TEXT: GIFFYGLYPH'S
  GIFFYGLYPH'S
  GIFFYGLYPH'S
  GIFFYGLYPH'S
  GIFFYGLYPH'S
  DARKER DUNGEONS
  DARKER DUNGEONS
  DARKER DUNGEONS
  DARKER DUNGEONS
  DARKER DUNGEONS
  Create dangerous adventures for your D&D 5e
  game with new rules options
  GIFFYGLYPH
  •
  •
  
  FIND MORE
  www.giffyglyph.com
  •
  •
  patreon.com/giffyglyph
  •
  •
  twitch.tv/giffyglyph
  •
  •
  reddit.com/r/darkerdungeons5e
  •
  •
  GIFFYGLYPH'S
  DARKER DUNGEONS
  
  Giffyglyph's Darker Dungeons
  O
  �� ������ ��� ����� �� ������������ ���
  unforgiving wilds and the ancient ruins of the
  long dead. Monsters, dungeons, danger, and
  death—life as an adventurer is a hard-won
  challenge, though not without reward. Treasure, fame,
  ancient artifacts, and forbidden knowledge—the greater
  the risk, the greater your prize.
  Explore forgotten corners of the world and make new
  discoveries. Manage your resources and make the most
  of your skills to survive. Gain fame, fortune, and power in
  your grand adventures—or fall into ruin, despair, and
  madness like so many have before you.
  Be smart, be careful, and be brave. Light your torch
  and tread wisely into Giﬀyglyph's Darker Dungeons...
  About
  Version 2.2
  Created by Giffyglyph, September 2019
  If you like this project and want to see more in the
  future, you can help out by:
  To keep up-to-date with my work, visit:
  If you have any questions, contact me at:
  Credits & Influences
  Mental Stress:
  Darkest Dungeon
  Inventory:
  Matt Rundle's Anti-Hammerspace
  Weapon Notches:
  James Young's Ten Foot Polemic
  Usage Die:
  The Black Hack
  Journeys & Travel:
  The Angry GM, AiME
  Advice & Testing:
  1d4damage, a8bmiles, ace_of_shovels,
  Android117, baronbadass1, coldermoss,
  darkstreetlights123, Durins_cat,
  EADreddtit, grit-glory-games, Necoya,
  heimdall237, LeVentNoir, Spilled Ale
  Studios, warpwalkers, zeemeerman2
  Sigil Patrons
  Supported By:
  Ady Veisz Dragia, Anthony Campla,
  Brady, CriticalGameMastery, Douglas,
  FrostNoxia, Ohr Gaming Network, Seth
  Cooper, Strider
  Become a Patron
  Becoming a Patron: patreon.com/giffyglyph
  Buying a Coffee: ko-fi.com/giffyglyph
  Spreading the word: like / tweet / share / review
  •
  •
  •
  My website: www.giffyglyph.com
  Twitch: www.twitch.tv/giffyglyph
  Reddit: reddit.com/r/darkerdungeons5e
  •
  •
  •
  Discord: Giffyglyph#7632
  Email: giffyglyph@gmail.com
  Twitter: twitter.com/giffyglyph
  •
  •
  •
  Features
  Create randomized characters and level 0 rookies.
  A new and easy-to-use inventory system.
  Track hunger, thirst, and fatigue with survival conditions.
  Spread plague and sickness with deadly diseases.
  Add risk to spellcasting with magical burnout.
  Enhance long-distance travel with the journey phase.
  Drive characters mad with stress and aﬄictions.
  Give combat some bite with wounds and injuries.
  Transform combat with active defense & initiative.
  And many more...
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  patreon.com/giffyglyph | /r/darkerdungeons5e
  giffyglyph's darker dungeons
  1
  
  Contents
  Setting Up
  3
  •
  Themes
  3
  •
  How to get Started
  3
  •
  Modes of Play
  4
  Part 1: Your Character
  1 Character Creation
  6
  •
  Random Characters
  6
  •
  Creation Dials
  10
  2 Feature Changes
  11
  •
  Common
  11
  •
  Spells
  12
  3 Rookie Characters
  13
  •
  Creating a Rookie
  13
  •
  Destiny Points
  14
  •
  Monsters & Traps
  14
  •
  Adventure Seeds
  15
  4 Racial Changes
  16
  •
  Dragonborn
  16
  •
  Human
  16
  •
  Halfling
  16
  •
  Lizardfolk
  16
  •
  Yuan-ti Pureblood
  16
  5 Class Changes
  17
  •
  Barbarian
  17
  •
  Druid
  17
  •
  Fighter
  18
  •
  Monk
  19
  •
  Paladin
  20
  •
  Ranger
  20
  •
  Sorcerer
  22
  •
  Warlock
  23
  •
  Wizard
  24
  Part 2: Equipment
  6 Inventory Space
  26
  •
  Slot-based Inventory
  26
  •
  Variant: Quickdraw
  30
  •
  Variant: Containers
  31
  7 Wear & Tear
  32
  •
  Item Degradation
  32
  •
  Tempering Gear
  33
  •
  Item Quality
  34
  •
  Variant Dials
  35
  8 Ammunition
  36
  •
  The Ammunition Die
  36
  9 Potions
  37
  •
  Magical Potions
  37
  •
  Consumables
  38
  10 Flasks
  40
  •
  Magical Flasks
  40
  •
  Getting a Flask
  41
  •
  Filling your Flask
  41
  11 Oils
  42
  •
  Magical Oils
  42
  •
  Creating Oils
  42
  •
  List of Oils
  43
  Part 3: Taking Action
  12 Taking Action
  45
  •
  Open Skills
  45
  •
  Social Interaction
  45
  •
  Help
  46
  •
  Teamwork
  46
  •
  Initiative
  46
  •
  Tools
  46
  •
  Knowledge Checks
  46
  13 Active Defense
  47
  •
  Defense Rolls
  47
  •
  Saving Attacks
  48
  •
  Variant: Small Defense
  48
  14 Active Initiative
  49
  •
  The Dynamic Round
  49
  •
  Interrupting
  50
  •
  Example of Play
  50
  15 Degrees of Success
  51
  •
  Success & Failure
  51
  •
  Examples of Play
  52
  16 Active XP
  53
  •
  Advancement
  53
  •
  Awarding Experience
  54
  17 Dangerous Magic
  56
  •
  Magical Burnout
  56
  •
  Regional Magic
  58
  •
  Variant Dials
  59
  Part 4: Exploration
  18 Making a Journey
  61
  •
  The Journey Phase
  61
  •
  Roles
  62
  •
  Travelling Pace
  63
  •
  Encounters
  64
  •
  Encounter Seeds
  65
  19 Light & Shadow
  67
  •
  Using Light
  67
  •
  Lighting Levels
  68
  •
  Light Sources
  69
  •
  Room Scales
  71
  •
  Items & Consumables
  72
  Part 5: Life & Death
  20 Wounds & Injuries
  74
  •
  Bloodied
  74
  •
  Lingering Wounds
  74
  •
  Permanent Injuries
  75
  •
  Prosthetics
  76
  21 Death & Resurrection
  77
  •
  Dying
  77
  •
  Death
  78
  •
  Resurrection
  78
  22 Cheating Fate
  79
  •
  Fate Points
  79
  23 Deadly Disease
  80
  •
  Contracting Disease
  80
  •
  Living with Disease
  81
  •
  Spreading Disease
  81
  •
  Diagnosis
  82
  •
  Magical Healing
  82
  •
  Magical Immunity
  82
  •
  Disease Compendium
  83
  24 Survival Conditions
  86
  •
  Your Conditions
  86
  •
  Exhaustion
  87
  •
  Stamina Check
  88
  •
  Variant: Temperature
  88
  25 Stress & Afflictions
  89
  •
  Stress
  89
  •
  Afflictions
  92
  •
  Items & Consumables
  93
  •
  Variant Dials
  93
  Part 6: Rest & Downtime
  26 Short Rest
  96
  •
  Taking a Short Rest
  96
  •
  Setting Up Camp
  97
  •
  Ambushed!
  99
  •
  Useful Magic Spells
  100
  •
  Variant: Conditions
  100
  •
  Variant: Stress
  100
  27 Long Rest
  101
  •
  Taking a Long Rest
  101
  •
  Variant: Stress
  103
  •
  Random Rumors
  103
  28 Leveling Up
  104
  •
  Training
  104
  •
  Mentors
  105
  Appendicies: The Extras
  A Random Tables
  107
  •
  Proficiencies
  107
  •
  Features
  107
  •
  Class Skills
  108
  •
  Spells
  108
  •
  Wild Shape
  110
  B FAQ
  111
  C Sheets & Trackers
  114
  •
  Character Sheets
  115
  •
  Equipment Tracker
  119
  •
  Spellbook
  123
  •
  Calendar Day
  124
  •
  Calendar Week
  125
  •
  Calendar Month
  126
  •
  Journey Tracker
  127
  •
  Quick Reference
  128
  D What Next?
  131
  •
  Monster Maker
  131
  •
  Monster Maker App
  131
  patreon.com/giffyglyph | /r/darkerdungeons5e
  contents
  2
  
  Setting Up
  G
  ���������'� D����� D������� �� � �������
  toolkit you can use to help add a little grit and
  danger to your D&D 5e games.
  Rather than focus on new content (classes,
  monsters, spells, etc.), this supplement expands the
  underlying mechanics of 5e with some brand new
  systems to let you customize your game in whatever
  fashion you like. If players are tearing through your
  dungeons and monsters without fear, this toolkit might
  help to put some bite back into your adventures.
  There are 7 major themes that this supplement tries to
  address with a variety of new features and mechanics:
  1. Attrition: Everything breaks, eventually. Characters
  gain wounds, lose limbs, and go mad from stress,
  while gear becomes chipped, damaged, and broken.
  2. Inventory: A restricted inventory is an interesting
  inventory. Carrying just the right item can mean the
  diﬀerence between life and death—so choose wisely.
  3. Survival: Everyone needs to eat, drink, and sleep.
  Basic survival is a core theme of many adventures
  where starvation and exhaustion are a genuine threat.
  4. Time: It takes a long time to achieve something
  signiﬁcant. The world evolves as weeks, months, and
  years pass by. Downtime is an important part of life.
  5. Travel: The wilds are dark and dangerous, and long-
  distance travel is a core part of the adventure.
  6. Wealth: Gold is important and everyone wants it.
  Wealth is the key to power—or at the very least, the
  key to a life of comfort.
  7. Agency: Players drive the game forward—their
  actions, choices, and consequences determine what
  happens throughout the game.
  It's easy to start using Giﬀyglyph's Darker Dungeons in
  your D&D 5e game—just follow these 5 simple steps:
  1. Pick the features: Decide which rules to include in
  your game. If you're modifying an already-active game,
  trying adding just one or two features at a time so
  players aren't too overwhelmed.
  2. Talk with your players: Tell your players what you'll
  be doing and why. Some of the features in this
  supplement change the default 5e experience, so you
  should make sure that all players are aware of what
  you're changing and be comfortable with it.
  3. Experiment: You might ﬁnd some features don't ﬁt
  with your particular game or setting after all. That's
  ok, not every rule works for everyone—swap features
  in and out as best suits your table, or change rules to
  create your own custom variant.
  4. Have fun: Start playing. Enjoy your game!
  5. Feedback: If you have a notable experience using this
  supplement in your game, I'd love to hear about it.
  Constructive feedback is greatly appreciated, so let
  me know how it worked out at your table. Thanks!
  Every Table is Different
  Giffyglyph's Darker Dungeons is a modular ruleset—tweak,
  replace, and cut out any bits you want. Don't like random
  character generation? Ignore it. Prefer your own initiative
  system? Keep it. Think inventory is too limited? Extend it.
  These rules are written as I would run a game, but every
  table is different. Take whichever rules you think are good for
  your own game, leave the rest aside, and have fun.
  ~ Giffyglyph 2019
  Themes
  How to get Started
  patreon.com/giffyglyph | /r/darkerdungeons5e
  setting up
  3
  
  This supplement contains many features and tweaks,
  and not all are equal—some impact the game and tone
  more drastically than others.
  For convenience, the rules have been grouped into
  three broad modes of play: Radiant, Dark, and Astral.
  Pick and choose the features that are the right ﬁt for
  your own game and start playing.
  Radiant features can be dropped into almost any 5e
  game without any signiﬁcant tonal changes. These
  introduce small tweaks and changes with a focus on
  immersion and non-combat activities.
  Dark features make combat more dangerous and life
  generally harder for characters. Use these to darken the
  tone of your game or put more strain on resources.
  Astral features change core parts of the vanilla 5e
  experience. Use these if you want to modify some of the
  underlying mechanics of your game.
  Modes of Play
  Mode 1. Radiant
  Ammunition Dice: Track ammunition using abstract
  terms and ammunition dice instead of per-arrow.
  Assistance: Allow characters to assist each other
  with passive bonuses and prevent characters rerolling
  for multiple tries at the same task.
  Cheat Fate: Allow characters to escape certain death
  with rare and elusive fate points.
  Degrees of Success: Add a success-at-a-cost option
  for characters to make failed rolls more interesting.
  Inventory Space: Add a slot-based inventory system
  that focuses on item size and placement, not weight.
  Knowledge Checks: As the DM, roll character
  knowledge checks in secret to provide misinformation
  and misleads if they fail.
  Long-distance Journeys: Make long-distance travel
  more interesting with a Journey phase and travelling
  responsibilities.
  Open Skill Checks: Decouple skills from abilities,
  allowing any skill to be used with any relevant ability
  modiﬁer for variety.
  Potions, Flasks, & Oils: Add new consumables for
  players to ﬁnd and buy on their adventures.
  Social Interaction: Allow Intelligence and Wisdom to
  be used appropriately in social situations, enabling
  non-Charisma characters to contribute more.
  Tools: Make tools and proﬁciencies more valuable by
  granting additional bonuses.
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Mode 2. Dark
  Dangerous Magic: Make magic a bigger risk for your
  casters with magical burnout and consequences.
  Deadly Disease: Make sickness and plague a serious
  threat with escalating diseases and contagion checks.
  Death Saving Throws: Make death a bigger risk with
  persistent death saving throw failures.
  Item Quality: Track the quality of items, aﬀecting
  their value and how they are treated by NPCs.
  Lingering Wounds: Add persistent wounds to ensure
  falling to 0 hit points has a lasting impact.
  Mortal Injuries: Add mortal injuries to make players
  fear falling to 0 hit points from your big bads.
  Rest & Downtime: Add a more realistic time scale to
  your game by making a long rest take 1 whole week.
  Stress & Aﬄictions: Track the mental well-being of
  characters and any potential breakdowns.
  Survival Conditions: Track the physical state of
  characters to highlight resources like food and water.
  Training: Make characters pay gold and train with a
  mentor if they wish to level up.
  Wear & Tear: Track equipment damage and allow
  characters to repair and temper their gear.
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  Mode 3. Astral
  Active Defense: Replace monster attack rolls with
  player defense rolls to make your players feel more
  active and engaged during combat.
  Active Initiative: Allow players to choose who acts
  next for more dynamic combat by replacing turn-
  based initiative with active initiative.
  Active XP: Reward players with XP for ﬁnding
  treasure and bringing it back to town.
  Feature and Spell Changes: Change some character
  features, skills, and spells to modify power levels to
  better support low power gameplay.
  Intelligent Initiative: Switch initiative to use INT
  instead of DEX to make intelligence more signiﬁcant.
  Race & Class Changes: Tweak your races and classes
  with a variety of small updates for some improved
  balance and to better support the other modules in
  this supplement.
  Random Character Generation: Create characters
  randomly using a d100, 3d6, and random tables.
  Rookie Characters: Create classless rookie
  characters for a low-powered, dangerous adventure.
  •
  •
  •
  •
  •
  •
  •
  •
  A DM wants to make a small tweak to their existing
  campaign and just replace the vanilla inventory system.
  They choose the Inventory module with the Quickslot
  variant—later switching to the Containers variant once
  everyone becomes more comfortable.
  A second DM wants to make long-distance travel
  more involving in their game, and chooses the Journey
  Phase module. They also add in Survival Conditions to
  highlight the need for food and water. Later in the
  game, the DM references the Deadly Disease module
  when the party ends up in a foul, rat-infested sewer.
  A third DM is creating a brand new Lovecraftian-
  themed campaign in the "West Marches" style. After
  talking it over with their group, they opt to use the
  entire ruleset. After a few sessions, the DM decides
  they miss rolling dice for monster attacks—they drop
  Active Defense and return to the vanilla mechanics.
  patreon.com/giffyglyph | /r/darkerdungeons5e
  setting up
  4
  
  PART 1
  PART 1
  PART 1
  PART 1
  PART 1
  Your Character
  Your Character
  Your Character
  Your Character
  Your Character
  1 Character Creation
  Character Creation
  Character Creation
  Character Creation
  Character Creation
  p6
  p6
  p6
  p6
  p6
  Create randomised 1st-level characters.
  2 Feature Changes
  Feature Changes
  Feature Changes
  Feature Changes
  Feature Changes
  p11
  p11
  p11
  p11
  p11
  A variety of small changes and balance updates.
  3 Rookie Characters
  Rookie Characters
  Rookie Characters
  Rookie Characters
  Rookie Characters
  p13
  p13
  p13
  p13
  p13
  Run dangerous 0th-level adventures with rookies.
  4 Racial Changes
  Racial Changes
  Racial Changes
  Racial Changes
  Racial Changes
  p16
  p16
  p16
  p16
  p16
  Small updates to some racial features.
  5 Class Changes
  Class Changes
  Class Changes
  Class Changes
  Class Changes
  p17
  p17
  p17
  p17
  p17
  Small updates to some class features.
  
  Character Creation
  B
  ����� ��� ��� ����� ���� ������� ���� ���
  uncharted wilds, you'll need a character. D&D 5e
  characters are heroes, capable of great feats even
  at 1st-level—but we don't always get to choose who
  or what we are in life. Sometimes, we just have to roll
  the dice and see what happens.
  This chapter introduces support for randomized
  characters and a variety of optional creation dials to help
  customize your game.
  With randomized characters, your core details are
  determined randomly by a d100. This can result in some
  unusual characters, but that's ok—ﬂaws are fun.
  To create a new and randomly-generated 1st-level
  character, take a d100 and follow these six simple steps.
  First, determine your character's race by rolling a d100
  and checking the Character Races table below.
  Character Race
  d100
  Race
  01
  Aasimar
  02-04
  Dragonborn
  05-19
  Dwarf
  20-29
  Elf
  30-31
  Firbolg
  32-33
  Gith
  34-39
  Gnome
  d100
  Race
  40-41
  Goliath
  42
  Half-Elf
  43
  Half-Orc
  44-50
  Halfling
  51-90
  Human
  91
  Kenku
  92
  Lizardfolk
  d100
  Race
  93
  Monstrous
  94
  Tabaxi
  95-98
  Tiefling
  99
  Triton
  00
  Choose
  —
  —
  —
  —
  Races are not weighted equally, so some—such as
  human—will be more common than others. The exact
  breakdown of this may depend on your campaign setting.
  Some races have additional choices to make—
  ancestry, proﬁciencies, languages, etc. Pick these at
  random using the tables listed in Appendix A (p107).
  If your race also requires you to choose a subrace, roll on
  the Character Subraces table to determine the result.
  Character Subrace
  Race
  d100
  Subrace
  d100
  Subrace
  Aasimar
  Dwarf
  Elf
  Gith
  Gnome
  Halfling
  Monstrous
  Tiefling
  Random Characters
  Step 1. Race
  Subrace
  01-33
  Fallen
  34-67
  Protector
  68-00
  Scourge
  —
  —
  01-45
  Hill
  46-90
  Mountain
  91-00
  Duergar
  —
  —
  01-10
  Drow
  11-20
  Eladrin
  21-50
  High
  51-60
  Sea
  61-70
  Shadar-kai
  71-00
  Wood
  01-50
  Githyanki
  51-00
  Githzerai
  01-45
  Forest
  46-90
  Rock
  91-00
  Deep
  —
  —
  01-50
  Lightfoot
  51-00
  Stout
  01-10
  Bugbear
  11-35
  Goblin
  36-50
  Hobgoblin
  51-75
  Kobold
  76-90
  Orc
  91-00
  Yuan-ti
  01-12
  Asmodeus
  13-23
  Baalzebul
  24-34
  Dispater
  35-45
  Fierna
  46-56
  Glasya
  57-67
  Levistus
  68-78
  Mammon
  79-89
  Mephistopheles
  90-00
  Zariel
  —
  —
  1
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 1: character creation
  6
  
  Racial Options
  The racial options listed may not match your own campaign
  setting—modify the tables to best suit your own game.
  Next, roll to see what your character used to do in the
  past. This was a career, occupation, or experience which
  left a profound mark on your character and helped shape
  them into the person they are today.
  Character Background
  d100
  Background
  01-07
  Acolyte
  08-14
  Charlatan
  15-21
  Criminal
  22-28
  Entertainer
  29-35
  Folk Hero
  36-42
  Guild Artisan
  43-49
  Hermit
  d100
  Background
  50-56
  Noble
  57-63
  Outlander
  64-70
  Sage
  71-77
  Sailor
  78-84
  Soldier
  85-91
  Urchin
  92-00
  Choose
  You gain the proﬁciencies and languages from your
  background, but you do not gain any equipment or—
  importantly—any special background features.
  If your background has additional choices to make
  (such as tool proﬁciencies, specialties, languages,
  businesses, etc.) then pick these at random.
  Once you know your background, randomly select a trait,
  ideal, bond, and ﬂaw from the characteristics tables.
  Now you know what your character used to be, it's time
  to see what they have become. Roll on the Character
  Class table below to determine your initial class.
  Character Class
  d100
  Class
  01-08
  Barbarian
  09-16
  Bard
  17-24
  Cleric
  25-32
  Druid
  33-40
  Fighter
  d100
  Class
  41-48
  Monk
  49-56
  Paladin
  57-64
  Ranger
  65-72
  Rogue
  73-80
  Sorcerer
  d100
  Class
  81-88
  Warlock
  89-96
  Wizard
  97-00
  Choose
  —
  —
  —
  —
  You gain the features, skills and proﬁciencies of your
  class, but you do not gain any equipment from it.
  Some classes require additional choices to be made—
  skills, tools, languages—so generate these randomly,
  rerolling any duplicates. If you are a spellcaster, don't roll
  for your spells—you may choose your starting cantrips
  and spells manually as per usual for your class.
  If your class requires you to choose a specialization at
  1st-level, roll on the Class Specializations table below.
  Class Specializations
  Class
  d100
  Specialty
  d100
  Specialty
  Cleric
  Domains
  Fighter
  Fighting
  Styles
  Sorcerer
  Origins
  Warlock
  Patrons
  Now you've deﬁned who your character is, it's time to see
  how capable they are. Follow the ﬁve steps below and
  randomly generate your ability scores:
  1. Roll: Roll 3d6 six times, once for each of your
  attributes in order: Strength, Dexterity, Constitution,
  Intelligence, Wisdom, and ﬁnally Charisma.
  2. Reroll: Reroll one attribute of your choice and pick
  the best result.
  3. Swap: After your reroll, you may then make one swap
  of any two attributes.
  4. Racials: Apply your racial bonuses as per normal.
  5. Modiﬁers: Finally, calculate your Ability Modiﬁers.
  Ability Scores and Modifiers
  Score
  Modifier
  01
  -5
  02-03
  -4
  04-05
  -3
  06-07
  -2
  Score
  Modifier
  08-09
  -1
  10-11
  +0
  12-13
  +1
  14-15
  +2
  Score
  Modifier
  16-17
  +3
  18-19
  +4
  20-21
  +5
  22-23
  +6
  Your character may have an unusual ability array, but
  that's ok. Learn how to make the best use of your
  strengths while protecting your weak spots.
  3d6 Average Array
  Rolling 3d6 as described here should create an average
  ability array in the region of [13, 11, 11, 11, 10, 10].
  Step 2. Background
  Characteristics
  Step 3. Class
  Class Specializations
  01-10
  Forge
  11-20
  Grave
  21-30
  Knowledge
  31-40
  Life
  41-50
  Light
  51-60
  Nature
  61-70
  Tempest
  71-80
  Trickery
  81-90
  War
  91-00
  Choose
  01-16
  Archery
  17-32
  Defense
  33-48
  Dueling
  49-64
  Great Weapon
  65-80
  Protection
  81-96
  Two-Weapon
  97-00
  Choose
  —
  —
  01-19
  Divine Soul
  20-38
  Draconic Blood
  39-57
  Shadow Magic
  58-76
  Storm Sorcery
  77-95
  Wild Magic
  96-00
  Choose
  01-19
  Archfey
  20-38
  Celestial
  39-57
  Fiend
  58-76
  Great Old One
  77-95
  Hexblade
  96-00
  Choose
  Step 4. Ability Scores
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 1: character creation
  7
  
  Now you've established the outline of who your character
  is, you can start to ﬂesh out some more personal details.
  Use the tables below to determine the basic outlines of
  your age, appearance, distinguishing feature, and family
  background. You can decide the exact details yourself, or
  discover them organically during gameplay.
  Character Details
  d100
  Age
  01-39
  Young adult
  40-74
  Early middle-age
  75-91
  Late middle-age
  92-97
  Old
  98-00
  Very old
  d100
  Height
  01-05
  Very short
  06-30
  Short
  31-70
  Average
  71-95
  Tall
  96-00
  Very tall
  d100
  Weight
  01-05
  Very thin
  06-30
  Thin
  31-70
  Average
  71-95
  Fat
  96-00
  Very fat
  d100
  Feature
  01-20
  Scar
  21-40
  Tattoo
  41-60
  Piercing
  61-80
  Birthmark
  81-00
  Accent
  d100
  Family
  01-05
  None
  06-30
  Small
  31-70
  Average
  71-95
  Large
  96-00
  Disowned
  d100
  Raised By
  01-40
  Natural Parent(s)
  41-60
  Close Family
  61-70
  Adopted Parent(s)
  71-90
  An institution
  91-00
  Yourself
  Racial Variations
  These descriptions may mean very different things
  depending on your race, so bear that in mind—a very short
  elf is very short by elf standards, while a large halfling family
  is large by halfling standards.
  Roll on this table to generate a signiﬁcant memory. For
  each memory, name a unique NPC, faction, or place—
  either create your own to add something new into the
  world, or use existing lore to help anchor your character
  to the campaign setting.
  Character Memories
  d100
  Memory
  Description
  01-20
  Achievement
  A goal you helped complete
  21-40
  Conflict
  Someone opposed you
  41-60
  Friendship
  A close bond forged or tested
  61-80
  Loss
  Something precious was taken
  81-00
  Love
  A love gained or lost
  The older you are, the more signiﬁcant memories you
  have—young adult (1), early middle-age (2), late middle-
  age (3), old (4), and very old (5).
  Roll to see what your character's primary motivation in
  life is. This may explain why they became an adventurer,
  how they react to situations, or what their general goal
  is. You can choose exactly how this motivation manifests
  in your character's actions.
  Character Motivation
  d100
  Motivation
  Description
  01-06
  Achievement
  To become the best
  07-12
  Acquisition
  To obtain possessions or wealth
  13-18
  Balance
  To bring all things into harmony
  19-24
  Beneficence
  To protect, heal, and mend
  25-30
  Creation
  To build or make new
  31-36
  Discovery
  To explore, uncover, and pioneer
  37-42
  Education
  To inform, teach, or train
  43-48
  Hedonism
  To enjoy all things sensuous
  49-54
  Liberation
  To free the self and/or others
  55-60
  Nobility
  To be virtuous, honest, and brave
  61-66
  Order
  To organize and reduce chaos
  67-73
  Play
  To have fun, to enjoy life
  74-79
  Power
  To control and lead others
  80-85
  Recognition
  To gain approval, status, or fame
  86-91
  Service
  To follow a person or group
  92-97
  Understanding
  To seek knowledge or wisdom
  98-00
  Choose
  —
  Viridian, a tiefling bard, is generating his ability scores:
  1. He rolls 3d6 six times to generate a basic array:
  [STR 14, DEX 13, CON 9, INT 8, WIS 10, CHA 5].
  2. CHA 5 isn't good, especially for a bard, so he makes
  one reroll: CHA 15—much better.
  3. Viridian then has a difficult choice to make: he
  doesn't want high STR, but does he swap it with
  CON or INT? Does he risk being frail or stupid? He
  chooses INT (a bard needs a decent vocabulary),
  swapping it with STR to make [STR 8, INT 14].
  4. Viridian then adds his racial modifiers: +1 INT and
  +2 CHA to make [INT 15, CHA 17].
  5. Finally, he calculates his total Ability Modifiers.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  8 (-1)
  13 (+1)
  9 (-1)
  15 (+2)
  10 (0)
  17 (+3)
  Viridian is quick-witted and a skilled charmer with a
  sly, lyrical flair. He hates any sort of manual labor and,
  while he loves a good drink, gets drunk very quickly.
  Step 5. Character Details
  Appearance & Family
  Memories
  Motivation
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 1: character creation
  8
  
  Everyone has a habit of some sort that they may or may
  not be aware of—speaking too loud, constant ﬁdgeting,
  collecting weird knickknacks, etc.
  Roll on the Character Habits table below to see what
  habit your character has picked up during their life, or
  pick a notable habit of your own making.
  Character Habits
  d100
  Habit
  01-03
  Humming
  04-06
  Dancing
  07-09
  Sleepwalking
  10-12
  Facial tics
  13-15
  Fingernail biting
  16-18
  Daydreaming
  19-21
  Talking in sleep
  22-24
  Whistling
  25-27
  Name dropping
  28-30
  Constant grooming
  31-33
  Foot tapping
  34-36
  Lip biting/licking
  37-39
  Coin flipping
  40-42
  Chewing
  43-45
  Knuckle cracking
  46-48
  Collects odd things
  49-51
  Singing
  d100
  Habit
  52-54
  Snacking
  55-57
  Pacing
  58-60
  Counting
  61-63
  Snoring
  64-66
  Beard/hair stroking
  67-69
  Nose picking
  70-72
  Apologizing
  73-75
  Exaggeration
  74-78
  Superstitious
  79-81
  Belching
  82-84
  Repeating others
  85-87
  Smelling things
  88-90
  Teeth picking
  91-93
  Swearing
  94-96
  Telling secrets
  97-99
  Repeating yourself
  00
  Choose
  There is something your character is seeking to
  accomplish in the short term, either through their own
  desires or because someone has compelled them to.
  Your quest may be tied to your motivation or one of your
  character's signiﬁcant memories.
  Roll on the Character Quest table to see what theme
  your initial quest takes. You can decide the exact details
  of your task with your DM.
  Character Quest
  d100
  Quest
  Description
  01-10
  Acquire
  To take possession of a particular item
  11-20
  Craft
  To create an item or art piece
  21-30
  Deliver
  To bring something somewhere
  31-40
  Destroy
  To destroy a precious object
  41-50
  Discover
  To find a person, place, or thing
  51-60
  Explore
  To map out a location
  61-70
  Justice
  To apprehend someone
  71-80
  Learn
  To gain specific knowledge
  81-90
  Meet
  To find someone
  91-00
  Vengeance
  To take revenge on someone
  Some character features—such as languages, initiative,
  and darkvision—are modiﬁed with this supplement to
  better support a low-powered, darker tone.
  Check the Feature Changes section to see if you need
  to update anything for your new character.
  Now it's time to equip your character. You don't start with
  any notable equipment from your background or class—
  instead, you have an amount of gold determined by your
  1st-level class.
  Check the table below and make a roll to see how
  much gold you have. You can then spend this gold to buy
  any starting equipment and supplies.
  Starting Wealth by Class
  Class
  Gold
  Random
  Low
  Average
  High
  Barbarian
  2d4 x 10
  20
  50
  80
  Bard
  5d4 x 10
  50
  120
  200
  Cleric
  5d4 x 10
  50
  120
  200
  Druid
  2d4 x 10
  20
  50
  80
  Fighter
  5d4 x 10
  50
  120
  200
  Monk
  5d4
  5
  12
  20
  Paladin
  5d4 x 10
  50
  120
  200
  Ranger
  5d4 x 10
  50
  120
  200
  Rogue
  4d4 x 10
  40
  100
  160
  Sorcerer
  3d4 x 10
  30
  70
  120
  Warlock
  4d4 x 10
  40
  100
  160
  Wizard
  4d4 x 10
  40
  100
  160
  Your character may incur living costs during downtime,
  so you might want to keep some gold spare for expenses.
  The DM may nominate whether to use random rolls or
  static values for starting wealth. With static wealth,
  players gain the average gold for their class—unless it is
  a particularly low or high-wealth game.
  Fate points allow your character to defy fate and cheat
  death, acting as a second life should you be caught
  unawares by a suddenly fatal action.
  A new character starts with one fate point—a boon for
  reaching the heights of 1st-level. It's hard to get new fate
  points, so keep it safe and use it wisely.
  Your character is now ready to begin their adventure.
  Join the rest of your party, prepare a journey into the
  untamed wilds, and face the Darker Dungeons below.
  Habits
  Quest
  Step 6. Feature Tweaks
  Step 7. Buy Equipment
  Random vs. Static
  Step 8. Take a Fate Point
  Step 9. Venture Forth
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 1: character creation
  9
  
  If you don't want to use fully randomized characters in
  your game, or you want to change character creation in
  some small ways, try using some of these optional dials.
  These options allow you to customize how players pick
  their race, background, and class. Use these to give your
  players varying control over the core of their character.
  The player must randomly generate one element: their
  race, background, or class. They may pick the remaining
  two elements manually as normal.
  After randomly generating their race, background, and
  class, the player may reroll one element of their choosing
  and keep the preferred result.
  After randomly generating their race, background, and
  class, the player may drop one element of their choosing
  and replace it with a manual selection.
  Players may pick their race, background, and class
  manually. But if a player opts to randomly generate an
  element, they gain a reward—the more elements they
  choose to randomize, the bigger the ﬁnal reward.
  Opt-in Rewards
  Randomized
  Reward
  One element
  10 gp
  Two elements
  10 gp, 1 skill point
  All three elements
  10 gp, 1 skill point, 1 ability point
  The skill point may be added to any skill of your
  choosing. The ability point may be added to any of your
  six abilities—though you cannot raise an ability score
  above 15 before applying racial modiﬁers.
  When a player rolls for their race, background, and class,
  they may roll twice and pick the preferred result.
  This option randomizes the magic selection for
  spellcasters—a good option if you really want to mix
  things up in your game with some unusual combinations.
  If you are a spellcaster—or have gained optional spells
  through your race or background—roll randomly to
  generate your starting cantrips and spell lists. After
  randomizing your spell collection, you may swap one
  cantrip for one of your choosing.
  These options allow you to customize how players
  generate their ability arrays—useful if you want to change
  the average base power level of 1st-level characters.
  Instead of rolling 3d6 for their ability score, the player
  may roll 4d6 and drop the lowest die value.
  Instead of rolling their ability scores in order, the player
  may assign their scores in whichever order they wish.
  At the start of the game, everyone helps to generate a
  shared ability array for the whole party.
  Starting from the left of the DM and moving
  clockwise, each player rolls one 3d6 in turn until six
  numbers are generated—this becomes the starting ability
  array used by all 1st-level characters for the game.
  Instead of rolling for their ability scores, the player takes
  an array of values and assigns them manually to their
  abilities. The DM chooses the starting power level for the
  game: low (recommended) or standard.
  As an optional mechanic, feats are not active by default—
  and are not recommended for low-power games. But if
  you do want to include feats in your game, these options
  may help you to control their scope and inﬂuence.
  Not all feats are equal. If you want to include feats in
  your game but exclude some of the more troublesome
  ones, apply a recommended blacklist such as:
  A feat can only be taken once across the entire party—
  once a feat is taken, it's locked until that character leaves
  the party, dies, or loses the feat by some other means.
  Players may only take racial feats. If no appropriate or
  interesting feats are available for their race, you may
  reskin an existing feat or create a new feat to highlight
  an iconic racial power or aspect.
  Creation Dials
  Race, Background, & Class
  Just One Roll
  One Free Reroll
  One Free Selection
  Opt-in Randomizer
  Roll Twice, Pick Once
  Randomized Magic
  Ability Arrays
  Higher-powered Rolls
  Roll in any Order
  Shared Party Array
  Static Arrays
  Low power: [15, 12, 11, 10, 9, 7] (18 points)
  Standard power: [15, 14, 13, 12, 10, 8] (27 points)
  •
  •
  Feats
  The Blacklist
  Blacklist: Players may not take any of these feats.
  Crossbow Expert
  Great Weapon Master
  Lucky
  Polearm Master
  •
  •
  •
  •
  Resilient
  Sentinel
  Sharpshooter
  Spell Sniper
  •
  •
  •
  •
  No Duplicate Feats
  Racial Feats Only
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 1: character creation
  10
  
  Feature Changes
  S
  ��� ��������� �������� ��� ��������
  slightly in this supplement to better support a
  darker, more dangerous tone—or to include some
  minor rebalancing issues to a variety of powers,
  backgrounds, skills, races, classes, and spells.
  This chapter introduces a variety of recommended
  feature changes that can be introduced to your game
  regardless of the character creation method.
  These common changes apply to all character types.
  Pick the modiﬁers that are suitable for your game and let
  your players know which changes they should expect.
  When deciding on your character alignment, ignore any
  racial alignment restrictions or suggestions—as a mortal
  creature, you get to choose your own particular morality.
  You do not gain any feature automatically from your
  background—such as Discovery or Ship's Passage.
  You can try to emulate these eﬀects in-game, however,
  by making the appropriate checks during downtime and
  your roleplaying scenes.
  If you want to keep background features in your game,
  apply this change to the Wanderer feature.
  You have advantage on Survival checks to guide,
  navigate, or forage in a favored terrain—choose one of
  the following: arctic, coast, desert, forest, grassland,
  mountain, swamp, or Underdark.
  True darkvision is a rare ability, found only in those living
  in the deepest, darkest places of the world. To make
  darkness a more important and threatening part of your
  game, apply these changes.
  If you have the Darkvision racial character trait,
  replace it with the Low-light Vision trait:
  Low-light Vision
  Race, Trait
  For 30 ft around you, you can see in dim light as if it
  were bright light. You cannot see in darkness.
  If you have the Superior Darkvision racial trait instead,
  replace it with:
  Darkvision
  Race, Trait
  For 30 ft around you, you can see in dim light as if it
  were bright light and in darkness as if it were dim
  light. You can't discern color in darkness, only shades
  of grey. Beyond 30 ft, you cannot see in darkness.
  If your new character has the Sunlight Sensitivity racial
  trait, you may choose to remove it by either:
  a. Removing your native Darkvision racial trait entirely
  so that you have only normal vision.
  b. Replacing your native Superior Darkvision racial trait
  with Low-light Vision (instead of Darkvision as above).
  Common
  Alignment
  Background Features
  Outlander: Wanderer
  Darkvision
  Sunlight Sensitivity
  2
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 2: feature changes
  11
  
  Darkvision Powers
  If you gain Darkvision from sources other than your race
  (magic spells, magic items, class features, etc.), use the
  above definition of the trait but extend the range to
  whatever is specified by the new source—60 ft, 120 ft, etc.
  Reaction speed is determined ﬁrst-and-foremost by your
  thoughts—the faster you think, the faster you react.
  Your initiative is no longer aﬀected by your Dexterity—
  instead, use your Intelligence modiﬁer.
  If you are a War Wizard, your Tactical Wit class feature
  now grants a Dexterity bonus—not Intelligence.
  This may also apply to other unique class features or
  item powers, so judge accordingly.
  You can hold up to 3 inspiration points at once. You can
  spend inspiration to make an attack roll, saving throw, or
  ability check with advantage—though you must declare
  this before you make the roll.
  You gain inspiration by acting in accordance with one of
  your characteristics in an interesting way for the game.
  You cannot be "inspired" by the same characteristic
  multiple times in one game session, so keep it varied.
  You can comprehend a maximum number of languages
  equal to 1 plus your Intelligence modiﬁer (to a minimum
  of 1 language). If you have more languages than this—
  through class or racial features—choose which ones you
  wish to speak/read/write and discard the rest.
  Character Languages
  INT
  Known Languages
  -1 or
  lower
  You have only a basic grasp of vocabulary in your
  primary language, and you are illiterate.
  0
  You can speak, read, and write your primary
  language with a decent range of vocabulary.
  +1
  You can speak, read, and write two languages.
  +2
  You can speak, read, and write three languages.
  +3
  You can speak, read, and write four languages.
  All characters know how to speak Common, but they
  can't read or write Common without mastering it.
  Some features allow your character to communicate
  with others using secret codes and cyphers—such as
  Thieves' Cant. These are not classed as languages and so
  don't count towards your language limit.
  These skills have been updated to provide a more even
  balance of utility and improve some lesser-picked skills.
  Animal Handling now measures your ability to recall lore
  about animals (or creatures with the Beast keyword) and
  interact with them.
  Roll Intelligence (Animal Handling) to recall some
  information about animals, or Wisdom (Animal
  Handling) to interact with animals.
  Nature no longer measures your knowledge of animals
  and beasts—that domain is now a part of the Animal
  Handling skill.
  These changes update spells that may trivialize certain
  aspects of low-level adventuring and dungeon delving.
  Light is now a concentration cantrip with the same level
  of brightness as a torch. The spell ends automatically if
  the light is moved too far away from the caster.
  Light
  Evocation, Cantrip
  You touch one object that is no larger than 10 ft in
  any dimension. Until the spell ends, or your
  concentration breaks, or you move more than 120 ft
  away from the object, the object sheds bright light in
  a 20 ft radius and dim light for an additional 20 ft. The
  light can be colored as you like.
  If you target an object held or worn by a hostile
  creature, that creature may make a Dexterity saving
  throw to avoid the spell.
  Initiative
  Tactical Wit
  Inspiration
  Gaining Inspiration
  Languages
  Codes and Communication
  Viridian spent much of his youth nose-deep in poetry.
  As a tiefling, his primary language is Infernal. With INT
  +2, he is able to speak, read, and write in three
  languages: Infernal, Common, and Elven.
  Chansi, meanwhile, never had much time for books.
  As a halfling, her primary language is Halfing. With INT
  -1, she can speak Halfling and Common, but cannot
  read or write either language.
  Skills
  Animal Handling
  Nature
  Spells
  Light
  Casting Time: 1 action
  Range: Touch
  Components: V, M
  Duration: Concentration, up to 1 hour
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 2: feature changes
  12
  
  Rookie Characters
  I
  � ��� ���� �� ��� � ��������� ��� ���-
  powered adventure—or explore a time before your
  characters became notable heroes—use level 0
  characters. These rookies have not yet mastered a
  class, relying entirely on their race, background, and wits
  to survive.
  This chapter introduces rules to create and use rookie
  characters in your adventures.
  Creating a new rookie character is easy: simply roll for a
  race, a background, a saving throw, and your ability
  scores—that's it, you're done. Rookies don't gain a class
  until they survive an adventure—or gain 150 XP—and
  reach 1st-level.
  You gain all the skills, proﬁciencies, equipment, and
  wealth of your race and background combined—
  excluding the background feature. Roll for your
  characteristics and any other character details.
  Your starting hit points, hit die, and armor/weapon
  proﬁciencies are determined by your background—check
  the Rookie Details table below for full details.
  Gavil hid, heart pounding, as the town burned. He
  couldn't fight goblins—he was just a butcher! But then
  he heard the girls screaming. Gavil grabbed his cleaver
  tight and charged out into the street...
  Creating a Rookie
  Rookie Details
  Background
  Hit
  Points
  Hit
  Die
  Proficiency
  Bonus
  Armor
  Proficiencies
  Weapon
  Proficiencies
  Variant:
  Starting Cantrips
  Acolyte
  3 + CON
  1d4
  +2
  —
  Simple
  2 cleric or warlock
  Charlatan
  4 + CON
  1d6
  +2
  Light
  Simple
  1 bard or sorcerer
  Criminal
  4 + CON
  1d6
  +2
  Light, Medium
  Simple
  —
  Entertainer
  4 + CON
  1d6
  +2
  Light
  Simple
  1 bard or wizard
  Folk Hero
  4 + CON
  1d6
  +2
  Light
  Simple, Martial
  —
  Guild Artisan
  3 + CON
  1d6
  +2
  Light
  Simple
  1 cleric or wizard
  Hermit
  3 + CON
  1d4
  +2
  —
  Simple
  2 druid or wizard
  Noble
  4 + CON
  1d6
  +2
  Light, Medium
  Simple, Martial
  —
  Outlander
  4 + CON
  1d6
  +2
  Light
  Simple, Martial
  1 cleric or druid
  Sage
  3 + CON
  1d4
  +2
  —
  Simple
  2 sorcerer or wizard
  Sailor
  5 + CON
  1d8
  +2
  Light, Medium
  Simple
  —
  Soldier
  6 + CON
  1d10
  +2
  All Armor, Shields
  Simple, Martial
  —
  Urchin
  3 + CON
  1d4
  +2
  —
  Simple
  2 sorcerer or warlock
  3
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 3: rookie characters
  13
  
  Rookies are proﬁcient in one random saving throw—roll
  on the Saving Throw table below to see which. You may
  do this before you assign your ability scores.
  Rookie Saving Throw
  d6
  Ability
  1
  Strength
  2
  Dexterity
  d6
  Ability
  3
  Constitution
  4
  Intelligence
  d6
  Ability
  5
  Wisdom
  6
  Charisma
  If you want to introduce some limited, low level magic
  into your adventure, use this Starting Cantrips variant.
  Some backgrounds, through their limited training and
  experience, have access to one or two magical cantrips.
  If your rookie has starting cantrips, pick these at random
  —you may choose the class of magic before each
  selection. If your rookie has multiple cantrips, these can
  each be from a diﬀerent class—an acolyte, for example,
  may have 1 cleric and 1 warlock cantrip.
  Rookies are not completely helpless—they have a reserve
  of grit and determination to dig into, unlocking a burst of
  power and ability—these are called destiny points.
  You start with 3 destiny points, regaining spent points
  after completing a long rest. You can spend a destiny
  point during your turn to do something improvised and
  extraordinary—use these as an opportunity to discover
  what class your rookie might grow into.
  You can only use one destiny point per turn. You can't use
  the same power more than once, so vary your heroics.
  When your rookie levels up and reaches 1st-level, replace
  your core details (hit points, hit die, saving throws, and
  proﬁciencies) with those of your class as per normal.
  As a keepsake, you may keep one notable feature from
  your time as a rookie. Choose one of the following:
  Rookies are very fragile without class abilities and gear
  to protect them. Monsters and traps will be a signiﬁcant
  challenge for rookies, so aim to use only CR 0 and—on
  occasion—CR 1/8 challenges. Monsters and traps should
  deal around 1 damage per hit, allowing even the weakest
  rookie to survive a couple of unfortunate attacks.
  If you want to easily create level-appropriate monsters
  for your rookies—or any other adventure—try Giﬀyglyph's
  Monster Maker, a supplement containing guides and
  templates to help build new monsters in seconds.
  Howling Skeleton
  Level -1 Striker
  Medium humanoid, Undead
  Minion (3 XP)
  Armor Class
  7 Attack Bonus
  +1
  Hit Points
  3 (2) Damage
  1
  Speed
  30 ft Spell DCs
  10, 7
  Saving Throws
  Con −1, Dex/Str −3, Wis/Int/Cha −4
  Skills
  Initiative −1, Perception −1, Stealth −1
  Necromage
  Level 0 Controller
  Medium humanoid
  Standard (25 XP)
  Armor Class
  12 Attack Bonus
  +2
  Hit Points
  16 (8) Damage
  1
  Speed
  30 ft Spell DCs
  10, 7
  Saving Throws
  Int +3, Con/Str +1, Cha/Wis/Dex −1
  Skills
  Initiative +2, Perception +1, Stealth +1
  Str
  +1
  Dex
  +1
  Con
  +2
  Int
  +0
  Wis
  +0
  Cha
  −1
  Str
  +1
  Dex
  −1
  Con
  +2
  Int
  +3
  Wis
  +0
  Cha
  +1
  Saving Throws
  At the start of a new rookie adventure, the player rolls
  for their race and background—they are Ulryn, a drow
  elf hermit with proficiency in Charisma saving throws.
  They then roll for their ability scores as normal.
  Ulryn gains all the perks and equipment of her race
  and background (excluding the background feature),
  and starts with (3 + CON) hit points and one d4 hit
  die. Being a hermit, she has only 5 gp to spend on
  additional starting equipment. Life as a rookie is tough.
  Variant: Starting Cantrips
  Destiny Points
  DM: You strike the mage fiercely, but he still stands.
  Ulryn: Can I stun him as part of that attack?
  DM: I don't know—is that your destiny?
  Ulryn: I think Ulryn's master taught her many ways to
  incapacitate a man without killing him (offers a point).
  DM: The mage staggers back, momentarily stunned,
  as your fist slams into his jaw (takes the destiny point).
  Leveling Up
  Saving throw: Replace one class saving throw (of
  your choosing) with your rookie saving throw.
  Armor/weapon proﬁciency: Keep one armor/weapon
  proﬁciency, obeying any prerequisites—you can't take
  heavy armor proﬁciency if your class doesn't already
  grant medium armor proﬁciency, for example.
  Cantrip: Keep one rookie cantrip (of your choosing) in
  addition to any others your class may grant.
  Extra hit points: Add your rookie hit point maximum
  (excluding CON) to your 1st-level hit point maximum.
  •
  •
  •
  •
  Monsters & Traps
  Giffyglyph's Monster Maker
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 3: rookie characters
  14
  
  Rookie adventures traditionally focus on common,
  everyday people being suddenly thrown into a dangerous
  situation and—with any luck—overcoming it.
  If you're unsure what to run for your rookies, try using
  these adventure seeds to kickstart some ideas.
  Adventure Seeds
  d10
  Adventure
  1
  A Village in Flames
  2
  Dragon Heist
  3
  Wings of Fury
  4
  The Mad Mage
  5
  Crimson Sacrifice
  d10
  Adventure
  6
  The Descent
  7
  Witch of the West
  8
  Island of the Dead
  9
  Smile
  10
  The Pigmen of Palicor
  You awaken in the night to the sound of screams—your
  small village is aﬂame and besieged by bloodthirsty
  bandits. Above the roar of the ﬂames, you hear their
  leader laugh as villagers are cut down in the street.
  These murderers won't let any villager escape with
  their lives. Will you grab whatever weapon you can ﬁnd
  and defend what's left of your home?
  It's been a bad harvest this year, and your poor village
  can't aﬀord food for the coming winter. Rumors say that
  the red dragon Kalaxigor has ﬂown south from her lair in
  the nearby mountain, leaving a vast horde of gold
  temporarily undefended.
  A small fortune awaits anyone brave enough—or
  foolish enough—to venture into the dragons lair. Can you
  ﬁnd the horde of gold before the dragon returns?
  A frenzied griﬃn has been attacking farmers on the edge
  of the village—three have died in the last week alone,
  gored open by the creature's razor-sharp talons. The
  local lord has put out a sizable bounty for the beast's
  head—a small fortune for a simple civilian.
  The beast is rumored to nest in the southern forest.
  Can you and your friends hunt down the griﬃn and bring
  back its head without losing your own?
  Deep below the corrupt city of Vergheist, a mad mage
  performs experiments on living captives. You are one of
  these tortured prisoners, until an earthquake rocks the
  dungeon and tears the door of your cell free.
  The mage's monstrous experiments—their prisons
  broken—now wander the halls hungrily. Can you
  navigate the dungeon and evade the mad mage long
  enough to reclaim your freedom?
  Atop the blackstone ziggurat of Sultiss, yuan-ti cultists
  prepare a ritual sacriﬁce to their blood-thirsty gods. You
  are one of these unwilling sacriﬁces, kidnapped from the
  wild, frontier town of Drembala.
  Only one hour remains until the midnight eclipse and
  the sacriﬁce begins. Can you ﬁnd a way to break your
  bonds and escape the ziggurat of death?
  You have uncovered a long-sealed tomb near your village
  —a tomb of unknown origin. After a few-too-many drinks
  in the local tavern, you and your friends decide to explore
  it in search of ancient riches.
  But as you all step foot inside, the stone doors of the
  tomb seal shut behind you. Now, the only way ahead is
  down. Can you survive the dangers ahead?
  The witch of the west has cursed your village with
  hellish, maddening nightmares. Everyone is terriﬁed to
  sleep at night, for the witch feeds on the souls of those
  who die in their sleep—and her appetite is endless.
  There are no convenient heroes around, so grab your
  weapons and brave the fetid swamps to the east. Can you
  ﬁnd the witch before she kills you in your sleep?
  A prison ship, caught in a ferocious storm near the
  dreaded Island of the Dead, capsizes with you on board.
  Beyond all hope, you are washed ashore with a handful
  of survivors. Far in the distance, you see a beached boat
  that may be the only way oﬀ this island.
  But from all around, you hear the hungry moans of
  the walking dead. Can you survive long enough to repair
  the boat and sail out to sea?
  The town's children are going missing, lured into the
  sewers by a strange man with a clown's face. In your
  dreams, you see the clown-faced man standing over a
  ﬁeld of silent, faceless children. They have no mouths
  and cannot scream.
  Now, your sister has gone missing. Without hesitation,
  you and your friends descend into the sewers to ﬁnd her.
  Can you rescue your sister from the smiling clown?
  You ﬁnd yourself strapped to an operating table as the
  mad Butcher of Palicor prepares to turn you into one of
  his monstrous Pigmen. But a freak explosion sets you
  and the other prisoners free, tearing open a hole in the
  tower to the black forest beyond.
  You ﬂee into the forest—but the Pigmen have your
  scent, and they are hungry. Can you ﬁnd a way to escape
  the horrifying Butcher and his warped creations?
  Adventure Seeds
  1. A Village in Flames
  2. Dragon Heist
  3. Wings of Fury
  4. The Mad Mage
  5. Crimson Sacrifice
  6. The Descent
  7. Witch of the West
  8. Island of the Dead
  9. Smile
  10. The Pigmen of Palicor
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 3: rookie characters
  15
  
  Racial Changes
  R
  ��� �� � ���� ���� �� ���� ���������'� ��������.
  These racial features have been amended for
  balance and to better support survival mechanics.
  Breath Weapon: You may use your breath weapon as a
  bonus action instead of a full action. Alternatively, if you
  can attack multiple times during the Attack action, you
  may use your breath weapon as one of these attacks.
  After you use your Breath Weapon, you can't use it
  again until you complete a short or long rest.
  Human Determination: If you are a non-variant human,
  you gain the Human Determination racial trait.
  Human Determination
  Race (Human), Trait
  You are filled with determination. If you fail an attack
  roll, ability check, or saving throw, you can reroll one
  d20. You must keep the new result.
  After you use Human Determination, you can't use
  it again until you complete a short or long rest.
  Lucky: After you use Lucky, you can't use it again until
  you complete a short or long rest or you roll a natural 20
  on an attack roll, ability check, or saving throw.
  Hungry Jaws: Replace your existing Hungry Jaws ability
  with the following trait.
  Hungry Jaws
  Race (Lizardfolk), Trait
  As a bonus action, or as one attack during an Attack
  action, you can make a bite attack against an adjacent
  target. If the attack hits, it deals 1d6 + STR damage. If
  the target is a living, blooded creature, you also gain
  temporary hit points equal to the damage dealt. The
  damage increases to 2d6 + STR at 6th level, 3d6 +
  STR at 11th level, and 4d6 + STR at 16th level.
  After you use Hungry Jaws, you can't use it again
  until you complete a short or long rest.
  Magic Resistance: You have advantage on all
  Intelligence, Wisdom, and Charisma saving throws
  against magic.
  Poison Resistance: (Replaces Poison Immunity) You
  have advantage on saving throws against poison, and you
  have resistance against poison damage.
  Dragonborn
  Kiris, a 5th-level dragonborn fighter, can attack twice
  with her Attack action thanks to Extra Attack. In one
  action, she makes one attack with her sword and then
  —as a second attack—unleashes her breath weapon.
  Human
  Halfling
  Lizardfolk
  Yuan-ti Pureblood
  4
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 4: racial changes
  16
  
