Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Discworld Unearthed Arcana For 5Th Edition DND: Ideas Taken From Terry Pratchett'S Discworld Series

You are on page 1of 18
At a glance
Powered by AI
The document describes potential character classes and subclasses for a Discworld-themed Dungeons and Dragons campaign, including Barbarians, Bards, Clerics, Druids, and more.

Barbarians, Bards, Clerics, Druids, and the Witch subclass for Druids are described.

The Circle of the Witch subclass allows Druids to borrow animal minds and gain spellcasting abilities related to their connection to nature.

Discworld Unearthed Arcana for 5th

Edition DnD
Ideas taken from Terry Pratchett's Discworld series
by 3A
V1.3
Discworld Classes
Barbarians Borrowing
When you choose this circle at 2nd level, instead of turning
Barbarians are found in the less-civilized portions of into an animal, you can borrow an animal's mind. As an action,
Discworld. They enjoy the freedoms of open plains and you can cast locate animals or plants without using a spell
steppes. Barbarian adventurers can be found all over, as they slot. You then choose one affected beast that is not hostile to
loot and pillage to seek their fortune. Legend has it that a you. Instead of assuming the shape of the beast, you see
band of old, battle-hardened barbarians once got mad at the through the beast's eyes and hear what it hears, and continue
gods and nearly destroyed them all... to do so until you use your bonus action to return to your
normal senses, or until you have spent a number of hours
Bards equal to half your druid level, rounded down, seeing through
the beast's eyes. While perceiving through the beast's senses,
Discworld legend has it that the universe came into existence you gain the benefits of any special senses possessed by that
with a power chord. Music has a primordial power that creature. You may also cast suggestion on the beast at will for
hypnotizes the listener and the musician. Few bards actually the duration. Your body is unconscious for the duration. If the
exist, though. Most have come into possession of a rare animal dies while you are borrowing it then the effect ends
instrument from a mysterious shop that didn't exist yesterday early.
and won't exist tomorrow. Consult your DM if you can play a
bard. Circle Spells
Your mystical connection to the land infuses you with the
Cleric ability to cast certain Spells. At 3rd, 5th, 7th, and 9th level you
gain access to circle Spells connected to your training as a
Faith in Discworld is a two-way street. Gods feed on belief and Witch.
become stronger and more powerful the more people believe Once you gain access to a circle spell, you always have it
in and worship them. A single cleric of a small god can prepared, and it doesn’t count against the number of Spells
increase a god's following and therefore the god's and the you can prepare each day. If you gain access to a spell that
cleric's power from a trickle to a typhoon. A cleric can either doesn’t appear on the druid spell list, the spell is nonetheless a
choose to worship the established gods of Discworld provided druid spell for you.
at the end of the guide or can create their own god and
worship them. Druid Level Circle Spells
3rd hex, suggestion
Druid 5th bestow curse, fear
Druids exist in the forested areas of Discworld and rarely seek 7th compulsion, dominate beast
out civilizations. One can play a Druid of a circle that already
exists or use the following Witch subclass. 9th dominate person, scrying

Circle of the Witch Headology


Witches are found throughout the Ramtops as local women Starting at 6th level, whenever you cast a spell of 1st level or
who use their connection to the natural world to act as higher that restores hit points to a creature other than you, the
caretakers for a village or region. Few witches are evil, but the creature regains additional hit points equal to half your
most prefer to have their subjects fearful of them in order to Charisma modifier, rounded up (minimum of 0). The save DC
maintain respect. Witches employ a philosophy called of any enchantment or illusion spell that you cast is increased
Headology, which states that what a person believes is real, is by half your Charisma modifier, rounded up (minimum of 0).
real. Reputation
  By 10th level, you have acquired a greater presence. You gain
proficiency in Charisma saving throws, and you gain
proficiency in any two Charisma-based skills. If you already
have proficiency in that skill, your proficiency bonus is
doubled for that skill.
Untouchable
Beginning at 14th level, your reputation precedes you. At the
end of a Long Rest, you gain the effect of a sanctuary spell
that lasts until the start of your next Long Rest (the spell can
end early as normal). The saving throw DC for the spell equals
8 + your Charisma modifier + your proficiency bonus.
The Fighting Monks of the Order of Wen, also called History
Fighter Monks or the Men in Saffron, guard history from those who
Fighters are found throughout Discworld, often as elite seek to destroy it. Quite literally, in fact. They guide history
soldiers or guardsmen. Mercenaries often flock to areas torn along its path and try to prevent evildoers from breaking or
by constant war, like the dueling duchies of Borogravia and stopping time. They aren't always quite successful, so they
Zlobenia. One can play a standard Fighter archetype or use also put history back together again from time to time.
the following Elite Watchman archetype that the Ankh- Time Slice
Morpork Watch's members represent. You learn to slow down time around you. Starting when you
choose this tradition at 3rd level, you can spend 1 ki point to
Watchman gain an extra bonus action or an extra reaction that lasts until
Those that are an archetypal watchman have honed their the beginning of your next turn. You may only use the extra
skills as policemen to the limit. They survived rougher times bonus actions to make an unarmed strike or to use the Patient
where the rule of law wasn't as prevalent and have emerged Defense or Step of the Wind features. You can only use this
with street smarts and a sixth sense for danger. feature once per turn during your action. If you are unable to
take actions or reactions then you may not use this feature.
Dirty Fighting At 6th level, you can spend 3 ki points to gain two extra
Beginning when you choose this archetype at 3rd level, you bonus actions or reactions. At 11th level, you can spend 5 ki
know how to exploit a foe's distraction. Once per turn, you can points to gain three extra bonus actions or reactions. At 17th
deal an extra 1d6 damage to one creature you hit with an level, you can spend 7 ki points to gain four extra bonus
Attack if you have advantage on the Attack roll. actions or reactions.
The amount of the extra damage increases as you gain
levels in this class: 2d6 at level 7, 3d6 at level 10, 4d6 at level History Monk
15, and 5d6 at level 18. You begin developing a limited foreknowledge. Starting at 6rd
level, you gain expertise in the History skill. You also learn the
Street Smarts guidance and resistance cantrips.
You have learned how to spot danger and lies. At 3rd level, you
gain proficiency in Perception and Insight. Way of the Sweeper
You have learned that sometimes the way to become most
Watchman's Shield inconspicuous is to become a menial sweeper. Beginning at
You gained the knack for noticing subtle changes in the level 11, you can force creatures to make an insight check
environment that forbodes danger. Starting at 7th level, you instead of a perception check against your stealth check. A
cannot be surprised while you are conscious. creature that has met you before has advantage on the insight
check. If the creature fails the check, they treat you as part of
Big Man He Up Down Very Sorry the scenery. You are functionally invisible to them. You remain
You strike like a viper when the time requires it. Starting at invisible in this way until you make an attack, cast a spell, or
10th level, if you spend at least 1 minute interacting with interact with them with more than a few words or gestures.
another creature outside of combat, you can make an
unarmed attack against the creature as a surprise attack if you Way of the Yeti
are within 5 feet of them. The attack gains a bonus to the You have learned how to save your progress in life. Beginning
attack and damage rolls equal to your wisdom modifier. at 17th level, you can spend 8 ki points as an action to create a
save point. Record your current hit points and conditions
Where's My Cow? affecting you. You teleport back to this point in an hour. When
You are an expert at spotting danger and lies. Starting at 15th you teleport, you replace your current hit points and
level, your proficiency bonus for Perception and Insight is conditions with the recorded ones. You lose all buffs and
doubled. debuffs you gained during this time. You must finish a Long
Rest before you can use this feature again. If you died during
Watchman's Aegis this hour, you return to the point alive, and you can't use this
You sense threats preternaturally. Starting at 18th level, no feature again for 7 days.
attack roll against you has advantage while you aren't
incapacitated. Paladin
Monk God worship is alive and well, and many gods grant their
followers some sort of powers. Not everyone actively worships
In the high valleys around the Hub's mountains, many a god, though. Being a paladin based on your own moral
spiritual groups reside and meditate. The Listening Monks, convictions in Discworld is common, too.
The Brothers of Cool, the Balancing Monks, the Yen
Buddhists, and the Fighting Monks of the Order of Wen are all
suitable origins for a monk. The Order of Wen is known by a
different name, and they practice unusual rituals. If you wish,
use the following monastic tradition for a History Monk.
Way of the Order of Wen
Ranger Variant Rules: Unstable Magic
True magical rangers are rare, but many hunters and Practicing as a Wizard is dangerous in Discworld. You may
lumberjacks exist in the forests and mountains that could use one or both of these rules when playing a wizard.
conceivably have some sort of magical attunement. Wild Magic Whenever you cast a spell of 1st level or higher,
roll a d20. If you roll a 1, roll on a Wild Magic Surge table,
found on page 104 of the Player's Handbook or found online
Rogue in many different forms.
Rogues have a long tradition in Discworld. The Thieves' guild Dungeon Dimensions Creatures from the Dungeon
and the Assassins' guild are well-established in many cities, Dimensions seek to break through to your reality. The DM
and nearly all rogues hail from one of these guilds. The keeps track of a dimension-spanning barrier between
Assassins' guild is noted to be highly lawful. Many guild dimensions that starts off at 20 hp. The barrier can only be
members join the public service of Ankh-Morpork as Dark damaged in the following way.
Clerks, who deal with the city's pressing policy issues. The Whenever you cast a spell of 1st level or higher, roll a d100.
Patrician of the city is notable for being a highly-accomplished If you roll a number equal to the spell level or lower, the DM
graduate of the guild. rolls a d20 on the following table.
d20 Incursion
Sorcerer 1-8 Faint chittering noises.
Sorcerers do not exist in Discworld. Sourcerors do exist, but 9- Perceptible chittering noises. Reduce the reality
they are catastrophically powerful, possessing power beyond 14 barrier's hp by 1.
the most accomplished wizard. Sorcerers cannot be played by
player characters. 15- Loud chittering noises. Reduce the reality barrier's hp
17 by 2.

