TEXT: D&D 5E FOR HÂRNWORLD 1 
  © 2019, Columbia Games Inc. © 2019, Wizards of the Coast LLC. © 2019, Bill Gant <warflail@warflail.com>. 
  This work, created by Bill Gant is a derivative work of copyrighted material published by Columbia Games Inc. and Wizards of the Coast LLC and released for free 
  distribution and personal use by Bill Gant and without permission or endorsement by the copyright holders. No modification of said work may be made without 
  permission of Bill Gant.  Hârn, HârnWorld, HârnMaster are Registered Trademarks of Columbia Games Inc. Dungeons & Dragons, D&D are Registered Trademarks 
  of Wizards of the Coast LLC. Use of these or other trademarks are not intended as a challenge to the status of said trademarks. All distributions must keep this copy-
  right and trademark notice intact. Illustrations are by Richard Luschek <richard_luschek@yahoo.com> and used with permission. 
  HârnWorld 
  Version 1.0 
  This document contains 
  a collection of rules to 
  adapt Dungeons & 
  Dragons 5th edition to 
  HârnWorld. 
  All rules marked 
  with  are optional. 
   
   
   
  1. RACES 
  PC Races 
  Player characters can be human, khuzdul, sindarin, aenarin 
  (rare), or halfling (very rare). Most PCs are human. 
  Humans from Hârn can be from any of the civilised 
  states (Chybisa, Kaldor, Kanday, Melderyn, Orbaal, Rethem 
  or Tharda; or at DM discretion: Azadmere or Evael) or one of 
  the ‘uncivilised’ barbarian tribes. Players can apply the Vari-
  ant Human Traits rule (PHB, p.31). 
  Khuzdul are dwarves (hill, mountain). They lack 
  darkvision, but have an iron will, which gives them ad-
  vantage on saving throws against being charmed. Most Hâr-
  nic khuzdul live in the kingdom of Azadmere. 
  Sindarin are elves (high, wood). They lack darkvision, 
  but are immune to disease. Sindarin will live forever, barring 
  accidents or violence. Most Hârnic sindarin live in the king-
  dom of Evael. 
  Aenarin are half-elves. They lack darkvision, but can 
  forgo Skill Versatility and instead take a sindarin trait other 
  than immortality. Most Hârnic aenarin live in Evael. 
  Halflings are a race of half-sized, humanly proportioned 
  beings who, according to seamen’s legend, dwell on an is-
  land somewhere in the Gulf of Ederwyn. Almost nothing is 
  known about them; a player wanting to play a halfling 
  should develop it together with the DM. 
   
