Quick-And-Dirty D&D 5E Rules

BASIC RULES
* For ability checks, saving throws, and attack rolls, roll 1d20 + one ability modifier + any modifiers. The higher the total, the better the effort. The DM tracks minimum totals needed for successful results.
* For initiative rolls, roll 1d20 + Initiative (DEX) modifier. Higher totals act before lower totals in the same 6-second round.
* During a turn, a character or creature may do 1 movement, 1 action and up to 1 bonus action. Between turns, do up to 1 reaction.
* Advantage: Roll two d20s and use the higher result. Disadvantage: Roll two d20s and use the lower result.
* On attack rolls only, a “natural 20” is always a critical hit, while a “natural 1” is always a miss.
* Saving throws do not count as actions and are rolled as needed at any time due to attacks, spells, or hazards.
* A character may die if failing three death saves while at 0 hit points, gaining 6 levels of Exhaustion, or suffering certain deadly spells and hazards.
* Specific traits, features, spells, and magic items may create exceptions to any rules.

d20 ROLL
* 4 or less … Failure
* 5 to 14 … Minor success, easy tasks
* 15 to 24 … Major success, hard tasks
* 25 or more … Critical success, extreme tasks

d20 MODIFIERS
* -1 … Poor ability
* +2 … Fair ability
* +5 … Good ability
* +8 … Excellent ability
* +11 … Great ability

ABILITIES
* Charisma: Force of personality, charm, persuasion, performing, leadership.
* Constitution: Health, vigor, stamina, toughness, resistance to disease.
* Dexterity: Agility, coordination, precision, quickness, reflexes, ranged and light weapon attacks.
* Intelligence: Mental acuity, logic, memory, reasoning, wits, magic-user spell attacks.
* Strength: Brawn, muscles, physical force, lifting, carrying, throwing, melee attacks.
* Wisdom: Perception, compassion, insight, empathy, sound judgment, cleric spell attacks.

Characters start with…
* 1 ability at Excellent (+8 modifier)
* 2 abilities at Good (+5 modifier)
* 2 abilities at Fair (+2 modifier)
* 1 ability at Poor (-1 modifier)

Option: Drop one ability (Good to Fair, or Fair to Poor) and gain 40 ft. movement speed.

LUCK POINTS (replaced Inspiration and Luck feat rules)
* Gain 1 after a long rest (or more if human or halfling).
* Gain 1 when rolling a “natural 20” on roll called for by the DM (ability check, saving throw).
* Spend to gain Advantage on any dice roll, or give ally within sight Advantage.
* Hold no more than 5 Luck Point at once.

HERITAGE ABILITIES (choose one)
* Human or Halfling: One bonus Luck Point after each long rest.
* Elf: Darkvision 60 ft., either move 40 ft. or gain use of one cantrip.
* Dwarf: Darkvision 60 ft., gain +3 on all saving throws.
* Goblin: Darkvision 60 ft., gain +3 on stealth..
* Orc: Darkvision 60 ft., gain +2 on death saves.
* Dragon-blooded (Dragonborn): Once between short rests, dragon breath for 6d6 damage (save for half).
* Fiend-blooded (Tiefling): Half damage from one damage type; once between long rests, reflect half damage back at attacker.
* Celestial-blooded (Aasimar): Half damage from one damage type; create Light (as per spell) at will.
* Giant-blooded (Goliath): Large size, can use huge weapons (+1d6 damage).
* Troll-blooded: Regenerate 3 h.p. per round unless hit by fire or acid in previous round.
* Faerie: Land speed 10 ft., winged fly speed 30 ft., gain use of one cantrip.
* Lycanthrope: Natural weapons (claws, bite for +1d6 damage), move 40 ft. in beast form, double damage from silver weapons.
* Robot: Armor Class +2; no need to eat, drink, sleep, or breathe; only gains half h.p. recovery from healing magic.
* Mutant: Add +5 h.p., gain use of one cantrip (mutation ability).

CLASS ABILITIES (choose one)

Cleric
* 35 hit points.
* Any armor, any weapon.
* Gain +3 on Wisdom and Charisma saving throws.
* Can do four cantrip effects.
* Spell slots of 4 at 1st level, 3 and 2nd level, 2 at 3rd level.
* Gain +3 bonus to attack (melee, ranged, and spell) undead creatures.
* Healing magic does max. h.p. recovery; attack magic causes half damage.

Fighter
* 45 hit points.
* Any armor, any weapon.
* Gain +3 on Strength and Constitution saving throws.
* Attack twice per round.
* Once between short rests, take one extra action during a turn.

Magic-User
* 25 hit points.
* No armor, dagger or staff weapons.
* Gain +3 on Intelligence and Wisdom saving throws.
* Can do four cantrip effects.
* Spell slots of 4 at 1st level, 3 and 2nd level, 2 at 3rd level.
* Once per day, recover one 1st level slot and one 2nd level slot, or three 1st level slots, during a short rest.

Rogue
* 35 hit points.
* Light armor, any weapon.
* Gain +3 on Dexterity and Intelligence saving throws.
* Knows secretive “thieves’ cant” doublespeak language.
* Sneak attack does +3d6 damage.
* Gain +3 bonus on non-combat skills related to Dexterity, Intelligence, or Charisma.
* As bonus action, Dash, Disengage, or Hide as a bonus action.