Warlock 18-
Loud chittering noises. A creature from the dungeon
dimension escapes. Reduce the reality barrier's hp by
19
True warlocks are rare. Devils are the only ones known to 5.
have entered in pacts with humans. Fiend pacts are rare but A portal to the Dungeon Dimension is instantly torn
they exist. 20
open. The barrier is reduced to 0 HP.
Instead, Discworld has several anthromorphic
personifications of nature, such as Death, war, kaos, and time. When the portal is open, 1d4 dungeon dwellers(Appendix
If your DM allows it, you can be a child or employee of the A) escape every round. Each round, the DM rolls a d20. If the
fairies or a natural force, and use a patron appropriate to the roll is 16 or higher, then the portal closes and the barrier is
heritage. If you DM allows, you can choose Archfey if you have restored to 1 hp. The barrier regenerates 1 hp every 7 days.
elven heritage. If you are descended from Death, you might
choose Great Old One or Undying. When choosing this
option, think about how your parentage contributes to your
look. A child of death might have a lock of hair that is
permanently white, and a child of time might have a long-lost
twin that is actually you, born at a slightly different time.
Employees instead gradually take on features of their
employers.
Wizard
Wizards have a long tradition in Discworld as the only users
of arcane magic. A Wizard is the eighth son of an eighth son
of a human family. Most Wizards reside in one of several
magical universities throughout the Disc, and practice the arts
of mealtime. In Discworld, arcane magic is the most
dangerous, with a significant chance to rip the fabric of reality
and allow in creatures from the Dungeon Dimension.
 
Discworld Races
Golem Golem Traits
Dorfl stood stock-still, holding his cleaver and looking down at Golems share certain racial traits as a result of their
the ground. construction.
"Is it a troll made to look like a human?" whispered Cheery. Ability Score Increase. Your Strength score increases by 1
"Look at those eyes!" and your Constitution score increases by 2.
"It's not a troll," said Angua. "It's a golem. A man of clay. It's Age. You are ageless. You can be anywhere from 1 year old
a machine." to 60,000.
"It looks like a human!" Alignment. As golems are made from rules, you have a
"That's because it's a machine made for looking like a strong inclination towards the Lawful alignment. You are
human." typically neutral or good.
--Terry Pratchett, Feet of Clay Size. Golems are 5-7 feet tall and weigh between 350 and
600 pounds. Your size is Medium.
Robots Older than Civilization Speed. Your base walking speed is 30 feet.
Living Construct. Even though you were constructed, you
Golems are created by infusing a clay sculpture of a man with are a living creature. You are immune to disease, being
magic words in their head, called a chem. They obey the chem poisoned, and poison damage. You do not need to eat or
unfailingly. Most chems make the golem unfailingly follow breathe, but you can ingest food and drink if you wish.
orders given by their masters. They will continue to follow the Instead of sleeping, you can enter an inactive state for 4
order, without protest, payment, or rest, until they are told to hours each day. You do not dream in this state; you are fully
stop or are physically unable to. There are tales of a golem aware of your surroundings and notice approaching enemies
tasked with delivering a message to an extinct civilization and other events as normal.
waiting until the cycle of time restarts in order to deliver it. Indefatigable. You are immune to exhaustion and do not
Golems are made without mouths and are mute, using a need to sleep. You do not regain hit points, spell slots, or any
tablet to communicate. other features regained on a Long Rest unless you enter an
Some golems have had their chems replaced with a receipt inactive state. You reduce your max HP by 1/4 every time you
for their ownership. This gives the golem free will. They gain would have gained a level of exhaustion from your own class
the ability to talk in this form, and they often start asking for a features, spells, or items. You regain the lost max HP only on
salary. a Long Rest.
Golems and Modern society Vulnerability. You have vulnerability to magical
bludgeoning damage.
Normal golems are a commodity, and are bought and sold for Languages. You can read and write Common and
high prices. They often work out of sight in dangerous, dirty, Primordial. If you have a mouth you can speak these
or physically demanding jobs. Enlightened golems work in languages too.
more public jobs, often for high pay since they can work
without sleeping. Most people tolerate their presence, but
some faithful see their presence as an abomination since they Variant Golem Trait
view that only their gods can create life. Golems are adept at dealing with heat and cold, but
not both at once. If you wish, you may take this into
Golem Names account with the following trait.
Brick body. You gain resistance to cold and fire
Golems are named after the jobs they take or the name given damage. If you take both cold and fire damage
to them long ago by their masters. Free golems can choose within a minute, you take bludgeoning damage
either to keep their name or to take new ones. equal to double the damage prevented by the
Golem names: Dorfl, Meshugah, Anghammarad, Mr. Pump, resistances.
Gladys, Nudnik, Kvetch, Mensch, Bobkes, Dybbuk, Shtetl,
Schmear
 
