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)

Tuesday, July 19, 2022

[NEW SPELLS] Dungeon! - New Spells 7/19/22

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

  • Bookspeak
  • Color Spray
  • Dark Tentacle
  • Earthquake
  • Heroism
  • Lorespeak

Monday, July 18, 2022

[MECHANICS] Dungeon! - Beasts of Burden, Mounts, and Vehicles

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

  • Donkey - 1 CR - - - Encumbrance: 15 - - - Riders: 1 - - - Cost: Low
    • HP: 10
    • AC: 11
    • AB: +1
    • Damage: 1d6 + 1
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Tough (This creature has 5 additional HP. This is already accounted for in its Stats.)
    • Save: 15
    • Skills: N/A
  • Ox - 3 CR - - - Encumbrance: 25 - - - Riders: 1 - - - Cost: High
    • HP: 20
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Tough (This creature has 5 additional HP. This is already accounted for in its Stats.)
    • Save: 14
    • Skills: N/A
  • Mule - 2 CR - - - Encumbrance: 20 - - - Riders: 1 - - - Cost: Moderate
    • HP: 15
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Tough (This creature has 5 additional HP. This is already accounted for in its Stats.)
    • Save: 14
    • Skills: N/A

Mounts
  • Camel - 3 CR - - - Encumbrance: 15 - - - Riders: 1 or 2 - - - Cost: High
    • HP: 15
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Mount (This creature grants its rider 3 extra Movement Points per day.); Desert-Dweller (This creature does not have its movement impeded by sand and it cannot become dehydrated or Exhausted due to dry or hot environments.)
    • Save: 14
    • Skills: N/A
  • Riding Horse - 3 CR - - - Encumbrance: 10 - - - Riders: 1 or 2 - - - Cost: Moderate
    • HP: 15
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Mount (This creature grants its rider 3 extra Movement Points per day.)
    • Save: 14
    • Skills: N/A
  • War Horse - 5 CR - - - Encumbrance: 15 - - - Riders: 1 or 2 - - - Cost: High
    • HP: 30
    • AC: 15
    • AB: +5
    • Damage: 1d6 + 5, 1 Free Action Attack each Turn
    • Special: Mount (This creature grants its rider 3 extra Movement Points per day.); Tough (This creature has 5 additional HP. This is already accounted for in its Stats.)
    • Save: 13
    • Skills: N/A

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. 

  • Riding Saddle: The wearer provides its rider with a further 2 additional Movement Points per day.
  • Saddlebags: The wearer has an additional +5 Encumbrance. Saddlebags may also be placed on Beasts of Burden, unlike other Mount Equipment.
  • Light Mount Armor: The wearer has +1 AC and +5 Maximum HP, but it provides its rider with 1 less extra Movement Point.
  • Medium Mount Armor: The wearer has +2 AC and +10 Maximum HP, but it provides its rider with 2 less extra Movement Points.
  • Heavy Mount Armor: The wearer has +3 AC and +15 Maximum HP, but it doesn't provide its rider with extra Movement Points.

Vehicles

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

  • Hand-Cart - - - Encumbrance: 10 - - - Riders: None - - - Cost: Low
  • Pull-Cart - - - Encumbrance: 25 - - - Riders: 1 to 4 - - - Cost: Moderate
    • Special: Buggy (If pulled by a Beast of Burden, +1 Movement Points. If pulled by a Mount, +2 Movement Points.)
  • Wagon - - - Encumbrance: 50 - - - Riders: 1 to 6 - - - Cost: High
    • Special: Buggy (If pulled by a Beast of Burden, +1 Movement Points. If pulled by a Mount, +2 Movement Points.)
Sea Vehicles

Note: Ships often list more than 1 Rider as a baseline. This is because most ships require a minimum number of crew members to function. For example, a Medium Ship needs at least 3 Riders, otherwise it will be dead in the water.
  • Raft - - - Encumbrance: 10 - - - Riders: 1 - - - Cost: Low
    • Special: Dinghy (This Vehicle only uses 2 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 4 MP.)
  • Rowboat - - - Encumbrance: 25 - - - Riders: 1 to 3 - - - Cost: Moderate
    • Special: Dinghy (This Vehicle only uses 2 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 4 MP.)
  • Ship (Small) - - - Encumbrance: 100 - - - Riders: 1 to 10 - - - Cost: Extreme, at least 2,500 GP
    • Special: Sailboat (This Vehicle only uses 1 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 3 MP.)
  • Ship (Medium) - - - Encumbrance: 250 - - - Riders: 3 to 30 - - - Cost: Extreme, at least 10,000 GP
    • Special: Sailboat (This Vehicle only uses 1 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 3 MP.)
  • Ship (Large) - - - Encumbrance: 500 - - - Riders: 10 to 100 - - - Cost: Extreme, at least 25,000 GP
    • Special: Sailboat (This Vehicle only uses 1 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 3 MP.)

