Characters
A character is a species, a class, a level and six ability scores. Everything else on the sheet, from hit points to Armor Class, is worked out from those.
- For everyone
How to use it
- Make a character in the character creator: concept, species, class, ability scores, skills, equipment and spells.
- The sheet updates itself. Change the scores, level or gear and every number that depends on them follows.
Step by step
- Choose a species.
- Choose a class.
- Make the six ability scores the way the campaign says.
- Pick skills, then starting gear, then spells for spellcasters.
- Check the review: hit points, Armor Class and speed are filled in.
Ability Scores and Modifiers
- Six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma.
- Each score gives a modifier: the score minus 10, halved and rounded down. 10 or 11 gives +0, 14 gives +2, 8 gives −1.
- Strength: melee attacks and damage, Athletics.
- Dexterity: ranged and finesse attacks, Armor Class, initiative, Acrobatics, Sleight of Hand and Stealth.
- Constitution: hit points and concentration.
- Intelligence: Mage spells and knowledge skills.
- Wisdom: Cleric spells, Perception, Insight, Medicine and Survival.
- Charisma: Deception, Intimidation, Performance and Persuasion.
Making Ability Scores Rules Detail
- The campaign chooses one method. Roll 4d6, drop lowest: four dice per score, keep the best three.
- Roll 3d6 in order: three dice per score, kept where they land.
- Point buy: every score starts at 8 and is bought up to 15 from a budget (27 points unless the GM changes it). Scores of 14 and 15 cost more.
- Standard array: 15, 14, 13, 12, 10 and 8, each used once.
- If the GM allows it, scores of 3 to 18 can be typed in.
- Rolled scores keep their dice, so anyone can see how they were made. Species bonuses are added on top.
Species
- Human: +1 to every ability score and one extra skill of any kind. Speed 30 ft.
- Elf: Dexterity +2, Intelligence +1, trained in Perception. Speed 30 ft.
- Dwarf: Constitution +2, Wisdom +1, resistant to poison damage. Speed 25 ft.
- Halfling: Dexterity +2, Charisma +1. Speed 25 ft.
- The app applies the score bonuses, speed, skills and poison resistance. Other traits on the sheet, such as Darkvision, Lucky, Brave and Nimble, are for the GM to rule on.
Classes
- Fighter: d10 hit die. Strength and Constitution saves. All armor and shields, every weapon. Two skills.
- Rogue: d8 hit die. Dexterity and Intelligence saves. Light armor; simple weapons plus the rapier, shortsword and longsword. Four skills. Trained with Thieves' Tools, and gets Trapfinding and Open Locks.
- Cleric: d8 hit die. Wisdom and Charisma saves. Light and medium armor and shields, simple weapons. Two skills. Casts spells with Wisdom.
- Mage: d6 hit die. Intelligence and Wisdom saves. No armor, simple weapons. Two skills. Casts spells with Intelligence.
Levels and Proficiency Bonus Rules Detail
- Characters have a level from 1 to 20. The campaign sets the starting level and the highest level allowed.
- The proficiency bonus grows with level. +2 at levels 1–4, +3 at 5–8, +4 at 9–12, +5 at 13–16, +6 after.
- It is added to attacks with trained weapons, trained skills, the class's saving throws, trained tools and spell attacks.
- The level is set on the character. The app does not count experience points for characters.
Hit Points Rules Detail
- Maximum hit points come from the class hit die and the Constitution modifier.
- Level 1: the full hit die plus the Constitution modifier.
- Each level after: half the hit die plus 1, plus the Constitution modifier.
- A character always has at least 1 hit point per level.
- The GM can set a different maximum for a character.
Armor Class Rules Detail
- AC is how hard a character is to hit. Without armor it is 10 + the Dexterity modifier.
- Armor replaces that: light armor adds the full Dexterity modifier, medium armor adds up to +2, heavy armor adds none.
- A shield adds its bonus on top.
- The app uses the best armor and the best shield the character carries and is trained to use. There is nothing to equip.
- Armor the class isn't trained with doesn't count, and the character creator warns about it.
Speed
- Speed is how far a character can move on a turn, in feet. It comes from the species: 30 ft or 25 ft.
- Characters walk. Swimming, flying, climbing and burrowing speeds belong to monsters that have them.
Saving Throws Rules Detail
- A saving throw uses one of the six abilities. d20 + the ability modifier, + the proficiency bonus when the class is proficient in that save. Meet or beat the DC to succeed.
- Each class is proficient in two saves, listed under Classes.
Weapon and Armor Training
- Every class is trained with simple weapons. Fighters are trained with every weapon; Rogues also with the rapier, shortsword and longsword.
- Any weapon can be used. An untrained weapon doesn't add the proficiency bonus to the attack.
- Armor only counts toward AC when the class is trained with its type.
Important rules
- Hit points, Armor Class, speed and every bonus are calculated; nobody types them in.
- +2 at levels 1–4, +3 at 5–8, +4 at 9–12, +5 at 13–16, +6 after.
- d20 + the ability modifier, + the proficiency bonus when the class is proficient in that save. Meet or beat the DC to succeed.
Common questions
Do I need to equip my armor?
No. The best armor and shield you carry and are trained with count automatically.
How do I level up?
The GM or player raises the level on the character. Hit points, proficiency, spell slots and spell choices follow.
Fantasy RPG rules · ruleset version 1 · Game Master 1.0.0 (in development)