Igor Igor Traits
Igor lurched through the castle corridors, dragging one foot Igors share certain racial traits as "variant" humans.
after the other in the approved fashion. Ability Score Increase. Your Intelligence score increases
He was Igor, son of Igor, nephew of several Igors, brother of by 1 and two other ability scores of your choice increase by 1.
Igors and cousin of more Igors than he could remember Age. Igors have the lifespan of humans. They reach
without checking up in his diary. Igors did not change a adulthood in their late teens and live less then a century.
winning formula. Alignment. Igors tend to be either true neutral.
And, as a clan, Igors liked working for vampires. They kept Size. Igors are between 5 and 6 feet tall and weigh between
regular hours, were generally polite to their servants, and, an 130 and 220 pounds. Your size is medium.
important extra, didn't require much work in the bed-making Speed. Your base walking speed is 30 feet.
and cookery department, and tended to have cool, roomy Self-Surgery. You use your leisure time to perform surgery
cellars where and Igor could pursue his true calling. This on yourself. During a long rest, you can gain the effects of the
more than made up for those occasions when you had to Change Appearance option of Alter Self. This effect lasts until
sweep up their ashes. your next long rest, and it does not require concentration. You
--Terry Pratchett, Fifth Elephant. cannot use your action to change appearance during this
period.
Perfect Henchmen Beck and Call. You may attune to one ally. That ally gains
the ability to, as an action, summon you by calling your name.
Members of the Igor clan are the ideal assistant for any evil You must be unobserved by any humanoid when your name is
mad scientist, vampire, werewolf, or other nefarious called and you must teleport to an unobserved location within
character. They are expert surgeons who can bring corpses 30 feet of your master. If no suitable locations exist then you
back from the dead. They are highly capable, if morally teleport directly behind your master, on the same square. You
challenged, scientists. They are eerily competent manservants then must spend an action to say "Yeth Mather/Mithtress?".
to boot. Igors are loyal to their masters until their master is You may unattune yourself at any time if your master is in
about to get lynched by a pitchfork mob, whereupon they mortal danger.
mysteriously have already packed up their belongings and left Surgical Dabbler. You can cast cure wounds as a first-level
the castle by the backdoor. ritual once. You can’t do so again until you finish a Long Rest.
Intelligence is your spellcasting ability for it.
The Code of Igors Languages. You can speak, read, and write Common and
The Igor clan has a code of conduct for its members. A good one other language of your choice.
Igor lisps and limps as much as possible, even though few
Igors have an actual impediment. Igors have the uncanny
ability to immediately appear behind their employer or a door
when called. Igors keep their employers' matters highly
discreet.
Igors also keep spare body parts for use in surgery. They
perform this surgery on themselves, augumenting their bodies
frequently. They leave stitches in as a badge of office.
Female Igors, Igorinas, are rare but beautiful, using their
surgical skills to perform cosmetic surgery on themselves.
We-R-Igors
Igors can be found traveling between rural towns and found in
large cities. The ones in cities typically find jobs with healers.
The ones in the countryside travel around and perform
surgery for free. They ask each person they heal to allow them
to take their organs when they die. If the person changes their
mind on their deathbed, the Igor will merely leave, and never
return to the town. Igors are therefore treated with a mixture
of fear and respect for their abilities.
Igor names
Igors follow a particular naming convention.
Male Igor Names: Igor
Female Igor Names: Igorina
 