Sunday, July 17, 2022

[CLASS] Dungeon! - The Bard

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.

  • Composer: The bonuses provided by your 1st Level Ability increase from +1 to +2.
  • Dancer: While you are performing per your 1st Level Ability, you have +5 AC.
  • Jester: When you attempt Skill Checks to Demoralize or Taunt targets, you have Advantage.
  • Magician: You learn 3 additional Spells.
  • Soloist: You gain +2 AC and you deal +2 Damage with Weapons.

At 4th Level, you may gain one of the options below.

  • You gain 1 additional Spell Point and +1 AB.
  • You gain 1 additional Spell Point and +2 Skill Pips.
  • You gain 2 additional Spell Points.

At 5th Level, your performance enhances your combat. You gain the option below that matches the path you took at 3rd Level.
  • Composer: On your Turn, you may direct an ally who can see or hear you, allowing them to attempt a single Weapon Attack. You may only use this Ability once per Round.
  • Dancer: When an Attack roll misses you, you may attempt a single Weapon Attack. You may only use this Ability once per Round.
  • Jester: When you successfully Demoralize or Taunt a target, you may use 1 Spell Point to Heal yourself or an ally that can see or hear you for 2d6 HP. Alternatively, you may attempt a single Weapon Attack instead.
  • Magician: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.
  • Soloist: Once per Round and on your Turn, you may attempt a single Weapon Attack as a Free Action.

At 6th Level, you may gain one of the options below.

  • You gain 1 additional Spell Point and +1 AB.
  • You gain 1 additional Spell Point and +2 Skill Pips.
  • You gain 2 additional Spell Points.


At 7th Level, your performance aides you further. You gain the option below that matches the path you took at 3rd Level.
  • Composer: You regain the use of your 1st Level Ability whenever you finish a Short or Long Rest, instead of only regaining its use when you finish a Long Rest.
  • Dancer: While you are performing per your 1st Level Ability, you have Advantage on Saves.
  • Jester: Whenever you finish a Long Rest, choose 3 Skills. You have Advantage on those Skills until you finish another Long Rest.
  • Magician: Whenever you finish a Short or Long Rest, you may swap out one Spell you know with a different one.
  • Soloist: You gain an additional +2 AC and you deal an additional +2 Damage with Weapons.


At 8th Level, you may gain one of the options below.

  • You gain 1 additional Spell Point and +1 AB.
  • You gain 1 additional Spell Point and +2 Skill Pips.
  • You gain 2 additional Spell Points.


At 9th Level, you master your style of performance. You gain the option below that matches the path you took at 3rd Level.
  • Composer: You may now use your 5th Level Composer Ability twice per Round.
  • Dancer: You may now use your 5th Level Dancer Ability twice per Round.
  • Jester: Whenever you use a Spell Point, you may grant an ally within Short Range a 1d12 bonus die. They may use this bonus die once during the next 10 minutes, adding it onto an Attack Roll, Damage Roll, Save, or Skill Check. Each of your allies may only have one of these bonus dice at a time.
  • Magician: You deal +5 Damage with Spells.
  • Soloist: 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 renown performer. The old Court Jester of local Royalty or the leader of a local Performer's Guild seek you out, each making you an offer. You may either take up the mantle of the old Court Jester, or you may join the Performer's Guild. Details for both options are below.
  • Court Jester: The old Court Jester puts in a good word with local royalty and arranges for you to take their place as soon as possible. Once you have taken their place, you will receive 3d6 Gold per day as a stipend and you will be gifted a home to live in at the nearest royal castle, stronghold, city, etc. The royalty you perform for takes quite a shine to you, treating you like one of the family. Finally, you and your allies may successfully rest within your home in half the normal time due to its accommodations.
  • Performer's Guild: You join the local Performer's Guild, and you are welcomed with open arms. While you do not own the Guild, you have immense sway over its decisions due to your renown. For each Day of Downtime you spend at the Guild, you generate 6d6 Gold of profit for yourself. Finally, you and your allies may successfully rest within the Guild in half the normal time due to its accommodations.

[MECHANICS] Dungeon! - Simple Encumbrance


Thoughts on Encumbrance

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.

Dungeon! YouTube Channel

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