0% found this document useful (0 votes)
62 views17 pages

Scheda Modif Lewd

Uploaded by

Kevin Cossutta
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
62 views17 pages

Scheda Modif Lewd

Uploaded by

Kevin Cossutta
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 17

STRENGTH NORMAL OTHER

PROFICIENCY BONUS

SAVING THROWS ARMOR

CLASS
RESISTANCES & IMMUNITIES INITIATIVE SPEED

STR INT

DEX WIS
CURRENT TEMPORARY
EXPERIENCE

CON CHA
DEXTERITY

MAX

HP TRAINING
HIT POINTS

TOTAL USED TOTAL USED


FATE

d6 d10

SKILLS
CONSTITUTION
d8 d12
DEATH SAVE UNARMORED INSPIRATION

Acrobatics HIT DICE FAILURES AC

Animal Handling

Arcana

Athletics

Deception

History
INTELLIGENCE

SPELLCASTING SPELL SAVE SPELL ATTACK


Insight
ABILITY DC BONUS

Intimidation

Investigation
ACTIONS ATTACKS & SPELLCASTING

Medicine

ACTION TYPE ATTACK TO HIT DAMAGE & TYPE


Nature
INHIBITION
Perception

WISDOM
Performance

Persuasion

Religion

Sleight of Hand

Stealth

INHIBITION Survival

CHARISMA

FEATURES & TRAITS

LEVEL FEATURE/TRAIT DETAILS

INHIBITION

PROFICIENCIES & LANGUAGES

Armor: Light Medium Heavy Shield

Weapons: Simple Martial

PASSIVE
PERCEPTION SENSES

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


Age

Height

Weight

Distinguishing Feature PERSONAL QUEST

Motivation

Habit

DETAILS FAMILY

APPEARANCE

PERSONALITY TRAITS IDEALS

MEMORIES

BONDS FLAWS

ADDITIONAL NOTES

NAME 5 4 3 2 1 NAME 20 12 10 8 6 4 1
RATIONS COPPER

WATERSKIN SILVER

INVENTORY
GOLD
SLOTS
ITEM CHARGES USAGE & AMMUNITION DIE

EQUIPMENT

ITEM BULK QUANTITY NOTCHES ITEM BULK QUANTITY NOTCHES

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


CONDITIONS

EXHAUSTION 20 Gain a new Affliction

30 Gain a new Affliction BLINDED

LEVEL EFFECT
35 Gain a new Affliction You can't see and automatically fail any ability check that

1 Disadvantage on ability checks 40 Hit your Breaking Point requires sight. Attack rolls against you have advantage, and

your Attack rolls have disadvantage.


2 Speed halved STRESS BREAKING POINTS

3 Disadvantage on attack rolls / saving throws CHARMED

You can't Attack the charmer or target the charmer with


4 Hit point maximum halved AFFLICTIONS
harmful Abilities or magical Effects. The charmer has
5 Speed reduced to 0
NAME EFFECT
advantage on any ability check to interact socially you.

6 Death
Fearful Disadvantage: WIS checks/saves DEAFENED

You can't hear and automatically fail any ability check that
Lethargic +1 exhaustion until removed
requires hearing.
Masochistic Disadvantage: CON checks/saves
DETAIL TREATED
DYING
Irrational Disadvantage: INT checks/saves
You are incapacitated, can't move, and can speak only two

Paranoid Speed is halved


words per round. You fall prone and drop whatever you're

Selfish Disadvantage: CHA checks/saves holding. You automatically fail Strength and Dexterity Saving

Panic Disadvantage: DEX checks/saves Throws. Attack rolls against you have advantage. Any Attacks

that hit you are criticals if the attacker is within 5 ft of you.


Hopelessness Disadvantage: STR checks/saves

FRIGHTENED
Mania Disadvantage: attack rolls
You have disadvantage on Ability Checks and Attack rolls
Anxiety Disadvantage: Stress checks
WOUNDS while the source of its fear is within your line of sight. You

Hypochondria Hit point maximum is halved


can't willingly move closer to the source of your fear.