Credit: Paul Kidby
Troll Troll Traits
To understand why dwarfs and trolls don't like each other you Trolls share certain racial traits as a result of their unique
have to go back a long way. morphology.
They get along like Chalk and cheese. Very like chalk and Ability Score Increase. Your Strength score increases by 2
cheese, really. One is organic, the other isn't, and also smells a and your Constitution score increases by 1.
bit cheesy. Dwarfs make a living by smashing up rocks with Age. Trolls mature in 100 years and do not die of natural
valuable minerals in them and the silicon-based lifeform causes. When they get over 600 years old, however, they
known as trolls are, basically, rocks with valuable minerals in retreat to the mountains, gradually slowing all mental and
them. In the wild they also spend most of the daylight hours physical activity until they lose sentience and become just a
dormant, and that's not a situation a rock containing valuable rock.
minerals needs to be in when there are dwarfs around. And Alignment. It's hard to tell a 1000 pound troll what to do.
dwarfs hate trolls because, after you've just found an Trolls tend towards a chaotic alignment.
interesting seam of valuable minerals, you don't like rocks that Size. Trolls are between 8 and 9 feet tall and weigh
suddenly stand up and tear your arm off because you've just between 300 and 500 pounds. Your size is Medium.
stuck a pick-axe in their ear. Speed. Your base walking speed is 30 feet.
--Terry Pratchett, Men at Arms Darkvision. Accustomed to life underground, you have
superior vision in dark and dim conditions. You can see in dim
Living Rocks light within 60 feet of you as if it were bright light, and in
darkness as if it were dim light. You can’t discern color in
Trolls are giant sentient creatures entirely made of minerals darkness, only shades of gray.
and metamorphical. Their skin resembles the primary rock Silicon Metabolism. You are immune to the petrified
formations of their birthplace. This can range from igneous condition. You are immune to disease, getting poisoned, and
rock or gemstones for mountain trolls or brick and poison damage from biological sources. If you take acid
cobblestone for city trolls. They "ooze" instead of bleeding. damage then you must succeed on a DC 15 Constitution
Troll teeth are solid diamond. saving throw or get poisoned.
Very rarely, a troll will be born that is made from solid Silicon Brain. Your initiative modifier is decreased by 1.
diamond. He or she naturally becomes the king of trolls Lumbering. You have disadvantage on stealth checks while
according to trollish condition. moving.
Weapon Proficiency. You have proficiency in clubs and
Trollish Relationships greatclubs.
Trolls are native to mountain climates. They frequently Stone Camouflage. You have advantage on Dexterity
migrate to cities and seek out jobs that require a lot of muscle (Stealth) checks made to hide in rocky terrain.
but not much brains. Humans are wary around trolls due to Powerful Build. You count as one size larger when
the sheer destructive power of an angry troll, but most tolerate determining your carrying capacity and the weight you can
them. Trolls tend to group with themselves in cities due to push, drag, or lift.
differing biological requirements. Language. You can speak, read, and write Troll and
Trolls have a natural enemity towards dwarfs, due to Common.
natural competition. They also hate billy-goats.
Troll Names Variant Troll Trait
Trolls are unusually sensitive to temperature. If you
Trolls are typically named after rocks or minerals. They rarely wish, you may take this into account with the
have last names. Females are often named after gemstones. following trait.
Some trolls occasionally have a distinctly biological name like Silicon Brain. Your brain functions better in cold
"Meat", just like humans can have names like "Rocky". climates.
Male Troll Names: Detritus, Mica, Clay, Chrysoprase, In cold areas, your Intelligence score increases by
Carborundrum, Brick, Big Jim Beef, Bluejohn, Flint 4 and your Initiative modifier increases by 1.
Female Troll Names: Ruby, Amber, Jade, Beryl, Sapphire, In Extreme Cold, your Intelligence score
Emerald, Aquamarine, Topaz, Amethyst increases by 8 and your Initiative modifier increases
by 2. You still suffer exhaustion from the cold.
  In direct sunlight and warm climates, your
Intelligence score decreases by 4 and your Initiative
modifier decreases by 1.
In Extreme Heat, your Intelligence score
decreases by 8 and your Initiative modifier
decreases by 2.
If your Intelligence score is reduced to 0 in this
way, then you become unconscious until you are
cooled down.
Size. Vampires are between 5 and 6 feet tall and weigh
Vampire between 120 and 180 pounds. Your size is Medium.
"Being killed's nothing to a vampire," said Nanny. "They Speed. Your base walking speed is 30 feet.
always find a way of coming back. Everyone knows that, who Darkvision. Accustomed to twilit forests and the night sky,
knows anything about vampires. If they're not too hard to kill you have superior vision in dark and dim conditions. You can
and it's all a bit of an adventure for people, well, like as not see in dim light within 60 feet of you as if it were bright light,
they'll just stake him or chuck him in the river and go home. and in darkness as if it were dim light. You can’t discern color
Then he has a nice restful decade or so, bein' dead, and comes in darkness, only shades of gray.
back from the grave and away he goes again. That way he Undeath. If your ashes or corpse take acid damage, you
never gets totally wiped out and the lads of the village get cannot be resurrected. If your ashes or corpse touch animal or
some healthy exercise." humanoid blood, you are resurrected in 3d4 minutes.
--Terry Pratchett, Carpe Jugulum Vampiric Charm. You gain proficiency in the Persuasion
and Intimidation skills.
Old Evil Languages. You can speak, read, and write Common and
two other languages of your choice.
Vampires are a well-known legend in many locales. They Subraces. Instead of genetic differences, vampires are
terrorize a village for a while, suck a maiden dry, and defined physically by their morality. Choose one of these
inevitably get killed by a local heroic man from the local town. subraces.
Many rumors exist about their supposed weaknesses. Some
are abjured by garlic, others by running water. Vampires can Bloodsucker
be killed by silver, sunlight, holy water, holy symbols, a stake You drink blood and seek out prey. You gain the following
through their heart, or just killing them until they're dead. traits.
Killing the vampire is the easy part. Vampires have a Alignment. You are evil.
tendency to come back from the dead. If blood is spilled on Ability Score Increase. Your Charisma and Strength
their ashes, they will resurrect within a few minutes. scores increase by 1.
Unholy. Your type is Undead instead of Humanoid.
Vampires and Society Harmed by Running Water. You take 20 acid damage if
Humans are often wary of vampires in general. Vampires that you end your turn in running water.
still abide by their bloodsucking ways are shunned from cities Forbiddance. The you can't enter a residence without an
or hunted down. Vampires that have channeled their passions invitation from one of the occupants.
into more benign pursuits are conditionally allowed to live in Stake to the Heart. If a piercing weapon made of wood is
cities. Reports of bloodless corpses will cause the local driven into your heart while you are dead, you cannot
undead community to come under threat, so local vampires resurrect until the stake is removed.
will ruthlessly enforce temperance. Sunlight Hypersensitivity. You take 20 radiant damage
The new vampires have learned to shun superstitions of the when you start your turn in sunlight. While in sunlight, you
old ways. These vampires that shun their bloodlust substitute have disadvantage on Attack rolls and Ability Checks.
it with another obsession. This can range from hobbies like Fear of Holy. You automatically fail saving throws against
painting or sports, items like coffee, or concepts like power. Turn the Undead and Holy Water.
Woe to any vampire that cannot satiate this new obsession.
Teetotaler
Vampire Names You forsake the blood of humans. You gain the following traits.
Vampires will often have names hailing from their heritage in Alignment. You are neutral or good.
the backwoods mountains. They often have titles of minor Ability Score Increase. Your Constitution score increases
nobility. Others choose to be more "modern" and adopt local by 1.
human names. Unmarked. Your type is Humanoid instead of Undead.
Male Vampire Names: Vlad, Maledict, Otto, Fenrir, Obsession. Choose a mental focus. You satiate your
Schwarzlache, Bela, Magyrato, Arthur, John bloodlust by using the mental focus. If you are unable to
Female Vampire Names: Lacrimosa, Camilla, Margolotta, access or perform this desire during a 24-hour period, you
Maladicta, Sally, Pamela, Doreen become feverish and hallucinatory, and you exude an aura of
Vampire Family Names: De Magpyr, Von Chriek, Von danger. Your Wisdom and Intelligence scores drop to 5. Any
Morecombe, Von Smith, Winkings, Voluso creature within 10 feet of you must make a DC 13 wisdom
save or become Frightened for 1 minute. A creature that
Vampire Traits succeeds on the save is immune to the effects for 24 hours. If
you go 3 days without your focus, you must make a DC 15
Vampires share certain characteristics as ancient undead. wisdom save every hour or attack the nearest human, drink
Ability Score Increase. Your Strength, Dexterity, and their blood, and switch to the Bloodsucker trait.
Charisma scores increase by 1.
Age. Vampires mature in 300 years. Vampires cease aging
at 900 years and do not die of natural causes.
Alignment. Most vampires are lawful. Vampires that drink
blood are evil, whereas vampires that observe temperance can
be neutral or good.
Werewolf Werewolf Traits
It was always hard to remember, afterwards, how the world Werewolves share certain characteristics as beastmen.
looked when she was dans une certaine condition, as her Ability Score Increase. Your Strength, Dexterity and
mother had delicately called it. Wisdom scores increase by 1.
For example, she remembered seeing smells. The actual Age. Werewolves have the lifespan of humans. They reach
streets and buildings...they were there, of course, but only as a adulthood in their late teens and live less then a century.
drab monochorome background against which the sounds Alignment. Werewolves have a chaotic bent. Werewolves
and, yes, the smells seared like brilliant lines of...colored fire who hunt humans are evil, others can have any alignment.
and clouds of...well, of colored smoke. Size. Werewolves are between 5 and 6 feet tall and weigh
That was the point. That was where it all broke down. between 130 and 220 pounds. Your size is medium.
There were no proper words afterwards for what she heard Speed. Your base walking speed is 30 feet.
and smelled. If you could see an eighth distinct color just for a Beast heritage. You gain proficiency in the Perception and
while, and then describe it back in the seven-colored world, Nature skills.
it'd have to be..."something like a sort of greenish-purple." Inhuman durability. When reduced to 0 hit points, you
Experience did not cross over well between species. stabilize immediately. Even if you take damage while you have
Sometimes, although not very often, Angua though she was 0 hit points, you do not suffer a death saving throw failure. If
very lucky to see both worlds. And there was always twenty the damage equals or exceeds your hit point maximum, you
minutes after a Change when all the senses were heightened, still suffer instant death.
so that the world glowed in every sensory spectrum like a Werewolf. You can polymorph yourself into a wolf at will, as
rainbow. It was nearly worth it for just that. if you used the polymorph spell on yourself. You do not
--Terry Pratchett, Men at Arms assume the hit points of the new form and being damaged
does not revert you to your normal form. You drop all gear
Lunar Monstrosities when polymorphing. You can remain polymorphed as long as
you want, but each hour after the first hour temporarily
Hailing from dark forests, true werewolves rule their domain reduces your Intelligence score by 1, down to a minimum of 3.
in both human and beast form. They switch between forms at Upon transforming back, your Intelligence score increases by
will, except at the full moon, where they are bound to their 1 every round until you reach your base Intelligence score.
wolf form. Some children of werewolves do not have the You cannot polymorph when you are touching or wearing
ability to morph so they remain a human or wolf for life. They silver. You must polymorph and remain a wolf during the week
are quickly shunned from werewolf communities. of the full moon.
Werewolves have supernatural durability and are hard to Darkvision. Accustomed to twilit forests and the night sky,
kill. They have weaknesses to silver, fire, and baths. you and your wolf form have superior vision in dark and dim
conditions. You can see in dim light within 60 feet of you as if
City Dogs it were bright light, and in darkness as if it were dim light. You
Some werewolves migrate to cities where they try to find can’t discern color in darkness, only shades of gray.
acceptance. They are frequently mistaken for large Vulnerability. You are vulnerable to damage from silvered
wolfhounds since wolves don't live in cities. In their human weapons. Being damaged by fire or silvered weapons while
form, they are nigh undetectable as being a werewolf, unless unconscious instantly kills you.
someone keeps good track of their monthly habits. Many are Languages. You can speak, read, and write Common and
still fearful of wolves who don't keep their taste for human one other language of your choice.
flesh in check by eating chickens. Werewolves that choose to
obey the law can often find employment from guardsmen, who
can always use a person skilled with tracking down criminals.
Werewolf Names
Werewolves follow traditional human naming conventions of
their homeland. Use the Human names table or pick your
own.
 