  2. CLASSES 
  Available Classes 
  All classes are available on Hârn to humans, although the 
  DM may impose restrictions on certain subclasses. There are, 
  however, class restrictions for nonhuman races: for example, 
  there are no khuzdul druids or sindarin clerics on Hârn. 
   Low Fantasy. The maximum character level is 12th level. 
  Barbarian. All primal paths are available. Certain tribal 
  cultures are commonly associated with a particular primal 
  path. Check with the DM which path best applies to a chosen 
  tribe. 
  Bard. There are two bardic colleges on Hârn: College of 
  Heralds (equivalent to College of Lore); and College of 
  Harpers (equivalent to College of Valor). 
  Cleric. The equivalent divine domain(s) for each major 
  Hârnic deity is/are detailed below: 
  Deity 
  Domain 
  Deity 
  Domain 
  Agrik 
  Light, War 
  Naveh 
  Death, 
  Trickery 
  Halea 
  Knowledge, 
  Trickery 
  Peoni 
  Grave, Life 
  Ilvir 
  Nature 
  Sarajin 
  Tempest, 
  War 
  Larani 
  Order, War 
  Save-K’nor 
  Arcana, 
  Knowledge 
  Morgath 
  Death 
  Khuzdul priests of the demigod Sereniel are clerics of the 
  Forge domain. 
   Hârnic Divine Domains. Replace the above with the 
  DM’s custom divine domains specific to the gods of Hârn. 
  Druid. Priests of Siem (Inthiars) and tribal shamans are 
  druids. Most Inthiars are druids of the Circle of Dreams. 
  Fighter. All martial archetypes are available. Treat the El-
  dritch Knight as a rare variant of the Shek-Pvar (see below). 
  Monk. Monks are rare, but those of neutral or evil align-
  ment can be priests of Naveh. Otherwise, clerical orders as-
  sociated with a fighting order, especially Agrikan orders, of-
  ten have temples where monastic fighting styles are stressed. 
  Paladin. All sacred oaths are available. Paladins belong-
  ing to a Laranian fighting order typically take the Oath of 
  Devotion or Redemption. Those belonging to an Agrikan 
  fighting order typically take the Oath of Conquest or Venge-
  ance. 
  Ranger. All ranger archetypes are available, whether the 
  ranger comes from a civilised or tribal culture. 
  Rogue. All roguish archetypes are available. Most mem-
  bers of the Lia-Kavair, the “Thieves’ Guild”, rather unsur-
  prisingly follow the Thief archetype. Assassins are often 
  worshippers of Naveh. Treat the Arcane Trickster as a rare 
  variant of the Shek-Pvar (see below). 
  Sorcerer, Warlock. These classes are rare on Hârn and 
  should be developed together with the DM. 
  Wizard. Wizards on Hârn are called Shek-Pvar. The 
  equivalent convocation to the D&D schools of magic is de-
  tailed below: 
  Convocation 
  School of Magic 
  Lyahvi 
  Illusion 
  Peleahn 
  Evocation 
  Jmorvi 
  Abjuration 
  Fyvria 
  Necromancy, Transmutation 
  Odivshe 
  Conjuration 
  Savorya 
  Divination, Enchantment 
   Convocations. Replace the schools of magic with the 
  DM’s custom arcane traditions specific to each convocation. 
  
  D&D 5E FOR HÂRNWORLD 2 
  © 2019, Columbia Games Inc. © 2019, Wizards of the Coast LLC. © 2019, Bill Gant <warflail@warflail.com>. 
  This work, created by Bill Gant is a derivative work of copyrighted material published by Columbia Games Inc. and Wizards of the Coast LLC and released for free 
  distribution and personal use by Bill Gant and without permission or endorsement by the copyright holders. No modification of said work may be made without 
  permission of Bill Gant.  Hârn, HârnWorld, HârnMaster are Registered Trademarks of Columbia Games Inc. Dungeons & Dragons, D&D are Registered Trademarks 
  of Wizards of the Coast LLC. Use of these or other trademarks are not intended as a challenge to the status of said trademarks. All distributions must keep this copy-
  right and trademark notice intact. Illustrations are by Richard Luschek <richard_luschek@yahoo.com> and used with permission. 
  HârnWorld 
  3. PERSONALITY AND 
  BACKGROUND 
   Sunsign 
  A character’s astrological sunsign is a significant factor for 
  skill affinity, providing natural proficiency to a skill depend-
  ing on when the character was born. Sunsign is determined 
  by birthdate. The first two and last two days of each sign are 
  termed the cusp: a character born on the cusp enjoys the ben-
  efit of either sign (player’s choice). 
  Tuzyn Reckoning (TR) has a 12 month lunar year. Roll 
  1d12 to generate a month. Each month has 30 days. Roll 1d30 
  to generate a birthday. 
  The Tuzyn Year 
  Spring 
  1 
  Nuzyael 
   