Narcissistic Disadvantage: ability checks


DETAIL TREATED GRAPPLED

Powerful +2 to all damage rolls Your speed becomes 0, and you can't benefit from any bonus

Focused +2 to all attack rolls to its speed. The condition ends if the Grappler is

incapacitated. The condition also ends if an effect removes


Stalwart +2 AC
you from the reach of the Grappler or Grappling effect.
Acute Advantage: INT checks/saves
INCAPACITATED
Perceptive Advantage: WIS checks/saves
You can't take Actions or reactions.

Courageous Advantage: CHA checks/saves


INVISIBLE

PERMANENT INJURIES You are impossible to see without the aid of magic or a

Special sense. For the purpose of Hiding, you are heavily

obscured. Your location can be detected by any noise you


SURVIVAL CONDITIONS
make or any tracks you leave. Attack rolls against you have

HUNGER THIRST FATIGUE TEMPERATURE EFFECT


disadvantage, and your Attack rolls have advantage.

Stuffed Quenched Energized Perfect -1 Exhaustion PARALYZED

You are incapacitated and can't move or speak. You


Well-fed Refreshed Well-rested Comfortable
automatically fails Strength and Dexterity Saving Throws.
Ok Ok Ok Ok
Attack rolls against you have advantage. Any Attack that hits

Peckish Parched Tired Noticeable you is a critical hit if the attacker is within 5 feet of you.

Hungry Thirsty Sleepy Uncomfortable


PETRIFIED

Ravenous Dry Very sleepy Overwhelming +1 Exhaustion You are transformed, along with any nonmagical object you

Starving Dehydrated Barely awake Unbearable +1 Exhaustion are wearing or carrying, into a solid inanimate substance.

Your weight increases by a factor of ten, and you cease aging.

You are incapacitated, can't move or speak, and are unaware

of your surroundings. Attack rolls against you have

HOLDINGS advantage. You automatically fail Strength and Dexterity

Name Saving Throws. You have Resistance to all damage. You are

immune to poison and disease, although a poison or disease


Description
already in its system is suspended, not neutralized.

POISONED

You have disadvantage on Attack rolls and Ability Checks.

MAGIC ITEM
PRONE

Your only Movement option is to crawl, unless you stand up

Name and thereby end the condition. You have disadvantage on

Attack rolls. An Attack roll against you has advantage if the


Description
attacker is within 5 feet of you. Otherwise, the Attack roll has

disadvantage.

RESTRAINED

MAGIC ITEM
Your speed becomes 0, and you can't benefit from any bonus

to your speed. Attack rolls against you have advantage, and

your Attack rolls have disadvantage. You have disadvantage


Name
on Dexterity Saving Throws.
Description
STUNNED

You are incapacitated, can't move, and can speak only

falteringly. You automatically fail Strength and Dexterity

MAGIC ITEM Saving Throws. Attack rolls against you have advantage.

UNCONCIOUS

You are incapacitated, can't move or speak, and are unaware


Name
of your surroundings. You drop whatever you're holding and
Description
fall prone. You automatically fail Strength and Dexterity