Credit: Paul Kidby


Zombie Variant Zombie Traits
"Yeah, it's always the same," said Reg Shoe bitterly. Zombies respond to Trauma differently from most
"Once you're dead, people just don't want to know, right? creatures. If you wish, you may take this into
They act as if you've got some horrible disease. Dying can account with the following traits.
happen to anyone, right?" Body Parts. Whenever you take slashing damage,
"Everyone, I should have thought," said Windle. "Er, I--" roll a d20 to determine what else happens to you:
"Yeah, I know what it's like. Tell someone you're dead and 1-15: Nothing else happens.
they look like they've seen a ghost," Mr. Shoe went on. 16-17: One leg is severed from your body if you
--Terry Pratchett, Reaper Man have any legs left.
18-19: One arm is severed from your body if you
have any arms left.
Inhuman Determination 20: You are decapitated, but you only die if you
Some people just can't give up the ghost. Some zombies are take fire damage. If you die, so does your severed
formed by necromancy. Others form from humans who have head.
ironclad will to fulfill their purpose in life -- and beyond life. Your speed is halved if you're missing a leg. If you
They return to the world of the living dead yet still sentient lose both legs, you fall prone. If you have both arms,
you can crawl. With only one arm, you can still
and intelligent. Many zombies can still walk, talk, and perceive crawl, but your speed is halved. With no arms or
the world around them. legs, your speed is 0, and you can't benefit from
bonuses to speed.
Zombies and Humanity If your head is severed, your body is Blinded
Many people are wary and uneasy around a walking corpse. unless your head can see it.
Most zombies brought back to life by sheer bloody willpower You regenerate to full health when you take a
are not violent towards humans like those brought back by short rest. You use this time to reattach any severed
body part.
necromancy, though, so open-minded humans will tend to let
zombies unlive in peace. Zombies tend to live in cities that are
large and open enough for them not to be targets.
Zombie Names
Zombies are generally of human origin. Some element of the
human spirit lends itself to the rare manifestation of life after
death. The zombie retains the name that they had as a mortal.
Zombie Traits
Zombies share certain racial traits as a result of their
undeath.
Ability Score Increase. Your Strength score increases by 2
and your Wisdom score increases by 1.
Age. You are already dead and do not die again unless your
purpose is fulfilled.
Alignment. You retain the alignment you had in life.
Size. You retain the size and weight you had in life.
Speed. Your base walking speed is 30 feet.
Lived Through It. You gain proficiency in the History skill.
Not Undead. You retained your original soul. Your type is
Humanoid instead of Undead.
Walking Corpse. You are immune to disease, the poisoned
condition, and poison damage. You do not need to eat or
breathe, but you can ingest food and drink if you wish.
Not Yet Dead. When you are reduced to 0 hit points from a
damage type other than fire but not killed outright, you
become paralyzed instead of unconscious, and you can speak
while in this state.
Combustibility. You are vulnerable to fire damage.
Languages. You can speak, read, and write all languages Credit: Paul Kidby
you knew in life. This tends to be Common and one other
language.
 