  2 
  Peonu 
   
  3 
  Kelen 
  Summer 
  4 
  Nolus 
   
  5 
  Larane 
   
  6 
  Agrazhar 
  Autumn 
  7 
  Azura 
   
  8 
  Halane 
   
  9 
  Savor 
  Winter 
  10 
  Ilvin 
   
  11 
  Navek 
   
  12 
  Morgat 
   
  From 
  To 
  Sunsign 
  Proficiency 
  4 Nuzyael 
  3 Peonu 
  Ulandus 
  Nature OR 
  Survival 
  4 Peonu 
  2 Kelen 
  Aralius 
  Animal  
  Handling 
  3 Kelen 
  3 Nolus 
  Feniri 
  Insight OR 
  Investigation 
  4 Nolus 
  4 Larane 
  Ahnu 
  Intimidation 
  5 Larane 
  6 Agrazhar 
  Angberelius 
  Longsword 
  & Short 
  sword 
  7 Agrazhar 
  5 Azura 
  Nadai 
  Acrobatics 
  OR 
  Performance 
  6 Azura 
  4 Halane 
  Hirin 
  Longbow & 
  Shortbow 
  5 Halane 
  3 Savor 
  Tarael 
  Arcana OR 
  Perception 
  4 Savor 
  2 Ilvin 
  Tai 
  Deception 
  OR Stealth 
  3 Ilvin 
  2 Navek 
  Skorus 
  Persuasion 
  OR Sleight-
  of-hand 
  3 Navek 
  1 Morgat 
  Masara 
  Medicine 
  2 Morgat 
  3 Nuzyael 
  Lado 
  Athletics 
   
  Alignment 
  Worshippers of a god of Hârn tend to share similar align-
  ments, as illustrated below. There are always exceptions, 
  such as a Lawful Neutral Agrikan or Chaotic Evil Ilviran. 
   
   
  Languages 
  The following languages and scripts are used on Hârn. The 
  equivalent to Common is Hârnic. 
  Language 
  Typical Speakers 
  Script 
  Gargun 
  Each gargun subspecies has a 
  separate language (e.g. Gargu-
  Hyeka) 
  -- 
  Hârnic 
  Humans from Chybisa, Kaldor, 
  Kanday, Melderyn, Rethem and 
  Tharda; and from the Bujoc, 
  Chelni, Gozyda, Hodiri, Kath, 
  Pagaelin, Solori, and Tulwyn 
  tribes 
  Lakise (the 
  tribes have 
  no script) 
  Ivashi 
  Intelligent Ivashu 
  -- 
  Ivinian 
  Humans from Orbaal (of Ivinian 
  descent) 
  Runic 
  Jarinese 
  Humans from Orbaal, Azadmere, 
  Evael and parts of Kaldor; and 
  from the Adaenum, Anoa, 
  Chymak, Equani, Kabloqui, 
  Kubora, Taelda, Urdu, and 
  Ymodi tribes 
  Lakise 
  (Taelda: 
  Runic. The 
  other tribes 
  have no 
  script) 
  Kamakin 
  Humans from the Kamaki tribes 
  -- 
  Khuzan 
  (Dwarvish) 
  Khuzdul from Azadmere 
  Runic, 
  Khruni 
  Orbaalese 
  Humans from Orbaal 
  Runic 
  Sindarin 
  (Elvish) 
  Sindarin from Evael 
  Selenian 
   
  Larani 
  Peoni 
  Sarajin 
  Ilvir 
  Siem 
  Halea 
  Agrik 
  Naveh 
  Morgath 
  Save-K’nor 
  
  D&D 5E FOR HÂRNWORLD 3 
  © 2019, Columbia Games Inc. © 2019, Wizards of the Coast LLC. © 2019, Bill Gant <warflail@warflail.com>. 
  This work, created by Bill Gant is a derivative work of copyrighted material published by Columbia Games Inc. and Wizards of the Coast LLC and released for free 
  distribution and personal use by Bill Gant and without permission or endorsement by the copyright holders. No modification of said work may be made without 
  permission of Bill Gant.  Hârn, HârnWorld, HârnMaster are Registered Trademarks of Columbia Games Inc. Dungeons & Dragons, D&D are Registered Trademarks 
  of Wizards of the Coast LLC. Use of these or other trademarks are not intended as a challenge to the status of said trademarks. All distributions must keep this copy-
  right and trademark notice intact. Illustrations are by Richard Luschek <richard_luschek@yahoo.com> and used with permission. 
  HârnWorld 
  Piety 
  Piety is an important aspect of Hârn. Nearly everyone wor-
  ships a deity. 
  Undertaking pious rituals, even as simple as attending 
  daily mass or making private prayer, has the chance of re-
  warding the worshipper with Piety Points (PP). 
  Piety Points can be expended as described below. Points 
  can also be lost for impious acts at DM discretion. Piety 
  Points cannot be reduced to less than 0. 
  Starting characters have 5d6 PP. 
  Divine Blessing 
  Any character that worships a deity can beseech a divine 
  blessing, no more than one attempt per day. As a reaction or 
  bonus action, a character can expend 5 PP and make an Intel-
  ligence (Religion) check against DC 20. The character can ex-
  pend additional PP to reduce the DC to improve their chance 
  of receiving a blessing. For example, if the character expends 
  an extra 10 PP (for a total expenditure of 15 PP), they make 
  their Divine Blessing attempt against DC 10. 
  Unlike a normal ability check, rolling a 20 is an automatic 
  success and a 1 is an automatic failure when making a Di-
  vine Blessing attempt. 
  • 
  If the check is successful, the character is affected as 
  if a bless spell had been cast on them. The effects last 
  for one minute and can’t be dispelled. 
  • 
  On a roll of 20, the expended Piety Points are re-
  turned. 
  • 
  On a roll of 1, the character is affected as if a bane 
  spell had been cast on them. The effects last for one 
  minute and can’t be dispelled. 
  Divine Recharge 
  Once per day after finishing a short rest, a cleric, druid or 
  paladin can expend their Piety Points to regain any spent 
  spell slots. The cost is 5 PP per spell slot level. So, to regain 
  two 1st level spell slots and one 3rd level spell slot, the cost is 
  25 PP. 
   
