The Fantasy Superhero
Alternate Rules for DUNGEONS & DRAGONS FIFTH EDITION Useful for
Advanced Fantasy Tactical Combat Simulations and Narrative
Roleplaying Campaigns Playable on a Table-Top with Pens,
Pencils, Paper, Polyhedral Dice, Graph Paper, a Battlemat,
Miniature Figures, and Several Family Members and Friends
with Very Good Imaginations

E. L. EDWARDSPUBLISHED BY

ICOSAHEDRON

Dedicated to the greatest Dungeon Master and best friend I haveever known – R.M.S.
-E.L.E.

The Fantasy Superhero
BY
ERICK LEE EDWARDSALTERNATE RULES FOR CHARACTER CREATION AND
ADVANCEMENT, ALIGNMENTS, TASK RESOLUTION MECHANICS, AND
SPELL AND POWER CREATION WITH EXAMPLES.
FOR USE WITH THE DUNGEONS & DRAGONS FIFTH EDITIONINQUIRIES CONCERNING RULES SHOULD BE ANSWERED BY YOURLOCAL DUNGEONMASTER.

© 2021 ● ICOSAHEDRON© ICOSAHEDRONFIFTH PRINTING, APRIL 2021
PRINTED IN THE U.S.A.

TABLE OF CONTENTS

Creating a First Level Character……………………………..

4

Advancing a Character……………………………..

6

Spending Trait Points……………………………..

8

Guidelines for Advancing Traits……………………………..

12

Building the D&D Classes……………………………..

14

Heroic Alignments……………………………..

15

The Diceless Dungeonmaster……………………………..

27

Creating New Spells……………………………..

30

The Fantasy Superhero……………………………..

37

Creating Powers……………………………..

38

Running the Fantasy Superhero Campaign……………………………..

40

CREATING A FIRST LEVEL CHARACTER
The steps to creating a first level character with this system are a bit different fromthe procedure outlined in the PLAYER’S HANDBOOK. The steps and details are listed
below.
1. Choose a Race: Follow guidance from the rulebooks and any house rules your DM
employs for his or her milieu.
2. Determine Ability Scores: Use any allowed method to generate ability scores. It is
recommended that the Customizing Ability Scores variant (i.e., “point buy”) be used.
The DM may give each player more or less than the standard 27 points. The cost to
buy each ability score is listed below for reference. Unspent points from this step are
not carried over to the next step.
Ability Score
7
8
9
10
11
12

Cost
-1
0
1
2
3
4

Ability Score
13
14
15
16
17
18

Cost
5
7
9
12
15
19

3. Buy Traits: Each player has 24 trait points with which to buy various traits for theircharacter. There are seven categories of traits. These are: hit die/hit points, armor
proficiencies, weapon proficiencies, skill and tool proficiencies, saving throwproficiencies, class features and spells, and ability score improvement.
Players must choose one hit die/hit points combination for their character (1d6, 1d8,
1d10, or 1d12). They must also choose one category of armor proficiency and one
category of weapon proficiency (but they may choose to have no armor
proficiencies and proficiency with only five simple weapons at no cost). A charactermust also start with either six, seven, or eight skill and/or tool proficiencies. Taking two
saving throw proficiencies is highly recommended, but not required. It is also
recommended that a character take at least one set of class features (and possibly
spells) but this is not required either. Finally, any trait points left over can be added
to the character’s ability scores on a 1-for-1 basis.
4. Describe Your Character: At this stage, choose your character’s alignment (for analternative system, see HEROIC ALIGNMENTS below). Also choose two personality
traits, one ideal, one bond, one flaw, and one background feature from thoseavailable in the PLAYER’S HANDBOOK or the campaign’s list of backgrounds. Notethat a character created with this system does not gain the skill, tool, or language
proficiencies provided by backgrounds (these proficiencies were chosen in Step 3
above).
5. Choose Equipment: Each character starts with an amount of funds equal to theamounts shown in the Starting Wealth by Class table (PHB, 143) if the player spent
points to buy class features. A character that has no class features starts with 2d4
gold pieces. Consult Chapter 5: Equipment in the PLAYER’S HANDBOOK andpurchase armor, weapons, and other gear for the character.
4STARTING CHARACTER BUILD TABLES
A starting character has 24 trait points. Select the character’s hit die/hit points, armor
and weapon proficiencies, number of skill and tool proficiencies and then any saving
throw proficiencies or class features desired. The cost to buy skills and tools alreadytakes into account the character’s background (i.e., don’t select a background forthe character from the Player’s Handbook). Leftover trait points can be added toability scores on a 1-for-1 basis.
Hit Die (Hit Points)