Other races of Discworld Halflings/Nac Mac Feegle
Halflings do not exist in Discworld. If you wish to play as a
Humans Nac Mac Feegle, you may use Halfling stats to play as one.
Humans are the most numerous race on Discworld, and Replace Halfling language with Feegle language. Feegle
interact with every other race. Use the Player Handbook to language is a strong mountain brogue that sounds vaguely like
create a human character. Common with a thick accent but completely
incomprehensible at times. Replace Brave with Fey Ancestry.
Dwarfs Replace Lightfoot with Chalk Hill Clan and Stout with Long
Lake Clan. Feegles tend to be less than two feet tall. Your size
Dwarfs (Not Dwarves) in Discworld are largely similar to their remains small.
counterparts in DnD settings. Replace Hill Dwarves with Feegle Prefixes: Wee, Big, Medium-sized, Not totally Wee,
Copperhead Dwarfs and Mountain Dwarves with Uberwald or Wee Dangerous
Ramtop Dwarfs. Feegle Names: Jock, Rob, Bobby, Spike, Hamish, Yan
Elves Dragonborn
In Discworld, Elves are evil fey creatures from a parasitic Dragonborn do not exist in Discworld.
dimension. They are not intended to be a playable character in
Discworld settings. Elves are much more glamorous and Tiefling
dangerous than their DnD counterparts. They prey upon
humans whenever the magnetic fields are weakened, and Tieflings do not exist in Discworld.
influence the dreams of their prey to remove lodestone circles
set as protection to prevent Elvish incursions. The Elves are
led by their evil Queen and her Lords and Ladies.
The King of the Elves lives in exile in a dungeon set in an
earthen mound. He is neutral to the affairs of humans, and
can be called upon to return the Queen to Fairyland.
Half-elves
In Discworld, Half-elves exist, but are phenomenally rare.
They live with humans and are generally unaware of their
elven heritage. They have similar lifespans to humans but
retain the other racial features of DnD half-elves. They take
human names.
Gnomes
Discworld gnomes are smaller than DnD gnomes but tend to
be equally strong. You may use Forest Gnome stats for
Discworld gnomes, and you can be less than two feet tall if
you desire, but your size remains small.
Goblins
Discworld goblins are outcasts that are exceedingly intelligent
and skilled with mechanical systems. Goblins use the stats of
DnD Rock Gnomes, except they speak Goblin instead of
Gnomish. Goblin names translated to Common typically
describe a sensory experience.
Goblin Names: Of the Lathe the Swarf, Of the Wind
Regretfully Blown, Shine of the Rainbow, Sound of the Rain
on Hard Ground, Tears of the Mushroom
Half-Orc Credit: Paul Kidby
Orcs were a race of creatures made solely for war. They went
nearly extinct after the dark empire fell. Remaining Orcs are
almost nonexistent. In DnD, they are affected by the mark of
Grummsh, whereas in Discworld they are affected by their
artificial creation. Ask your Dungeon Master whether you can
play them.
 
Feats Big Troll
Prerequisite: Troll
Insulated You are bigger than the average troll. Gain the following
Prerequisite: Golem benefits:
You are made of lightningproof clay. Gain the following Your Reach increases by 5 ft.
benefits: At Level 8, you permanently grow to be large. The effects of
You gain resistance to lightning damage. Powerful Build and the base power of this feat do not stack
At 16th level, you gain immunity to lightning damage. with the size increase.
At Level 16, the effects of Powerful Build apply again.
Golem Song
Rock Hide
Prerequisite: Golem
You can sing the wordless song that all golems can hear. Prerequisites: Troll, Constitution 13 or higher
Gain the following benefits: Your skin grows tough and hardens over time. Gain the
following benefits:
Increase your Wisdom score by 1, up to a maximum of 20. Your crust hardens: When you aren’t wearing armor, your
As an action, you can cast the Sending spell on any golem AC equals 13 + your Dexterity modifier.
anywhere. You can target as many golems as you want, You gain the ability to temporarily toughen your skin
even ones you don't know personally. If the target is 10 or further. At the 12th level, you can cast stone skin once on
more miles away, you must succeed on a DC 5 Wisdom yourself without needing a material component. Once you
ability check or the spell fails. The DC increases by 1 for use this ability, you can't use it again until you take a long
every 10 additional miles. A Wisdom ability check of 14, for rest.
example, means you can target any and all golems within
100 miles. You may cast this spell once, and you must Bat Polymorph
finish a long rest before you cast Sending using this feat
again. Prerequisite: Vampire
You have mastered the art of transforming into a creature of
Surgery Expert the night. Gain the following benefits:
Prerequisites: Igor, Intelligence 13 or higher You can Wild Shape into a bat or a cloud of bats. You can
You have trained long in the art of cutting people up. Gain stay in a beast shape for a number of hours equal to a third
the following benefit. of your level (rounded down). You can use this feature once.
You gain surgery points equal to a third of your level, You regain expended uses when you finish a short or Long
rounded down. You can cast cure wounds, lesser Rest.
restoration, greater restoration, heal, raise dead, and Hover
revivify as a ritual. You then spend surgery points equal to
the spell's level. You cannot cast a spell if you do not have Prerequisite: Vampire
enough surgery points to cast it with. You regain all You can float in the air. Gain the following benefits:
expended surgery points on a Long Rest. Intelligence is
your spellcasting ability for the spells. You can cast Levitate on yourself once, without expending
a spell slot or material components. You can’t do so again
Weird Science until you finish a Long Rest.
Prerequisites: Igor At 8th level, you can cast it twice between Long Rests.
At 12th level, you can cast it at will.
You spend your spare time solving the mysteries of the
natural world. Gain the following benefits. Super Senses
Increase your Intelligence or Wisdom score by 1, up to a Prerequisite: Werewolf
maximum of 20. Your senses are especially keen for a werewolf. Gain the
Your proficiency bonus to your Wisdom (Medicine) and following benefits:
Intelligence (Arcana) checks is doubled.
You gain proficiency in two artisan's tools of your choice. Wisdom (Perception) checks made in your wolf form that
You may then gain expertise with two of the artisan's tools have advantage are increased by your proficiency bonus.
you are proficient in, including the ones granted by this While in wolf form, you can gain the effects of one of the
feat. following spells once with this ability: locate animals or
plants, locate object, or locate creature. Switching to
  human form breaks concentration. You regain the ability to
use these spells when you finish a long rest.
Friendly You can control your body with the utmost precision. Gain
the following benefits:
Prerequisite: Werewolf Increase your Constitution score by 1, up to a maxiumum
You are friend to human and canine alike. Gain the of 20.
following benefits: You have advantage on Constitution saving throws.
Increase your Charisma score by 1, up to a maximum of
20. Mind over Body
You can attune to an ally. While attuned, you gain be Prerequisites: Zombie, Intelligence 13 or higher
alerted if they're in danger at any time. You can control your senses with the utmost precision. Gain
You gain the effects of speak with animals while in wolf the following benefits:
form, provided the target is a canine.
Increase your Wisdom score by 1, up to a maximum of 20.
Body Master You gain immunity to the Deafened and Blinded
Prerequisite: Zombie conditions. If you already have these conditions, they are
cured.

Credit: Paul Kidby


d8 Personality Trait
Backgrounds of Discworld 1
I'm a stickler for old customs. Like trophy heads on
walls and guns over mantelplaces.
Igor
Wherever I go the doors get creaky and cobwebs start
Requires Igor race 2
to go.
You are a member of the Igor clan. You have studied the
natural and the occult sciences in tandem, and you have 3 I think getting whipped by my master is as it should be.
explored the boundary between life and death. You are drawn I am an expert at spotting madness in my employer and
to power. You require it for your experiments, and you happily 4
I adapt to it well.
pay the price of being the eternal understudy.
When creating an Igor, think about their master. Most Igors 5 I don't lisp as much as I should.
have one, and it shapes their relationship with everyone else. 6
My masters frequently have the bad luck of getting lead
An Igor working for an evil mad scientist or undead might poisoning from pitchforks...
align with their master's worldview, up until their employment 7 I prefer to do veterinary work.
is terminated by their master getting lynched by a mob. An
Igor that travels the land healing people or seeks work in a 8 I refuse to call any man my master.
large city's hospital might not have a master, but instead be
employed by a business or be self-employed. d6 Ideal
Skill Proficiencies: Medicine, Arcana 1
Tradition. I do things the way they have always been
Tool Proficiencies: Alchemist's supplies, herbalist's kit done. (Lawful)
Equipment: A healer's kit, a cooler with body parts and 2
Compassion. I want to use my medical skills to help as
bags of blood, a set of patchwork common clothes, a bag of many people as possible. (Good)
medical tools, and a pouch containing 10 gp Progress. I must push the boundaries of knowledge at
3
any cost. (Chaotic)
Research Specialty
Igors dabble over the entirety of scientific disciplines. Most 4
Excellence. I want to become more skilled in my craft.
focus their breakthroughs on a single field, though, and devote (Any)
their time to furthering advancements in this field. Choose 5 Greed. I'm only in it for the money. (Evil)
your field, or roll on the table below.
Balance. I must do my job to preserve the cycle of life
6
d8 Specialty d8 Specialty and the transfer of organs. (Lawful)
1 Vehicles 5 Biology
d6 Bond
2 Machines 6 Chemistry
1 My master treats me well. I am doing their bidding.
3 Buildings 7 Electricity
I am seeking out rare materials for use in my
2
4 Arcana 8 Surgery experiments.
3 I want to get hands-on work experience.
Feature: Traveling Doctor 4 I am trying to avenge the killers of my master.
An Igor is well-liked if he can heal crippling injuries in areas
not well-traveled by experienced doctors or clerics. You can 5 I am on the run from my master's agents.
get comfortable lodging in inns or homes of local townspeople 6 I am tracking down one of master's failed experiments.
provided they aren't already hostile. If you heal people and
don't accept payment, you can often get some supplies or food d6 Flaw
for free.
My bedside manner is lacking. I can be a bit too knife-
1
Suggested Characteristics happy.
Igors may seem all alike, but they have different scar patterns 2 I am inflexible in my thinking. I am a traditional Igor.
if you look closely. They also have different hopes, dreams,
and quirks. 3 I am blind to my master's flaws.
4 I don't always follow the Hippocratic Oath.
 
5 I break my moral code a little too frequently.
6 I have delusions of grandeur.
Assassins' Guild Beggars' Guild
In Discworld, the guilds are quite powerful, and many guilds In large cities, beggars are everywhere. In some cities, the
exist that don't exist in Roundworld. The first among these is more enterprising vagrants have organized the other beggars
the Assassins' guild. Rich people discovered that, since into a guild. The Beggars' Guild spreads its members to
assassins tend to be bought and sold by rich people to kill panhandle over a city efficiently, and in doing so, turns its
each other, they could make it much more orderly by just members into an efficient intelligence community, with eyes
having clear-cut contracts that say "No killing without pay". and ears throughout the city.
The Assassins' Guild offers a well-rounded education, An enterprising guild member can use their nature to gain
which makes it a common place for children of nobles to be money for the guild efficiently. Beggars frequently offer a
educated at. Scholarship boys and dutiful pupils also take the service of Not Showing Up At Your Special Occasion for a
Black Syllabus, which is where the students actually learn nominal fee. They also have a dislike of spending money
how to assassinate. earned by begging, so a Beggars' Guild frequently invests the
Skill Proficiencies: Stealth, Acrobatics guild's members' money and has far more money than anyone
Tool Proficiencies: One musical instrument or gaming set would expect.
Languages: One of your choice Skill Proficiencies: Stealth, Perception, Survival
Equipment: A Climber's kit, a set of dark common clothes, Equipment: A placard and a writing utensil, a set of ragged
a musical instrument or gaming set that you are proficient in, common clothes, a disfiguring skin disease, a small knife, a
a letter of introduction from your guild, and a pouch pouch containing 5 gp
containing 15 gp
Feature: City Secrets
Feature: Guild Membership You know the secret patterns and flow to cities and can find
As a member of a highly feared guild, you rely on certain passages through the urban sprawl that others would miss.
benefits that membership provides. Your fellow guild When you are not in combat, you (and companions you lead)
members will provide you with lodging and food if necessary, can travel between any two locations in the city btwice as fast
and pay for your funeral if needed. In some cities and towns, a as your speed would normally allow.
guildhall offers a central place to meet other members of your
profession, which can be a good place to meet potential Suggested Characteristics
patrons, allies, or hirelings. Members of the Beggars' Guild share some characteristics of
The Assassins' guild wields tremendous political power. If urchins and some with guild artisans. You may use any
you are accused of a crime, your guild will support you if a characteristics from either other background. The suggested
good cause can be made for your innocence or if the crime is characteristics for urchins is found on page 141 of the
justifiable. If you kill a target that the guild has a contract for, Player's Handbook, and is reproduced at the end of this
and you previously accepted the contract, the guild considers background section.
that completely justifiable and will pay you the amount of the
contract. If no contract exists or another guild member Seamstresses' Guild
accepted the contract, then the guild will not support you and As a lady (or gentleman) of negotiable affection, you are
you enter in the guild's bad graces. intimately familiar with intimacy and love, but not needlework.
You can also gain access to powerful political figures Most seamstresses are lower-class girls with good looks.
through the guild, if you are a member in good standing. Such Skill Proficiencies: Persuasion, Performance
connections might require the donation of money or magic Tool Proficiencies: One musical instrument or gaming set
items to the guild's coffers. Languages: One of your choice
You must pay dues of 5gp per month to the guild's coffers. If Equipment: Manacles, a set of common clothes, a musical
you miss payments, you must make up back dues to remain in instrument or gaming set that you are proficient in, a silk
the guild's good graces. handkerchief, and a pouch containing 15 gp
Variant Feature: Guild Training Feature: Ill Repute
As a former student of the guild, you have opted to seek your As a guild member of the oldest profession, you gain certain
fortunes elsewhere. You are not a dues-paying guild member, benefits. You can find food and lodging at most brothels. Your
but guild members will provide you with lodging and food if guild will support you if you practice in an area that bans your
necessary. You can replace proficiency in Stealth or profession.
Acrobatics with proficiency in History or Religion. You can also gain access to powerful political figures
Suggested Characteristics through the guild, if you are a member in good standing. Such
The Assassins share much with other, more pedestrian guilds. connections might require the donation of money or magic
Use the suggested characteristics for guild artisans found on items to the guild's coffers.
page 133 of the Player's Handbook, or refer to the
reproduction at the end of this background section.
 