  Class Changes
  O
  ��� ��� �������—�� ���� ���������—
  adventurer heads out into the wilds without
  adequate training, skills, and abilities.
  This chapter introduces a number of class
  feature changes—some minor, and some not-so-minor—
  to resolve some common balance and theming issues.
  These changes are recommended but not mandatory—
  use the ones that best suit your game and setting.
  Fierce and rage-driven warriors, barbarians thrive in the
  dangerous wilds of the world where almost any problem
  can be solved with a simple swing of an axe.
  When your frenzied rage ends, you lose one unspent hit
  die. If you don't have any hit die remaining, you instead
  suﬀer one level of exhaustion.
  Shapeshifting agents of nature, druids channel ancient
  and primal powers in their quest to preserve balance—by
  force and with blood, if necessary.
  Starting at 2nd level, you gain access to the Wild Shape
  feature. This ability is subject to the following changes:
  Barbarian
  Berserker Frenzy
  Krazak felt the rage slipping away as the red mist of his
  frenzy lifted, taking a small measure of stamina with it.
  No matter—he still had plenty of strength yet to burn.
  Around the dwarf lay five dead orcs—warriors of
  the Redtoof warband. Krazak cursed loudly.
  "Weak," he snarled, kicking one body over forcefully
  with his boot. "Not even worth the rage."
  A sudden horn blast broke the silence as, from over
  the hills, a horde of orcs started to charge at him.
  Krazak grinned, greataxe in hand, as the frenzied
  rage burned in his blood once more. "Now this is more
  like it!" he roared happily.
  Druid
  Wild Shape
  Attack Bonus / Ability DCs: When in wild shape,
  calculate your attack bonus and any ability DCs using
  either your shape's proﬁciency bonus or your own—
  whichever is highest. You are proﬁcient in whichever
  forms of attack the shape is proﬁcient in.
  Defenses / Damage: Your wild shape's defenses and
  attack damage values are unchanged.
  Hit Points: When in wild shape, your hit point
  maximum is equal to either the shape's default or six
  times your druid level—whichever is highest.
  0 Hit Points: If you are reduced to 0 hit points whilst
  in a wild shape, you revert to your normal form and
  lose one unspent hit die or suﬀer a level of exhaustion
  if you have no hit dice remaining.
  Multiattack: You cannot use multiattack in your new
  form until you are a 5th-level druid (or higher).
  •
  •
  •
  •
  •
  Reynis is a 10th-level gnome druid with a proficiency
  bonus of +4. In a duel with the Boar King, she wild
  shapes into a CR 1/4 boar (proficiency bonus +2)
  She updates the boar's attack bonus from +3 to +5,
  and its hit points from 11 to 60. She also updates the
  attack DC of its charge ability from DC 11 to DC 13.
  5
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 5: class changes
  17
  
  As a druid, you can shapeshift into a number of diﬀerent
  wild shapes—this collection is called your wild bestiary.
  Your bestiary can hold a total number of shapes equal
  to your druid level. If you forget a shape from your
  bestiary, you will have to relearn it again.
  To add a new shape to your bestiary (or replace an
  existing one), you must closely observe a live beast to
  study it. This requires 1 hour of focus per CR of the
  beast (minimum 1 hour), during which you develop a
  primal understanding of the creature's essence. If the
  beast is friendly, reduce the required time by half—but if
  it is acting hostile, double the time.
  Interrupted Focus: If your eﬀorts are signiﬁcantly
  interrupted—the beast escapes, you fall asleep, a combat
  encounter begins, etc—you lose your focus and must
  start your observations again from the beginning.
  To ﬁnd a beast and master its wild shape, many druids
  begin a wild hunt. Depending on the beast, location, and
  the length of time required, you may need to make
  several skill checks during your wild hunt to see if you
  are successful in your eﬀorts.
  Skills (such as animal handling, insight, nature,
  stealth, and survival) and magic spells (such as Animal
  Friendship, Speak with Animals, and Locate Animals or
  Plants) will be of particular help during a wild hunt.
  With a sixth-sense for combat, ﬁghters are inextricably
  drawn to the heat of battle. Some ﬁght for what they
  believe in—but for others, the ﬁght is all that matters.
  As you master your ﬁghting skills, your ability to recover
  from battle is improved—Second Wind now restores
  more hit points as your ﬁghter class level increases.
  Second Wind
  Level
  Hit Points
  1st
  1d10 + fighter level
  3rd
  2d10 + fighter level
  7th
  3d10 + fighter level
  Level
  Hit Points
  10th
  4d10 + fighter level
  15th
  5d10 + fighter level
  18th
  6d10 + fighter level
  Choose your Own Changes
  Every table is different. A class feature that causes trouble in
  one campaign might not be such an issue in another.
  These changes help to resolve issues I've experienced,
  but if your game doesn't suffer from the same problems—or
  these changes don't suit your game—don't use them.
  Many ﬁghters develop signature abilities—these battle
  masters use their maneuvers to control the battleﬁeld.
  If you are adjacent to the target and have a free hand, you
  may catch the disarmed item as a free action.
  This maneuver also allows you to dodge an attack with
  some evasive, reactive footwork.
  When another creature attacks you with a melee
  attack, you can use your reaction to expend one
  superiority die and roll it—add the number to your AC for
  that attack, potentially causing the attack to miss.
  When you take the Attack action on your turn, you can
  expend one superiority die to increase your reach with
  melee weapon attacks by 5ft until the end of your turn.
  Once during your turn, if you hit a creature with a
  lunging attack, you may add the superiority die to the
  attack's damage roll.
  You grant more temporary hit points as you gain ﬁghter
  class levels and become a more inspiring battle master.
  Rally
  Level
  Temp. Hit Points
  3rd
  2d8 + fighter level
  7th
  3d8 + fighter level
  10th
  4d10 + fighter level
  Level
  Temp. Hit Points
  15th
  5d10 + fighter level
  18th
  6d12 + fighter level
  —
  —
  When another creature attacks you with a melee attack,
  you can use your reaction to attempt a parry. Expend one
  superiority die to add your Dexterity modiﬁer to your AC
  for that attack, potentially causing the attack to miss you.
  Alternatively, if you are holding a shield, you may add
  your Strength modiﬁer instead.
  If the attack misses, you gain temporary hit points
  equal to the superiority die roll.
  Your Trip Attack now requires a bonus action to use.
  Wild Bestiary
  Learning a New Wild Shape
  Going on a Wild Hunt
  Reynis sat in silence as the giant elk drank from a clear
  pool below. She had been studying the beast for an
  hour, trying to master the essence of its wild shape.
  A bird took flight nearby with a loud screech. The
  elk looked up, startled—Reynis could tell it was about
  to flee if she didn't do something quick...
  Fighter
  Second Wind
  Battle Master Maneuvers
  Disarming Attack
  Evasive Footwork
  Lunging Attack
  Rally
  Parry
  Trip Attack
  Gamble kicked out, knocking the dragonborn to the
  ground. "Stay down," growled the orc. "Final warning."
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 5: class changes
  18
  
  Masters of inner peace and martial arts, monks harness
  their mystical ki energy and forge a deeper connection
  with the universe itself.
  You have learned to become the still center of the turning
  wheel, bending the elements of nature to your will.
  When you choose this tradition at 3rd-level, you learn
  one elemental attunement and two elemental disciplines
  of your choice from the tables below.
  You learn one additional attunement and two
  additional disciplines of your choice at 6th, 11th, and
  17th level.
  At 17th-level, you have mastered attunement with one of
  the elements. Choose one of the following masteries:
  Once per long rest, as a free action, you may spend 6 ki
  points to invoke this avatar form.
  Elemental Attunements
  Name
  Spell
  Ki
  Breath of the Wild
  Gust
  0
  Heart of the Ocean
  Shape Water
  0
  Monkey's Wise Craft
  Mold Earth
  0
  Sleeping Dragon
  Control Flames
  0
  Elemental Disciplines: 3rd Level
  Name
  Spell
  Ki
  Color of True Spirit
  Absorb Elements
  1
  Dance of Autumn's Pass
  Feather Fall
  1
  Fang of the Fire Snake
  (As written)
  1
  Fist of Four Thunders
  Thunderwave
  1
  Fist of Unbroken Air
  (As written)
  2
  Flight of Winter's Tear
  Ice Knife
  1
  Grace of Ages Past
  Longstrider
  1
  Sky Storm Mantra
  Zephyr Strike
  1
  Shape the Flowing River
  (As written)
  1
  Stance of the Grasshopper
  Jump
  1
  Sweeping Cinder Strike
  Burning Hands
  1
  Tears of the Patient Mountain
  Fog Cloud
  1
  Wake the Titan
  Earth Tremor
  1
  Water Whip
  (As written)
  2
  Elemental Disciplines: 6th Level
  Name
  Spell
  Ki
  Center of the Turning Wheel
  Warding Wind
  2
  Claw of the Phoenix
  Flame Blade
  2
  Clench of the North Wind
  Hold Person
  2
  Divine Warrior's Ascent
  Levitate
  2
  Eye of a Thousand Agonies
  Flaming Sphere
  2
  Gong of the Summit
  Shatter
  2
  Hand of the Sleeping Titan
  Maximilian's Earthen Grasp
  2
  Heart of the Phoenix
  Continual Flame
  2
  Kiss of the Wild Dragon
  Dragon's Breath
  2
  Red Hawk Lance
  Aganazzar's Scorcher
  2
  Rush of the Gale Spirits
  Gust of Wind
  2
  Three Days of Summer
  Scorching Ray
  2
  Elemental Disciplines: 11th Level
  Name
  Spell
  Ki
  Face of the Crushing Ocean
  Tidal Wave
  3
  Fist of the Mad Titan
  Erupting Earth
  3
  Flames of the Phoenix
  Fireball
  3
  Flash Step
  Thunder Step
  3
  Gift of A Thousand Summers
  Water Breathing
  3
  Hand of Five Oceans
  Wall of Water
  3
  Mist Stance
  Gaseous Form
  3
  Nest of Watching Crane
  Wind Wall
  3
  Ride the Wind
  Fly
  3
  Royal Crown of Stars
  Melf's Minute Meteors
  3
  Stance of the Slow Gecko
  Water Walk
  3
  Wave of Shifting Sand
  Wall of Sand
  3
  Wicked Sage's Spear
  Lightning Bolt
  3
  Wrath of Heaven
  Call Lightning
  3
  Elemental Disciplines: 17th Level
  Name
  Spell
  Ki
  Bite of a Hundred Serpents
  Storm Sphere
  4
  Breath of Timeless Winter
  Cone of Cold
  5
  Black Pearl Grasp
  Watery Sphere
  4
  Calm the Unbroken Sea
  Control Water
  4
  Dark King's Judgement
  Flame Strike
  5
  Embrace of the Phoenix
  Fire Shield
  4
  Eternal Mountain Defense
  Stoneskin
  4
  Mouth of the Ocean
  Maelstrom
  5
  Path of Yellow Sand
  Transmute Rock
  5
  River of Hungry Flame
  Wall of Fire
  4
  Teeth of the Winter Moon
  Ice Storm
  4
  Tempest Spiral
  Control Winds
  5
  Wave of Rolling Earth
  Wall of Stone
  5
  Wild Dragon's Embrace
  Immolation
  5
  Monk
  Way of the Four Elements
  Disciple of the Elements
  Elemental Mastery
  Avatar of Air (Investiture of Wind)
  Avatar of Earth (Investiture of Stone)
  Avatar of Fire (Investiture of Flame)
  Avatar of Water (Investiture of Ice)
  •
  •
  •
  •
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 5: class changes
  19
  
  Divine warriors who swear sacred oaths, paladins walk a
  path of righteousness. Shaped by their vows, these
  blessed champions can perform great—or terrible—acts.
  Your oath is a sacred vow which separates you from any
  common knight—it is what makes you a paladin. At 1st-
  level, choose your oath and begin living by its tenets.
  At 3rd-level, your commitment to your oath is an
  inspiration. You gain your oath features as per normal.
  If you are randomly generating your character, roll on the
  table below to see which oath you have sworn.
  Sacred Oaths
  d100
  Oath
  01-19
  Ancients
  20-38
  Conquest
  39-57
  Devotion
  d100
  Oath
  57-76
  Redemption
  77-95
  Vengeance
  96-00
  Choose
  Starting at 2nd level, when you hit a creature with a
  melee weapon attack, you can spend a bonus action to
  expend one spell slot and smite your target. This deals
  extra damage and, in some cases, an additional eﬀect.
  During a long rest, you may select a number of smite
  powers equal to your Charisma modiﬁer (minimum 1).
  These smite powers must be appropriate for your level
  and don't count towards your number of prepared spells.
  Paladin Smites
  Level
  Smite
  Min. Slot
  2nd
  Divine, Searing, Thunderous, Wrathful
  1st
  5th
  Branding
  2nd
  9th
  Blinding
  3rd
  13th
  Staggering
  4th
  17th
  Banishing
  5th
  Smites are now a paladin class feature—remove them
  from the paladin class spell lists. The only way to learn a
  smite is to become a paladin (or be granted them by a
  speciﬁc class feature).
  Using a smite is not classed as casting a spell—smites
  can't be counterspelled nor altered by metamagic.
  As a paladin, you have access to powerful smites with
  debilitating eﬀects. Some of these now-versatile smites
  are are subject to the following damage adjustments:
  Some smites require concentration to persist an eﬀect
  (blinding smite, banishing smite, etc)—this is unchanged.
  On the outskirts of civilization, rangers learn how to
  survive in dark and dangerous places. If you're very lucky,
  they might just help to keep you alive too.
  At 2nd level, you gain the ability to mark a creature as
  your quarry. Add the Hunter's Mark spell to your known
  spell list as an extra spell. You may cast this as a 1st-level
  spell for free (no spell slot required) a number of times
  equal to your Wisdom modiﬁer (minimum 1).
  You regain all expended uses of this feature when you
  ﬁnish a long rest. You may also cast this spell as normal
  per your spellcasting ability by spending a spell slot.
  Hunter's Mark is now a class feature. Remove it from all
  class spell lists—the only way to learn Hunter's Mark is
  to become a ranger (or be granted it by a speciﬁc class
  feature, such as Oath of Vengeance).
  The ground shook beneath Ulryn's feet as the giant
  charged towards her. The drow monk smiled serenely.
  "You step loud enough to wake the titans," she said,
  pressing a fist to the soil. A giant hand burst from the
  ground. "And they are not pleased to be up so early..."
  Paladin
  Sacred Oath
  Random Character Generation
  Smite
  Paladin Smites
  Blinding Smite: Now deals 3d8 radiant damage,
  increasing by 1d8 for each spell slot above 3rd level to
  a maximum of 5d8.
  Branding Smite: Now deals 2d8 radiant damage,
  increasing by 1d8 for each spell slot above 2nd level
  to a maximum of 5d8.
  Searing Smite: Now deals 1d8 ﬁre damage,
  increasing by 1d8 for each spell slot above 1st level to
  a maximum of 5d8.
  The ongoing ﬂames deal 1d8 ﬁre damage. If the
  spell is cast using a 3rd/4th level slot, the ﬂames deal
  2d8 ﬁre damage. If the spell is cast using a 5th level
  slot, the ﬂames deal 3d8 ﬁre damage.
  Staggering Smite: Now deals 4d8 psychic damage,
  increasing by 1d8 for each spell slot above 4th level to
  a maximum of 5d8.
  Thunderous Smite: Now deals 1d8 thunder damage,
  increasing by 1d8 for each spell slot above 1st level to
  a maximum of 5d8.
  Wrathful Smite: Now deals 1d8 thunder damage,
  increasing by 1d8 for each spell slot above 1st level to
  a maximum of 5d8.
  •
  •
  •
  •
  •
  •
  Truth felt his blade catch as it hit the invisible stalker.
  "Now I've got you!" said the paladin victoriously.
  Divine power poured into his sword, branding the
  stalker with a glowing, radiant, and clearly visible mark.
  Ranger
  Hunter's Mark
  Class Feature
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 5: class changes
  20
  
  As a ranger, you specialize in hunting particular types of
  quarry. In addition to tracking, knowledge, and language
  advantages, your favored enemy also grants you a new
  spell—this is a special ability you have practiced in order
  to better hunt your enemy.
  Check the Favored Enemy table below and add the
  spell to your known spell list. Treat it as a ranger spell for
  the purposes of spellcasting, and—if required—reﬂavor
  the spell's appearance to better suit your ranger's style.
  Favored Enemy
  Enemy
  Spell
  Aberrations
  Detect Magic
  Beasts
  Ensnaring Strike
  Constructs
  Grease
  Dragons
  Heroism (must target self)
  Elementals
  Absorb Elements
  Fey
  Faerie Fire
  Fiends
  Bless (must target self)
  Giants
  Jump
  Monstrosities
  Healing Word (must target self)
  Oozes
  Detect Poison and Disease
  Plants
  Burning Hands
  Undead
  Guiding Bolt
  Humanoids
  Fog Cloud
  You are particularly familiar with the natural world,
  adept at traveling and surviving out in the wilds. At 2nd-
  level, choose two of the following traits. You may then
  choose two additional traits at 6th and 10th level.
  You gain the trust of a tiny animal friend. You both share
  a basic understanding, though the animal is still subject
  to its natural instincts. Your animal must be a tiny CR 0
  beast, and (when relevant) it shares your pool of actions.
  If your animal friend is reduced to 0 hit points, you
  can spend one hit die or suﬀer a level of exhaustion to
  reduce it to 1 hit point instead. If your animal friend
  leaves or dies, you can spend time during a long rest to
  try bonding with another creature from the surrounding
  environment. Depending on the situation, this may
  require animal handling checks.
  Many Friends: You may take this trait multiple times,
  gaining an additional animal friend each time.
  You know how to make your lighting supplies last a little
  longer in the dark. You may roll with advantage when
  crafting (or enhancing) simple candles or torches, and
  these crafted lights burn for twice as long as normal.
  While tracking other creatures, you also learn their exact
  number, their sizes, and roughly how long ago it was that
  they passed through the area.
  You have a good eye for a campsite. You may roll with
  advantage when trying to set up camp in the wilderness.
  When you make a knowledge check relating to the
  natural world, your proﬁciency bonus—if any—is doubled
  (unless you are already an expert in the relevant skill).
  Even when you are engaged in another activity while
  traveling (such as foraging, navigating, or tracking), you
  remain alert to danger (as if you were scouting).
  While asleep, you are still half-aware of what's happening
  around you. You have disadvantage on all Perception
  checks while sleeping.
  You may roll with advantage when attempting to cook a
  simple meal with basic or improvised ingredients.
  When travelling outside, you may make navigation
  checks as if you had a map and compass.
  When you forage, you ﬁnd twice as much food or water
  as you normally would.
  Diﬃcult terrain doesn’t slow your group's travel during
  long journeys.
  If you are traveling alone, you can move stealthily at a
  normal pace.
  You can attune your ranger senses to determine if your
  quarry lurks nearby. Spend 1 minute in concentration to
  sense whether any of your favored enemies are present
  within 5 miles of you—you learn which of your enemies
  are in the area, as well as their general numbers,
  direction, and distance (in miles) from you.
  You may use this feature a number of times equal to
  your Wisdom modiﬁer (minimum 1). You regain all
  expended uses when you ﬁnish a long rest.
  Favored Enemy
  "Well look at that," said Chansi as the shambling
  mound wrapped its vines around her leg. "I guess you
  picked up a new trick from the Elsewood?"
  She grinned, holding out a hand. "Me too!" Burning
  flames burst from her palm, immolating the plant.
  Natural Explorer
  A Forest Friend
  A Light in the Dark
  Expert Tracker
  I Can Sleep Anywhere
  I Know This Place
  In the Corner of My Eye
  Light Sleeper
  Make a Meal out of Anything
  Natural Sense of Direction
  Shortcut to Mushrooms
  There's Always Another Path
  Walk Softly and Carry a Big Bow
  Primeval Awareness
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 5: class changes
  21
  
  Some rangers form a close friendship with an animal
  companion, ﬁghting together on the battleﬁeld. Your
  beast companion is subject to the following changes:
  You can use a free action to verbally command your
  companion to Dash, Disengage, or Help.
  As living vessels of raw magic, sorcerers seethe with
  arcane power. Because of their innate chaotic potential,
  sorcerers are known—and feared—throughout the land.
  As a vessel of raw magic, you are your own spellcasting
  focus for sorcerer spells—you don't need an arcane focus
  or component pouch to cast sorcery.
  Your sorcerous origin deﬁnes your power. At 1st, 3rd,
  5th, 7th, and 9th levels, choose one spell (appropriate for
  your level) from your sorcerous origin spell table—add it
  to your known spell list as an extra spell. Treat it as a
  sorcerer spell for your focus and spellcasting.
  Divine Soul
  Level
  Spell
  1st
  Bless / Guiding Bolt
  3rd
  Lesser Restoration / Spiritual Weapon
  5th
  Spirit Guardians / Mass Healing Word
  7th
  Death Ward / Guardian of Faith
  9th
  Greater Restoration / Mass Cure Wounds
  Draconic Bloodline
  Level
  Spell
  1st
  Command / Chromatic Orb
  3rd
  Dragon's Breath / Hold Person
  5th
  Fear / Fly
  7th
  Dominate Beast / Elemental Bane
  9th
  Dominate Person / Hold Monster
  Shadow Magic
  Level
  Spell
  1st
  Arms of Hadar / Ray of Sickness
  3rd
  Shadow Blade / Darkness
  5th
  Hunger of Hadar / Vampiric Touch
  7th
  Blight / Evard's Black Tentacles
  9th
  Enervation / Negative Energy Flood
  Storm Sorcery
  Level
  Spell
  1st
  Thunderwave / Witch Bolt
  3rd
  Gust of Wind / Shatter
  5th
  Call Lightning / Lightning Bolt
  7th
  Storm Sphere / Watery Sphere
  9th
  Cone of Cold / Control Winds
  Wild Soul
  Level
  Spell
  1st
  Chaos Bolt / Sleep
  3rd
  Blur / Mirror Image
  5th
  Blink / Counterspell
  7th
  Confusion / Polymorph
  9th
  Modify Memory / Synaptic Static
  At 2nd-level, your true nature reveals itself—you can now
  tap into your wellspring of sorcerous power.
  You are a font of sorcerous power. Once per long rest,
  when you ﬁnish a short rest, you may recover all of your
  expended sorcery points.
  As a sorcerer, you can twist your sorcery into spellpower.
  You cannot create new spell slots, but you can recover
  expended spell slots by spending sorcery points.
  You may recover multiple spell slots at the same time
  with a single bonus action, so long as you have enough
  sorcery points.
  Beast Master
  Command: You can use your bonus action to verbally
  command your companion to act. If you fall
  unconscious or are otherwise indisposed, command
  the companion as if you were conscious.
  0 Hit Points: When your beast companion falls to 0
  hit points, it gains the Dying condition (p77) as if it
  were a player character. Roll death saving throws for
  the companion when appropriate.
  Hit Points: Your companion's hit point maximum is
  equal to either its default or six times your ranger
  level—whichever is highest.
  •
  •
  •
  Exceptional Training
  Sorcerer
  Spellcasting Focus
  Sorcerous Origin
  Font of Magic
  Sorcerous Recovery
  Flexible Casting
  Clanda cursed aloud as the hobgoblin deflected her
  witch bolt. She felt a chill sweep through her body—
  the last of her spellpower was now gone.
  The hobgoblin sneered in victory, pointing his
  hooked blade at her. "Out of spells already? Pathetic
  elf. What are you going to do now, witch?"
  "Oh I'm no witch, you poor fool," laughed Clanda,
  raising a hand to the sky. "I'm a sorceress." She felt
  alive again as raw, sorcerous power suddenly blazed
  through her body, restoring her precious spellpower.
  The hobgoblin ran. He did not get far.
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 5: class changes
  22
  
  As a sorcerer, you have the ability to twist your spells to
  suit your needs. Add the Inversion metamagic option to
  the list of available metamagics.
  At 3rd level, you gain three metamagic options of your
  choice. You gain three additional options at both 10th
  and 17th level.
  When you roll damage for a spell with an elemental
  eﬀect, you can spend 1 sorcery point to invert the type of
  that damage. There are ﬁve known elemental pairings:
  Seekers of ancient—and often forbidden—knowledge,
  warlocks make a pact with an otherworldly being for the
  promise of power and reward.
  A warlock rarely stumbles into power by accident—they
  seek it out, against all wisdom and at great personal cost.
  With intellect, warlocks decipher eldritch runes, pierce
  the mortal veil, and bargain with otherworldly powers.
  Variant: Intelligence & Charisma
  This supplement strongly recommends changing warlocks
  from Charisma to Intelligence for a number of reason (limits
  multiclassing exploits, is more thematically appropriate,
  improves INT ability usage, etc).
  However, if you wish to support CHA warlocks at your
  table for thematic reasons, then consider making INT an
  optional choice for your warlock players instead.
  After sealing your eldritch bargain, your patron grants
  you a manifestation of their unfathomable power.
  Starting at 1st-level, you are gifted the Eldritch Blast
  cantrip—add it to your list of known cantrips as an extra
  cantrip. As a direct manifestation of your patron's power,
  you may decide on the appearance of your eldritch blast.
  This spell is now a dedicated warlock class feature
  and can be removed from all class spell lists—the only
  way to learn Eldritch Blast is to become a warlock (or be
  granted it by a speciﬁc class feature).
  As a class feature, Eldritch Blast now scales with your
  warlock class level—not your character level.
  Eldritch Blast
  Evocation, Cantrip
  A beam of crackling energy streaks toward a creature
  within range. Make a ranged spell attack against the
  target. On a hit, the target takes 1d10 force damage.
  The spell creates more beams as you gain more
  warlock class levels: two beams at 5th level, three
  beams at 11th level, and four beams at 17th level. You
  can direct the beams at the same target or at different
  ones. Make a separate attack roll for each beam.
  At 3rd-level, you receive a gift from your otherworldly
  patron. If you choose Pact of the Blade, your patron's
  power and knowledge shapes you into a formidable and
  vicious warrior. You gain the Blade Warrior feature.
  You acquire power from your patron necessary to arm
  yourself for battle. Your patron gifts you with proﬁciency
  with medium armor, shields, and martial weapons.
  You also gain the Pact Weapon feature, allowing you
  to create and summon an eldritch weapon.
  Metamagic
  Inversion
  Fire / Cold
  Radiant / Necrotic
  Lightning / Thunder
  •
  •
  •
  Poison / Acid
  Psychic / Force
  •
  •
  Warlock
  Knowledge is Power
  Spellcasting: Your spellcasting ability for warlock
  spells is now Intelligence, not Charisma.
  Saving Throws: You gain proﬁciency in Intelligence
  saving throws, not Charisma.
  Features: Any warlock feature that relies on your
  Charisma modiﬁer (Agonizing Blast, Lifedrinker,
  Cloak of Flies, etc) now uses your Intelligence
  modiﬁer where appropriate.
  •
  •
  •
  Edgar opened the thick, black tome with trembling
  hands, cursing his own frailty—the sickness had come
  on suddenly, and his days were fast running out.
  But after months of sacrifice and careful study—of
  people telling him he was mad—he finally understood.
  Edgar looked at the eldritch runes, written in blood. He
  knew the translations. Shaking, he spoke the words...
  Eldritch Blast
  Eldritch Scaling
  Casting Time: 1 action
  Range: 120 feet
  Components: V, S
  Duration: Instantaneous
  Pact of the Blade
  Blade Warrior
  The warlock sat alone in the dark room, listening to the
  endless whispers of his mind. A sudden demand burst
  through the cacophony with painful clarity: CHOOSE.
  "Strength," whispered Edgar, "I choose strength."
  The warlock clutched his head in sudden agony as
  aberrant knowledge seared his brain. When he awoke,
  hours later, a black knife glimmered in his hands. Edgar
  giggled madly in the dark...
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 5: class changes
  23
  
  Pact Weapon
  Feature, Warlock
  As an action on your turn, you create a pact weapon in
  your empty hand. You can choose the form this melee
  weapon takes each time you create it, though it must
  be a form you are proficient with.
  Eldritch Strike: When you attack with this weapon,
  you can use your warlock spellcasting ability modifier,
  instead of Strength or Dexterity, for the attack and
  damage rolls. This weapon counts as magical when
  overcoming resistances and immunity to nonmagical
  attacks and damage.
  Ephemeral: This weapon disappears if it is more
  than 5 feet away from you for 1 minute or more, if you
  create another pact weapon, if you dismiss the
  weapon (no action required), or if you die.
  Magic Weapons: You can transform one magic
  weapon into your pact weapon by performing a
  special ritual while you hold the weapon. You perform
  the ritual over the course of 1 hour, which can be
  done during a short rest. You can then dismiss the
  weapon, shunting it into an extradimensional space,
  and it appears whenever you create your pact weapon
  thereafter. You can’t affect an artifact or a sentient
  weapon in this way.
  The weapon ceases to be your pact weapon if you
  die, if you perform the 1-hour ritual on a different
  weapon, or if you use a 1-hour ritual to break your
  bond to it. The weapon appears at your feet if it is in
  the extradimensional space when the bond breaks.
  Thirsting Blade: At 5th warlock class level, you can
  attack with your pact weapon twice, instead of once,
  whenever you take the Attack action on your turn.
  Otherworldly beings with unknowable motivations,
  patrons oﬀer mortals a small taste of power in exchange
  for their service and unwavering loyalty.
  Many a warlock has thought to cross their patron and
  renege on a bargain, only to pay a price in blood.
  Your patron grants you access to an expanded set of
  spells. At 1st, 3rd, 5th, 7th, and 9th levels, choose one
  spell (appropriate for your level) from your patron spell
  table—add it to your known spell list as an extra spell.
  A patron from the Shadowfell grants you a powerful
  curse. Hexblade no longer has the Hex Warrior trait.
  Alternative Naming To more accurately reﬂect the
  focus of this patron, you may wish to rename it—consider
  "Hexer", "Shade", or "Cursed".
  As your connection to your patron strengthens, you gain
  access to a greater pool of power—invocations. The
  following invocations have been rebalanced:
  At 1st-level, you gain the Sacriﬁcial Bargain feature. With
  a sacriﬁce of health, your patron grants you power.
  Once per short rest, when you cast a warlock spell of
  1st-level or higher, you may spend a number of hit die
  equal to your warlock spell level to cast the spell without
  expending a spell slot.
  If the spell can't be cast at a higher level, you may
  instead spend a number of hit die equal to the spell level.
  Scholars of arcane power, wizards shape the fabric of
  reality to their own careful design. With spellbook and
  staﬀ, they experiment with the energies of magic.
  As a practiced channeller of magical power, you have the
  ability to recover a measure of spell power. Your Arcane
  Recovery feature may be used once per long rest.
  Patrons
  Patron Expanded Spells
  The elf screamed as the warlock spoke aloud the
  dissonant whispers of his mind. Edgar kept whispering
  even as she collapsed, blood dripping from her ears.
  The Hexblade
  Invocations
  Bewitching Whispers, Dreadful Word, Minions of
  Chaos, Mire the Mind, Sculptor of Flesh, Sign of Ill
  Omen, Thief of Five Fates: These spells may be cast
  without spending a warlock spell slot.
  Repelling Blast: You can trigger Repelling Blast only
  once during your turn.
  Repelling Blast & Grasp of Hadar: For every size
  category larger than you, the target moves 5 ft less.
  You cannot move a swarm with these invocations. If
  the target is grabbing anything, it may roll a Strength
  saving throw against your spell DC to avoid being
  moved or—if it chooses—pull the creature with it.
  Thirsting Blade: This invocation is now a core
  feature of Pact Weapon and can be removed.
  •
  •
  •
  •
  Sacrificial Bargain
  Edgar cut his palm with the black knife, feeding his
  blood to the ever-hungry pact blade. His patron was
  pleased with the sacrifice—there would be a reward...
  Wizard
  Arcane Recovery
  Bellamy yawned sleepily as she opened her spellbook
  and began recovering a small measure of spellpower...
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 5: class changes
  24
  
  PART 2
  PART 2
  PART 2
  PART 2
  PART 2
  Equipment
  Equipment
  Equipment
  Equipment
  Equipment
  6 Inventory Space
  Inventory Space
  Inventory Space
  Inventory Space
  Inventory Space
  p26
  p26
  p26
  p26
  p26
  Manage your inventory with item slots.
  7 Wear & Tear
  Wear & Tear
  Wear & Tear
  Wear & Tear
  Wear & Tear
  p32
  p32
  p32
  p32
  p32
  Track item damage and decay with notches.
  8 Ammunition
  Ammunition
  Ammunition
  Ammunition
  Ammunition
  p36
  p36
  p36
  p36
  p36
  Track your arrows and bolts with ammunition die.
  9 Potions
  Potions
  Potions
  Potions
  Potions
  p37
  p37
  p37
  p37
  p37
  Drink magic consumables for magical effects.
  10 Flasks
  Flasks
  Flasks
  Flasks
  Flasks
  p40
  p40
  p40
  p40
  p40
  Store multiple potions in small, handy flasks.
  11 Oils
  Oils
  Oils
  Oils
  Oils
  p42
  p42
  p42
  p42
  p42
  Enhance your gear with magical oils.
  
  Inventory Space
  I
  � � ���� ��� ��������� �����, ������ ���
  right gear at the right time can make all the
  diﬀerence between life and death. Great emphasis is
  placed on your inventory—what you carry and where
  you carry it are important things to keep track of.
  This chapter introduces new systems to help track
  and manage your inventory easily.
  Inventory is managed using item slots, not item weight.
  These abstract slots represent the combined storage
  capacity of your bags/belts/weapon sheaths/etc—the
  more item slots you have, the more items you can carry.
  To calculate your character's inventory capacity, ﬁrst
  check your character size—the bigger you are, the more
  space you have about your person to carry items.
  Character Size
  Size
  Slots
  Tiny
  9
  Small
  15
  Medium
  18
  Size
  Slots
  Large
  21
  Huge
  27
  Gargantuan
  39
  Next, check your character's strength—the stronger you
  are, the more items you can carry. You gain (or lose) a
  number of item slots equal to your STR modiﬁer.
  Finally, check the type of armor you are wearing.
  Armor is big and bulky—the bigger the armor, the less
  inventory space you have for other gear.
  Character Armor
  Armor
  Slots
  None
  —
  Light
  −3
  Armor
  Slots
  Medium
  −6
  Heavy
  −9
  In addition to item slots, your character can freely carry
  one ration box, one waterskin, and one purse. These
  don't occupy any slots and can store a small amount of
  basic supplies—food, water, and money.
  While these extra containers don't occupy any item slots,
  they can still be aﬀected by NPCs and monsters—stolen,
  damaged, destroyed, etc—so beware.
  Worn Items
  Worn items, such as gloves, boots, hats, bracers, etc—with
  the exception of armor—don't occupy any inventory space
  until you unequip them and put them back into storage.
  Slot-based Inventory
  Your Inventory Capacity
  Valiant, a human cleric, is a medium-sized creature (18
  slots) with +2 STR (+2 slots) wearing heavy armor (−9
  slots). He can carry 11 slots of additional gear.
  Crackle, a kobold wizard, is a small creature (15
  slots) with −1 STR (−1 slot) and no armor. She can
  carry up to 14 slots worth of equipment.
  Food, Water, & Gold
  Ration box: Stores up to ﬁve basic food rations.
  Waterskin: Holds enough liquid for ﬁve drink rations.
  Purse: Holds up to 100 assorted coins.
  •
  •
  •
  6
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 6: inventory space
  26
  
  If you ﬁnd yourself carrying more than your inventory
  capacity allows, you are encumbered. While you are
  encumbered:
  You must draw an item from your inventory before you
  can use it. During your turn, you may use your one free
  object interaction (PHB p190) with your inventory to:
  To make a second change to your inventory during the
  same turn, or to interact with another character's
  inventory, you must take the Use an Object action.
  Some containers have magical—or otherwise enhanced
  —properties that change their capacity or durability:
  A character can only equip one Bag of Holding or Handy
  Haversack at a time, and—while equipped with one—
  cannot store a Portable Hole in their expanded inventory
  without destroying both items (DMG p185).
  Wearing armor means that you can't carry as much, but
  there is a trade-oﬀ—you become more resistant to harm.
  If you are wearing medium or heavy armor—and you are
  appropriately proﬁcient—you gain the following perk:
  This perk doesn't stack with any additional armor feats
  or bonuses you might gain—use the highest value.
  Item size is measured in slots, telling you just how much
  space an item requires in your inventory. Items generally
  fall into one of four sizes: tiny, small, medium, and large.
  Item Sizes
  Size
  Description
  Slots
  Tiny
  Very small (smaller than a hand); Can hold
  many in one hand.
  0.2
  Small
  Short length (up to a handspan / 9
  inches); Held comfortably with one hand.
  1
  Medium
  Medium length (up to an arms-length /
  2ft); Held with one hand.
  2
  Large
  Long length (longer than an arm);
  Requires one or two hands to hold.
  3
  When categorizing an item, consider the overall size of it
  against the average person—don't worry too much about
  weight unless there's good reason to.
  You can store up to 5 tiny items, 5 gemstones, or 100
  assorted coins in a single item slot.
  Some items may be extra-large—a big water barrel, a
  giant's sword, a stone boulder. When deciding the size of
  these items, use multiples of 3 slots—6, 9, 12, etc.
  Encumbrance
  You have disadvantage on all rolls.
  Your speed is halved
  You gain hunger, thirst, and fatigue at twice the rate.
  •
  •
  •
  Inventory Interactions
  Add/sheathe one item (or collection of tiny items).
  Remove/draw one item (or collection of tiny items).
  •
  •
  Krazak wants to draw out his axe and charge forward,
  bashing open a door in his way. To do this, he must
  use his free object interaction to grab the axe from his
  inventory, his movement to rush forward, and the Use
  an Object action to bash open the door.
  Viridian, meanwhile, wants to draw both a sword
  and a healing potion from his bag on his turn. He
  draws the sword as his free object interaction, and
  uses his full action to take out the potion.
  Magical Containers
  Bag of Holding: This magical creation works much
  like a normal bag, but can hold many more items.
  Equipping a Bag of Holding gains you +6 item slots.
  Handy Haversack: This magical bag acts like an
  improved Bag of Holding. Equipping a Handy
  Haversack gains you +12 item slots.
  Portable Hole: This magical object can be carried as
  a small item, occupying 1 item slot. When folded out,
  a Portable Hole acts as a separate bag with 18 slots.
  •
  •
  •
  In the ruins of the Arcane Sanctum, Valiant is fortunate
  enough to find a Bag of Holding—still intact after all
  these years. He replaces his ordinary leather bag with
  it, increasing his total inventory space by +6 slots.
  Armor Expertise
  Medium Armor: Reduce any bludgeoning, piercing,
  and slashing damage that you take from non-magical
  weapons by half your proﬁciency bonus (rounded
  down), to a minimum of 1.
  Heavy Armor: Reduce any bludgeoning, piercing, and
  slashing damage that you take from non-magical
  weapons by your proficiency bonus, to a minimum of 1.
  •
  •
  Item Sizes
  Stacking Items
  Extra-Large Items
  DM: Clanda, inside the chest you find 300 silver
  coins and a small marble carving of a horse.
  Clanda: Brilliant. I'll pour it all into my bag.
  DM: 300 coins will take up 3 slots, and the statue
  another 1 slot. What's your load?
  Clanda: Damn it, 4 slots puts me way over my limit.
  Hey, dwarf—you have room, carry this for me.
  Krazak: Sure thing, witch. For a price.
  Clanda: Son of a...
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 6: inventory space
  27
  
  Armor
  Name
  Armor Class (AC)
  Cost
  Size
  Light, Padded
  11 + DEX
  5 gp
  L, 3
  Light, Leather
  11 + DEX
  10 gp
  L, 3
  Light, Studded Leather
  12 + DEX
  45 gp
  L, 3
  Medium, Hide
  12 + DEX (Max 2)
  10 gp
  XL, 6
  Medium, Chain Shirt
  13 + DEX (Max 2)
  50 gp
  XL, 6
  Medium, Scale Mail
  14 + DEX (Max 2)
  50 gp
  XL, 6
  Medium, Breastplate
  14 + DEX (Max 2)
  400 gp
  XL, 6
  Name
  Armor Class (AC)
  Cost
  Size
  Medium, Half Plate
  15 + DEX (Max 2)
  750 gp
  XL, 6
  Heavy, Ring Mail
  14
  30 gp
  XXL, 9
  Heavy, Chain Mail
  16
  75 gp
  XXL, 9
  Heavy, Splint Mail
  17
  200 gp
  XXL, 9
  Heavy, Plate Mail
  18
  1,500 gp
  XXL, 9
  Shield
  +2
  10 gp
  M, 2
  —
  —
  —
  —
  Weapons
  Name
  Damage
  Cost
  Size
  Battleaxe
  1d8 slashing
  10 gp
  L, 3
  Blowgun
  1 piercing
  10 gp
  S, 1
  Club
  1d4 bludgeoning
  1 sp
  M, 2
  Crossbow, Hand
  1d6 piercing
  75 gp
  S, 1
  Crossbow, Light
  1d8 piercing
  25 gp
  M, 2
  Crossbow, Heavy
  1d10 piercing
  50 gp
  L, 3
  Dagger
  1d4 piercing
  2 gp
  S, 1
  Dart
  1d4 piercing
  5 cp
  T, 0.2
  Flail
  1d8 bludgeoning
  10 gp
  M, 2
  Glaive
  1d10 slashing
  20 gp
  L, 3
  Greataxe
  1d12 slashing
  30 gp
  L, 3
  Greatclub
  1d8 bludgeoning
  2 sp
  L, 3
  Greatsword
  2d6 slashing
  50 gp
  L, 3
  Halberd
  1d10 slashing
  20 gp
  L, 3
  Handaxe
  1d6 slashing
  5 gp
  M, 2
  Javelin (5)
  1d6 piercing
  5 sp
  L, 3
  Lance
  1d12 piercing
  10 gp
  L, 3
  Light Hammer
  1d4 bludgeoning
  2 gp
  S, 1
  Longbow
  1d8 piercing
  50 gp
  L, 3
  Name
  Damage
  Cost
  Size
  Longsword
  1d8 slashing
  15 gp
  L, 3
  Mace
  1d6 bludgeoning
  5 gp
  M, 2
  Maul
  2d6 bludgeoning
  10 gp
  L, 3
  Morningstar
  1d8 piercing
  15 gp
  M, 2
  Net
  —
  1 gp
  S, 1
  Pike
  1d10 piercing
  5 gp
  L, 3
  Quarterstaff
  1d6 bludgeoning
  2 sp
  L, 3
  Rapier
  1d8 piercing
  25 gp
  M, 2
  Scimitar
  1d6 slashing
  25 gp
  M, 2
  Shortbow
  1d6 piercing
  25 gp
  M, 2
  Shortsword
  1d6 piercing
  10 gp
  M, 2
  Sickle
  1d4 slashing
  1 gp
  S, 1
  Sling
  1d4 bludgeoning
  1 sp
  S, 1
  Spear
  1d6 piercing
  1 gp
  L, 3
  Trident
  1d6 piercing
  5 gp
  L, 3
  War Pick
  1d8 piercing
  5 gp
  M, 2
  Warhammer
  1d8 bludgeoning
  15 gp
  L, 3
  Whip
  1d4 slashing
  2 gp
  S, 1
  —
  —
  —
  —
  Animals
  Animal
  Size
  Speed
  Cost
  Capacity
  Camel
  Large
  50ft
  50 gp
  24 slots
  Donkey or Mule
  Medium
  40ft
  8 gp
  23 slots
  Elephant
  Huge
  40ft
  200 gp
  33 slots
  Horse, Draft
  Large
  50ft
  50 gp
  25 slots
  Horse, Riding
  Large
  60ft
  75 gp
  24 slots
  Mastiff
  Medium
  40ft
  25 gp
  19 slots
  Pony
  Medium
  40ft
  30 gp
  20 slots
  Warhorse
  Large
  60ft
  400 gp
  25 slots
  Equipment Packs
  Pack
  Cost
  Total Size
  Burglar's Pack
  16 gp
  17 slots
  Diplomat's Pack
  39 gp
  9 slots
  Dungeoneer's Pack
  12 gp
  22 slots
  Entertainer's Pack
  40 gp
  11 slots
  Explorer's Pack
  10 gp
  20 slots
  Priest's Pack
  19 gp
  11 slots
  Scholar's Pack
  40 gp
  5 slots
  Note: 1 days-worth of rations = 2 rations
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 6: inventory space
  28
  
  Adventuring Gear
  Name
  Cost
  Size
  Abacus
  2 gp
  S, 1
  Acid (vial)
  25 gp
  T, 0.2
  Alchemist’s Fire (flask)
  50 gp
  S, 1
  Ammo, Arrows (20)
  1 gp
  S, 1
  Ammo, Bolts (20)
  1 gp
  S, 1
  Ammo, Bullets (20)
  4 cp
  S, 1
  Ammo, Needles (50)
  1 gp
  S, 1
  Antitoxin (vial)
  50 gp
  T, 0.2
  Arcane Focus, Crystal
  10 gp
  S, 1
  Arcane Focus, Orb
  20 gp
  S, 1
  Arcane Focus, Rod
  10 gp
  S, 1
  Arcane Focus, Staff
  5 gp
  L, 3
  Arcane Focus, Wand
  10 gp
  S, 1
  Ball Bearings (1,000)
  1 gp
  S, 1
  Barrel
  2 gp
  XXL, 9
  Bedroll
  1 gp
  M, 2
  Bell
  1 gp
  S, 1
  Blanket
  5 sp
  S, 1
  Block & Tackle
  1 gp
  S, 1
  Book
  25 gp
  S, 1
  Bottle, Glass
  2 gp
  S, 1
  Bucket
  5 cp
  M, 2
  Caltrops (20)
  1 gp
  S, 1
  Candle
  1 cp
  T, 0.2
  Case
  1 gp
  S, 1
  Chain (10 ft)
  5 gp
  S, 1
  Chalk (1 piece)
  1 cp
  T, 0.2
  Chest
  5 gp
  XL, 6
  Clothes, Common
  5 sp
  S, 1
  Clothes, Costume
  5 gp
  M, 2
  Clothes, Fine
  15 gp
  M, 2
  Clothes, Traveler’s
  2 gp
  S, 1
  Component Pouch
  25 gp
  S, 1
  Crowbar
  2 gp
  M, 2
  Druid Focus, Mistletoe
  1 gp
  S, 1
  Druid Focus, Staff
  5 gp
  L, 3
  Druid Focus, Totem
  1 gp
  S, 1
  Druid Focus, Wand
  10 gp
  S, 1
  Fishing Tackle
  1 gp
  S, 1
  Flask or Tankard
  2 cp
  S, 1
  Game, Cards
  5 sp
  S, 1
  Game, Dice
  1 sp
  S, 1
  Game, Dragonchess
  1 gp
  S, 1
  Name
  Cost
  Size
  Game, 3 Dragon Ante
  1 gp
  S, 1
  Grappling Hook
  2 gp
  S, 1
  Hammer
  1 gp
  S, 1
  Hammer, Sledge
  2 gp
  L, 3
  Holy Symbol, Amulet
  5 gp
  S, 1
  Holy Symbol, Emblem
  5 gp
  S, 1
  Holy Symbol, Reliquary
  5 gp
  S, 1
  Holy Water (flask)
  25 gp
  S, 1
  Hourglass
  25 gp
  S, 1
  Hunting Trap
  5 gp
  S, 1
  Ink
  10 gp
  T, 0.2
  Ink Pen
  2 cp
  T, 0.2
  Instrument, Bagpipes
  30 gp
  L, 3
  Instrument, Drum
  6 gp
  M, 2
  Instrument, Dulcimer
  25 gp
  L, 3
  Instrument, Flute
  2 gp
  S, 1
  Instrument, Horn
  3 gp
  M, 2
  Instrument, Lute
  35 gp
  M, 2
  Instrument, Lyre
  30 gp
  M, 2
  Instrument, Pan Flute
  12 gp
  S, 1
  Instrument, Shawm
  2 gp
  M, 2
  Instrument, Viol
  30 gp
  M, 2
  Jug or Pitcher
  2 cp
  S, 1
  Kit, Climbers
  25 gp
  S, 1
  Kit, Disguise
  25 gp
  S, 1
  Kit, Forgery
  15 gp
  S, 1
  Kit, Healer’s
  5 gp
  S, 1
  Kit, Mess
  2 sp
  S, 1
  Kit, Poisoner’s
  50 gp
  S, 1
  Ladder (10 ft)
  1 sp
  L, 3
  Lamp
  5 sp
  S, 1
  Lantern, Bullseye
  10 gp
  S, 1
  Lantern, Hooded
  5 gp
  S, 1
  Lock
  10 gp
  S, 1
  Magnifying Glass
  100 gp
  S, 1
  Manacles
  2 gp
  S, 1
  Mirror, Steel
  5 gp
  S, 1
  Oil (flask)
  1 sp
  S, 1
  Paper (1 sheet)
  2 sp
  T, 0.2
  Parchment (1 sheet)
  1 sp
  T, 0.2
  Perfume (vial)
  5 gp
  T, 0.2
  Pick, Miner’s
  2 gp
  L, 3
  Piton
  5 cp
  T, 0.2
  Name
  Cost
  Size
  Poison, Basic (vial)
  100 gp
  T, 0.2
  Pole (10 ft)
  5 cp
  L, 3
  Pot, Iron
  2 gp
  S, 1
  Potion of Healing
  50 gp
  S, 1
  Ram, Portable
  4 gp
  XL, 6
  Ration (1)
  1 sp
  T, 0.2
  Rope, Hempen (50 ft)
  1 gp
  S, 1
  Rope, Silk (50 ft)
  10 gp
  S, 1
  Scale, Merchant’s
  5 gp
  S, 1
  Sealing Wax
  5 sp
  T, 0.2
  Shovel
  2 gp
  L, 3
  Signal Whistle
  5 cp
  T, 0.2
  Signet Ring
  5 gp
  T, 0.2
  Soap
  2 cp
  T, 0.2
  Spellbook
  50 gp
  S, 1
  Spikes, Iron (10)
  1 gp
  S, 1
  Spyglass
  1,000 gp
  S, 1
  Tent, Two-person
  2 gp
  L, 3
  Tinderbox
  5 sp
  S, 1
  Tools, Alchemist
  50 gp
  M, 2
  Tools, Brewer
  20 gp
  M, 2
  Tools, Calligrapher
  10 gp
  S, 1
  Tools, Carpenter
  8 gp
  S, 1
  Tools, Cartographer
  15 gp
  S, 1
  Tools, Cobbler
  5 gp
  S, 1
  Tools, Cook
  1 gp
  M, 2
  Tools, Glassblower
  30 gp
  M, 2
  Tools, Jeweler
  25 gp
  S, 1
  Tools, Leatherworker
  5 gp
  M, 2
  Tools, Mason
  10 gp
  M, 2
  Tools, Navigator
  25 gp
  S, 1
  Tools, Painter
  10 gp
  M, 2
  Tools, Potter
  10 gp
  M, 2
  Tools, Smith
  20 gp
  M, 2
  Tools, Thieves
  25 gp
  S, 1
  Tools, Tinker
  50 gp
  S, 1
  Tools, Weaver
  1 gp
  M, 2
  Tools, Woodcarver
  1 gp
  S, 1
  Torch
  1 cp
  S, 1
  Vial
  1 gp
  T, 0.2
  Waterskin
  2 sp
  S, 1
  Whetstone
  1 cp
  S, 1
  —
  —
  —
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 6: inventory space
  29
  
  Vehicles—mules, carts, ships, trains—store items in the
  same way as characters: using item slots. Vehicles
  generally come in four sizes—anything larger is assumed
  to have as many slots as it needs.
  Transport Capacity
  Size
  Examples
  Slots
  Small
  Mule, Horse, Donkey, Wheelbarrow
  18
  Medium
  Cart (2 wheels), Chariot
  32
  Large
  Wagon (4 wheels), Carriage, Boat
  64
  Huge
  Ship
  128
  A vehicle's storage capacity may be divided into separate
  compartments. A mule, for example, may carry two 9-slot
  bags, while a cart has a single 32-slot space.
  Some items can only safely be transported in bulk within
  storage containers—chests, crates, and barrels. These
  containers hold a number of slots equal to their size:
  Here are two examples of new characters buying some
  starting equipment and stashing it in their inventory.
  Valiant, a human cleric with +2 STR, can hold 20 item
  slots of inventory. Rolling 15 on the Starting Wealth
  table, he starts with 150 gp to his name.
  Expecting to be in the thick of battle, Valiant wants
  thick armor and a sturdy shield to keep danger at bay.
  Valiant's Inventory
  Type
  Contents
  Items (11)
  Worn (9)
  Ration Box
  Waterskin
  Purse
  Wearing heavy armor cuts Valiant's inventory space
  down to 11 slots. He ﬁlls 9 slots with adventuring gear,
  leaving 2 slots for trinkets and treasures.
  This leaves Valiant with 2 item slots and just under 29
  gp to live on—enough for two weeks of a modest lifestyle.
  Krazak, a dwarf barbarian with +3 STR, has 21 item
  slots to ﬁll with 60 gp. With Unarmored Defense, he
  doesn't need nor want any additional armor—except
  perhaps a shield for those cowardly archers. But he does
  have a weakness for weapons—the bigger, the better.
  Krazak's Inventory
  Type
  Contents
  Items (21)
  Ration Box
  Waterskin
  Purse
  Of his 21 item slots, Krazak ﬁlls 13—plenty of room left
  over to store loot aplenty from the next wild adventure.
  Spending half his gold on a beloved greataxe was a
  costly investment, but a barbarian is nothing without his
  weapons. Krazak is keen to put them to good use.
  If you want to make inventory access a little more
  restricting for your players, try using the Quickdraw
  variant rule.
  Characters nominate any 3 items in their inventory as
  quickdraw items. Quickdraw items can be draw/removed
  from the inventory using a free object interaction as
  normal. However, any non-quickdraw item can only be
  accessed using a full action.
  A character may rearrange their inventory and change
  their quickdraw item selection during a short rest.
  Transportation
  Chests, Crates, & Barrels
  A small chest ﬁlls 1 slot and holds 1 item slot.
  A large crate ﬁlls 3 slots and holds 3 item slots.
  An xx-large barrel ﬁlls 9 slots and holds 9 item slots.
  •
  •
  •
  Equipping Characters
  Valiant, Human Cleric
  War Pick (5 gp, 2 slots)
  Shield (10 gp, 2 slots)
  Healer's Kit (5 gp, 1 slot)
  Prayer Book (25 gp, 1 slot)
  Torch (1 cp, 1 slot)
  Bedroll (1 gp, 2 slots)
  Chain Mail (75 gp, 9 slots)
  Basic Ration (5)
  Clean Water (5)
  28 gp, 9 sp, 9 cp (46 coins)
  Krazak, Dwarf Barbarian
  Handaxe (5 gp, 2 slots)
  Shield (10 gp, 2 slots)
  Greataxe (30 gp, 3 slots)
  Gaming Set, Dice (1 sp, 1 slot)
  Whetstone (1 cp, 1 slot)
  Chain (5 gp, 1 slot)
  Torch (1 cp, 1 slot)
  Cook's Utensils (1 gp, 2 slots)
  Basic Ration (5)
  Dwarven Ale (5)
  9 gp, 9 sp, 8 cp (26 coins)
  Variant: Quickdraw
  Krazak nominates his greataxe, handaxe, and shield as
  his 3 quickdraw items—he can take out these 3 items
  using a free object interaction as normal.
  During a descent into the Shadowed Maw, the
  dwarf tries to take out a torch to light the way. As this
  isn't a quickdraw item, it takes Krazak a full action to
  dig out the torch from his bag.
  Viridian has a shortsword, dagger, and rope as his 3
  quickdraw items. However, as hit points are running
  low across the party, Viridian swaps his quickdraw
  rope for a healing potion in the next short rest—just in
  case someone should need a quick restorative to hand.
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 6: inventory space
  30
  