  4. EQUIPMENT 
  Coinage 
  The standard coin on Hârn is the silver penny (d). Most civi-
  lised states produce their own silver pennies. Gold coins are 
  rare and in the form of the Khuzan Crown, which most peo-
  ple will never see. Copper, electrum and platinum coins are 
  not minted on Hârn. Use the HârnWorld price list where 
  possible, otherwise use the prices from the Player’s Hand-
  book, converted to silver pennies. 
  A farthing is a silver penny divided (literally) into four 
  quarters. Shillings and pounds are not coins, merely quanti-
  ties of silver pennies. 
  The table below shows the conversion between Hârnic 
  and D&D currency: 
  Hârnic Currency 
  D&D Currency 
  1/10th silver penny 
  1 copper piece (cp) 
  1 farthing (1f)  
  2½ cp 
  1 ha’penny (2f) 
  5 cp 
  1 silver penny (1d) 
  1 sp 
  10d / 1 shilling (1s) 
  1 gp 
  20d / 1 pound (£1) 
  2 gp 
  1 Khuzan Crown 
  30 gp / 3 pp 
   Shillings, Pounds and Khuzan Crowns. 12d = 1 shilling. 
  24d = 1 pound. 320d+ = 1 Khuzan Crown. 
  Starting Wealth. A typical character begins play with the 
  clothes worn, a knapsack containing their worldly posses-
  sions, credentials when appropriate, and a moneybelt. Check 
  with the DM for starting wealth. 
   
  Armour 
  The prices of armour are twice those listed in the Player’s 
  Handbook. Half plate and plate armour don’t exist on Hârn 
  and are therefore not available. 
   
  Weapons 
  All simple and martial weapons are available on Hârn. How-
  ever, the following weapons are rare: greataxe; greatsword; 
  pike; and crossbow. 
  The following martial weapons are considered ‘chivalric’, 
  which means that they should only be in the hands of the no-
  bility or those from a sanctioned religious order: battleaxe; 
  flail; greatsword; lance; longsword; war pick; warhammer. 
  Sindarin craft a thin-bladed shortsword called a longknife 
  and a composite bow called a hartbow (treat as a longbow, 
  but as a bonus action, you can extend the range of your next 
  attack with this bow to 200/800). They are often Masterwork 
  weapons (see below). 
  Gargun (Hârnic 
  orcs) use variants of 
  the falchion called the 
  mang (110d, 1d8 slash-
  ing, 3 lb., versatile 
  (1d10)) and mankar 
  (84d, 1d6 slashing, 2 
  lb., finesse, light), both 
  of which are martial 
  melee weapons. 
   Shield Variants. Bucklers are small, round shields that 
  can also be used as melee weapons using the Shield profi-
  ciency (40d, 1d4 bludgeoning, 3 lb., finesse, light, +1 AC). 
  They require an action or a bonus action to ‘don’ or ’doff’.  
  Tower shields are large, oblong or oval shields designed 
  for mass infantry defence and are particularly effective 
  where they can be interlocked (150d, 8 lb., +2 AC, Str 13 re-
  quirement, Stealth disadvantage, grants Shieldwall trait (see 
  below)). 
   
