Friday, October 28, 2022

[CLASS] Dungeon! - The Sanguinist - (Happy Halloween!)

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.

  • Bloodrager: When you Attack, you may use this ability to unleash yourself into a raging bloodlust. While raging, you deal +1 Damage and take -1 Damage. You take at least 1 Damage. This state will persist until combat ends, and it will not function out of combat. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Cannibal: You gain a special Unarmed Attack that uses your teeth/mouth and that deals 2d4 Damage. Once per combat when you deal Damage using this Unarmed Attack, you may Heal yourself for a value of HP equal to the total Damage dealt.
  • Flagellant: When you take Damage, you may choose to gain the Affliction Bleed 2. While you have the Bleed Affliction, you may cause the Affliction Bleed 2 to targets you deal Damage to.
  • Hemomancer: You gain the ability to Cast Spells. You learn 2 Spells 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.
  • Martyr: Once per combat when you take Damage, you may Heal yourself or a target that can see or hear you for a value of HP equal to half of the Damage taken.


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.

  • Bloodrager: Instead of dealing +1 Damage and taking -1 Damage while raging, you now deal +2 Damage and take -2 Damage.
  • Cannibal: Out of combat, you may use 10 minutes to feast upon a fresh corpse (i.e., a creature that has been dead for 1 or fewer hours). After completing this feast, you gain the benefits of a Long Rest. Once you have used this ability, 72 or more hours must pass before you may use it again.
  • Flagellant: Once per combat when you cause the Bleed Affliction (either to yourself or another target), you may choose 1 creature that can see or hear you and cause that creature to gain the Affliction Afraid 2.
  • Hemomancer: You gain 2 additional Spell Points and learn 2 additional Spells.
  • Martyr: You may Cast the Spell Heroism without the need for a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.


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.

  • Bloodrager: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Cannibal: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Flagellant: Twice per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Hemomancer: When you Cast a Spell that deals Damage or provides Healing, you may take 1d4 Damage to cause the Spell to deal an additional 1d12 Damage or provide an additional 1d12 Healing.
  • Martyr: You may use your 3rd Level Martyr ability once per Round instead of only once per combat.


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.

  • Monument: Your cult builds the Monument in a valid location over the course of 50 days. Once completed, you will lead rituals at this Monument and these Sanguinists will follow your commands, even to the death. Once up and running, you may perform rituals at the Monument, with each ritual being considered a standard Downtime activity. Each time you perform a ritual, you must ritualistically kill a sentient creature. Once completed, the ritual will fully Heal yourself, your cultists, and up to 5 allies.
  • Spread Cult: Your cult travels the world, spreading your influence. Every settlement you enter from this point on contains 1d4 - 1 members of your cult. If a settlement has 0 cultists, it has another chance to contain cultists the next time you visit after 30 days have passed. Whenever you arrive in a settlement containing your cultists, they will seek you out in secret and offer to do your bidding. These cultists are each a random type of Henchman or Hireling, but each also has a 1-in-6 chance of being a 1st Level Sanguinist. They prefer to work for you in secret and prefer to not leave their settlement, but they will provide you with their Henchman or Hireling services free of charge. If your commands violate these preferences, they roll Morale with Advantage, leaving the cult if they fail.

Friday, September 16, 2022

[CLASS] Dungeon! - The Swashbuckler


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.

  • Charmer: Outside of combat, you may speak with a non-hostile creature over the course of 10 minutes. At the end of this time, you may roll a Charisma Skill Check. If you succeed, the target is Charmed per the Charm Spell. Once you have attempted to use this ability, you must finish a Short Rest before you may attempt to use it again.
  • Defensive: You gain +1 AC.
  • Duelist: You may use this Ability to dodge a non-Critical Hit Attack. You must use this Ability before the Damage is announced, and you may only use this Ability once per Combat.
  • Gunslinger: You ignore the Load attribute of Ranged Weapons, with Ammo being reloaded automatically for each Attack.
  • Offensive: You deal +1 Damage with Weapons.
  • Silver Tongue: When you attempt Skill Checks to Demoralize or Taunt targets, you have Advantage.


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.

  • Charmer: When you attempt to use your 3rd Level Charmer ability, you now always succeed.
  • Defensive: You gain +1 additional AC.
  • Duelist: When you dodge an Attack using your 3rd Level ability, you may also attempt a single Weapon Attack.
  • Gunslinger: Once per combat when you hit a target using a Ranged Attack, you may disarm them of one Item that they are wielding, such as a Shield or a Weapon.
  • Offensive: You deal +1 additional Damage with Weapons.
  • Silver Tongue: When you succeed on Skill Checks to Demoralize or Taunt targets, you cause the Affliction Afraid 3 (Demoralize) or Provoked 3 (Taunt), and the target takes 1d6 Psychic Damage.