  If you want a more granular system of inventory
  management that puts more focus on item placement,
  then try using these variant rules for Containers.
  Characters divide their total number of item slots into
  distinct containers—bags, belts, sheathes, etc—that they
  name, categorize, and place about their person. These
  containers describe where an item is on your character.
  Containers can be broadly separated into 4 categories.
  When creating your inventory containers, assign a
  category to each—you can mix and match categories
  however you like, or rename them to something more
  ﬁtting to your character (purse, bandolier, backpack, etc).
  Some containers can only hold items of a particular
  size, or require more time to retrieve an item—so pick
  the right containers to suit your needs.
  Characters can change their containers for free during a
  long rest, providing they have access to basic supplies
  and commodities via a village, town, or city.
  To demonstrate how containers work, here are two new
  characters who—after buying equipment—divide up their
  item slots into appropriate containers.
  Chansi, a halﬁng ranger with −1 STR, can only carry 14
  item slots due to her small size and strength—humans
  have it so easy. Rolling 12, she starts with 120 gp.
  Some decent leather armor is a must when ranging
  through the wild forests—animals have sharp claws.
  Chansi favors the trap and shortbow, but carries a sword
  and dagger for times when her prey gets too close.
  Chansi's Inventory
  Cont.
  Type
  Contents
  1
  Quiver (3)
  2
  Sheath (3)
  3
  Bag (5)
  —
  Worn (3)
  —
  Ration Box
  —
  Waterskin
  —
  Purse
  The armor was costly, but it's saved Chansi's life on more
  than one occasion—well worth the price, and there's
  plenty of work for a talented ranger nowadays anyway.
  Vikan, a goliath sorcerer with −1 STR, can carry up to
  20 item slots thanks to his Powerful Build—he might
  smash his head on a few ceilings, but being big does
  have its advantages. Rolling 6, he starts with 60 gp.
  As a sorcerer, Vikan eschews armor—it gets in the
  way of his raw arcane energies. He carries a quarterstaﬀ
  for some basic defense and a crossbow for hunting.
  Vikan's Inventory
  Cont.
  Type
  Contents
  1
  Sheath (3)
  2
  Quiver (3)
  3
  Belt (6)
  4
  Bag (8)
  —
  Ration Box
  —
  Waterskin
  —
  Purse
  A keen painter, Vikan carries painting supplies with him
  to capture inspirational scenes out in the wild. His art
  isn't going to win any awards just yet, but Vikan paints
  for the love of the craft and not the reward.
  Variant: Containers
  Viridian has 11 item slots in his inventory. He divides
  this into a 4-slot weapon sheath (for his war pick and
  shield), a 3-slot belt (for his healer's kit and torch), and
  a 4-slot bag (for his prayer book and bedroll).
  Container Categories
  Bag: A bag holds items of any size. You can draw an
  item from a bag with a full action.
  Belt: A belt can hold only small and tiny items. You
  can draw an item from a belt with a free action.
  Sheath: A sheath holds weapons and shields. You can
  draw an item from a sheath with a free action.
  Quiver: A quiver stores bows, crossbows, arrows,
  quarrels, and javelins. You can draw an item from a
  quiver with a free action.
  •
  •
  •
  •
  Krazak wants rapid access to his weapons—he puts
  them in a sheath so he can draw them as a free action.
  His downtime equipment—cooking tools, gaming
  sets, whetstones, etc—is unlikely to be needed at
  sudden notice, and can be stashed safely away in a bag.
  Changing Containers
  While in town, Viridian swaps out a 6-slot bag for a 4-
  slot bag and 2-slot belt to hold his healing potions.
  Equipping Characters
  Chansi, Halfling Ranger
  Shortbow (25 gp, 2 slot)
  Arrows (1 gp, 1 slot)
  Shortsword (10 gp, 2 slots)
  Dagger (2 gp, 1 slots)
  Hunting Trap (5 gp, 2 slot)
  Rope (1 gp, 1 slot)
  Studded Leather (45 gp, 3 slots)
  Basic Ration (5)
  Clean Water (5)
  31 gp (31 coins)
  Vikan, Goliath Sorcerer
  Quarterstaff (2 sp, 3 slots)
  Light Crossbow (25 gp, 2 slots)
  Bolts (1 gp, 1 slot)
  Focus, Orb (20 gp, 1 slot)
  Gaming Set, Cards (5 sp, 1 slot)
  Lamp (5 sp, 1 slot)
  Oil (1 sp, 1 slot)
  Painter's Supplies (10 gp, 2 slots)
  Blanket (5 sp, 1 slot)
  Bedroll (1 gp, 2 slots)
  Basic Ration (5)
  Clean Water (5)
  1 gp, 8 sp (9 coins)
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 6: inventory space
  31
  
  Wear & Tear
  E
  ��������� ������, ����� ������ ����. I�'�
  hard to keep your gear in good shape out in the
  wilds—swords chip, staves break, and armor
  dents. Nothing stays in perfect condition forever—
  especially given the rigors of day-to-day adventuring.
  Keep a good whetstone in your pack and a sharp sword
  in your hand to survive the dangers ahead.
  This chapter introduces rules to help track wear and
  tear on your items, how damage aﬀects your gear, and
  how to repair and temper your equipment to prevent
  future damage.
  Items degrade with use, losing condition until they
  become useless. This is measured with notches—the
  more notches an item has, the more it has degraded.
  Items gain notches through damage and critical
  failures, and must be repaired or otherwise restored
  using the correct skills, tools, and expertise to function
  properly again.
  Any object that can suﬀer damage can become notched,
  reducing its functionality and quality—through scratches,
  chips, dents, and cracks.
  Objects generally fall into one of four categories:
  weapons, armor, magic foci, and miscellaneous items.
  Armor gains a notch when you are critically hit by an
  attack. Each armor notch reduces your total AC by 1.
  If you are not wearing any armor and are critically hit
  by an attack, select a random item in your inventory—
  that item gains a new notch instead.
  Weapons—both melee and ranged—gain a notch when
  you critically fail an attack with them.
  Each weapon notch reduces by one step the damage
  die you roll with that weapon (to a minimum of 1):
  Some weapons roll multiple die for their damage—for
  example, greatswords rolling 2d6. In these cases, each
  notch reduces just one die at a time:
  A weapon's damage cannot go below 1, but it can still
  gain additional notches. These must be repaired as
  normal to restore the weapon's damage dice.
  A spellcasting focus—such as a bard's instrument or a
  cleric's symbol—gains a notch when you critically fail a
  spellcasting action whilst wielding it.
  Each notch reduces your total spellcasting ability by 1
  in any spellcasting action involving that focus—keep it in
  good condition to keep from future failures.
  Magic Failures
  Magic is wild and dangerous if not handled carefully. If you
  roll a critical fail while spellcasting and are not holding a
  spellcasting focus at the time, the power strikes out—a
  random item in your inventory gains a new notch.
  If you hold a focus—whether it was used during the spell
  or not—it attracts the power and gains the notch instead.
  Item Degradation
  Damaging Items
  Armor
  Weapons
  1d12 → 1d10 → 1d8 → 1d6 → 1d4 → 1
  2d6 → 1d6 + 1d4 → 2d4 → 1d4 + 1 → 2 → 1
  Spellcasting Focus
  7
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 7: wear & tear
  32
  
  All other items gain a notch whenever appropriate, often
  when they take direct damage or are used in a failed skill
  check—such as rolling a natural 1 to disarm a trap with a
  set of thieves tools.
  Each notch reduces the item's eﬀectiveness by 1, adding
  a cumulative −1 penalty to any roll made using that item.
  Using a lockpick with one notch, for example, will
  apply a −1 penalty to your lockpicking attempts.
  Everything falls apart eventually, given enough damage
  and time. Your items can break irreparably if they suﬀer
  too many notches, becoming useless scrap.
  Most objects are sturdy enough to withstand a fair
  amount of punishment, but be careful with delicate items
  —any more than one single notch and they shatter.
  Item Fragility
  Fragility
  Description
  Maximum
  Notches
  Delicate
  Thin glass, ceramics,
  complicated or tiny machinery
  1
  Sturdy
  Wood, metal, well-made goods
  10
  Indestructible
  Thick stone, strong metals
  100+
  When you hit with an attack, you can shatter your
  weapon to roll its original un-notched damage die.
  Decide this before you roll your damage.
  Likewise, you can sacriﬁce your armor when hit by an
  attack to reduce the damage taken by 3d4 for light
  armor, 3d8 for medium armor, and 3d12 for heavy armor
  —it falls apart irreparably in the process. You can decide
  this after damage is dealt.
  Items can be repaired by an appropriate craftsman,
  costing 10% of the item price per notch. Depending on
  the item, this may require rare or expensive components.
  Characters may, if they're proﬁcient, also use relevant
  tools to perform basic repairs on their gear while out
  traveling—a whetstone to smooth out a notch, a sewing
  kit to patch up a robe, a hammer to tap out a dent.
  Repairs of this kind generally require an hour, tools,
  and a successful Intelligence check. Failure, however,
  could result in creating a new notch if not careful.
  The Mending cantrip repairs broken items—a torn
  waterskin, a split bow, a torn page. Notches, however,
  represent only minor damage to an item—not a complete
  break—and cannot be removed with Mending.
  You can, however, use Mending to restore an item that
  has shattered from too many notches. A restored item is
  usable again, but has the maximum number of notches—
  without repairs, it will break again with one more notch.
  You can't use Mending to restore a weapon or armor you
  have sacriﬁced—that gear is far too ruined for your
  simple cantrip to have any eﬀect on.
  With the right skills and the right materials, you can
  make your gear more resistant to wear and tear. This is
  called tempering and it reduces the number of notches
  your equipment takes from critical failures.
  When you temper an item, you strengthen the material
  so that it can withstand more punishment and remain
  eﬀective for longer—a tempered sword becomes harder
  to chip, and tempered armor harder to crack. The better
  the temper, the stronger your equipment.
  There are three grades of temper, each more exclusive
  and expensive than the last: pure, royal, and astral.
  Tempering Gear
  Quality
  Rarity
  Critical Failure
  —
  Common
  Gains 1 notch
  Pure Temper
  Uncommon
  Gains ½ (0.5) notch
  Royal Temper
  Rare
  Gains ¼ (0.25) notch
  Astral Temper
  Mythic
  Gains ⅛ (0.125) notch
  Miscellaneous Items
  DM: The door to the basement is locked, Viridian. A
  heart is etched under the key hole.
  Viridian: Locked? Against a bard and his lock picks? I
  don't think so... (rolls 1) oh come on!
  DM: You feel one of the tools bend awkwardly in
  your hand. Your lockpicks take a notch of damage.
  Shattered Gear
  DM: That's a critical failure on your spell attack,
  Clanda. Take a notch of damage.
  Clanda: Damn, not holding my focus. That means
  my... (rolls for a random item) delicate potion of
  healing takes a second notch. Oh dear.
  DM: Oh dear indeed. Your arcane power hits the
  already-chipped glass potion bottle—it shatters inside
  your bag, spilling the liquid everywhere.
  Clanda: ...
  Sacrificing Weapons and Armor
  Repairing Items
  Mending
  Clanda: After—finally—drying out my bag, I'll scoop
  together the remains of the bottle and cast Mending.
  DM: Your magic fuses the glass fragments back
  together into a useable, delicate bottle—it's cracked
  with 1 notch, but it'll hold liquid again.
  Tempering Gear
  Temper Qualities
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 7: wear & tear
  33
  
  Why Temper Gear?
  At higher levels, martial classes can make multiple attacks
  per round—this means an increased likelihood of rolling a 1
  and gaining a notch on their weapons.
  Tempering allows characters to improve their equipment
  so that—even though they may roll more 1s on average—
  notches are less damaging to their equipment.
  A tempered piece of equipment is less vulnerable to the
  eﬀects of wear and tear. When you would gain 1 notch
  from a critical failure (such as when attacking or
  defending), you instead gain only a fraction of a notch—a
  half, a quarter, or an eighth, depending on the quality.
  To temper a piece of equipment, you need four things:
  time, facilities, materials, and skill. You won't usually be
  able to temper gear yourself—such work requires special
  training—so keep an eye out for trained craftsmen.
  Tempering Costs
  Quality
  Cost
  Time
  Tempered Value
  Pure
  Base Value x 2
  3 days
  Base Value x 3
  Royal
  Base Value x 4
  1 week
  Base Value x 6
  Astral
  Base Value x 8
  2 weeks
  Base Value x 12
  It's relatively straightforward to ﬁnd someone who can
  apply a pure temper (for a price, of course), but royal or
  astral tempering is extremely rare—you'll need to search
  far and wide for such legendary craftsmen.
  Rare and unique equipment may require special
  materials for tempering—ore from ancient mines, red
  dragon scales, gems from a slaad's brain. Recovering
  these components may be an adventure in itself.
  As you temper equipment, its inherent value increases.
  But it also becomes more expensive to repair damage
  whilst maintaining the temper—make sure you have
  enough coin to look after your gear.
  The quality of an item aﬀects how people treat it. Lower
  quality items are more likely to have visual defects, such
  as dents and scratches, that mark how it's been used.
  This doesn't aﬀect the item's eﬀectiveness, but it may
  change how NPCs react—a merchant will oﬀer much
  less for damaged goods, and a noble may be oﬀended to
  receive anything that appears second-hand. Sometimes,
  you might want your goods to have a few scratches—a
  ﬁghter who wears pristine armor may look like they've
  never been in battle, drawing scorn and derision.
  There are four grades of item quality:
  The quality of an item impacts how much a merchant
  may oﬀer you for it—lower quality means lower prices.
  Resale Value
  Quality
  Resale Value
  Pristine
  75%
  Worn
  50%
  Quality
  Resale Value
  Well-Worn
  25%
  Scarred
  10%
  Item quality can be restored by an appropriate crafts-
  man. This usually requires 1 week per grade, though
  rare or delicate items may take longer.
  Item Restoration
  Quality
  Cost
  Worn to Pristine
  50%
  Well-Worn to Worn
  30%
  Scarred to Well-Worn
  10%
  Magic items are much more diﬃcult to restore than
  mundane items—you may need to ﬁnd an elite artisan or
  some especially rare materials to ﬁnish the restoration.
  DM: The troll lumbers towards you with a loud roar,
  Krazak. What do you do?
  Krazak: Hah, a dwarf fears no troll. I swing my
  greataxe in a powerful arc... (rolls 1) and miss. Great.
  DM: Your axe cuts deep into the adjacent stone wall
  with a loud crack. It gains a notch of damage.
  Krazak: Lucky I had this beauty tempered back in
  town, she only gains ½ notch.
  Applying a Temper
  Craftsmen
  Rare Materials
  Repairing Tempered Gear
  In the mines of Kazadorn, Krazak has his greataxe
  Vengeance tempered. Applying a pure temper costs
  60 gp (30 x 2) and takes 3 days. After the temper is
  applied, the weapon is worth 90 gp (30 x 3) and any
  notches will cost 9 gp (10% of 90) to repair.
  Item Quality
  Pristine: Never been notched. This item looks, feels,
  and smells brand new.
  Worn: Has had only one notch at a time. This item
  has one main defect that indicates use.
  Well-Worn: Has had two or three notches at one time.
  This item shows heavy signs of use.
  Scarred: Has had four or more notches at one time.
  This item looks shabby and in poor condition.
  •
  •
  •
  •
  Resale Value
  Restoring Items
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 7: wear & tear
  34
  
  Wear & Tear is a ﬂexible game mechanic that can be
  adjusted to suit a variety of settings and gameplay styles.
  If you want to customize the experience, consider using
  some of these variant dials.
  If you want to include a simpliﬁed version of item decay
  in your game, use object conditions. These lightweight
  conditions replace notches, tempering, and qualities.
  Any object that can suﬀer damage (such as weapons,
  armor, magic foci, and other items) may track its state
  with three object conditions: ﬁne, damaged, and broken.
  Unlike notches, object conditions don't aﬀect the utility of
  your gear until they are broken—a damaged sword still
  cuts well, but a broken sword must be repaired.
  Objects take damage whenever they are mishandled or
  otherwise treated poorly—such as by being critical hit or
  fumbled with.
  Critically Hit: If you are critically hit by an attack, one
  of your items must take damage. You may choose either
  your armor or an object you are holding—if you're not
  wearing armor or holding anything, a random item in
  your inventory takes a level of damage instead.
  Fumbled: If you critically fail with an object during an
  ability check, you fumble and the object takes a level of
  damage. Attack rolls and saving throws don't cause a
  fumble, even if you roll a natural 1.
  You can repair an object if you have the appropriate tools
  and knowledge. Repairs generally require an hour, tools,
  and a successful Intelligence check—after which you may
  improve the condition of the object by 1 tier.
  Mending: You can use Mending to repair a broken
  object (if you have enough pieces). An object mended in
  this way is restored to a damaged condition.
  If you want to add some more durability to your armored
  characters, extend the number of object conditions for
  heavier armor types:
  If you want to use notches in your game but without the
  need for tempers, then consider this temperless notches
  variant to change how notches are gained.
  If you are critically hit by an attack, one of your items
  must gain a notch. Apply a notch to either your armor or
  an item you are holding (such as a weapon, shield, or
  spellcasting foci)—you may choose the object.
  If you're not wearing armor or holding anything, a
  random item in your inventory gains a notch instead.
  If you critically fail with an object during an ability check,
  you fumble and the object gains a notch. Attack rolls and
  saving throws don't cause you to fumble.
  To add some variety to your monster actions, consider
  giving them destructive attacks that speciﬁcally damage
  equipment in addition to—or in place of—hit points.
  Red Orc
  Level 4 Striker
  Medium humanoid (orc)
  Standard (275 XP)
  Armor Class
  11 Attack Bonus
  +6
  Hit Points
  45 (23) Damage
  10
  Speed
  30 ft Spell DCs
  14, 11
  Saving Throws
  Str +4, Con/Dex +1, Wis/Cha/Int −1
  Skills
  Initiative +2, Perception +2, Stealth +2
  Actions
  Beserker Punch (common)
  Melee 5 ft: +6 vs AC. Hit: 10 bludgeoning damage.
  Sunder (recharge 5/6)
  Melee 5 ft: +6 vs AC. Hit: 10 slashing damage and the
  target's armor suffers 1 notch.
  For more ideas about monsters and monstrous attacks,
  try Giﬀyglyph's Monster Maker—a supplement full of
  guides and templates to help build dangerous monsters.
  Str
  +4
  Dex
  +2
  Con
  +3
  Int
  +0
  Wis
  +1
  Cha
  +1
  Variant Dials
  Basic Wear & Tear
  Object Conditions
  Fine: This object works as intended.
  Damaged: This object has taken some noticeable
  damage—a crack, a bend, a tear, etc—but can still be
  used without penalty.
  Broken: This object has been broken and can't be
  used again until it is properly repaired.
  •
  •
  •
  Damaging Objects
  DM: The orc swings a greatsword at you, Valiant. It's..
  (rolls 20) a critical hit, 20 points of slashing damage.
  Valiant: Ouch! Looks like my gear is taking some
  damage from that. I'll choose... my shield—I tried to
  block the attack with it and the sword cut deep,
  tearing a large crack in the shield. It's damaged now.
  Repairing Objects
  Variant: Thicker Armor
  Medium Armor: Fine, Damaged (1/2), Broken.
  Heavy Armor: Fine, Damaged (1/2/3), Broken.
  •
  •
  Temperless Notches
  Critical Hits
  Fumbles
  Destructive Attacks
  Giffyglyph's Monster Maker
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 7: wear & tear
  35
  
  Ammunition
  S
  ��� ������� ��� ����� ������� ����������
  of some kind—arrows, darts, stones, bolts, bullets,
  etc. But in the heat of battle, with chaos all around,
  it's not always clear exactly how much ammo you
  have left in your quiver.
  This chapter introduces ammunition dice as a means
  of tracking ammunition supplies.
  Instead of tracking each individual shot, take a d12—this
  is your Ammunition die. Roll it whenever you take a shot:
  if you roll a 1 or 2, the die gets one size smaller:
  If you're down to one piece of ammunition and you use it,
  that's it—you've used the last piece, so remove the
  ammunition completely from your inventory.
  Most ammunition types will usually start with (and
  have a maximum size of) a d12 ammunition die—this
  represents a full stack of arrows/bolts/bullets/etc.
  Average Uses per Die Size
  Die Size
  Remaining
  Uses (Average)
  d20
  30
  d12
  20
  d10
  14
  Die Size
  Remaining
  Uses (Average)
  d8
  9
  d6
  5
  d4
  2
  If you're carrying multiple stacks of any one type of
  ammunition, prioritize the smallest stack ﬁrst—always
  roll the smallest ammunition die per ammo type.
  If your ammunition is rare or has limited uses—ﬁre
  arrows, magic bolts, lighting bullets, etc—don't use an
  ammunition die. Track each shot as you use them.
  To increase your ammunition die you can recover ammo
  from the environment, buy a new stack, or pay a small
  percentage of the total cost to increase your die by one
  step based on the maximum die size for that ammo type
  For example, to replenish a stack of arrows (max size
  d12) from d8 to d10 would cost 20 cp (20% of 1 gp).
  Replenishing Ammunition
  Maximum
  Die
  Cost per Size
  Increase
  d20
  16%
  d12
  20%
  d10
  25%
  Maximum
  Die
  Cost per Size
  Increase
  d8
  33%
  d6
  50%
  d4
  100%
  The Ammunition Die
  d12 → d10 → d8 → d6 → d4 → 1
  DM: The ghoul grabs hold of you tight, Viridian,
  moaning as it prepares to bite. What do you do?
  Viridian: Chansi, need a little help here!
  Chansi: Yea kinda running low on arrows though,
  ammunition die is down to a d4—
  Viridian: TAKE THE DAMN SHOT, CHANSI!
  Chansi: Fine, I'll shoot at the ghoul. That's... (rolls 15)
  15 to hit. And... (rolls 1) damn, a 1 for ammunition.
  Down to my last arrow. You're welcome, Viridian.
  Ammunition Stacks
  Special Ammo
  Replenishing Ammunition
  8
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 8: ammunition
  36
  
  Potions
  M
  ���� ��������� ��� �����—��'� �� ��� ���
  you breathe, the food you eat, and the liquids
  you drink. Through carefully preparation, this
  magic can be harnessed to create powerful
  consumables that help—or hinder—your adventures.
  This chapter introduces some changes to consumable
  potions and how to interact with them.
  A potion is a magically-infused liquid that, when
  consumed, can bestow an eﬀect on your character—
  restoring health, damage resistance, strength, etc.
  Potions can vary greatly in appearance, texture, and
  taste depending on their recipe and maker—roll on the
  tables below to randomly generate your potion details.
  Potion Description
  d12
  Texture
  Color
  Taste/Smell
  1
  Thin
  Blue
  Citrus
  2
  Thick
  Red
  Sweet
  3
  Bubbly
  Yellow
  Sour
  4
  Fizzy
  Silver
  Bitter
  5
  Jelly
  Gold
  Salty
  6
  Chunky
  Purple
  Savory
  7
  Watery
  Orange
  Spicy
  8
  Oily
  Green
  Foul
  9
  Slimy
  Brown
  Delicious
  10
  Crunchy
  Black
  Sickening
  11
  Chewy
  White
  Tangy
  12
  Moving
  Teal
  Familiar
  Drinking a potion requires you to spend a bonus action.
  Alternatively, to feed a potion to someone else, you must
  spend an action. You must have at least one free hand to
  perform either of these actions.
  If you want to make drinking potions more of a risk in
  your campaign, consider using this Toxicity variant.
  You may drink one potion per long rest without issue.
  For every additional potion, you risk suﬀering toxicity—
  after you consume the potion, roll a d6 on the Potion
  Toxicity table below to see if you suﬀer any side-eﬀect.
  Potion Toxicity
  d6
  Side-effect
  1
  Gain a level of exhaustion.
  2-3
  Lose a hit die, or gain a level of exhaustion if you have
  no remaining hit die.
  4-6
  No side-effect.
  Not all magic potions look alike—even a simple healing
  potion can vary wildly in appearance depending on who
  made it and which recipe was used.
  During a short rest, you can attempt to identify any
  unidentiﬁed potions by making an Arcana knowledge
  check with an alchemist's kit—one per potion. Base the
  DC against each potion's rarity.
  Success: You learn the true name of the potion.
  Fail: You know if the potion is at least safe to drink.
  Critical Fail (10 or more): You (unknowingly) learn a
  false or misleading name of the potion.
  Magical Potions
  Drinking Potions
  Variant: Toxicity
  Identifying Potions
  9
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 9: potions
  37
  
  Potion Identification DC
  Rarity
  DC
  Common
  10
  Uncommon
  15
  Rarity
  DC
  Rare
  20
  Very rare
  25
  Rarity
  DC
  Legendary
  30
  —
  —
  You can learn the true name of any potion using the
  Identify spell (or similar magics).
  An adventurer can always ﬁnd room for a potion or two.
  If your campaign setting allows it, you may loot, buy, or
  craft some of these special potions for your adventures.
  Healing potions are an adventurer's best friend, bringing
  many a hero back from certain death.
  When you drink a healing potion, don't roll a d4—
  instead, roll the same die as your most common hit die.
  If you don't have a hit die value for any reason, roll a d4.
  Potion of Healing
  Item, Potion, Consumable
  This red potion feels strangely warm to the touch. It
  tastes of cinnamon and orange.
  You recover some hit points when you drink this
  potion—the better the quality, the more hit points
  you are able to restore.
  Qualities
  Type
  Rarity
  Recovery
  Cost
  Lesser
  Common
  2 [hit die] + 2
  50 gp
  Greater
  Uncommon
  4 [hit die] + 4
  150 gp
  Superior
  Rare
  6 [hit die] + 8
  450 gp
  Supreme
  Very rare
  8 [hit die] + 16
  1,350 gp
  If you are multiclassed and have hit dice of varying sizes,
  use the hit die value of whichever class you have the
  most levels in. On a tie, choose the highest.
  Stamina potions grant a small burst of energy to those
  suﬀering from exhaustion—a potential life-saver on long,
  dangerous journeys far from a safe resting place.
  When you drink a stamina potion, you can ignore a
  small amount of exhaustion for one hour. This energy
  boost is short-lived, however, and your exhaustion
  returns in full strength once the potion wears oﬀ—make
  sure you're not in a dangerous position when it does.
  Potion of Stamina
  Item, Potion, Consumable
  This cold, black potion tastes strongly of old coffee
  and sour milk. It fizzes when shaken.
  You may ignore some exhaustion for one hour
  when you drink this potion—the better the quality, the
  more exhaustion you can ignore. When the potion
  wears off, your exhaustion returns.
  Qualities
  Type
  Rarity
  Effect (1 hour)
  Cost
  Lesser
  Common
  −1 exhaustion
  50 gp
  Greater
  Uncommon
  −2 exhaustion
  150 gp
  Superior
  Rare
  −4 exhaustion
  450 gp
  Supreme
  Very rare
  Ignore all exhaustion
  1,350 gp
  Your total level of exhaustion cannot go lower than 0, nor
  higher than 6, as per normal.
  While exploring the Nightglade, Chansi finds an
  unidentified potion—which the DM knows to be a rare
  Potion of Heroism. During the next short rest, she
  attempts to identify it with her alchemist's kit—rolling
  13 against a secret DC of 20.
  She doesn't discover exactly what it is, but she at
  least learns that it's not poisonous to drink.
  Identify Spells
  Consumables
  Potion of Healing
  Krazak, a barbarian, drinks a lesser healing potion with
  his bonus action. Using his hit die value (d12), he rolls
  2d12 + 4 to see how many hit points he recovers.
  Multiclassed Characters
  Viridian, a 3rd-level Bard / 1st-level Fighter, has 3d8
  and 1d10 hit dice. When he drinks a lesser healing
  potion, he uses his most common hit die size—d8.
  Potion of Stamina
  Chansi is suffering from two levels of exhaustion,
  causing disadvantage on ability checks and halving her
  speed—not good when being chased by dire wolves.
  As a bonus action, she drinks a lesser stamina
  potion. For the next hour, she can ignore one level of
  exhaustion—her total exhaustion drops from 2 to 1,
  removing the half-speed penalty. She can now—just
  barely—keep ahead of the howling wolves.
  When the potion wears off after one hour, her total
  level of exhaustion goes back up to 2.
  Exhaustion Limits
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 9: potions
  38
  
  Hit dice are highly prized by adventurers—the more you
  have, the faster you can recover from lasting harm.
  When you drink a recovery potion, you regain a
  number of expended hit dice. If you have diﬀerent hit
  dice sizes—such as from multiclassing—you may choose
  which expended dice you recover.
  Potion of Recovery
  Item, Potion, Consumable
  This watery, green potion smells of freshly cut grass. If
  left in natural sunlight, it spoils after one hour.
  You instantly recover a number of expended hit
  dice when you drink this potion—the better the
  quality, the more hit dice you recover. You may
  choose which of your hit dice are restored.
  Qualities
  Type
  Rarity
  Effect
  Cost
  Lesser
  Common
  Recover 2 hit die
  50 gp
  Greater
  Uncommon
  Recover 4 hit dice
  150 gp
  Superior
  Rare
  Recover 6 hit dice
  450 gp
  Supreme
  Very rare
  Recover 8 hit dice
  1,350 gp
  Sometimes, the only thing standing between life and
  death is one lucky roll of the dice. With a luck potion, you
  can twist fortune in your favor—a precious boon for
  adventurers and gamblers alike.
  When you drink a luck potion, you instantly gain 3
  points of inspiration. You can't exceed your maximum
  number of inspiration points in this way.
  Potion of Luck
  Item, Potion, Consumable
  This golden potion tastes like metal and sticks to your
  teeth for an hour, giving them a slightly golden sheen.
  When you drink this potion, you instantly gain 3
  points of inspiration (up to your maximum).
  Spellpower potions infuse your body with a sudden burst
  of magical power—but at the cost of some stamina.
  When you drink a spellpower potion, you may spend
  one hit die to regain an expended spell slot of your
  choosing. If you don't have any hit dice, you may instead
  gain a level of exhaustion.
  Potion of Spellpower
  Item, Potion, Consumable
  This glowing, blue potion glistens with tiny crystalline
  fragments. It tastes of lightning and glass.
  When you drink this potion, you may expend one
  hit die and regain one expended spell slot of your
  choosing—the better the quality, the higher the
  maximum spell slot level.
  Qualities
  Type
  Rarity
  Max. Spell Slot
  Cost
  Lesser
  Common
  1st-level
  50 gp
  Greater
  Uncommon
  2nd-level
  150 gp
  Superior
  Rare
  3rd-level
  450 gp
  Supreme
  Very rare
  5th-level
  1,350 gp
  In a desperate pinch, when all seems lost, a potion of
  restoration can turn the tide. These legendary potions
  are said to contain fragments of compressed time,
  allowing your body to recover some instant power.
  When you drink a restoration potion, you may spend
  one hit die—or, if you don't have any, gain a level of
  exhaustion—to recover one expended racial or class
  feature of your choosing. This feature must normally
  recharge during a short or long rest.
  Potion of Restoration
  Item, Potion, Consumable
  This potion glistens with a myriad of rainbow colors.
  When you hold it, the flow of time feels strange.
  When you drink this potion, you may expend one
  hit die—or, if you don't have any, gain a level of
  exhaustion—to regain one expended racial or class of
  your choosing.
  Potion of Recovery
  Potion of Luck
  Viridian sat down at the card table and grinned. "Deal
  me in, gentlemen. I'm feeling extra lucky today."
  The thugs stared at him in dumbfounded silence,
  until one leaned forward with a grin of his own.
  "Nice teeth, goldie," said Fander with a knowing
  sneer. "Been drinkin' some liquid luck, 'ave we?"
  Viridian stopped grinning—damn it, he'd been
  careless. "Uh... would you believe that they're natural?"
  "Nope," said Fander curtly. Chairs scraped loudly as
  the thugs stood up, fists clenched in anticipation...
  Potion of Spellpower
  Potion of Restoration
  Reynis was exhausted. She had burned through her
  wild shapes already, and yet undead horde was
  relentless. Her druidic power was all gone. Or was it...?
  Reynis quickly drank her restoration potion, and—as
  time compressed around her for one split second—
  instantly felt her wild shape power be restored anew.
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 9: potions
  39
  
  Flasks
  P
  ������ ��� �� ����������'� ���� ������, ���
  it's not always sensible—or realistic—to carry a few
  dozen potions at once. When you need to carry a
  lot of potion in a little container, use a ﬂask.
  This chapter introduces potion ﬂasks and rules on
  how to use them in your campaign.
  A ﬂask is a small, magically-infused bottle (or other
  container) that can safely hold a large—but uncertain—
  amount of consumable potion (or other liquid).
  Unlike potions, which typically come in single-use
  vials, it's always hard to tell exactly how much liquid
  remains inside a ﬂask—you never quite know how many
  uses you'll get before it's all gone.
  Flask Appearance
  d12
  Material
  Color
  Style/Design
  1
  Fragile Glass
  Blue
  Human
  2
  Reinforced Glass
  Red
  Dwarven
  3
  Wood
  Yellow
  Elven
  4
  Porcelain
  Silver
  Orcish
  5
  Bone
  Gold
  Draconic
  6
  Clay
  Purple
  Undead
  7
  Leather
  Orange
  Celestial
  8
  Stone
  Green
  Aberrant
  9
  Resin
  Brown
  Elemental
  10
  Metal
  Black
  Fiendish
  11
  Dragonscale
  White
  Gnomish
  12
  Plant
  Teal
  Monstrous
  Instead of tracking individual drinks, ﬂask quantity is
  measured with a die—d8, d10, d12, etc. This is your
  Flask die—roll it whenever you take a drink from the
  ﬂask: if you roll a 1 or 2, the die gets one size smaller:
  Once you roll a 1 or 2 on a d4, that's it—the ﬂask is now
  completely empty until you can ﬁnd a way to reﬁll it.
  Average Uses & Costs
  Quantity
  Remaining Uses
  (Average)
  Cost to Buy
  d20
  30
  22 x [base potion cost]
  d12
  20
  15 x [base potion cost]
  d10
  14
  10 x [base potion cost]
  d8
  9
  6 x [base potion cost]
  d6
  5
  3 x [base potion cost]
  d4
  2
  1 x [base potion cost]
  Magical Flasks
  The Flask Die
  d20 → d12 → d10 → d8 → d6 → d4 → 0
  DM: The wizard's lightning bolt hits you for 11
  points of damage, Clanda. What do you do?
  Clanda: Damn it, I'm bloodied. Can't risk another hit
  like that—I'll take a drink from my flask of healing as a
  bonus action and get... 7 hit points back.
  DM: Great, now roll your flask die.
  Clanda: Flask quantity is d4, so I roll a d4 and get...
  (rolls 1) damn—looks like that was the last of the flask.
  10
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 10: flasks
  40
  
  Why did my flask decrease?
  Magic fades quickly from any liquid leaving the ﬂask. If
  you pour the contents of a ﬂask into another container—
  such as a potion vial, a cup, or a diﬀerent ﬂask—the
  magic fades within one round, becoming useless if not
  consumed during that time.
  There are three common ways to gain a ﬂask: ﬁnd one
  on your adventures, buy one from a merchant, or—if you
  have the right tools and training—create one.
  You may ﬁnd a ﬂask on your adventures—in the ruins of a
  wizard's tower, on the corpse of a dead explorer, in the
  locked chest of a rich merchant—or be awarded one as a
  reward for some heroic deed. Flasks found as treasure
  will usually have a d4 or d6 quantity.
  Flasks are an uncommon item that, depending on your
  setting, may not be easily available. If you can ﬁnd a
  vendor selling ﬂasks, an empty ﬂask is a small item that
  costs 5 gp.
  The cost of a partially-ﬁlled ﬂask will depend on its
  quantity and contents—see the Average Uses & Costs
  table for an exact breakdown.
  Flask of Healing
  Item, Uncommon, Potion, Consumable
  This flask contains d6 drinks of healing potion. When
  you take a drink, roll a flask die—if you roll a 1 or 2,
  the flask quantity gets one size smaller.
  If you are proﬁcient with both the Arcana skill and a set
  of appropriate artisan's tools (glassblower, smith,
  woodcarver, or potter), you can attempt to create a new,
  empty ﬂask during a long rest.
  Creating a ﬂask costs 5 gp of materials and requires a
  successful DC 15 Intelligence (Arcana) skill check—on a
  failure, the ﬂask shatters and is rendered useless.
  If you have an empty ﬂask and are proﬁcient with an
  alchemist's kit, you can ﬁll an empty ﬂask yourself by
  combining together potions of the same type and pouring
  them safely into the ﬂask. This can be done during a
  short or long rest.
  If you don't have the requisite tools or experience,
  you'll need to ﬁnd a trained alchemist to perform this
  service—pouring any ill-prepared potions into a ﬂask will
  spoil the mixture, nullifying any magical properties.
  Flask Refill
  Potions Used
  Flask
  Quantity
  1
  d4
  3
  d6
  6
  d8
  Potions Used
  Flask
  Quantity
  10
  d10
  15
  d12
  22
  d20
  Potions are volatile and don't like to be mixed. If you
  pour any potion—even one of the same kind—into a
  partially-ﬁlled ﬂask, the contents immediately spoil and
  lose all magical properties.
  If you want to include some variety when mixing potions
  in ﬂasks, roll a d20 on the table below. This roll should
  be done in secret—the player does not notice any change
  without ﬁrst making a successful identifying action.
  Mixing Potions
  d20
  Effect
  1-5
  The contents lose their original properties and
  become a potion of poison.
  6-16
  The contents are spoiled and lose all magical
  properties.
  17-19
  No change in the contents.
  20
  The contents lose their original properties and gain
  the effect of the newly-added liquid.
  If you are proﬁcient with an alchemist's kit, you can top-
  up a partially-ﬁlled ﬂask during a short or long rest if you
  have enough potions. As a proﬁcient alchemist, this does
  not risk spoiling the contents of the ﬂask.
  Topping Up
  Flask Quantity
  Potions
  Needed
  d4 → d6
  +2
  d6 → d8
  +3
  d8 → d10
  +4
  Flask Quantity
  Potions
  Needed
  d10 → d12
  +5
  d12 → d20
  +7
  —
  —
  You drank too much.
  You spilled some as you were drinking.
  You overestimated how much was in there to begin with.
  •
  •
  •
  Splitting Flasks
  Getting a Flask
  Treasure & Rewards
  Buying a Flask
  Valiant wants to buy a flask of healing with d6 quantity.
  One potion of healing normally costs 50 gp, so the
  flask will cost him 150 gp (3 x 50).
  Creating a Flask
  Filling your Flask
  Refilling your Flask
  Variant: Mixing Potions
  Variant: Topping Up
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 10: flasks
  41
  
  Oils
  B
  ����� �������� �� �� ������, ���� � ������
  to research your enemy. Discover their strengths
  and weaknesses, and exploit their vulnerabilities
  as best you can to ensure success—with the right
  equipment, even the mightiest monsters can be slain.
  This chapter introduces magical oils and ways you
  can use them to enhance your weapons and armor.
  Oils are magically-infused ointments that can coat
  weapons and armor to produce a temporary magical
  eﬀect—resistances, additional damage, etc. Oils last for
  one hour, creating an eﬀect until they naturally evaporate
  or are otherwise cleaned oﬀ. A coated weapon or armor
  counts as magical for the duration of the eﬀect.
  You can spend a bonus action to apply an oil to a
  weapon, piece of armor, or stack of ammunition within
  reach. You must have at least one free hand to do this.
  You cannot apply an oil to anything held by an unwilling,
  conscious target.
  An item—whether weapon, armor, or ammunition—
  can only beneﬁt from one oil at a time. When you apply
  an oil, it replaces any currently active oil on the item.
  If you are proﬁcient with both Arcana and an alchemist's
  kit, you can attempt to create an oil during a long rest.
  The main component of a magical oil is gemstone
  dust—you need an amount of dust equal to 80% of the
  value of the oil you wish to create. Each oil draws its
  power from a diﬀerent type of gemstone:
  Oil Components
  Oil
  Dust
  Accuracy
  Pearl
  Blessing
  Diamond
  Corruption
  Emerald
  Decay
  Onyx
  Energy
  Topaz
  Flameheart
  Ruby
  Frost
  Sapphire
  Oil
  Dust
  Nightmares
  Amethyst
  Power
  Garnet
  Resilience
  Aquamarine
  Speed
  Jet
  Spite
  Peridot
  Thunderstrike
  Alexandrite
  —
  —
  Once you have your gemstone dust, you must make an
  Intelligence (Arcana) check using your alchemist's kit to
  see if you successfully create the oil—the DC depends on
  the rarity of the intended oil: uncommon (DC 10), rare
  (DC 15), or very rare (20). If you fail, the components are
  lost in the attempt.
  Magical Oils
  In the Spiteful Halls, Krazak fights the dangerous Flame
  King—a fire elemental vulnerable to cold damage.
  Luckily, Krazak came prepared. The dwarf spends a
  bonus action to pour some Oil of Frost over his
  greataxe. As the oil coats the weapon, it gains the cold
  damage type.
  Applying an Oil
  Creating Oils
  During a long rest, Clanda wants to create some Oil of
  Decay. After buying 120 gp of onyx dust, she rolls a
  DC 10 Intelligence (Arcana) check with her alchemist's
  kit to try and prepare the uncommon oil.
  11
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 11: oils
  42
  
  Elemental Oils
  Name
  Effect on Weapons
  Effect on Armor
  Rarity
  Cost
  Oil of Blessing
  Deal Radiant damage
  Gain Necrotic resistance (50%)
  Uncommon
  150 gp
  Oil of Blessing (Greater)
  Deal Radiant damage +1
  Gain Necrotic resistance (75%)
  Rare
  600 gp
  Oil of Blessing (Superior)
  Deal Radiant damage +1d4
  Gain Necrotic immunity
  Very rare
  2,400 gp
  Oil of Corruption
  Deal Poison damage
  Gain Acid resistance (50%)
  Uncommon
  150 gp
  Oil of Corruption (Greater)
  Deal Poison damage +1
  Gain Acid resistance (75%)
  Rare
  600 gp
  Oil of Corruption (Superior)
  Deal Poison damage +1d4
  Gain Acid immunity
  Very rare
  2,400 gp
  Oil of Decay
  Deal Necrotic damage
  Gain Radiant resistance (50%)
  Uncommon
  150 gp
  Oil of Decay (Greater)
  Deal Necrotic damage +1
  Gain Radiant resistance (75%)
  Rare
  600 gp
  Oil of Decay (Superior)
  Deal Necrotic damage +1d4
  Gain Radiant immunity
  Very rare
  2,400 gp
  Oil of Energy
  Deal Lightning damage
  Gain Thunder resistance (50%)
  Uncommon
  150 gp
  Oil of Energy (Greater)
  Deal Lightning damage +1
  Gain Thunder resistance (75%)
  Rare
  600 gp
  Oil of Energy (Superior)
  Deal Lightning damage +1d4
  Gain Thunder immunity
  Very rare
  2,400 gp
  Oil of Flameheart
  Deal Fire damage
  Gain Cold resistance (50%)
  Uncommon
  150 gp
  Oil of Flameheart (Greater)
  Deal Fire damage +1
  Gain Cold resistance (75%)
  Rare
  600 gp
  Oil of Flameheart (Superior)
  Deal Fire damage +1d4
  Gain Cold immunity
  Very rare
  2,400 gp
  Oil of Frost
  Deal Cold damage
  Gain Fire resistance (50%)
  Uncommon
  150 gp
  Oil of Frost (Greater)
  Deal Cold damage +1
  Gain Fire resistance (75%)
  Rare
  600 gp
  Oil of Frost (Superior)
  Deal Cold damage +1d4
  Gain Fire immunity
  Very rare
  2,400 gp
  Oil of Nightmares
  Deal Psychic damage
  Gain Force resistance (50%)
  Uncommon
  150 gp
  Oil of Nightmares (Greater)
  Deal Psychic damage +1
  Gain Force resistance (75%)
  Rare
  600 gp
  Oil of Nightmares (Superior)
  Deal Psychic damage +1d4
  Gain Force immunity
  Very rare
  2,400 gp
  Oil of Resilience
  Deal Force damage
  Gain Psychic resistance (50%)
  Uncommon
  150 gp
  Oil of Resilience (Greater)
  Deal Force damage +1
  Gain Psychic resistance (75%)
  Rare
  600 gp
  Oil of Resilience (Superior)
  Deal Force damage +1d4
  Gain Psychic immunity
  Very rare
  2,400 gp
  Oil of Spite
  Deal Acid damage
  Gain Poison resistance (50%)
  Uncommon
  150 gp
  Oil of Spite (Greater)
  Deal Acid damage +1
  Gain Poison resistance (75%)
  Rare
  600 gp
  Oil of Spite (Superior)
  Deal Acid damage +1d4
  Gain Poison immunity
  Very rare
  2,400 gp
  Oil of Thunderstrike
  Deal Thunder damage
  Gain Lightning resistance (50%)
  Uncommon
  150 gp
  Oil of Thunderstrike (Greater)
  Deal Thunder damage +1
  Gain Lightning resistance (75%)
  Rare
  600 gp
  Oil of Thunderstrike (Superior)
  Deal Thunder damage +1d4
  Gain Lightning immunity
  Very rare
  2,400 gp
  Enhancement Oils
  Name
  Effect on Weapons
  Effect on Armor
  Rarity
  Cost
  Oil of Accuracy
  Gain +1 to hit
  Gain +1 AC
  Uncommon
  150 gp
  Oil of Accuracy (Greater)
  Gain +2 to hit
  Gain +2 AC
  Rare
  600 gp
  Oil of Accuracy (Superior)
  Gain +3 to hit
  Gain +3 AC
  Very rare
  2,400 gp
  Oil of Power
  Deal +1 damage
  Reduce damage taken by 1 (min. 1)
  Uncommon
  150 gp
  Oil of Power (Greater)
  Deal +2 damage
  Reduce damage taken by 2 (min. 1)
  Rare
  600 gp
  Oil of Power (Superior)
  Deal +3 damage
  Reduce damage taken by 3 (min. 1)
  Very rare
  2,400 gp
  Oil of Speed
  Gain +1 opportunity attack per round
  Increase max speed by +5 ft
  Uncommon
  150 gp
  Oil of Speed (Greater)
  Gain +2 opportunity attacks per round
  Increase max speed by +10 ft
  Rare
  600 gp
  Oil of Speed (Superior)
  Gain +3 opportunity attacks per round
  Increase max speed by +20 ft
  Very rare
  2,400 gp
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 11: oils
  43
  
  PART 3
  PART 3
  PART 3
  PART 3
  PART 3
  Taking Action
  Taking Action
  Taking Action
  Taking Action
  Taking Action
  12 Taking Action
  Taking Action
  Taking Action
  Taking Action
  Taking Action
  p45
  p45
  p45
  p45
  p45
  Tweaks and additions to a variety of action types.
  13 Active Defense
  Active Defense
  Active Defense
  Active Defense
  Active Defense
  p47
  p47
  p47
  p47
  p47
  Change combat with player-owned defense rolls.
  14 Active Initiative
  Active Initiative
  Active Initiative
  Active Initiative
  Active Initiative
  p49
  p49
  p49
  p49
  p49
  A dynamic, communication-driven initiative order.
  15 Degrees of Success
  Degrees of Success
  Degrees of Success
  Degrees of Success
  Degrees of Success
  p51
  p51
  p51
  p51
  p51
  Track the scale of player success and failure.
  16 Active XP
  Active XP
  Active XP
  Active XP
  Active XP
  p53
  p53
  p53
  p53
  p53
  Gain experience by recovering lost treasures.
  17 Dangerous Magic
  Dangerous Magic
  Dangerous Magic
  Dangerous Magic
  Dangerous Magic
  p56
  p56
  p56
  p56
  p56
  Add risk to your magic with magical burnout.
  
