Class Name: Name Strength Dexterity Constitution Intelligence Wisdom Charisma HD HP

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CLASS NAME

NAME
STRENGTH
DEXTERITY
CONSTITUTION
INTELLIGENCE
WISDOM
CHARISMA
HD HP
Armour AV STARTING STATS ABILITY TWO ABILITY THREE
Starting Hit Points (HP) : roll 1d6 Roll with Advantage when doing a special A Class Name may do a special thing.
Put Usage Die thing.
Starting Hit Die (HD) : 1d6
& Amour Die ABILITY FOUR
here Usable Weapons & Armour : Any and all Roll with Disadvantage when doing a fourth
Attack Damage : 1d6 or 1d4 if unarmed thing.

INVENTORY D6 Thing ABILITY FIVE


A Class Name can spend an Action on their
1 11 1 Thing 1
Turn to do a magic thing. Once the effects
2 12 2 Thing 2
are resolved, the Class Name should make an
3 Thing 3
3 13 Attribute Test
4 Thing 4
4 14 GAINING A NEW LEVEL
5 Thing 5
5 15 6 Thing 6 Acquire and share a number of Experiences
6 16 equal to your current HD to advance a Level.
EQUIPMENT When you gain a Level:
7 17 Every Class Name starts with a thing of your
 Roll a d20 once for each Attribute - if
8 18 choosing. Also choose to start the game with
you roll over, it goes up one point,
9 19 either A or B:
make an extra roll for either
10 20  A – Armor, weapon & 2d6 coins.
Dexterity or Wisdom.
XP -   B - Armor, weapon & 2d6 coins.
 Gain 1HD - Roll 1d6 - gain that many
ABILITY ONE additional maximum HP.
When doing a thing a Class Name may do a
special thing.

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