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.

  • Captain: Your predecessor gifts you their ship and their crew, consisting of a Ship (Large), 1d10 + 15 Mercenaries, 1d10 + 15 Crewman, 5 Laborers, 3 Craftsman, and 1 Doctor. Details for these may be found in the Vehicle and Henchman Rules, respectively. Unlike normal, you do not need to pay these Henchman/Hirelings daily. So long as you continue to employ, feed, and respect them, they require no payment. Finally, you and your allies may successfully rest upon your ship in half the normal time due to its accommodations.
  • Pirate King: Your predecessor grants you control over their "business operations." Each day of Downtime you spend managing this business from a coastal town, you generate 6d6 Gold. On days you do not manage the business, you still generate 3d6 Gold. Also, while you do not command your own ship, you may seek free passage via any ship within your fleet. Finally, you and your allies may successfully rest upon these ships in half the normal time due to their accommodations.

Monday, August 29, 2022

[NEW MANEUVERS] Dungeon! - New Maneuvers 8/29/22

Below is a list of new Maneuvers I have added to Dungeon! Details for these Maneuvers may be found in the Core Rules.
  • Disarm
  • Glory Kill
  • Study Opponent

Thursday, August 18, 2022

[NEW SPELLS] Dungeon! - New Spells 8/18/22

Below is a list of new Spells I have added to Dungeon! Details for these Spells may be found on the Core Spell List.

  • Revitalize
  • Shackle
  • Tongues
  • Zap

Sunday, July 31, 2022

[NEW SPELLS] Dungeon! - New Spells 7/31/22

Below is a list of new Spells I have added to Dungeon! Details for these Spells may be found on the Core Spell List.

  • Hemorrhage
  • Jump
  • Magic Lock
  • Push
  • Stun

Friday, July 22, 2022

[CLASS] Dungeon! - The Pact-Keeper

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.

  • Angel: You may use this ability to Cast the Spell Bless or Heal without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Demon: You may use this ability to Cast the Spell Bane or Drain without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Dragon: You may use this ability to Cast the Spell Fear or Fire Breath without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Eldritch: You may use this ability to Cast the Spell Dark Tentacle or Phantasm without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Fairy: You may use this ability to Cast the Spell Charm or Hilarity without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Giant: You may use this ability to Cast the Spell Earthquake or Ward without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Nature Spirit: You may use this ability to Cast the Spell Grasping Vine or Thorns without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.
  • Spider Queen: You may use this ability to Cast the Spell Sting or Web without using a Spell Point. Once you have used this ability, you must finish a Short Rest before you may use it again.


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.

  • Angel: You have been chosen by the gods above. When you would die, you may use this ability to remain at 1 HP instead. Once you have used this Ability, you must finish a Long Rest before you may use it again.
  • Demon: Your skin has hellish resilience. When you take Damage, you take -2 Damage. You take at least 1 Damage.
  • Dragon: You may fly short distances, growing draconic wings when you do so. You may fly for up to 10 minutes per Long Rest.
  • Eldritch: Your gaze is unsettling. You have Advantage on Skill Checks to cause the Afraid Affliction or intimidate others. Also, you cause 1 additional stage of the Afraid Affliction each time you cause it.
  • Fairy: Your mind is immune to magical trickery. You are Immune to the Spells Charm, Hilarity, Illusion, Phantasm, and Sleep.
  • Giant: You may occasionally grow in size and strength. For 1 minute, you may double in size, gaining Advantage on Skill Checks relating to physical strength and gaining Advantage on Damage rolls. Once you have used this Ability, you must finish a Short Rest before you may use it again.
  • Nature Spirit: Your body regrows like a plant. Whenever you are Healed, you gain an additional 2d4 Healing.
  • Spider Queen: You are Immune to the Poisoned Affliction, and you may climb walls and ceilings like a spider.


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.

