A House Rules Skeleton

Main Mechanic: Roll high on a d20 versus a Target Number.

Other Mechanics:

DCC Luck

5e Advantage/Disadvantage

Shields will Shatter

Click


Roll a Background from your favorite table.

Roll 3d6 down the line on these Stats: Strength, Dexterity, Constitution, Personality, and Luck.

Modifiers: 
3: -3
4-5: -2
6-8: -1
9-12: +0
13-15: +1
16-17: +2
18: +3

All Classes have a Save and Boosted Saves, meaning you add 1d6 to the d20. You want to roll above the Save.

Weapons your class cannot use deal a max of 1d4 damage unless they normally deal less.

Choose a Class:


Fighter: 1d10 HD

Can use any Weapon or Armor

Attack Bonus: Equal to your Level.

Save: 17 (-1 Each level), Boost: Poison and Breath Weapon

Combat Die: You have 1d4 to use in any of the following ways each round of combat:
  • Add to a single Attack Roll
  • Add to a single Attack's Damage
  • Add to your AC for a round
  • Add to your Saves for a round
  • Make another attack that deals 1d4 damage
Wizard: 1d4 HD

Can use Staves and Small Weapons but no Armor

Attack Bonus: Gains a +1 at 5th level.

Save: 19 (-1 Every other level). Boost: Magic

Cantrips: Roll twice on Mundane Magicks or Cantrips

Spells: 2 Level 1 Spells from a spell book of your choice. Labyrinth Lord is a good frame of reference.


Cleric: 1d8 HD

Can use Blunt Weapons and Armor up to Chain Mail

Attack Bonus: Gain +1 Every Other Level.

Save: 18 (-1 Every other Level). Boost: Magic and Breath Weapon

Cantrips: Roll twice on Divine Mundanities

Spells: None at First Level. 1 Level 1 at 2nd Level.

Turn Unholy: All Unholy creatures within 30ft must make a Save, adding 1d6 for each HD difference between them and the Caster or be Turned.


Thief: 1d6 HD

Can use all Medium and Small Weapons and Armor up to Studded Leather

Attack Bonus: Gain +1 Every Other Level

Save: 16 (-1 Every other Level). Boost: Poison, Magic, and Traps

Rapid Reactions: Can take two Reactions after a Click

Backstab: You add 4 your Attack Bonus and Damage when attacking from Stealth.

Luck Die: 1d4 per each point spent.

Skills: Pick 2 to add +1 to each Level.

  • Climb
  • Disable Trap
  • Stealth
  • Pick Lock
  • Pick Pocket
  • Disguise Self
  • Forge Document
  • Handle Poison

Elf: 1d6 HD

Attack Bonus: +1 at First Level. Gain +1 every other level.

Save: 16 (-1 Every other Level). Boost: Magic and Breath Weapon

Combat Die: as Fighter but 1d3

Spells: 1 Level 1 Spell at 1st level


Dwarf: 1d8 HD

Attack Bonus: Equal to your Level

Combat Die: as Fighter

Save: 16 (-1 Each Level). Boost: Poison and Magic

Nose for Gold: Can sniff out Wealth

Rage of the Iron People: Once per Day, your Combat Die can become 1d6 for an Adventuring Turn and you gain 1d4 Damage Resistance. After you use this, you gain 1d4 Fatigue.

Stubby Legs: 20ft Movement


Halfling:1d6 HD

Attack Bonus +1 Every third Level.

Save: 16 (-1 Each Level) Boost: All

Stealth and Bushcraft: Bonus equal to your level.

Lucky Charm: gain +2 for each Luck spent on yourself or you can spend your Luck 1 for 1 to help an ally you can see. You also regain Luck equal to your level each night up to your originally rolled maximum.

Handy: You can make two attacks with Small weapons each round at a -2 tot he second attack.

Stubby Legs: 20ft Movement

Comments

  1. Looks good. I'd probably be tempted to add a chance for thieves to read scrolls at a high target number, with a failure meaning some colorful mishap.

    ReplyDelete
    Replies
    1. That would be nice touch. I do like the idea of Thieves being able to use scrolls.

      Delete

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