  Taking Action
  I
  �'� ���� �� ���. Y�� ���� �� ������ ������ ���
  rickety bridge? Climb the crumbling wall? Kick down
  the old door? Great, now make a roll to see if you
  succeed.
  This chapter sets out some changes to rolling
  mechanics with untyped skill bonuses, broader social
  interaction, and other minor additions.
  With Open Skills, your skills are no longer tied to a
  single ability—instead, you may apply your skill bonus to
  any ability check that feels appropriate.
  When you are taking an action, try to consider which
  ability and skill pairing is the best ﬁt for your situation.
  You may only use one ability and one skill per check.
  There is more to social interaction than just charisma—
  intelligence and wisdom are just as important, and each
  has their own role to play in conversation.
  When interacting with an NPC, the context of your
  action determines which ability you are using: smarts
  (intelligence), feelings (wisdom), or presence (charisma).
  Here we see Clanda, sitting with her friends in a village
  tavern, overhear an ill-informed farmer.
  Open Skills
  DM: Valiant, a guard blocks the door with his spear.
  "You ain't going in there," he says bluntly.
  Valiant: Do I recognize the guard?
  DM: No, but you do recognize the symbol on his
  necklace—the scales of Kelemvor, Lord of the Dead.
  Valiant: He follows my god? Perfect. "Not often I
  meet one of His agents," I say, showing my necklace
  and symbol. "How long have you served Him?"
  DM: The guard smiles at you. "Oh since I were a boy.
  My old man was a gravedigger—knew the rites, taught
  me the words. Done right by me so far, has the Lord."
  Valiant: I'll ask a few more questions, talk a little faith
  —see if I can get this guy on my side and let me pass.
  DM: if you're trying to get him to like you, that'll be a
  DC 15 Charisma check. You can add Religion to that.
  Social Interaction
  Intelligence: You're trying to be clever. Debate,
  reason, negotiate, lie, manipulate, wit, and threaten.
  Wisdom: You're trying to soothe or connect feelings.
  Rapport, empathize, calm, discretion, and tact.
  Charisma: You're trying to be likeable or dominating.
  Charm, bluﬀ, banter, incite, command, and intimidate.
  •
  •
  •
  DM: The farmer says "I 'eard that if yous eat a frog on
  a full moon, yous get to jump high like a frog".
  Clanda: This stupid peasant. "There is no way that is
  true," I tell him. Angrily.
  DM: "Yea it is, I 'eard it from those boys over at the
  Grange farm. The moon magic turns you into one o'
  them lick-oh-tropes." The farmer is resolute in his
  belief—it's going to be very hard to change his mind.
  Clanda: Hold my beer, guys—I'm going to talk some
  brains back into this fool. Ok farm boy, let's start off
  with some basic pronunciation...
  DM: Ok, roll a DC 25 Intelligence check. As you're
  attempting to change his mind, add Persuasion.
  12
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 12: taking action
  45
  
  If you take the Help action to grant advantage to an ally,
  you get to roll one of the two d20 during the attempt.
  Your ally adds their normal bonuses as if they had
  rolled the die themselves.
  You can't roll multiple attempts for the same action—
  recalling a piece of knowledge, sweet-talking the castle
  guard, pushing a heavy boulder aside. But you can work
  together with your allies to make that one attempt as
  successful as possible.
  Anyone with a relevant skill or background may help
  you attempt something—the ﬁrst person grants you
  advantage (per the Help action), and every additional
  person grants you a +1 bonus. If the roll fails, however,
  everyone involved is liable for the consequences.
  Reaction speed is determined ﬁrst-and-foremost by your
  thoughts—the faster you can think, the faster your brain
  can tell your body to act.
  When rolling for initiative, do not add your Dexterity
  modiﬁer—instead, add your Intelligence modiﬁer. Break
  ties ﬁrst with Dexterity, then Wisdom.
  If you are a War Wizard, your Tactical Wit class feature
  now grants a Dexterity bonus—not Intelligence.
  This may also apply to other unique class features or
  item powers, so judge accordingly.
  Improving Intelligence
  Dexterity is a very influential stat in vanilla 5e, determining
  attack rolls, damage, initiative bonuses, and (by far) the most
  common saving throw.
  Moving initiative rolls from DEX to INT is a small tweak
  that helps to rebalance the abilities, curbing the dominion of
  Dexterity whilst expanding the utility of the weakest ability—
  Intelligence—in a way that impacts all characters equally.
  A tool helps you do something you couldn't otherwise do
  —pick a lock, craft an item, forge a document. Some
  tools are basic enough to provide basic use without
  training—cook's utensils, painter's supplies, dice games.
  Most, however, require proﬁciency to use properly.
  If you are proﬁcient with a tool, add your proﬁciency
  bonus to any ability check made with it. If you are
  proﬁcient with both a tool and a skill—for example, an
  instrument with Performance, cook's utensils with
  Survival, a healer's kit with Medicine—you may add your
  proﬁciency bonus and make your roll with advantage.
  Knowledge is a valuable resource, and can sometimes
  mean the diﬀerence between life or death. Players
  shouldn't be able to tell if their information is false by
  knowing that they rolled a low number on the check.
  The DM always rolls knowledge checks—including
  perception and insight checks—in secret on behalf of the
  player, and then reveals knowledge accordingly. If it's a
  failure, give the character some misleading information—
  the larger the failure, the greater the mislead.
  Help
  DM: The owlbear screeches as the two of you
  surround it. Viridian, Krazak—what do you do?
  Viridian: This guy looks pretty wild. I'll help distract
  the beast, Krazak, while you—
  Krazak: Hit it with the axe?
  Viridian: Hit it with the axe. Ok I'll make a feint to
  the left (rolls 18)...
  Krazak: And I'll swing the axe to the right (rolls 6)...
  DM: Thanks to Viridian's feint, Krazak's axe bites
  deep into the owlbear. Roll your damage, Krazak.
  Teamwork
  Initiative
  Tactical Wit
  Tools
  DM: The crowd are getting restless.
  Viridian: This could get ugly... Everyone likes music,
  right? I'll play a song, see if I can calm everyone down
  before anyone does something stupid.
  DM: You want to sooth the rowdy crowd with
  music? Ok, that'll be a DC 20 Wisdom check.
  Viridian: I'm proficient in Performance, and I'll use
  my lyre—I'm proficient with that as well.
  DM: Perfect. Make the roll with Advantage.
  Knowledge Checks
  DM: The creature lumbers out of the shadows,
  stretching out a rotten vine. You recognize it as a
  shambling mound, Chansi—what do you do?
  Chansi: I've spent a long of time out in the wilds—
  do I know what their weakness is?
  DM: Let's see... (rolls 3 in secret—a failure). You
  remember notes from an old almanac. Apparently
  lightning is very bad for mounds and their senses.
  Chansi: Perfect! And I have four lighting arrows left. I
  shoot one immediately at the mound (rolls 19).
  DM: A clear hit. The arrow strikes the mound and a
  burst of lightning erupts... to no effect. The mound
  advances on you, unfazed.
  Chansi: ...What?
  Viridian: That's some good memory you have there,
  Chansi. Real effective.
  Chansi: Shut. Up. Viridian.
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 12: taking action
  46
  
  Active Defense
  I
  � ��� ���� �� ������, ����������� ���'� �����
  around waiting to be hit by the enemy—they take
  defense into their own hands by dodging, blocking,
  and parrying attacks. Don't sit and watch your enemy
  throw an attack—roll to see how well you avoid it.
  This chapter introduces defense rolls and saving
  attacks, putting defense back into player control.
  Whenever the DM would normally make an attack roll
  against a player character, that player instead makes a
  defense roll to see if they can avoid the attack—dodge,
  duck, dip, dive, and dodge your way to success.
  Roll a d20 and add your full AC—this your defense
  roll. The opposing DC is 22 plus the attacker's normal
  attack bonus.
  If your defense roll equals or beats the DC, you
  successfully avoid the attack. If you fail, the attack hits.
  If your attacker has advantage on their attack, you
  instead apply disadvantage to your defense roll—and vice
  versa if your attacker has disadvantage.
  If your defense roll comes up as a natural 1, it's a critical
  fail—you are critically hit by the attack. Roll a natural 20
  and it's a critical success—you defend with style.
  If your attacker would normally score a critical hit on
  a roll of 19 or 20, then the attack is a critical hit on a 1 or
  2, and so forth.
  Here we see Valiant, Sarien, and Clanda being attacked
  by three orcs. Where the DM would normally be rolling
  attack rolls for the monster, the players make defense
  rolls to avoid the incoming attacks.
  Static Damage
  Instead of rolling for damage, anything controlled by the DM
  —NPCs, monsters, traps, environmental effects—may deal
  static damage according to its average value. If the attack is a
  critical hit, double the damage.
  Defense Rolls
  Defense Roll: d20 + your AC
  DC: attacker's attack bonus + 22
  Criticals
  Example of Play
  DM: The three orcs rush forward, rage in their eyes.
  Two of them hack at you with their greataxes, Valiant,
  while the third stabs at Sarien with a javelin.
  Valiant: I raise my shield to block. What's the DC?
  DM: DC 27 (22 + orc attack bonus (+5)).
  Valiant: Here goes... (rolls 30 (13 + AC 17)) I bash
  the first attack aside with my shield, and... (rolls 22)
  damn, I get caught by the second.
  DM: The second axe catches your arm painfully—
  take 9 points of damage.
  Valiant: That hurts—a bad cut.
  Sarien: I've got your back, Valiant. Let me just dodge
  this javelin first... (rolls natural 1) oh that's bad.
  DM: You stumble right into the path of the javelin,
  Sarien, which stabs you right in the shoulder. Take 12
  points of damage.
  Valiant: Great job, Sarien, good dodge there.
  Sarien: On my next turn, I throttle Valiant.
  13
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 13: active defense
  47
  
  If you are a divination wizard, it's easy to use your
  Portent ability with Active Defense.
  If you give a portent result to someone making a
  defense roll they may use either the normal value or the
  d20-inverse value (calculated as 21 - portent value).
  Whenever the DM would normally roll a saving throw,
  the player instead makes a saving attack to see if they
  can overcome the target's defenses.
  When you make a saving attack, roll a d20 and add
  your normal spell save DC. The opposing DC is 22 plus
  the target's saving throw bonus. If the spell would aﬀect
  multiple targets, make a separate attack roll for each—
  but roll the damage only once for all targets.
  If your saving attack equals or beats the DC, you
  successfully land the attack. If you fail, the attack misses
  or is blocked by the target.
  If your target has advantage on their saving throw,
  apply disadvantage to your saving attack instead—and
  vice versa if your target has disadvantage.
  Per normal rules, saving attack spells cannot critically
  hit nor critically miss.
  If you want to add the potential for some massive
  damage spikes to your game, allow saving attack spells
  to deal critical damage.
  On a critical hit, roll all of the attack's damage dice
  twice. On a critical fail, however, the spell has no eﬀect at
  all—even if it would normally cause an eﬀect on a miss.
  Apply this rule to both players and monsters for fairness
  —if players can crit more often, so too can the monsters.
  At the end of the DM's turn, it's Clanda's time to shine.
  Where the DM would normally roll saving throws for the
  orcs to avoid Acid Splash, Clanda instead makes a saving
  attack and rolls to hit each orc.
  She only rolls the spell damage once—no matter the
  number of targets—rolling extra only when she lands a
  critical hit per the massive damage variant rule.
  If you prefer to deal with smaller modiﬁers, use this
  Small Defense variant and reduce the +22 attack bonus
  for defense rolls and saving attacks to something more
  inline with other common modiﬁers.
  When you make a defense roll, roll a d20 and add your
  AC − 10. The opposing DC is 12 plus the attacker's
  normal attack bonus.
  When you make a saving attack, roll a d20 and add your
  normal spell save DC − 8. The opposing DC is 14 plus
  the target's saving throw bonus.
  Portent
  Emwyn, a divination wizard, has a portent result of 3
  remaining. When he is attacked by an orc, Emwyn
  must make a defense roll. He chooses to use his
  portent instead of rolling, as takes the inverse value of
  18 (21 − 3)—Emwyn's defense result is 17 + his AC.
  Saving Attacks
  Saving Attack Roll: d20 + your spell save DC
  DC: target's saving throw bonus + 22
  Criticals
  Variant: Massive Damage
  Clanda: Let's see if this myconid can take a fireball.
  DM: Ok Clanda, roll your saving attack.
  Clanda: Piece of cake... (rolls 20) now that's more
  like it! Poor myconid, critically hit with a 3rd-level
  fireball? That'll be 16d6, please. I love my job.
  Example of Play
  DM: Ok Clanda, it's your turn next. Valiant's under
  attack and Sarien's stumbling about—what do you do?
  Clanda: Ugh, I hate orcs. It's time to even the odds. I
  cast Acid Splash at the two orcs attacking Valiant.
  Valiant: You're throwing acid at me?
  Clanda: Hush, it'll be fine. What's the DC?
  DM: DC 23 (22 + orc dexterity saving throw (+1)).
  Clanda: Ok, I hurl this orb of acid... (rolls 23 (10 +
  SDC 13)) It barely hits the first, scorching him for...
  (rolls 2) hmm, not very much.
  DM: The orc snarls with irritation as a few drops of
  acid catch on his thick leather armor.
  Clanda: The second... (rolls natural 20) critical hit!
  Some acid splashes on the orc's face, causing... (rolls 6
  extra critical damage) great, 8 points of acid damage!
  DM: The orc roars in pain and falls to the ground,
  clutching at his face as the flesh melts away.
  Valiant: Gross.
  Clanda: Do I hear a thank you? Manners, Valiant.
  Variant: Small Defense
  Defense Rolls
  Defense Roll: d20 + (your AC − 10)
  DC: attacker's attack bonus + 12
  Saving Attacks
  Saving Attack Roll: d20 + (your spell save DC − 8)
  DC: target's saving throw bonus + 14
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 13: active defense
  48
  
  Active Initiative
  C
  ����� ���'� ������ ��� �������� ���'� ����
  to wait in line to take their turn—the ﬂow of battle
  is always dynamic and unpredictable. Work with
  your allies to support each other, chain together
  powers and tactics, and exploit weak points as one well-
  oiled team of adventurers.
  This chapter introduces the Active Initiative system,
  allowing players to choose who acts next in the round.
  With Active Initiative, there is no pre-determined order of
  initiative. Instead, once a person has ﬁnished their turn,
  they get to choose who goes next—another player, group
  of monsters, or environmental hazard.
  A basic round follows four simple steps:
  1. Who goes ﬁrst?: Decide who triggered the scene and
  acted ﬁrst. Did you throw the ﬁrst punch?
  2. Take turns: Take your turn. Once you've ﬁnished your
  actions, you get to pick who goes next.
  3. End the round: Once everyone's ﬁnished their turn,
  end the round and clear up any expired eﬀects.
  4. Start a new round: If there's still conﬂict, the last
  person to act gets to decide who starts the new round.
  Why Use Active Initiative?
  There are four main benefits of switching to Active Initiative:
  1. Better teamwork: Players can work together more easily
  to chain their actions together into big combo-moves.
  2. More communication: Players talk more to each other.
  3. More attentive players: Players are actively watching
  what's happening for opportunities to jump in and act.
  4. It's easy: No dice or math—just say who goes next.
  The ﬁrst step is to ﬁgure out who acted ﬁrst and
  triggered the scene. Most times it will be obvious which
  character started things—someone throws the ﬁrst
  punch, or steps on the trap, or casts a spell.
  If it's not obvious who acted ﬁrst, you can determine this
  randomly by rolling for initiative—whoever rolls highest
  goes ﬁrst. After that ﬁrst turn is complete, switch to
  dynamic turn ordering as described here.
  Take your turn as normal. Once you've ﬁnished your
  actions, you get to pick who goes next—this can be any
  other character, creature, hazard, or group of monsters
  that hasn't acted yet in the current round.
  Interrupting: Anyone who took damage during your
  turn can steal the initiative from you at the end of your
  turn (see Interrupting), so be careful who you attack.
  You cannot pass or delay once your turn begins, but you
  can ready an action. This doesn't change your turn order
  —if your triggered action is the last act in a turn, you
  don't get to choose the next person to act.
  The Dynamic Round
  Step 1. Who Goes First?
  DM: You're surrounded, Valiant. The hobgoblin
  sneers at you. "Throw down your weapon, cleric, and
  maybe we'll only cut off one hand."
  Valiant: Pft, I haven't forgotten last time—never trust
  a hobgoblin. I raise my shield and charge.
  DM: You're triggering the fight, Valiant—you have
  the first turn.
  Step 2. Take Turns
  Delaying
  14
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 14: active initiative
  49
  
  Monster Groups
  To prevent a routine side-vs-side combat or scene, make
  sure to create a variety of taggable groups. Avoid using large
  groups of monsters—break them up and aim for 1 taggable
  monster or group per player at the start of a scene.
  Once all characters and creatures have ﬁnished their
  turn, end the round as normal and clear up any expired
  eﬀects—spells, powers, timers, etc.
  Eﬀects that last a speciﬁc duration of rounds tick down
  at the end of each round. Once a duration reaches 0, the
  eﬀect has ended and can be removed.
  Any eﬀects that would expire at the start or end of
  your turn are unchanged, expiring as normal.
  If there's still conﬂict to resolve, start a new round. The
  last person to act in the current round decides who starts
  the new round—they cannot pick themselves.
  If you haven't taken your turn yet this round, you have a
  chance to steal the initiative and take the next turn—even
  if you were not nominated. This is called an interrupt.
  There are two main ways in which you can do this:
  1. You can spend an Inspiration Point to interrupt.
  2. If you took damage during the last turn, you can
  choose to interrupt for free.
  If you choose to interrupt, you must do so before the next
  person starts their turn. You can't interrupt if you've
  already acted this round, and you can't interrupt an ally.
  Each scene, the DM gets one free Interrupt Point per
  player. The DM may spend one of these points to steal
  the initiative, but can only use one point per round.
  Interrupts & Inspiration
  Interrupt Points exist to give the DM a power similar to
  player Inspiration Points. But if Inspiration is not a common
  feature in your game—or players aren't spending their points
  to make interrupts—don't give the DM any Interrupt Points.
  Here's an example of how to use Active Initiative in a
  basic round of combat—Chansi, Valiant, and Clanda are
  ﬁghting a hobgoblin and four goblins. With three players,
  the DM has three Interrupt Points for this scene.
  Chansi makes an attack, but draws attention to
  herself in the process. She then passes over to Valiant.
  Having ﬁnished his turn, Valiant prepares to pass over to
  Clanda. The DM, however, chooses to interrupt with one
  of the monsters.
  As the goblins took damage during Valiant's turn, they
  could interrupt for free. However, the DM spends an
  Interrupt Point to allow the hobgoblin to act instead.
  Step 3. End the Round
  Effect Duration
  Valiant casts Bless—a concentration spell that lasts for
  1 minute (10 rounds). At the end of each round, the
  remaining duration simply decreases by 1 round.
  Clanda, meanwhile, uses Shield to deflect an attack.
  This spell ends whenever she takes her next turn.
  Step 4. Start a New Round
  Interrupting
  Monster Interrupt Points
  Example of Play
  DM: The hobgoblin roars an order out to the goblins
  and they spring forward. Chansi, you've got the highest
  initiative—what do you do?
  Chansi: I fire an arrow at the hobgoblin... (rolls 11)
  oof, that's a bad start.
  DM: Your arrow misses by a wide margin. The
  hobgoblin shouts, and three of the goblins look at you.
  Chansi: That doesn't sound good. Valiant, might
  need you to draw some attention here...
  Valiant: I'm on it. I move forward and strike at the
  nearest goblin with my war pick (rolls 16).
  DM: The goblin curses aloud as you hit it. How
  much damage does it take?
  Valiant: 6 points. Then with my War Priest initiative, I
  swing round to hit another goblin (rolls 17).
  DM: Another hit—the goblin screeches as it takes...?
  Valiant: 7 points of damage. Now that should get
  their attention.
  Valiant: Ok Clanda, you're up next.
  Clanda: Perfect. I—
  DM: Before you can act, Clanda, the hobgoblin
  interrupts (spends an Interrupt Point) and leaps
  forward towards Valiant. He swings his longsword in a
  fierce two-handed arc and hits, dealing 6 damage.
  Valiant: Ouch.
  DM: And with the goblins around you, Valiant, the
  hobgoblin's attack is even more dangerous thanks to
  Martial Advantage—take another 7 points of damage.
  Valiant: Son of a...
  DM: The hobgoblin laughs coldly, licking the blood
  from its blade. "You have my attention, little cleric," he
  sneers. The goblins begin to move—
  Clanda: I think not (spends an Inspiration Point to
  Interrupt). Enough of this nonsense. Don't move,
  Valiant, unless you want this Fireball in your face...
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 14: active initiative
  50
  
  Degrees of Success
  S
  ��������, ������� ��� ���� �������, ��
  don't always win. But not all failures are equal—
  sometimes we mess up a little, and sometimes we
  mess up catastrophically. Sometimes, we even
  have a chance to prevent failure—at a small, extra cost.
  This chapter introduces degrees of success, allowing
  you to judge the scale of success and failure accordingly.
  When you attempt an action that has a chance of failure,
  compare your result to the DC and check the list below
  to see just how well you did.
  When a character succeeds, something good happens
  and they get what they wanted.
  Here are some example boons that you might apply
  when a character succeeds in their eﬀorts—one boon for
  a success, and two for a critical success.
  Boons
  d20
  Boon
  1
  You restore some hit points
  2
  You gain a hit die
  3
  You find some extra gold
  4
  You gain a favor from an ally
  5
  You regain a spell slot
  6
  You deal extra damage
  7
  You heal some mental stress
  8
  You may spend a hit die to recover some hit points
  9
  You may switch places with a nearby ally
  10
  You can move to an advantageous position
  11
  You learn a piece of rare information
  12
  You (temporarily) lose one level of exhaustion
  13
  A magic item regains one charge
  14
  The locals hear about your achievement
  15
  You apply a condition to your enemy
  16
  A god notices your achievement
  17
  A condition improves
  18
  You gain advantage to your next roll
  19
  Your enemies are intimidated by you
  20
  You move your enemy
  Success & Failure
  Critical Success: You succeeded by 10 or more on a
  skill check, or rolled a natural 20 on an attack. Things
  have gone perfectly. You achieve your goal and
  something else happens in your favor.
  Success: You achieve your goal.
  Minor Failure or Success at a Cost: You failed by 1,
  2, or 3. You can choose to succeed, but something bad
  also happens as a consequence.
  Failure: You failed by 4 or more. Something bad
  happens—you take damage, gain Stress, lose a hit die,
  a Condition worsens, etc.
  Critical Failure: You failed by 10 or more on a skill
  check, or rolled a natural 1 on an attack. It's all gone
  badly for you and you suﬀer a second consequence in
  addition to the normal failure eﬀects—you take extra
  damage, lose a hit die, drop an item, etc.
  •
  •
  •
  •
  •
  Krazak is critically hit by an enemy. He first takes damage
  for failing to dodge, then additional damage (the crit
  damage) for critically failing—two consequences total.
  Boons
  15
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 15: degrees of success
  51
  
  When a character fails an action, something bad
  happens. Here are some consequences you might apply
  when a character fails a roll—one consequence for a
  failure, and two for a critical failure.
  Consequences
  d20
  Consequence
  1
  You or an ally take damage
  2
  An enemy reacts and takes an action
  3
  You gain some mental stress
  4
  Take a notch on your weapon/armor/item
  5
  You lose an item
  6
  One of your conditions worsens
  7
  Your torch goes out
  8
  An NPC becomes hostile to you
  9
  You lose some gold
  10
  You learn some misinformation
  11
  Your enemy becomes enraged
  12
  You gain the attention of the local guards
  13
  You drop your weapon
  14
  You stop and fall prone
  15
  You are poisoned or diseased
  16
  You are imprisoned
  17
  A crowd turns against you
  18
  A higher authority learns of your misdoings
  19
  A god punishes you
  20
  You lose some ammunition or hit dice
  When you fail by a narrow margin, you can choose to
  instead succeed at a cost. You get what you want, but
  something bad happens to you as a consequence.
  This may require some negotiation with the DM—if
  you can't both agree on the cost, you can't succeed.
  Check the Oﬀerings table below for some inspiration.
  Offerings
  d10
  Offering
  1
  25% or 50% of your total hit points
  2
  One or more hit dice
  3
  One or more spell slots
  4
  An item gains a notch
  5
  You gain a condition
  6
  You gain the attention of the enemy
  7
  You are moved into a disadvantageous position
  8
  You lose an item
  9
  Gain a level of exhaustion
  10
  Lose some gold
  Here are two examples of using degrees of success—one
  to demonstrate Success at a Cost and how negotiation
  works, and another to show critical failure in action.
  Chansi is trapped on a collapsing ledge over a dark
  abyss. Luckily, her friends have thrown down a rope for
  her to climb to safety.
  Viridan has bluﬀed his way into a meeting with a local
  lord, hoping to convince the lord to lend his support to
  the defense of a nearby village.
  Consequences
  Success at a Cost
  Examples of Play
  DM: The ground is crumbling beneath your feet,
  Chansi. There's a rope hanging ahead, over the abyss.
  Chansi: I leap out and grab hold of it.
  DM: Ok, that's a DC 15 Strength check.
  Chansi: I should be able to use Athletics for this, so
  that's... (rolls 14) augh, so close!
  DM: Very close indeed, the rope barely slips past
  your fingers. You have a chance to Succeed at a Cost...
  Chansi: Damn, I can't fall into the abyss. Perhaps...
  something falls out of my bag as I grab hold? Those
  old mushrooms I picked up earlier maybe?
  DM: It has to be something precious to you.
  Chansi: Ah. Well I was really hoping to use this
  healing potion later...
  DM: Perfect. For a moment you fall, barely catching
  the rope at the last second with your other hand. But
  as you hang, you hear a small rip from your bag and
  your healing potion tumbles into the abyss below.
  Chansi: Augh, I really needed that potion...
  DM: Lord Erasius looks at you coldly, Viridian. "And
  why should I trust you, stranger?"
  Viridian: Hmm. I want to convince Erasius that I'm
  nobility with access to the king. If Erasius will support
  us, I can put in a few words to boost his reputation.
  DM: Ok, that's a tricky lie. You haven't had time to
  prepare this, so it's an off-the-cuff bluff—make a DC
  25 Charisma check.
  Viridian: Can I use History with this?
  DM: Yes, you know enough about the local lands to
  throw around a few names.
  Viridian: Great. That's... (rolls 13) not good.
  DM: No, it isn't—it's a critical failure. Erasius can see
  right through your lies, and—as a second consequence
  —he's extremely offended. "You come into my home
  and dare lie right to my face? Perhaps some time in
  our dungeons will extract the truth from you. Guards!"
  Viridian: Son of a...
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 15: degrees of success
  52
  
  Active XP
  E
  ��������� �� ��� ��� �� �����—���� ��, ���
  can discover new abilities and reach higher peaks
  of strength. But you don't gain experience staying
  in your comfort zone—the only way to grow is to
  push beyond your limits and brave the countless dangers
  of the world.
  With Active XP, you don't gain experience for just
  killing monsters—instead, you gain experience by being
  active in one of three ﬁelds: discovery, recovery, and
  adversity.
  1. Discovery: Explore the world, meet new people, and
  uncover secrets—hidden dungeons, ancient cults,
  legendary monsters. You gain more experience the
  rarer and more valuable your discovery.
  2. Recovery: Recover treasure and valuables from
  uncivilized, monstrous, or abandoned areas—
  gemstones from an ancient tomb, a dragon's hoard, a
  hidden chest of jewels.
  You gain 10 XP per gold piece (1 XP per silver
  piece) of recovered treasure, making this the most
  eﬃcient means of gaining experience.
  3. Adversity: Face danger and survive perilous
  situations—recover from near death, challenge a red
  dragon, defeat a horde of orcs. The bigger the danger,
  the bigger your experience—if you survive.
  The best way for a character to grow is to be active and
  go out adventuring in the wilds, exploring the great
  unknown. The bigger the risk, the bigger the reward.
  Treasure-centric Rewards
  Active XP encourages players to hunt for rare treasures, and
  is best suited to a particular style of game—namely,
  campaigns that focus on exploration and treasure-hunting.
  With Active XP, don't use the standard 5e leveling table—
  instead, use the Character Advancement table listed
  below. This details the amount of experience a character
  needs to gain per level before they can level up.
  Character Advancement
  Level
  XP
  0-1
  150
  1-2
  300
  2-3
  420
  3-4
  590
  4-5
  820
  5-6
  1,150
  6-7
  1,610
  Level
  XP
  7-8
  2,260
  8-9
  3,160
  9-10
  4,430
  10-11
  6,200
  11-12
  8,680
  12-13
  12,150
  13-14
  17,010
  Level
  XP
  14-15
  23,810
  15-16
  33,330
  16-17
  46,660
  17-18
  65,330
  18-19
  91,460
  19-20
  128,050
  —
  —
  Once you've gained experience points, you can spend
  them to level up. If you are using the Training rules
  (p104) in your game, spend the experience after you have
  completed your training time.
  Advancement
  Spending Experience
  Valiant, a level 1 cleric, returns to Darrowmore with
  250 XP and a rare, golden goblet worth 10 GP. He
  donates the goblet to his church and gains 100 XP.
  Now at 350 XP, Valiant has enough experience to
  level up. After a week of training, he spends 300 XP to
  ascend to level 2—leaving 50 XP remaining.
  16
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 16: active xp
  53
  
  The DM is responsible for awarding XP to players.
  These guides will help determine the amount of XP a
  character should be awarded for their in-game actions.
  Discovery and adversity rewards depend on two main
  factors: the Challenge Level of the area, and the Relative
  Diﬃculty experienced by the party. Follow the three steps
  below to determine the XP reward.
  First, you must decide the Challenge Level—this is the
  minimum level characters are expected to be in this
  particular area or adventure. A higher CL implies more
  dangerous monsters, traps, and challenges.
  Most civilized areas—villages, towns, and cities—will
  be CL0. It's no challenge to live in a sanctuary.
  XP per Challenge Level
  CL
  XP
  0
  1
  1
  3
  2
  4
  3
  6
  4
  8
  5
  12
  6
  16
  CL
  XP
  7
  23
  8
  32
  9
  44
  10
  62
  11
  87
  12
  122
  13
  170
  CL
  XP
  14
  238
  15
  333
  16
  467
  17
  653
  18
  915
  19
  1,280
  20
  1,790
  The Challenge Level should be straightforward to
  determine for the DM—base it on the average level of the
  adventure or current area being explored.
  Next, choose the Relative Diﬃculty—this describes how
  dangerous or diﬃcult the event was for the party. Did
  they lose precious resources, or barely break a sweat?
  A challenge is more rewarding the harder it is to
  overcome—trivial encounters are not rewarding at all.
  Relative Difficulty Modifiers
  Difficulty
  Modifier
  Description
  Trivial
  x 0
  The PCs were far overpowered
  Easy
  x 0.5
  The task was no trouble at all
  Normal
  x 1
  The task proved to be a minor
  inconvenience or obstacle
  Hard
  x 2
  The party lost some precious
  resources and had a hard time
  Extreme
  x 4
  The party lost nearly all their
  resources, or someone died
  Insane
  x 8
  The PCs were underpowered and
  survived against all odds
  Rate of Experience
  Characters are generally expected to have around three
  adventures per level. In a treasure-focused campaign, 75%
  of the total XP should come from treasure rewards and the
  remaining 25% from discovery/adversity rewards.
  For a faster or slower leveling experience, raise or lower
  the default XP rewards for each Challenge Level. You may
  also consider changing the 75%/25% ratios of XP if your
  game is less focused on treasure hunts.
  When choosing the Relative Diﬃculty, refer to the
  number of resources the party spent in the process. Hit
  points, hit dice, spell slots, valuable items, wealth—the
  more resources lost, the higher the relative diﬃculty.
  Once you know the Challenge Level and the Relative
  Diﬃculty, you can calculate the experience gained as:
  Listed below are some examples to demonstrate this in
  action. First, we see Chansi use her lockpicking skills to
  avoid a potentially lethal ﬁght.
  Next, Valiant and Clanda discover the entrance to a
  secret dungeon they have long been searching for—the
  Shattered Underhall—and survive a battle against its
  dangerous guardians.
  Awarding Experience
  Discovery & Adversity XP
  Step 1. Challenge Level (CL)
  Step 2. Relative Difficulty (RD)
  Step 3. Calculate XP
  Character XP: Challenge Level x Relative Difficulty
  Party XP: Character XP x Party Size
  Chansi is currently exploring the Vault of Sorrow, an
  area designed for level 3 characters. To hide from a
  patrol of skeletons, she quietly unpicks a locked door
  and slips out of sight—avoiding a dangerous fight.
  The DM decides to award her some adversity XP for
  the effort. As the CL is 3 (6 XP) and the lock was of
  normal (x1) difficulty, Chansi receives 6 XP.
  Following a map through the Nightless Forest, a
  dangerous area for level 5 characters, Valiant and
  Clanda finally uncover a long-hidden entrance to the
  Shattered Underhall.
  The DM awards some discovery XP. As the CL is 5
  (12 XP) and they had a hard (x2) time finding the
  entrance, Valiant and Clanda each receive 24 XP.
  Later, deep within the Underhall, Valiant and Clanda
  fight a near-fatal battle against its guardians—the
  Court of Lies. Though victorious, they spent many
  resources and almost died in the process.
  The DM awards some adversity XP for the battle.
  The Shattered Underhall is CL 5 (12 XP) and they
  nearly died fighting an extreme (x4) battle against the
  Court, so Valiant and Clanda each receive 48 XP.
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 16: active xp
  54
  
  Characters gain experience by recovering lost treasures
  and bringing them back to civilization, gaining 10 XP per
  gp of treasure—precious gems, priceless art, rare jewelry.
  The amount of treasure found on an adventure—be it
  in a dungeon, a dragons horde, or a vampire's vault—
  depends on two factors: the Challenge Level of the area,
  and the Threat Rating of the treasure's guardians.
  First, determine the Challenge Level of the area—this
  establishes the base amount of treasure (for one player)
  that should be found throughout the adventure.
  Treasure per Challenge Level
  CL
  GP
  0
  0
  1
  7
  2
  10
  3
  15
  4
  20
  5
  28
  6
  40
  CL
  GP
  7
  56
  8
  78
  9
  110
  10
  154
  11
  215
  12
  302
  13
  422
  CL
  GP
  14
  592
  15
  828
  16
  1,160
  17
  1,624
  18
  2,274
  19
  3,185
  20
  4,456
  The higher the CL, the bigger the danger—but the more
  treasure you are likely to ﬁnd.
  Next, determine the Threat Rating of the treasure's
  guardians. If there's no threat, there's no treasure—
  someone else will have looted it long before you arrive.
  Threat Ratings
  Threat
  Modifier
  Description
  None
  x 0
  A handful of weak opponents
  Low
  x 0.5
  A band of badly organized foes
  Average
  x 1
  A small force with one or more
  notable leaders
  High
  x 2
  A well-armed force with several
  tiers of leadership
  Extreme
  x 4
  A large force with formidable
  strength and influence
  Legendary
  x 8
  A legendary monster such as a
  dragon, a beholder, or a lich.
  You'll need to ﬁnd and face the biggest threats if you
  want to recover the rarest treasures—so be brave.
  Magic Items & Gold
  Magic items and currency (copper, silver, or gold pieces) do
  not count as treasure, so don't include their value in your
  treasure-to-XP calculations.
  Once you know the Challenge Level and Threat Rating,
  you can calculate the amount of treasure to be recovered
  throughout the adventure:
  Listed below are some examples to demonstrate this in
  action. First, we see an outline for a simple level 1
  adventure—the Tomb of the Bone Prince.
  Here, we see Valiant and Chansi return to town from a
  recent adventure with some recovered treasure in hand.
  The experience gained from any treasure returned to
  civilization is split equally across everyone who helped
  obtain it. This include helpers, followers, and henchmen.
  Stealing or hiding treasure from the rest of the party
  won't grant you any additional XP—once you exchange it
  for XP, everyone gets an equal cut.
  Recovery XP
  Step 1. Challenge Level (CL)
  Step 2. Threat Rating (TR)
  Step 3. Calculate Treasure
  Treasure: Challenge Level x Threat Rating
  Hoard: Individual Treasure x Party Size
  The DM is building an adventure for level 1 characters,
  with a CL of 1 (7 gp) and an average (x1) threat rating
  —meaning that characters should each find around
  7 gp of treasure in the adventure, not including any
  random silver or gold.
  The DM scatters the treasure across 7 encounters:
  1. Encounter: The Bone Sentinels.
  2. Encounter: The False Prince. Rewards a 1 gp
  treasure per person (some carved bone dice).
  3. Challenge: A secret passageway to the undertomb.
  4. Encounter: Madrigor, the Blind Cleric. Rewards a 1
  gp treasure per person (a golden chalice).
  5. Challenge: A collapsing ceiling and a locked door.
  6. Encounter: The Bone Prince and his Retinue.
  7. Encounter: The Amalgam King. Rewards a treasure
  hoard worth 5 gp per person (well-cut rubies).
  After a brief expedition into the Rat's Nest, Chansi
  returns to Darrowmore carrying a jade figurine she
  reckons is worth 12 gp. She sells it to a local collector,
  exchanging the figurine for 12 gp and 120 XP.
  Valiant also found treasure during the expedition—
  a rare book of holy scripture worth 12 gp. He donates
  the book to his local church, gaining 0 gp and 120 XP.
  While the group wasn't looking, Clanda palmed an
  extra ruby from the treasure pile. On returning to
  town, she sells it to gain 7 gp and 70 XP. Clanda keeps
  the gold but shares the XP with the rest of the party.
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 16: active xp
  55
  
  Dangerous Magic
  M
  ���� �� � �������� ����� ���� ���
  rewrite fundamental laws of reality—turn ice
  into ﬁre, restore life to the dead, teleport across
  great distances in a heartbeat. Magic can grant
  unimaginable power, but is not without risk even too the
  well-trained and experienced—channeling such raw
  energies can be dangerous to the unprepared.
  This chapter introduces rules to make magic a little
  more dangerous and unpredictable for spellcasters.
  Sometimes, the ﬂow of magic goes against you. It's hard
  to shape, it's too chaotic, it's too powerful—whatever the
  reason, some magic energy lashes out during your
  spellcasting attempt and causes you some harm.
  This is called burnout and it can happen to any caster,
  whether arcane or divine. Magic is dangerous work, and
  the slightest distraction can be catastrophic.
  If you are a spellcaster, take a d12—this is your Burnout
  die. Whenever you attempt to cast a magic spell, roll the
  Burnout die; on a 1 or 2, the power is overwhelming and
  you trigger a burnout event—two things happen to you:
  Your burnout die starts as a d12, but each time you suﬀer
  burnout the die becomes one size smaller.
  As your die shrinks it becomes increasingly more likely
  that you will trigger further burnout—so be careful.
  If your spell is 1st-level or higher, roll a d100 and check
  the Burnout Consequences table to see what eﬀect your
  burnout has. Consequences become increasingly more
  severe the higher your spell level, so beware.
  If a consequence doesn't fully apply to you, or doesn't
  make sense for the situation, pick one that does.
  Alternatively, the DM may—at their discretion—pick a
  consequence speciﬁcally for you.
  Burnout is not a Failure
  Suffering burnout doesn't mean your spellcasting failed—it
  just means you were hurt somehow during the attempt.
  Roll to attack and resolve any hits or misses as per normal
  for your magic spell—apply your burnout consequences
  after you've finished resolving your spell effects.
  Magical Burnout
  Triggering Burnout
  1. Your Burnout Die gets Smaller
  1d12 → 1d10 → 1d8 → 1d6 → 1d4
  2. You Suffer a Consequence
  Clanda: Ok, these myconids are really starting to
  annoy me now. Good thing I've been saving this
  Fireball for a special occasion...
  DM: As you channel your arcane power, you feel the
  weave pulling away. Roll your burnout die, Clanda.
  Clanda: Easy, still on a fresh d12... (rolls 1) or not,
  damn. So that's a 3rd-level burnout with a... (rolls 46)
  hurt consequence, ouch.
  DM: Some of the raw arcane energy arcs lances out
  from your spell. Shrink your burnout die one step to
  d10 and take 6 hit points of damage.
  Clanda: Fine. I'll channel that anger back into the
  spell—these myconids are going to burn.
  17
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 17: dangerous magic
  56
  
  Burnout Consequences
  d100
  Consequence
  1-5
  Drained: Lose (spell level) hit dice.
  6-15
  Reduced: Lose (spell level / 2) hit dice.
  16-40
  Shocked: Lose (spell level x 4) hit points.
  41-88
  Hurt: Lose (spell level x 2) hit points.
  89-93
  Blackout: Disadvantage on casting for (spell level) rounds.
  94
  Immolated: Shrink the burnout die to d4.
  d100
  Consequence
  95
  Gifted: Regain this spell slot.
  96
  Renewed: Regain (spell level) hit dice.
  97
  Healed: Gain (spell level x 4) hit points.
  98
  Protected: Gain (spell level x 4) temporary hit points.
  99
  Energized: Advantage on casting for (spell level) rounds.
  100
  Restored: Reset the burnout die to d12.
  Once a burnout die shrinks, it remains that size until you
  take a recovery action. There are four primary means of
  recovering from burnout:
  1. Spend a hit die: You can spend a hit die during a
  short rest to grow your burnout die by one step. You
  don't gain any healing from hit die spent in this way.
  2. Get a good sleep: If you get a good night's sleep, your
  burnout die grows by one step. Sleeping in a place of
  magical power (such as an arcane leyline or divine
  temple) may increase your die by larger amounts.
  3. Take a long rest: Once you complete a long rest, your
  burnout die is fully restored to d12.
  4. Consume a restorative: Some special consumables—
  magic, crafted, or otherwise—may help restore your
  burnout die when ingested.
  The likelihood of experiencing burnout depends on the
  size of your die—the larger the die, the safer you are. Try
  to keep your die as large as possible for the best chance
  at avoiding burnout consequences.
  Burnout Risk
  Die Size
  Risk
  d12
  16%
  d10
  20%
  d8
  25%
  Die Size
  Risk
  d6
  33%
  d4
  50%
  —
  —
  Roll Once per Spell
  You only roll the Burnout die once per spell, regardless of
  the number of spell targets. Burnout is also unaffected by
  any advantage/disadvantage you may have on your action.
  Not all magical abilities put your body at harm's risk—
  these innate or controlled safe magics don't require a
  burnout roll when used:
  Magic is a ﬁckle thing, even in the hands of the well-
  trained. If you want an explanation for your burnout, roll
  a d20 and check the Burnout Reasons table below—or
  choose your own reason if you prefer.
  Burnout Reasons
  d20
  Reason
  1
  You mispronounced a key syllable.
  2
  You said the words in the wrong order.
  3
  You sneezed.
  4
  You wrote a glyph incorrectly.
  5
  You used a low quality spell component.
  6
  You didn't move your hands in the proper motion.
  7
  You got distracted by a sudden movement.
  8
  The weave is wild and unpredictable.
  9
  Your god is angry with you.
  10
  Your god gave you too much power at once.
  11
  Your god is busy with celestial matters.
  12
  An opposing god is interfering with the power.
  13
  A nearby ley-line is warping the flow of magic.
  14
  Another caster is disrupting your control.
  15
  Your patron is testing you.
  16
  Your patron wants your attention.
  17
  Your patron doesn't understand your mortal frailty.
  18
  The winds of magic are against you.
  19
  A magic item you are wearing reacts badly.
  20
  Magical energy is scarce in this region.
  Recovering from Burnout
  Clanda: Ok, that's the myconids burnt to a crisp.
  Let's take a short rest, I need to recover some burnout.
  I'll drink some of Chansi's special arcane tea—
  Chansi: No you won't, you finished that yesterday.
  Clanda: Blast. In that case, I'll spend a hit die to
  channel some power and get this d10 back up to d12.
  Your Burnout Risk
  Safe Magic
  Class Features: Eﬀects gained through certain class
  features—such as Channel Divinity and Lay on Hands.
  Racial Features: Spells gained through a racial ability
  —such as the tieﬂing's Infernal Legacy.
  Magic Items: These channel their own energies.
  Rituals: A ritual safely controls the ﬂow of magical
  energy with complicated sigils and glyphs.
  •
  •
  •
  •
  Why Did I Burn Out?
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 17: dangerous magic
  57
  
  Magical power is not equal in all places. Perhaps you're
  in a temple or a wizard's tower, where the ﬂow of magic
  has been tamed? Or you're near an arcane vortex or an
  elemental gate, where magic is wild and hard to control?
  These environmental eﬀects can impact your ability to
  cast spells and change how likely you are to suﬀer from
  magical burnout.
  At the DM's discretion, add a regional modiﬁer (-3 to
  +3) to the size of your normal burnout die. Grow the die
  to prevent burnout, and shrink it to encourage burnout.
  Regional Modifiers
  Modifier
  Severity
  Description
  +3
  Serene
  The flow of magic is abundant,
  predicable, and easy to harness.
  +2
  Calm
  The flow of magic is rich.
  +1
  Stable
  The flow of magic is reliable.
  +0
  Normal
  —
  -1
  Unstable
  The flow of magic is erratic.
  -2
  Wild
  The flow of magic is intense and hard
  to control or shape.
  -3
  Chaotic
  The flow of magic is raw,
  unpredictable, and dangerous.
  These regional eﬀects can be as small or as large as you
  like—a few feet, a room, a building, a few miles, a
  kingdom, or even a whole continent.
  Here we see Clanda approach a vortex of wild magic,
  making her more likely to burnout when spellcasting.
  Burnout Die Size Limits
  Your burnout die cannot grow larger than your maximum
  limit (a d12 by default) or smaller than a d4—regardless of
  modifiers, effects, or consumables.
  You can limit a regional burnout modiﬁer to a speciﬁc
  type of magic. Perhaps the wizard's tower grants a +1
  modiﬁer to only arcane magic, while the abyssal temple
  grants a -2 modiﬁer to only divine magic?
  Use modiﬁers to add some ﬂavor to key or iconic
  locations, but try not to go overboard—regional modiﬁers
  should be uncommon, and casters should generally have
  a chance to research this information beforehand.
  If your campaign setting allows it, you may be able to
  ﬁnd, buy, craft, and consume a variety of potions, elixirs,
  foods, and drinks to help manage magical burnout.
  Mageblood Potion
  Item, Potion, Consumable
  This blue potion glows with a faint light when shaken.
  It tastes of iron and spoils quickly once exposed to air.
  You recover magical burnout when you drink this
  potion—the better the quality, the more you recover.
  Qualities
  Type
  Rarity
  Recovery
  Cost
  Lesser
  Common
  +1 size
  25 gp
  Greater
  Uncommon
  +2 size
  75 gp
  Superior
  Rare
  +3 size
  225 gp
  Supreme
  Very rare
  +4 size
  675 gp
  Elixir of Inner Peace
  Item, Potion, Consumable
  This pink elixir feels strangely warm to the touch. It
  tastes of cherry and rose water.
  When you drink this potion, you may roll your
  burnout die with advantage for one hour.
  Regional Magic
  DM: Pushing through the thick wood, you see an old
  stone building with a ruined spire in the distance. You
  feel the calming power of holy ground.
  Valiant: Finally, Unity Spire. I'll let Viridian know I've
  found it with a Sending spell.
  DM: Ok, make your burnout check.
  Valiant: No problem. Should be rolling d8, but this
  calm power pushes it back up two sizes to d12. Great.
  DM: As you approach the arcane portal, Clanda, you
  can feel raw magical energies pouring through it. The
  sensation is almost overwhelming as waves of chaotic
  energy rush past you.
  Clanda: I don't like the look of this... I'll try casting
  Dispel Magic on that portal.
  Chansi: How close are you to burning out?
  Clanda: Should be rolling d10, but all this chaotic
  magic pushes it down three sizes to d4. 50% chance
  to burnout—could hurt...
  Themed Locations
  DM: As you enter the school, Clanda, you feel an
  immediate shift in the weave. Many decades of
  teaching Evocation magic here has warped and shaped
  the flow of power unnaturally.
  Clanda: Making it easier to cast Evocation spells?
  DM: Exactly. The flow is serene (+3) for Evocation
  magic, but wild (-2) for all other magic types.
  Consumables
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 17: dangerous magic
  58
  
  Magical Burnout is a ﬂexible game mechanic that can be
  adjusted to suit a variety of settings and gameplay styles.
  If you want to customize the experience, consider using
  some of these variant dials.
  Reduce your maximum burnout die size one step (from
  d12 to d10, by default). Cantrips are now classed as safe
  magic—you only roll your burnout die when you cast a
  spell of 1st-level or higher.
  You may want to use Magical Burnout for just a short
  time in your campaign—to add theming to a particular
  region or adventuring site, for example. This can be
  accomplished with wild zones.
  Burnout is only active in certain areas—called wild
  zones. Outside of these zones, magic functions as per
  normal and burnout is not a threat to magic casters.
  A wild zone can be anything—a room, a dungeon, a
  kingdom, etc—so add them to your game as best suits
  your setting. Use them to add memorable features to
  your dungeons and adventure hubs.
  If you leave a wild zone, your burnout remains—your die
  doesn't reset until you complete a long rest (or perform
  another form of recovery action, such as spending hit
  dice or acquiring consumables).
  Getting Started with Burnout
  If you want to try using magical burnout in your games—or
  slowly introduce it to your spellcasting players—safe
  cantrips and wild zones are a good way to test the rules
  without drastically overhauling the tone of your campaign.
  Spellcasters vary in their dedication to the magical arts,
  coming in three basic ranks—full casters, half casters,
  and third casters. The more dedicated the spellcaster,
  the more burnout they can endure.
  Your maximum burnout die now depends on your
  spellcasting rank—check the Spellcasting Ranks table
  below to see what your new maximum is.
  Spellcaster Ranks
  Rank
  Burnout Die
  Examples
  Full
  d12
  Bard, Cleric, Druid, Sorcerer, Wizard.
  Half
  d10
  Ranger, Paladin.
  Third
  d8
  Eldritch Knight, Arcane Trickster.
  Note that for the purposes of spellcasting ranks and
  burnout, warlocks count as a full caster.
  If you are multiclassed, use the maximum burnout die of
  whichever caster class you have the most levels in. In the
  case of a tie, use the largest.
  Burnout consequences can come in many diﬀerent
  forms, and—depending on your game—you may wish to
  customize the Burnout Consequences table to make
  burnout more severe or less punishing.
  If your game features Stress, Survival Conditions, and
  Wear & Tear, consider the variant table below. These
  consequences create a diﬀerent tone and focus on
  hurting your stress, your equipment, and your supplies—
  the bigger the spell, the bigger the damage inﬂicted.
  Variant Dials
  Safe Cantrips
  Clanda: That's one excellent Acid Splash, if I do say
  so myself. Now let's see if it triggered any burnout.
  DM: No need—as a 0th-level spell, your safe cantrip
  doesn't strain your body with wild magic power.
  Clanda: Even better.
  Wild Zones
  Creating a Wild Zone
  Krazak and Clanda approach the Void Sanctum, an
  ancient dungeon protected with anti-magic seals and
  sigils. The Void Sanctum is a wild zone—within its
  walls, players are at risk of magical burnout.
  Leaving a Wild Zone
  Spellcaster Ranks
  Clanda, a high elf sorceress, is a full caster—her
  maximum burnout die is a d12. Truth, a drow paladin,
  is a half caster—his maximum burnout die is a d10.
  Multiclassed Characters
  Custom Consequences
  Custom Consequences
  d100
  Minor (SL 1-2)
  Moderate (SL 3-4)
  Major (SL 5-6)
  Monstrous (SL 7-9)
  01-45
  Gain minor Stress
  Gain moderate Stress
  Gain major Stress
  Gain monstrous Stress
  46-70
  An item gains 1 notch
  An item gains 2 notches
  An item gains 4 notches
  An item gains 8 notches
  71-80
  Gain 1 hunger
  Gain 2 hunger
  Gain 4 hunger
  Gain 6 hunger
  81-90
  Gain 1 thirst
  Gain 2 thirst
  Gain 4 thirst
  Gain 6 thirst
  91-00
  Gain 1 fatigue
  Gain 2 fatigue
  Gain 4 fatigue
  Gain 6 fatigue
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 17: dangerous magic
  59
  
  PART 4
  PART 4
  PART 4
  PART 4
  PART 4
  Exploration
  Exploration
  Exploration
  Exploration
  Exploration
  18 Making a Journey
  Making a Journey
  Making a Journey
  Making a Journey
  Making a Journey
  p61
  p61
  p61
  p61
  p61
  Take long-distance travels with the Journey phase.
  19 Light & Shadow
  Light & Shadow
  Light & Shadow
  Light & Shadow
  Light & Shadow
  p67
  p67
  p67
  p67
  p67
  What can you see in the dark places of the world?
  
  Making a Journey
  T
  �� ����� ��� � ��������� ����� ��� ������
  is rarely straightforward outside city walls. Many
  adventurers have lost their way in dark forests.
  Many more have died from lack of food, or water,
  or protection from bandits and monsters—the world is
  not forgiving to the unprepared traveler.
  This chapter introduces the journey phase to make
  travel a more integral part of the adventure.
  If you wish to make a long journey, there are three basic
  steps to follow: plan your route and gather supplies,
  travel the distance, and arrive at your destination.
  The ﬁrst step in making a long journey is planning—you
  need to decide where you're going, how you're getting
  there, and who you're travelling with.
  1. Pick the destination: First, pick your destination.
  This could be a dungeon, city, or other landmark.
  2. Choose your route: Next, you need to decide which
  route you'll take. The length of your route is measured
  not in miles but in days (assuming an average walking
  speed of 15 miles per day).
  3. Gather supplies: Finally, gather any supplies,
  vehicles, and equipment needed for the journey.
  Travelling at Night
  This chapter assumes you will be making a standard journey
  during the day. On rare occasions, however, you might want
  to travel in the dead of night.
  When travelling at night, use the same process described
  in this chapter but simply shift the phase of the day
  accordingly to suit your schedule. Keep in mind that some
  checks might be much more difficult at night.
  Now it's time to gather everyone and head out on your
  journey. The average day is broken up into six parts—
  dawn, morning, noon, afternoon, dusk, and night—so run
  through these in sequence for each day of travel.
  Sunlight crests the horizon. It's time to wake up, eat
  some breakfast to prepare for the day ahead, and pack
  up camp.
  The Journey Phase
  Step 1: Plan
  Valiant, Chansi, and Clanda are trying to reach Westwall
  Tower. That's about 45 miles away, so the journey
  should take roughly 3 days at a normal walking pace—
  assuming fair weather and no surprises.
  Step 2: Travel
  Dawn
  Check the weather: The weather can have a drastic
  impact on your travel plans, especially if you're not
  prepared. You may want to avoid travel completely
  during heavy rains, storms, and snows.
  Assign roles: Decide who is going to be today's guide,
  forager, scout, and lookout. A character can only
  assume one role at a time, so pick wisely.
  Set pace: Decide what pace you'll be travelling at
  today—slow, medium, or fast. A slower pace makes it
  easier to succeed at your roles, but also means that
  the journey takes longer to complete.
  Eat breakfast: Eat some food and drink some water
  to build up your energy for the travel ahead.
  Pack up camp: Put out any cooking ﬁres, strap on
  your gear, and pack up your camp.
  •
  •
  •
  •
  •
  18
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 18: making a journey
  61
  
  The sun rises and the day becomes warmer. Begin the
  ﬁrst half of today's travelling.
  The sun is at its peak. Take a short break, sit in the
  shade, and rest your feet.
  The sun descends and the temperature cools. Press on
  to ﬁnish the second half of today's travel while you still
  have some natural light.
  The sun sinks beneath the horizon and the sky darkens.
  It's time to set up camp for the night, eat, and reﬂect on
  today's travel.
  The night is dark and full of terrors, an unwelcoming to
  travelers. Travel is very diﬃcult and it's easy to get lost,
  so get some sleep and recover your energy for tomorrow.
  After enough days of travel have passed—and assuming
  you didn't lose your way—you'll arrive at your destination.
  If you are using the Stress rules, check the Journey
  Arrival table to see how much Stress you heal upon
  reaching your destination.
  Journey Arrival
  Travel Time
  Stress
  Up to 1 day
  -1
  Up to 1 week
  -2 (1d4)
  Travel Time
  Stress
  Up to 1 month
  -4 (1d6)
  Up to 1 year
  -8 (1d6 + 4)
  There are four core responsibilities when travelling:
  guide, forager, scout, and lookout. A person can only lead
  or assist one role per day if they wish, and any role not
  taken will automatically fail any related rolls.
  A role can have only one leader, but any number of
  helpers. The leader makes the roll, the ﬁrst helper grants
  advantage, and subsequent helpers grant a +1 bonus.
  The guide makes sure everyone is heading in the right
  direction. If the guide fails, you'll get lost and the journey
  will take longer.
  If you are the guide, roll Intelligence on the Guidance
  table at the end of the day to see if you were able to stay
  on track. Cartography tools, maps, and the Survival skill
  will help you be a better guide.
  Success: The party is on track. Subtract today's
  progress from the remaining travel time.
  Failure: You veered oﬀ course and lost your way. Add
  0.5 day to the remaining travel time.
  Guidance
  DC
  Terrain
  5
  Wide open plains; Clear landmarks; Obvious pathway.
  10
  Tall landmarks; Small hills.
  15
  Light rain or mist; Woods and hills.
  20
  Moonlight night; Heavy rain or mist; Forest with no
  clear pathway or markings.
  25
  Fog; Thick and obscure forest; Mountains.
  30
  Clouded night; Impossibly thick fog; A shifting maze;
  Magically treacherous terrain.
  Morning
  Noon
  Afternoon
  Dusk
  Make camp: Take oﬀ your gear and set up camp.
  Lookout duty: The lookout takes charge of camp
  defense and security for the night. While on lookout, a
  character can only eat and sleep—they don't have time
  to do or join in with anything else.
  Guide: The guide makes a guidance check to see if
  you managed to stay on the right path.
  Forage: The forager makes a foraging check to see if
  they gathered any food or water supplies throughout
  the day's travel.
  Eat dinner: Eat some food and drink some water.
  •
  •
  •
  •
  •
  Night
  Waking on the second day of their journey, Valiant,
  Chansi, and Clanda assign roles as they eat: Valiant to
  guide, Chansi to scout, and Clanda to keep lookout at
  night. They don't appoint a forager, but that's fine—
  there's enough rations for a couple of days yet.
  The morning is uneventful, and at noon they stop
  for a short rest and a small drink—it's becoming very
  warm now thanks to a cloudless sky.
  During the afternoon, they find an old peddler
  sitting on the side of the road—he's suffering from
  some mild heatstroke. Chansi offers him some water
  —the peddler gratefully gives them a freshly caught
  rabbit in exchange—and they continue on.
  As dusk settles, they set up camp for the night.
  Clanda prepares a few Alarm spells around the
  perimeter, Chansi cooks the rabbit meat for everyone
  to eat, and Valiant checks their progress on his map.
  Everything seems on track.
  Tomorrow they might have to think about foraging
  for fresh water to top up their supplies—especially if
  it's as warm as today was.
  Step 3: Arrive
  Variant: Stress
  After 5 days of travel—a sudden and fierce
  thunderstorm forcing them to lose 2 days progress—
  Valiant, Chansi, and Clanda finally make it to Westwall
  Tower. Relieved, they each restore 2 points of Stress.
  Roles
  The Guide
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 18: making a journey
  62
  
  The forager ﬁnds food and water for the travelling party.
  If the forager fails, you'll run out of essential supplies
  long before the journey reaches its destination—so make
  sure to pack plentiful supplies before you embark if you
  don't have a skilled forager.
  If you are the forager, roll Wisdom on the Foraging
  table at the end of the day to see how much food and
  water you were able to hunt throughout the day. Hunting
  equipment and the Survival skill will help you forage.
  Success: You recover 2d4 rations-worth of food and
  water—you can divide this however you like.
  Failure: You were unable to ﬁnd anything.
  Foraging
  DC
  Terrain
  5
  Lush and verdant forest; Food and water are
  everywhere.
  10
  Forest; Coast; Abundant food and clean water.
  15
  Thin woodland and greenwood. Food must be actively
  hunted and water is harder to find.
  20
  Dry, open plains; Very little food or clean water.
  25
  Desert and barren or polluted land; Food is extremely
  rare and water may need treatment.
  30
  Toxic or corrupted deadlands; Food is inedible and
  water sources are poisoned.
  The scout ranges ahead during the day's travel and keeps
  an eye out for dangers. If the scout fails, you may be
  ambushed by enemies and other hazards.
  If you are the scout, you're responsible for making any
  perception checks during the day to spot incoming risks
  and dangers—the DM will notify you of anything worth
  rolling for. A spyglass will help you scout better.
  Success: You noticed the threat and were able to
  warn the party in time. You have a chance to avoid the
  threat entirely, or encounter it at your own pace.
  Failure: You failed to spot the danger in time and the
  party are surprised.
  The lookout protects the camp at night. If the lookout
  fails, you risk being attacked while you sleep.
  If you are the lookout, you're responsible for making
  perception checks during the night to spot incoming
  threats—the DM will notify you of anything worth rolling
  for. The lookout cannot join in any camp activities
  beyond eating and sleeping, so make sure that whoever
  takes the lookout shift won't be needed for anything else.
  You can set traps and alarms around the camp—dry
  twigs, tripwires, the Alarm ritual—to help you detect
  intruders a little better.
  Success: You were able to rouse the party in time to
  prevent being ambushed.
  Failure: You failed to spot the danger in time and the
  party are surprised.
  The speed at which you travel can have an signiﬁcant
  impact on your role. There are three main paces: slow,
  normal, and fast. Check the Travelling Pace table to see
  exactly how you're aﬀected by the pace you choose.
  The average character has a walking speed of about 3
  miles per hour, and can travel—comfortably—around 15
  miles per day. This takes into account the many rest
  breaks, pauses, and distractions a character will need
  during the day—especially those that carry heavy gear
  and armor. Walking long-distance is surprisingly hard
  work, and a long march in full plate armor is a sure way
  to strain muscles and hurt yourself.
  The average horse walks at much the same pace as a
  character: 3 miles per hour. While they can gallop much
  faster, they can only do so on ﬂat ground for very short
  periods—horses overheat very quickly.
  On horseback, a character can comfortably travel 20
  miles per day without injuring the horse or becoming too
  saddle-sore. Anything more arduous requires knowledge
  and experience of Animal Handling.
  The main beneﬁt of travelling on horseback is the
  carrying capacity—a horse can carry much more than a
  character for much longer without complaint. Horses
  need plenty to eat and drink, however—2 food and water
  rations a day—so make sure you bring enough supplies
  to keep your animals in good shape.
  The Forager
  DM: Chansi, roll a Foraging check to see if you found
  anything. You're in thin woodland, so it's DC 15.
  Chansi: Ok... (rolls 18) perfect. Today I found... (rolls
  4) 4 supplies. We're a bit low on water right now, so
  let's say I found 3 water rations and 1 food ration.
  The Scout
  The Lookout
  Travelling Pace
  Walking
  Horseback
  Travelling Pace
  Travel Pace
  Speed
  Distance
  Guide
  Forage
  Scout
  Hide Tracks
  Slow
  0.6 days
  10 miles
  Advantage
  Normal
  Advantage
  Advantage
  Medium
  1 day
  15 miles
  Normal
  Disadvantage
  Normal
  Normal
  Fast
  1.4 days
  20 miles
  Disadvantage
  None
  Disadvantage
  Disadvantage
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 18: making a journey
  63
  