MOVEMENT SPEEDS
* 10 ft. … flying creature’s land speed
* 20 ft. … slow creatures (zombie)
* 30 ft. … most creatures and humanoids
* 40 ft. … swift creatures (wolf, tiger)
* 50 ft. … swift creatures (lion)
* 60 ft. … swift creatures (horse), small and medium flying creatures
* 80 ft. … large flying creatures

d20 ATTACK “TO-HIT”
* 9 or less … Miss
* 10 to 11 … Hits unarmored targets
* 12 to 14 … Hits light armor targets (leather), animal hide
* 15 to 17 … Hits medium armor targets (chainmail), tough hide
* 18 to 20 … Hits heavy armor targets (platemail), dragon scales
* 21 or more … Ancient dragon scales

* +2 … shield
* +5 … expending 1st level spell slot as reaction (shield spell)

DAMAGE PER HIT
* 1d6-2 … small weapon (dart, punch)
* 1d6 … medium weapon (arrow, sword), cantrip (NPC level 1 to 4)
* 2d6 … firearm (pistol), large weapon (greatsword, lance), cantrip (character or NPC level 5 to 8)
* 3d6 … firearm (rifle), 1st level spell, cantrip (NPC level 9 to 16)
* 6d6 … 2nd level spell, cantrip (NPC level 17 or more), wyrmling red dragon fire breath
* 8d6 … artillery (cannon ball, trebuchet), 3rd level spell
* 11d6 … 4th level spell
* 14d6 … 5th level spell
* 17d6 … 6th level spell, young or adult red dragon fire breath
* 20d6 … 7th level spell
* 23d6 … 8th level spell
* 26d6 … 9th level spell, ancient red dragon fire breath

CANTRIP EFFECTS
* Cause 2d6 damage per round by a specific damage type (spell attack roll required). (Can be taken more than once to gain alternative damage types.)
* Lightly influence local flames, air, water, or earth (light candles, change temperatures).
* Use telekinesis on up to 5 pounds of material within 30 feet.
* Create bright light in 20 ft. radius, dim in 20 ft. radius, for one hour.
* Touch to repair a small broken object.
* Touch instantly stabilizes a dying creature (as if making all death saves).
* Give a creature +3 on a single saving throw or ability check.
* Cause a target to suffer Disadvantage for one turn (saving throw negates).
* Create a simple visual illusion not bigger than 5 feet in size, or an audible noise.
* Telepathically speak with one creature within 120 feet for one round.

SPELL SLOTS & LEVELS OF POWER
* 1st-Level Spell Slot: Minor warping of reality. Effect the body or mind of individuals in temporary ways. View auras. Create minor personal wards. Summon a familiar.
* 2nd-Level Spell Slot: Moderate warping of reality. Enchant a body or mind to change its nature for a brief time. Teleport short distances. Create dangerous illusions. Expand senses to detect objects or thoughts.
* 3rd-Level Spell Slot: Major warping of reality. Block or dispel magic itself. Strike with bursts of raw elemental forces. Create minor undead monsters. Fly through the air. Conjure food, water or animals.
* 4th-Level Spell Slot: Serious warping of reality. Conjure beasts from the natural wilderness. Effect passages between cosmic planes of existence. Warp the nature of a living creature’s body and mind.
* 5th-Level Spell Slot: Critical warping of reality. Conjure powerful spirits from the inner elemental planes. Communicate with spirits in the outer planes. Profoundly alter minds. Restore life to the recently dead. Teleport around the world.
* 6th-Level Spell Slot: Severe warping of reality. Conjure immortal spirits from neighboring planes such as the Feywild and Shadowfell. Affect the minds of whole groups at once. Imprison mortal spirits. Disintegrate physical bodies.
* 7th-Level Spell Slot: Extreme warping of reality. Kill with a gesture. Conjure powerful immortal spirits from the outer planes. Create pocket dimensions as large as a house. Travel into other planes. Fully restore life to those long dead.
* 8th-Level Spell Slot: Grand warping of reality. Command major forces of nature such as earthquakes, tsunami or local weather. Create an isolated demiplane only you can enter. Control the minds of powerful monsters.
* 9th-Level Spell Slot: Supreme warping of reality. Kill with a word. Grant wishes. Lead travels into the astral plane. Call down meteors from the sky. Stop time.

HIT POINTS
* 1 h.p. … tiny beast (rat)
* 5 h.p. … adult human, small beast (dog), humanoid (goblin)
* 10 h.p. … medium beast (wolf), humanoid (hobgoblin)
* 15 h.p. … large beast (horse), humanoid (orc)
* 20 h.p. … large beast (black bear), humanoid (gnoll)
* 25 h.p. … large beast (lion), humanoid (bugbear)
* 30 h.p. … large beast (brown bear)
* 40 h.p. … large beast (tiger, dire wolf, polar bear)
* 60 h.p. … giant (orge)
* 70 h.p. … huge beast (elephant), dragon (wyrmling)
* 90 h.p. … huge beast (orca), dinosaur (triceratops), giant (troll)
* 100 h.p. … giant (hill giant)
* 120 h.p. … huge beast (wholly mammoth), giant shark (megalodon), giant (stone giant)
* 130 h.p. … dinosaur (tyrannosaurus rex)
* 140 h.p. … giant (frost giant)
* 160 h.p. … giant (fire giant)
* 180 h.p. … dragon (young)
* 200 h.p. … giant (cloud giant)
* 230 h.p. … giant (storm giant)
* 250 h.p. … dragon (adult)
* 540 h.p. … dragon (ancient)