Scheda Modif Lewd
Scheda Modif Lewd
PROFICIENCY BONUS
CLASS
RESISTANCES & IMMUNITIES INITIATIVE SPEED
STR INT
DEX WIS
CURRENT TEMPORARY
EXPERIENCE
CON CHA
DEXTERITY
MAX
HP TRAINING
HIT POINTS
d6 d10
SKILLS
CONSTITUTION
d8 d12
DEATH SAVE UNARMORED INSPIRATION
Animal Handling
Arcana
Athletics
Deception
History
INTELLIGENCE
Intimidation
Investigation
ACTIONS ATTACKS & SPELLCASTING
Medicine
WISDOM
Performance
Persuasion
Religion
Sleight of Hand
Stealth
INHIBITION Survival
CHARISMA
INHIBITION
PASSIVE
PERCEPTION SENSES
Height
Weight
Motivation
Habit
DETAILS FAMILY
APPEARANCE
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
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
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
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
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
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
PERMANENT INJURIES You are impossible to see without the aid of magic or a
Peckish Parched Tired Noticeable you is a critical hit if the attacker is within 5 feet of you.
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.
Name Saving Throws. You have Resistance to all damage. You are
POISONED
MAGIC ITEM
PRONE
disadvantage.
RESTRAINED
MAGIC ITEM
Your speed becomes 0, and you can't benefit from any bonus
MAGIC ITEM Saving Throws. Attack rolls against you have advantage.
UNCONCIOUS
feet of you.
MAGIC ITEM
SPELL DETAIL
ABILITY DC BONUS
MAGICAL BURNOUT
0 Cantrips 3 6
1 7
WATERSKIN SILVER
INVENTORY
GOLD
SLOTS
ITEM CHARGES USAGE & AMMUNITION DIE
EQUIPMENT
OTHER HOLDINGS
Name Name
Description Description
Name Name
Description Description
Height
Weight
Motivation
Habit
DETAILS FAMILY
APPEARANCE
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
WATERSKIN SILVER
INVENTORY
GOLD
SLOTS
ITEM CHARGES USAGE & AMMUNITION DIE
EQUIPMENT
OTHER HOLDINGS
Name Name
Description Description
Name Name
Description Description
3
1 1 1 1
2 2 2 2
2 2 4 6
3 3 6 9
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:
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
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
ADDITIONAL NOTES
TIME OF DAY DANGER ROLL EVENT DISCOVERY GUIDE FORAGER SCOUT LOOKOUT CONDITIONS
Morning
Noon +1 fatigue
Afternoon
Night
GUIDE FORAGE
FROM TO DAY
DC DC
TIME OF DAY DANGER ROLL EVENT DISCOVERY GUIDE FORAGER SCOUT LOOKOUT CONDITIONS
Morning
Noon +1 fatigue
Afternoon
Night
GUIDE FORAGE
FROM TO DAY
DC DC
TIME OF DAY DANGER ROLL EVENT DISCOVERY GUIDE FORAGER SCOUT LOOKOUT CONDITIONS
Morning
Noon +1 fatigue
Afternoon
Night
GUIDE FORAGE
FROM TO DAY
DC DC
TIME OF DAY DANGER ROLL EVENT DISCOVERY GUIDE FORAGER SCOUT LOOKOUT CONDITIONS
Morning
Noon +1 fatigue
Afternoon
Night
ADDITIONAL NOTES
GOAL GOAL
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
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
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
-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.
languages.
Variant: Quickdraw —
Pure Temper
Common
Uncommon
Gains 1 notch
Characters nominate 3 items in their inventory as Royal Temper Rare Gains ¼ (0.25)
⅛ (0.125)
Animal Handling draw/removed from the inventory using a free object
notch
Animal Handling: Animal handling now measures accessed using a full action.
(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.
condition.
You carry items in slots, with each item occupying 1 or Bag Holds any items. Draw an item with an
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%
encumbered, you gain the following condition: reduces your spellcasting ability by 1. you roll a 1 or 2, your ammunition die gets one size
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.
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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.
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
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.
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
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.
6-15
Drained: Lose (spell level) hit dice. Injuries: If you fall to 0 from a Violent attack, roll
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
points.
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)
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.
Degrees of Success 5. Arrive: Reach your destination. You drop what you're holding and fall prone.
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.
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.
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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
Moderate
-1
-2
A small success.
A critical success.
2. Appoint a lookout: This person is in charge of
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.
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
37-42
Selfish: Disadv on CHA checks & saves
howling wind.
Well-fed
Ok
Refreshed
Ok
—
—
5
10
49-54
55-60
Mania: Disadv on attack rolls
Hungry Thirsty — 20 67-72 Narcissistic: Disadv on ability checks 0 A perfect campsite. Activity checks are DC
Starving Dehydrated +1 30 78-82 Focused: +2 to all attack rolls 1 A decent campsite with one glaring flaw.
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.
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
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
1-2
Result
Gain +1 hunger
Training
3-4 Gain +1 thirst To level up, you must spend time training. You need
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