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5 e CRUNCH

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0% found this document useful (0 votes)
80 views32 pages

5 e CRUNCH

Uploaded by

Joram van Essen
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
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Foreward & Credits

Designed By: Cogsworther’s The talented artist David Revoy


Workshop has been kind enough to release
a great deal of his work into the
Colophon: This text uses 11 point Creative Commons under a Creative
Adobe Garamond Pro for body text, Commons Attribution 3.0 License
16 point Adobe Garamond Pro for Although David has no official con-
section headers, 11 point Algerian nection to this project, I encourage
for table headers, 26 point Algerian you to support him by visiting his
for Chapter Headers, and 12 point website at www.davidrevoy.com, and
Castellar for subject headers in text to support Sintel by going to
boxes. The front cover uses highly www.durian.blender.org.
edited Adobe Arabic font to sim-
ulate embossing, and the table of Link: https://commons.wikimedia.
contents uses Algerian, Adobe He- org/wiki/Category:Concept_art_by_
brew, and Minion Pro for the title, David_Revoy_for_Sintel
subtitle, and body, respectively.
A Personal Thanks To: The many
Cover Art: A goatskin bookbind- people patient enough to give me
ing of Don Quixote by Miguel De advice, feedback, and the necessary
Cervantes. Has been edited to crop criticism on the product. You know
out the spine and reference ruler. who you are.
Currently copyrighted by The Brit-
ish Library Board under a Creative And an Extra Thanks to: You, the
Commons Attribution 4.0 reader! Thanks for supporting an
International License independent creator and designer
in this crazy world. Happy delving,
Link: https://www.bl.uk/catalogues/ and don’t forget to pick up your
bookbindings/LargeImage.aspx?Re- rope, torches, and health potions at
cordId=020-000014639&Image- character creation. They’ll be worth
Id=ImageId=53996&Copyright=BL more than their weight in gold.

Interior Art: Concept art created by


David Revoy for Sintel.

i
5e Crunch
T able of C ontents

Foreward and Credits - i


Preface - iii
Introduction - 4
Character Creation - 9
Basic Advancements - 10
Specialized Advancements - 12
Magic and Spellcasting - 25
Combat - 27
Afterword - 30

ii
Preface
This booklet, titled 5e CRUNCH, been mostly replaced. The full details
acts as a set of third party rules which can be found on page (4).
radically change the dynamics of a 5e
D&D game. Different tables will ex- Player characters are more inten-
perience this new rule-set in different tionally crafted: Since player charac-
ways, but four things will be experi- ters do not have exact classes or sub-
enced universally. classes, each advancement is chosen
deliberately. The normal methods of
Attributes are far more essential: class advancement have been broken
Since this game acts as a “roll-under” down into discrete advancements.
system, a character’s attribute scores The full list of Advancements begins
will have far greater weight on their on page (10).
performance.
Criticals for attacks, skills, and
Attribute Bonuses are handled dif- other rolls are more impactful and
ferently: Again, this is a quirk of the happen more frequently: This quirk
roll-under system. Attribute Bonus- is due to how 5e CRUNCH handles
es are only rarely used, as they have the Proficiency Bonus which will be
detailed fully later on page (4)

iii
Introduction
This book is meant to function as Circumstantial Modifiers
a third party companion to the 5th
Edition of Dungeons and Drag- As normal, specific abilities or cir-
ons. As a result, it might not make cumstances may help or hinder a
a lot of sense if you’ve never played character on an Attribute Check.
Dungeons and Dragons before. You These circumstances will usually be
certainly don’t need to be an expert represented by Advantage or Disad-
who’s memorized every rule, but this vantage, just as they are in 5th Edi-
handbook assumes that the read- tion.
er is familiar with the basic ideas of
cooperative storytelling, dice-based However, the roles of Advantage and
mechanics, and player-game master Disadvantage are now reversed. Play-
dynamics as they are outlined in the ers with Advantage roll twice and
D&D Player’s Handbook pages 5 - 8. take the lower dice, and players with
Disadvantage roll twice and take the
Hopefully, we’re all on the same higher dice.
page. Without further ado, let’s get
into the specifics of 5e CRUNCH In certain cases, such as with Armor
Class or specific spells, players may
Roll-Under add or subtract modifiers on their
Attribute Checks. Just remember
The concept of a roll-under system is that modifiers which subtract are
simple. When the time comes for a now beneficial, and modifiers that
character to roll an Attribute Check, add are now a penalty.
players no longer roll a D20 and add
the relevant Attribute Score, nor do Critical Successes
they add their Proficiency Bonus. In-
stead, they roll a D20 and compare In standard 5e D&D rules, players
it to their relevant Attribute Score. can roll a Critical Hit on an Attack
The Check is successful if the die roll roll. In 5e CRUNCH, players can roll
is less than or equal to the relevant a Critical Success on anything they
Attribute Score. are proficient in. Instead of adding a
modifier to a roll, a character’s Profi-
ciency Score is now their threshold
for a Critical Success. While this

4
does mean that characters are far evant Attribute. If the dice-roll is less
more likely to roll a critical success, than or equal to the relevant Attri-
it also means that characters cannot bute, the action succeeds. Don’t for-
critically succeed on any roll they are get to apply relevant modifiers such
not proficient in. as advantage or disadvantage where
they are necessary.
A Critical Success can mean differ-
ent things in different circumstanc- Since a basic ability check is always
es, namely in Ability Checks, Attack made without proficiency, a charac-
Rolls, and Saving Throws. These ter cannot critically succeed on one
unique circumstances will be dictat- unless they have an ability which spe-
ed on page (7). cifically dictates otherwise.

Ability Checks Skill Check

A player makes an Ability Check A player makes a skill check when


when their character applies one of their character attempts an Ability
their six Attributes (Strength, Con- Check while possessing a relevant
stitution, Dexterity, Intelligence, Skill Proficiency. A Skill Check func-
Wisdom, or Charisma) to overcome tions like a normal ability check ex-
an obstacle or problem. In general, cept that a character can critically
ability checks are the most common succeed on it. The list of possible Skill
dice-roll in the game. There are three Proficiencies remains unchanged
common varieties of Ability Checks. from normal 5e rules.

Basic Ability Check Tool Check

A player makes a basic ability check Similar, though slightly distinct from
when their character attempts an a Skill Check, players make a Tool
ability check they are not proficient Check when their character would
in. A basic ability check can happen make an Ability Check while pos-
because a character lacks the appro- sessing a relevant Tool Proficiency.
priate proficiency or because the Again, a character can critically suc-
GM has decided that no proficiency ceed on a Tool Check since they ap-
would apply to this check. ply their Proficiency to it, and the list
of possible Tool Proficiencies remains
The basic ability check is resolved by unchanged from 5e.
the GM deciding which Attribute is
most relevant to a character’s action.
The player then rolls a D20 and com-
pares its result to their character’s rel-

5
Saving Throws then rolls a D20 and compares its re-
sult to the relevant attribute. If the
Saving Throws are similar to an dice-roll is less than or equal to the
ability check, but they are treated as character’s relevant attribute, the sav-
being thematically and mechanically ing throw succeeds. If the character
distinct from them. A saving throw is is proficient in the saving throw and
resolved by the GM deciding which they roll a value less than or equal to
Attribute is most relevant to a char- their proficiency score, they critically
acter’s resilience in this situation. The succeed on the saving throw.
player then rolls a D20 and compares
its result to the relevant attribute. Attack Rolls
If the dice-roll is less than or equal
to the character’s relevant attribute, Dungeons and Dragons is a game
the saving throw succeeds. If the about adventure, so there’s a good
character is proficient in the saving chance a character will encounter
throw and they roll a value less than dangerous situations which test their
or equal to their proficiency score, martial prowess. Attack Rolls func-
they critically succeed on the saving tion as a way to represent a charac-
throw. ter’s overall capability in such a situa-
tion. Much like saving throws, attack
Thematics rolls are derived from the basic con-
cept of an ability check, but are kept
Saving throws don’t so much rep- separate for thematic and mechanical
resent a character’s ability as it does purposes.
their resilience. The general rule of
thumb is that characters make ability Thematics
checks to resolve the effects of actions
they make, but characters make sav- There are two elements which the-
ing throws to resist the effects of ac- matically distinguish an attack roll
tions made against them. from an ability check: opposition
and triage. A character making an
Mechanics attack roll is assumed to be facing
fierce opposition actively trying to
A character may be proficient in or defeat them. This naturally raises
possess similar circumstantial bonus- the stakes for failure. A character is
es on a saving throw while lacking also assumed to be operating under
those same benefits on a similar abil- great duress when they make an at-
ity check. A saving throw is resolved tack roll, acting with only moments
by the GM declaring which Attri- to spare. Naturally, they will not have
bute is most relevant to a character’s as much time to plan and prepare as
resilience in this situation. The player they would normally prefer.

6
Mechanics well, going above and beyond what
would normally be expected. How-
Since attack rolls are almost entirely ever, that may mean different things
rolled during combat, lots of unique in different circumstances. What’s
abilities and mechanics treat them as most important is to follow the rule
being in a distinct mechanical cate- of B.R.E.A.D:
gory. Attack rolls resolve much like a
Tool Proficiency check would. How- Boon
ever, there tends to be less mechan-
ical flexibility to represent the the- A boon is a term which describes a
matic stakes. Except where the rules bonus or benefit which a character
explicitly dictate otherwise, all melee didn’t specifically request, but which
attack rolls use the Strength Attri- is still valuable to them. Boons are an
bute, all ranged attack rolls use the especially common reward for when
Dexterity Attribute, and all Magical a character critically succeeds on a
Attack rolls use the caster’s relevant skill check, especially a skill check
Magic Attribute (Charisma, Intelli- which is meant to discover or ex-
gence, or Wisdom). plore. It presents an excellent oppor-
tunity for GM’s to reveal extra clues,
An attack roll is resolved by rolling a information, or similar advantages,
D20 and comparing the outcome to even when a player doesn’t yet realize
the relevant attribute. If the result is they may face a puzzle or mystery.
less than or equal to the relevant at-
tribute, the roll is a success. Howev- Resource
er, if a character is making an attack
roll with a weapon they are proficient Lots of rolls can only be made with
in, they can achieve a critical success some in-game material cost, and lots
by rolling a number equal to or less of other rolls are made with the hope
than their proficiency bonus. For of material gain. A critical success
most mechanical purposes “weapon” can be used to give a character extra
includes any and all means of attack, Resources. These resources could be
including unarmed attacks, natural abstract (such as a character ability)
weapons, or spells. or literal (such as in-game money or
materials). Furthermore, the resource
Criticals gain could come from an increased
payoff or a reduced cost. This criti-
Several times now the rules have cal success option applies most com-
referenced the concept of a Critical monly with Tool Checks.
Success. The concept behind a criti-
cal success is simple; a character has
performed an action exceptionally

7
Effect they can elect to avoid all damage,
even when a successful saving throw
When a character succeeds to greater would normally deal half damage. If
Effect, it means that they accomplish succeeding on a saving throw com-
something, harder, better, faster, and pletely mitigates damage, a critical
stronger. Work expected to take an success could count as a successful
hour takes only a minute, a craft ex- saving throw for a nearby ally.
pected to simply be suitable proves
a masterpiece, or a trial is bested so All these options might seem over-
soundly it inspires allies to greater whelming, but remember that all this
heights. This critical success is the information is meant to function as
most variable in its application, and examples and guidelines, not hard
it can apply to almost any roll. rules. Ultimately, what’s most im-
portant is that players feel rewarded
Advancement for their critical success. GM’s are en-
couraged to be flexible and adaptable
In certain dramatically appropriate to this end
moments, a character’s critical suc-
cess may represent the realization Critical Failure
of some great achievement. In these
moments, a GM may elect to reward The inverse of a Critical Success is a
a character with an immediate and Critical Failure. A character suffers
appropriate Advancement. Because a Critical Failure when they roll a
an advancement permanently im- “20” on a twenty-sided die. Critical
proves a character, this reward should Failures represent a moment of ex-
be used the most sparingly. treme misfortune. Unlike a Critical
Success, anyone can roll a Critical
Damage Failure on any check, regardless of
whether or not they have Proficiency.
A critical success can be used to deal As a rule, Critical Failures result in
or prevent additional damage. If a an automatic failure, and a character
character rolls a critical success on an suffers a sudden complication, mate-
attack roll, they can elect to double rial cost, penalty, or extra Hit Point
all damage-dice. If a character rolls Damage, at the GM’s discretion.
a critical success on a saving throw,

8
Character Creation

Character creation in 5e CRUNCH Proficiency or Expertise, where rele-


will be diverge from standard 5e vant, to the Attack’s Damage.
Character creation. The possibilities
will be far more open-ended, though Third, a player selects any four Skill
they may share similar steps. Proficiencies they desire. This replac-
es the usual four Skill Proficiencies a
First, a player may distribute their character gets from their Background
Ability Scores. They may use the and Class. There will be an opportu-
Standard Array or Point Buy method. nity to get more Skill Proficiencies
Rolling for Stats isn’t recommended later, should a player desire them.
with this rule-set, as what would nor- Characters start with a Proficiency
mally be small differences in ability Score of 2.
scores may be more impactful.
Fourth, a player selects a background.
Second, a player may select their spe- Since they have already selected the
cies and subspecies (or race and sub- skills they desire, the Background is
race, as the PHB may call it). This meant to be a thematic decision. In
feature functions as normal with one this way, the Background should not
major exception. No attribute may grant any Feats or Spells like they can
go over a 16, no matter what. If a in the Astral Adventurer’s Guide.
player’s selection provides a bonus
which would bring an attribute over Fifth, a player makes a note of their
16, then that bonus must be applied starting hit-points. They have a num-
to another attribute of their choice. ber of starting hit points equal to
If a species grants special benefits at their Constitution score.
later Character Levels, a Character
gains these benefits when they reach Sixth, a player selects five Advance-
a number of Hit Points greater than ments. Possible advancements will be
or equal to (6 X Character Level) listed within the next section.
Hit Points. The “Dwarven Tough-
ness” Feature of Hill Dwarves in- Seventh, a character starts with an
stead grants +1 Hit Points every time amount of gold equal to their (In-
a Character selects the “Durability” telligence Score X Charisma Score).
Advancement. A Goblin’s “Fury of Players use this gold to purchase their
the Small” instead adds a Character’s starting equipment.

9
Basic Advancements

Normally, a character progresses their character in D&D by ‘leveling up.’ In


5e CRUNCH, these level-ups are broken down into Advancements. Some
advancements require that a character meet certain prerequisites, others do
not. An advancement tagged with the repeatable (Ѻ) symbol can be taken
multiple times. This grants active abilities additional uses. If an advancement
has no prerequisites, it will indicate this with a null symbol (ø).

Advancement Name Benefits Prerequisites


Greater Proficiency Ѻ Raise your Proficiency
Proficiency Score
Score by 1
cannot exceed 6
Intense Training Ѻ Improve an Attribute Attributes cannot
by 1 exceed 18
Durable Ѻ Gain half your
ø
Constitution Score in
Hit Points
Resilient Ѻ Gain Proficiency in ø
one Saving Throw
Light Armor Training Gain Proficiency in ø
Light Armor
Medium Armor Gain Proficiency in Light Armor
Training Medium Armor Proficiency
Heavy Armor Gain Proficiency in Medium Armor
Training Heavy Armor Proficiency
Simple Weapon Gain Proficiency in ø
Training Simple Weapons
Martial Weapon Gain Proficiency in Simple Weapon
Training Martial Weapons Proficiency
Handy Ѻ Gain Proficiency in ø
any three Kits,
Languages, or Tools

10
Advancement Name Benefits Prerequisites
Skilled Ѻ Gain Proficiency in ø
two Skills
Expert Ѻ Gain Expertise in one Expertise requires
Saving Throw, Skill, Proficiency in the
Tool, or Weapon relevant area
Orisons Ѻ Learn three Cantrips Proficiency in Arcana,
of your choice from Nature, or Religion
one of the spell lists
Greater Magicks Ѻ Learn two Spells and Proficiency in Arcana,
gain one Spell Slot Nature, or Religion

11
Specialized
Advancements
These advancements are designed to be more reminiscent of Class Abilities.
While most characters will take at least one of every basic advancement,
most characters will be far more selective about specialized advancements.
If the advancement is not explicitly described then it exactly matches the
ability as described in 5e. The Specialized Advancements are subcategorized
based on the class from which they are derived.

Barbarian

Rage Gain the ability to Requires Proficiency


enter a Barbarian’s in Martial Weapons
Rage, as it is described and a minimum of 14
in 5e, a number of in Strength and Con-
times per long rest sitution Attributes
equal to your
Proficiency Score
Unarmored Defense Gain a Barbarian’s Requires
Unarmored Defense Proficiency in
as described on page Constitution and
(27) Strength Saving
Throws
Danger Sense Gain the “Danger Requires the
Sense” ability, as Unarmored Defense
described in 5e Advancement and 20
Hit Points
Reckless Attack Gain the “Reckless Requires the Rage
Attack” ability, as Advancement and 20
described in 5e Hit Points
Fast Movement Ѻ Gain +10 feet of Requires the
Movement, to a Unarmored Defense
maximum of +20 Advancement and 40
Hit Points

12
Feral Instinct Gain the “Feral Requires the Reckless
Instinct” ability, as Attack Advancement
described in 5e and 40 Hit Points
Brutal Critical Ѻ Gain the “Brutal Requires the Rage
Critical” ability. Each Advancement and
repeat Advancement 80 Hit Points
adds an extra dice, to
a maximum of three
Relentless Rage Gain the Relentless Requires the Rage
Rage Ability, as it is Advancement and 80
described in 5e Hit Points

Barbarians: Focus upon raw might and


endurance. They can consistently take and deal
the most damage
Bards: True Jacks of All Trades balancing mar-
tial prowess, spellcasting, and skill proficiency
Fighters: Armigers desiring mastery over
weapons and armor in all their forms

13
Bard

Bardic Inspiration Gain a number of Proficiency in Charis-


uses of Bardic Inspi- ma Saving throws and
ration equal to your Deception, Intimida-
Proficiency Score. tion, or Persuasion
These dice start as
D6’s, and they come
back on a short rest
Greater Inspiration Ѻ Increase the Inspira- Requires the Bardic
tion die size sequen- Inspiration Advance-
tially to maximum of ment and 30 Hit
D12 Points
Song of Rest Gain a Bard’s Song of Proficiency in one
Rest ability, starting musical instrument
with a d6 bonus dice and Deception, In-
timidation, or Persua-
sion
Greater Song of Rest Increase the Song of Requires Song of Rest
Ѻ Rest die sequentially and 30 Hit Points
to a maximum of D12
Jack of All Trades Gain Half-Proficiency Requires Proficiency
in all Ability Checks in Light Armor, Sim-
ple Weapons, five or
more Skill Proficien-
cies, and the ability to
cast a level two spell
Magical Secrets Learn two Cantrips Requires Jack of All
from every spell list Trades and 60 Hit
(Arcane, Planar, and Points
Primordial), for a
total of six Cantrips
Greater Secrets Gain two spell slots Requires Magical
and learn one spell Secrets and 100 Hit
from every spell list Points
(Arcane, Planar, and
Primordial)

14
Fighter

Extra Attack (1) Gain Extra Attack (1) Requires Proficiency


in Martial Weapons
and 35 Hit Points
Extra Attack (2) Gain Extra Attack (2) Requires Proficiency
in Martial Weapons
and 80 Hit Points
Extra Attack (3) Gain Extra Attack (3) Requires Proficien-
cy in Heavy Armor,
Martial Weapons, and
120 Hit Points
Fighting Style Ѻ Learn two different Requires Proficiency
Fighting Styles of in Martial Weapons
your Choice and Medium Armor
Second Wind Ѻ Your character may Requires Proficiency
spend a bonus action in Martial Weapons
to recover a number and Heavy Armor
of hit-points equal
to their Constitution
attribute. This ability
can be used once per
short rest
Indomitable Ѻ Your character may Requires Proficien-
reroll a Saving Throw cy in Constitution
once per Short Rest Saving Throws and 35
Hit Points
Superiority Dice Ѻ Learn two Battlemas- Requires a Fighting
ter Maneuvers and Style, Heavy Armor
gain one Superiority Proficiency and
Dice. These dice start Martial Weapon
as a D6 and are recov- Proficiency
ered on a short rest
Greater Maneuvers Ѻ Increase the Superior- Requires the Superi-
ity Dice sequentially ority Dice Advance-
to a maximum of D12 ment

15
Clerics & Paladins

Channel Divinity Gain the Cleric’s Requires Proficiency


Channel Divinity in the Religion Skill
Ability. Your char-
acter may Channel
Divinity a number of
times per long rest
equal to their Profi-
ciency Score
Divine Sense Gain the Paladin’s Di- Requires Proficiency
vine Sense Ability, but in Charisma Saving
with the ability to use Throws
it a number of times
per long rest equal
to your Proficiency
Score
Divine Health Gain the Paladin’s Requires Proficiency
Divine Health Ability in Charisma and Wis-
dom Saving Throws
Lay on Hands Gain a Paladin’s Lay Requires Proficiency
on Hands Ability, but in the Religion Skill
with the ability to re- and the ability to cast
store a number of hit a level one divine
points equal to half spell
your character’s Cha-
risma score X their
Proficiency Score
Aura of Protection Gain a Paladin’s Aura Requires Proficiency
of Protection, but in Charisma and Wis-
with a radius of 10 dom Saving Throws
feet, and the bonus and 35 Hit Points
for allies is equal
to your Proficiency
Score

16
Divine Smite Gain a Paladin’s Requires Proficiency
Divine Smite feature, in the Religion Skill
sacrificing spell slots and the Ability to
as normal cast a level two divine
spell
Aura of Courage Gain a Paladin’s Aura Requires the Aura of
of Courage ability Protection Advance-
with a radius of 10 ment and 80 Hit
feet Points
Greater Aura Ѻ Increase the Radius of Requires Aura of
all your Auras (Cour- Protection
age and/or Protec-
tion) by 10 feet, to a
maximum of 30 feet

Clerics: Possess a
more intellectual mastery
of Planar Magic through
their understanding of
metaphyics. This allows
them to act as conduits
of planar magic
Paladins: Physically
empower themselves and
their allies through zeal-
ous commitment to an
ideal, goal, or an oath

17
Druids & Rangers

Favored Terrain Gain the Ranger’s Fa- Requires Proficiency


vored Terrain ability, in the Survival Skill
but with a number of
biomes equal to your
Proficiency Score,
doubled if your char-
acter has Expertise in
Survival
Favored Enemy Gain the Ranger’s Requires Proficiency
Favored Enemy Skill, in Arcana, History,
but with a number Nature, or Religion
of enemy types equal
to your Proficiency
Score, doubled if you
have Expertise in one
of the prerequisite
Skills
Wild Shape Gain a Druid’s Wild Requires Proficiency
Shape Ability. You in the Nature Skill
must activate it by and the ability to cast
spending a spell slot. a level one Primordial
Your character may Spell
turn into a beast that
they are familiar with
that has a CR rating
less than or equal to
half the Spell Slot.
Wild Shape no longer
affects your current or
maximum Hit Points
Primeval Awareness Gain the Ranger’s Requires Proficiency
Primeval Awareness in Arcana, Nature, or
Ability Survival and the abil-
ity to cast a level one
Primordial Spell

18
Land’s Stride Gain the Ranger’s Requires Proficiency
Land’s Stride Ability in Nature and Surviv-
al and 30 Hit Points
Hide in Plain Sight Gain the Ranger’s Requires Proficiency
Hide in Plain Sight in Stealth and Surviv-
Ability al and 30 Hit Points

Druids: embody a mastery of Primordial


Magic, magical power from the Primordial
Elemental Planes, especially predisposed to altering
natural forms and processes
Rangers: Possess a mundane mastery of the
natural world. Their knowledge of the foes they
hunt and the lands they walk make them capable
and dangerous adventures

19
Monk

Unarmored Defense Gain a Monk’s Un- Requires Proficiency


armored Defense in Dexterity and Wis-
Ability, as described dom Saving Throws
on page (27)
Martial Arts Gain the Ability to Requires Proficiency
make an unarmed in Acrobatics and
attack as a Bonus Ac- Simple Weapons
tion if your character
has a free hand and
is unarmored. This
Unarmed Attack deals
1D4 Bludgeoning
Damage
Fast Movement Ѻ Increase your charac- Requires a Monk’s
ter’s movement by 10 Unarmored Defense
ft. May be taken twice and 30 Hit Points
for a total of 20 ft
Greater Arts Ѻ Increase the Martial Requires the Martial
Arts Damage Dice Arts Advancement
sequentially to a max- and 40 Hit Points
imum of D12
Ki Gain a Ki Pool equal Requires Proficiency
to your character’s in Wisdom Saving
Proficiency Score. Throws and a Wis-
Your character also dom Score 14 or more
gains access to a
Monk’s Flurry of
Blows, Patient De-
fense, and Step of the
Wind
Greater Ki Ѻ Increase your charac- Requires the Ki Ad-
ter’s Ki pool by 4, to a vancement
maximum of 20

20
Deflect Missiles Gain a Monk’s Deflect Requires Proficiency
Missiles Ability. The in Dexterity Saving
Missile’s Damage is Throws and a Dex-
reduced by 1d10 + terity Score of 14 or
Your Max Ki Pool + more
Proficiency Score
Stunning Strike May spend a Ki point Requires a minimum
after a Unarmed D8 Martial Arts Dice
Attack to force a
character to make a
Constitution saving
throw. A failure stuns
them until the end of
your turn
Improved Stun Failure to save against Requires Stunning
a Stunning Strike Strike and a mini-
leaves an enemy mum D10 Martial
stunned until the end Arts Dice
of your next turn
Diamond Soul May spend a Ki Point Requires a minimum
to reroll a Saving of 6 Ki Points
Throw with Advan-
tage
Stillness of Mind Gain the Stillness of Requires Proficiency
Mind Feature in Wisdom Saving
Throws, a Wisdom
Score of at least 14,
and 40 Hit Points
Purity of Body and Gain the Monk’s Requires the Di-
Mind Purity of Body Fea- amond Soul and
ture. Furthermore, Stillness of Mind
gains immunity to Advancements
the frightened and
charmed conditions

21
Rogue

Sneak Attack Gain a Rogue’s Sneak Requires Expertise in


Attack ability, starting at least two Skills
with 1D6 dice. Sneak
Attack no longer
requires a finesse
weapon
Greater Sneak Attack Add an extra D6 to Requires the Sneak
Ѻ your Sneak Attack, to Attack Advancement
a maximum of 8D6
Cunning Action Gain the ability to Requires Expertise in
Dash, Disengage, Acrobatics or Stealth
or Hide as a Bonus
Action
Uncanny Dodge Gain a Rogue’s Un- Requires 30 HP and
canny Dodge ability the Cunning Action
ability
Reliable Talent Select one Skill or Requires Expertise in
Tool you have Exper- at least four Skills and
tise in (cannot choose a Proficiency Score
a Weapon). Anytime of 4
you roll above a 10,
treat the roll as a 10
Blindsense Gain a Rogue’s Blind- Requires Expertise in
sense Ability Perception or Investi-
gation

Monks: Seek a perfect


balance of mental and physical
perfection
Rogue: Masters of Skills
and Tools, leveraging consistent
expertise in combat and
exploration

22
Sorcerer & Wizard

Metamagic Learn two Metam- Requires the ability


agics of your choice. to cast three different
Your character fulfills spells
the Sorcery Point cost
by sacrificing Spell
Slots as a free action
Extra Metamagics Ѻ Learn two additional Requires the Metam-
sorcerous metamagics agic Advancement
Spellbook Gain a Wizard’s Requires the Arcana
Spellbook. Arcane Skill
spells can be learned
and copied into the
Spellbook as normal
Ritual Casting Gain the ability to Requires the Arcana
Ritually cast spells Skill
Empowered Cantrips When dealing dam- Requires a Level 3
(1) age with Cantrips, Spell Slot
add one extra die of
the same type
Empowered Cantrips Add a third dice of Requires a Level 5
(2) the same type to Can- Spell Slot
trip damage

Sorcerers/Wizards: Mechanically and


thematically merged into the same idea: a master
of Arcane Magic. Arcane magic originates from the
Material Plane itself. Not only can they empower
their Cantrips and Spells beyond normal limits, they
also have the most versatility in learning and casting
Spells

23
Warlock

Pact Boon Your character enters Proficiency in Light


a Warlock Pact with Armor, Simple Weap-
a Patron. Gain a Pact ons, and proficiency
Boon in Arcana, Nature, or
Religion
Pact Magic Gain the ability to re- Require the Pact
gain a number of spell Boon Advancement
slots equal to your and a level 1 spell slot.
proficiency bonus on
a Short Rest
Eldritch Invocation Ѻ Learn an Eldritch Requires a Pact Mag-
Invocation ic. Some Invocations
require a specific Pact
Boon. If an invocation
requires a level then
it instead requires five
times that many Hit
Points
Forbidden Arcana Ѻ Gain the Orisons or Requires the Pact
Greater Magicks Ad- Magic, Pact Boon,
vancement, but your and Eldritch Invoca-
character may learn tion Advancement
Warlock Spells or
Cantrips, which can
use any Mental Attri-
bute as their relevant
Attribute

Warlocks: Obtain
strange powers by entering
into a Pact with an
Extrapalanar Being

24
Magic and Spellcasting

Since class levels have been removed spell lists, Planar spells consist of the
and the function of ability scores Cleric and Paladin spell list, and Pri-
have been changed, the process of mordial spells consist of the Druid
learning, casting, and saving against and Ranger spell list.
spells are also altered.
These three categories are differenti-
Learning ated not just by their spell list but by
their relevant Attribute for casting.
A character can learn a spell by tak- Arcane spells use Intelligence, Planar
ing the “Greater Magicks” Advance- spells use Charisma, and Primordial
ment. However, there are some com- spells use Wisdom as their relevant
plexities to gaining Spell Slots and Attribute.
Learning New Spells.
Learning higher level spells requires
Spell Slots greater investment in the relevant
Attribute. A character cannot learn
In order to gain Spell Slots above a spell if their relevant Attribute is
1st Level, a character must have two less than the Spell’s Level + 8. For in-
more spell slots of one level lower. stance, a character would be unable
So a Level 2 Spell Slot requires three to cast a Level 1 Arcane Spell if they
Level 1 Slots, two Level 2 Slots re- had an Intelligence lower than 9.
quire four Level 1 Slots, one Level 3
Slot requires three Level 2 Slots, and Casting
so on. Unless specified otherwise, a
Character is assumed to always learn When a character casts a spell, there
the highest Spell Slot possible. are several possibilities depending on
whether a spell happens automatical-
New Spells ly, functions as an attack, or requires
a saving throw.
When a character takes the Greater
Magicks Advancement to learn two Happens Automatically
new spells, they select which category
of spells they learn from: Arcane, Pla- Some spells happen automatically
nar, or Primordial. Arcane spells con- and don’t require any rolls to happen.
sist of the Bard, Sorcerer, and Wizard Feather Fall, Comprehend Languag-

25
es, and Shield of Faith all function Special Notes
this way. A character simply spends
the spell slot and activates the spell. A few spells, such as cure wounds,
added a character’s spellcasting mod-
Attack ifier to a dice-roll. Since this system
forgoes modifiers, ignore them and
Some spells function as an attack, simply use the unmodified dice-roll.
and so they require an attack roll.
The attack roll functions like normal, There are also spells, most notably
only it uses the spell’s Relevant At- Barkskin and Mage Armor, which
tribute for the attack roll. Characters modify a character’s Armor Class
are considered Proficient in any spell (AC). Check the rules on the next
they know, though they cannot gain page for how these spells are modi-
Expertise in them. fied to account for how this system
handles AC.
Saving Throw
Preparing and
Some spells require a Saving Throw. Recovering Magic
These spells specify which Saving
Throw a Target must succeed on. For Unless the rules note otherwise, all
the most part, these Saving Throws characters are considered to “cast like
function as normal. Certain spells sorcerers.” In other words, a charac-
still deal partial effects on a success- ter starts the day with all the spells
ful Saving Throw. These effects are they normally know prepared.
negated by a Critical Success on the
Saving Throw. A character recovers all their spell
slots on a long rest.

26
Combat

The core combat rules function much A character’s Unarmored AC =


as they did in the original 5e rules. (Their Dexterity/4)
Player characters have actions, bonus
actions, and reactions just as they Certain Advancements improve a
do in 5e. Characters also have access character’s Unarmored AC, most no-
to the same set of actions available tably Barbarian and Monk Defense.
in 5e. Still, the rules deviate in five
instances: armor class, attack rolls, Barbarian Unarmored Defense =
damage modifiers, death saves, and (Dexterity/4 + Constitution/4)
initiative.
Monk Unarmored Defense = (Dex-
Armor Class terity/4 + Wisdom/4)

A character’s Armor Class (AC) Light Armor


functions as a thematic representa-
tion of how difficult they are to hit. The AC values of Light Armors are
In this system, armor class functions as follows
as a modifier to attack rolls. A charac-
ter adds their AC to all Attack Rolls Padded Armor = (Dexterity/3)
made against them. If this modifier Leather Armor = (Dexterity/3)
prevents someone from rolling under Studded Leather = (Dexterity/3) + 1
the relevant attribute, then the attack
misses. However, a character’s armor Medium Armor
class can’t negate a Critical Success
on an attack roll. The AC values of Medium Armors
are as follows
Unarmored Armor Class
Hide Armor = (Dexterity/5) + 2
If a character isn’t wearing any ar- Chain Shirt = (Dexterity/5) + 3
mor, and they don’t have any other Scale Armor = (Dexterity/5) + 4
abilities or equipment to boost their Breastplate = (Dexterity/5) + 4
armor class, then they use their Un- Half-Plate = (Dexterity/5) + 5
armored AC.