Saving Throws. Attack rolls against you have advantage. Any

Attack that hits you is a critical hit if the attacker is within 5

feet of you.
MAGIC ITEM

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


SPELLS & EFFECTS

SPELL DETAIL

SPELLCASTING SPELL SAVE SPELL ATTACK

ABILITY DC BONUS

MAGICAL BURNOUT

0 Cantrips 3 6

1 7

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


NAME 5 4 3 2 1 NAME 20 12 10 8 6 4 1
RATIONS COPPER

WATERSKIN SILVER

INVENTORY
GOLD
SLOTS
ITEM CHARGES USAGE & AMMUNITION DIE

EQUIPMENT

ITEM DETAILS BULK QUANTITY NOTCHES

OTHER HOLDINGS

Name Name

Description Description

MAGIC ITEM MAGIC ITEM

Name Name

Description Description

MAGIC ITEM MAGIC ITEM

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


Age

Height

Weight

Distinguishing Feature PERSONAL QUEST

Motivation

Habit

DETAILS FAMILY

APPEARANCE

PERSONALITY TRAITS IDEALS

MEMORIES

BONDS FLAWS

ADDITIONAL NOTES

NAME 5 4 3 2 1 NAME 20 12 10 8 6 4 1
RATIONS COPPER

WATERSKIN SILVER

INVENTORY
GOLD
SLOTS
ITEM CHARGES USAGE & AMMUNITION DIE

EQUIPMENT

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


NAME 5 4 3 2 1 NAME 20 12 10 8 6 4 1
RATIONS COPPER

WATERSKIN SILVER

INVENTORY
GOLD
SLOTS
ITEM CHARGES USAGE & AMMUNITION DIE

EQUIPMENT

OTHER HOLDINGS

Name Name

Description Description

MAGIC ITEM MAGIC ITEM

Name Name

Description Description

MAGIC ITEM MAGIC ITEM

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


1 1 1 1 3

3
1 1 1 1

2 2 2 2

2 2 4 6

3 3 6 9

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


SPELLBOOK

LEVEL SPELL DETAILS SCHOOL CASTING RANGE COMPONENTS DURATION SOURCE

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


Day:

TIME OF DAY HOUR EVENTS XP & REWARDS

Night 0-1

1-2

2-3

3-4

4-5

Dawn 5-6

Morning 6-7

7-8

8-9

9-10

10-11

Noon 11-12

12-13

Afternoon 13-14

14-15

15-16

16-17

17-18

Dusk 18-19

Night 19-20

20-21

21-22

22-23

23-24

Day:

TIME OF DAY HOUR EVENTS XP & REWARDS

Night 0-1

1-2

2-3

3-4

4-5

Dawn 5-6

Morning 6-7

7-8

8-9

9-10

10-11

Noon 11-12

12-13

Afternoon 13-14

14-15

15-16

16-17

17-18

Dusk 18-19

Night 19-20

20-21

21-22

22-23

23-24

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


Week:

DAY HOUR EVENTS XP & REWARDS

0-4

4-8

8-12

12-16

16-20

20-24

0-4

4-8

8-12

12-16

16-20

20-24

0-4

4-8

8-12

12-16

16-20

20-24

0-4

4-8

8-12

12-16

16-20

20-24

0-4

4-8

8-12

12-16

16-20

20-24

0-4

4-8

8-12

12-16

16-20

20-24

0-4

4-8

8-12

12-16

16-20

20-24

ADDITIONAL NOTES

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


Month:

DAY EVENTS XP & REWARDS

ADDITIONAL NOTES

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


GUIDE FORAGE
FROM TO DAY
DC DC

TIME OF DAY DANGER ROLL EVENT DISCOVERY GUIDE FORAGER SCOUT LOOKOUT CONDITIONS

Dawn +1 hunger & thirst

Morning

Noon +1 fatigue

Afternoon

Dusk +1 hunger, thirst, & fatigue

Night

GUIDE FORAGE
FROM TO DAY
DC DC

TIME OF DAY DANGER ROLL EVENT DISCOVERY GUIDE FORAGER SCOUT LOOKOUT CONDITIONS

Dawn +1 hunger & thirst

Morning

Noon +1 fatigue

Afternoon

Dusk +1 hunger, thirst, & fatigue

Night

GUIDE FORAGE
FROM TO DAY
DC DC

TIME OF DAY DANGER ROLL EVENT DISCOVERY GUIDE FORAGER SCOUT LOOKOUT CONDITIONS

Dawn +1 hunger & thirst

Morning

Noon +1 fatigue

Afternoon

Dusk +1 hunger, thirst, & fatigue

Night

GUIDE FORAGE
FROM TO DAY
DC DC

TIME OF DAY DANGER ROLL EVENT DISCOVERY GUIDE FORAGER SCOUT LOOKOUT CONDITIONS

Dawn +1 hunger & thirst

Morning

Noon +1 fatigue

Afternoon

Dusk +1 hunger, thirst, & fatigue

Night

ADDITIONAL NOTES

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


TRIAL TRIAL

TOTAL REQUIRED TOTAL REQUIRED

DC SUCCESSES FAILURES DC SUCCESSES FAILURES

PACE DEADLINE PACE DEADLINE

GOAL GOAL

FAILURES OUTCOME FAILURES OUTCOME

0 Major Victory: 0 Major Victory:

1-2 Minor Victory: 1-2 Minor Victory:

3-4 Minor Defeat: 3-4 Minor Defeat:

5 Major Defeat: 5 Major Defeat:

TASK SUCCESSES TASK SUCCESSES

Giffyglyph's D&D 5e Character Sheet & Trackers v2.0


Quick Reference
Low-light & Darkvision Basic Supplies Shattered Gear
If you have the Darkvision racial character trait, You can freely carry one ration box, one water-skin, Fragility Description Maximum

replace it with the Low-light Vision trait. If you have and one coin purse. These don't occupy any of your Notches

the Superior Darkvision racial trait, replace it with inventory slots. Delicate Thin glass, ceramics, 1

Darkvision. complicated or tiny

Low-light Vision: For 30 ft around you, you can see

in dim light as if it were bright light. You cannot


Armor Expertise Sturdy
machinery

Wood, metal, well 10

see in darkness. If you are wearing medium or heavy armor—and you constructed goods

Darkvision: For 30 ft around you, you can see in are appropriately proficient—you gain a perk: Indestructible Thick stone, strong 100+

dim light as if it were bright light and in darkness Medium Armor: Reduce any bludgeoning, metals

as if it were dim light. You can't discern color in piercing, and slashing damage that you take from

darkness, only shades of grey. Beyond 30 ft, you

cannot see in darkness.


non-magical weapons by half your proficiency

bonus (rounded down), to a minimum of 1.


Sacrificing Gear
Heavy Armor: Reduce any bludgeoning, piercing, When you hit with an attack, you can shatter your

Initiative and slashing damage that you take from non-

magical weapons by your proficiency bonus, to a


weapon to roll its original un-notched damage die.

Decide this before you roll damage.

When you calculate initiative, use your Intelligence minimum of 1. You can sacrifice your armor when hit by an attack

modifier instead of your Dexterity. to reduce the damage taken by 3d4 (light), 3d8

Tactical Wit: As a War Wizard, add your DEX

modifier as a bonus to initiative, not INT.


Item Sizes (medium), and 3d12 (heavy)—it falls apart in the

process. Decide this after damage is dealt.

Size Description Bulk

Known Languages Tiny Smaller than a hand; Can hold

many in one hand.


0.2
Mending
INT Known Languages Small Up to a handspan / 9 inches 1 You can use Mending to restore an item that has

-1 or You have only a basic grasp of vocabulary in long; Held comfortably with one shattered from too many notches. A restored item is

lower your primary language, and you are illiterate. hand. usable again, but has the maximum number of

0 You can speak, read, and write your primary Medium Up to an arms-length / 2ft long; 2 notches—without repairs, it will break again with one

language with a decent range of vocabulary. Held with one hand. more notch.

+1 You can speak, read, and write two Large Longer than an arm; Requires 3

+2
languages.

You can speak, read, and write three


one or two hands to hold.
Temper Qualities
languages. Quality Rarity Critical Failure

+3 You can speak, read, and write four

languages.
Variant: Quickdraw —

Pure Temper
Common

Uncommon
Gains 1 notch

Gains ½ (0.5) notch

Characters nominate 3 items in their inventory as Royal Temper Rare Gains ¼ (0.25)

quickdraw items. Quickdraw items can be notch

⅛ (0.125)
Animal Handling draw/removed from the inventory using a free object

interaction. Non-quickdraw items can only be


Astral Temper Mythic Gains

notch

Animal Handling: Animal handling now measures accessed using a full action.

your ability to recall lore about animals (or

creatures with the Beast keyword) and interact


A character may change their quickdraw item

selection during a short rest.


Item Quality
with them. Quality Description

Roll Intelligence (Animal Handling) to recall

some information about animals, or Wisdom


Variant: Containers Pristine Never been notched. This item looks,

feels, and smells brand new.