Cost

Save Proficiencies

Cost

1d6 (6 + Con modifier)4

Strength1

1d8 (8 + Con modifier)5

Dexterity

1

1d10 (10 + Con modifier)6

Constitution

1

1d12 (12 + Con modifier)7Intelligence1

Wisdom1

Charisma1

Armor Proficiencies

Cost

None

0

Light

1

Weapon Proficiencies

Light, Medium, Shields

2

5 Simple Weapons

0

All

3

9 Simple & 1 Martial Weapon

1

All Simple & 1 Martial Weapon

2

Cost

Cost

All Simple & 4 Martial Weapons

3

Artificer 1

9

All Simple & Martial Weapons

4

Barbarian5

Bard 28

Skill & Tool Proficiencies

Cleric96 Skill and/or Tool Proficiencies

4

Druid 310

7 Skill and/or Tool Proficiencies

5Fighter58 Skill and/or Tool Proficiencies

6

Monk 411

Paladin5

Ability Score Improvement

Ranger5

Increase an ability score by one

Rogue 5

7

Sorcerer

14

Warlock

10

3 including herbalism kit proficiency

Wizard14

5 including proficiency with thieves’ tools

Class Features & Spells

Cost

Cost
1

1 also the three artificer tool proficiencies
2 including three instrument proficiencies
4 including a tool or instrument proficiency

Once all 24 trait points have been spent, the character is considered to be 1st level.
5

ADVANCING A CHARACTER
A starting character built with this system is a 1st level character and will advance inlevel like other D&D characters. A character advanced under this system continues
to earn experience points in the normal fashion. However, as the character
progresses towards the next level, they will earn “trait points” that can be used tobuy new traits immediately or saved in order to buy traits at a later time. Each levelof advancement provides twelve trait points with which to purchase various traits as
the character advances. A character gains one trait point when they have earned
one-twelfth of the number of experience points needed for the next level. For
example, a 1st level character needs to earn 300 XP to reach 2nd level. This meansthat a 1st level character will gain one trait point to buy traits for every 25 XP theyearn (since 300 XP divided by 12 equals 25 XP). Likewise, when 2nd level is reached,
the character will gain one trait point for every 50 XP gained (since they need an
additional 600 XP to reach 3rd level, which requires a total of 900 XP).
The ADVANCEMENT TABLE (opposite) shows character levels; the range of trait points
a character has earned, given their level (2nd column); the proficiency bonus; thetotal experience points required to reach each level (4th column); the number ofexperience points required to gain the next level (5th column); and the number ofexperience points needed in order to gain one trait point (6th column). You will notethat the number of experience points needed for 11th level has been altered whencompared to the equivalent table in the PLAYER’S HANDBOOK. This is was done to
make the number of experience points required to gain one trait point the same forcharacter levels 10 and 11. Otherwise, a 10th level character would need 1,750 XP
to gain one trait point and an 11th level character would need only 1,250 XP per trait
point. Now, both 10th and 11th level characters need 1,500 XP per trait point.
A character’s level is determined by the number of experience points they haveearned, regardless of how they have spent their trait points. The character’s
proficiency bonus and any traits that depend on character level use this level. A
character’s class level in any class is determined by the number of levels thecharacter has purchased using the CLASS FEATURES trait (see SPENDING TRAIT POINTS
below).
This table can also be used to build characters of levels higher than 1st. Start bymaking a 1st level character. After that, simply find the desired character level andthen spend a number of trait points shown in the range for that level (minus 24). You’ll
see that the minimum number of trait points for a 1st level character is 24 (and this is
how many trait points a starting character gets). The DM will determine any
additional starting wealth and magical items for higher level characters (seeXANATHAR’S GUIDE TO EVERYTHING, “Awarding Magic Items”, page 135).
If the ADVANCEMENT TABLE needs to be extended beyond 20th character level, it isrecommended that 60,000 XP be required for each additional level with trait points
being awarded at 5,000 XP intervals. The proficiency bonus does not increase, nomore than 20 hit dice may be purchased (but older, lower hit dice can be “boughtup”), and no class levels may exceed 20.