  
  D&D 5E FOR HÂRNWORLD 4 
  © 2019, Columbia Games Inc. © 2019, Wizards of the Coast LLC. © 2019, Bill Gant <warflail@warflail.com>. 
  This work, created by Bill Gant is a derivative work of copyrighted material published by Columbia Games Inc. and Wizards of the Coast LLC and released for free 
  distribution and personal use by Bill Gant and without permission or endorsement by the copyright holders. No modification of said work may be made without 
  permission of Bill Gant.  Hârn, HârnWorld, HârnMaster are Registered Trademarks of Columbia Games Inc. Dungeons & Dragons, D&D are Registered Trademarks 
  of Wizards of the Coast LLC. Use of these or other trademarks are not intended as a challenge to the status of said trademarks. All distributions must keep this copy-
  right and trademark notice intact. Illustrations are by Richard Luschek <richard_luschek@yahoo.com> and used with permission. 
  HârnWorld 
   Masterwork Arms & Armour 
  Masterwork weapons and armour are nonmagical items of 
  superlative quality, crafted by highly skilled weaponcrafters 
  using the finest raw materials. A Quality:  can pro-
  duce Masterwork weapons and armour (uncommon); and a 
  Quality:  can produce Greater Masterwork weap-
  ons and armour (rare). 
  A Masterwork weapon grants a +1 bonus to damage rolls 
  and costs the weapon’s normal price × 2 + 150d. A Greater 
  Masterwork weapon grants a +1 bonus to attack and damage 
  rolls, and costs the weapon’s normal price × 3 + 300d. 
  Masterwork armour negates the extra damage dealt from 
  any critical hit to the wearer; it costs the armour’s normal 
  price × 2 + 750d. Greater Masterwork armour (which can be 
  medium or heavy, but not kurbul) changes any critical hit 
  against the wearer to a normal hit; it costs the armour’s nor-
  mal price × 3 + 1500d. 
   
  5. ADVENTURING 
  Resting 
  The following changes from the Player’s Handbook (p.186) 
  apply to resting on Hârn: 
  Short Rest 
  A short rest is a period of downtime, at least 8 hours long, 
  during which a character does nothing more strenuous than 
  eating, drinking, reading, and tending to wounds. 
  A character can spend one or more Hit Dice at the end of 
  a short rest, up to the character’s maximum number of Hit 
  Dice, which is equal to the character’s level. For each Hit Die 
  spent in this way, the player rolls the die and adds the char-
  acter’s Constitution modifier to it. The character regains hit 
  points equal to the total (minimum of 0). The player can de-
  cide to spend an additional Hit Die after each roll. A charac-
  ter regains some spent Hit Dice upon finishing a long rest, as 
  explained below. 
  Long Rest 
  A long rest is a period of extended downtime, at least 5 days 
  long, during which a character sleeps for at least 6 hours and 
  performs no more than 2 hours of light activity, such as read-
  ing, talking, eating, or standing watch, for each day of rest. If 
  a day’s rest is interrupted by a period of strenuous activity 
  — at least 1 hour of walking, fighting, casting spells, or simi-
  lar adventuring activity — the character must begin the rest 
  again to gain any benefit from it. 
  At the end of a long rest, a character regains all lost hit 
  points. The character also regains spent Hit Dice, up to a 
  number of dice equal to half of the character's total number 
  of them (minimum of one die). For example, if a character 
  has eight Hit Dice, he or she can regain four spent Hit Dice 
  upon finishing a long rest. 
  A character must have at least 1 hit point at the start of 
  the long rest to gain its benefits. 
  6. COMBAT 
  Bleeding Wounds 
  Some effects, such as the loss of a body part, cause a bleeding 
  wound to a creature. At the start of each of the creature's 
  turns, it loses 1d4 hit points from blood loss for each bleed-
  ing wound. The creature, or a creature within 5 feet of it, can 
  then use an action to make a DC 15 Wisdom (Medicine) 
  check, ending the effect from all bleeding wounds on itself 
  on a success. Magical healing will also end the effect. 
   
  Blinded (Condition) 
  • 
  A blinded creature can’t see and automatically fails 
  any ability check that requires sight. 
  • 
  Attack rolls against the creature have advantage 
  (unless the attacker is more than 5 ft. away from the crea-
  ture and can't see it), and the creature’s attack rolls 
  have disadvantage. 
   
   Critical Hits – Max Base Damage 
  When you score a critical hit, you deal the maximum amount 
  of damage from your normal damage dice, add any relevant 
  modifiers, then roll your damage dice and add the result as 
  extra damage for the critical hit. 
  For example, if a 3rd level rogue scores a critical hit with 
  a dagger (1d4) while making a Sneak Attack (+2d6), and the 
  rogue has 16 Dexterity (+3), the damage equals 4 + 12 + 3 + 
  1d4 + 2d6, for a damage range of 22 to 35. 
  As another example, if a 9th level barbarian scores a criti-
  cal hit with a greataxe (1d12) while raging (+3), and the bar-
  barian has 18 Strength (+4), the damage equals 12 + 3 + 4 + 
  1d12 + 1d12 (Brutal Critical), for a damage range of 21 to 43. 
   
   Infection 
  Each day at dawn, if your cur-
  rent hit points are equal to or less 
  than half your hit point maxi-
  mum, you must succeed on a DC 
  10 Constitution saving throw or 
  your wounds become infected. 
  You have advantage on your 
  saving throw if you spent the 
  past 24 hours in a clean environ-
  ment, or disadvantage if you were in a filthy one. 
  If your wounds become infected, your hit point maxi-
  mum is reduced by 1, and by another 1 for every 24 hours 
  that pass thereafter while the infection persists. If your hit 
  point maximum drops to 0, you die. A spell or effect that 
  cures disease will cure the infection. Alternatively, someone 
  can tend to the infection and make a DC 15 Wisdom (Medi-
  cine) check once every 24 hours. After ten successes, the in-
  fection is cured. 
  
  D&D 5E FOR HÂRNWORLD 5 
  © 2019, Columbia Games Inc. © 2019, Wizards of the Coast LLC. © 2019, Bill Gant <warflail@warflail.com>. 
  This work, created by Bill Gant is a derivative work of copyrighted material published by Columbia Games Inc. and Wizards of the Coast LLC and released for free 
  distribution and personal use by Bill Gant and without permission or endorsement by the copyright holders. No modification of said work may be made without 
  permission of Bill Gant.  Hârn, HârnWorld, HârnMaster are Registered Trademarks of Columbia Games Inc. Dungeons & Dragons, D&D are Registered Trademarks 
  of Wizards of the Coast LLC. Use of these or other trademarks are not intended as a challenge to the status of said trademarks. All distributions must keep this copy-
  right and trademark notice intact. Illustrations are by Richard Luschek <richard_luschek@yahoo.com> and used with permission. 
  HârnWorld 
  Lance Charge 
  This manoeuvre is available to any mounted character who has 
  proficiency with Animal Handling and lances. 
  If you move at least 30 feet straight toward a target while 
  mounted on a steed that you control, and then hit the target 
  with a lance attack on the same turn, roll the weapon’s dam-
  age dice twice and add them together. 
   
   
   Lingering Injuries 
  Damage normally leaves no lingering effects, unless a crea-
  ture takes a critical hit, or drops to 0 hit points and isn’t sta-
  ble. 
  To determine the nature of the injury, roll a d20 on the 
  Lingering Injuries table (DMG, p.272). This table assumes a 
  typical humanoid physiology; the DM may adapt the results 
  for creatures with different body types. 
   ‘Tis But a Scratch! Roll d20 twice on the Lingering Injuries 
  table, and use the higher of the two rolls. 
   
   Massive Damage 
  When a creature takes damage from a single source equal to 
  or greater than half its hit point maximum, it must succeed 
  on a DC 15 Constitution saving throw or suffer a random ef-
  fect determined by a roll on the System Shock table (DMG, 
  p.273). For example, a creature that has a hit point maximum 
  of 30 must make a Constitution save if it takes 15 damage or 
  more from a single source. 
   
   Morale 
  Morale is a measure of a creature’s courage, loyalty and high 
  spirits. It is optional in your first Hârn games – the beginning 
  DM should not use Morale until all the other game mechan-
  ics have been learned. Morale should be added after every-
  one, both DM and players, has participated in 2 or more 
  group games. 
  In combat, any creature may try to run away or surren-
  der. A PC may choose to do this, but this is the decision of 
  the player – Morale Checks are not made for PCs. 
  To determine whether an NPC or monster wants to run 
  away or surrender, the DM uses the creature’s Morale score 
  – see the guide below. A high Morale score indicates a will-
  ingness to keep fighting; low Morale means that the creature 
  may panic and try to get away from combat. The Morale 
  score is used when the DM makes a Morale Check. 
  Morale Scores 
  All creatures have a Morale score between 1 (always flees) 
  and 12 (never flees), for example: 
  5 
  Cowardly human non-combatants 
  6 
  Typical human non-combatants (e.g. townsfolk); 
  gargu-arak 
  7 
  Typical human combatants; gargu-hyeka; gargu-ky-
  ani 
  8 
  Human commanders; gargu-khanu; gargu-viasal; 
  typical khuzdul and sindarin 
  9+ Battle-hardened warriors 
  12 Gulmorvrin (undead) 
  How to Check Morale 
  When a Morale Check is necessary, the DM rolls 2d6: 
  • 
  If the result is greater than the creature’s Morale 
  score, the creature will try to stop the fight or get 
  away from it. 
  • 
  If the result is less than or equal to the Morale score, 
  the creature will continue to fight. 
   
   
   
   
   
   
   
  When to Check Morale 
  For a single creature encountered alone, a Morale Check is 
  made: 
  1. 
  When the creature is first hit and takes 1 or more hit 
  points of damage; and 
  2. 
  When the creature is reduced to 25% of its hit point 
  maximum. 
  For a group of creatures, a Morale Check is made against 
  the Morale of an active creature in the group with the high-
  est score: 
  1. 
  When the first death occurs amongst the group; and 
  2. 
  When half of the monsters are no longer free to act – 
  killed, magically asleep or controlled, etc. 
  Followers’ Morale 
  An NPC follower’s Morale is typically 7 + the leader’s Cha-
  risma modifier and is not checked for every situation occur-
  ring in the description above. Instead, a follower’s Morale is 
  only checked during an adventure if: 
  1. 
  The leader orders the follower to endanger them-
  selves while the party is in less danger; or 
  2. 
  The follower is damaged and down to 25% of its 
  maximum hit points. 
  
  D&D 5E FOR HÂRNWORLD 6 
  © 2019, Columbia Games Inc. © 2019, Wizards of the Coast LLC. © 2019, Bill Gant <warflail@warflail.com>. 
  This work, created by Bill Gant is a derivative work of copyrighted material published by Columbia Games Inc. and Wizards of the Coast LLC and released for free 
  distribution and personal use by Bill Gant and without permission or endorsement by the copyright holders. No modification of said work may be made without 
  permission of Bill Gant.  Hârn, HârnWorld, HârnMaster are Registered Trademarks of Columbia Games Inc. Dungeons & Dragons, D&D are Registered Trademarks 
  of Wizards of the Coast LLC. Use of these or other trademarks are not intended as a challenge to the status of said trademarks. All distributions must keep this copy-
  right and trademark notice intact. Illustrations are by Richard Luschek <richard_luschek@yahoo.com> and used with permission. 
  HârnWorld 
  Adjustments to the Morale Check 
  The DM may decide to adjust a Morale Check by a penalty 
  or bonus to the 2d6 roll by 1 or 2, according to the circum-
  stances. 
  Results of the Morale Check 
  If a creature fails the Morale Check, it will try to get away 
  from the battle in the most expedient manner possible. If 
  fleeing is not possible, an intelligent creature will surrender 
  if it thinks the opponent will accept the offer; otherwise, it 
  will continue to fight. 
   