  • Altar: You are sought out by 1d6 + 10 1st Level Pact-Keepers who follow your same patron. They will build the Altar in a valid location over the course of 25 days. Once completed, you will lead rituals at this Altar and these Pact-Keepers will follow your commands, as long as they do not violate your patron. Once up and running, you may perform ritual sacrifices at the Altar, with each ritual being considered a standard Downtime activity. Your patron blesses you with a certain benefit depending on the type of sacrifice performed:
    • Blood Sacrifice: You may decrease your Maximum HP by 10 for 24 hours. For the same amount of time, your Maximum Spell Points are increased by 5.
    • Human Sacrifice: If you ritualistically kill a sentient creature, you gain 6d6 Gold.
    • Sacrificial Tithe: For every 1 Gold of value sacrificed, you may fully Heal yourself or a nearby target.
  • Vessel: You may occasionally become a Vessel for your patron. As an Action, you may begin to channel your patron. For the next minute, you take -5 Damage (you take at least 1 Damage), you deal +5 Damage, and you provide +5 Healing. Additionally, you cannot die during this time. You can still be reduced to 0 HP, but you will remain alive and continue to fight. If you are still at 0 HP when the minute ends, you will then die as normal. Once you have used this ability, you must finish 5 Long Rests before you may use it again.

Wednesday, July 20, 2022

[MECHANICS] Dungeon! - Henchmen & Hirelings

Henchmen & Hirelings

Unlike Player Characters, Henchmen and Hirelings have certain restrictions. For one, they require daily pay. The Pay Stat in their Stat Block lists their rate of daily pay.

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

  • Guard - CR = Rank - - - Encumbrance: 20 - - - Pay: 5 Silver per Rank per Day
    • HP: 6 per Rank
    • AC: 13 (w/ Heavy Armor; can wear any Armor)
    • AB: +1 per Rank
    • Damage: 1d8 (w/ Spear), 1 Free Action Attack each Turn if Rank 5
    • Special: Guards will fight alongside their employers, but they prefer stationary work protecting settlements and strongholds. At the end of each week, any Guard not assigned to stationary work must roll Morale.
    • Save: 15
    • Skills: Listen (2-in-6)
  • Mercenary - CR = Rank + 2 - - - Encumbrance: 20 - - - Pay: 1 Gold per Rank per Day
    • HP: 8 per Rank
    • AC: 14 (w/ Medium Armor + Shield; can wear any Armor)
    • AB: +2 per Rank
    • Damage: 1d8 (w/ Battle Axe), 1 Free Action Attack each Turn if Rank 3 or higher
    • Special: Mercenaries will fight alongside their employers. They have no specific work preferences, but they are not as loyal as Knights. Mercenaries value Gold and self-preservation over all else.
    • Save: 14
    • Skills: Agility (2-in-6), Strength (2-in-6)
  • Knight - CR = Rank + 2 - - - Encumbrance: 20 - - - Pay: 2 Gold per Rank per Day
    • HP: 10 per Rank
    • AC: 15 (w/ Heavy Armor + Shield; can wear any Armor)
    • AB: +2 per Rank
    • Damage: 1d8 (w/ Longsword), 1 Free Action Attack each Turn if Rank 3 or higher
    • Special: Knights seek battle and to fight alongside their employers. They are willing to fight to the death, and they have Advantage on Morale rolls. At the end of each week, any Knight that has not seen combat in the past week must roll Morale.
    • Save: 13
    • Skills: Charisma (2-in-6), Strength (3-in-6)

Specialized Henchmen

  • Magic-User - CR = Rank - - - Encumbrance: 10 - - - Pay: 3 Gold per Rank per Day
    • HP: 4 per Rank
    • AC: 11 (w/ Light Armor; can only wear Light Armor)
    • AB: +1 per Rank
    • Damage: 1d6 (w/ Dagger), 1 Free Action Attack each Turn if Rank 5
    • Spells: 1 Spell Point per Rank. Knows 1 Spell per Rank from the d10 list below:
      1. Bookspeak
      2. Counter Spell
      3. Detect
      4. Fireball
      5. Invisibility
      6. Light
      7. Lorespeak
      8. Magic Missile
      9. Sleep
      10. Ward
    • Special: Magic-Users seek knowledge and to explore alongside their employers. They are willing to fight to the death for this knowledge, and they have Advantage on Morale rolls. At the end of each week, any Magic-User that has not found any sort of arcane knowledge or Item in the past week must roll Morale.
    • Save: 12
    • Skills: Knowledge (3-in-6), Languages (2-in-6)
  • Priest - CR = Rank - - - Encumbrance: 15 - - - Pay: 2 Gold per Rank per Day
    • HP: 6 per Rank
    • AC: 12 (w/ Medium Armor; can wear Light or Medium Armor)
    • AB: +1 per Rank
    • Damage: 1d8 (w/ Mace), 1 Free Action Attack each Turn if Rank 5
    • Spells: 1 Spell Point per Rank. Knows 1 Spell per Rank from the d8 list below:
      1. Bane
      2. Bless
      3. Fear
      4. Heal
      5. Heroism
      6. Holy Weapon
      7. Light
      8. Revive
    • Special: Priests seek holy relics and to explore alongside their employers. They are willing to fight to the death for these holy relics, and they have Advantage on Morale rolls. At the end of each week, any Priest that has not found any sort of holy relic or information in the past week must roll Morale.
    • Save: 13
    • Skills: Languages (2-in-6), Medicine (3-in-6)
  • Specialist - CR = Rank - - - Encumbrance: 10 - - - Pay: 1 Gold per Rank per Day
    • HP: 4 per Rank
    • AC: 11 (w/ Light Armor; can only wear Light Armor)
    • AB: +2 per Rank
    • Damage: 1d6 (w/ Dagger), 1 Free Action Attack each Turn if Rank 5
    • Special: Specialists simply seek treasure and wealth. However, they do value self-preservation. At the end of each week, any Specialist that has not found any sort of treasure in the past week must roll Morale.
    • Save: 12
    • Skills: Agility (3-in-6), Listen (3-in-6), Search (3-in-6), Stealth (3-in-6), Thievery (3-in-6); Specialists also gain +1 Skill Pip to assign for each Rank they gain above 1.