(Animal Handling) to interact with animals. Characters divide their total number of item slots into Worn Has had only one notch at a time. This

Nature: Nature no longer measures your distinct containers that they name, categorize, and item has one main defect.

knowledge of animals and beasts—that domain is place about their person. Well- Has had two notches at one time. This

now a part of the Animal Handling skill. worn item shows heavy signs of use.

Container Categories Scarred Has had four or more notches at one time.

Inventory: Slots & Bulk Type Description


This item looks shabby and in poor

condition.

You carry items in slots, with each item occupying 1 or Bag Holds any items. Draw an item with an

more slots according to its bulk. Your capacity

depends on your size, strength, and armor. Belt


action.

Holds small and tiny items. Draw an item


Resale Value
with a free action. Quality Value

Inventory: Size Sheath Holds weapons and shields. Draw an item

with a free action.


Pristine

Worn
75%

50%

Size Slots Quiver Stores bows, crossbows, arrows, bolts, and Well-Worn 25%

Tiny 6 + STR javelins. Draw an item with a free action. Scarred 10%

Small 14 + STR

Medium

Large
18 + STR

22 + [STR x 2]
Item Degradation Item Restoration
Huge 30 + [STR x 4] Category Effect Quality Cost

Gargantuan 46 + [STR x 8] Weapon Gains a notch when you critically fail an Worn to Pristine 50%

attack. Each notch reduces the damage Well-Worn to Worn 30%

die you roll by one step. Scarred to Well-Worn 10%

Encumberance Armor Gains a notch when you are critically hit.

If you find yourself carrying more than your inventory Focus


Each notch reduces your AC by 1.

Gains a notch when you critically fail to


Ammunition
capacity allows, you are encumbered. While you are cast a spell while holding it. Each notch Roll your Ammunition die whenever you take a shot: if

encumbered, you gain the following condition: reduces your spellcasting ability by 1. you roll a 1 or 2, your ammunition die gets one size

Your speed is halved. Item Gains a notch whenever appropriate— smaller.

You have disadvantage on ability checks, attack often when it takes direct damage or is If you're down to one piece of ammunition and

rolls, and saving throws that use Strength, used in a failed skill check. Each notch you use it, that's it—it's gone. Replenish your

Dexterity, or Constitution. reduces effectiveness by 1. ammunition to increase the size of your die.

patreon.com/giffyglyph | /r/darkerdungeons5e
Open Skills Active XP Foraging
Skills are not tied to a single ability. You may add your You gain experience points for three main activities: DC Terrain

skill bonus to any appropriate ability check. making discoveries, overcoming adversity, and 5 Lush, verdant forest; Food/water everywhere.

recovering lost treasures. 10 Forest; Coast; Abundant food, clean water.

15 Thin woodland and greenwood. Food must be

Social Interaction Character Advancement 20


hunted and water is hard to find.

Dry, open plains; little food or clean water.

The context of your social interaction determines Level Experience Level Experience 25 Desert and barren or polluted land; Food is

which ability you are using: smarts (intelligence), 0-1 150 10-11 6,200 extremely rare and water needs treatment.

feelings (wisdom), and presence (charisma). 1-2 300 11-12 8,680 30 Toxic or corrupted deadlands; Food is inedible

Intelligence: You're trying to be clever. Debate, 2-3 420 12-13 12,150 and water sources are poisoned.

reason, negotiate, lie, manipulate, and wit. 3-4 590 13-14 17,010

Wisdom: You're trying to soothe or connect

feelings. Rapport, empathize, calm, discretion,


4-5

5-6
820

1,150
14-15

15-16
23,810

33,330
Bloodied
judgement, and tact. 6-7 1,610 16-17 46,660 You are bloodied when you are at 50% hp or lower.