  Mounted Combat 
   Controlled Mount Attacks. While you’re controlling a 
  combat-trained mount such as a warhorse, you can use your 
  action to direct the mount to take an Attack or Overrun ac-
  tion against a target of your choice. For example, you could 
  direct your warhorse to make a hooves attack with a Tram-
  pling Charge against a target, or overrun an enemy position, 
  instead of making your own attack with your sword. 
  Depending on the circumstances, the DM may require 
  you to succeed on a Wisdom (Animal Handling) check 
  and/or have the Mounted Combatant feat to direct a con-
  trolled mount attack. 
   
  Movement Around Other Creatures 
  You can move through a nonhostile creature's space. In con-
  trast, you can move through a hostile creature's space only if 
  the creature is at least two sizes larger or smaller than you. 
  Treat a prone hostile creature as being one size smaller than nor-
  mal for this purpose. Remember that another creature's space 
  is difficult terrain for you. 
  Whether a creature is a friend or an enemy, you can't 
  willingly end your move in its space. 
  If you leave a hostile creature's reach during your move, 
  you provoke an opportunity attack. 
   
   Shock 
  A dying creature might enter shock once it recovers con-
  sciousness. Shock is a special condition that lasts until the 
  creature recovers naturally, or the condition is removed by 
  the lesser restoration spell. A creature in shock displays a vari-
  ety of symptoms including pallor, cold sweats, weakness, 
  nausea, thirst, and groaning; it is usually incoherent and may 
  gaze helplessly at its injuries. 
  Each time you regain hit points after dropping to 0 hit 
  points, you must succeed on a DC 10 Constitution saving 
  throw or enter shock. This saving throw is made with disad-
  vantage if you failed any death saving throws before regain-
  ing hit points. 
  When you enter shock, you gain one level of exhaustion 
  and are incapacitated. Your speed is reduced by 10 feet, and 
  you can’t speak coherently. You automatically fail Strength 
  and Dexterity saving throws, and attack rolls against you 
  have advantage. After 1d4 hours, you must make a DC 10 
  Constitution saving throw: on a success, the condition and 
  any exhaustion levels gained from shock are removed; on a 
  failure, you remain in shock and gain another level of ex-
  haustion. Repeat the saving throw every 1d4 hours until ei-
  ther the condition is removed, or you die. 
   
   Tower Shields 
  The tower shield grants the 
  Shieldwall trait if its wielder has 
  proficiency with shields. 
  Shieldwall. If you move no 
  more than half your speed on 
  your turn, and end your move-
  ment within 5 feet of an ally 
  who has the Shieldwall trait, 
  you can use an action or a bonus 
  action to form a Shieldwall. The 
  Shieldwall is a formation with 
  you and the ally as its members. 
  Choose a facing: the Shieldwall 
  provides half cover to its mem-
  bers against attacks from this 
  facing, until the start of your 
  next turn. Your Shieldwall benefit is immediately lost if ei-
  ther member of the formation is not wielding a shield, forms 
  or joins a Shieldwall with a different facing, moves from its 
  space, is prone, or is incapacitated. 
   
  Unseen Attackers & Targets 
  When a creature can't see you, you have advantage on attack 
  rolls against it, unless you are more than 5 ft. away from the crea-
  ture and can't see it. 
   
  7. RUNNING THE GAME 
  Experience Points 
  You gain experience points in three ways: 
  1. 
  Tactics – combat, and overcoming challenges out-
  side combat. Even losing combat can yield XP. 
  2. 
  Strategy – completing significant milestones, such 
  as accomplishing one in a series of goals necessary 
  to complete the adventure. 
  3. 
  Alliances – turning important NPCs into allies, 
  aligning them with your cause, or denying them as 
  assets to your enemies. 
  Level advancement will generally take place after you 
  finish at least a long rest, at a suitable juncture in the game as 
  determined by the DM. The DM may require additional 
  tasks to complete level advancement, such as when a paladin 
  reaches 3rd level and must take an Oath. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/DnD 5e For HarnWorld Rules.pdf