  During a journey, the DM is responsible for generating
  any potential encounters and discoveries the party may
  face on the way. For each day of travel, do the following:
  1. Decide the danger level: Choose how dangerous
  today's journey will be. This determines how many
  encounters the party are likely to face during travel.
  2. Set the encounter times: Decide when each
  encounter will happen during the day.
  3. Generate the encounters: Build the encounters using
  your own encounter generators.
  4. Roll for any discoveries: See if the party will spot
  anything unexpected on their travel, like a hidden cave
  or a secret chest.
  First, check the Terrain Danger table to determine the
  danger level of the surrounding terrain. This indicates
  how many encounters a party is likely to face today—the
  greater the danger, the more encounters.
  Terrain Danger Level
  Danger
  Encounters
  Safe and civilised; A village, a barren desert, a
  well-defended plain.
  1
  Dangerous frontier; A wild forest, a
  treacherous swamp, a disturbed graveyard.
  2
  Enemy territory; A monster's lair, an enemy
  camp, a haunted wood.
  3
  Heavily populated hostile territory; An enemy
  settlement, a mind-flayer city, a kobold nest.
  4
  Lethal and actively hunted; A plane of
  madness, a god's domain, a layer of hell.
  5
  Characters can learn about the danger level of a region
  through research to help inform their journey plans—
  gathering rumors, reading histories, collecting maps.
  Second, you need to see when exactly the party might
  have an encounter today. Roll 1d6 for each of the six
  phases of the day: dawn, morning, noon, afternoon, dusk,
  and night. If the number is equal to or lower than the
  danger level, there is a chance of an encounter.
  Alternatively, if you do not have access to dice, take the
  average number of encounters listed in the Danger Level
  table and decide for yourself when the encounters occur.
  Now it's time to generate speciﬁc encounters. There are
  four broad categories of encounter: character, social,
  skill, and combat. Pick a variety, or roll on the Encounter
  Type table to choose one at random.
  Character: One of the party members gets a moment
  to shine. Ask a question about their character—if the
  answer is interesting or adds something to the world (or
  the player is at least trying), they gain Inspiration.
  Social: The party meets one or more people that they
  can talk or engage with—a wandering merchant, a troupe
  of entertainers, a hostile soldier.
  Skill: An obstacle hinders the party that must be
  overcome through use of their skills—a wheel breaks on
  their wagon, a wounded person lies unconscious beside
  the path, they anger a nest of wasps.
  Combat: Enemies attack the party, forcing them to
  ﬂee or defend themselves—a group of bandits, a wild
  pack of wolves, a hungry dragon.
  Encounter Type
  d6
  Type
  1
  Character: Ask a player an interesting or fun question
  about their character.
  2
  Social (Friendly): A pleasant encounter with some
  friendly NPCs.
  3
  Social (Hostile): Some NPCs are hostile to the party
  and could lead to harm.
  4
  Skill Challenge: Something happens that requires
  multiple skill checks to overcome.
  5
  Combat (Non-committal): The party is attacked, but
  the enemies will flee easily.
  6
  Combat (Aggressive): The party is attacked and the
  enemies will fight to near death.
  Once you know the type of the encounter, generate the
  exact details using your preferred encounter tables.
  Finally, roll a d6 to see if the party spot something
  interesting that might be worth investigating further.
  Discoveries
  d6
  Result
  1-4
  Nothing
  5
  Spot a discovery in the morning.
  6
  Spot a discovery in the afternoon.
  Encounters
  Step 1: Danger Level
  Step 2: Encounter Times
  The party are passing through a shrouded wood with a
  danger level of 2. The DM secretly rolls 6d6 and
  generates a result of [2, 6, 2, 3, 6, 1]—the party will
  encounter something at dawn, noon, and night.
  Step 3: Generate Encounters
  DM: While you're all travelling in the afternoon,
  conversation turns to family. Clanda, tell us a good
  memory you have of your parents.
  Step 4: Generate a Discovery
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 18: making a journey
  64
  
  If you're unsure what to do for an encounter, try using
  these encounter seeds to kickstart some ideas.
  Character Encounters
  d100
  Encounter
  01-02
  A bad memory of your family
  03-04
  A good memory of your family
  05-06
  A faction you strongly agree with
  07-08
  A faction you strongly disagree with
  09-10
  A game you like to play
  11-12
  A happy moment from your childhood
  13-14
  A monster you don't believe is real
  15-16
  A person you are afraid of
  17-18
  A person you couldn't save
  19-20
  A person you hate
  21-22
  A person you love
  23-24
  A person you respect
  25-26
  A person you want to meet
  27-28
  A place you would love to visit
  29-30
  A sad moment from your childhood
  31-32
  A time you embarrassed yourself
  33-34
  A time you got away with something
  35-36
  A time you got a sibling into trouble
  37-38
  A time you got really drunk
  39-40
  A time you hurt someone
  41-42
  A time you made something
  43-44
  A time you were afraid
  45-46
  A time you were heroic
  47-48
  A time you were powerless
  49-50
  A time you were proud of someone
  51-52
  A time you were smarter than everyone else
  53-54
  Are you a dog person or a cat person?
  55-56
  Are you closer to your mother or your father?
  57-58
  Food that you think is disgusting
  59-60
  Something that happened on your last birthday
  61-62
  Something you are ashamed of
  63-64
  Something you are proud of doing
  65-66
  Something you would love to do
  67-68
  The best dinner you've ever had
  69-70
  The best gift you ever received
  71-72
  The funniest thing you've ever seen
  73-74
  What are you looking forward to?
  75-76
  What would you do if you were king?
  77-78
  What would you do with a million gold pieces?
  79-80
  Where are your family now?
  81-82
  Who or what would you die for?
  Character Encounters (cont)
  d100
  Encounter
  83-84
  Who was your first kiss?
  85-86
  Why are you with the party?
  87-88
  Why would the party fall apart without you?
  89-90
  Your favorite story
  91-92
  Your favorite thing about your hometown
  93-94
  Your favorite way to relax
  95-96
  Your greatest achievement
  97-98
  Your greatest fear
  99-00
  Your last nightmare
  Friendly Social Encounters
  d100
  Encounter
  01-05
  A wandering peddler offers you a look at his wares
  06-10
  An old cleric is repairing a small shrine recently
  damaged by someone or something
  11-15
  A wandering bard shares stories about the locals
  16-20
  A drunken giant is trying to mend a bridge he has
  broken, but is having trouble with the work
  21-25
  An old woman needs your help to get an unusual
  pet down from a tree
  26-30
  A naked bard asks you for some spare clothes
  31-35
  You find someone passed out and wounded
  36-40
  Two drunk goliaths are wrestling any challengers
  41-45
  A wizard asks if you can help him test a new spell
  46-50
  Two groups of people need your help to settle a bet
  51-55
  You find a small child, lost and alone
  56-60
  Three dwarves challenge the biggest party member
  to a drinking competition
  61-65
  Two clerics are arguing about who is the best god
  66-70
  A hungry beggar offers you a secret for some food
  71-75
  A guard is training some new recruits and asks you
  to help demonstrate a few moves
  76-80
  A dying man asks you to help end his pain
  81-85
  A silent monk offers you some food for a story
  86-90
  A bard is trying to write a song but is having trouble
  with the words and asks you for advice
  91-95
  A wagon has overturned and the owner needs help
  96-00
  A kobold challenges you to a game of riddles
  Hostile Social Encounters
  d100
  Encounter
  01-05
  A group of racist thugs has an issue with one of
  your party members because of their appearance
  06-10
  Three guards call you to halt, holding a wanted
  poster that looks a lot like one of your party
  11-15
  Some highwaymen demand your money or your life
  16-20
  Two groups of people are brawling near an
  overturned cart, each blaming the other
  Encounter Seeds
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 18: making a journey
  65
  
  Hostile Social Encounters (cont)
  d100
  Encounter
  21-25
  A giant blocks your path with a makeshift toll gate,
  demanding an unusual payment
  26-30
  A group of drunk soldiers approach and demand
  you offer some tribute to the king's men
  31-35
  A person is tied to a stake and surrounded by a
  silent mob holding torches, led by a fierce cleric
  36-40
  A loud zealot preaching to a mob accuses you of
  dark heresy against their god
  41-45
  A barbarian, delirious with a berserker rage, thinks
  you are a foul monster to kill
  46-50
  A petty nobleman accuses you of not showing the
  proper due respect and demands satisfaction
  51-55
  You stumble across a dead body and a person
  holding a bloody knife, who says "It wasn't me!"
  56-60
  Someone fleeing from a dozen pursuers begs you
  for protection against harm
  61-65
  An old woman with a knife and foul breath asks you
  to pay tribute to her god
  66-70
  Three men eating around a campfire offer you some
  food, but it's not animal meat they're cooking...
  71-75
  A ghost stands in the middle of the road, wailing
  76-80
  A group of hooded cultists emerge, loudly
  proclaiming that you are the chosen one
  81-85
  A bard is playing beautiful music to a crowd, but all
  who listen are quickly under her thrall
  86-90
  A wild sorcerer seeks to test a spell on you
  91-95
  A paladin accuses you of performing evil acts and
  demands you pay for your sins with blood
  96-00
  A furious druid has someone trapped in vines and
  intends to kill them for desecrating the grove
  Skill Challenges
  d100
  Skill Challenge
  01-10
  A broken wagon blocks the way and must be
  repaired, overturned, or bypassed
  11-20
  A rowdy mob that must be calmed or evaded
  before they turn on you or some other victim
  21-30
  An overwhelmingly large pack of hungry, wild
  animals that must be outrun
  31-40
  There is an unfamiliar split in the path and the
  correct direction must be determined
  41-50
  A glade of flesh-eating plants that must be escaped
  before they can paralyze you
  51-60
  A broken bridge across a ravine that must be fixed
  or overcome to progress
  61-70
  A sudden, terrible storm that requires shelter to be
  found and constructed fast
  71-80
  A band of highwaymen that must be intimidated or
  out-smarted before things turn ugly
  81-90
  A magical illusion blocks the way and must be
  disabled or bypassed to progress
  91-00
  Recent weather has destroyed some notable
  landmarks and the path must be rediscovered
  Discoveries
  d100
  Discovery
  01-02
  An old and ruined tower
  03-04
  A burned out home
  05-06
  A howling cavern
  07-08
  A small, tightly locked chest
  09-10
  A statue of a good deity
  11-12
  A statue of an evil deity
  13-14
  A circle of stone pillars
  15-16
  A giant tree with far-reaching roots
  17-18
  A ruined temple to an unknown god
  19-20
  A cracked, stone fountain filled with a green ooze
  21-22
  A strange pillar carved with bloody runes
  23-24
  A strange, twisted tree
  25-26
  An abandoned wagon and the signs of battle
  27-28
  A small, unlocked hut with a warm hearth
  29-30
  A locked door in the side of a hill
  31-32
  A chilling cemetery
  33-34
  A locked door in the side of a hill
  35-36
  An abandoned ruin of a castle
  37-38
  A wrecked, half-buried pirate ship
  39-40
  A set of steps leading down into a crypt
  41-42
  A strange plant with an alluring scent
  43-44
  A rusted cauldron still warm to the touch
  45-46
  A tiny door in the foot of a tree
  47-48
  A beautiful glade with delicious-looking fruit
  49-50
  A sealed, metal coffin
  51-52
  A twisted pillar with an evil, carved face
  53-54
  A book on a bloody altar
  55-56
  A sword impaled in a monstrous stone statue
  57-58
  A map pinned to a tree with a black knife
  59-60
  A blood-red stone embedded in a twisted tree
  61-62
  A skeleton holding a small, red book
  63-64
  A hole in the ground where singing can be heard
  65-66
  A monument to an ancient battle
  67-68
  A giant skeleton of a long-dead gargantuan creature
  69-70
  A boarded-up house with ghostly wails
  71-72
  A stone archway covered in eldritch runes
  73-74
  A pool of sweet, red water
  75-76
  A glade of trees that ooze black sap
  77-78
  A collection of life-like humanoid stone statues
  79-80
  A secret wishing pool
  81-82
  A sleeping dragon
  83-84
  A half-buried chest surrounded by skeletons
  85-86
  7 rotating pillars of segmented red stone
  87-88
  A tree that burns with unnatural green fire
  89-90
  The ruins of a magical experiment gone wrong
  91-00
  Reroll
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 18: making a journey
  66
  
  Light & Shadow
  D
  ����� ����� �� ��������. A �������,
  lurking in the night, pounces as you stumble in
  the dark. A trap, hidden in the gloom of an unlit
  dungeon, clicks underfoot ominously. A way out
  of a deadly maze goes unseen in shadow. A seasoned
  adventurer soon learns not to travel without a set of dry
  torches—or a precious lantern—close to hand.
  This chapter introduces light levels and rules to help
  you track light more easily in your campaign.
  If you want to make players afraid of the dark—but don't
  want the overhead of tracking distances—use light levels
  to help determine what your party can and can't see.
  To start using lighting and light levels in your games,
  simply follow these three steps:
  1. Pick a lighting level: When the players enter a
  distinct area—such as a room, dungeon, or overworld
  —describe the initial level of available light. Is it
  darkest, dark, dim, bright, or brightest?
  2. Add light sources: Add up any light bonuses from
  torches, lanterns, and any other equipment or eﬀects
  that might be creating light in the area.
  3. Apply light conditions: Once you know the total level
  of light in the area, apply any lighting conditions to
  your aﬀected characters.
  To help instill a fear of the dark, it's important that
  characters don't have easy access to Darkvision. To that
  eﬀect, these rules recommend the following changes:
  Darkvision gained from other sources—such as items,
  spells, eﬀects, etc—remains unchanged.
  Abstract vs Simulation
  For simplicity and speed, these rules track light with abstract
  terms—no distances—to keep things moving during play.
  However, if distance is particularly relevant in your story
  —or you're using automated tools to track vision without
  significant overhead—you may find the original 5e rules for
  lighting and light sources more suitable.
  Using Light
  Valiant and Clanda are travelling through a cramped,
  dark dungeon. Valiant is carrying a torch (small, +1
  light), while Clanda is casting a Light (small, +1 light)
  spell. With two small light sources, the dark chamber
  is now bathed in bright light.
  Types of Vision
  Low-light Vision: If you have the Darkvision racial
  trait, replace it with Low-light Vision.
  Darkvision: If you have the Superior Darkvision
  racial trait, replace it with Darkvision.
  Brightvision: If you have neither low-light vision nor
  darkvision, you are assumed to have Brightvision.
  •
  •
  •
  Clanda, a high elf sorceress, replaces her Darkvision
  racial trait with low-light vision. She can see in twilight,
  but has trouble in darkness or with overly-bright light.
  Truth, a drow elf paladin of Sune, replaces his
  Superior Darkvision with darkvision. He can see in the
  dark—unless it is total darkness—but is easily blinded
  by brightest light. Drow eyes are not fond of the sun.
  Valiant, however—a human cleric of Kelemvor—has
  brightvision and needs bright light to see clearly.
  19
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 19: light & shadow
  67
  
  Light can be measured in ﬁve categories of increasing
  intensity: darkest, dark, dim, bright, and brightest.
  When your players enter a notable region—such as a
  room, dungeon, or overworld—describe the level of light.
  Don't worry about precise distances at this point—simply
  apply the same lighting to the entire area of interest.
  Light Levels
  Level
  Light
  Description
  0
  Darkest
  No light at all—total darkness, a
  windowless basement, an unlit dungeon.
  1
  Dark
  Very faint light—moonlight and
  starlight, outdoors at midnight, a small
  candelabra in a room.
  2
  Dim
  Fading light—thick stormcloud, heavy
  fog, a room with weak lights.
  3
  Bright
  Clear and visible—a cloudy or overcast
  day, a room with many lights.
  4
  Brightest
  Excessive light—clear light all around, a
  sunny day, a noble's ballroom party.
  In places where there is no light whatsoever, it is darkest
  —total darkness, a sealed and windowless room, an unlit
  underground dungeon, a zone of magical darkness, etc.
  While the lighting is darkest, you gain the Blinded
  condition—even if you have darkvision (there is no light
  for your eyes to reﬂect and magnify).
  Blinded
  Condition
  In places where there is a faint glimmer of light, it is dark
  —a graveyard at midnight, a dungeon with faintly glowing
  lichen, a room lit by a rusted candelabra.
  While the lighting is dark, you are Blinded—unless
  you have darkvision, in which case you gain the Partially
  Blinded condition instead.
  In places where the light is faded or murky, it is dim—a
  misty forest, the twilight after a setting sun, a volcanic
  lair with glowing lava, a burning ﬁreplace in a room, etc.
  While the lighting is dim, you gain the Partially
  Blinded condition—unless you have darkvision or low-
  light vision, in which case you can see normally.
  Partially Blinded
  Condition
  In places where the light is abundant and visible, it is
  bright—a clear day, a properly-lit room, a sinister tomb
  with two huge and ﬂaming braziers.
  When the lighting is bright, you can see normally.
  In places where the light is excessive and practically
  dazzling, it is brightest—a clear and sunny day, the solar
  room of a sun god's temple, a dungeon illuminated by a
  raging, white-hot ﬁre elemental, etc.
  When the lighting is brightest, you can see normally.
  If you want to add some more ﬂavor to darkvision and
  low-light, consider this Dazzlingly Bright variant rule.
  If you have low-light vision or darkvision, you ﬁnd it
  uncomfortable to be in brightest light. If you have low-
  light vision, you gain the Partially Blinded condition—if
  you have darkvision, you are Blinded instead.
  Some items, potions, and gear may help you to better
  control your eyesight and visibility. Find an artisan to
  craft a pair of tinted glasses if you ﬁnd brightest light a
  common problem for your character.
  Lighting Levels
  Darkest Light
  You can't see.
  You automatically fail ability checks that require sight.
  Attack rolls against you have advantage if your
  opponent can see you.
  Your attack rolls have disadvantage.
  You can't cast spells or use effects that require you
  to see the target.
  You can't actively target creatures that have hidden
  from you (such as with a Hide action).
  Your speed is halved.
  •
  •
  •
  •
  •
  •
  •
  Dark Light
  Dim Light
  You have disadvantage on Wisdom (Perception)
  checks that rely on sight.
  •
  Bright Light
  Brightest Light
  Variant: Dazzlingly Bright
  Lighting Level Conditions
  Lighting Level
  Brightvision
  Low-light Vision
  Darkvision
  Darkest
  Blinded
  Blinded
  Blinded
  Dark
  Blinded
  Blinded
  Partially Blinded
  Dim
  Partially Blinded
  —
  —
  Bright
  —
  —
  —
  Brightest
  —
  (Variant) Partially Blinded
  (Variant) Blinded
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 19: light & shadow
  68
  
  Revising "Blinded"
  These rules introduce minor updates to the "Blinded"
  condition (such as halving speed) to make it a more
  significant—and dangerous—threat to characters.
  However, you can continue to use the original rules for
  "Blinded" if you prefer—it might make the darkness a little
  less threatening, but it won't break Light & Shadow.
  Light sources come in many forms—candles, torches,
  magical spells, ﬁre elementals, etc. Each source has a
  power category to reﬂect the amount of light it produces
  —tiny, small, medium, large, huge, and gargantuan.
  Typically, the bigger the source the more light it can
  put out—though power and intensity may also be a factor.
  Use the Light Sources table below to determine how
  much light a particular item (or creature) should emit.
  Light Sources
  Power
  Light
  Examples
  Tiny
  +0.2
  Candle.
  Small
  +1
  Torch, Lantern (hood down), Flare.
  Medium
  +2
  Lantern (hood up), Fireplace.
  Large
  +4
  Brazier, Glass chandelier.
  Huge
  +8
  Raging fire elemental.
  Gargantuan
  +16
  Burning building.
  Once you know the strength of each signiﬁcant light
  source in an area, add them to the lighting level to ﬁnd
  out just how bright it is.
  A seasoned adventurer knows that there are three
  common, everyday ways to create a light in the dark:
  candles, torches, and lanterns.
  Most of the lighting equipment used by adventurers
  will fall into one of these three categories—for other
  bespoke items, use the Light Sources table as a guide.
  Candles produce very little light on their own, but they
  are cheap and easy to make. They produce little smoke
  and so can be used comfortably indoors.
  Torches produce a small amount of light. Like candles,
  torches are cheap and relatively easy to make—but they
  produce a lot of smoke and ash as they burn. Avoid using
  a torch in an enclosed space whenever possible.
  Lanterns burn brighter than the average torch, and—with
  the right fuel—for much longer. They produce little
  smoke and can be used comfortably indoors, but can be
  very fragile—take care not to drop a lantern.
  Candle
  Item (tiny), Light (tiny), Common
  This candle emits a tiny (+0.2) amount of light for up
  to 1 hour. You can snuff out a burning candle with an
  object interaction. Each time this candle is snuffed
  out, deduct 15 minutes from its remaining burn time.
  Dropped: If the candle is carelessly dropped,
  thrown, or knocked over, roll a d6:
  Torch
  Item (small), Light (small), Common
  This torch emits a small (+1) amount of light for up to
  1 hour. You can extinguish a burning torch with a
  bonus action. Each time this torch is extinguished,
  deduct 15 minutes from the remaining burn time.
  If the ground is soft enough, you can spend an
  action to plant a torch without extinguishing it.
  Residue: This common torch produces smoke, ash,
  and a noticeable smell as it burns.
  Dropped: If the torch is carelessly dropped, thrown,
  or knocked over, roll a d6:
  Lantern
  Item (small), Light (medium), Common
  This lantern emits a medium (+2) amount of light for
  up to 6 hours. You can extinguish a burning lantern
  with an action. Each time the lantern is extinguished,
  deduct 15 minutes from the remaining burn time.
  You can spent an action to place a lantern carefully
  on the ground without extinguishing it.
  Fuel: This common lantern requires oil as fuel.
  Hooded: If your lantern has a hood, you can close it
  to reduce the light emitted to small (+1) or none (+0).
  Dropped: If the lantern is carelessly dropped,
  thrown, or knocked over, roll a d6:
  Light Sources
  Common Equipment
  Candles
  Torches
  Lantern
  1-3: The candle breaks and can't be used again.
  4-5: The candle is snuffed out.
  6: The candle remains lit.
  •
  •
  •
  1: The torch breaks and can't be used again.
  2-3: The torch is extinguished.
  4-6: The torch remains lit.
  •
  •
  •
  1-2: The lantern is extinguished and loses d3
  hours of fuel.
  3-4: The lantern is extinguished.
  5-6: The lantern remains lit.
  •
  •
  •
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 19: light & shadow
  69
  
  Lighting Spells
  Spell
  Level
  Source
  Power
  Light
  Other Changes
  Continual Flame
  2nd
  PHB
  Small
  +1
  Now has a maximum duration of 8 hours.
  Control Flames
  Cantrip
  XGtE
  —
  —
  Now requires Concentration.
  Create Bonfire
  Cantrip
  XGtE
  Small
  +1
  —
  Dancing Lights
  Cantrip
  PHB
  Small
  +1
  You can create up to 5 tiny (candle-like) lights or 1
  small (torch-like) light.
  Dawn
  5th
  XGtE
  Large
  +4
  —
  Daylight
  3rd
  PHB
  Medium
  +2
  Now requires Concentration.
  Faerie Fire
  1st
  PHB
  Small
  +1
  —
  Flame Blade
  2nd
  PHB
  Small
  +1
  —
  Flame Shield
  4th
  PHB
  Medium
  +2
  —
  Flaming Sphere
  2nd
  PHB
  Small
  +1
  —
  Investiture of Flame
  6th
  XGtE
  Large
  +4
  —
  Light
  Cantrip
  PHB
  Small
  +1
  Now requires Concentration.
  Produce Flame
  Cantrip
  PHB
  Small
  +1
  Now requires Concentration.
  Wall of Fire
  4th
  PHB
  Medium
  +2
  —
  Wall of Light
  5th
  XGtE
  Large
  +4
  —
  Some magical spells and eﬀects are known to create
  light—whether intentionally or as a side-eﬀect. Use the
  Light Sources table as a guide to assign light values to
  these eﬀects as appropriate.
  The Lighting Spells table (shown above) lists some of the
  most common spells and their associated lighting eﬀects.
  Some spells have also been adjusted for balance
  purposes—use these changes to help ensure that lighting
  equipment (candles, torches, and lanterns) remains an
  important part of adventuring in your games.
  Some environmental features can emit light—lava,
  glowing crystals, spectral cave moss, etc. You can
  account for these light sources separately (using the
  Light Sources table to determine their strength) or fold
  them into the base lighting level for the area.
  Spell Revisions
  These rules introduce minor changes to certain spells (such
  as by adding Concentration) so that they require more effort
  from your spellcasters—if Light has no significant cost then
  candles/torches/lanterns quickly become redundant.
  However, you can continue to use the original spells if
  you prefer—it will de-emphasize the need for players to
  carry lighting equipment, but it won't break the game.
  Some creatures, whether as part of their nature or
  through ongoing eﬀects, can act as light sources—
  burning ﬁre elementals, radiant clerics of a sun god,
  undead skeletons covered in necrotic darkﬂame.
  Assign these particular creatures a light value to track
  how they aﬀect their surroundings.
  You may ﬁnd that some special pieces of equipment,
  often magical in nature, can sometimes act as a light
  source—a shining sunblade, a suit of gleaming starsprite
  armor, a gemstone headlamp, etc.
  Assign these items a light value as appropriate to
  track how they aﬀect their surroundings.
  Spells & Effects
  Common Spells
  Environmental Light
  DM: As you step into the Ashen Crown, searing heat
  threatens to overwhelm you. Glowing lava (+2 light)
  fills the chamber with a warm, dim light.
  Clanda: Dim light? So with my Light spell (+1 light)
  and Valiant's torch (+1 light), is it now brightest?
  DM: Yes, everything is brightly illuminated right now.
  Clanda: Excellent. I might as well stop casting Light
  then if you're good to keep holding that torch, Valiant?
  Valiant: Actually I—
  Clanda: Great, I knew you wouldn't mind.
  Valiant: ...
  Creatures
  The nightdrake roars, scratching angrily at the ground.
  With a hiss, it's black scales start to absorb daylight (-2
  light), turning the bright grove dark...
  Items and Gear
  You feel the sunblade hum in your hand as it starts to
  glow, casting a small light around you (+1 light).
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 19: light & shadow
  70
  
  Not all rooms are the same size, and a larger room
  naturally requires more light to ﬁll it—a single torch
  won't make a dent in a gargantuan cavern
  A room scale changes the amount of light you need to
  move up one lighting level. In a medium sized room you
  need +1 light to go from dark to dim light—but in a huge
  room you need +4 light to make the same change.
  Room Scales
  Room Scale
  Light Needed
  per Level
  Da
  D
  Di
  B
  Br
  Tiny
  x 0.25
  0
  0.25
  0.5
  0.75
  1
  Small
  x 0.5
  0
  0.5
  1
  1.5
  2
  Medium
  x 1
  0
  1
  2
  3
  4
  Large
  x 2
  0
  2
  4
  6
  8
  Huge
  x 4
  0
  4
  8
  12
  16
  Gargantuan
  x 8
  0
  8
  16
  24
  32
  Room scales are a good way to add some variety to your
  regions and encourage the use of large/huge/gargantuan
  lights during adventures.
  It can be diﬃcult for players to ﬁll huge/gargantuan
  spaces with enough light using just candles, torches, and
  lanterns—especially if they are caught oﬀ guard—so try to
  make sure there are some fun, environmental lighting
  features that players can interact with.
  To demonstrate how you can use light levels and room
  scales in your adventures, this section will lay out an
  example dungeon—the Twilight Reliquary.
  The Twilight Reliquary is an underground dungeon
  constructed long ago to house the bones of an ancient
  shadow dragon—Despair. It creates a permanent gloom
  over the land above. Many adventurers have tried to
  brave its dark depths, but few—if any—have returned.
  In a small room, stone shelves hold rows of human
  bones. Looking carefully, you can see veins of black
  necrotic energy running throughout the bones—you think
  that it might be a bad idea to disturb them.
  One large room appears to have been dedicated to prayer
  of some kind—carvings in the stone walls indicate
  humans worshipping a gargantuan shadow dragon.
  Two candelabra stand either side of a stone lectern,
  upon which rests a black leather book. Black candles
  burn with a sinister, purple light (+1 light each) in this
  large, dark room.
  At the heart of the Reliquary lies the Shadow Throne, the
  ﬁnal resting place of Despair. This is a huge room. At one
  end, Despair's gargantuan skeleton lies curled around a
  huge, darkstone throne.
  Two braziers stand on either side of the room's
  entrance. They are currently unlit, but a perceptive
  adventurer may deduce that they will each emit a huge
  amount of light (+4 light each) when set ablaze.
  Darklight Brazier
  Feature (large), Light (huge)
  This black metal brazier is filled with some kind of
  dark wood. When set ablaze, it burns with a large
  purple flame (+4 light) that is cold to touch.
  Keep Things Simple
  It can be tempting to use room scales often in your
  dungeons, but try not to overcomplicate things for your
  players—or yourself. Establish a baseline lighting condition
  for your region, and reserve room modifiers for your major
  centerpieces and named rooms.
  Room Scales
  DM: As you push it, Valiant, the door slowly opens
  with a grinding creak. Beyond, you notice the walls
  spreading out into a large, dark room.
  Valiant: What can I see in the room?
  DM: Your torch (+1 light) isn't strong enough to fill
  the large space—you'll need another light source if
  you want to fill the dark room with dim light.
  The Twilight Reliquary
  Default Rooms
  By default, the Reliquary is in total darkness (0 light)
  with medium room sizes (1 light needed per level).
  Adventurers need to create at least +2 light to get
  visibility up from darkest to dim light.
  The Bonewall
  The Bonewall is a small room (0.5 light needed per
  level) in darkest light (0 light). Adventurers need only
  +1 light to get visibility from darkest to dim light.
  The Seat of Prayer
  The Seat of Prayer is a large room (2 light needed per
  level) in dark light (2 light from the candelabra).
  Adventurers need to create another +2 light to get
  visibility up from dark to dim light.
  The Shadow Throne
  The Shadow Throne is a huge room (4 light needed
  per level) in total darkness (0 light). Adventurers need
  to create at least +8 light to get visibility up from
  darkest to dim light.
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 19: light & shadow
  71
  
  Across your adventures, you may be able to buy, craft, or
  loot special items that can help control how your
  character reacts to certain lighting levels—special
  lanterns, tinted glasses to diminish light, potions to see
  in the dark, etc.
  When delving into the dark places of the world, make
  sure equip to yourself with adequate lighting supplies for
  your journey—to be stuck underground with no light and
  darksighted monsters all around is a sureﬁre recipe for
  death and disaster.
  Flare
  Item (small), Light (medium), Uncommon
  This flare emits a medium (+2) amount of light for up
  to 1 hour. Once lit, a flare cannot be extinguished
  unless it is doused in water—at which point, the flare
  is ruined and cannot be lit again.
  Darksight Goggles
  Item (small), Rare, Wearable
  These magical goggles—set with crystal lenses—
  amplify light and help you to see in the dark.
  Sight Beyond Sight: When worn, these goggles
  grant you darkvision.
  Fragile: These goggles are fragile and easily cracked,
  so be careful not to drop or injure them.
  Darkstone Shard
  Item (small), Rare
  A shard of darkstone taken from the Shadowfell. This
  small, bloodthirsty stone absorbs light from the
  surroundings, creating pockets of darkness. Thieves
  and rogues are known to prize these shards.
  Light Eater: Once per long rest, you can spend a
  bonus action to activate the darkstone with a drop of
  blood. For 1 hour, the stone absorbs light and darkens
  the surrounding area (-1 light).
  Overheat: If left exposed to bright light for longer
  than 1 hour, the darkstone cracks and turns to dust.
  Hellfire Torch
  Item (small), Light (medium), Uncommon
  This specially-treated torch burns twice as bright and
  twice as hot as normal, producing a medium (+2)
  amount of light. However, the torch will burn for only
  30 minutes before it turns to ash.
  Lesser Sunblade
  Item, Rare, Weapon (longsword)
  This magical sword, crafted by the elves of Sindoril,
  hums with a small amount of radiant energy that can
  be used to create light. A favored weapon of undead
  hunters who must brave the depths below.
  Radiant Power: This blade has 6 charges of radiant
  power, and regains 1d3 expended charges at dawn.
  A Light in the Dark: If you are holding the sword,
  you can spend a bonus action and one charge to emit
  a glowing white light (+1 light) from the blade. The
  glow persists until dismissed or 1 hour has passed.
  You can dismiss the effect as a bonus action (while
  holding the sword).
  Potion of Cats Eye
  Item (tiny), Potion, Consumable
  This white potion turns clear for a few seconds when
  you shake it. It tastes of smoke and lemons.
  You gain darkvision when you drink this potion—
  the better the quality, the longer the ability lasts for.
  Qualities
  Type
  Rarity
  Duration
  Cost
  Lesser
  Common
  1 hour
  50 gp
  Greater
  Uncommon
  2 hours
  150 gp
  Superior
  Rare
  4 hours
  450 gp
  Supreme
  Very rare
  8 hours
  1,350 gp
  Solar Lantern
  Item (medium), Light (large), Rare
  This solar lantern burns through oil three times as fast
  as normal, but produces a large (+4) amount of light.
  Tinted Glasses
  Item (small), Uncommon, Wearable
  These tinted glasses of gnomish design make
  everything look a little less bright—perfect if you have
  darkvision and need some protection against the glare
  of intense daylight.
  Looking Good: When worn, these glasses reduce
  your effective light level by 1. However, you also gain
  the Partially Blinded condition while wearing these.
  Fragile: These glasses are fragile and easily cracked,
  so be careful not to drop or injure them.
  Items & Consumables
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 19: light & shadow
  72
  
  PART 5
  PART 5
  PART 5
  PART 5
  PART 5
  Life & Death
  Life & Death
  Life & Death
  Life & Death
  Life & Death
  20 Wounds & Injuries
  Wounds & Injuries
  Wounds & Injuries
  Wounds & Injuries
  Wounds & Injuries
  p74
  p74
  p74
  p74
  p74
  Gain lingering wounds and injuries at 0 hp.
  21 Death & Resurrection
  Death & Resurrection
  Death & Resurrection
  Death & Resurrection
  Death & Resurrection
  p77
  p77
  p77
  p77
  p77
  Persistent death saves and revised resurrection.
  22 Cheating Fate
  Cheating Fate
  Cheating Fate
  Cheating Fate
  Cheating Fate
  p79
  p79
  p79
  p79
  p79
  Cheat death with rare fate points.
  23 Deadly Disease
  Deadly Disease
  Deadly Disease
  Deadly Disease
  Deadly Disease
  p80
  p80
  p80
  p80
  p80
  Plague your world with contagious diseases.
  24 Survival Conditions
  Survival Conditions
  Survival Conditions
  Survival Conditions
  Survival Conditions
  p86
  p86
  p86
  p86
  p86
  Track hunger, thirst, and fatigue on your travels.
  25 Stress & Afflictions
  Stress & Afflictions
  Stress & Afflictions
  Stress & Afflictions
  Stress & Afflictions
  p89
  p89
  p89
  p89
  p89
  Manage your mental stress levels.
  
  Wounds & Injuries
  A
  � ���������� ������� � ���� �� ������ ����
  good, very lucky, or very new to the profession—
  trap-ridden dungeons, rabid monsters, and sharp
  weapons are notoriously bad for your health.
  Some adventurers are lucky enough to retire with just a
  few injuries to show for their career. Many, however, die
  from injury long before retirement.
  This chapter sets out options for character health,
  lingering wounds, permanent injuries, and prosthetics.
  Your health is your most precious resource and, as an
  adventurer, keeping hold of it is not an easy task. A
  character is considered bloodied when they have lost
  half of their hit points—when bloodied, they have taken a
  small cut or bruise.
  Some monsters may react diﬀerently to you when you
  are bloodied—becoming frenzied or blood-thirsty—while
  others may have an easier time detecting you by scent.
  If you are bloodied, it's a little harder to recover your
  stamina. While bloodied, you must use a bandage or
  other ﬁrst-aid material in order to spend any hit dice and
  recover hit points when resting. Make sure to keep an
  eye on your medical supplies.
  When you fall to 0 hit points, you've taken signiﬁcant
  damage and gain an open, lingering wound somewhere
  on your body. Roll on the Lingering Wounds table to see
  which part of you was wounded—or pick one based on
  the type of damage you suﬀered.
  Lingering Wounds
  d10
  Area
  1
  An arm
  2
  A leg
  3
  A hand
  4
  A foot
  5
  Your stomach
  d10
  Area
  6
  Your back
  7
  Your head
  8
  Your face
  9
  Your chest
  10
  Your buttocks
  Each time you gain an open wound, you also gain a level
  of exhaustion. This exhaustion is permanent for as long
  as your wound is open and untreated.
  You gain exhaustion for each open wound, so watch
  out—exhaustion eﬀects stack up fast.
  Bloodied
  DM: The wolf bites you fiercely, Sarien, causing 7
  points of damage.
  Sarien: Gah, I'm bloodied now.
  DM: With the scent of fresh blood in the air, all three
  wolves turn and look at Sarien hungrily...
  Healing When Bloodied
  Lingering Wounds
  DM: The orc's axe slashes you, Viridian, and you take
  9 points of damage.
  Viridian: Urk, that's not good—I'm at 0 hit points.
  Before I black out, I notice... (rolls 9) blood dripping
  from a wound to my chest. Great.
  Clanda: At least it wasn't your butt this time.
  Viridian: Yea. Lucky me.
  Exhaustion
  20
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 20: wounds & injuries
  74
  
  Exhaustion Effects
  Level
  Effect
  1
  Disadvantage on Ability Checks
  2
  Speed halved
  3
  Disadvantage on Attack rolls and Saving Throws
  4
  Hit point maximum halved
  5
  Speed reduced to 0
  6
  Death
  A wound hinders you while it's untreated, making life
  diﬃcult with exhaustion. You can treat a wound during a
  short rest with ﬁrst-aid knowledge and supplies—make a
  ﬁrst-aid check (DC 10) to patch up the wound.
  A treated wound remains on your character—though it
  no longer causes exhaustion. A wound will only heal
  properly during a long rest or with magical healing.
  Wounds heal naturally over time. At the end of a long
  rest, you may check to see if each of your wounds will
  heal—make a DC 15 Constitution check for each wound.
  Some downtime activities, such as resting, may allow
  you to roll the check with advantage.
  You may use magical eﬀects to heal a wound. You do not
  gain any hit points from the magic in doing this, however
  —all of the spell's power is used on your wound.
  If you are critically hit during combat, your treated
  wounds may reopen. When taking critical damage, roll a
  d20 for each treated wound you have:
  Reopened Wounds
  d20
  Effect
  1
  The wound reopens and you lose a hit die
  2-8
  The wound reopens
  9-20
  The wound remains closed
  When a wound reopens, it starts applying exhaustion
  again—you'll need to treat the wound to remove this.
  Any untreated wound fails automatically (as if you had
  rolled a 1), causing you to lose a hit die—so try to keep
  your wounds bandaged at all times.
  If you want a quick way to make falling to 0 hit points
  more signiﬁcant, then use this Simple Wounds variant.
  When you fall to 0 hit points, gain a level of
  exhaustion. This exhaustion can be removed in the
  normal means (through rest/spells/etc).
  Some monsters are especially deadly, destructive, and
  vicious—when they hit, they hit hard enough to break
  bones and sever limbs. Dragons, giants, ogres—if it's
  huge, its attacks are usually extremely violent.
  If you are reduced to 0 hit points by a violent attack,
  you suﬀer a debilitating Permanent Injury. Roll to see
  which injury you suﬀer—reroll any nonsensical result.
  Permanent Injuries
  d10
  Injury
  Treatment
  1
  Lose an arm
  Prosthesis (arm)
  2
  Lose a leg
  Prosthesis (leg)
  3
  Lose a hand
  Prosthesis (hand)
  4
  Lose a foot
  Prosthesis (foot)
  5
  Lose an eye
  Prosthesis (eye)
  6
  Lose a toe
  Medical aid (DC 15)
  7
  Lose a finger
  Medical aid (DC 15)
  8
  Gain a horrific, scarring wound
  Medical aid (DC 20)
  9
  Gain an internal injury
  Medical aid (DC 20)
  10
  Lose half your teeth
  Medical aid (DC 20)
  When you gain an injury, you also gain a level of
  exhaustion. As with lingering wounds, this exhaustion is
  permanent until you treat the injury in some fashion.
  Injury Effects
  The exact consequences of an injury may vary wildly from
  game to game and character to character.
  If a character gains an injury, make sure to have a brief
  discussion between player and DM to establish any notable
  in-game effects beyond the exhaustion increase.
  When Viridian gains his new chest wound, he also
  gains a level of exhaustion. After the battle, Chansi
  patches him up and treats the wound to remove the
  exhaustion penalty.
  Treating Wounds
  Healing Wounds
  Magical Healing
  Reopening Wounds
  DM: The werewolf's razor sharp claws slash at you
  Viridian with a critical hit—take 14 points of damage.
  Viridian: Ouch. Better check if my treated chest
  wound is ok... (rolls 1) damn it, it reopens and I lose a
  hit die. This hurts...
  DM: Those claws have ripped open your bandages,
  Viridian, and blood pours from your chest wound. You
  start to feel exhausted again from the open wound.
  Viridian: Great. Can this day get any worse?
  DM: The werewolf slashes at you again. Critical hit.
  Viridian: ...
  Variant: Simple Wounds
  Permanent Injuries
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 20: wounds & injuries
  75
  
  When you are adding the vicious keyword to a monster
  or attack, make sure to telegraph this to your players
  clearly in advance—they should know they risk serious
  injury before they charge in.
  Once you gain an injury, it remains active on your
  character causing exhaustion until treated. There are
  three main ways to treat an injury:
  Once an injury has been treated, the exhaustion is lifted
  and your character can act normally again.
  Gameplay over Realism
  Injuries should be important events, but they shouldn't make
  a character unplayable forever. Use them to create short
  bursts of drama in your game, but avoid penalizing a
  character for too long.
  Once an injury is treated—whether by prosthesis,
  surgery, or magic—don't apply any more penalties unless it's
  especially relevant to the story.
  A prosthesis is a device that replaces a missing body part
  —such as an arm, leg, or eye—to treat an injury. You can
  ﬁnd—or commission—basic prosthetic devices in almost
  any settlement from appropriate craftsmen and healers.
  False Leg
  Prosthesis, Leg (Medium), Common
  A wooden leg with a secret compartment that can hold a
  small item. Wearing this treats a missing leg injury.
  Glass Eye
  Prosthesis, Eye, Common
  A glass orb made to look like a tabaxi eye. Wearing
  this treats a missing eye injury.
  You may ﬁnd prosthetics have been augmented with
  magic in some fashion, granting them extra properties.
  These are much rarer in the world—and far more
  expensive. This kind of prosthetic is often only gained
  through a quest reward or a favor from a powerful NPC.
  Arm of Living Bark
  Prosthesis, Arm (Medium), Rare
  A prosthetic arm crafted from living wood. It has a
  tendency to reach towards bright sunlight when the
  owner is not concentrating. Wearing this treats a
  missing arm injury.
  Nature's Grasp: Once per short rest, you may use a
  free action to stretch out the vines in your arm and
  extend your reach by 5ft until the end of your turn.
  Foot of Cloud Walking
  Prosthesis, Foot (Medium), Rare
  A prosthetic foot inscribed with an air enchantment.
  Wearing this treats a missing foot injury.
  Cloudwalk: Once per short rest, you may jump
  twice as far or twice as high as you normally would.
  Hand of Static
  Prosthesis, Hand (Medium), Rare
  A prosthetic hand inscribed with arcane glyphs and
  sigils. Wearing this treats a missing hand injury.
  Static Shock: Once per short rest, when you make a
  successful melee attack, you may use a free action to
  add 2d6 lightning damage to your damage.
  DM: The violent dragon shows you no mercy, Sarien,
  as it bites down. Sharp teeth spear into you painfully
  for 19 points of damage.
  Sarien: Damn it, I'm at 0 hit points... (rolls 1).
  DM: You hear a sickening snap as the dragon's teeth
  bite into your shoulder, scraping bone. The pain is
  overwhelming. As its huge head snaps back, you feel a
  sharp pull and a hear a loud, wet tearing sound.
  Through the pain, you realize you can't move your left
  arm. You can't even see your left arm. It's gone.
  Sarien: What. The Hell.
  DM: The last thing you see before you black out,
  Sarien, is the dragon throw your arm up into the air
  and—with a snap—swallow it. "Deliciousssss..."
  Violent Monsters & Attacks
  DM: You see the orc warlord ahead, yelling orders to
  the goblin soldiers. He hasn't seen you yet, but he
  looks extremely vicious.
  Krazak: Vicious? Sounds like a challenge. I charge—
  Valiant: NO YOU DON'T. Plan first, charge later—I'm
  not paying to put another leg on you.
  Treating Injuries
  Prosthetics: Wear a prosthetic device to replace a
  missing body part.
  Medical Aid: Receive medical attention—even surgery
  —to close up major damage and internal bleeding.
  This can only be done during a long rest when you are
  in a safe place—a village, town, or city.
  Magic: Injuries can be reversed with the Greater
  Restoration spell (or something of equivalent power).
  •
  •
  •
  Prosthetics
  Magical Prosthetics
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 20: wounds & injuries
  76
  
  Death & Resurrection
  T
  ���� ��� ���� ��� ����������� �� ����: �����
  and taxes. Throughout their career, adventurers
  face danger and destruction at every turn—and
  sometimes, not everyone is lucky enough to make
  it back to town alive.
  This chapter sets out the Dying condition, persistent
  death saves, funerals, and revised rules for resurrection.
  In falling to 0 hit points, you gain the Dying condition.
  This condition ends if you regain any hit points.
  Dying
  Condition
  When you are dying, you must make a death saving
  throw at the start of your turn—if you fail three death
  saving throws, you die. Roll a d20 and check the table
  below to see what happens to you:
  Death Saving Throw
  d20
  Outcome
  01
  You fail two death saving throws.
  02-09
  You fail one death saving throw.
  10-19
  No change.
  20
  You regain 1 hit point.
  Death saving throws don't reset after a short rest—
  instead, you recover one failed death saving throw after
  completing a long rest. Take care to rest properly.
  If you are hit by any damaging attack whilst dying, you
  automatically fail a death saving throw. Critical damage,
  likewise, cause you to fail one death saving throw.
  If you take any damage whilst at 0 hit points and
  stable, you regain the Dying condition.
  Limited Awareness
  Whilst dying, you have very limited awareness and capacity
  to speak—you are too busy struggling to remain conscious.
  Choose your two words each round carefully, and avoid
  table-talk whenever possible.
  Dying
  You drop whatever you're holding and fall prone.
  You can't move, take actions, or use reactions.
  You're aware of what's happening 15 ft around you.
  You can speak a maximum of two words per round.
  Attack rolls against you have advantage.
  You automatically fail STR/DEX saving throws.
  You must make a death saving throw at the start of
  your turn. If you fail three times, you die.
  •
  •
  •
  •
  •
  •
  •
  DM: The drow's hooked blade tears into you, Krazak,
  dealing 13 points of slashing damage.
  Krazak: Down to 0 hp—damn, I'm dying here.
  DM: Ravna looms over you with a sadistic smile.
  "Any last words, dwarf, before I send you to the grave?"
  Krazak: Screw. You.
  DM: "Two words well spent," sneers Ravna.
  Death Saving Throws
  Persistent Saves
  Taking Damage
  21
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 21: death & resurrection
  77
  
  Sometimes, despite your best eﬀorts, your best just isn't
  good enough—all things come to an end, and your
  character is unfortunately no exception.
  But with any luck, you fought a good ﬁght and left the
  world a little less dark than when you ﬁrst joined it.
  A corpse shouldn't be left out in the open to be torn apart
  by birds and wild dogs—a hero deserves a hero's send-oﬀ.
  If your adventuring party are able to recover your
  body, bury it, and throw an appropriately lavish funeral,
  they may buy a share of the unspent experience you had
  when you died—10 XP per gold spent on your funeral.
  If you are using a Milestone leveling system, then
  consider this variant instead.
  If your adventuring party are able to recover your
  body, bury it, and throw an appropriately lavish funeral
  (at least 50 gp for each of your character levels), they
  each gain one favor from you from beyond the grave.
  You can leave a will behind to conﬁrm who the heirs to
  your property are. This can be arranged in retrospect
  with your DM after the character's death if necessary.
  The reading of the will usually takes place at your
  funeral, or before the introduction of a new character.
  This might be the last opportunity for your character
  to say any ﬁnal words, so make the most of it.
  Once you've added your character's name to the
  graveyard, it's time to start anew with a fresh character
  or an elevated NPC/henchman.
  There are a variety of ways to determine your starting
  level and wealth—choose the method that ﬁts your game.
  Sometimes, death is not the end. Magic is a powerful
  force, and with it even the dead can rise again.
  Such spells are not without cost, however, and
  resurrection spells require the rarest of components—
  diamonds of a particular cut, rarity, and quality. These
  diamonds cannot be bought on the open market—ﬁnding
  one may be a whole adventure in itself.
  Resurrection Spells
  Spell
  Level
  Time Limit
  Component
  Revivify
  3rd
  1 minute
  Pristine diamond
  Raise Dead
  5th
  10 days
  Royal diamond
  Reincarnate
  5th
  10 days
  Mystic oils
  Resurrection
  7th
  100 years
  Perfect diamond
  True Resurrection
  9th
  200 years
  Astral diamond
  Death has a price, however—a character that has been
  dead for longer than a day will lose any unspent
  experience points when they are resurrected.
  The Reincarnate spell is unique in that it requires only
  mystic oils. Unlike rare diamonds, these oils can be
  bought or crafted during downtime—at a signiﬁcant cost.
  If you want to add a sense of ﬁnality to death, use this No
  Resurrections variant rule.
  The souls of the dead, once passed beyond the veil,
  can never return to the mortal plane. Resurrection spells
  of any kind—including wishes—have no eﬀect.
  Death
  Your Funeral
  Though victorious against the drow pirate Ravna
  Ry'len, Krazak suffered a mortal wound and died with
  460 unspent XP.
  The surviving party members carry his body back to
  town, where they spend 46 gp on a lavish funeral—
  plenty of beer, food, and fire. The next day, they each
  take a share of Krazak's 460 XP.
  Variant: Milestones
  Reading of the Will
  DM: A gruff, dwarven priest approaches you all after
  the funeral, bearing Krazak's last known will.
  Clanda: A will? Let me see that. "In the unlikely event of
  my death, I, Krazak the Undefeated, leave 50 gp to the
  church to fix that damn leaky roof. Valiant, you need all
  the help you can get: take my ring of protection. Viridian,
  you're weak as a kitten: take my amulet of health.
  Everything else goes to my brother, Gundren."
  Valiant: Krazak had a brother? Huh, he never said.
  What else does it say?
  Clanda: "Kill Clanda".
  Viridian: Ah Krazak, ever the charmer.
  A New Beginning
  Starting Level
  Same Level: Start at the same level as your old character.
  One Behind: Start one level lower than your old character.
  Accelerated 1st-Level: Start at level 1. You gain XP at
  twice the normal rate until you catch up to the rest of
  the party.
  •
  •
  •
  Starting Wealth
  Inheritance: Inherit gold and starting items from your
  old character—whatever was passed on in your will.
  Your new character should be known or related to
  your old character in some fashion.
  Fresh Start: Start with the same amount of gold and
  magic items as the poorest active character.
  •
  •
  Resurrection
  Reincarnate
  Variant: No Resurrections
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 21: death & resurrection
  78
  
  Cheating Fate
  E
  ��� �� ��� ���� �� ������� �����, ���� �����
  adventurers manage to ﬁnd a way to cheat fate
  and live to ﬁght another day.
  This chapter introduces fate points for players
  and how to use them in your game.
  Fate allows your character to survive what would
  otherwise be a certain death. If you would suﬀer a killing
  blow or fail your last death saving throw, you may instead
  spend a fate point to cheat death in some fashion.
  Perhaps you were knocked unconscious, or the
  scorpion's poison wasn't strong enough to ﬁnish you oﬀ,
  or it was just a ﬂesh wound? Discuss with your DM
  exactly how it is you managed to survive your ordeal.
  Fate points help to give your players a little more
  durability. New characters begin with one fate point, and
  may hold no more than three at one time.
  When you spend a fate point, you (usually) cannot act for
  the rest of the scene—everyone, friend and foe alike,
  thinks you're dead or otherwise not worth any attention.
  But you are immune to any further damage during the
  rest of the scene, regardless of whatever else happens
  around your unconscious body.
  At the end of the scene—or whenever appropriate—
  you regain consciousness with 1 hit point. You also
  recover any failed death saving throws.
  Fate points are extremely rare. New characters start with
  one fate point—their reward for becoming an adventurer
  in the ﬁrst place.
  But beyond this, additional points can only be gained
  by facing—and defeating—the most dangerous monsters
  in your world. Dragons, liches, beholders—these fated
  monsters are signiﬁcant threats to the party.
  Fate smiles on those who brave the darkest of these
  optional dangers and survive.
  A fated monster rewards only 1 fate point in total when
  defeated—the players must decide who among them is
  lucky enough to take it.
  Fate Points
  DM: You lie unconscious and dying, Viridian, but the
  orc is without mercy—she stabs down with her spear.
  Lose a death saving throw.
  Viridian: Oh no, that was my last one...
  Chansi: You're dead? For real?
  Viridian: Yea—or I would be if I didn't have one last
  fate point to use. Perhaps the spear missed me?
  DM: Fate is in your favor. The spear wouldn't miss
  given its proximity, but let's say it missed your vital
  organs. Everyone thinks you're dead, and you remain
  unconscious but alive for the rest of the scene.
  Viridian: Unconscious and alive sounds good to me.
  Spending Fate
  Gaining Fate
  DM: You hear that the black dragon Kaladax has laid
  waste to Merrowford and taken residence in the
  wreckage of the town.
  Clanda: Is he a fated dragon?
  DM: Kaladax is a major power, and certainly fated.
  Viridian: Could be worth investigating—I don't like
  being fate-less now, myself...
  22
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 22: cheating fate
  79
  