Charisma: You're trying to be likeable or 7-8 2,260 17-18 65,330 While bloodied, you must use a bandage to spend any

dominating. Charm, bluff, banter, incite, 8-9 3,160 18-19 91,460 hit dice.

command, and intimidate. 9-10 4,430 19-20 128,050

Wounds & Injuries


Help Magic Burnout When you fall to 0 hit points, you gain a wound. Roll a

When you use the Help action, you roll one of the two Roll your Burnout die whenever you cast a magic spell: d10 to see where you are wounded. Open wounds

d20 dice. Add your ally's modifiers as normal. if you roll a 1 or 2, you trigger a burnout consequence apply a level of exhaustion.

and your burnout die also gets one size smaller. Treatment: Treat a wound with first-aid knowledge

Tools Recover from burnout by:

Spending a hit die: +1 burnout die size.


and medical supplies. A treated wound causes no

exhaustion.

Add your proficiency bonus to any ability check made Getting a good sleep: +1 burnout die size. Healing: At the end of a long rest, check to see if

with a proficient tool. If you are proficient with both a Taking a long rest: Reset burnout die to d12. each of your wounds heal up—make a DC 15

tool and a skill, add your proficiency bonus and make Constitution check for each wound.

your roll with advantage.


Burnout Consequences Critical Hits: When critically hit by an attack, check

each of your wounds: roll a d20 to see if the

d100 Consequence wound reopens.

Active Defense 1-5

6-15
Drained: Lose (spell level) hit dice. Injuries: If you fall to 0 from a Violent attack, roll

for a permanent injury instead of a wound.


Reduced: Lose (spell level / 2) hit dice.
The DM doesn't make attack rolls—instead, the
16-40 Shocked: Lose (spell level x 4) hit points.
players make defense rolls. Roll d20 + your AC vs the
41-88 Hurt: Lose (spell level x 2) hit points.
monster's attack bonus + 22. If your defense equals or

beats the DC, your character avoids the attack. If you


89-93 Blackout: Disadvantage on casting for (spell Lingering Wounds
fail, the attack hits you. level) rounds. d10 Area d10 Area

Advantage: If the attacker has advantage, you have 94 Immolated: Shrink the burnout die to d4. 1 An arm 6 Your back

disadvantage on the defense roll—and vice versa 95 Gifted: Regain this spell slot. 2 A leg 7 Your head

if they have disadvantage. 96 3 A hand 8 Your face


Renewed: Regain (spell level) hit dice.
Criticals: If the defense roll comes up as a natural 4 A foot 9 Your chest
97 Healed: Gain (spell level x 4) hit points.
1, the attack critically hits you. 5 Your stomach 10 Your buttocks
98 Protected: Gain (spell level x 4) temporary hit

points.

Active Initiative 99 Energized: Advantage on casting for (spell

1. Who goes first?: Decide who acts first, usually by level) rounds.
Permanent Injuries
rolling initiative—the highest roll goes first. 100 Restored: Reset the burnout die to d12. d10 Injury Treatment

2. Take turns: Take your turn. Once you've finished, 1 Lose an arm Prosthesis (arm)

pick who goes next. This can be anyone that hasn't

acted yet, friend or foe.


The Journey Phase 2

3
Lose a leg

Lose a hand
Prosthesis (leg)

Prosthesis (hand)

3. End the round: Once everyone's acted, end the 1. Choose your destination: Pick a place. 4 Lose a foot Prosthesis (foot)

round and clear up any expired effects—spells, 2. Choose your route: Decide on the path you'll take. 5 Lose an eye Prosthesis (eye)

powers, timers, etc. Measure your route in days of travel. 6 Lose a toe Medical aid (DC 15)

4. Start a new round: The last person to act gets to 3. Gather supplies: Collect together any supplies, 7 Lose a finger Medical aid (DC 15)

decide who starts the new round—it can't be mounts, and equipment. 8 A horrific wound Medical aid (DC 20)

themselves unless they have no alternative. 4. Embark: Head out on your journey. Each day: 9 An internal injury Medical aid (DC 20)

No delays: You cannot pass or delay once your Assign roles: Assign a guide, scout, forager, 10 Lose half your teeth Medical aid (DC 20)

turn begins, but you can ready an action. and lookout. A character cannot share roles.