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.

  • Accountant - - - Pay: 1 Gold per Day
    • Special: Accountants will not accompany their employers on adventures, instead investing funds for their employer in the local economy. For every day an Accountant is paid to work, they generate 1d4 - 1 Gold.
    • Skills: Knowledge (2-in-6)
  • Craftsman - - - Pay: 5 Silver per Day
    • Special: Craftsman will not accompany their employers on adventures, instead specializing in 1 specific craft (such as Alchemy, Blacksmithing, etc.). For every day a Craftsman is paid to work, they generate 1 Item related to their craft. The GM may require the Craftsman to be supplied with additional Coin or ingredients to craft certain Items.
    • Skills: Strength (2-in-6)
  • Crewman - - - Pay: 3 Silver per Day
    • Special: Crewman specialize in driving wagons, manning ships, and other Vehicle related jobs. Also, they will care for Beasts of Burden and Mounts. Finally, when attempting to repair a Vehicle, they automatically succeed on the Skill Check.
    • Skills: Survival (2-in-6)
  • Doctor - - - Pay: 1 Gold per Day
    • Special: Doctors are trained in medicine but lack magical ability. While they won't engage in combat, Doctors are willing to travel alongside their employers, offering their services. Below are the services a Doctor may provide.
      • Over 10 minutes... A Doctor may apply a Bandage with no risk of failure.
      • Over 1 hour... A Doctor may increase the Short Rest Healing of up to 5 nearby targets by 1d4.
      • Over 8 hours... A Doctor may increase the Long Rest Healing of up to 5 nearby targets by 5.
      • Over a full day... A Doctor may cure 1 nearby target of a single Sickness of Disease.
      • Over a full day... A Doctor may create and install a prosthetic onto a single target. The prosthetic will allow the target to function as normal, but permanently reduces the target's Maximum HP by 5.
    • Skills: Medicine (3-in-6)
  • Laborer - - - Pay: 1 Silver per Day
    • Special: Laborers will not accompany their employers on adventures, instead performing grunt-work at certain locations. If you want something built, moved, or excavated, Laborers are your best bet.
    • Skills: Strength (2-in-6)
  • Manager - - - Pay: 7 Silver per Day
    • Special: Managers can be put in charge of up to 10 other Henchmen or Hirelings. Each Henchman or Hireling managed by them has their Pay reduced by a value of 1 Silver. Henchmen and Hirelings may not be managed by more than one Manager at a time.
    • Skills: Charisma (2-in-6)
  • Torchbearer - - - Encumbrance: 10 - - - Pay: 3 Silver per Day
    • HP: 5
    • AC: 15
    • AB: +0
    • Damage: N/A, Hirelings will never Attack
    • Special: Torchbearers craft 4 Torches after a Long Rest, or they may instead find 1 Flask of Oil. Also, Torchbearers will avoid fleeing from combat unless ordered otherwise. However, the most a Torchbearer will do in combat is provide the actual fighters with light.
    • Save: 15
    • Skills: Agility (2-in-6)

Dungeon! YouTube Channel

Hi everyone! I'm happy to announce that I have launched an official YouTube Channel featuring content for Dungeon! In the coming weeks ...