Below you will find the full list of playable Classes in Dungeon! Each Class links to the relevant post.
Class List
Below you will find the full list of playable Classes in Dungeon! Each Class links to the relevant post.
Class List
The Sanguinist
HP: +1d10 each Level, minimum of +5
AC: +1 each 2nd Level
AB: +1 each Level
Save: -1 each Level
Skills: +1 Skill Pip each Level
At 1st Level, your pain has started to make you stronger. If you are missing 1 or more HP, you deal an extra +1 Damage on all Damage rolls.
At 2nd Level, you have begun to draw willpower from pain. Immediately after taking Damage, you may choose to Heal yourself for 2d6 HP. Once you have used this ability, you must finish a Short Rest before you may use it again. Finally, your 1st Level ability now grants you +2 extra Damage.
At 3rd Level, you have discovered a special power you receive through pain. You may choose one of the options below.
At 4th Level, your 1st Level ability now grants you +3 extra Damage.
At 5th Level, your pain allows you to press the attack. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 6th Level, your 1st Level ability now grants you +4 extra Damage.
At 7th Level, your special power grows with your pain. You gain the option below that matches the path you took at 3rd Level.
At 8th Level, your 1st Level ability now grants you +5 extra Damage.
At 9th Level, you have mastered your special power. You gain the option below that matches the path you took at 3rd Level.
At 10th Level, your mastery over pain and bloodshed has made you a foe spoken of in hushed fear. A small sect of 1d6 + 10 1st Level Sanguinists have decided to start a cult in your honor, and they approach you with a choice; they will either build a monument in your honor or travel the world spreading the word of your cult. Details for both options are below.
The Swashbuckler
HP: +1d8 each Level, minimum of +4
AC: +1 each Level
AB: +1 each Level
Save: -1 each 2nd Level
Skills: +2 Skill Pips each Level
At 1st Level, your tongue and wit are often sharper than your blade. Once per combat, you may attempt to Demoralize or Taunt a target without using an Action or a Move.
At 2nd Level, you have trained yourself to better utilize a certain type of Weapon, making it your Dueling Weapon. Choose 1 type of Weapon, such as a Dagger, Flintlock, or Rapier. You deal +1 Damage with your Dueling Weapon.
At 3rd Level, you have focused on a certain fighting style. Choose one of the benefits below.
At 4th Level, you become more experienced with your Dueling Weapon. You deal an additional +1 Damage with your Dueling Weapon. Finally, you may now use your 1st Level ability up to twice per combat.
At 5th Level, you have become a daring duelist. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 6th Level, your Weapon expertise becomes more diverse. You may choose a 2nd Dueling Weapon. Also, you deal an additional +1 Damage with your Dueling Weapons.
At 7th Level, your fighting style becomes more advanced. The fighting style you chose at 3rd Level becomes altered as shown below.
At 8th Level, you have nearly mastered your Dueling Weapons. While you are conscious, you cannot be disarmed of your Dueling Weapons. Also, you deal an additional +1 Damage with your Dueling Weapons. Finally, you may now use your 1st Level ability up to three times per combat.
At 9th Level, you have mastered both charisma and combat. Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action. Also, you deal an additional +1 Damage with your Dueling Weapons.
At 10th Level, your name has become synonymous with bravery and bravado. This legacy leads to a legendary ship Captain or Pirate King requesting you to take up the mantle as their successor. Details for both options are below.
Below is a list of new Spells I have added to Dungeon! Details for these Spells may be found on the Core Spell List.
Below is a list of new Spells I have added to Dungeon! Details for these Spells may be found on the Core Spell List.
The Pact-Keeper
HP: +1d6 each Level, minimum of +3
AC: +1 each 2nd Level
AB: +1 each Level
Save: -1 each Level
Skills: +1 Skill Pip each Level
At 1st Level, you make a pact with an occult patron, eldritch being, or some otherworldly creature. This pact grants you 1 Spell Point (SP). You may use 1 Spell Point to petition your patron, allowing you to Cast any Spell. Finally, you regain used Spell Points after a Long Rest.
At 2nd Level, you gain 1 additional Spell Point.
At 3rd Level, your patron grants you further magical power. Choose the option below that best fits your chosen patron.
At 4th Level, you gain 1 additional Spell Point.
At 5th Level, your patron grants you power in combat. Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 6th Level, you gain 1 additional Spell Point.
At 7th Level, your patron empowers you even further. You gain the option below that matches the option you chose at 3rd Level.
At 8th Level, you gain 1 additional Spell Point.