Interrupt: If you took damage or you spend an

inspiration point, you can choose to interrupt and


Travel: Travel through the six phases of the day:

dawn, morning, noon, afternoon, dusk, and


Dying
take your turn once the current turn has finished. night. Handle any encounters or discoveries When you fall to 0 hit points, you gain the Dying

you might make. condition:

Degrees of Success 5. Arrive: Reach your destination. You drop what you're holding and fall prone.

You can't move, take actions, or use reactions.

Critical Success: You succeeded by 10 or more on

a skill check, or rolled a natural 20 on an attack.


Guidance You're aware of what's happening 15 ft around.

You can speak a maximum of 2 words per round.

Something great happens to you. DC Terrain Attack rolls against you have advantage.

Success: You achieve your goal. 5 Wide open plains; Clear landmarks; Obvious You automatically fail STR/DEX saving throws.

Minor Failure or Success at a Cost: You failed by 1, pathway. You must make a death saving throw at the start

2, or 3. You can choose to succeed, but something 10 Tall landmarks; Small hills. of your turn. If you fail three times, you die.

very bad also happens as a consequence— 15 Light rain or mist; Woods and hills.

negotiate with the DM.

Failure: You failed by 4 or more.


20 Moonlight night; Heavy rain or mist; Forest

with no clear pathway or markings.


Persistent Death Saves
Critical Failure: You failed by 10 or more on a skill 25 Fog; Thick and obscure forest; Mountains. If you fail three death saving throws, you die. Saves

check, or rolled a natural 1 on an attack. 30 Clouded night; Impossibly thick fog; A shifting don't reset after a short rest—you recover one failed

Something awful happens to you. maze; Magically treacherous terrain. save after completing a long rest.

patreon.com/giffyglyph | /r/darkerdungeons5e
Death Saving Throw Gaining Stress Greater Restoration
d20 Outcome Category Stress Description Greater Restoration allows you to try an Affliction

01 You fail two death saving throws. Minor +1 A small frustration or worry. Removal outside of a long rest. This counts as your

02-09 You fail one death saving throw. Moderate +2 You've made a critical error once-per-week removal attempt.

10-19 No change. or put something at risk. From levels 1-10, roll the Affliction Removal check

20 You regain 1 hit point and stabilize. Major +4 Something devastating to with advantage with Greater Restoration. From levels

your character or beliefs. 11-20, roll with disadvantage.

Cheating Fate Monstrous +8 An incomprehensible thing.

If you would suffer a killing blow or fail your last death


Making Camp
saving throw, you may instead spend a fate point to

cheat death in some fashion.


Relieving Stress 1. Build your campsite: Making camping checks to

set up your camp. The more successes, the better

Category Stress Description the camp.

Becoming Contagious Minor

Moderate
-1

-2
A small success.

A critical success.
2. Appoint a lookout: This person is in charge of

security and perception checks.

Severity Contagious Major -4 You've beaten the odds and 3. Pick one primary activity: If you're not on lookout,

Stage 1 Less than 25% hit points remain gained a significant victory. you can do one primary activity.

Stage 2 Less than 50% hit points remain Majestic -8 You've done something near 4. Sleep: Get some rest.

Stage 3 Less than 75% hit points remain impossible. 5. Pack up: Get your stuff together and move on.

Stage 4 Always contagious

Survival Conditions Afflictions Camping Check DC


Conditions track your physical state and can cause d100 Affliction DC Description

exhaustion. There are three conditions to track: 01-06 Fearful: Disadv on WIS checks & saves 10 Safe, dry land is easy to find / the weather is

hunger, thirst, and fatigue (and an optional fourth, 07-12 Lethargic: +1 exhaustion until removed clear.

temperature). 13-18 Masochistic: Disadv on CON checks & saves 15 A campsite requires effort to find / there's bad

19-24 Irrational: Disadv on INT checks & saves weather—rain, light snow, heavy fog, etc.

25-30 Paranoid: Speed is halved 20 It's hard to find a safe campsite / the weather

Survival Condition Tracks 31-36

37-42
Selfish: Disadv on CHA checks & saves

Panic: Disadv on DEX checks & saves


is terrible—heavy rain, a fierce storm, a

howling wind.