  Deadly Disease
  T
  �� �����, ��� ��� ��� ���������� ������, �� �
  ﬁlthy place. Monsters are not the only threat to
  your survival—plague and disease stalk the land,
  destroying villages and decimating cities.
  Sometimes the greatest threat isn't the wild dragon—it's
  the small child with a bad cough.
  This chapter provides rules on catching and treating
  contagious diseases, and a selection to use in your game.
  A disease is some form of ongoing sickness that causes
  harm to your character and, potentially, spreads to those
  around you—such as ﬂu, chickenpox, or plague.
  Diseases become more severe over time, progressing
  through 4 stages—so try to stay healthy.
  Influenza
  Disease, Common
  2 days
  A harmless cough and a slight fever can quickly turn
  into something much more serious without bed rest.
  Effects
  Stage
  Effect
  1
  You have a bad headache and a runny nose. You
  have -2 INT, and -2 WIS.
  2
  Your entire body aches and your throat is sore. You
  have -2 STR, -2 DEX, and -2 CHA.
  3
  You have a terrible fever and hallucinations. You
  cannot move under your own power.
  4
  Your internal organs fail and, after slipping into a
  coma, you die within a few hours.
  Cured
  You have an annoying cough for one week and
  occasional light-headedness.
  Adventuring is not a clean business. Filthy sewers, rabid
  animals, rusty swords—there are countless ways in
  which a person might contract a debilitating disease.
  There are three basic steps to follow when dealing
  with disease: contact, incubation, and ﬁrst symptoms.
  First, your character needs to come into contact with an
  active disease. There are four ways this might happen:
  Once your character has come into contact with a
  contagious disease, there is a chance of infection—the
  incubation period automatically begins.
  What is a Disease?
  Touch, Air · DC 10
  Contracting Disease
  Step 1. Contact
  Direct Contact: You touch an infected person or
  diseased ﬂuid—such as blood, sweat, or pus.
  Indirect Contact: You touch something that has been
  contaminated with a diseased substance or ﬂuid—a
  doorknob, a shared bed, a knife.
  Bites: Something bites you—a ﬂy, a tick, a leech—and
  injects the disease directly into your body.
  Consumption: You eat or drink something that's been
  contaminated—foul water, moldy bread, rotten meat.
  •
  •
  •
  •
  DM: As you lean over the corpse to unclasp the
  necklace, Viridian, the zombie's stomach bursts with a
  sickening pop. Roll a Dexterity saving throw.
  Viridian: Son of a... (rolls 3) damn zombies.
  DM: Black ichor and pus splatter you in thick, wet
  clumps. You nearly gag from the smell of rotten flesh.
  Viridian: Gross. This can't be good.
  23
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 23: deadly disease
  80
  
  All diseases have an incubation period—a period of time
  where, infected or not, you display no symptoms. At this
  stage, you have no idea if you're actually infected yet—all
  you can do is wait and hope for the best.
  Once the initial incubation period has passed, it's time to
  see if your character was infected and starts displaying
  any symptoms. Make a Constitution saving throw against
  the DC of the disease—this is called an Infection check:
  Success: You are not infected.
  Failure: The disease has infected your body and you
  begin to display the ﬁrst symptoms.
  If you had any open wounds when you were exposed to
  the disease, or you were exposed multiple times, it's
  more likely you were infected—make your Infection
  check with disadvantage.
  Once your disease starts to display symptoms, the battle
  begins. A runny nose, a splitting headache, a bad cough—
  manage your pain as best you can while you ﬁght back.
  Periodically, your disease will try to attack your body and
  spread further. Each time the incubation period passes,
  make a Constitution saving throw to see if your disease
  changes—this is called an Escalation check:
  Success: Your symptoms have peaked. Your disease
  improves by one step and goes into decline.
  Failure: Your disease worsens by one step.
  Degrees of Success
  If you are using the Degrees of Success rules, these options
  will allow a critical success or failure to impact the speed at
  which the disease spreads through your body.
  If you are treated with the appropriate ﬁrst-aid, medicine,
  or bed rest during your illness, you can make your next
  Escalation check with advantage.
  Once your symptoms have peaked and gone into decline,
  you automatically succeed every subsequent Escalation
  check until the disease ﬁnally leaves your system.
  If you come into contact with the disease again, you risk
  a relapse. Your illness stops its decline—make your next
  saving throw as normal to see if your disease escalates.
  You have managed to recover from your disease—well
  done. But some diseases may leave a lasting eﬀect on
  your body—marks, scars, weakness—and you may also
  still be contagious to others at this point, so be careful.
  Most diseases are highly contagious—once you have one,
  it's very easy to pass it on to someone else. There are two
  main ways you can pass on a disease while you are
  contagious: by touch and through air.
  Your blood, sweat, and spit are rife with sickness. Anyone
  who makes physical contact with you while you are
  contagious risks infection. Things you touch with your
  bare skin—door handles, cutlery, tools—also become
  contaminated and remain so for an hour.
  To avoid making accidental contact when touching
  someone who is diseased—for example, when
  administering ﬁrst aid—make a DC 15 Intelligence or
  Wisdom saving throw. Wearing gloves, medical robes,
  and other protective gear can help defend against
  contamination—make your check with advantage.
  Step 2. Incubation
  Step 3. Infection
  DM: During your week in town, Viridian, you notice
  you've developed a small cough. It's inoffensive, but
  persistent. Make a DC 10 Constitution saving throw.
  Viridian: Damn it... (rolls 8).
  DM: One morning, as you wake from a particularly
  fierce cough, you notice some thick green phlegm in
  your handkerchief. It smells foul.
  Viridian: The flu? Again? Every. Time.
  Wounds and Multiple Exposure
  Living with Disease
  Escalation
  DM: After another week of illness, Viridian, you feel
  your symptoms begin to change. Roll a DC 10
  Constitution saving throw.
  Viridian: Fingers crossed... (rolls 18) finally.
  DM: Your fever has broken at last, and you think
  you're over the worst of it now. Your flu is in decline.
  Viridan: Great. Now who can I cough on...
  Critical Success: Your disease improves by one step, goes
  into decline, and your next Escalation check happens in
  half the normal time.
  Success: Your disease improves by one step and it goes
  into decline.
  Success at a Cost: You can sacrifice a precious resource
  to help your immune system succeed—a healing potion,
  hit dice, a spell, a scroll.
  Failure: Your disease worsens by one step.
  Critical Failure: Your disease worsens by one step and
  accelerates—your next Escalation check happens in half
  the normal time.
  •
  •
  •
  •
  •
  First-Aid & Bed Rest
  Decline
  Relapse
  Recovery
  Spreading Disease
  Touch
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 23: deadly disease
  81
  
  As you breathe, cough, and sneeze, the air around you
  becomes thick with sickness. Anyone that comes within
  5ft of you is at risk of infection. Additionally, if you spend
  an hour in an enclosed room, it becomes contaminated
  and remains so until an hour after you leave—proper
  ventilation and thorough cleaning can help prevent this.
  By wearing a face mask, you can minimize the spread
  of your airborne sickness by trapping coughs and spittle.
  However, wearing a basic mask or holding your breathe
  oﬀers no protection against infection—disease is still
  able to infect you via your eyes and skin.
  You are contagious once your hit points are below a
  certain threshold—this represents you bleeding slightly,
  or breathing harder, or sweating more. The more severe
  the spread of your disease, the more of a risk you
  become to other people.
  When you take damage, check the Spreading Disease
  table to see if you become contagious or not.
  Becoming Contagious
  Severity
  Contagious
  Stage 1
  Less than 25% hit points remain
  Stage 2
  Less than 50% hit points remain
  Stage 3
  Less than 75% hit points remain
  Stage 4
  Always contagious
  If you die from a disease, your corpse becomes a
  breeding ground for your sickness. Your body remains
  contagious for the next week.
  This goes for any corpse, so be careful of touching the
  dead—you never know what disease they may carry.
  When you contract a disease, it's not always obvious
  what you have from the ﬁrst symptoms alone. Many
  diseases share similar symptoms at the beginning—
  headaches, fevers, rashes—so you may want to get your
  sickness diagnosed to prevent any nasty surprises.
  To make a diagnosis, roll a Wisdom or Intelligence
  check against the rarity of the disease. You must be
  trained in Medicine. A Healer's Kit will also prove useful,
  granting advantage on your diagnosis attempt.
  Diagnosing Disease
  Rarity
  DC
  Description
  Common
  10
  A frequent occurrence
  Rare
  20
  Sporadic with sudden outbreaks
  Mythic
  30
  A unique or magical sickness
  Magic is a great tool for healing the body, but it is not
  infallible—the body is a complicated, delicate machine.
  When you use magic to remove a disease, the sickness is
  not immediately purged but instead goes into decline.
  Not all magic is powerful enough to ﬁght every disease.
  When using a spell or eﬀect to treat sickness, compare
  the spell level to the disease DC to see if it will work.
  Magic Strength
  Spell Level
  Max DC
  Examples
  0-5
  15
  Lesser Restoration, Lay on Hands
  6-8
  25
  Heal
  9
  30
  Mass Heal
  Some class features may grant immunity to diseases—
  such as a paladin's Divine Health. In these cases, your
  immunity is not absolute—the resistance depends on the
  level of the eﬀect (class level, item level, spell level, etc.).
  Magical Immunity
  Level
  Immunity
  01-05
  Diseases up to DC 15
  06-10
  Diseases up to DC 20
  11-15
  Diseases up to DC 25
  16-20
  All diseases
  Air
  DM: The guard blocks you at the door to the lord's
  chambers, Clanda. "Sorry ma'am, Lord Marin has
  ordered us not to let anyone in. Personal matters."
  Clanda: Ugh, I don't have time for this. I cast Friends
  and order him to let me pass.
  DM: The guard pulls a hasty salute, his resolve
  temporarily weakened by your magic—"Yes ma'am, at
  once". He opens the door and you step forward into
  the lord's dark chambers.
  Clanda: Why is it so dark in here?
  DM: The curtains are drawn, and the air is thick and
  sickly. Lying in bed, coughing wetly, is Lord Marin. He
  opens one red eye. "You... should not... be in here."
  Clanda: Oh you stupid lord, why didn't you say you
  were sick! I'll open the windows quickly to air out the
  room. If I fall ill, I swear I'll murder him.
  Becoming Contagious
  Death
  Diagnosis
  Magical Healing
  Magic Strength
  Magical Immunity
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 23: deadly disease
  82
  
  There are many diseases out in the world—some a mild
  inconvenience, some an almost-certain death sentence.
  This section details a number of example diseases,
  and includes guidance on creating your vile illnesses.
  If you want to surprise your players with a sickness
  unique to your world, follow these steps to brew your
  own horriﬁc disease:
  First, decide how well-known the disease is in your world
  —common, rare, or mythic. The more common the
  sickness, the easier it is to make a correct diagnosis.
  Next, decide how contagious the disease is. The higher
  the DC, the harder it is to resist the disease—use a small
  DC if you want characters to recover quickly.
  When deciding on the DC, consider any rare items
  that your characters might need to hunt for to overcome
  their sickness—rare ﬂowers from the Fetid Swamp,
  crushed dragonbone from the Ancient Graveyard, or a
  horse's heart from the Yellowgrass Plains.
  Disease DC
  Description
  DC
  Easy to recover from, most people will only be
  ill for a short time before they fight it off.
  05 / 10
  These diseases hang around for a while, and
  most people will need to consider bed rest or
  some medicine to help them get better.
  15 / 20
  These diseases are almost impossible to recover
  from. Most people have no chance at stopping
  this sickness and can only accept their fate if no
  actual cure is possible.
  25 / 30
  Now choose how long the disease takes to escalate in
  severity. The longer the period, the longer it will be
  before any ﬁrst symptoms start to show and the longer it
  will be a problem.
  Next, pick how your disease is transmitted. Usually this
  is through touch or air, but there may be other triggers.
  Now it's time to decide on the speciﬁc eﬀects of your
  disease. Every disease has 4 stages, each increasing in
  severity. Describe the physical eﬀects, and assign a
  mechanical penalty of some kind.
  Eﬀects are cumulative, so be careful not to assign too
  many eﬀects at each step. At the same time, avoid having
  stages with no mechanical eﬀect.
  These are some eﬀects you might like to consider:
  Finally, decide on any lingering eﬀects on recovery from
  the disease—scars, weakness, immunity, etc. This is a
  good way to leave a lasting mark on characters and
  NPCs—even recovery has a price.
  Disease Compendium
  Creating a Disease
  Step 1: Rarity
  Step 2: DC
  Step 3: Incubation
  Step 4: Transmission
  The DM is creating a mythic, magical disease that
  spreads through sound—resonant flux. This unusual
  disease is transmitted through audio waves whenever
  an infected person says the word "symphony".
  Step 5: Stages
  -1/-2 to an ability modiﬁer.
  Fall into a coma, or death.
  Reduced movement, or total paralysis.
  Advantage or disadvantage on certain rolls.
  Halve your speed.
  Vulnerability to certain damage.
  Lose some or all of your hit dice.
  Gain a level of exhaustion.
  •
  •
  •
  •
  •
  •
  •
  •
  Step 6: Cure
  Diseases
  Name
  Description
  Rarity
  DC
  Inc.
  Transmission
  Bubonic Plague
  Horrible buboes spread across the body
  Rare
  25
  1 day
  Touch
  Chickenpox
  Tiny, itchy spots spread across the body
  Common
  20
  2 days
  Touch, Air
  Cholera
  Diarrhea and dehydration
  Common
  10
  1 day
  Touch (excrement)
  Diphtheria
  A bad throat infection that can permanently scar the skin
  Rare
  15
  3 days
  Touch, Air
  Dysentery
  Stomach cramps and vomiting
  Common
  20
  1 day
  Touch (excrement)
  Influenza
  Fatigue, headaches, and fever
  Common
  10
  2 days
  Touch, Air
  Smallpox
  Large, pus-filled spots cover the body
  Rare
  15
  4 days
  Touch, Air
  Stonescale
  The skin turns grey and cracked, and the mind turns feral
  Mythic
  30
  4 weeks
  Touch
  Syphilis
  A persistent fever that eventually attacks the mind
  Common
  20
  4 weeks
  Touch (sore)
  Tapeworm
  A parasite that feeds inside the body causing weight loss
  Common
  15
  1 week
  Touch (excrement)
  Typhoid Fever
  A bad fever and diarrhea
  Common
  15
  1 week
  Touch (excrement)
  Whooping Cough
  Coughing fits violent enough to break bone
  Common
  15
  1 week
  Air
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 23: deadly disease
  83
  
  Bubonic Plague
  Disease, Rare
  1 day
  Often mistaken for influenza at first, swollen buboes
  fast begin to mark the body. Without immediate aid,
  this disease is almost certainly a death sentence.
  Effects
  Stage
  Effect
  1
  Your body aches and you have a slight fever. You
  have -2 to all ability modifiers.
  2
  Painful buboes appear around your arm, groin, and
  neck. You have disadvantage on all rolls.
  3
  Your fever burns extremely hot and you can't stop
  sweating. You fall into a coma.
  4
  Your internal organs fail and you die.
  Cured
  Your body is scarred by the buboes.
  Chickenpox
  Disease, Common
  2 days
  Tiny, itchy spots that spread across your entire body.
  Very contagious, but not usually life-threatening.
  Effects
  Stage
  Effect
  1
  You have a slight fever and feel weak. You have -2
  STR and -2 DEX.
  2
  You have noticeable pox marks across your body.
  You have disadvantage on all social checks.
  3
  You are covered in itchy spots. You have
  disadvantage on concentration checks.
  4
  Your fever is burning hot. You have disadvantage on
  all rolls.
  Cured
  You have a few small scars from the pox. You are
  permanently immune to chickenpox.
  Cholera
  Disease, Common
  1 day
  One drink of bad water and you'll be curled up by the
  toilet for a week—or die from dehydration.
  Effects
  Stage
  Effect
  1
  You feel sick and nauseous, and eating food causes
  you to vomit. -2 DEX and -2 WIS.
  2
  You have diarrhea. -2 STR, -2 CHA, and you gain
  thirst at twice the normal rate.
  3
  You have lost noticeable weight. You are
  dehydrated and have disadvantage on all rolls.
  4
  Your body goes into shock from severe
  dehydration, and you die.
  Cured
  You can't eat rich food for the next week without
  being sick.
  Diphtheria
  Disease, Rare
  3 days
  A nasty infection of the throat that can cause
  permanent scarring if it penetrates the skin.
  Effects
  Stage
  Effect
  1
  You have a sore throat and headache. You have -2
  CHA and disadvantage on concentration checks.
  2
  You have swollen glands in your neck and it's very
  painful to swallow. You have -2 STR and -2 DEX.
  3
  Large, painful ulcers appear on your skin. You have
  -2 CON and disadvantage on social checks.
  4
  Pus-filled blisters appear on your legs, hands, and
  feet. You have disadvantage on all rolls.
  Cured
  You have a few noticable, permanent scars from
  your skin ulcers.
  Dysentery
  Disease, Common
  1 day
  Easy to catch and painful to endure, one sip of dirty
  water can be enough to ruin your whole week.
  Effects
  Stage
  Effect
  1
  You suffer painful stomach cramps. You have
  disadvantage on all saving throws.
  2
  You have a mighty need to use the restroom. You
  have -2 to all ability modifiers.
  3
  You can't keep any food down. You gain thirst and
  fatigue at twice the normal rate.
  4
  Your body is too weak to stand. Your speed is
  reduced to 0.
  Cured
  You can't eat rich food during the next week
  without being sick.
  Influenza
  Disease, Common
  2 days
  A harmless cough and a slight fever can quickly turn
  into something much more serious without bed rest.
  Effects
  Stage
  Effect
  1
  You have a bad headache and a runny nose. You
  have -2 INT, and -2 WIS.
  2
  Your entire body aches and your throat is sore. You
  have -2 STR, -2 DEX, and -2 CHA.
  3
  You have a terrible fever and hallucinations. You
  cannot move under your own power.
  4
  Your internal organs fail and, after slipping into a
  coma, you die within a few hours.
  Cured
  You have an annoying cough for one week and
  occasional light-headedness.
  Touch · DC 25
  Touch, Air · DC 20
  Touch (excrement) · DC 10
  Touch, Air · DC 15
  Touch (excrement) · DC 20
  Touch, Air · DC 10
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 23: deadly disease
  84
  
  Smallpox
  Disease, Rare
  4 days
  Tiny spots that quickly become large, painful blisters
  across your entire body, leaving you with pox scars.
  Effects
  Stage
  Effect
  1
  You have a slight fever and feel weak. You have -2
  STR and -2 DEX.
  2
  You have a persistent headache and flat, red spots
  on your face, hands, and forearms. You have -2 INT,
  -2 WIS, and -2 CON.
  3
  Your spots become large, painful, pus-filled blisters.
  You have disadvantage on all rolls.
  4
  Your fever is extremely hot. You fall into a coma.
  Cured
  You have severe scars from the pox. You are
  immune to smallpox for 10 years.
  Stonescale
  Disease, Mythic
  4 weeks
  As your skin turns grey and cracked, your mind decays
  to that of a wild animal. Kill them before they kill you.
  Effects
  Stage
  Effect
  1
  The skin around your eyes turns noticeably grey.
  You have disadvantage on social checks.
  2
  Your skin is grey and cracked. Movement is painful.
  You have -2 to all ability modifiers.
  3
  You become very forgetful and increasingly
  aggressive. You have advantage on all STR rolls, and
  disadvantage on all INT, WIS, and CHA rolls.
  4
  You have lost your mind and become a wild beast.
  Cured
  Your skin is permanently marked with stonescale.
  You are immune to stonescale.
  Syphilis
  Disease, Common
  4 weeks
  The flesh is weak. Let your guard down for one night
  and you might still be paying for it years later.
  Effects
  Stage
  Effect
  1
  A highly-contagious sore opens near your lips or
  groin. You have disadvantage on social checks.
  2
  A rash appears on your hands and feet, and you
  have a fever. You have -2 DEX and -2 CON.
  3
  More sores appear on your body, and you are easily
  exhausted. You have -2 STR and gain fatigue at
  twice the normal rate.
  4
  You have lost noticeable weight and your mind is
  fuzzy. You have -2 INT, -2 WIS, and -2 CHA.
  Cured
  You still carry the disease and can infect others.
  Tapeworm
  Disease, Common
  1 week
  Tiny parasites that hide away in rotten meat and
  excrement. Watch what you eat.
  Effects
  Stage
  Effect
  1
  You always seem to be hungry. You gain hunger at
  twice the normal rate.
  2
  You have lost a significant amount of weight. You
  have -2 CON and -2 STR.
  3
  You suffer from terrible headaches and some
  memory loss. You have -2 INT and -2 WIS.
  4
  The parasites have reached your brain. You fall into
  a coma and die.
  Cured
  You have a fragile stomach and painful cramps for
  one week.
  Typhoid Fever
  Disease, Common
  1 week
  Sometimes it's better to go thirsty than take a drink of
  filthy water. Don't risk it—boil it.
  Effects
  Stage
  Effect
  1
  You have a fever, a headache, and frequent
  nosebleeds. You have -2 to all modifiers.
  2
  Red spots appear on your skin and you are easily
  exhausted. You gain fatigue at twice the rate.
  3
  Your stomach hurts and you suffer frequent
  diarrhea. You gain thirst at twice the rate and have
  disadvantage to all social checks.
  4
  Your fever is burning hot and you are delirious. You
  cannot move or act on your own power.
  Cured
  You feel fragile for the next week.
  Whooping Cough
  Disease, Common
  1 week
  Fits of violent coughing followed by a 'whooping'
  inhale of breathe—and sometimes, broken ribs.
  Effects
  Stage
  Effect
  1
  You have a mild cough and disadvantage on
  concentration checks.
  2
  You cough in loud, uncontrollable fits with a
  gasping inhale. You have -2 STR and -2 DEX.
  3
  Your coughing fits are violent enough to cause
  vomiting. You have disadvantage on all rolls.
  4
  Your cough is so violent you have broken some of
  your ribs. You have 0 hit dice and cannot move
  without immense pain.
  Cured
  You have an annoying cough for the next week.
  Touch, Air · DC 15
  Touch · DC 30
  Touch (sore) · DC 20
  Touch (excrement) · DC 15
  Touch (excrement) · DC 15
  Air · DC 15
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 23: deadly disease
  85
  
  Survival Conditions
  C
  ��������� ���'� ����� �� � ������; ����
  aﬀect and are aﬀected by their surroundings—
  going without sleep makes you tired, failing to eat
  makes you hungry, not drinking makes you thirsty.
  With survival conditions, players track the physical state
  of their character. It's hard, thirsty work being an
  adventurer—do you have the resources to survive?
  This chapter introduces several survival conditions
  and examples of how to use them in your game.
  With survival conditions, players keep track of three
  basic physical states that can aﬀect their character's
  general performance: hunger, thirst, and fatigue.
  These basic conditions worsen naturally throughout the
  day, becoming more severe and eventually leading to
  increasing levels of exhaustion if left untreated.
  Depending on the situation, this can be a real problem
  for your character:
  Keep an eye on your conditions, using your supplies to
  manage them as best you can—eat food to stave oﬀ
  hunger, drink water to quench your thirst, and get some
  sleep to remove your fatigue.
  Your Conditions
  Hunger: Few things burn through calories as fast as
  adventuring, so keep some snacks in your pocket.
  Thirst: Adventure, travel, and combat are thirsty
  work. Keep a waterskin close by to avoid dehydration.
  Fatigue: It takes a keen mind to watch out for danger,
  so get regular sleep to stay alert and aware.
  •
  •
  •
  Viridian has been travelling through the Emerald Rift
  for two days, chased by the relentless Witch of
  Gloamgard. His supplies are running low, and he hasn't
  been able to rest easily in the haunted woods.
  The bard is ravenous (5 hunger), parched (3 thirst),
  and barely awake (6 fatigue)—he has +2 exhaustion
  from his conditions, cutting his speed in half. Unless
  Viridian can find food fast for some quick energy, the
  dreaded Witch will be right on his heels.
  Survival Conditions
  Stage
  Hunger
  Thirst
  Fatigue
  Temperature
  Effect
  Stamina DC
  0
  Stuffed
  Quenched
  Energized
  Perfect
  −1 Exhaustion
  —
  1
  Well-fed
  Refreshed
  Well-rested
  Comfortable
  —
  5
  2
  Ok
  Ok
  Ok
  Ok
  —
  10
  3
  Peckish
  Parched
  Tired
  Noticeable
  —
  15
  4
  Hungry
  Thirsty
  Sleepy
  Uncomfortable
  —
  20
  5
  Ravenous
  Dry
  Very sleepy
  Overwhelming
  +1 Exhaustion
  25
  6
  Starving
  Dehydrated
  Barely awake
  Unbearable
  +1 Exhaustion
  30
  24
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 24: survival conditions
  86
  
  Using Survival Conditions
  Survival conditions can be a fun, easy way to immerse
  players in the fiction of your campaign, but they only have an
  impact if resources—like food and water—are restricted.
  If your characters have easy access to food and water, or
  time is not an issue, or survival is simply not an important
  theme in your game, conditions won't have much impact.
  Characters gain hunger, thirst, and fatigue in four
  primary ways whilst adventuring: through the natural
  passage of time, by falling to 0 hit points, through failure
  consequences, and by suﬀering certain monster attacks.
  As the day progresses, characters become more hungry,
  thirsty, and tired. Conditions worsen at dawn, noon, and
  dusk—the speciﬁc eﬀects are listed in the table below.
  Hunger, Thirst & Fatigue
  Time
  Hunger
  Thirst
  Fatigue
  Dawn
  +1
  +1
  —
  Noon
  —
  —
  +1
  Dusk
  +1
  +1
  +1
  Across a normal, uneventful day, a character will gain +2
  hunger, +2 thirst, and +2 fatigue—this means a character
  needs 2 rations of food, 2 rations of water, and a good
  night's sleep each day to stay in good form.
  During the adventure, the DM—or whoever else is
  keeping track of time—announces the changes in
  character conditions when appropriate.
  Nearing death is an exhausting shock to the body. If you
  fall to 0 hit points for any reason—including shapeshifted
  forms such as Wild Shape—you gain +1 fatigue.
  You may gain survival conditions as a consequence of
  failing an action, at your DM's discretion—or, if using the
  Degrees of Success rules, oﬀer to gain a condition and
  succeed at a cost.
  Monster and environmental eﬀects can drain characters
  of their stamina and resources. As DM, add condition
  modiﬁers to some of your existing monster attacks and
  traps—or add brand new condition-causing powers.
  Whenever appropriate, your character can attempt to
  improve their physical condition in a manner that makes
  sense. Some of the most common actions are:
  The worse your condition, the more exhausted your
  character will become. Whenever a condition reaches
  stage 5 or 6, it generates +1 exhaustion—for a maximum
  of +3 exhaustion across all conditions.
  Once a condition has begun to cause exhaustion, that
  exhaustion remains on your character until the condition
  is suﬃciently improved.
  Gaining a Condition
  Time of Day
  DM: It's been a long afternoon, but dusk approaches.
  Everyone gains +1 hunger, +1 thirst, and +1 fatigue.
  Falling to 0 HP
  DM: The orc clubs you for 9 hit points, Sarien.
  Sarien: Ouch, that knocks me unconscious.
  DM: Bad luck. Gain +1 fatigue.
  Sarien: Damn it. If I survive this, I'm gonna need the
  longest sleep tonight...
  Consequences
  DM: To cross the pit requires a simple jump, Clanda
  —roll a DC 10 Athletics check.
  Clanda: Ok.. (rolls 9) augh, so close!
  DM: You clear the jump with a stumble, noticing a
  rumble in your stomach as you land. Gain +1 hunger.
  Monster Attacks
  A ﬁre elemental burns the air around you with a blast
  of searing heat: you gain +1 thirst.
  A green ooze wraps around your arm and sucks the
  nutrients from your ﬂesh: you gain +1 hunger.
  An eldritch mage whispers a cacophonous verse and
  commands you to sleep: you gain +1 fatigue.
  •
  •
  •
  Improving Your Condition
  Eat a ration of food: −1 hunger per ration. Better
  quality food may relieve more hunger per ration.
  Drink a ration of water: −1 thirst per ration. Better
  quality water may relieve more thirst per ration.
  Get a good night's sleep: (undisturbed) −3 fatigue. A
  disturbed night's sleep grants only −1 fatigue.
  •
  •
  •
  DM: You rise at dawn, Valiant, your stomach
  growling. Gain +1 hunger and +1 thirst.
  Valiant: I'll eat one of my rations (−1 hunger) and
  take a swig from my waterskin (−1 thirst)—that should
  keep me going till nightfall.
  Exhaustion
  Valiant is ravenous (5 hunger), dry (5 thirst), and barely
  awake (6 fatigue)—he has +3 exhaustion from his
  unfortunate conditions.
  Unable to find food, he later finds himself starving
  (6 hunger). His exhaustion remains at +3.
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 24: survival conditions
  87
  
  A condition stops causing exhaustion once it has been
  improved to stage 4 or higher. After the next short rest,
  update the character's exhaustion counters.
  It's hard work being an adventurer—battles to ﬁght,
  ropes to climb, rivers to swim—and such activity can be
  draining to those without the proper constitution.
  After a particularly strenuous event, the DM can ask
  you to make a Stamina check (Constitution saving throw)
  against the DC of your best condition. A failure means
  that your stamina was tapped during the event—roll a d6
  to see which condition worsens.
  Stamina Check
  d6
  Outcome
  1-2
  +1 Hunger
  d6
  Outcome
  3-4
  +1 Thirst
  d6
  Outcome
  5-6
  +1 Fatigue
  If you want to give a mechanical environmental eﬀects,
  add the Temperature survival condition to your game.
  With the Temperature condition, characters must
  keep an eye out for the weather and make sure to keep
  their body temperature in check to avoid suﬀering from
  exhaustion.
  Using Temperature
  The Temperature condition works best in games that feature
  a lot of exploration in harsh climates with unpredictable or
  unforgiving weather patterns—a scorching desert, a frozen
  mountain pass, a temperamental jungle.
  Your body temperature is aﬀected primarily by the
  weather and environment. The DM describes the
  baseline temperature when appropriate—often when you
  enter or research a new region, dungeon, or lair:
  The temperature conditions apply to both hot and cold
  climates—it could be unbearably cold in the arctic
  wastes, or unbearably hot in the arid desert.
  Temperatures change throughout the day as the sun
  rises and sets. Check the table below to see how the
  baseline temperature might be aﬀected by your climate.
  Climate Temperature Change
  Time
  Hot
  Moderate
  Cold
  Morning
  +1
  —
  +1
  Afternoon
  +2
  −1
  —
  Evening
  +1
  —
  +1
  Night
  —
  +1
  +2
  Some monsters can aﬀect the surrounding temperature
  by their sheer presence, producing scorching heat or
  chilling winds.
  Whenever appropriate, your character can improve their
  temperature in a manner that makes sense. Some of the
  most common actions are:
  Relieving Exhaustion
  Valiant finds a cache of food supplies. He immediately
  eats 3 rations-worth, healing 3 hunger and improving
  his overall condition to Peckish.
  His Hunger condition continues to add +1
  exhaustion until he takes a short rest, at which point
  his total exhaustion drops from +3 to +2.
  Stamina Check
  DM: The last goblin drops his dagger and flees into
  the night. Well done, everyone. Now roll a Stamina
  check.
  Valiant: 14. I didn't break a sweat.
  Sarien: 9. That's what I get for skipping breakfast...
  (rolls 6) +1 fatigue. Getting sleepy here.
  Clanda: 7. Damn, not enough. I gain... (rolls 4) +1
  thirst. Great, and my waterskin's dry already. Has
  anyone got a drink? I'm feeling pretty thirsty right now.
  Variant: Temperature
  Gaining Temperature
  DM: It's starting to rain outside and, as you step out,
  an uncomfortably cold wind blows past. You think it
  might even become unbearably cold outside tonight.
  Hot or Cold
  Time of Day
  Monster Effects
  DM: Frozen winds surround the King of Frost—it is
  unbearably cold around him. If you end your turn
  adjacent to him, you'll suffer the chill...
  Improving your Temperature
  Appropriate clothing: Thick furs and cloaks will help
  protect you from the cold, while thin fabrics will help
  cool you in the heat.
  Find shelter: Sometimes you have to take a break
  and rest. Build a shelter to keep warm against a
  freezing wind, or provide shade against a scoring sun.
  Cast spells: Some spells and abilities may provide
  you with a burst of much-needed warmth or cold.
  Racial abilities: Some races are naturally resilient
  against cold or heat. These innate characteristics will
  help protect you against certain temperatures.
  •
  •
  •
  •
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 24: survival conditions
  88
  
  Stress & Afflictions
  T
  �� ����������� ���� �� ��� �� ���� ���.
  Moving from town to town, delving into dark
  dungeons and hunting dangerous monsters for
  perhaps a few gold coins, is not a safe—or sane—
  way to make a living.
  This chapter introduces mechanics to track a
  character's stress level, and the lingering consequences
  on their adventuring career.
  Stress is a measure of pressure on a character's mental
  state, representing a build-up of negative emotions such
  as anger, fear, frustration, and irritation. Too much Stress
  is bad for your mental health and, if not treated carefully,
  can lead to detrimental Aﬄictions—or even death.
  Characters can suﬀer up to 40 points of Stress before
  they reach breaking point. To prevent this, they'll need to
  ﬁnd ways to relax and recover during downtime.
  Stress is gained through danger, hardship, and adversity
  —suﬀering a critical hit from an enemy, hearing an
  unearthly moan from a dark room, sleeping rough in the
  cold rain, watching an ally die. Anything that threatens
  the mental well-being of your character can inﬂict Stress.
  When choosing how much Stress to inﬂict, decide
  how signiﬁcant the event is to the character—is it minor,
  moderate, major, or monstrous? The more emotionally
  signiﬁcant, the higher the amount of Stress.
  The more an event conﬂicts with the nature of your
  character, the greater the Stress you'll suﬀer—a bard may
  be more embarrassed to ruin a performance than a
  wizard, while a lawful paladin is more hurt by a broken
  oath than a lawless rogue.
  Gaining Stress
  Category
  Stress
  Description
  Minor
  +1
  A small frustration, worry, or irritant:
  missing an attack, falling down,
  hearing a noise in the dark.
  Moderate
  +2
  (1d4)
  You've made a critical error or
  something is seriously at risk: being
  caught lying, learning that the villain
  has escaped, being outnumbered.
  Major
  +4
  (1d6)
  Something devastating to your
  character or their beliefs: breaking
  an oath, falling to 0 hp, finding a
  heap of fresh corpses.
  Monstrous
  +8
  (1d6 + 4)
  Something incomprehensible or
  world-shattering: meeting a god,
  being betrayed by your closest
  friend, watching a loved one die.
  You can gain Stress as a direct consequence of failing an
  action—missing an attack, breaking a lockpick, being
  caught in the middle of a lie. The DM will usually notify
  you before your attempt that this is a risk.
  Here we see Chansi attempt to pick a pick, becoming
  stressed when she fails.
  Stress
  Gaining Stress
  Consequential Stress
  Chansi: Ok, let's see what's in this chest. I want to
  pick the lock on this thing—what's the DC?
  DM: It's a secure metal chest, so DC 20.
  Chansi: Easy. Lemme just... (rolls 15) ugh, fail.
  DM: You hear the pins clicking in the lock, Chansi,
  but you can't understand why they're not setting. It's a
  frustrating failure for you—gain 1 point of Stress.
  25
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 25: stress & afflictions
  89
  
  Stress as a Consequence
  Whether through consequence or an explicit Stress check, a
  character should gain Stress only as a consequence for
  failing a roll of some kind—such as an attack roll, a defense
  roll, a skill check, or a Stress check.
  In cases where the environment or situation provokes an
  emotional response—standing before a dragon, entering
  a decrepit tomb, hearing a terrifying sound—you may be
  asked to pass a Stress check (Wisdom saving throw) to
  avoid gaining some Stress.
  In this example, Viridian comes across a pile of
  rotting corpses and must pass a Stress check to keep his
  composure and avoid gaining Stress.
  Here, Valiant returns to town to ﬁnd he has been
  betrayed by a trusted mentor and his sister is in grave
  peril. His world is turned upside down, so he faces an
  almost impossible Stress check.
  Too much Stress can be unhealthy for your character,
  causing long-term problems. When your character gains
  20, 30, and 35 points of Stress for the ﬁrst time after a
  long rest, they snap and develop a mental Aﬄiction.
  When a character gains 40 points of Stress, they hit
  breaking point. In this state, your character is reckless,
  dangerous, and extremely vulnerable.
  If you are hit by a damaging attack while at breaking
  point, your character suﬀers a fatal heart attack. You fall
  to 0 hit points, fail any remaining death saving throws,
  and die immediately.
  Stressful Situations
  These are some example situations that might trigger Stress.
  Some characters may respond more strongly than others
  depending on their background—a fighter may be less
  stressed about being outnumbered in battle, while a
  necromancer might not react to the sight of a dead body.
  Stress Check
  DM: You smell something foul, Viridian. Behind the
  wooden door, you can hear a faint buzzing sound.
  Viridian: I open the door cautiously.
  DM: Your torchlight illuminates a grisly scene—a
  dozen rotting corpses hidden in a small pantry,
  covered in a thick swarm of fat flies. The putrid stench
  of rotting flesh threatens to overwhelm you. Make a
  Stress check, DC 20.
  Viridian: I'm... (rolls 22) phew, ok.
  DM: Horrifying though this, you manage to retain
  your composure. Perhaps this isn't the first time
  you've seen a heap of rotting corpses?
  DM: Fire rages through the town. You hear a scream,
  Valiant, coming from the church. What do you do?
  Valiant: Does it sound like Zelrya?
  DM: It does, yes.
  Valiant: I throw my shield aside and run ahead
  through the burning streets, leaving the others behind.
  DM: As you pass through the arch, You see Zelrya at
  the foot of the church steps, lying face down in a pool
  of blood. She isn't moving. Atop the steps stands
  Bishop Vendicus, a mad grin on his face and a
  bloodied dagger in his hands. "She's with the Grey
  King now, boy, He calls her to His hungry throne."
  Valiant: Gods damn it Vendicus, we trusted you!
  DM: Your sister lies dying, and your mentor has
  betrayed you, Valiant. Make a Stress check, DC 30.
  Valiant: That... (rolls 22) bastard.
  DM: Your mind reels from this horrific turnabout,
  Valiant—gain 8 points of Stress.
  Snapping
  DM: In a very surprising turn of events, Krazak failed
  to smash open the chest with his headbutt. Krazak,
  you gain 1 point of Stress.
  Krazak: These gods damned elven boxes. I'm up to
  20 now—I've snapped. Time for a new Affliction...
  Breaking Point
  DM: The dragon lashes out at you, Clanda, swinging
  its huge tail. Make a defense roll, DC 32.
  Clanda: I... (rolls natural 1) ouch, take a critical hit.
  DM: The dragon's tail slams into you without mercy.
  Take 26 points of damage, one notch on your armor,
  and 2 points of Stress.
  Clanda: Damn, that puts me at 40 Stress.
  DM: Your heart is pounding, Clanda, and it's hard to
  breathe. You're not sure you can take another hit...
  Badly failing an attack or skill check
  Hearing an unearthly roar from the dark
  Embarrassing yourself in front of someone
  Falling over or being knocked down
  Being disarmed or disabled
  Critically failing an attack or skill check
  Seeing a heap of mutilated corpses
  Facing a huge or formidable enemy
  Being caught lying
  Being surrounded, outnumbered, or out-flanked
  Being critically hit by an attack
  Seeing an ally die
  Accidentally hurting a friend
  Seeing the corpse of a loved one
  Seeing a hideous abomination
  Breaking an oath
  Being betrayed by an ally
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 25: stress & afflictions
  90
  
  Stress is healed through success and relaxation—
  disarming a trap, defeating a formidable opponent,
  carousing in town, sleeping in a warm bed. Anything that
  helps your character feel better can heal Stress.
  The amount healed depends on the signiﬁcance to
  your character. The more it aligns with your character's
  personality, the more you heal (at the DM's discretion)—
  rogues beneﬁts more than mages from lockpicking, while
  clerics beneﬁt more than ﬁghters from prayer.
  Healing Stress
  Category
  Stress
  Description
  Minor
  −1
  A small success or bit of good
  news: disarming a trap, playing a
  song, relaxing with your friends.
  Moderate
  −2
  (1d4)
  A critical success or special
  achievement: eating a well-cooked
  meal, finding a hoard of treasure,
  repairing something important.
  Major
  −4
  (1d6)
  You've beaten the odds and gained a
  major victory: defeating a dangerous
  enemy, saving an ally from death,
  completing a work of art.
  Majestic
  −8
  (1d6 + 4)
  You've achieved a long-term goal or
  done something thought near
  impossible: bringing a friend back
  from death, finishing a masterpiece,
  receiving praise from your deity.
  Here we see Clanda attempt to disarm a magical trap
  with her arcane training, healing Stress in the process.
  As a sorceress disarming a magical trap, she heals a
  moderate amount of Stress instead of a minor amount.
  It is much harder to heal Stress than it is to gain it, so
  you'll need to be proactive in treating your Stress level
  before it becomes insurmountable. Rest when you can,
  and try not to over-exert yourself.
  While out travelling, a good time to heal Stress is during
  downtime and through sleep. Here, Sarien takes
  advantage of his downtime during a night's rest to
  meditate and clear his mind.
  When you complete a long rest in a sanctuary, such as a
  village, town, or city, you heal all stress. Reduce your
  Stress level to 0.
  When you are aﬀected by the Calm Emotions spell—or
  other similar magic spells and eﬀects—you heal a
  moderate amount of Stress.
  Stress Relief
  These are some things a character might do to reduce their
  stress levels. Not everyone will recover in the same way—an
  introvert may unwind best on their own with a good book
  and some hot tea, while an extrovert may want to throw a
  raucous and extravagant party to blow off steam.
  Healing Stress
  DM: The runes are glowing brighter, and you feel
  static building in the air. If you don't act quick, Clanda,
  this trap will explode.
  Clanda: Pfft, this is amateur work—dwarven runes
  are so basic. I'll try to dispel the binding rune to disarm
  the trap harmlessly.
  Valiant: Uh, are you sure about that? Last time—
  Clanda: Hush now, I'm working.
  DM: Ok, that'll be a DC 20 Wisdom check. You can
  use Arcana with this.
  Clanda: See I told you, Valiant... (rolls 24) I got this.
  DM: You manage to locate the binding rune and,
  with a careful words, draw the magic out of it. With a
  harmless spark, the runic trap shatters. Clanda, you
  heal 2 points of Stress—everyone else heals 1.
  Clanda: Excellent. You're welcome, everyone.
  Downtime
  DM: Ok, camp's been set up for the night. What do
  you all do for the next few hours?
  Sarien: I spend a couple of hours meditating.
  DM: Ok—it's been an easy day, so make a DC 10
  Wisdom check.
  Sarien: No problem... (rolls 17).
  DM: You're able to calm your mind and organize
  your thoughts, Sarien. Heal 2 points of Stress.
  Taking a Long Rest
  Returning to the town of Darrowmore, Valiant takes a
  long rest and begins a week of training. Once the week
  is over, he reduces his Stress to 0.
  Calm Emotions
  Disarming a trap
  Defeating a dangerous enemy
  Eating a hot, well-cooked meal
  Making people laugh with a joke
  Listening to a bard perform a song
  Carousing in a rowdy tavern
  Picking a lock
  Sleeping in a warm, comfortable bed
  Praying to your deity
  Finding a chest of treasure
  Arriving somewhere safely after a long journey
  Spending time with family and friends
  Learning a new skill
  Engaging in a hobby
  Playing with a pet
  Rolling dice and playing some games
  Fulfilling an oath or promise
  Protecting an ally from harm
  Meditating and resting
  Making a discovery
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  •
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 25: stress & afflictions
  91
  
  An Aﬄiction is a stress-induced mental issue suﬀered by
  a character when they gain too much Stress. Aﬄictions
  aﬀect your character's abilities and can only be cured
  during downtime.
  When you gain 20, 30, and 35 Stress for the ﬁrst time
  after a long rest, roll on the Aﬄictions table to see which
  new mental Aﬄiction you develop. If you roll a duplicate,
  roll again until you get a new result.
  Afflictions
  d100
  Affliction
  Modifier
  01-06
  Fearful
  Disadvantage on WIS checks & saves
  07-12
  Lethargic
  +1 exhaustion until removed
  13-18
  Masochistic
  Disadvantage on CON checks & saves
  19-24
  Irrational
  Disadvantage on INT checks & saves
  25-30
  Paranoid
  Speed is halved
  31-36
  Selfish
  Disadvantage on CHA checks & saves
  37-42
  Panic
  Disadvantage on DEX checks & saves
  43-48
  Hopelessness
  Disadvantage on STR checks & saves
  49-54
  Mania
  Disadvantage on attack rolls
  55-60
  Anxiety
  Disadvantage on Stress checks
  61-66
  Hypochondria
  Hit point maximum is halved
  67-72
  Narcissistic
  Disadvantage on ability checks
  73-77
  Powerful
  +2 to all damage rolls
  78-82
  Focused
  +2 to all attack rolls
  83-87
  Stalwart
  +2 AC
  88-91
  Acute
  Advantage on INT checks & saves
  92-96
  Perceptive
  Advantage on WIS checks & saves
  97-00
  Courageous
  Advantage on CHA checks & saves
  Aﬄictions don't go away on their own—your character
  must dedicate time to treating their mental state. During
  a long rest, your character can attempt to treat one of
  their Aﬄictions in an appropriate fashion—carousing,
  praying, resting, meditating, etc.
  Spend some gold to roll a d20 to make an Aﬄiction
  Removal attempt. Some downtime activities, such as
  resting, may allow you to roll with advantage—bear this
  in mind if your Aﬄictions are proving hard to clear,
  before you become overwhelmed by them.
  Affliction Removal
  d20
  Result
  01
  Critical Failure: You fail to cure your Affliction,
  gaining a new one in the process.
  02-09
  Failure: You fail to cure your Affliction.
  10-19
  Success: You cured your Affliction.
  20
  Critical Success: In a moment of clarity, you
  cleared yourself of all Afflictions and Stress.
  You can only make one Aﬄiction Removal attempt per in-
  game week, so make the best of it.
  As you gain in experience, it becomes harder to reset
  your mental state—the things you have seen and
  experienced have had a lasting impact. It costs more to
  remove an Aﬄiction the higher your level as you must
  seek more elite and exotic outlets.
  Affliction Removal Costs
  Level
  Gold
  1
  5
  2
  7
  3
  9
  4
  12
  5
  16
  6
  22
  7
  30
  Level
  Gold
  8
  42
  9
  58
  10
  81
  11
  113
  12
  158
  13
  221
  14
  309
  Level
  Gold
  15
  432
  16
  604
  17
  845
  18
  1,183
  19
  1,656
  20
  2,318
  —
  —
  The Greater Restoration spell may be used to let you
  make an Aﬄiction Removal attempt outside of a long
  rest. This counts as your once-per-week removal attempt.
  From levels 1-10, you may roll your Aﬄiction Removal
  check with advantage when using Greater Restoration.
  From levels 11-20 however, roll with disadvantage.
  If your character gains more than 3 Aﬄictions, they
  suﬀer a complete mental breakdown—your character
  falls catatonic and must be committed into care or die.
  A character who has had a breakdown can no longer
  be played—treat them as if they have retired.
  If a character is placed in good care, there is a rare
  chance they may eventually recover from their
  breakdown. For each month of proper care, they may roll
  an Aﬄiction Removal attempt with disadvantage. A
  month after they have removed all Aﬄictions, they
  recover their senses and can be active again.
  Each time a character recovers from a breakdown,
  their minimum Stress increases by 10.
  Afflictions
  DM: Sarien, you hear a sickly moan from the
  shadows. Make a DC 10 Wisdom saving throw to see
  if you can keep your composure.
  Sarien: Sure. (rolls 6) Damn, not enough.
  DM: Gain 1 point of Stress, Sarien.
  Sarien: That pushes me over 20—looks like I'm
  feeling pretty... (rolls 41) panicked. How appropriate.
  Curing Afflictions
  Costs
  Greater Restoration
  Mental Breakdown
  Recovery
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 25: stress & afflictions
  92
  
  Across your adventures, you may be able to buy, craft, or
  loot special items that can help manage stress—magic
  gear, soothing teas, precious potions, etc. Below are
  some example items you might ﬁnd in your campaign:
  Soothing Stones
  Item (small), Common
  A pair of small, stone balls engraved with dwarven
  runes. They make a soothing sound when held and
  rotated in the palm of one hand.
  Relaxing Sound: During camp, if you successfully
  Relax in Solitude, you heal an additional +1 Stress.
  Elixir of Sanity
  Item, Potion, Consumable
  This thick purple elixir looks almost alive. When you
  stare at it, you get the feeling you're being watched.
  When you drink this elixir, you may roll any Stress
  checks with advantage for one hour.
  Ring of Clarity
  Item (small), Rare
  This fine silver ring, forged by the drow monks of Elgin
  Orsul, is set with a tiny astral topaz.
  Clear Mind: When you wear this ring, increase your
  maximum stress by +8.
  Book of Sermons
  Item (small), Common
  A cheap but illustrated book of inspiring sermons.
  Sermon: During camp, you can attempt to read a
  sermon from the book. If you successfully Tell a Story,
  you heal an additional +1 Stress.
  Greenleaf Tea
  Item (small), Common
  A packet of halfling tea leaves. One packet contains
  enough leaves for five separate brews.
  Delicious Tea: During camp, you can attempt to
  brew a pot of tea. If you successfully Brew Drinks,
  each person who drinks heals an additional +1 Stress.
  Stress & Aﬄictions is a ﬂexible game mechanic that can
  be adjusted to suit a variety of settings and gameplay
  styles. If you want to customize the experience for your
  game, consider using some of these variant dials.
  If you want to make aﬄictions a little rarer in your game
  —or prevent rapid escalation once a character reaches
  50% stress—consider this One Snap variant.
  The ﬁrst time you gain 50% or more Stress after a
  long rest, you snap and develop a mental Aﬄiction. You
  can only snap once per long rest, though you still risk
  hitting your breaking point if you reach 100% Stress.
  You may want to use Stress & Aﬄictions for just a short
  time in your campaign—to add theming to a particular
  region or adventuring site, for example. You can achieve
  this with insanity zones.
  Stress is only gained in certain areas—insanity zones.
  Outside of these zones, characters don't gain stress—
  though they still suﬀer the eﬀect of any lasting aﬄictions.
  An insanity zone can be anything—a room, a dungeon,
  a kingdom, etc—so add them to your game as best suits
  your setting. Use them to add memorable features to
  your dungeons and adventure hubs.
  If you leave an insanity zone, your stress and aﬄictions
  remain until you complete a long rest (or perform
  another form of recovery action, such as spending hit
  dice or acquiring consumables).
  Some aﬄictions—such as Powerful and Focused—can be
  a beneﬁt to your character. With this Temporary Virtues
  variant, these eﬀects become short-lived.
  If you develop a beneﬁcial aﬄiction, it is automatically
  cured without cost at the end of your next long rest.
  If you are running an episodic game and need to
  drastically limit the running scope of stress and
  aﬄictions, consider using this Restful Recovery variant.
  When you complete a long rest in a sanctuary, you
  automatically recover all stress and cure all aﬄictions.
  Items & Consumables
  Variant Dials
  One Snap
  Insanity Zones
  Creating an Insanity Zone
  Chansi and Viridian approach the Tomb of Eldritch
  Horror, an ancient dungeon corrupted by aberrant
  powers. The tomb is an insanity zone—within its walls,
  players risk gaining stress.
  Leaving an Insanity Zone
  Temporary Virtues
  Restful Recovery
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 25: stress & afflictions
  93
  
  Getting Started with Stress
  If you want to try using Stress & Afflictions in your games
  without significantly overhauling the tone of your campaign,
  consider starting with the monstrous attacks, insanity zones,
  and one snap variants.
  These dials can limit the scope of the stress mechanic
  and help you to slowly introduce the rules to your players.
  Characters commonly gain stress whenever they fail
  signiﬁcant actions. But if you want to disconnect Stress
  from abstract failure, consider instead attaching stress to
  monsters and traps with Stressful Attacks.
  Give your monsters and traps attacks that deal stress
  damage instead of—or in addition to—hit point damage.
  These stressful attacks can be a very eﬀective way to add
  ﬂavor to your aberrant and psychic monsters—especially
  those that use fear and intimidation powers.
  Gibbering Horror
  Level 5 Supporter
  Medium aberration, neutral
  Standard (450 XP)
  Armor Class
  14 Attack Bonus
  +5
  Hit Points
  45 (23) Damage
  8
  Speed
  30 ft Spell DCs
  13, 10
  Saving Throws
  Con +6, Str/Wis +3, Dex/Cha/Int +0
  Skills
  Initiative +5, Perception +2, Stealth +2
  Immunities
  Prone
  Senses
  Darkvision 60 ft., passive Perception 10
  Actions
  Bite (common)
  Melee 5 ft: +5 vs AC. Hit: 8 piercing damage.
  Mad Gibbering (common)
  Melee 5 ft: DC 13 vs Wisdom. Hit: The target gains +2
  (1d4) points of Stress.
  Screaming Skull
  Trap, Area Attack
  When a visible creature steps within 5 ft of the skull, it
  unleashes a piercing scream that chills the heart of
  everyone within 15 ft. Then, it shatters.
  For more advice on creating monsters and attacks, try
  Giﬀyglyph's Monster Maker—a supplement with guides
  and templates to help build new monsters in seconds.
  As you gain power and knowledge, your ability to handle
  stress also improves. With Leveling Stress, your stress
  limits and snapping points are inﬂuenced by your
  character level and intelligence modiﬁer.
  Calculate your maximum stress and snapping points
  as follows, rounding down when necessary:
  Your baseline maximum stress as calculated here cannot
  go below 16, regardless of your intelligence modiﬁer.
  When using this variant, be mindful of how much Stress
  you deal to low-level characters. A 1st-level character
  with −1 INT has only 17 maximum stress and snaps at
  8/12/14 points of stress—a very short fuse indeed.
  Try to limit yourself to minor and moderate stress
  checks where appropriate at lower levels, and reserve
  major/monstrous for the most extreme of situations at
  higher tiers of gameplay.
  If you are using the Light & Shadow rules (p67) and
  want to make visibility an even bigger threat to your
  players, then consider this variant.
  If you are blinded, you are vulnerable to stress—you
  gain twice the amount of stress as you normal would.
  If you don't want characters in your game to die outright
  when they are at breaking point, consider aﬄicting them
  with Indeﬁnite Madness instead.
  If you are hit by a damaging attack while at breaking
  point (100% Stress), you fall unconscious. No amount of
  jostling or damage can wake you.
  After 2d4 hours, you awaken with an indeﬁnite
  madness—roll on the Indeﬁnite Madness table (DMG
  p260) to see what you are aﬄicted with.
  If you want to make it harder for characters to recover
  from Stress, then consider this Slow Recovery variant.
  Anytime you would heal Stress, reduce the amount
  healed by half (don't round this halved amount).
  Str
  +3
  Dex
  +1
  Con
  +4
  Int
  +0
  Wis
  +2
  Cha
  +1
  Stressful Attacks
  Attack: DC 15 vs Intelligence.
  Hit: The target gains +2 (1d4) points of Stress.
  •
  •
  Giffyglyph's Monster Maker
  Leveling Stress
  Maximum Stress: 20 + level + (4 x INT)
  First Snap: 50%
  Second Snap: 75%
  Third Snap: 87.5%
  Minimum Stress
  Gaining Stress
  Light & Shadow
  Indefinite Madness
  Slow Recovery
  Valiant heals a minor (1) amount of Stress. Because of
  Slow Recovery he instead heals only 0.5 Stress.
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 25: stress & afflictions
  94
  
  PART 6
  PART 6
  PART 6
  PART 6
  PART 6
  Rest & Downtime
  Rest & Downtime
  Rest & Downtime
  Rest & Downtime
  Rest & Downtime
  26 Short Rest
  Short Rest
  Short Rest
  Short Rest
  Short Rest
  p96
  p96
  p96
  p96
  p96
  Get your breath back with a short rest.
  27 Long Rest
  Long Rest
  Long Rest
  Long Rest
  Long Rest
  p101
  p101
  p101
  p101
  p101
  Take a long rest and catch up with some downtime.
  28 Leveling Up
  Leveling Up
  Leveling Up
  Leveling Up
  Leveling Up
  p104
  p104
  p104
  p104
  p104
  Train with a mentor to unlock your full potential.
  
  Short Rest
  A
  ���������� ���� �� ���� �� ���� �����, ��
  only to catch their breath between action, treat
  wounds, and prepare for upcoming dangers.
  This chapter deﬁnes the short rest period, some
  basic activities you might undertake while resting, and
  how to set up camp for an overnight rest.
  A short rest is a period of downtime, at least 1 hour long,
  in which characters sit down to perform a few basic
  tasks—such as eating, drinking, and treating wounds.
  During a short rest you can spend hit dice, bind any
  injuries, and consume some essential supplies—but
  anything more intensive will require you to settle down
  and set up camp for a longer stay.
  During your short rest, whilst you're catching your
  breath, you can perform some basic activities.
  Complicated tasks may require you to set up camp ﬁrst.
  Spend your hit dice to recover some lost hit points. If the
  Bloodied condition (p74) is in eﬀect and you have lost
  half of your hit points, you will need to use a ﬁrst-aid kit—
  or similar supplies—to spend any hit dice.
  Some classes and races regain powers after a short rest
  is completed—monk ki, warlock spell slots, dragonborn
  breath weapon, etc. Check your character sheet to see
  which features you recover.
  If Survival Conditions (p86) are in eﬀect, you can use
  this time to eat some food and drink to satiate your
  hunger or thirst. In addition, if you are suﬀering from
  exhaustion caused by one of your conditions, you can
  remove it if your condition is suﬃciently improved.
  If you are suﬀering from Magical Burnout (p56), you can
  spend some hit dice to recover and—hopefully—prevent
  any dangerous burnout consequences in future.
  If the Quickdraw inventory rules (p30) are in eﬀect, you
  can change your three selected quickdraw items.
  If you are suﬀering from any lingering wounds (p74), you
  can treat them if you have suﬃcient ﬁrst-aid resources.
  Research, read, or investigate something within reach—
  such as an encrypted book, a strangely carved monolith,
  or an unidentiﬁed magic item.
  Taking a Short Rest
  DM: Your blade slices through the dire wolf. With a
  pained howl, the other wolves turn and flee into the
  dark forest.
  Valiant: That was a close one. You ok, Viridian?
  Viridian: Took a few bad hits there. We should take a
  rest soon so I can heal up before we reach Blightmere.
  Clanda: Much as it pains me to say, the bard's right
  —I need to bandage up this bite wound.
  Valiant: Alright, we still have sunlight to burn. Let's
  find a safe spot to rest in for an hour.
  Basic Activities
  Recover Hit Points
  Regain Class/Racial Features
  Eat & Drink
  Recover Magical Burnout
  Change Inventory Quickslots
  Treat Wounds
  Research/Investigate
  26
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 26: short rest
  96
  
  If you decide to rest for a prolonged period of time—or
  need to perform some complicated tasks—it's time to set
  up camp. Find a secure site, start a campﬁre, pitch your
  tents, and secure any animals, vehicles, or cargo.
  There are ﬁve basic steps to follow when trying to set
  up camp:
  1. Make Camp: Make Camping checks to see how well
  you set up camp—the more successes you have, the
  nicer your camp site is.
  2. Nominate the Lookout: The lookout is in charge of
  camp defense, keeping watch for any threats.
  3. Perform Camp Activities: Each party member (who
  is not on lookout duty) can perform one primary
  camp-related activity in addition to any other basic
  short rest activities.
  4. Sleep: Try to get some rest for a few hours.
  5. Pack Up: Pack up camp and prepare to move on.
  To make camp, each party member must roll a Camping
  check—a Strength/Intelligence/Wisdom (Survival) ability
  check—against a target DC (see the Camping DC table)
  as they each try to help set up the campsite.
  The more successes the party has, the more
  thoroughly they prepare the ﬁnal campsite—making it
  easier to defend, rest, and perform other camp activities.
  Camping Check DC
  DC
  Description
  10
  Safe, dry land is easy to find / the weather is clear.
  15
  A campsite requires effort to find / there's bad
  weather—rain, light snow, heavy fog, etc.
  20
  It's hard to find a safe campsite / the weather is
  terrible—heavy rain, a fierce storm, a howling
  wind.
  Camping Results
  Failures
  Description
  0
  A perfect campsite. Activity checks are DC 5.
  1
  A decent campsite with one glaring flaw. Activity
  checks are DC 10.
  2 or
  more
  A shoddy campsite just barely fit for purpose.
  Activity checks are DC 15.
  It's hard to set up camp if you're relying on nature alone
  to provide you with shelter and comfort. If you don't have
  any appropriate camping equipment—such as a bedroll
  or tent—roll your Camping check with disadvantage.
  Some equipment, such as a two-person tent, may
  count as camping gear for multiple people—if they're
  willing to share.
  If you want to support skills other than Survival when
  making camp, consider this Alternate Skills variant.
  Depending on your character and background, you
  may use another skill instead of Survival—if appropriate
  —when making your Camping check. For example:
  At least one Camping check must be made using the
  Survival skill, and any alternate skills can only be used
  by one party member—so choose who rolls which skill.
  It's a great risk to set up camp without appointing
  someone to watch out for any would-be intruders. A
  lookout is in charge of camp security and keeps an eye
  out for potential threats.
  If you are the lookout, roll an Intelligence (Survival)
  check to see how well you secure the camp against
  potential dangers. If you have any tools, equipment, or
  magic that might help—traps, bells, the Alarm spell—you
  may roll your check with advantage.
  Success: You noted some weak spots in the camp's
  defense and secured them.
  Failure: You made a bad job of securing the camp.
  You have disadvantage on perception checks against any
  would-be intruders while camping.
  Being on lookout takes a good deal of focus. If you are on
  lookout, you cannot join in with any camp activities
  besides eating, drinking, and sleeping.
  Setting Up Camp
  Making Camp
  Camping Equipment
  The four adventurers start to set up camp. With clear
  skies and a sheltered forest, the camping DC is only
  10. Between them, they have two bedrolls and a two-
  person tent—enough camping gear for all four.
  Valiant rolls 13, Chansi 17, Viridian 11, and Clanda
  7. The camp is prepared with one setback—a weak
  campfire. Any camp activities will have a base DC 10.
  Variant: Alternate Skills
  Athletics: You help by moving something heavy to
  clear space for the camp.
  Nature: You help by ﬁnding good wood—and other
  natural fuel—for the campﬁre.
  Animal Handling: You help by checking the site isn't
  in the territory of any dangerous, wild animals.
  •
  •
  •
  The Lookout
  Clanda: I'll take lookout tonight—I owe Viridian one.
  DM: You all made a decent camp site, so make a
  lookout check against DC 10 to set the defenses.
  Clanda: I'll set a few Alarm spells around the
  perimeter, that should help.
  DM: It does—make your roll with advantage.
  Clanda: Simple... (rolls 8 and 17). See—nothing's
  getting past me tonight.
  Focus
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 26: short rest
  97
  
  While camping, you can perform one primary activity (in
  addition to the normal basic activities) before you sleep.
  Below are listed some example activities—if an activity is
  not covered here, discuss it with your DM.
  If you know how to cook and have the right supplies, you
  can prepare a meal for the group. This requires use of a
  campﬁre and cooking tools. Expend one use of your
  cooking supplies to attempt one of the following actions:
  Before you serve the meal, roll a Wisdom (Survival)
  check to see how well you prepared everything. Meals
  spoil after an hour, losing any restorative properties.
  Success: The meal is well made.
  Failure: You spoiled the meal and wasted the
  ingredients—no one can eat your cooking.
  If you know how to brew drinks and have the right
  supplies, you can prepare some for the group. This
  requires a campﬁre and brewer's kit. Expend one use of
  your brewing supplies to try one of the following actions:
  Before you serve the drinks, roll a Wisdom (Survival)
  check to see how well you prepared everything. Your
  brews lose their restorative properties after an hour.
  Success: The drinks are well made.
  Failure: You spoiled the brew and wasted the
  ingredients—no one can stomach your drinks.
  Regaining Hit Dice
  Some activities—such as eating a hot meal or drinking a
  restorative—allow you to regain spent hit dice. These
  activities stack with each other: if you eat a hot meal, drink a
  restorative, and get a good nights sleep, you regain 3 spent
  hit dice in total.
  If you know how to play an instrument, you can attempt
  to play some music for the group. Roll a Dexterity
  (Performance) check to see how well you play.
  Success: You perform well and inspire one of your
  allies. Choose a party member other than yourself or the
  lookout—that character gains a point of inspiration.
  Failure: You made an embarrassing mistake.
  Everyone likes to hear a good story. If you are proﬁcient
  in Arcana, History, or Religion—or are carrying an
  interesting book—you can attempt to tell a captivating
  story to the group. Roll a Charisma (Performance) check.
  Success: Your story is well told and inspires an ally.
  Choose a party member other than yourself or the
  lookout—that character gains a point of inspiration.
  Failure: You made an embarrassing mistake.
  If you're proﬁcient with certain tools, you may perform
  basic repairs on damaged equipment—sharpening a
  blunt sword, sewing up a torn robe, hammering out
  some dented armor. You can try to remove one notch
  from an item with a successful Intelligence (Tool) check.
  Success: You successfully remove one notch.
  Failure: You were unable to make the repairs.
  You can spend time crafting simple items—bandages,
  salves, arrows—if you have the right materials and tools.
  Roll the appropriate check for your speciﬁc craft.
  Success: You successfully craft your item.
  Failure: You were unable to craft the item.
  If you have a gaming set and know the rules, you can
  play a game to unwind. Anyone can join in—so long as
  they're not occupied with another activity—but at least
  one person playing must be proﬁcient in the rules.
  Everyone who plays can roll an Intelligence (Game)
  ability check—the highest roll wins.
  Winner: You feel inspired—gain a point of inspiration.
  Loser: You lost the game.
  If you prefer to spend some time alone—reading a book,
  meditating, painting—you can do so. Roll a Wisdom
  ability check to see if you are able to unwind.
  Success: You feel inspired by your seclusion—gain a
  point of inspiration.
  Failure: You couldn't relax as something—or someone
  —was irritating you too much.
  Camp Activities
  Cook food
  Brew drinks
  Play music
  Tell a story
  •
  •
  •
  •
  Repair an item
  Craft an item
  Play a game
  Relax in solitude
  •
  •
  •
  •
  Cook Food
  Create rations: You slow-cook and preserve some
  fresh ingredients—usually meat or grains—to create
  1d4 + 1 new, basic food rations that can be preserved.
  Stretch rations: You thin out some basic rations into
  a simple meal, feeding two people for each ration you
  cook. If cooked successfully, everyone who eats gains
  1d4 + 1 hit points (max. once per day).
  Cook a hot meal: You cook a hot meal for everyone,
  using one ration—or ration substitute—per person. If
  cooked successfully, everyone who eats the hot meal
  regains 1 spent hit die (max. once per day).
  •
  •
  •
  Brew Drinks
  Create rations: You distill some impure water
  overnight to create 1d4 + 1 new, drinkable rations.
  Brew a balm: With a few herbs you turn some basic
  water rations into a delicious, soothing drink—one
  ration per two drinks. Everyone who drinks a fresh
  balm gains 1d4 + 1 hit points (max. once per day).
  Brew a restorative: You turn some basic water
  rations into a tasty, hot drink using one ration per
  drink. Everyone who drinks a fresh restorative regains
  1 spent hit die (max. once per day).
  •
  •
  •
  Play Music
  Tell a Story
  Repair an Item
  Craft an Item
  Play a Game
  Relax in Solitude
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 26: short rest
  98
  
  Sometimes the best way to clear your mind is to shut it
  down for a while—rest is the best medicine. When you
  attempt to sleep, make a sleeping check (Constitution
  saving throw) against the Camping Activity DC—if you
  are sleeping in a bedroll or tent, you can make the roll
  with advantage.
  Success: Your sleep was undisturbed. Regain 1 spent
  hit die (max. once per day).
  Failure: You couldn't sleep well, waking up tired.
  Some races don't sleep as others do—instead, they fall
  into a meditative state known as a Trance. While in this
  state, your character is semi-conscious. You have
  disadvantage on all Perception rolls, and make a
  sleeping check as normal.
  Armor, while great for defense, can be uncomfortable to
  rest in. If you choose to keep your armor on while you
  sleep, roll your sleeping check with disadvantage.
  While the lookout is on active guard duty, they can still
  make a sleeping check—assume that they have a quick
  nap whilst the other party members are still awake
  The lookout rolls their sleeping check with
  disadvantage, however—it's hard to feel completely
  refreshed after a night on watch.
  When you decide to move on, it's time to pack up camp—
  put out your campﬁre, strap on your gear, and get back to
  the adventure. This may take a little time, depending on
  the size and permanency of your camp.
  A warm campﬁre and the smell of delicious, hot food can
  attract attention out in the dark wilds—from cruel
  bandits, to hungry bears, to bloodthirsty cultists. If you
  let your guard down, you might ﬁnd both your sleep and
  your life cut surprisingly short.
  If an intruder approaches, the lookout rolls a Wisdom
  (Perception) check against the intruder's Stealth:
  Success: The lookout is able to detect the intruders
  and, if they choose to, rouse the party with enough time
  for people to don light armor.
  Failure: The lookout—and the rest of the party—are
  caught oﬀ-guard and surprised.
  Out in the dark, it's easy to worry about every shadowed
  movement and every distant noise—a cracked twig, a far-
  oﬀ howl, a whisper on the wind.
  Occasionally, the DM may ask the lookout to make a
  Wisdom (Perception) roll to detect a false alarm:
  Success: The lookout realizes that it's just a false
  alarm and doesn't rouse the party.
  Failure: The lookout thinks danger approaches and
  wakes the party unnecessarily. Their sleep is disturbed
  for the rest of the night.
  DM: Your campsite is reasonably prepared (one
  failure)—activities will be DC 10. What do you each do
  before sleep?
  Clanda: Looks like I'm on lookout tonight, so I'll start
  setting few Alarm spells around the perimeter. If you
  set them off again, Viridian, I'm going to burn you.
  Chansi: I'll cook up a hot meal—we should eat this
  rabbit meat before it spoils. Should be enough for all
  four of us, and easy to make a stew (rolls 17).
  DM: Soon you have a bubbling pot of hot stew
  going, Chansi. It smells delicious, and everyone regains
  one spent hit die.
  Viridian: Great, I'm starving. I'll get my lute out, play a
  little background music for us (rolls 11).
  DM: Your songs are a fine accompaniment to the
  food, Viridian—who do you inspire?
  Viridian: How about Clanda?
  Clanda: Pff, I'm too busy being on lookout to listen
  to your amateur fumblings.
  Viridian: Fine, witch. I play one of Chansi's favorites
  while she cooks; she gains inspiration.
  Chansi: Play The Wizard's Staff, I love that song.
  Valiant: Meanwhile, I'll make a few bandages from
  that old shirt—we're running low on supplies in the
  healer's kit (rolls 18).
  DM: You tear the shirt into three usable bandages.
  Getting Some Sleep
  After their activities, the four adventurers make
  sleeping checks against the camping activity DC (10).
  As each has a bedroll or tent, they roll with advantage.
  Valiant, Chansi, and Viridian both roll above 10—
  they sleep undisturbed and, once awake, regain 1
  spent hit die. Clanda, however, rolls only a 7—she has
  a frustrating, restless night half-awake in the forest.
  Trance
  Wearing Armor
  The Lookout
  Packing Up
  Ambushed!
  DM: Valiant, Chansi, and Viridian are asleep. The
  forest is silent around you, Clanda, as you stand guard
  for the night. Silent, except...
  Clanda: Except...(rolls 18).
  DM: Except you hear a deep, low growl and the
  sound of something large pushing through the woods.
  A bear, perhaps. And it's coming right for you.
  Clanda: Damn it, Chansi, I knew that stew would
  attract attention. I shake everyone awake, fast.
  False Alerts
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 26: short rest
  99
  
  Magic can be a great help to travelers crossing the
  dangerous wilds of the world, providing light, heat, and
  supplies when needed the most.
  Below are some spells that may prove useful during
  your time in camp and some of their potential beneﬁts:
  When used to protect the camp, this spell grants the
  lookout advantage on any perception checks made to
  detect intruders.
  This spell can be used to generate 1 automatic success
  when setting up camp, assuming there is ﬂammable
  material around with which to build a long-term ﬁre.
  One use of this spell can heal 3 hunger and 3 thirst from
  up to 15 creatures. As a magical consumable, a creature
  gains this beneﬁt only once per day.
  One use of this spell can ﬁll up to 5 waterskins (a total of
  25 water rations). For each spell slot above 1st-level, you
  can ﬁll another 5 waterskins.
  A goodberry heals 1 hit point and 1 hunger when eaten.
  As a magical consumable, a creature gains this beneﬁt
  only once per day.
  One use of this spell can heal 6 hunger and 6 thirst from
  up to 12 creatures. As a magical consumable, a creature
  gains this beneﬁt only once per day.
  When used to protect the camp, this spell grants the
  lookout an automatic success on their activity checks in
  addition to its other beneﬁts.
  The hound grants you advantage on any perception
  checks made to detect intruders.
  If you are using the Survival Conditions rules (p86),
  some of these camping activities can provide additional
  beneﬁts and improve certain character conditions:
  The adventuring life is a stressful business, but a little
  downtime around a roaring ﬁre can help you to unwind.
  If you are using the Stress rules (p89), camp activities
  can aﬀect your Stress levels. When you make a camping
  activity check, the following also applies to your result:
  Some camp activities—such as those listed below—have
  additional Stress-related eﬀects depending on whether
  you succeed or fail.
  If you successfully cook a meal (stretched rations / hot
  meal) or brew some drinks (balm / restorative), you heal
  a minor amount of Stress from everyone you serve.
  If you successfully secure the camp, you heal a minor
  amount of Stress from everyone. If you fail, however,
  everyone instead gains a minor amount of Stress.
  In addition, if an intruder slips past your guard during
  the night, you gain a moderate amount of Stress.
  If you perform well, you heal a minor amount of Stress
  from everyone that is listening to you perform.
  If you win a game, you heal a moderate amount of
  Stress. If you lose (or tie), you heal a minor amount.
  If you get some undisturbed sleep, you heal a major
  amount of Stress. If your sleep is restless, broken, or
  interrupted by an intruder, you instead gain a moderate
  amount of Stress.
  DM: As you stand watch for the night, Viridian, you
  hear a noise in the distance. For a moment, it sounds
  like laughter. Roll perception.
  Viridian: Eugh, these spooky woods...(rolls 8).
  DM: The laughter grows louder. What do you do?
  Viridian: Uuuuuuh I wake everyone up of course—
  I'm not fighting this thing alone.
  DM: You shake everyone awake. After a tense
  minute, Clanda realizes what the sound is—it's just a
  barred owl calling out in the night, nothing more.
  Clanda: Are you kidding me, Viridian.
  Useful Magic Spells
  Alarm
  Create Bonfire
  Create Food & Water
  Create or Destroy Water
  Goodberry
  Heroes' Feast
  Leomund's Tiny Hut
  Mordenkainen's Faithful Hound
  Variant: Conditions
  Eating: If you eat a hot meal, you heal 2 hunger.
  Drinking: If you drink a restorative, you heal 2 thirst.
  Sleeping: If you sleep undisturbed, you heal 3 fatigue.
  •
  •
  •
  Viridian eats a portion of a hot meal cooked by Chansi.
  He regains one spent hit die and heals 2 hunger.
  Variant: Stress
  Success: You heal a minor amount of Stress.
  Failure: You gain a minor amount of Stress.
  •
  •
  Valiant tries to create some bandages from an old
  shirt. He rolls 18—a success. He gains 3 bandages and
  heals a minor amount of Stress.
  Cook Food / Brew Drinks
  Be the Lookout
  Play Music / Tell a Story
  Play a Game
  Sleeping
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 26: short rest
  100
  
  Long Rest
  E
  ���������, �������� ����� �� ���� ����—
  home is where the heart is. A place to put your
  feet up, reﬂect on your recent adventures, and
  prepare for adventures yet to come.
  This chapter deﬁnes the long rest period and activities
  you might pursue during your downtime.
  A long rest is a period of extended downtime, at least 1
  week long, in which your character performs downtime
  activities and pursues their own interests. This is your
  life between adventures—a chance to slow down, explore
  the setting, and mingle with NPCs in relative safety.
  Follow these 6 steps for each week of rest:
  1. Sell loot: Trade in any loot and treasure—gemstones,
  paintings, ﬁne goblets—gained on your adventures
  and gain gold and experience.
  2. Choose lifestyle: Choose your quality of lifestyle for
  the week—wretched, squalid, poor, modest,
  comfortable, wealthy, or aristocratic. You'll usually
  need to pay for this upfront.
  3. Choose primary activity: Choose your primary
  downtime activity and pay any relevant costs.
  4. Hear rumors: While resting, your adventuring party
  learns of three rumors. Some of these rumors may be
  false, or only mostly true—you'll have to investigate
  further to see for yourself.
  5. Perform secondary activities: You can do 2 other
  small, secondary activities during your week—meet
  someone, go shopping, relieve some stress, etc.
  6. Settle up: It's the end of the week—gain the result of
  your primary activity (level up, wages, information,
  etc) and check to see if your wounds and Aﬄictions
  recover. If you have any outstanding debts, settle up.
  Sanctuary
  To begin a long rest, you must be in a sanctuary of some
  kind—such as a village, town, or city. Sleeping outside in the
  wilds or by a dungeon isn't restful enough for a full recovery.
  If you found any valuables on your adventure—precious
  gemstones, golden goblets, ﬁne paintings—you can sell
  them at the start of your long rest.
  Some valuables may be too exotic for the average
  merchant to buy—magic items, archaeological tablets,
  cursed rings—and you'll need to spend your week
  searching for a suitable buyer.
  Taking a Long Rest
  Viridian, Valiant, and Clanda finally reach the gates of
  Darrowmore. They're looking forward to a well-earned
  rest and plan to stay in town for one week.
  Between them, they carry 45 gp of recently-
  recovered treasure from the Elsewood—this rewards
  each of them with 150 XP (450 XP total).
  They all choose a comfortable lifestyle for the week
  ahead while they pursue their own activities in town:
  Valiant does some charity work at his church, Clanda
  begins training for her next level up, and Viridian tries
  to sell a sort-of-cursed magic item.
  1. Sell Loot
  Viridian has a cursed and not-entirely-lawful dagger he
  wishes to get rid of—for a small profit. He must spend
  a week looking for a buyer on the quiet.
  27
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 27: long rest
  101
  
  Lifestyle Qualities
  Lifestyle
  Cost per
  Week (GP)
  Maximum
  Hit Points
  Starting
  Hit Dice
  Hunger
  Thirst
  Fatigue
  Wretched
  0
  50%
  0
  Starving
  Dehydrated
  Barely awake
  Squalid
  0.5
  50%
  25%
  Ravenous
  Dry
  Very sleepy
  Poor
  1.5
  75%
  50%
  Hungry
  Thirsty
  Sleepy
  Modest
  8
  100%
  75%
  Peckish
  Parched
  Tired
  Comfortable
  15
  100%
  100%
  Ok
  Ok
  Ok
  Wealthy
  30
  110%
  100%
  Well-fed
  Refreshed
  Well-rested
  Aristocratic
  70+
  120%
  100%
  Stuffed
  Quenched
  Energised
  Your lifestyle determines the level of comfort you live in
  during your week and the types of people you'll be
  surrounded by—if you aim to meet nobles and other
  aristocrats, you'll need to support an expensive lifestyle.
  The Lifestyle Conditions table shows the lifestyle cost
  for an adventurer in gold pieces per week, and the
  condition it leaves you in at the end of the week.
  The lifestyle costs above assume that you are renting
  your living quarters—inns and taverns, while convenient
  for travelers, are not cheap. But sometimes a character
  comes to own property that oﬀers a particular lifestyle—a
  poor farmhouse, a modest hut, an aristocratic mansion—
  either by buying one, building one, inheriting one, or
  being rewarded with one.
  If you own the property you're staying in, the cost for
  that lifestyle quality is halved—however, you still pay the
  full expense for any other lifestyle.
  If you own property, you must pay 50% of the lifestyle
  cost to maintain it each week—whether you use it or not.
  If you rent it out to other occupants, it generates an
  income of equivalent value instead.
  Your lifestyle has a major impact on your physical health.
  Once you complete a long rest, update your maximum
  hit points and starting hit dice to match your lifestyle.
  During your long rest, you'll have time to pursue a
  primary interest. This is the main focus of your week and
  something you spend roughly half of each day on, leaving
  a quarter-day for sleep and a quarter for miscellaneous
  activity—shopping, eating, basic socializing, etc.
  You only have time to perform one primary activity per
  week. Choose one from the suggestions below, or
  discuss one with your DM.
  Activities
  Specific rules and advice for some primary activities are
  covered in the Dungeon Master's Guide (p128-131) and
  Xanathar's Guide to Everything (p123-134).
  2. Choose your Lifestyle
  After a long trek through the wild Elsewood, Clanda
  decides she wants to relax in wealthy comfort—a soft
  bed, a hot bath, and a servant to bring fine food and
  pour finer wine.
  She finds the most expensive inn in town, pours 30
  gold pieces on the bar, and spends the week sipping
  wine and reading books in peace.
  Renting vs Owned Property
  Viridian has inherited a small but modest house from a
  dead relative. To live a modest lifestyle, Viridian now
  needs to pay only 50% of the normal cost each week
  —a total of 4 gp per week—if he uses the house.
  If he wanted to live a different quality of life—for
  example, wealthy or aristocratic—he would still need
  to pay the full amount for that lifestyle each week.
  Viridian must pay 4gp each week to maintain his
  modest house, whether he uses it or not. As he prefers
  to live in comfortable finery, Viridian rents out the
  house to a small family and it now provides an income
  of 4gp each week—a small offset to his 15-gp-a-week
  comfortable lifestyle costs.
  Maximum Hit Points & Hit Dice
  At the end of her week of wealthy rest, Clanda updates
  her conditions and increases her maximum hit points
  to 110% of the normal, unmodified amount.
  3. Pick a Primary Activity
  Work for Coin
  Work for Renown
  Spread Rumors
  Find a Rare Merchant
  Sell an Exotic Item
  Craft an Item
  Learn a Tool
  Research
  •
  •
  •
  •
  •
  •
  •
  •
  Training
  Carouse & Socialise
  Rest & Relaxation
  Volunteer Work
  Criminal Activity
  Run a Business
  Perform a Service
  Learn a Language
  •
  •
  •
  •
  •
  •
  •
  •
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 27: long rest
  102
  
  Your activity has a small chance of generating a
  complication that may make life more diﬃcult—hurting
  yourself working, oﬀending a lord while carousing,
  damaging a priceless book while researching.
  At the end of each week, roll a d10—on a 1, something
  unfortunate happens as a result of your activities.
  During a long rest, the party picks up three interesting
  rumors as they go about their business—adventure
  hooks, plot developments, or even misinformation. This
  is a good opportunity to ﬂesh out the world and show
  some reactions to the party's past adventures.
  A secondary activity is something that only takes a short
  amount of time to do, from a few hours to a whole day.
  During a week of long rest, you have enough spare
  time to do two secondary activities. Choose them from
  the suggestions below, or discuss one with your DM:
  At the end of your week, settle up your debts and reap
  any rewards from your primary activity. Check to see if
  any of your long-term wounds or injuries have healed,
  and start preparing for your next adventure.
  If you are using the Stress rules, completing a long rest
  automatically resets your Stress level to 0. You may also
  pay gold to make an Aﬄiction Removal check if you have
  not already rolled one this week.
  If you need some ideas for rumors about town, roll on
  the table below or use your own rumor generator.
  Random Rumors
  d100
  Rumor
  01-07
  Some wierdo's stealing tombstones from the
  graveyard. The dead won't like that.
  08-14
  There's been a lot of crows around town lately. They
  ain't fond at all of clerics, I tells you.
  15-21
  A young kid went missing while playing out by the
  well. Best stay away from that well, it's cursed.
  22-28
  There's something evil buried beneath this town,
  and it's taken all my teeth!
  29-35
  Two travelers went missing one night, and Old Man
  Mergo's got two new scarecrows in his field...
  36-42
  The new neighbors are friendly, but a little weird.
  Y'know, I've never seen them out in the sun.
  43-49
  A warlock turned me into a newt! ...I got better.
  50-56
  Guards arrested a man the other night for trying to
  kill his wife. Mad fool thinks she's a changeling...
  57-63
  The local lord's birthday is coming up soon and
  there's gonna be a huge party—invite only.
  64-70
  There's a giant spider out in the woods. Weird thing
  is, they say she's guarding a little boy...
  71-77
  I don't know what the butcher's putting in his new
  sausages, but they're delicious. I can't stop eating.
  78-84
  One of the guards was found dead in his bed the
  other day. He had this awful grin on his face...
  85-91
  That farmer's kid that got bit by the wolf—you
  reckon he's gonna turn at the moon?.
  92-98
  I don't trust that new priest, always licking his lips.
  Activity Complications
  While trying to sell his cursed dagger, Viridian rolls a 1
  on the Complication check. He attracts some
  unwanted attention—a religious merchant who
  threatens to report the tiefling to the guards. Unless,
  that is, Viridian performs a small service to the church
  and recovers a recently stolen sacred book...
  4. Hear Three Rumors
  During their week in Darrowmore, the party learns of
  three rumors around town:
  1. An old cleric stole a necromantic tome and
  disappeared into the Marrowmaw.
  2. A griffin was seen flying a few miles south of town.
  3. Three heroes recently left to purge a nearby mimic
  nest—none have returned.
  5. Two Secondary Activities
  Meet Someone: Arrange or attend a meeting with a
  person, group, or faction in town.
  Trade Gear: Buy and sell some mundane gear and
  equipment from merchants around town.
  Investigate Rumor: Spend some time investigating a
  rumor to see if it's actually true.
  Update Financial Commitments: If you have any
  ﬁnancial commitments—investments, properties,
  business, etc—you can spend some time making basic
  changes to them.
  •
  •
  •
  •
  Viridian wants to do some minor work on his modest
  home to—eventually—upgrade it to a comfortable
  lifestyle quality. He spends one secondary activity
  looking for craftsmen to fix the leaking roof.
  6. Settle Up
  Viridian, Chansi, and Clanda begin to wrap up their
  affairs in town. There's a big reward out for the return
  of the necromantic tome, and so—after hunting down
  some leads on the old cleric and the dangerous
  Marrowmaw—the three prepare to leave Darrowmore
  for their next wild adventure.
  Variant: Stress
  Random Rumors
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 27: long rest
  103
  
  Leveling Up
  Y
  ��� ��������� ����� ���������� �� ����� ��
  active force—making new discoveries, overcoming
  great obstacles, and helping to change the world
  (for good or for ill). With enough experience, your
  character can open up pathways to greater power,
  knowledge, and inﬂuence.
  Such power comes at a cost, however, requiring time
  and eﬀort to unlock. This chapter sets out rules for
  training and mentors.
  Once you've gained enough experience, you can begin
  training to improve your abilities and unlock new heights
  of power. Through experimentation with your new-found
  knowledge—practicing new techniques, developing new
  spells, channeling new power—you can spend your
  experience points to gain a level.
  But training is not easy or cheap. In addition to the
  experience, you'll also need:
  1. A mentor: someone to help guide you in your craft—
  an old druid, a drunken monk, a retired ﬁghter.
  2. Facilities: a place in which to practice your skills—a
  training ground, a wizard's tower, a druid's grove.
  3. Gold: coin to pay for your training expenses—research
  books, exotic components, hirelings, new tools,
  special weapons, extra facilities.
  Time is Money, Friend
  Using these training costs will naturally slow down the pace
  of your game world—it will take a character a minimum of
  100 weeks and 41,743 gp to train from level 1 to level 20.
  Make sure your campaign setting can accommodate this
  pace so that your characters have enough downtime to train.
  To see how long you need to train per level, and how
  much it will cost you, check the Training Time & Costs
  table below. These costs don't cover your regular living
  expenses—you'll need to cover those separately, so make
  sure to keep enough coin spare.
  Training Time & Costs
  Level
  Total
  Weeks
  GP per
  Week
  0-1
  1
  10
  1-2
  1
  15
  2-3
  1
  20
  3-4
  2
  15
  4-5
  2
  20
  5-6
  3
  25
  6-7
  3
  35
  7-8
  4
  37
  8-9
  4
  55
  9-10
  5
  64
  Level
  Total
  Weeks
  GP per
  Week
  10-11
  5
  94
  11-12
  6
  115
  12-13
  6
  165
  13-14
  7
  202
  14-15
  7
  295
  15-16
  8
  370
  16-17
  8
  536
  17-18
  9
  687
  18-19
  9
  990
  19-20
  10
  1,280
  You don't have to complete your training in one unbroken
  block—you can pause it to go adventuring and resume
  your training again from where you left oﬀ once you have
  some free time.
  Once you've ﬁnished your training, you gain a level and
  all its features. Don't use the ﬁxed value for your new hit
  points—roll this using the appropriate die. You may
  choose your other leveling perks as usual.
  Training
  Training Costs
  Leveling Up
  28
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 28: leveling up
  104
  
  If your campaign moves at a faster pace, use the Faster
  Training variant and reduce the training time
  requirement from weeks to days. The gold costings,
  likewise, are changed from per week to per day.
  With this variant, training from 3rd-level to 4th-level
  takes 2 days instead of 2 weeks—but still costs the
  character a total of 30 gp to complete.
  A mentor is someone who helps your character to grow
  and develop. While they may not be as powerful or
  inﬂuential as you, they have both expertise and insight
  that can help unlock your character's true potential.
  First, you must ﬁnd a mentor. This is usually an NPC
  related to your class in some fashion—often old or retired
  adventurers looking to pass on their wisdom to a new
  generation (or whoever has coin to spare). Asking
  around town is a good start, though some mentors may
  live in dangerous or inaccessible areas.
  Once you have found someone, you then need to
  convince them that you should be trained. This may not
  always be straight-forward—mentors are NPCs and, like
  all NPCs, they have wants and needs:
  Whatever the reason, you'll need to ﬁnd a way to get this
  NPC on your side before they will become a mentor.
  Mentor Level Limitations
  As a DM, you may decide that a mentor can only train a
  character up to a particular level—beyond this, a new, more
  experienced mentor will have to be found.
  This is a good way to motivate characters to travel around
  your world. But be clear when a mentor has level restrictions
  —characters should have a chance to find a replacement.
  If you're unsure how a mentor may respond to a
  character's request for training, roll on the Mentor
  Reponses table to see if they refuse and for what reason.
  Mentor Responses
  d12
  Response
  01-06
  Yes, I will train you.
  07
  No, I'm far too busy with something.
  08
  No, you must first prove yourself.
  09
  No, I gave that up a long time ago...
  10
  No, I don't trust you.
  11
  No, my secrets are my own.
  12
  No, I can't without my equipment.
  If an NPC refuses to mentor a character, there may be an
  opportunity to change their mind. Depending on the
  circumstances, this could require a social skill challenge,
  a combat, a bribe, or an adventure to resolve.
  Sometimes, a mentor is not around when you need them
  —they might be travelling out of town, or pre-occupied
  with important business, or sick, or even dead. Like all
  NPCs, mentors have lives to lead. You can't train without
  a mentor, so keep an eye on their schedule.
  If your campaign setting doesn't put a particular focus on
  NPCs, mentors may not be suitable for your game—
  consider using locations instead.
  Like mentors, locations allow characters to train and
  level up—and as places in the world, they can be the
  setting of small adventures or quest hooks.
  Valiant returns to Darrowmore with enough XP to
  being leveling up to 4th-level—a process that will cost
  him 30 gp and take 2 full weeks to complete.
  After completing two weeks of study with Bishop
  Vendicus at Unity Spire, Valiant—now 4th-level—joins
  Clanda and Chansi on an expedition to the Deepmarsh.
  Variant: Faster Training
  Mentors
  Getting a Mentor
  Magister Ilirio has had his spellbook stolen by the
  Thieves Guild—he needs it returned.
  Prell's wife lies ill with a mysterious sickness—Prell
  wants her wife cured before she can focus on training.
  Ilmarin doesn't like strangers, and doesn't like you.
  •
  •
  •
  DM: The old bard sits alone at the bar, hunched over
  an empty mug. What do you do?
  Viridian: I join him at the bar, excited. "Damarast
  Vermost, you're a legend in these parts!"
  DM: The old man looks aside at you and nods.
  "Once," he says quietly, "in ages past".
  Viridian: I need your help, old man. I can't make
  sense of the songs in my head—I need your wisdom.
  DM: The bard looks down at his hands, both crippled
  with age. "I can't. I gave up that life a long time ago."
  Mentor Responses
  Absent Mentors
  Variant: Locations
  The small town of West Drenvil features an old,
  disused mage tower. Though in disrepair, the tower
  itself has a few basic facilities and spellbooks—
  enough for any wizard or sorcerer to use in their
  training as they level up from 2nd-level to 5th-level.
  Rumor has it that a dangerous wraith haunts the old
  tower—a wraith that will need to be dealt with first
  before any serious study can begin.
  patreon.com/giffyglyph | /r/darkerdungeons5e
  chapter 28: leveling up
  105
  
  APPENDICIES
  APPENDICIES
  APPENDICIES
  APPENDICIES
  APPENDICIES
  The Extras
  The Extras
  The Extras
  The Extras
  The Extras
  A Random Tables
  Random Tables
  Random Tables
  Random Tables
  Random Tables
  p107
  p107
  p107
  p107
  p107
  A collection of random tables.
  B FAQ
  FAQ
  FAQ
  FAQ
  FAQ
  p111
  p111
  p111
  p111
  p111
  Frequently asked questions.
  C Sheets & Trackers
  Sheets & Trackers
  Sheets & Trackers
  Sheets & Trackers
  Sheets & Trackers
  p114
  p114
  p114
  p114
  p114
  Character sheets, trackers, and reference pages.
  D What Next?
  What Next?
  What Next?
  What Next?
  What Next?
  p131
  p131
  p131
  p131
  p131
  Find other Giffyglyph material and supplements.
  
  Random Tables
  Artisan's Tools
  01-05
  Alchemist's suppl…
  06-10
  Brewer's supplies
  11-15
  Calligrapher's sup…
  16-20
  Carpenter's tools
  21-25
  Cartographer's to…
  26-30
  Cobbler's tools
  31-35
  Cook's utensils
  36-40
  Glassblower's tools
  41-45
  Jeweler's tools
  46-50
  Leatherworker tools
  51-55
  Mason's tools
  56-60
  Painter's tools
  61-65
  Potter's tools
  66-70
  Smith's tools
  71-75
  Tinker's tools
  76-80
  Weaver's tools
  81-85
  Woodcarver's tools
  Gaming Set
  01-25
  Dice
  26-50
  Dragonchess
  51-75
  Playing cards
  76-00
  Three-Dragon Ante
  Language, Basic
  01-12
  Common
  13-24
  Dwarvish
  25-36
  Elvish
  37-48
  Giant
  49-60
  Gnomish
  61-72
  Goblin
  73-84
  Halfling
  85-96
  Orc
  Language, Exotic
  01-12
  Abyssal
  13-24
  Celestial
  25-36
  Draconic
  37-48
  Deep Speech
  49-60
  Infernal
  61-72
  Primordial
  73-84
  Sylvan
  85-96
  Undercommon
  Instrument
  01-10
  Bagpipes
  11-20
  Drum
  21-30
  Dulcimer
  31-40
  Flute
  Instrument (C)
  41-50
  Lute
  51-60
  Lyre
  61-70
  Horn
  71-80
  Pan Flute
  81-90
  Shawm
  91-00
  Viol
  Skills
  01-05
  Acrobatics
  06-10
  Animal Handling
  11-15
  Arcana
  16-20
  Athletics
  21-25
  Deception
  26-30
  History
  31-35
  Insight
  36-40
  Intimidation
  41-45
  Investigation
  46-50
  Medicine
  51-55
  Nature
  56-60
  Perception
  61-65
  Performance
  66-70
  Persuasion
  71-75
  Religion
  76-80
  Sleight of Hand
  81-85
  Stealth
  86-90
  Survival
  Favoured Enemy
  01-07
  Aberrations
  08-14
  Beasts
  15-21
  Celestials
  22-28
  Constructs
  29-35
  Dragons
  36-42
  Elementals
  43-49
  Fey
  50-56
  Fiends
  57-63
  Giants
  64-70
  Humanoids
  71-77
  Monstrosities
  78-84
  Oozes
  85-91
  Plants
  92-98
  Undead
  Natural Explorer
  01-12
  Arctic
  13-24
  Coast
  25-36
  Desert
  37-48
  Forest
  49-60
  Grassland
  61-72
  Mountain
  73-84
  Swamp
  85-96
  Underdark
  Proficiencies
  Features
  A
  patreon.com/giffyglyph | /r/darkerdungeons5e
  appendix a: random tables
  107
  
  Draconic Ancestry
  01-10
  Black
  11-20
  Blue
  21-30
  Brass
  31-40
  Bronze
  41-50
  Copper
  51-60
  Gold
  61-70
  Green
  71-80
  Red
  81-90
  Silver
  91-00
  White
  Dwarven Tools
  01-33
  Smith's tools
  34-66
  Brewer's supplies
  67-99
  Mason's tools
  Barbarian
  01-16
  Animal Handling
  17-32
  Athletics
  33-48
  Intimidation
  49-64
  Nature
  65-80
  Perception
  81-96
  Survival
  Cleric
  01-20
  History
  21-40
  Insight
  41-60
  Medicine
  61-80
  Persuasion
  81-00
  Religion
  Cleric, Knowledge
  01-25
  Arcana
  26-50
  History
  51-75
  Nature
  76-00
  Religion
  Cleric, Nature
  01-33
  Animal Handling
  34-66
  Nature
  67-99
  Survival
  Druid
  01-12
  Arcana
  13-24
  Animal Handling
  25-36
  Insight
  37-48
  Medicine
  49-60
  Nature
  61-72
  Perception
  73-84
  Religion
  85-96
  Survival
  Fighter
  01-12
  Acrobatics
  13-24
  Animal Handling
  25-36
  Athletics
  37-48
  History
  49-60
  Insight
  61-72
  Intimidation
  73-84
  Perception
  85-96
  Survival
  Monk
  01-16
  Acrobatics
  17-32
  Athletics
  33-48
  History
  49-64
  Insight
  65-80
  Religion
  81-96
  Stealth
  Paladin
  01-16
  Athletics
  17-32
  Insight
  33-48
  Intimidation
  49-64
  Medicine
  65-80
  Persuasion
  81-96
  Religion
  Ranger
  01-12
  Animal Handling
  13-24
  Athletics
  25-36
  Insight
  37-48
  Investigation
  49-60
  Nature
  61-72
  Perception
  73-84
  Stealth
  85-96
  Survival
  Rogue
  01-09
  Acrobatics
  10-18
  Athletics
  19-27
  Deception
  28-36
  Insight
  37-45
  Intimidation
  46-54
  Investigation
  55-63
  Perception
  64-72
  Performance
  73-81
  Persuasion
  82-90
  Sleight of Hand
  91-99
  Stealth
  Sorcerer
  01-16
  Arcana
  17-32
  Deception
  33-48
  Insight
  49-64
  Intimidation
  65-80
  Persuasion
  81-96
  Religion
  Warlock
  01-14
  Arcana
  15-28
  Deception
  29-42
  History
  43-56
  Intimidation
  57-70
  Investigation
  71-84
  Nature
  85-98
  Religion
  Wizard
  01-16
  Arcana
  17-32
  History
  33-48
  Insight
  49-64
  Investigation
  65-80
  Medicine
  81-96
  Religion
  Bard, Cantrips
  01-08
  Blade Ward
  09-16
  Dancing Lights
  17-24
  Friends
  25-32
  Light
  Bard, Cantrips (C)
  33-40
  Mage Hand
  41-48
  Mending
  49-56
  Message
  57-64
  Minor Illusion
  65-72
  Prestidigitation
  73-80
  Thunderclap
  81-88
  True Strike
  89-96
  Vicious Mockery
  Bard, 1st Level
  01-04
  Animal Friendship
  05-08
  Bane
  09-12
  Charm Person
  13-16
  Comprehend Lan…
  17-20
  Cure Wounds
  21-24
  Detect Magic
  25-28
  Disguise Self
  29-32
  Dissonant Whispers
  33-36
  Earth Tremor
  37-40
  Faerie Fire
  41-44
  Feather Fall
  45-48
  Healing Word
  49-52
  Heroism
  53-56
  Identify
  57-60
  Illusory Script
  61-64
  Longstrider
  65-68
  Silent Image
  69-72
  Sleep
  73-76
  Speak with Animals
  77-80
  Tasha's Hideous L…
  81-84
  Thunderwave
  85-88
  Unseen Servant
  Cleric, Cantrips
  01-11
  Guidance
  12-22
  Light
  23-33
  Mending
  34-44
  Resistance
  45-55
  Sacred Flame
  56-66
  Spare the Dying
  67-77
  Thaumaturgy
  78-88
  Toll the Dead
  89-99
  Word of Radiance
  Class Skills
  Spells
  patreon.com/giffyglyph | /r/darkerdungeons5e
  appendix a: random tables
  108
  
  Cleric, 1st Level
  01-06
  Bane
  07-12
  Bless
  13-18
  Ceremony
  19-24
  Command
  25-30
  Create or Destroy …
  31-36
  Cure Wounds
  37-42
  Detect Evil & Good
  43-48
  Detect Magic
  49-54
  Detect Poison & …
  55-60
  Guiding Bolt
  61-66
  Healing Word
  67-72
  Inflict Wounds
  73-78
  Protection from E…
  79-84
  Purify Food & Drink
  85-90
  Sanctuary
  91-96
  Shield of Faith
  Druid, Cantrips
  01-05
  Control Flames
  06-10
  Create Bonfire
  11-15
  Druidcraft
  16-20
  Frostbite
  21-25
  Guidance
  26-30
  Gust
  31-35
  Infestation
  36-40
  Magic Stone
  41-45
  Mending
  46-50
  Mold Earth
  51-55
  Poison Spray
  56-60
  Primal Savagery
  61-65
  Produce Flame
  66-70
  Resistance
  71-75
  Shape Water
  76-80
  Shillelagh
  81-85
  Thorn Whip
  86-90
  Thunderclap
  Druid, 1st Level
  01-04
  Absorb Elements
  05-08
  Animal Friendship
  09-12
  Beast Bond
  13-16
  Charm Person
  17-20
  Create or Destroy …
  21-24
  Cure Wounds
  25-28
  Detect Magic
  Druid, 1st Level (C)
  29-32
  Detect Poison & …
  33-36
  Earth Tremor
  37-40
  Entangle
  41-44
  Faerie Fire
  45-48
  Fog Cloud
  49-52
  Goodberry
  53-56
  Healing Word
  57-60
  Ice Knife
  61-64
  Jump
  65-68
  Longstrider
  69-72
  Purify Food & Drink
  73-76
  Snare
  77-80
  Speak with Animals
  81-84
  Thunderwave
  Paladin, 1st Level
  01-06
  Bless
  07-12
  Ceremony
  13-18
  Command
  19-24
  Compelled Duel
  25-30
  Cure Wounds
  31-36
  Detect Evil & Good
  37-42
  Detect Magic
  43-48
  Detect Poison & …
  49-54
  Divine Favour
  55-60
  Heroism
  61-66
  Protection from E…
  67-72
  Purify Food & Drink
  73-78
  Searing Smite
  79-84
  Shield of Faith
  85-90
  Thunderous Smite
  91-96
  Wrathful Smite
  Ranger, 1st Level
  01-05
  Absorb Elements
  06-10
  Alarm
  11-15
  Animal Friendship
  16-20
  Beast Bond
  21-25
  Cure Wounds
  26-30
  Detect Magic
  31-35
  Detect Poison & …
  36-40
  Ensaring Strike
  41-45
  Fog Cloud
  46-50
  Goodberry
  51-55
  Hail of Thorns
  56-60
  Hunter's Mark
  Ranger, 1st Level (C)
  61-65
  Jump
  66-70
  Longstrider
  71-75
  Snare
  76-80
  Speak with Animals
  81-85
  Zephyr Strike
  Sorcerer, Cantrips
  01-04
  Acid Splash
  05-08
  Blade Ward
  09-12
  Chill Touch
  13-16
  Control Flames
  17-20
  Create Bonfire
  21-24
  Dancing Lights
  25-28
  Fire Bolt
  29-32
  Friends
  33-36
  Frostbite
  37-40
  Gust
  41-44
  Infestation
  45-48
  Light
  49-52
  Mage Hand
  53-56
  Mending
  57-60
  Message
  61-64
  Minor Illusion
  65-68
  Mold Earth
  69-72
  Poison Spray
  73-76
  Prestidigitation
  77-80
  Ray of Frost
  81-84
  Shape Water
  85-88
  Shocking Grasp
  89-92
  True Strike
  93-96
  Thunderclap
  Sorcerer, 1st Level
  01-04
  Absorb Elements
  05-08
  Burning Hands
  09-12
  Catapult
  13-16
  Charm Person
  17-20
  Chaos Bolt
  21-24
  Chromatic Orb
  25-28
  Color Spray
  29-32
  Comprehend Lan…
  33-36
  Detect Magic
  37-40
  Disguise Self
  41-44
  Earth Tremor
  45-48
  Expeditious Retreat
  Sorcerer, 1st Level (C)
  49-52
  False Life
  53-56
  Feather Fall
  57-60
  Fog Cloud
  61-64
  Ice Knife
  65-68
  Jump
  69-72
  Mage Armor
  73-76
  Magic Missile
  77-80
  Ray of Sickness
  81-84
  Shield
  85-88
  Silent Image
  89-92
  Sleep
  93-96
  Thunderwave
  97-00
  Witch Bolt
  Warlock, Cantrips
  01-06
  Blade Ward
  07-12
  Chill Touch
  13-18
  Create Bonfire
  19-24
  Eldritch Blast
  25-30
  Friends
  31-36
  Frostbite
  37-42
  Infestation
  43-48
  Mage Hand
  49-54
  Magic Stone
  55-60
  Minor Illusion
  61-66
  Poison Spray
  67-72
  Prestidigitation
  73-78
  Thunderclap
  79-84
  Toll the Dead
  85-90
  True Strike
  Warlock, 1st Level
  01-08
  Armor of Agathys
  09-16
  Arms of Hadar
  17-24
  Charm Person
  25-32
  Comprehend Lan…
  33-40
  Cause Fear
  41-48
  Expeditious Retreat
  49-56
  Hellish Rebuke
  57-64
  Hex
  65-72
  Illusory Script
  73-80
  Protection from E…
  81-88
  Unseen Servant
  89-96
  Witch Bolt
  patreon.com/giffyglyph | /r/darkerdungeons5e
  appendix a: random tables
  109
  
  Wizard, Cantrips
  01-04
  Acid Splash
  05-08
  Blade Ward
  09-12
  Chill Touch
  13-16
  Control Flames
  17-20
  Create Bonfire
  21-24
  Dancing Lights
  25-28
  Fire Bolt
  29-32
  Friends
  33-36
  Frostbite
  37-40
  Gust
  41-44
  Infestation
  45-48
  Light
  49-52
  Mage Hand
  53-56
  Mending
  57-60
  Message
  61-64
  Minor Illusion
  65-68
  Mold Earth
  69-72
  Poison Spray
  73-76
  Prestidigitation
  77-80
  Ray of Frost
  81-84
  Shape Water
  85-88
  Shocking Grasp
  89-92
  Thunderclap
  93-96
  Toll the Dead
  97-00
  True Strike
  Wizard, 1st Level
  01-02
  Absorb Elements
  03-04
  Alarm
  05-06
  Burning Hands
  07-08
  Catapult
  09-10
  Cause Fear
  11-12
  Charm Person
  13-14
  Chromatic Orb
  15-16
  Color Spray
  17-18
  Comprehend Lan…
  19-20
  Detect Magic
  21-22
  Disguise Self
  23-24
  Earth Tremor
  25-26
  Expeditious Retreat
  27-28
  False Life
  29-30
  Feather Fall
  31-32
  Find Familiar
  33-34
  Fog Cloud
  35-36
  Grease
  37-38
  Ice Knife
  Wizard, 1st Level (C)
  39-40
  Identify
  41-42
  Illusory Script
  43-44
  Jump
  45-46
  Mage Armor
  47-48
  Magic Missile
  49-50
  Protection from E…
  51-52
  Ray of Sickness
  53-54
  Shield
  55-56
  Silent Image
  57-58
  Sleep
  59-60
  Snare
  61-62
  Tasha's Hideous L…
  63-64
  Tenser's Floating …
  65-66
  Thunderwave
  67-68
  Unseen Servant
  69-70
  Witch Bolt
  CR 0
  01-04
  Baboon
  05-08
  Badger
  09-12
  Bat
  13-16
  Cat
  17-20
  Crab
  21-24
  Cranium Rat
  25-28
  Deer
  29-32
  Eagle
  33-36
  Frog
  37-40
  Giant Fire Beetle
  41-44
  Goat
  45-48
  Hawk
  49-52
  Hyena
  53-56
  Jackal
  57-60
  Lizard
  61-64
  Octopus
  65-68
  Owl
  69-72
  Quipper
  73-76
  Rat
  77-80
  Raven
  81-84
  Scorpion
  85-88
  Sea Horse
  89-92
  Spider
  93-96
  Vulture
  97-00
  Weasel
  CR 1/8
  01-09
  Blood Hawk
  10-18
  Camel
  19-27
  Flying Snake
  28-36
  Giant Crab
  37-45
  Giant Rat
  46-54
  Giant Weasel
  55-63
  Mastiff
  64-72
  Mule
  73-81
  Poisonous Snake
  82-90
  Pony
  91-99
  Stirge
  CR 1/4
  01-05
  Axe Beak
  06-10
  Boar
  11-15
  Constrictor Snake
  16-20
  Cow
  21-25
  Dimetrodon
  26-30
  Draft Horse
  31-35
  Elk
  36-40
  Giant Badger
  41-45
  Giant Bat
  46-50
  Giant Frog
  51-55
  Giant Lizard
  56-60
  Giant Owl
  61-65
  Giant Poisonous …
  66-70
  Giant Wolf Spider
  71-75
  Hadrosaurus
  76-80
  Panther
  81-85
  Pteranodon
  86-90
  Riding Horse
  91-95
  Velociraptor
  96-00
  Wolf
  CR 1/2
  01-12
  Ape
  13-24
  Black Bear
  25-36
  Crocodile
  37-48
  Giant Goat
  49-60
  Giant Sea Horse
  61-72
  Giant Wasp
  73-84
  Reef Shark
  85-96
  Warhorse
  CR 1
  01-09
  Brown Bear
  10-18
  Deinonychus
  19-27
  Dire Wolf
  28-36
  Giant Eagle
  37-45
  Giant Hyena
  46-54
  Giant Octopus
  55-63
  Giant Spider
  64-72
  Giant Toad
  73-81
  Giant Vulture
  82-90
  Lion
  91-99
  Tiger
  CR 2
  01-09
  Allosaurus
  10-18
  Aurochs
  19-27
  Giant Boar
  28-36
  Giant Constrictor …
  37-45
  Giant Elk
  46-54
  Hunter Shark
  55-63
  Plesiosaurus
  64-72
  Polar Bear
  73-81
  Rhinoceros
  82-90
  Quetzalcoatlus
  91-99
  Saber-toothed Tiger
  CR 3
  01-33
  Ankylosaurus
  34-66
  Giant Scorpion
  67-99
  Killer Whale
  CR 4
  01-50
  Elephant
  51-00
  Stegosaurus
  CR 5
  01-25
  Brontosaurus
  26-50
  Giant Crocodile
  51-75
  Giant Shark
  76-00
  Triceratops
  CR 6
  01-00
  Mammoth
  Wild Shape
  patreon.com/giffyglyph | /r/darkerdungeons5e
  appendix a: random tables
  110
  
  FAQ
  T
  ��� ������� ����� ���� ���������� �����
  questions regarding Darker Dungeons. If your
  question isn't answered here, do contact me.
  No. This an unoﬃcial compilation of house-rules for
  D&D 5e—rules that can be used to supplement material
  found in the PHB and DMG.
  I enjoy D&D, but—like all DM's—I like to run games my
  way. That means focusing on themes of exploration,
  danger, survival, and player-driven adventure. I think
  vanilla 5e is weak in some of these areas, so I've added
  features over time to expand on these themes.
  I wrote this handbook to compile all my house rules
  together in one place—it means I can get my rules peer-
  reviewed, and it helps players understand exactly the
  type of game I like to run so that there's no confusion.
  My group plays 5e predominantly, so it's easier to modify
  a system we're already enjoying. This way, we can also
  dip into all the other 5e homebrew lying around. Plus, I
  enjoy doing this kind of thing.
  There's a lot here, but you don't have to use it all at once
  —take whichever bits work best for your table and leave
  the rest. Consider trying out just a couple of features at a
  time if you're unsure.
  Note: While I've tried to write Darker Dungeons
  features to be modular, this hasn't always been possible.
  I'm in the process of decoupling these, but keep an eye
  out for interlink between modules you do/don't select.
  I ﬁnd random character generation exciting—I like not
  knowing what the character is until I've ﬁnished
  unwrapping it. There's no optimizing or strategizing, just
  roll a complete person and try to keep them alive.
  A fun by-product is that this ends up creating a much
  wider variety of characters at the table, as it prevents
  players falling into familiar tropes. Goliath barbarian?
  Hmm. Goliath wizard? Now you have my attention.
  Sure you might. But it's much more likely that you won't.
  Live a little—roll and play the hand you're dealt. If it's a
  bad hand, play smarter and go the distance.
  Note: This is something the group should agree on
  before anyone rolls for character stats. Maybe you all
  agree to use the result, no takebacks? Or maybe you all
  agree to reroll if anyone gets under X total points?
  Whatever the case, everyone should agree on the rules
  before rolls are made.
  If you hate the idea of random generation, absolutely
  don't use it at your table. Or try randomizing only small
  parts of character creation—race and class, for example,
  but not your ability scores.
  You don't always have to randomize a whole character
  —sometimes, just randomizing one aspect can be a fun
  exercise in itself.
  This is how I would randomly create a character, but feel
  free to use your own variants. Want to use 4d6? Want to
  roll class before background? Want to roll twice for race
  and pick between the two? Go ahead and do whatever's
  best for your table.
  Is this official material?
  Why make this?
  Why not play/mod something else?
  There are a lot of changes...
  Random characters?
  But I might get bad stats...
  But I hate random generation...
  But this method is stupid because of X...
  B
  patreon.com/giffyglyph | /r/darkerdungeons5e
  appendix b: faq
  111
  
  Some features use a mechanic known as Usage Dice
  (taken from the Black Hack rpg). Whenever you use a
  limited consumable (such as ammunition), you roll a
  usage die—if your roll is a 1 or 2 then the usage die
  shrinks one step. When you roll a 1 or 2 on a d4, the
  item is all used up.
  The larger the starting usage die, the more uses you'll get
  out of an item before it expires. The Usage Dice table
  shows the average number of times you can expect to
  roll a usage die before it's down to the very last use.
  Usage Dice
  Starting
  Size
  Average Uses
  d20
  30
  d12
  20
  d10
  14
  Starting
  Size
  Average Uses
  d8
  9
  d6
  5
  d4
  2
  Instead of rolling attacks against the players, I like letting
  players roll to defend because:
  1. I don't care about dice: I'm a lazy DM and I like to
  shunt more responsibility onto players when possible.
  Players love rolling dice, so it's a win/win for me.
  2. It's easy: There's no complicated math or monster
  changes—just a static +22 modiﬁer on the DM's side.
  3. It keeps players engaged: It makes players pay more
  attention to what's going on and keeps them engaged
  —they're not passively watching the DM roll ﬁve
  attacks, they're actively trying to avoid being hit. This
  ends up being much more dramatic for everyone.
  4. Improves player agency: It puts a character's fate in
  their own hands. If a character gets critically hit, I
  don't have to feel bad because they did the roll.
  5. It's fast: It doesn't slow the round down and you can
  quickly attack multiple characters at once.
  6. Players don't change any numbers: There's no need
  to change any numbers by default on a character
  sheet—AC and spellcasting DC stay exactly the same.
  Active Defense has worked out well at my table, and I
  deﬁnitely recommend trying it out at least once.
  I use a static +22 modiﬁer and not the +11/-8 modiﬁers
  found in the original Unearthed Arcana article. This is
  because the UA article is wrong and actually makes the
  players far more likely to succeed in their attacks.
  As an example, let's run through a scenario where
  Clanda is attacking an orc using Acid Orb. Clanda has a
  spellcasting DC of 13 and the orc has a Dexterity saving
  throw bonus of 1.
  Traditionally:
  With UA's +11/-8:
  But, with a static +22:
  As we can see, the UA modiﬁers make Clanda 15% more
  likely to succeed vs the RAW rules, whereas the static
  +22 retains the same chance of success.
  That's ﬁne. If you prefer the traditional system, stick with
  it—I'm not going to come in and take away your DM dice.
  Instead of the standard turn-order/queue-based initiative,
  I like to use Active Initiative for four main reasons:
  1. Better teamwork: Players can work together to chain
  their actions into big combo-attacks, using more
  elaborate tactics than they can do under standard
  initiative tracking.
  2. More communication: Players talk more when they
  have a clear opportunity to work together. More
  communication makes for a better game, IME.
  3. More attentive players: Players aren't stuck waiting
  for their turn to come up, they're actively watching for
  opportunities to jump in and act.
  4. It's easy: No dice or math—just say who goes next.
  This has worked out well at my table—but it's not for
  everyone. Some people prefer the familiarity of turn-
  based initiative, and that's ok.
  Yes, players have a slight edge because it's easier to
  chain actions together. But in my experience that's a
  good thing—players should be rewarded for working
  together, and it means the DM can risk using even more
  dangerous monsters.
  You get your turn when you win the initiative, someone
  passes over to you, you spend an inspiration point to
  interrupt, or you take damage and then interrupt.
  What are Usage Dice?
  d20 → d12 → d10 → d8 → d6 → d4 → 0
  Why use Active Defense?
  Is the math correct?
  The orc needs to roll 12 or more (45% chance) to save
  against spellcasting DC 13.
  Clanda's chance to succeed: 55%.
  •
  •
  The orc's saving throw becomes 12 (1 + 11).
  Clanda's spellcasting DC becomes 5 (13 - 8).
  Clanda needs to roll 7 or more (70% chance) to hit a
  saving throw of 12.
  Clanda's chance to succeed: 70%.
  •
  •
  •
  •
  The orc's saving throw becomes 23 (1 + 22).
  Clanda's spellcasting DC remains 13.
  Clanda needs to roll 10 or more (55% chance) to hit a
  saving throw of 23.
  Clanda's chance to succeed: 55%.
  •
  •
  •
  •
  But I like to roll attacks...
  Why use Active Initiative?
  Does this give players an advantage?
  When do I get my turn?
  patreon.com/giffyglyph | /r/darkerdungeons5e
  appendix b: faq
  112
  
  Changing long rests from 8 hours to a week is one of the
  simplest—yet most eﬀective—ways of changing the tone
  of your game.
  1. Fighters: Fighters are now much more valuable to a
  party. High-level magic becomes a precious resource,
  so having a ﬁghter around with Second Wind is
  extremely useful. Fighters should be great at ﬁghting,
  and a week-long rest period helps highlight this.
  2. Resources: Equipment is now much more important.
  Healing spells are rare—and casters can't change their
  prepared spells quickly—so characters really need to
  think about healing kits, potions, tools, supplies, etc.
  3. Risk: Combat is now always a risk. Even the smallest
  ﬁght has a chance of draining valuable supplies—hit
  dice, spell slots, food and water, etc. Combat has real
  consequences that can't be instantly recovered after a
  single night's sleep.
  4. Drama: Long-distance travel now has drama.
  Characters need to plan ahead so that their resources
  and spell-slots can last the whole trip, there and back
  again—you can't just burn through all your powerful
  spells in one day, sleep outside the dungeon to
  recover, then charge in fully-loaded.
  5. Time: World-pacing is much more realistic. Being
  forced to spend a week recovering gives the world
  time to react to what the characters are doing—NPCs
  and the world in general have an opportunity to
  change and develop.
  6. Investment: Players become naturally invested in the
  world. When recovery is hard, players start to think
  about the landscape—they'll hunt for shortcuts, chase
  rare teleportation circles, and spend time building
  strongholds out in the wilds so they have a place to
  rest without having to trek all the way back to town.
  7. Rituals: Rituals are now important—when spell-slots
  are hard to recover, rituals are an extremely valuable
  means of casting magic out in the wild without
  burning important resources.
  I highly recommend that, if you change only one thing for
  your game, you change the long rest period. It's the
  smallest change with the biggest impact.
  No, because we're not changing the expected number of
  encounters per adventure—the DM should still aim for
  the normal 6-8 encounters per long rest as mentioned in
  the DMG (p84).
  Changing the long-rest period means there is a longer
  recovery period at the end of an adventure, and that
  players have to more careful with their resources over
  the 8 encounters to ensure they don't run out too early—
  but it does not mean characters with long-rest abilities
  are unfairly handicapped.
  If your players just aren't comfortable with a week-long
  rest, or you want to keep your game timeline moving at a
  brisk pace, try using Safe Long Rests instead.
  Yes, as of v1.6. Unfortunately, I didn't own the artwork
  that I was using before and it wasn't viable to keep using
  that art in the long-term. Instead, I'm now trying to
  ﬁnalize a consistent look that I can apply to all my work.
  In the future I may look into commissioning custom
  artwork, but it's good to have a general style that doesn't
  depend on artwork—it means I can iterate on documents
  a little faster, which is a big help to me.
  No—this document was created using my own custom
  HTML/CSS/JS framework, not Homebrewery or GM
  Binder. Unfortunately, that means I (currently) don't have
  any common markdown to share for you to use in your
  own Homebrewery posts.
  Feel free to reference parts of this handbook in your own
  free homebrew if you like, with appropriate credit.
  However, please don't replicate it wholesale, or include
  my work in any for-sale variant.
  Not at the moment, no. I'm currently looking into this as
  a few people have requested a print copy. In the
  meantime, this project (and most of my other work) is
  released on Pay-What-You-Want terms.
  If this supplement has helped out your game and
  you'd like to support my work:
  Become a Patron
  Buy me a Coffee
  Contact Me
  Thanks for reading this! If you have any questions or
  feedback, you can DM me at /u/giffyglyph or @giffyglyph,
  email me at giffyglyph@gmail.com, or follow my other
  assorted works at www.giffyglyph.com. Thanks for reading!
  Why use week-long rests?
  Doesn't this penalize X class?
  Is there a compromise?
  Safe Long Rests: To take an 8-hour long rest, you must
  be in a sanctuary of some kind—such as a village,
  town, or city. Sleeping outside in the wilds isn't restful
  enough for your character to recharge their abilities.
  Did you change the art?
  Did you use Homebrewery?
  Can I copy bits of this?
  Can I buy a printed version?
  Patreon: Become a Patron (patreon.com/giﬀyglyph)
  to support this and my other projects.
  Ko-ﬁ: My Ko-ﬁ page (ko-ﬁ.com/giﬀyglyph) is always
  open to kind, one-oﬀ donations.
  Spread the Word: If you've enjoyed my work, a
  tweet/like/review/etc would be much appreciated.
  •
  •
  •
  patreon.com/giffyglyph | /r/darkerdungeons5e
  appendix b: faq
  113
  
  Sheets & Trackers
  T
  ��� ������� �������� � ������� �� ���������
  sheet templates, trackers, and reference pages to
  help you use this supplement in your campaign.
  Included with this supplement is a new 4-page character
  sheet which contains trackers for some features—such
  as fate, lingering wounds, stress, and survival conditions.
  A full page equipment tracker for players that need a
  little extra space. Use this to expand your existing
  inventory or to track equipment stored somewhere else.
  Alternatively, if you prefer to track your equipment
  using a Diablo-style grid layout, use the two grid-focused
  equipment sheets with the included sheet of cut-out tiles.
  A full page spellbook with space for more details of your
  spell collection. Use this sheet if you want to write out
  your spell powers in greater detail.
  Use the Time Tracker calendar pages to keep a log of
  your adventures and exploits. Included are three pages: a
  day tracker, a week tracker, and a month tracker.
  These calendars assume a simple 24-hour daily cycle
  and may require modiﬁcation if your campaign world
  runs on a diﬀerent clock.
  If you're taking a long journey, use the Journey Tracker to
  keep a neat record of what happened on the way.
  The Quick Reference compresses many of the core rules
  in this supplement into a handy three-page resource. Use
  this if you want to keep a rules shortcut close to hand.
  Campaign Compatibility
  These sheets have been created with the Darker Dungeons
  ruleset in mind, but you may find them suitable for other
  games and campaigns—even those that don't use any of this
  supplement's features. Mix-and-match these sheets as best
  suits your own particular game.
  Character Sheets
  Page 1: Your character's core details. This page
  includes space for you to write in some unique skills
  or limited class features/resources—spell points,
  rages, wild shapes, etc.
  Page 2: Your character's personality and equipment.
  This page includes blocks and trackers to help you
  manage your inventory and gear—including support
  for ammunition die and inventory slots.
  Page 3: Your character's condition and status. This
  page contains some exclusive Darker Dungeons
  features—wounds/injuries, stress, and survival
  conditions—as well as exhaustion and condition
  trackers. This page is optional, depending on your
  campaign rules.
  Page 4: Your character's magic spells. This page is
  only required if you are a spell caster.
  •
  •
  •
  •
  Equipment Tracker
  Spellbook
  Time Tracker
  Journey Tracker
  Quick Reference
  C
  patreon.com/giffyglyph | /r/darkerdungeons5e
  appendix c: sheets & trackers
  114
  
  CLASS & LEVEL
  BACKGROUND
  RACE
  ALIGNMENT
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  PROFICIENCY BONUS
  SAVING THROWS
  STR
  DEX
  CON
  INT
  WIS
  CHA
   
   
   
   
  SKILLS
  Acrobatics
  Animal Handling
  Arcana
  Athletics
  Deception
  History
  Insight
  Intimidation
  Investigation
  Medicine
  Nature
  Perception
  Performance
  Persuasion
  Religion
  Sleight of Hand
  Stealth
  Survival
   
   
   
   
   
  PROFICIENCIES & LANGUAGES
  Armor:
  Light
  Medium
  Heavy
  Shield
  Weapons:
  Simple
  Martial
   
   
   
   
   
   
   
   
  PASSIVE
  PERCEPTION
  SENSES
   
   
   
  ARMOR
  CLASS
  RESISTANCES & IMMUNITIES
   
   
   
  MAX
  HP
  HIT POINTS
  CURRENT
  TEMPORARY
  HIT DICE
  TOTAL
   
  USED
  TOTAL
   
  USED
   
   
  d6
  d8
   
   
   
   
  d10
  d12
   
   
  DEATH SAVE
  FAILURES
  INITIATIVE
  SPEED
  NORMAL
  OTHER
  EXPERIENCE
  TRAINING
  FATE
  INSPIRATION
  UNARMORED
  AC
  SPELLCASTING
  ABILITY
  SPELL SAVE
  DC
  SPELL ATTACK
  BONUS
  ACTIONS
  ACTION
  TYPE
  ATTACKS & SPELLCASTING
  ATTACK
  TO HIT
  DAMAGE & TYPE
  FEATURES & TRAITS
  LEVEL
  FEATURE/TRAIT
  DETAILS
  Giffyglyph's D&D 5e Character Sheet & Trackers v2.0
  
  APPEARANCE
  MEMORIES
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DETAILS
  Age
  Height
  Weight
  Distinguishing Feature
  Motivation
   
  Habit
  PERSONAL QUEST
   
   
   
  FAMILY
   
   
   
  PERSONALITY TRAITS
   
   
   
  IDEALS
   
   
   
  BONDS
   
   
   
  FLAWS
   
   
   
  ADDITIONAL NOTES
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  RATIONS
  WATERSKIN
  COPPER
  SILVER
  GOLD
  INVENTORY SLOTS
  ITEM CHARGES
  NAME
  5
  4
  3
  2
  1
  USAGE & AMMUNITION DIE
  NAME
  20 12 10
  8
  6
  4
  1
  EQUIPMENT
  SLOT
  ITEM
  QUANTITY
  NOTCHES
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  SLOT
  ITEM
  QUANTITY
  NOTCHES
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  Giffyglyph's D&D 5e Character Sheet & Trackers v2.0
  
  CONDITIONS
  BLINDED
  You can't see and automatically fail any ability check that
  requires sight. Attack rolls against you have advantage, and
  your Attack rolls have disadvantage.
  CHARMED
  You can't Attack the charmer or target the charmer with
  harmful Abilities or magical Effects. The charmer has
  advantage on any ability check to interact socially you.
  DEAFENED
  You can't hear and automatically fail any ability check that
  requires hearing.
  DYING
  You are incapacitated, can't move, and can speak only two
  words per round. You fall prone and drop whatever you're
  holding. You automatically fail Strength and Dexterity Saving
  Throws. Attack rolls against you have advantage. Any Attacks
  that hit you are criticals if the attacker is within 5 ft of you.
  FRIGHTENED
  You have disadvantage on Ability Checks and Attack rolls
  while the source of its fear is within your line of sight. You
  can't willingly move closer to the source of your fear.
  GRAPPLED
  Your speed becomes 0, and you can't benefit from any bonus
  to its speed. The condition ends if the Grappler is
  incapacitated. The condition also ends if an effect removes
  you from the reach of the Grappler or Grappling effect.
  INCAPACITATED
  You can't take Actions or reactions.
  INVISIBLE
  You are impossible to see without the aid of magic or a
  Special sense. For the purpose of Hiding, you are heavily
  obscured. Your location can be detected by any noise you
  make or any tracks you leave. Attack rolls against you have
  disadvantage, and your Attack rolls have advantage.
  PARALYZED
  You are incapacitated and can't move or speak. You
  automatically fails Strength and Dexterity Saving Throws.
  Attack rolls against you have advantage. Any Attack that hits
  you is a critical hit if the attacker is within 5 feet of you.
  PETRIFIED
  You are transformed, along with any nonmagical object you
  are wearing or carrying, into a solid inanimate substance.
  Your weight increases by a factor of ten, and you cease aging.
  You are incapacitated, can't move or speak, and are unaware
  of your surroundings. Attack rolls against you have advantage.
  You automatically fail Strength and Dexterity Saving Throws.
  You have Resistance to all damage. You are immune to
  poison and disease, although a poison or disease already in
  its system is suspended, not neutralized.
  POISONED
  You have disadvantage on Attack rolls and Ability Checks.
  PRONE
  Your only Movement option is to crawl, unless you stand up
  and thereby end the condition. You have disadvantage on
  Attack rolls. An Attack roll against you has advantage if the
  attacker is within 5 feet of you. Otherwise, the Attack roll has
  disadvantage.
  RESTRAINED
  Your speed becomes 0, and you can't benefit from any bonus
  to your speed. Attack rolls against you have advantage, and
  your Attack rolls have disadvantage. You have disadvantage
  on Dexterity Saving Throws.
  STUNNED
  You are incapacitated, can't move, and can speak only
  falteringly. You automatically fail Strength and Dexterity
  Saving Throws. Attack rolls against you have advantage.
  UNCONCIOUS
  You are incapacitated, can't move or speak, and are unaware
  of your surroundings. You drop whatever you're holding and
  fall prone. You automatically fail Strength and Dexterity
  Saving Throws. Attack rolls against you have advantage. Any
  Attack that hits you is a critical hit if the attacker is within 5
  feet of you.
  EXHAUSTION
  LEVEL
  EFFECT
  1
  Disadvantage on Ability Checks
  2
  Speed halved
  3
  Disadvantage on Attack rolls and Saving Throws
  4
  Hit point maximum halved
  5
  Speed reduced to 0
  6
  Death
  STRESS
  BREAKING POINTS
  20 Gain a new Affliction
  30 Gain a new Affliction
  35 Gain a new Affliction
  40 Hit your Breaking Point
  AFFLICTIONS
  NAME
  EFFECT
  Fearful
  Disadvantage: WIS checks/saves
  Lethargic
  +1 exhaustion until removed
  Masochistic
  Disadvantage: CON checks/saves
  Irrational
  Disadvantage: INT checks/saves
  Paranoid
  Speed is halved
  Selfish
  Disadvantage: CHA checks/saves
  Panic
  Disadvantage: DEX checks/saves
  Hopelessness
  Disadvantage: STR checks/saves
  Mania
  Disadvantage: attack rolls
  Anxiety
  Disadvantage: Stress checks
  Hypochondria
  Hit point maximum is halved
  Narcissistic
  Disadvantage: ability checks
  Powerful
  +2 to all damage rolls
  Focused
  +2 to all attack rolls
  Stalwart
  +2 AC
  Acute
  Advantage: INT checks/saves
  Perceptive
  Advantage: WIS checks/saves
  Courageous
  Advantage: CHA checks/saves
  WOUNDS
  DETAIL
  TREATED
  PERMANENT INJURIES
  DETAIL
  TREATED
  SURVIVAL CONDITIONS
  HUNGER
  THIRST
  FATIGUE
  TEMPERATURE
  EFFECT
  Stuffed
  Quenched
  Energized
  Perfect
  -1 Exhaustion
  Well-fed
  Refreshed
  Well-rested
  Comfortable
  Ok
  Ok
  Ok
  Ok
  Peckish
  Parched
  Tired
  Noticeable
  Hungry
  Thirsty
  Sleepy
  Uncomfortable
  Ravenous
  Dry
  Very sleepy
  Overwhelming
  +1 Exhaustion
  Starving
  Dehydrated
  Barely awake
  Unbearable
  +1 Exhaustion
  MAGIC ITEM
  Name
  Description
   
   
  MAGIC ITEM
  Name
  Description
   
   
  MAGIC ITEM
  Name
  Description
   
   
  MAGIC ITEM
  Name
  Description
   
   
  HOLDINGS
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Giffyglyph's D&D 5e Character Sheet & Trackers v2.0
  
  SPELLS & EFFECTS
  SPELL
  DETAIL
  SPELLCASTING
  ABILITY
  SPELL SAVE
  DC
  SPELL ATTACK
  BONUS
  MAGICAL BURNOUT
  0
  CANTRIPS
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Giffyglyph's D&D 5e Character Sheet & Trackers v2.0
  
  EQUIPMENT
  RATIONS
  WATERSKIN
  COPPER
  SILVER
  GOLD
  INVENTORY SLOTS
  ITEM CHARGES
  NAME
  5
  4
  3
  2
  1
  USAGE & AMMUNITION DIE
  NAME
  20 12 10
  8
  6
  4
  1
  EQUIPMENT
  SLOTS
  ITEM
  DETAILS
  QUANTITY
  NOTCHES
  MAGIC ITEM
  Name
  Description
   
   
  MAGIC ITEM
  Name
  Description
   
   
  MAGIC ITEM
  Name
  Description
   
   
  MAGIC ITEM
  Name
  Description
   
   
  OTHER HOLDINGS
   
   
   
   
   
   
   
   
   
   
   
  Giffyglyph's D&D 5e Character Sheet & Trackers v2.0
  
  APPEARANCE
  MEMORIES
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  DETAILS
  Age
  Height
  Weight
  Distinguishing Feature
  Motivation
   
  Habit
  PERSONAL QUEST
   
   
   
  FAMILY
   
   
   
  PERSONALITY TRAITS
   
   
   
  IDEALS
   
   
   
  BONDS
   
   
   
  FLAWS
   
   
   
  ADDITIONAL NOTES
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  RATIONS
  WATERSKIN
  COPPER
  SILVER
  GOLD
  INVENTORY SLOTS
  ITEM CHARGES
  NAME
  5
  4
  3
  2
  1
  USAGE & AMMUNITION DIE
  NAME
  20 12 10
  8
  6
  4
  1
  EQUIPMENT
  Giffyglyph's D&D 5e Character Sheet & Trackers v2.0
  
  EQUIPMENT
  RATIONS
  WATERSKIN
  COPPER
  SILVER
  GOLD
  INVENTORY SLOTS
  ITEM CHARGES
  NAME
  5
  4
  3
  2
  1
  USAGE & AMMUNITION DIE
  NAME
  20 12 10
  8
  6
  4
  1
  EQUIPMENT
  MAGIC ITEM
  Name
  Description
   
  MAGIC ITEM
  Name
  Description
   
  MAGIC ITEM
  Name
  Description
   
  MAGIC ITEM
  Name
  Description
   
  OTHER HOLDINGS
   
   
   
   
   
   
   
   
   
  Giffyglyph's D&D 5e Character Sheet & Trackers v2.0
  
  1
  1
  1
  1
  1
  1
  1
  1
  2
  2
  2
  2
  2
  2
  4
  3
  3
  6
  3
  3
  3
  3
  6
  9
  Giffyglyph's D&D 5e Character Sheet & Trackers v2.0
  
  SPELLBOOK
  SPELLBOOK
  LEVEL
  SPELL
  DETAILS
  SCHOOL
  CASTING
  RANGE
  COMPONENTS
  DURATION
  SOURCE
  Giffyglyph's D&D 5e Character Sheet & Trackers v2.0
  
  CALENDAR: DAYS
  Day:
  TIME OF DAY
  HOUR
  EVENTS
  XP & REWARDS
  Night
  0-1
   
   
  1-2
   
   
  2-3
   
   
  3-4
   
   
  4-5
   
   
  Dawn
  5-6
   
   
  Morning
  6-7
   
   
  7-8
   
   
  8-9
   
   
  9-10
   
   
  10-11
   
   
  Noon
  11-12
   
   
  12-13
   
   
  Afternoon
  13-14
   
   
  14-15
   
   
  15-16
   
   
  16-17
   
   
  17-18
   
   
  Dusk
  18-19
   
   
  Night
  19-20
   
   
  20-21
   
   
  21-22
   
   
  22-23
   
   
  23-24
   
   
  Day:
  TIME OF DAY
  HOUR
  EVENTS
  XP & REWARDS
  Night
  0-1
   
   
  1-2
   
   
  2-3
   
   
  3-4
   
   
  4-5
   
   
  Dawn
  5-6
   
   
  Morning
  6-7
   
   
  7-8
   
   
  8-9
   
   
  9-10
   
   
  10-11
   
   
  Noon
  11-12
   
   
  12-13
   
   
  Afternoon
  13-14
   
   
  14-15
   
   
  15-16
   
   
  16-17
   
   
  17-18
   
   
  Dusk
  18-19
   
   
  Night
  19-20
   
   
  20-21
   
   
  21-22
   
   
  22-23
   
   
  23-24
   
   
  Giffyglyph's D&D 5e Character Sheet & Trackers v2.0
  
  CALENDAR: WEEK
  Week:
  DAY
  HOUR
  EVENTS
  XP & REWARDS
  0-4
   
   
  4-8
   
   
  8-12
   
   
  12-16
   
   
  16-20
   
   
  20-24
   
   
  0-4
   
   
  4-8
   
   
  8-12
   
   
  12-16
   
   
  16-20
   
   
  20-24
   
   
  0-4
   
   
  4-8
   
   
  8-12
   
   
  12-16
   
   
  16-20
   
   
  20-24
   
   
  0-4
   
   
  4-8
   
   
  8-12
   
   
  12-16
   
   
  16-20
   
   
  20-24
   
   
  0-4
   
   
  4-8
   
   
  8-12
   
   
  12-16
   
   
  16-20
   
   
  20-24
   
   
  0-4
   
   
  4-8
   
   
  8-12
   
   
  12-16
   
   
  16-20
   
   
  20-24
   
   
  0-4
   
   
  4-8
   
   
  8-12
   
   
  12-16
   
   
  16-20
   
   
  20-24
   
   
  ADDITIONAL NOTES
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Giffyglyph's D&D 5e Character Sheet & Trackers v2.0
  
  CALENDAR: MONTH
  Month:
  DAY
  EVENTS
  XP & REWARDS
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ADDITIONAL NOTES
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Giffyglyph's D&D 5e Character Sheet & Trackers v2.0
  
  JOURNEY TRACKER
  FROM
  TO
  DAY
  GUIDE DC
  FORAGE DC
  TIME OF DAY
  DANGER
  ROLL
  EVENT
  DISCOVERY
  GUIDE
  FORAGER
  SCOUT
  LOOKOUT
  CONDITIONS
  Dawn
  +1 hunger & thirst
  Morning
  Noon
  +1 fatigue
  Afternoon
  Dusk
  +1 hunger, thirst, & fatigue
  Night
  FROM
  TO
  DAY
  GUIDE DC
  FORAGE DC
  TIME OF DAY
  DANGER
  ROLL
  EVENT
  DISCOVERY
  GUIDE
  FORAGER
  SCOUT
  LOOKOUT
  CONDITIONS
  Dawn
  +1 hunger & thirst
  Morning
  Noon
  +1 fatigue
  Afternoon
  Dusk
  +1 hunger, thirst, & fatigue
  Night
  FROM
  TO
  DAY
  GUIDE DC
  FORAGE DC
  TIME OF DAY
  DANGER
  ROLL
  EVENT
  DISCOVERY
  GUIDE
  FORAGER
  SCOUT
  LOOKOUT
  CONDITIONS
  Dawn
  +1 hunger & thirst
  Morning
  Noon
  +1 fatigue
  Afternoon
  Dusk
  +1 hunger, thirst, & fatigue
  Night
  FROM
  TO
  DAY
  GUIDE DC
  FORAGE DC
  TIME OF DAY
  DANGER
  ROLL
  EVENT
  DISCOVERY
  GUIDE
  FORAGER
  SCOUT
  LOOKOUT
  CONDITIONS
  Dawn
  +1 hunger & thirst
  Morning
  Noon
  +1 fatigue
  Afternoon
  Dusk
  +1 hunger, thirst, & fatigue
  Night
  ADDITIONAL NOTES
   
   
   
   
   
   
   
   
   
   
   
   
  Giffyglyph's D&D 5e Character Sheet & Trackers v2.0
  
  Quick Reference
  p11
  p12
  p12
  p12
  p26
  p26
  p26
  p26
  p26
  p27
  p27
  p30
  p31
  p31
  p32
  p33
  p33
  p33
  p33
  p34
  p34
  p34
  p36
  Low-light & Darkvision
  If you have the Darkvision racial character trait,
  replace it with the Low-light Vision trait. If you
  have the Superior Darkvision racial trait, replace it
  with Darkvision.
  Low-light Vision: For 30 ft around you, you
  can see in dim light as if it were bright light. You
  cannot see in darkness.
  Darkvision: For 30 ft around you, you can see
  in dim light as if it were bright light and in
  darkness as if it were dim light. You can't discern
  color in darkness, only shades of grey. Beyond 30
  ft, you cannot see in darkness.
  Initiative
  When calculating initiative, use your Intelligence
  modifier instead of your Dexterity.
  Tactical Wit: As a War Wizard, add your DEX
  modifier as a bonus to initiative, not INT.
  Known Languages
  INT
  Known Languages
  -1 or
  lower
  You have only a basic grasp of vocabulary
  in your primary language, and you are
  illiterate.
  0
  You can speak, read, and write your
  primary language with a decent range of
  vocabulary.
  +1
  You can speak, read, and write two
  languages.
  +2
  You can speak, read, and write three
  languages.
  +3
  You can speak, read, and write four
  languages.
  Skill Changes
  Animal Handling: Animal handling now measures
  your ability to recall lore about animals (or
  creatures with the Beast keyword) and interact
  with them.
  Roll Intelligence (Animal Handling) to recall
  some information about animals, or Wisdom
  (Animal Handling) to interact with animals.
  Nature: Nature no longer measures your
  knowledge of animals and beasts—that domain is
  now a part of the Animal Handling skill.
  Inventory: Slots
  You carry items in slots, with each item
  occupying 1 or more slots. Your capacity
  depends on your size, strength, and armor.
  Inventory: Size
  Size
  Slots
  Tiny
  9
  Small
  15
  Medium
  18
  Size
  Slots
  Large
  21
  Huge
  27
  Gargantuan
  39
  Inventory: Strength
  You gain (or lose) a number of item slots equal to
  your STR modifier.
  Inventory: Armor
  Armor
  Slots
  None
  +0
  Light
  -3
  Armor
  Slots
  Medium
  -6
  Heavy
  -9
  Food, Water, & Gold
  You can freely carry one ration box, one water-
  skin, and one coin purse. These don't occupy any
  inventory slots.
  Armor Expertise
  If you are wearing medium or heavy armor—and
  you are appropriately proficient—you gain a perk:
  Medium Armor: Reduce any bludgeoning,
  piercing, and slashing damage that you take from
  non-magical weapons by half your proficiency
  bonus (rounded down), to a minimum of 1.
  Heavy Armor: Reduce any bludgeoning,
  piercing, and slashing damage that you take from
  non-magical weapons by your proficiency bonus,
  to a minimum of 1.
  Item Sizes
  Size
  Description
  Slots
  Tiny
  Smaller than a hand; Can hold
  many in one hand.
  0.2
  Small
  Up to a handspan / 9 inches long;
  Held comfortably with one hand.
  1
  Medium Up to an arms-length / 2ft long;
  Held with one hand.
  2
  Large
  Longer than an arm; Requires one
  or two hands to hold.
  3
  Variant: Quickdraw
  Characters nominate 3 items in their inventory as
  quickdraw items. Quickdraw items can be
  draw/removed from the inventory using a free
  object interaction. Non-quickdraw items can only
  be accessed using a full action.
  A character may change their quickdraw item
  selection during a short rest.
  Variant: Containers
  Characters divide their total number of item slots
  into distinct containers that they name,
  categorize, and place about their person.
  Container Categories
  Type
  Description
  Bag
  Holds any items. Draw an item with an
  action.
  Belt
  Holds small and tiny items. Draw an item
  with a free action.
  Sheath Holds weapons and shields. Draw an
  item with a free action.
  Quiver Stores bows, crossbows, arrows, bolts, and
  javelins. Draw an item with a free action.
  Item Degradation
  Category Effect
  Weapon Gains a notch when you critically fail an
  attack. Each notch reduces the damage
  die you roll by one step.
  Armor
  Gains a notch when you are critically
  hit. Each notch reduces your AC by 1.
  Focus
  Gains a notch when you critically fail to
  cast a spell while holding it. Each notch
  reduces your spellcasting ability by 1.
  Item
  Gains a notch whenever appropriate—
  often when it takes direct damage or is
  used in a failed skill check. Each notch
  reduces effectiveness by 1.
  Shattered Gear
  Fragility
  Description
  Maximum
  Notches
  Delicate
  Thin glass, ceramics,
  complicated or tiny
  machinery
  1
  Sturdy
  Wood, metal, well
  constructed goods
  10
  Indestructible Thick stone, strong
  metals
  100+
  Sacrificing Gear
  When you hit with an attack, you can shatter your
  weapon to roll its original un-notched damage
  die. Decide this before you roll damage.
  You can sacrifice your armor when hit by an
  attack to reduce the damage taken by 3d4 (light),
  3d8 (medium), and 3d12 (heavy)—it falls apart
  in the process. Decide this after damage is dealt.
  Mending
  You can use Mending to restore an item that has
  shattered from too many notches. A restored
  item is usable again, but has the maximum
  number of notches—without repairs, it will break
  again with one more notch.
  Temper Qualities
  Quality
  Rarity
  Critical Failure
  —
  Common
  Gains 1 notch
  Pure Temper
  Uncommon
  Gains ½ (0.5) notch
  Royal Temper Rare
  Gains ¼ (0.25)
  notch
  Astral Temper Mythic
  Gains ⅛ (0.125)
  notch
  Item Quality
  Quality Description
  Pristine Never been notched. This item looks,
  feels, and smells brand new.
  Worn
  Has had only one notch at a time. This
  item has one main defect.
  Well-
  worn
  Has had two notches at one time. This
  item shows heavy signs of use.
  Scarred Has had four or more notches at one
  time. This item looks shabby and in poor
  condition.
  Resale Value
  Quality
  Value
  Pristine
  75%
  Worn
  50%
  Quality
  Value
  Well-Worn
  25%
  Scarred
  10%
  Item Restoration
  Quality
  Cost
  Worn to Pristine
  50%
  Well-Worn to Worn
  30%
  Scarred to Well-Worn
  10%
  Ammunition
  Roll your Ammunition die whenever you take a
  shot: if you roll a 1 or 2, your ammunition die
  gets one size smaller.
  If you're down to one piece of ammunition
  and you use it, that's it—it's gone. Replenish your
  ammunition to increase the size of your die.
  patreon.com/giffyglyph | /r/darkerdungeons5e
  darker dungeons: quick reference
  
  p45
  p45
  p46
  p46
  p47
  p49
  p51
  p53
  p53
  p56
  p57
  p61
  p62
  p63
  p74
  p74
  p74
  p75
  p77
  p77
  Open Skills
  Skills are not tied to a single ability. You may add
  your skill bonus to any appropriate ability check.
  Social Interaction
  The context of your social interaction determines
  which ability you are using: smarts (intelligence),
  feelings (wisdom), and presence (charisma).
  Help
  When you use the Help action, you roll one of the
  two d20 dice. Add your ally's modifiers as normal.
  Tools
  Add your proficiency bonus to any ability check
  made with a proficient tool. If you are proficient
  with both a tool and a skill, add your proficiency
  bonus and make your roll with advantage.
  Active Defense
  The DM doesn't make attack rolls—instead, the
  players make defense rolls. Roll d20 + your AC vs
  the monster's attack bonus + 22. If your defense
  equals or beats the DC, your character avoids the
  attack. If you fail, the attack hits you.
  Advantage: If the attacker has advantage, you
  have disadvantage on the defense roll—and vice
  versa if they have disadvantage.
  Criticals: If the defense roll comes up as a
  natural 1, the attack critically hits you.
  Active Initiative
  1. Who goes first?: Decide who acts first, usually
  by rolling initiative—the highest roll goes first.
  2. Take turns: Take your turn. Once you've
  finished, pick who goes next. This can be
  anyone that hasn't acted yet, friend or foe.
  3. End the round: Once everyone's acted, end
  the round and clear up any expired effects—
  spells, powers, timers, etc.
  4. Start a new round: The last person to act gets
  to decide who starts the new round—it can't
  be themselves unless they have no alternative.
  No delays: You cannot pass or delay once your
  turn begins, but you can ready an action.
  Interrupt: If you took damage or you spend an
  inspiration point, you can choose to interrupt and
  take your turn once the current turn has finished.
  Degrees of Success
  Active XP
  You gain experience points for three main
  activities: making discoveries, overcoming
  adversity, and recovering lost treasures.
  Character Advancement
  Level
  Experience
  0-1
  150
  1-2
  300
  2-3
  420
  3-4
  590
  4-5
  820
  5-6
  1,150
  6-7
  1,610
  7-8
  2,260
  8-9
  3,160
  9-10
  4,430
  Level
  Experience
  10-11
  6,200
  11-12
  8,680
  12-13
  12,150
  13-14
  17,010
  14-15
  23,810
  15-16
  33,330
  16-17
  46,660
  17-18
  65,330
  18-19
  91,460
  19-20
  128,050
  Magic Burnout
  Roll your Burnout die whenever you cast a magic
  spell: if you roll a 1 or 2, you trigger a burnout
  consequence and your burnout die also gets one
  size smaller. Recover from burnout by:
  Burnout Consequences
  d100 Consequence
  1-5
  Drained: Lose (spell level) hit dice.
  6-15
  Reduced: Lose (spell level / 2) hit dice.
  16-40 Shocked: Lose (spell level x 4) hit points.
  41-88 Hurt: Lose (spell level x 2) hit points.
  89-93 Blackout: Disadvantage on casting for (spell
  level) rounds.
  94
  Immolated: Shrink the burnout die to d4.
  95
  Gifted: Regain this spell slot.
  96
  Renewed: Regain (spell level) hit dice.
  97
  Healed: Gain (spell level x 4) hit points.
  98
  Protected: Gain (spell level x 4)
  temporary hit points.
  99
  Energized: Advantage on casting for (spell
  level) rounds.
  100
  Restored: Reset the burnout die to d12.
  The Journey Phase
  1. Choose your destination: Pick a place.
  2. Choose your route: Decide on the path you'll
  take. Measure your route in days of travel.
  3. Gather supplies: Collect together any supplies,
  mounts, and equipment.
  4. Embark: Head out on your journey. Each day:
  5. Arrive: Reach your destination.
  Guidance
  DC Terrain
  5 Wide open plains; Clear landmarks; Obvious
  pathway.
  10 Tall landmarks; Small hills.
  15 Light rain or mist; Woods and hills.
  20 Moonlight night; Heavy rain or mist; Forest
  with no clear pathway or markings.
  25 Fog; Thick and obscure forest; Mountains.
  30 Clouded night; Impossibly thick fog; A
  shifting maze; Magically treacherous terrain.
  Foraging
  DC Terrain
  5 Lush, verdant forest; Food/water everywhere.
  10 Forest; Coast; Abundant food, clean water.
  15 Thin woodland and greenwood. Food must
  be hunted and water is hard to find.
  20 Dry, open plains; little food or clean water.
  25 Desert and barren or polluted land; Food is
  extremely rare and water needs treatment.
  30 Toxic or corrupted deadlands; Food is
  inedible and water sources are poisoned.
  Bloodied
  You are bloodied when you are at 50% hp or
  lower. While bloodied, you must use a bandage
  to spend any hit dice.
  Wounds & Injuries
  When you fall to 0 hit points, you gain a wound.
  Roll a d10 to see where you are wounded. Open
  wounds apply a level of exhaustion.
  Treatment: Treat a wound with first-aid
  knowledge and medical supplies. A treated
  wound causes no exhaustion.
  Healing: At the end of a long rest, check to
  see if each of your wounds heal up—make a DC
  15 Constitution check for each wound.
  Critical Hits: When critically hit by an attack,
  check each of your wounds: roll a d20 to see if
  the wound reopens.
  Injuries: If you fall to 0 from a Violent attack,
  roll for a permanent injury instead of a wound.
  Lingering Wounds
  d10 Area
  1
  An arm
  2
  A leg
  3
  A hand
  4
  A foot
  5
  Your stomach
  d10 Area
  6
  Your back
  7
  Your head
  8
  Your face
  9
  Your chest
  10 Your buttocks
  Permanent Injuries
  d10 Injury
  Treatment
  1 Lose an arm
  Prosthesis (arm)
  2 Lose a leg
  Prosthesis (leg)
  3 Lose a hand
  Prosthesis (hand)
  4 Lose a foot
  Prosthesis (foot)
  5 Lose an eye
  Prosthesis (eye)
  6 Lose a toe
  Medical aid (DC 15)
  7 Lose a finger
  Medical aid (DC 15)
  8 A horrific wound
  Medical aid (DC 20)
  9 An internal injury
  Medical aid (DC 20)
  10 Lose half your teeth
  Medical aid (DC 20)
  Dying
  When you fall to 0 hit points, you gain the Dying
  condition:
  Persistent Death Saves
  If you fail three death saving throws, you die.
  Saves don't reset after a short rest—you recover
  one failed save after completing a long rest.
  Intelligence: You're trying to be clever. Debate,
  reason, negotiate, lie, manipulate, and wit.
  Wisdom: You're trying to soothe or connect
  feelings. Rapport, empathize, calm, discretion,
  judgement, and tact.
  Charisma: You're trying to be likeable or
  dominating. Charm, bluff, banter, incite,
  command, and intimidate.
  •
  •
  •
  Critical Success: You succeeded by 10 or
  more on a skill check, or rolled a natural 20 on
  an attack. Something great happens to you.
  Success: You achieve your goal.
  Minor Failure or Success at a Cost: You failed
  by 1, 2, or 3. You can choose to succeed, but
  something very bad also happens as a
  consequence—negotiate with the DM.
  Failure: You failed by 4 or more.
  Critical Failure: You failed by 10 or more on a
  skill check, or rolled a natural 1 on an attack.
  Something awful happens to you.
  •
  •
  •
  •
  •
  Spending a hit die: +1 burnout die size.
  Getting a good sleep: +1 burnout die size.
  Taking a long rest: Reset burnout die to d12.
  •
  •
  •
  Assign roles: Assign a guide, scout, forager,
  and lookout. A character cannot share roles.
  Travel: Travel through the six phases of the
  day: dawn, morning, noon, afternoon, dusk,
  and night. Handle any encounters or
  discoveries you might make.
  •
  •
  You drop what you're holding and fall prone.
  You can't move, take actions, or use reactions.
  You're aware of what's happening 15 ft around.
  You can speak a maximum of 2 words per round.
  Attack rolls against you have advantage.
  You automatically fail STR/DEX saving throws.
  You must make a death saving throw at the start
  of your turn. If you fail three times, you die.
  •
  •
  •
  •
  •
  •
  •
  patreon.com/giffyglyph | /r/darkerdungeons5e
  darker dungeons: quick reference
  
  p77
  p79
  p82
  p86
  p86
  p87
  p88
  p89
  p89
  p91
  p92
  p92
  p92
  p92
  p92
  p92
  p96
  p97
  p97
  p101
  p104
  p104
  Death Saving Throw
  d20
  Outcome
  01
  You fail two death saving throws.
  02-09 You fail one death saving throw.
  10-19 No change.
  20
  You regain 1 hit point and stabilize.
  Cheating Fate
  If you would suffer a killing blow or fail your last
  death saving throw, you may instead spend a fate
  point to cheat death in some fashion.
  Becoming Contagious
  Severity Contagious
  Stage 1 Less than 25% hit points remain
  Stage 2 Less than 50% hit points remain
  Stage 3 Less than 75% hit points remain
  Stage 4 Always contagious
  Survival Conditions
  Conditions track your physical state and can
  cause exhaustion. There are three conditions to
  track: hunger, thirst, and fatigue (and an optional
  fourth, temperature).
  Survival Condition Tracks
  Hunger
  Thirst
  Exhaustion
  DC
  Stuffed
  Quenched
  -1
  —
  Well-fed
  Refreshed
  —
  5
  Ok
  Ok
  —
  10
  Peckish
  Parched
  —
  15
  Hungry
  Thirsty
  —
  20
  Ravenous
  Dry
  +1
  25
  Starving
  Dehydrated
  +1
  30
  Fatigue
  Temperature
  Exhaustion
  DC
  Energised
  Perfect
  -1
  —
  Well-rested
  Comfortable
  —
  5
  Ok
  Ok
  —
  10
  Tired
  Noticeable
  —
  15
  Sleepy
  Uncomfortable
  —
  20
  Very sleepy
  Overwhelming
  +1
  25
  Barely awake
  Unbearable
  +1
  30
  Hunger, Thirst & Fatigue
  Time
  Hunger
  Thirst
  Fatigue
  Dawn
  +1
  +1
  —
  Noon
  —
  —
  +1
  Dusk
  +1
  +1
  +1
  Stamina Check
  d6
  Result
  1-2
  Gain +1 hunger
  3-4
  Gain +1 thirst
  5-6
  Gain +1 fatigue
  Stress
  Stress is a measure of pressure on a character's
  mental state—too much is unhealthy and can
  lead to Afflictions and even death.
  Snapping: When you take 20, 30, and 35
  points of Stress for the first time after a long rest,
  you snap and develop a mental Affliction.
  Breaking Point: When you take 40 points of
  Stress, you reach breaking point—if hit by a
  damaging attack, you die.
  Sanctuary: When you complete a long rest in a
  sanctuary—village, town, city—your Stress is
  reduced to 0.
  Gaining Stress
  Category
  Stress Description
  Minor
  +1
  A small frustration or worry.
  Moderate
  +2
  You've made a critical error
  or put something at risk.
  Major
  +4
  Something devastating to
  your character or beliefs.
  Monstrous
  +8
  An incomprehensible thing.
  Relieving Stress
  Category
  Stress Description
  Minor
  -1
  A small success.
  Moderate
  -2
  A critical success.
  Major
  -4
  You've beaten the odds and
  gained a significant victory.
  Majestic
  -8
  You've done something near
  impossible.
  Afflictions
  d100 Affliction
  01-06 Fearful: Disadv on WIS checks & saves
  07-12 Lethargic: +1 exhaustion until removed
  13-18 Masochistic: Disadv on CON checks &
  saves
  19-24 Irrational: Disadv on INT checks & saves
  25-30 Paranoid: Speed is halved
  31-36 Selfish: Disadv on CHA checks & saves
  37-42 Panic: Disadv on DEX checks & saves
  43-48 Hopelessness: Disadv on STR checks &
  saves
  49-54 Mania: Disadv on attack rolls
  55-60 Anxiety: Disadv on Stress checks
  61-66 Hypochondria: Hit point max is halved
  67-72 Narcissistic: Disadv on ability checks
  73-77 Powerful: +2 to all damage rolls
  78-82 Focused: +2 to all attack rolls
  83-87 Stalwart: +2 AC
  88-91 Acute: Adv on INT checks & saves
  92-96 Perceptive: Adv on WIS checks & saves
  97-00 Courageous: Adv on CHA checks &
  saves
  Curing Afflictions
  During a long rest, you can attempt to cure an
  Affliction. Pay the cost and roll a d20. Some
  downtime activities grant you advantage.
  Affliction Removal
  d20 Result
  01
  Critical Failure: You fail to cure your
  Affliction and gain a new one.
  02-09 Failure: Your Affliction remains.
  10-19 Success: You cured your Affliction.
  20
  Critical Success: You clear yourself of all
  Afflictions and Stress.
  Affliction Removal Costs
  Level
  Gold
  1
  5
  2
  7
  3
  9
  4
  12
  5
  16
  6
  22
  7
  30
  Level
  Gold
  8
  42
  9
  58
  10
  81
  11
  113
  12
  158
  13
  221
  14
  309
  Level
  Gold
  15
  432
  16
  604
  17
  845
  18
  1,183
  19
  1,656
  20
  2,318
  —
  —
  Mental Breakdown
  If you gain more than 3 Afflictions, you suffer a
  complete breakdown. The character can no
  longer be played—they retire, go insane, or die.
  Greater Restoration
  Greater Restoration allows you to try an Affliction
  Removal outside of a long rest. This counts as
  your once-per-week removal attempt.
  From levels 1-10, roll the Affliction Removal
  check with advantage with Greater Restoration.
  From levels 11-20, roll with disadvantage.
  Making Camp
  1. Build your campsite: Making camping checks
  to set up your camp. The more successes, the
  better the camp.
  2. Appoint a lookout: This person is in charge of
  security and perception checks.
  3. Pick one primary activity: If you're not on
  lookout, you can do one primary activity.
  4. Sleep: Get some rest.
  5. Pack up: Get your stuff together and move on.
  Camping Check DC
  DC
  Description
  10
  Safe, dry land is easy to find / the weather
  is clear.
  15
  A campsite requires effort to find /
  there's bad weather—rain, light snow,
  heavy fog, etc.
  20
  It's hard to find a safe campsite / the
  weather is terrible—heavy rain, a fierce
  storm, a howling wind.
  Camping Results
  FailuresDescription
  0
  A perfect campsite. Activity checks are
  DC 5.
  1
  A decent campsite with one glaring flaw.
  Activity checks are DC 10.
  2 or
  more
  A shoddy campsite just barely fit for
  purpose. Activity checks are DC 15.
  Long Rest
  A long rest requires a full week of downtime in a
  sanctuary—village, town, or city. For each week:
  1. Sell loot: Trade in treasure for GP and XP.
  2. Choose lifestyle: Choose your quality of
  lifestyle for the week.
  3. Choose primary activity: Choose one primary
  downtime activity and pay any relevant costs.
  4. Hear rumors: While resting, your adventuring
  party learns of three rumors.
  5. Perform secondary activities: You can do two
  small, secondary activities during your week.
  6. Settle up: It's the end of the week—complete
  your primary activity and check your wounds.
  Training
  To level up, you must spend time training. You
  need three things: a mentor, facilities, and gold.
  Training Costs
  Level
  Weeks
  GP
  1
  —
  —
  2
  1
  15
  3
  1
  20
  4
  2
  15
  5
  2
  20
  6
  3
  25
  7
  3
  35
  8
  4
  37
  9
  4
  55
  10
  5
  64
  Level
  Weeks
  GP
  11
  5
  94
  12
  6
  115
  13
  6
  165
  14
  7
  202
  15
  7
  295
  16
  8
  370
  17
  8
  536
  18
  9
  687
  19
  9
  990
  20
  10
  1,280
  patreon.com/giffyglyph | /r/darkerdungeons5e
  darker dungeons: quick reference
  
  What Next?
  Want to make new D&D 5e monsters in just a few
  seconds? Then try Giﬀyglyph's Monster Maker, 60+
  pages of tables, tweaks, and advice:
  Find it at: www.giﬀyglyph.com!
  Want to create new monsters using your phone or
  computer? Then try Giﬀyglyph's Monster Maker
  webapp, featuring:
  Find it at: www.giﬀyglyph.com/monstermaker/app!
  Monster Maker
  Swap out Challenge Ratings for easy monster levels.
  Build any monster with simple monster stats.
  Give your monsters some identity with monster roles.
  Add traits & powers for variety in your combat.
  Use freeform attacks for dynamic encounters.
  Build encounters in seconds with monster points.
  And many more.
  •
  •
  •
  •
  •
  •
  •
  Monster Maker App
  Create your own monster vault in just a few clicks.
  Build minions, standards, elites, & solos.
  Apply monster roles for quick, balanced variety.
  Keep your monster vault for later with save & load.
  Customize monsters with traits, powers, & notes.
  Export your vault monsters to share with others..
  And many more.
  •
  •
  •
  •
  •
  •
  •
  D
  patreon.com/giffyglyph | /r/darkerdungeons5e
  appendix d: what next?
  131
  
  Danger Lurks
  In Dark Places
  The world is not your friend. In the deep,
  dark places of this land, unearthly horrors
  guard forgotten treasures. Dare you brave
  the darker dungeons below?
  This supplement offers new rules options
  and mechanics to help any Dungeon Master
  add a little more danger to their games.
  131 pages of new rules options
  compatible with any D&D 5e game
  Keep track of equipment with an
  easy-to-use inventory system
  Run 0th-level adventures with 
  rookie characters
  Add risk to spellcasting with
  dangerous magical burnout
  Keep players immersed in combat
  with Active Defence and Active Initiative
  Make your journeys a real adventure
  with the journey phase
  Infect characters with
  deadly diseases
  Includes new character sheets, trackers,
  and quick reference pages
  GIFFYGLYPH
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Giffyglyph/Giffyglyphs darker dungeons v2_2.pdf