At 9th Level, your patron aids your combat further. Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
At 10th Level, you have become a devout follower of your patron. Your patron offers you a choice; you may either construct an Altar to be used by yourself and other Pact-Keepers or become a Vessel of your patron. Details for both options are below.
Henchmen & Hirelings
Also, Henchmen and Hirelings must roll Morale. Unlike Monsters, Henchmen and Hirelings roll Morale in more specific situations. Whenever a Henchman, Hireling, or Player Character is killed, every nearby Henchmen and Hireling must roll Morale. Additionally, they will roll Morale each day they go without pay. For each consecutive day without pay, they gain a cumulative -1 to their Morale Save. These cumulative -1's are reset once they are paid in full for their unpaid days of work. Finally, Henchmen and Hirelings may roll Morale at the GM's discretion each time a Player Character attempts to mistreat them. For example, a Guard who is forced by his employer to walk into a Trap will most certainly roll Morale before deciding if they will actually obey. Whenever a Henchman or Hireling fails a Morale Save, they instantly quit employment and, if in danger, do everything they can to flee and defend themselves.
Many Henchmen and Hirelings also have Ranks. Ranks are effectively Levels for Henchmen and Hirelings. Rank often impacts the Stats of Henchmen and Hirelings, including their Pay. Any Henchmen or Hireling that has a Rank starts at a minimum of Rank 1 and can reach a maximum of Rank 5. To reach their next Rank, a Henchman or Hireling must be paid a Bonus. This Bonus should be a single large sum equal to 10 times their current Pay. At the GM's discretion, however, Henchmen and Hirelings may already be higher than Rank 1 when first employed by the Player Characters.
Henchmen
Henchmen are combat-oriented. They can be hired as muscle for clearing out a dungeon, but some types of Henchmen have preferred jobs listed as Special mechanics. Also, Henchman can wield any Weapon and can wear Armor based on what type of Henchman they are. All Henchman may use Shields. Henchman will start out with the standard equipment listed in their Stat Block unless the GM alters their Stat Block. For example, this means a Guard you hire would start out with Heavy Armor and a Spear, but no Shield. The GM may alter this and/or you may give better equipment to that Guard, improving their Stats.
Basic Henchmen
Specialized Henchmen
Hirelings
Hirelings are not combat-oriented. In fact, they will do everything in their power to avoid combat, fleeing completely if they must. They can be hired for specific tasks and as skilled laborers. Hirelings tend to have specific preferences, listed as Special mechanics. Finally, most Hirelings lack HP, AC, AB, and Saves. This is because these values are not relevant. If a Hireling who lacks one of these Stats takes 1 or more Damage, they die instantly.
Below is a list of new Spells I have added to Dungeon! Details for these Spells may be found on the Core Spell List.
Beasts of Burden, Mounts, and Vehicles
This post is a bit of a hodgepodge of mechanics that go hand-in-hand with both Wilderness Travel and Encumbrance. If you aren't using either of those mechanics, this post probably won't be of much use to you.
The most important thing to note with this post is that the mechanics listed below are pretty simple and rely on common sense. Yes, Mules have HP and a CR, but they aren't intended for warfare. Yes, Vehicles have HP, but obviously they would not be Healed by a potion. Try to keep these things in mind when using the mechanics below and when creating new Beasts of Burden, Mounts, and Vehicles.
Beasts of Burden
Mount Equipment
Over the course of 10 minutes, you may equip a willing Mount with 1 piece Mount Equipment you own. A Mount may only have 1 piece of Mount Equipment active at any given time. All Mount Equipment may only be placed on creatures with the Mount Ability.
All Vehicles are considered objects. Land Vehicles must be pulled by at least 1 Beast of Burden or Mount and all Vehicles must be steered/driven by at least 1 Character or NPC.
All Vehicles have an AC of 15 and a number of Hit Points equal to their Encumbrance. Vehicles automatically succeed on all Saving Throws against Spells, Maneuvers, etc. When a Vehicle reaches 0 HP, it is destroyed, and all of its contents are dropped to the ground.
Finally, Vehicles may be repaired at a rate of 1 HP per 1 hour of time spent repairing, but they cannot be Healed by magic, potions, etc. At the end of each hour, the worker may roll a Strength Skill Check to attempt to increase the HP repaired. On a success, the Vehicle regains 5 HP instead of only 1 HP.
Additionally, Vehicles grant Riders extra Movement Points, similar to Mounts. However, Vehicles are more limited as to where they can travel. For example, a Pull-Cart is meant for land travel, not sea travel. By the same token, Ships are meant for sea travel, not land travel. Simply use common sense. Obviously, a Ship cannot be used to travel through a grassland hex that lacks a deep, wide river.