Hunger Thirst Exhaustion DC 43-48 Hopelessness: Disadv on STR checks &

Stuffed Quenched -1 — saves

Well-fed

Ok
Refreshed

Ok


5

10
49-54

55-60
Mania: Disadv on attack rolls

Anxiety: Disadv on Stress checks


Camping Results
Peckish Parched — 15 61-66 Hypochondria: Hit point max is halved Failures Description

Hungry Thirsty — 20 67-72 Narcissistic: Disadv on ability checks 0 A perfect campsite. Activity checks are DC

Ravenous Dry +1 25 73-77 Powerful: +2 to all damage rolls 5.

Starving Dehydrated +1 30 78-82 Focused: +2 to all attack rolls 1 A decent campsite with one glaring flaw.

Fatigue Temperature Exhaustion DC 83-87 Stalwart: +2 AC Activity checks are DC 10.

Energised Perfect -1 — 88-91 Acute: Adv on INT checks & saves 2 or A shoddy campsite just barely fit for

Well-rested Comfortable — 5 92-96 Perceptive: Adv on WIS checks & saves more purpose. Activity checks are DC 15.

Ok Ok — 10 97-00 Courageous: Adv on CHA checks & saves

Tired Noticeable — 15
Long Rest
Sleepy

Very sleepy
Uncomfortable

Overwhelming

+1
20

25
Curing Afflictions A long rest requires a full week of downtime in a

Barely Unbearable +1 30 During a long rest, you can attempt to cure an sanctuary—village, town, or city. For each week:

awake Affliction. Pay the cost and roll a d20. Some downtime 1. Sell loot: Trade in treasure for GP and XP.

activities grant you advantage. 2. Choose lifestyle: Choose your quality of lifestyle for

the week.

Hunger, Thirst & Fatigue Affliction Removal 3. Choose primary activity: Choose one primary

downtime activity and pay any relevant costs.

Time Hunger Thirst Fatigue d20 Result 4. Hear rumors: While resting, your adventuring

Dawn +1 +1 — 01 Critical Failure: You fail to cure your Affliction party learns of three rumors.

Noon — — +1 and gain a new one. 5. Perform secondary activities: You can do two

Dusk +1 +1 +1 02-09 small, secondary activities during your week.


Failure: Your Affliction remains.
6. Settle up: It's the end of the week—complete your
10-19 Success: You cured your Affliction.

Stamina Check 20 Critical Success: You clear yourself of all


primary activity and check your wounds.

Afflictions and Stress.


d6

1-2
Result

Gain +1 hunger
Training
3-4 Gain +1 thirst To level up, you must spend time training. You need

5-6 Gain +1 fatigue


Affliction Removal Costs three things: a mentor, facilities, and gold.

Level Gold Level Gold Level Gold

Stress 1 5 8 42 15 432 Training Costs


2 7 9 58 16 604
Stress is a measure of pressure on a character's Level Weeks GP Level Weeks GP
3 9 10 81 17 845
mental state—too much is unhealthy and can lead to 1 — — 11 5 94
4 12 11 113 18 1,183
Afflictions and even death. 2 1 15 12 6 115
5 16 12 158 19 1,656
Snapping: When you take 20, 30, and 35 points of 3 1 20 13 6 165
6 22 13 221 20 2,318
Stress for the first time after a long rest, you snap 4 2 15 14 7 202
7 30 14 309 — —
and develop a mental Affliction. 5 2 20 15 7 295

Breaking Point: When you take 40 points of Stress, 6 3 25 16 8 370

you reach breaking point—if hit by a damaging


Mental Breakdown 7 3 35 17 8 536

attack, you die. 8 4 37 18 9 687


If you gain more than 3 Afflictions, you suffer a
Sanctuary: When you complete a long rest in a 9 4 55 19 9 990
complete breakdown. The character can no longer be
sanctuary—village, town, city—your Stress is 10 5 64 20 10 1,280
played—they retire, go insane, or die.
reduced to 0.

patreon.com/giffyglyph | /r/darkerdungeons5e

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy