In addition, you can automatically sacrifice +1 from a magic shield in order to make a successful save vs. any spell, breath weapon, gaze, or similar effect.

Mighty Bows
All bows are mighty at no extra cost.
Cantrips: Use stabilize instead of Cure Minor Wounds, and as in Pathfinder, cantrips and orisons can be used an unlimited number of times per day.


Ten Skills for D&D:

A point in a class skill gives a +3 training bonus to the skill (as Pathfinder).


Animal Ken: Deal with animals or animal-like monsters. Train, feed, breed, etc. (Handle Animal, Ride)
Athletics: Run, climb, jump, swim, tumble, fly. (Balance, Fly, Jump, Climb, Swim, Tumble)
Burglary: Bypassing locks, traps, secret doors, hidden panels, as well as knowing what is valuable and what is not. (Open Locks, Disable Device, Appraise)
Dungeoneering: AKA Cave lore. Identifying green slime, what 'bree yark' means in Goblin, etc. (Knowledge: Dungeoneering)
Knowledge: Knowing something. Feel free to specify anything more specific than another skill. An area (Greyhawk, the Savage Coast, the Sea of Fallen Stars), a craft or profession (healing, glassblowing, gemcutting, illusions), or a hobby or sport (gambling, thrown weapons, horse racing) are ideal candidates. (Craft, Knowledge, Perform, Profession)
Perception: Seeing, hearing, smelling.  (Spot, Listen, Search)
Spellcraft: Dealing with sorcery, using and identifying magic items, etc. (Decipher Script, Knowledge: Arcana, Spellcraft)
Stealth: Hiding in shadows and moving silently. (Hide, Move Silently)
Subterfuge: Lying and haggling. Anyone can talk to someone, this lets you put one over on someone. (Diplomacy, Intimidate, Sense Motive, )
Woods Lore: Surviving outside city walls. Identify plants, find shelter, dress game, and so on. (Wilderness Lore)


Class Skills:

Barbarian: Athletics, Animal Ken, Knowledge, Perception, Woods Lore.

Bard: Athletics, Knowledge, Perception, Spellcraft, Stealth, Subterfuge.

Cleric: Knowledge, Spellcraft.

Druid: Animal Ken, Knowledge, Perception, Spellcraft, Woods Lore.

Fighter: Athletics, Knowledge.

Monk: Athletics, Knowledge, Perception, Subterfuge.

Paladin: Animal Ken, Knowledge.

Ranger: Animal Ken, Athletics, Knowledge, Perception, Stealth, Woods Lore.

Rogue: Athletics, Burglary, Knowledge, Perception, Stealth, Subterfuge.

Sorceror: Knowledge, Spellcraft, Subterfuge.

Wizard: Knowledge, Spellcraft.



-Half-Orcs gain +2 Con.

-Orcs gain +2 Con.



-Alchemist Class

 -Rogues are proficient with scimitars and longswords.

-Monks may substitute their Wisdom modifier for their Dexterity modifier when calculating their Dex bonus.

-Rangers use their full class level for animal companions



Use this feat progression: 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20).

Ability prerequisites for feats are changed to the lowest score with the same ability modifier (e.g. 15 becomes 14, 13 becomes 12).

Weapon Finesse is now a combat option for any finessable weapon, it is not a feat.

Dodge applies to all enemies you are aware of, no need to declare a specific target.



-For encumbrance, count the weight only of consumable items and treasure gained from an adventure. You have 10 lbs. carrying capacity/point of strength.

 -A pint of lamp oil burns for 30 hours. A torch burns for two hours and counts as a club, dealing normal damage and 1 fire damage. 

-Donkeys and mules can be ridden by Medium or Small creatures. Medium creatures slow  




-Longspears can be used one handed at 5' reach and two-handed at 10' reach.

-Javelins are simple melee weapons with identical stats to their ranged stats.

-Dungeons and Dragons Weapon Design System




Bucklers cost 5gp.


Misc. Equipment

-A spyglass gives +5 to Perception checks to notice things from far away (identifying the race of humanoid sentries on a castle wall, identifying riders before they approach, determining whether that shape overhead is a friendly griffin or an angry chimera). A party surveying an area from a height gains a +2 (or more) bonus to Woods Lore checks to navigate or find terrain features. Using a spyglass grants an additional +2 bonus. When outdoors, a party stating they are checking for approaching creatures with a spyglass gains the better of two rolls for the starting distance of a random encounter.

Spiked Boots: 10gp. Spiked boots give +1 to Athletics checks to climb. They are martial weapons that deal 1d4/19-20 piercing damage.


Special Substances

-Holy Water instead deals 3d6 damage to undead and evil outsiders and automatically damages incorporeal undead, ignoring their incorporeality. Undead and evil outsiders also hate and fear the presence of holy water, and will avoid it, attacking from a distance, changing targets, or retreating entirely.



Wands hold ten charges, not fifty.

+1 weapons are 1/4 normal cost.

Magic  weapons and armor are half normal cost.



-Incorporeal undead (unless controlled by an outside force, such as a spell or class ability) will not generally go more than 60' from the area where they died. Corporeal undead, such as wights, ghouls, ghasts, mummies and vampires are free-roaming and will lair in any comfortable place.

Wraiths, shadows and spectres, are usually limited to one location--a tree used for hanging criminals, a forgotten gravesite, a necropolis and so on.



-Climbing On: A new option for grappling a creature two or more categories larger than you (this also applies to things smaller than man-sized--i.e. a Tiny monstrous centipede climbing up a human's leg!).


For creatures more than two size categories larger than yourself, you may use an Athletics check at -5, in place of a Grapple check, applying all other rules for starting grappling (touch attack to initiate, provoking an attack of opportunity, etc, etc) to leap onto the creature.

Having leapt aboard, you aren't able to damage the creature through grappling. The creature may make grapple checks (opposed by your Athletics check) to throw you off as a free action.
You are flatfooted while climbing or balancing on the creature.
You must make an Athletics check to move.
The creature make attack you as normal, with an active grapple, or just continue shaking you off.
You can tie or grappling hook a rope onto the creature with a successful Athletics or Dungeoneering check, against its Grapple check. Using a rope to hold on to the creature grants a +5 bonus to Athletics checks (negating the penalty).


Vulnerable Parts
Massive beasties covered in armour have soft spots - eyes, soft palate, ears, the joints, etc.
Vulnerable Parts have a penalty to natural armour, and an equal bonus to damage - usually half the full natural armour of the creature. Certain Vulnerable Parts (eyes, ears) will impose a penalty to the creature if damaged.
If you come within reach of a Vulnerable Part, you may attack it. The creature makes a grapple check as a free action to try to throw you off for every attack you make, and you must succeed at a balance or climb check to stay put.

Knowing about the Vulnerable Parts of any given creature is a knowledge check of the appropriate type for the creature.


Except giants. Giants are easy. They're just big people.

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