Land Vehicles
The Bard
HP: +1d6 each Level, minimum of +3
AC: +1 each 2nd Level
AB: +1 each 2nd Level
Save: -1 each Level
Skills: +2 Skill Pips each Level
At 1st Level, you are able to inspire those around you through sheer willpower, usually by performing. As an Action, you may begin such a performance. For up to 10 minutes, you and allies that can see or hear you gain a +1 bonus on Attack rolls, Damage rolls, and Saves. Once you have used this Ability, you must finish a Long Rest before you may use it again. Finally, you may use 1 Spell Point to use this Ability again even if you haven't finished a Long Rest yet.
At 2nd Level, your willpower has granted you the ability to Cast Spells. You learn a number of Spells equal to your Bard Level and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest.
At 3rd Level, you begin to specialize your performance. You may choose one of the options below.
At 4th Level, you may gain one of the options below.
At 6th Level, you may gain one of the options below.
At 8th Level, you may gain one of the options below.
Encumbrance is an oddly hot topic of debate in TTRPGs. Inventory management is clearly a core part of TTRPG design, but many players, especially in modern TTRPGs, simply ignore it completely. Why? Well, the most popular TTRPG system has a horribly designed afterthought of an Encumbrance System.
Many OSR systems have their own, simple, and easy to use Encumbrance Systems. Even in those systems, however, there is sometimes a stigma to actually tracking Encumbrance. In all honesty, I believe this comes from a place of ignorance, not laziness.
Regardless of what system you play, you should try to track Encumbrance one way or another. It adds a fun challenge to the game, and it allows for more realism. Hopefully, one or both of those reasons is enough for you.
Encumbrance in Dungeon!
Encumbrance is an additional mechanic in Dungeon! For the reasons mentioned above, including Encumbrance as a required mechanic tends to scare people off. However, adding Encumbrance is as simple as grabbing a blank sheet of lined paper.
On this sheet of lined paper, make a numbered list. The length of this list should equal (10 + the Max roll of your Class's HP die). For example, a Mage's Encumbrance List would be 16 lines long while a Fighter's would be 20 lines long. Finally, place each of your Items into the list. Each individual Item takes up 1 line. The only exceptions to this are Items that are used up when used, such as Ammo, Potions, Torches, Rations, etc. Single-use Items like this may be placed together in “stacks” of 20 onto a single line. Finally, Coins may be placed together in "stacks" of 1000.
And that's it!
At the end of the day, the mechanic of Encumbrance is only as complicated as you let yourself think it is. With the right system and the right mindset, Encumbrance is incredibly easy to use and enjoy.
Below is a list of new Spells I have added to Dungeon! Details for these Spells may be found on the Core Spell List.
Traps and the OSR
Before I talk about how Traps are intended to be used in Dungeon!, I should first touch on the overall purpose of Traps in OSR TTRPGs.
Especially today in 5e, the purpose of Traps has been completely missed by both the game designers and many DMs. For whatever reason, Traps in many modern TTRPG systems are designed for the sole purpose of being "gotcha" mechanics that serve to deplete resources. While this may be effective for the bad guys, it is in no way fun or enjoyable to the players. Also, it punishes the players for Exploration... One of the core pillars of TTRPG game design. Seems kind of silly, doesn't it?
Enter the OSR. Many people in the OSR community seem to truly understand the purpose of Traps; Traps should serve as a puzzle or problem to solve. This puzzle or problem may require resources to solve, but it shouldn't take those resources away as a "gotcha," instead allowing the players to actively choose how to handle the Trap in a way that may cost them specific resources. GMs should design Traps to be somewhat obvious, but they guard something tempting or important to the players, such as a chest of treasure or the way into a dungeon. Traps shouldn't be haphazardly placed everywhere, only in places where it both makes sense and serves a purpose.
If you still aren't sold, I recommend checking out the videos below.
Traps in Dungeon!
With the purpose of Traps established, I can now delve into their use in Dungeon! Traps should be used sparingly and intelligently, as detailed above. Use Traps as puzzles, NOT as "gotcha" moments.
If you are used to other systems, you may be inclined to hide Traps behind Skill Checks. DO NOT DO THIS! Why? Because as the GM it is your job to tell the players what their characters see, hear, smell, etc. Their senses of a room shouldn't be up to an arbitrary roll. Just tell them what is in the room, what it smells like, what they hear, etc. They may then take that information and make decisions. Simple.
Now, you may ask, do I just tell them, "Hey, there's a Trap in this room." You should! Just do it in a subtle way. For example, in a room with a one-way dart Trap you may describe one of the walls as "dotted with holes" while the one directly across is "chipped and pock marked." The players will then realize what you said is a clear indication of a Trap. If they don't... Well, they will learn very quickly.
Next, be open to creative solutions to Traps. Not every Trap will have a logical and easy way to be disarmed, so more creative solutions may be required. Also, even simple Traps can be solved creatively. The dart room mentioned above could potentially be solved by a Fighter with a metal Shield just carefully walking by the trap, hiding behind their Shield. Remember, Traps are puzzles, not necessarily resource taxes. This Shield solution is very simple and costs the party little to nothing. And that's okay! It's a simple and smart solution to a simple problem. That should be rewarded.
Finally, some example Traps are below. Each Trap includes a description, options for how the Trap is triggered and mechanics for how the Trap "Attacks." Additionally, each Trap lists 4 possible locations where you may find such a Trap. Feel free to roll 1d4 on these lists to place these Traps throughout your dungeons.
The Druid
HP: +1d8 each Level, minimum of +4
AC: +1 each 2nd Level
AB: +1 each 2nd Level
Save: -1 each Level
Skills: +1 Skill Pip each Level
At 1st Level, your connection with nature allows you to shapeshift. As an Action, you may activate this Ability to alter your physiology to mimic that of an animal, elemental, plant, or any other creature from nature that is similar to you in size or smaller. You gain similar capabilities to the mimicked creature, such as gaining flight when mimicking a Hawk. However, your Stats do not change to match those of the creature. You do not gain additional HP, you do not gain the mimicked creature's Attacks, etc. However, you are still able to attempt your usual Attacks, Cast your usual Spells, etc. Also, you gain a +1 bonus on all Attack and Damage rolls while transformed in this way. Finally, any Items you wear, carry, or wield morph into your body when you transform. You still gain the benefits of these Items, however, such as still being able to utilize the magical bonuses and Damage die of a Magical Club despite you being in a Wolf-like form and using your jaws to Attack. This transformation will last for up to 10 minutes, or until you end it early. Once you have used this Ability, you must finish a Long Rest before you may use it again. Finally, you may use 1 Spell Point to use this Ability again even if you haven't finished a Long Rest yet.
At 2nd Level, your connection with nature has granted you the ability to Cast Spells. You learn a number of Spells equal to your Druid Level and you gain 2 Spell Points (SP). Using 1 Spell Point, you may cast any Spell you know. You regain used Spell Points after a Long Rest. Finally, you gain an additional +1 bonus on all Attack and Damage rolls while transformed per your 1st Level Ability.
At 3rd Level, you begin to follow an ancient druidic path. You may choose one of the options below.
At 4th Level, you may gain one of the options below. Also, you gain an additional +1 bonus on all Attack and Damage rolls while transformed per your 1st Level Ability.
At 5th Level, the magic of your ancient path aides you. You gain the option below that matches the path you took at 3rd Level.
At 6th Level, you may gain one of the options below. Also, you gain an additional +1 bonus on all Attack and Damage rolls while transformed per your 1st Level Ability.
At 7th Level, your ancient path teaches new knowledge. You gain the option below that matches the path you took at 3rd Level.
At 8th Level, you may gain one of the options below. Also, you gain an additional +1 bonus on all Attack and Damage rolls while transformed per your 1st Level Ability.
At 9th Level, your ancient path comes to an end. You gain the option below that matches the path you took at 3rd Level.
At 10th Level, nature itself begins to recognize your druidic knowledge. A group of 1d10 + 20 Nature Spirits seek you out and offer to aide you by creating a Grove or a place of Primal Power. Details for both options are below.
Magic Items
Magic Items in Dungeon! are handled however the GM wishes to. If your setting is low magic, simply don't give out Magic Items often. If your setting is high magic, go nuts.
Be warned, however. Many new GMs will often flood their games with Magic Items and then complain when it breaks the game. Don't be that guy. Just use your brain and only give Magic Items if it actually makes sense to. The same thing goes for designing Magic Items. If you think its overpowered, it probably is. That doesn't mean you can't put it in your game, but know that if you make your bed you must lie in it. Don't be the GM who puts an OP Magic Item into their game only to take it away later.
All that being said, the Magic Items I have put into Dungeon! were all designed to be balanced in some way. Use these Magic Items as guidelines when creating your own if you wish to avoid making Magic Items that might break your game.
Consumable Magic Items
These types of Magic Items may only be used once. This includes things like Potions, Scrolls, etc. All Consumable Magic Items require an Action to use (aside from Ammo and Rope), just like normal Consumable Items.
Templates
Magical Accessories
These types of Magic Items are primarily small objects, such as Rings, Boots, Helmets, Cloaks, etc. Use logic when wearing these Magic Items. For example, a magical Scarf could easily be worn with a magical Necklace, but two magical Helmets couldn't be worn at once. Finally, all of the options below may be mixed and matched to your desires. Be careful, as more than 3 options may be too powerful.
Magical Armor
These Magic Items are simply Armor or Shields that have additional magical effects. Just like normal Armor, two sets of Magical Armor cannot logically be worn at the same time. Finally, all of the options below may be mixed and matched to your desires. Be careful, as more than 3 options may be too powerful.
Magical Weapons
These Magic Items are simply Weapons that have additional magical effects. Otherwise, they act just like normal Weapons. Finally, all of the options below may be mixed and matched to your desires. Be careful, as more than 3 options may be too powerful.
These Magic Items are specifically designed to allow their wielders to Cast Spells they normally couldn't. Each Magic Item of this type has a set number total of uses, rolled by the GM when the Item is acquired. Once it has been all used up, the Item loses its magical power and becomes mundane.
Templates
Magic Item Randomization
When you wish to randomly award Magic Items, a simple way to do so is to roll 1d6. On a 1 or 2, choose a Consumable Magic Item. On a 3, choose a Magical Accessory. On a 4, choose a Magical Armor. On a 5, choose a Magical Weapon. On a 6, choose a Staff, Wand, or other Casting Focus. Instead of choosing which Item to grant, you may also choose to roll on the d20 tables below.
1
+1 Ammo
2
3
+2 Ammo
4
+3 Ammo
5
Antidote
6
Greater Firebomb
7
Greater Healing Potion
8
9
10
Greater Holy Water
11
Greater Poison
12
Potion of Cure Disease
13
Potion of Magic
14
Potion of Might
15
Potion of Resilience
16
Potion of Rest
17
Regenerative Rope
18
Potion (Any Spell)
19
Scroll (Any Spell)
20
Tome (Any Spell)
1
Aptitude (bonus equal to 1d3)
2
3
Amulet of Immunity
4
Bag of Holding
5
Boots of Leaping
6
Boots of Water Walking
7
Cloak of Camouflage
8
Cockatrice Charm
9
Crown of Light
10
Gauntlets of Ogre Power
11
Handwraps of Might (bonus equal to 1d3)
12
Helm of Telepathy
13
Medal of Courage
14
Ring of Spell Absorption
15
Ring of Elemental Resistance
16
Ring of Healing
17
Ring of Power
18
Ring of Protection
19
Scarf of Tangling
20
Scribe’s Spectacles
1
Shield (bonus equal to 1d3)
2
Light Armor (bonus equal to 1d3)
3
Medium Armor (bonus equal to 1d3)
4
Heavy Armor (bonus equal to 1d3)
5
Armor of Toughness (Light)
6
Armor of Toughness (Medium)
7
Armor of Toughness (Heavy)
8
Aquatic Armor (Light)
9
Aquatic Armor (Medium)
10
Aquatic Armor (Heavy)
11
Climber’s Armor (Light)
12
Climber’s Armor (Medium)
13
Climber’s Armor (Heavy)
14
Elemental Resistance (Shield)
15
Elemental Resistance (Light)
16
Elemental Resistance (Medium)
17
Elemental Resistance (Heavy)
18
Mithril or Silvered Armor (Medium)
19
Mithril or Silvered Armor (Heavy)
20
Sentinel Shield (bonus equal to 1d4 - 1)
1
Weapon (bonus equal to 1d3)
2
3
4
+3 vs. Animals
5
+3 vs. Casters
6
+3 vs. Dragons
7
+3 vs. Dwarves
8
+3 vs. Elves
9
+3 vs. Orcs
10
+3 vs. Regenerative
11
+3 vs. Shapeshifters
12
+3 vs. Undead
13
Arcing
14
Burning
15
Chilling
16
Detecting
17
Draining
18
Mithril or Silvered
19
Radiant
20
Sentient (Ego equal to 1d3)
1
Foci (bonus equal to 1d3)
2
3
4
Crystal Focus
5
Druidic Totem
6
Holy Symbol
7
Occult Object
8
Focus (Any Spell)
9
10
11
12
13
14
Wand (Any Spell)
15
16
17
18
Staff (Any Spell)
19
20
Hi everyone! I will be attending Austi-Con 2024 ! I will be hosting multiple Dungeon! One Shots on Day 2 of the event (Saturday at 10 AM , ...