27
Full Plate of these abilities, simply subtract 10
from what the character’s AC would
The AC values of Heavy Armors are have originally been. So, Mage Ar-
as follows mor adds 3 to a character’s standard
Unarmored AC, and Barkskin grants
Ring Mail = 5 a character a minimum AC of 6.
Chainmail = 6
Splint Mail = 7 Attack Rolls
Plate = 9
In melee combat, a character attacks
Notes on Armor by attempting to roll under their
Strength Attribute, applying modi-
Except where specified otherwise, ar- fiers such as AC or advantage/disad-
mor functions exactly as described. vantage.
They cost the same amount, give Dis-
advantage on Stealth tests, and have In ranged combat, a character attacks
the same Strength requirements as by attempting to roll under their
described in the Player’s Handbook. Dexterity Attribute, applying modi-
fiers as normal.
Shields
All normal rules modifying attack
As normal, shields grant a +2 bonus rolls, including Finesse weapons,
to Armor Class. A Character Profi- Thrown weapons, Range Increments,
cient in Simple Weapons or Medium and so on, apply as normal.
Armor automatically gains Shield
Proficiency. If a special ability or property would
grant a weapon a “+1” or other ad-
Fighting Styles, Spells, and Similar ditive bonus, it is reversed in accor-
Abilities dance with the roll-under system.
The same principle of reversal applies
There are a few abilities which mod- to static penalties.
ify a character’s Armor Class, such
as the Defensive Fighting Style, the Damage Modifiers
Shield of Faith Spell, and so on. If an
ability modifies a character’s AC by This rule is simple; 5e CRUNCH
adding or subtracting a value, then it doesn’t use Attribute Scores for dam-
functions as normal. age modifiers. Characters don’t add
Dexterity or Strength bonuses to
Some abilities such as Barkskin or damage rolls, but certain Spells or
Mage Armor “set” a character’s AC other special abilities (such as Magic
at a certain value. For the purposes Weapon) may still add extra damage.

28
Death Saves goes first. This is the only instance
where modifiers and advantage/dis-
Death Saves operate on the same es- advantage function exactly as they
sential principle as they do in 5e, only do in 5th Edition.
reversed. A roll of 10 or lower counts
as a success, and a roll of 11 or higher Hit Dice
counts as a failure. Rolling a 1 counts
as a Critical Success, and returns a There are no Hit Dice, so charac-
character to consciousness with 1 ters are dependent on other means
Hit Point. Rolling a 20 counts as a to recover Hit Points on a Short
Critical Failure and thus two failed Rest. Characters can use the Med-
Death saves. All other rules operate icine Skill to recover a number of
the same as they originally did. Hit Points equal to their Intelligence
or Wisdom Attribute for an ally or
Initiative themselves on a Short Rest. One use
of a Healer’s Kit per patient gives Ad-
As usual, Initiative is the mechanic vantage on this Test. Critical Failure
for determining turn order. However, may inflict Hit Point Damage.
Initiative Rolls have been modified to
function in 5e CRUNCH. A charac- Note on Encumbrance
ter determines their Initiative by roll-
ing a d20 and adding their Dexterity Encumbrance functions much as it
Attribute to the result. Characters act does in the original 5e rules, but with
with the higher outcome act first. In one major exception. The weight of
the case of a tie, the higher Dexterity all armor and weapons is reduced by
Attribute determines who goes first. half under both standard and variant
If they are still tied, the higher In- encumbrance rules as described in
telligence Attribute determines who the 5e Player’s Hand Book.

29
Afterword

Thus concludes the Player’s Hand- Monsters, Villains, and Perils Beyond,
book for 5e CRUNCH. Hopefully it and a sample adventure called 5e
contained something which piqued CRUNCH: Smuggler’s Seer.
your interest. You can get started
making a character right away, as a The next book scheduled to release
normal 5e Character sheet will work is Smuggler’s Seer, tentatively slated
just fine for this system. to release on 5th May 2023.

If you’re planning on running an I hope we cross paths again soon,


adventure, then keep an eye out for Adventurer.
further publications. Currently in
the works is 5e CRUNCH: A Game Happy Delving!
Master’s Handbook, 5e CRUNCH:

30

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