This document provides rules for different character classes, races, and combat in Dungeon Delvers, a tabletop roleplaying game. It summarizes:
1) Character classes like Fighter, Rogue, Wizard, and Cleric have different abilities and hit points. Advantage can be gained in combat from conditions, terrain, weapons, or abilities.
2) Races like Dwarf, Elf, and Halfling provide ability score increases. Experience points can be spent to increase hits or abilities permanently.
3) Combat takes place in zones. Certain weapons grant advantage against targets in different zones. Conditions like weakened, immobilized, and stunned impose penalties and can be removed with ability checks.
This document provides rules for different character classes, races, and combat in Dungeon Delvers, a tabletop roleplaying game. It summarizes:
1) Character classes like Fighter, Rogue, Wizard, and Cleric have different abilities and hit points. Advantage can be gained in combat from conditions, terrain, weapons, or abilities.
2) Races like Dwarf, Elf, and Halfling provide ability score increases. Experience points can be spent to increase hits or abilities permanently.
3) Combat takes place in zones. Certain weapons grant advantage against targets in different zones. Conditions like weakened, immobilized, and stunned impose penalties and can be removed with ability checks.
This document provides rules for different character classes, races, and combat in Dungeon Delvers, a tabletop roleplaying game. It summarizes:
1) Character classes like Fighter, Rogue, Wizard, and Cleric have different abilities and hit points. Advantage can be gained in combat from conditions, terrain, weapons, or abilities.
2) Races like Dwarf, Elf, and Halfling provide ability score increases. Experience points can be spent to increase hits or abilities permanently.
3) Combat takes place in zones. Certain weapons grant advantage against targets in different zones. Conditions like weakened, immobilized, and stunned impose penalties and can be removed with ability checks.
This document provides rules for different character classes, races, and combat in Dungeon Delvers, a tabletop roleplaying game. It summarizes:
1) Character classes like Fighter, Rogue, Wizard, and Cleric have different abilities and hit points. Advantage can be gained in combat from conditions, terrain, weapons, or abilities.
2) Races like Dwarf, Elf, and Halfling provide ability score increases. Experience points can be spent to increase hits or abilities permanently.
3) Combat takes place in zones. Certain weapons grant advantage against targets in different zones. Conditions like weakened, immobilized, and stunned impose penalties and can be removed with ability checks.
Fighter: Takes 4 hits. Deals [level] hits on While a character has advantage, add Creatures (including PCs) can be... During a battle, divide the field into
attack rolls. 1 to attack rolls and add 1 to all zones in which melee combat occurs. ...drained – one ability decreased by 2 abilities. A character has advantage Zones are usually about 520 feet wide Rogue: Takes 3 hits. Subtract [level] from points. when... and contain 25 opponents. A scrum roll on all ability rolls. ...immobilized – cannot move. (DEX) with many opponents should be sub ...his applicable ability is 56 and ...stunned – cannot make ability rolls. Wizard: Takes 2 hits. Choose 1 spell divided. opponent's is 12. (WIS) permanently at each level to cast at ...weakened – cannot attack. (STR) ..his opponent has a condition. Medium weapons (like swords) grant will: Decipher Runes, Fire Bolt, Light, Read ...his opponent is distracted or doesn't advantage when attacking in the same Unknown Language, Sense Evil, Sense If a creature or item can create a expect an attack. zone. Magic, Shield, Sleep condition, the target makes the ...he is much bigger than his opponent. appropriate ability roll and takes the Small weapons (like daggers) grant Cleric: Takes 3 hits. Cast [level] spells per ...he has higher ground than his condition only if the roll fails. advantage when grappling with an day, chosen when cast: Charm, Heal, opponent. enemy in the same zone. Light, Purify Food and Drink, Resist Cold, A creature may take its entire turn to You cannot have multiple advantages Resist Fear, Seal Door, Sense Magic make an ability roll to cancel a Reach weapons (like spears) grant at once . condition on itself. advantage when attacking an Races Leveling Up adjacent zone. Dwarf: Increase constitution by 1. When you complete an adventure, you Healing Ranged weapons (like bows) grant get 1 experience. Spend 1 experience to A full night's rest heals all hits and advantage when attacking at least 2 Elf: Increase dexterity by 1. take 1 more hit permanently, or spend 2 recovers all drains. zones (or 25 feet) away. Halfling: Increase charisma by 1. experience to increase an ability by 1 The heal spell heals all hits. permanently. GM says so). the Dungeon Delvers web page. knocked out for the day (or killed, if your Adventures, play sample, and more at or immobilizing cage of light. INT 4, WIS 3 attacking, can cast fire bolt, ray of frost, If hits or an ability drop below 1, you are Written by Brent P. Newhall. Sorcerer: Takes 5 hits. Instead of In combat, attack once per turn. Credits Spells / Items: immobilized. WIS 4, CHA 4 ability roll of 1 always fails. player to find the result rolled. SnakeMan: Takes 2 hits. A hit enemy is ability. This is called an ability roll. An Consult column for GM and row for Player and GM hold up 05 fingers. Lizardling: Takes 1 hit. roll less than or equal to the relevant □ Weakened □ Stunned For all other rolls, roll 1d6. Succeed if you □ Immobilized □ Drained enemy (save required). 4 3 6 3 1 6 5 to attack, may drain one ability on one deal 1 extra hit. you deal 1 hit. If you roll 6 twice in a row, Imp: Takes 4 hits. During turn, in addition 1 5 1 4 1 6 4 To attack, roll 1d6. If you roll 5 or more, ______ ______ Level Hits it is weakened . Level starts at 1. 5 2 2 1 4 1 3 ______ ______ CHA WIS Howler: Takes 2 hits. After enemy attacks, charisma (CHA). ______ ______ INT DEX stunned. 3 6 4 2 3 3 2 Guardian: Takes 3 hits. A hit enemy is intelligence (INT), wisdom (WIS), and ______ ______ CON STR constitution (CON), dexterity (DEX), 2 1 2 6 1 5 1 Creatures Roll 1d6 for each ability: strength (STR), ____________________ Race at 2. 2 5 4 1 5 5 0 Basic creatures have 1 hit and abilities ____________________ Class turn lasts ~5 seconds of game time. 5 4 3 2 1 0 Player's Guide Name ____________________ You decide turn order during combat. A Rolling Without a Die Character Sheet Games Mastering Dungeon Delvers