Suggested Characteristics d6 Ideal
The Seamstresses share much with other, more pedestrian Community. It is the duty of all civilized people to
guilds. Use the suggested characteristics for guild artisans 1 strengthen the bonds of community and the security of
found on page 133 of the Player's Handbook, or refer to the civilization. (Lawful)
reproduction at the end of this background section. Generosity. My talents were given to me so that I could
2
use them to benefit the world. (Good)
Fools' Guild
Freedom. Everyone should be free to pursue his or her
As a member of the Fools' Guild, you bring joy to the lives of 3
own livelihood. (Chaotic)
others by reminding them how much worse they could be off,
namely by being a member of the Fools' Guild. The guild has 4 Greed. I’m only in it for the money. (Evil)
old, revered traditions that nobody cares about outside the 5
People. I’m committed to the people I care about, not
guild. to ideals. (Neutral)
The guild only recruits males, because the guild has Aspiration. I work hard to be the best there is at my
conclusively proved that women do not have a sense of humor. 6
craft.
Skill Proficiencies: Acrobatics, Performance
Tool Proficiencies: Disguise kit, musical instrument of d6 Bond
your choice
Equipment: A disguise kit, a set of common clothes, a 1
The workshop where I learned my trade is the most
musical instrument of your choice, a clown costume and important place in the world to me.
makeup, and a pouch containing 10 gp I created a great work for someone, and then found
2 them unworthy to receive it. I’m still looking for
Feature: Hall of Faces someone worthy.
As a guild member, makeup is a long-standing tradition. Each I owe my guild a great debt for forging me into the
clown has a signature makeup configuration, which is put on 3
person I am today.
record in the guild-hall. You inherited the makeup patterns of
an older, famous clown. You gain his alias if you put on your 4 I pursue wealth to secure someone’s love.
clown costume and makeup. You can also instantly identify One day I will return to my guild and prove that I am
any clown you can see the face of. You can notice if someone 5
the greatest artisan of them all.
wearing a clown costume is not a guild member, because you
see the imperfections in their makeup application. 6
I will get revenge on the evil forces that destroyed my
place of business and ruined my livelihood.
Suggested Characteristics
The Fools share much with other, more pedestrian guilds. Use d6 Flaw
the suggested characteristics for guild artisans found on page I’ll do anything to get my hands on something rare or
133 of the Player's Handbook, or refer to the following 1
priceless.
reproduction.
I’m quick to assume that someone is trying to cheat
2
me.
Suggested Characteristics for a
Guild Artisan No one must ever learn that I once stole money from
3
guild coffers.
d8 Personality Trait
I’m never satisfied with what I have— I always want
4
I believe that anything worth doing is worth doing right. more.
1
I can’t help it— I’m a perfectionist.
5 I would kill to acquire a noble title.
I’m a snob who looks down on those who can’t
2 I’m horribly jealous of anyone who can outshine my
appreciate fine art. 6
handiwork. Everywhere I go, I’m surrounded by rivals.
I always want to know how things work and what makes
3
people tick.
I’m full of witty aphorisms and have a proverb for every
4
occasion.
I’m rude to people who lack my commitment to hard
5
work and fair play.
6 I like to talk at length about my profession.
I don’t part with my money easily and will haggle
7
tirelessly to get the best deal possible.
I’m well known for my work, and I want to make sure
8 everyone appreciates it. I'm always taken aback when
people haven’t heard of me.
Suggested Characteristics for an
Urchin
d8 Personality Trait
1 I hide scraps of food and trinkets away in my pockets.
2 I ask a lot of questions.
I like to squeeze into small places where no one else
3
can get to me.
I sleep with my back to a wall or tree, with everything I
4
own wrapped in a bundle in my arms.
5 I eat like a pig and have bad manners.
6 I think anyone who’s nice to me is hiding evil intent.
7 I don’t like to bathe.
8 I bluntly say what other people are hinting at or hiding.

d6 Ideal
Respect. All people, rich or poor, deserve respect.
1
(Good)
Community. We have to take care of each other,
2
because no one else is going to do it. (Lawful)
Change. The low are lifted up, and the high and mighty
3 are brought down. Change is the nature of things.
(Chaotic)
Retribution. The rich need to be shown what life and
4
death are like in the gutters. (Evil)
People. I help the people who help me—that’s what
5
keeps us alive. (Neutral)
Credit: Paul Kidby
Aspiration. I'm going to prove that I'm worthy of a
6
better life.

d6 Bond
1 My town or city is my home, and I’ll fight to defend it.
I sponsor an orphanage to keep others from enduring
2
what I was forced to endure.
I owe my survival to another urchin who taught me to
3
live on the streets.
I owe a debt I can never repay to the person who took
4
pity on me.
I escaped my life of poverty by robbing an important
5
person, and I’m wanted for it.
No one else should have to endure the hardships I’ve
6
been through.

d6 Flaw
1 If I'm outnumbered, I will run away from a fight.
Gold seems like a lot of money to me, and I’ll do just
2
about anything for more of it.
3 I will never fully trust anyone other than myself.
4 I’d rather kill someone in their sleep than fight fair.
5 It’s not stealing if I need it more than someone else.
People who can't take care of themselves get what they
6
deserve.
Appendix A: Monsters

Dungeon Dweller
Small fiend, chaotic evil

Armor Class 6
Hit Points 10(2d4 + 5)
Speed 30ft fly 30 ft..

STR DEX CON INT WIS CHA


1 (-4) 1 (-4) 1 (-4) 1 (-4) 1 (-4) 10 (+0)

Immunities All magical damage, Bludgeoning,


Piercing, Slashing
Damage Vulnerabilities Non-magical fire
Condition Immunities Charmed, Exhaustion,
Frightened, Grappled, Paralyzed, Petrified,
Poisoned, Prone, Restrained
Senses passive Perception 6
Languages Deep Speech, Common (If Int 6 or above)
Challenge 1/8 (25 XP)

Magic Eater. Whenever the dungeon dweller is


subjected to a spell, it takes no damage and regains a
number of hit points equal to the spell damage dealt,
if applicable. The absorbed spell's effect is canceled,
and the spell's energy — not the spell itself — is
stored by the dweller. The energy has the same level
as the spell when it was cast. The dweller can absorb
and store up to 20 levels of energy over the course
of its existence. Once the dweller absorbs 20 levels
of energy, it can't absorb more. If a dweller is
subjected to a spell with an area of affect, it gains
energy levels equal to a third of the spell's level,
rounded up.
It also increases all of its ability scores by 1,
increases its save DC by 1, and increases its
maximum HP by 2d4(5) for each level of energy
absorbed.
Dispel magic deals 8d4(20) damage to a dungeon
dweller. Any dungeon dweller that enters or ends its
turn in an anti-magic field is dealt 8d8(36) damage
per round.
Actions
Reality Warper. The dungeon dweller can cast spells
innately. Its spellcasting ability is Charisma (spell
save DC 9). Once a dweller has a level of energy
equal to a spell level then it can cast the spell at will,
without needing verbal, somatic, or material
components.
The dweller has following spells prepared: Cantrips
(at will): minor illusion 1st level: silent image,
disguise self 2nd level: phantasmal force, magic
mouth 3rd level: major image, hypnotic pattern 4th
level: hallucinatory terrain 5th level: creation 6th
level: programmed illusion 7th level: mirage arcane

You might also like