6

ADVANCEMENT TABLE
Level

Trait Points
EarnedProficiency
Bonus

Experience
Points (XP)XP forNext Level

XP perTrait Point-1

0 - 11

+1

-288

144

12

0

12 - 23

+1

-144

144

12

1

24 - 35

+2

0

300

25

2

36 - 47

+2

300

600

50

3

48 - 59

+2

900

1,800

150

4

60 - 71

+2

2,700

3,800

317

5

72 - 83

+3

6,500

7,500

625

6

84 - 95+3

14,000

9,000

750

7

96 - 107+3

23,00011,000917

8108 - 119+3

34,00014,0001,167

9120 - 131

+4

48,00016,0001,333

10132 - 143

+4

64,00018,0001,500

11144 - 155+4

82,00018,0001,500

12156 - 167

+4

100,000

20,0001,667

13168 - 179+5

120,000

20,0001,667

14180 - 191+5

140,000

25,0002,083

15

192 - 203+5165,000

30,0002,500

16204 - 215+5

195,000

30,0002,500

17216 - 227+6

225,000

40,0003,333

18228 - 239+6

265,000

40,0003,333

19240 - 251+6305,000

50,0004,167

20

252 - 263

+6355,000

50,0004,167

7

SPENDING TRAIT POINTS
Trait points are gained as a character advances towards their next experience levelwith every character gaining twelve trait points during one full level of advancement.
The TRAIT COSTS table shows the traits that are available for purchase during
character advancement and the cost of each trait. Further description follows.
ABILITY SCORE
Cost: 1
Gain: +1 to an ability score of your choice.
Raising an ability score by one costs one trait point. An ability score cannot be raised
above 20 plus the character’s racial Ability Score Increase.
ARMOR PROFICIENCY
Cost: 1
Gain: One armor proficiency.
You gain one armor proficiency from this list: light armor, medium armor & shields(together), or heavy armor. You must have proficiency in light armor before taking
medium armor & shields. You must have proficiency in medium armor & shields
before taking proficiency in heavy armor.
CANTRIP
Cost: 1/2
Gain: One cantrip
You gain one cantrip from any spell list you have access to. For one trait point, you
may choose two cantrips. For cantrips that have variable effects dependent onlevel, use your character level to determine these effects. This trait normally applies
only to arcane tricksters, artificers, bards, clerics, druids, eldritch knights, sorcerers,
warlocks, and wizards.
CLASS FEATURE
Cost: 2
Gain: One class feature
You gain one class feature. A class feature is an entry that is listed under the Features
column of a class description found in the PLAYER’S HANDBOOK (or elsewhere). The
highest level of class feature you may choose is equal to your character level plus
one. You do not gain all of the listed class features for that level (see CLASS FEATURES
below) if there is more than one, you only gain one of them. The DM may require
the character to have all class features from previous levels in that class before being
allowed to take the feature you choose. For example, the DM may require thecharacter to take Bardic Inspiration (d6) before taking Bardic Inspiration (d8) or Fontof Inspiration. Usually, the way a class feature functions will suggest whether the classfeatures of previous levels are required.
CLASS FEATURES
Cost: 5/6/7/8
Gain: One full level of class features.
Unlike CLASS FEATURE (above), spending 5, 6, 7, or 8 trait points will grant you the fullclass features and spells of one level of the chosen class. The trait point cost is basedon the class chosen:
Barbarian – 5 trait points
Fighter, Ranger, or Paladin – 6 trait points
Artificer, Bard, Cleric, Druid, Monk, Rogue, or Warlock – 7 trait points
Sorcerer or Wizard – 8 trait points
8

TRAIT COSTS
Trait

Cost

What Character Gains

Ability Score

1

One point added to an ability score

d4 Hit Die

3

3 Hit Points and one d4 Hit Die

d6 Hit Die

4

4 Hit Points and one d6 Hit Die

d8 Hit Die

5

5 Hit Points and one d8 Hit Die

d10 Hit Die

6

6 Hit Points and one d10 Hit Die

d12 Hit Die

7

7 Hit Points and one d12 Hit Die

Feat

2

One feat

Class Feature2

One class feature

Language

1/3

One language proficiency

Skill Proficiency

2/3

One skill proficiency

Tool Proficiency

2/3

One tool proficiency

Armor Proficiency

1

One armor proficiency

Weapon Proficiency

1/4

One weapon proficiency

Save Proficiency

1

One saving throw proficiency

Class Features

5

One level of class features (Barbarian)Class Features

6

One level (Fighter, Paladin, Ranger)

Class Features

7

One level (All Other Classes)

Class Features8

One level (Sorcerer and Wizard)

Spell (Known)1

Add one spell to your known spells list

Spell (Scribed)

1/3

Add one spell to your spellbook

Spell (List)

1/3

Add one spell to your spell list

Spell (Prepared)1

Add one to your number of prepared spells

Cantrip

1/2

Gain one cantrip
SPELLCASTINGClass
Artificer
Bard
Cleric
Druid
PaladinRangerSorcerer
Warlock
WizardKnowledge
1st Level: 4
2nd Level+: 3
1st Level: 3
2nd Level+: 2 ½
1st Level: 3 ½
2nd Level+: 3
1st Level: 5
2nd Level+: 3 ½
1st Level: 1
2nd Level+: 2
1st Level: 1
2nd Level+: 1 ½
1st Level: 8
2nd Level+: 4 ½
1st Level: 5
2nd Level+: 4
1st Level: 8 ½
2nd Level+: 5

Power
2
2
2
2
2
2
2
2
2
9

CLASS FEATURES (CONT.)The highest level you may choose is equal to your character level plus one. As with
CLASS FEATURE, the DM may require the character to have all class features from all
previous levels in that class before being allowed to take the level of class features
you choose. The advantage of taking CLASS FEATURES is that you also add one classlevel of the chosen class (which you do not with CLASS FEATURE). Having class levels
in a certain class may affect how other traits function, so it may be advantageous totake this trait even if there is only one class feature for a particular level.
FEAT
Cost: 2
Gain: One feat.
You gain one feat. You must meet the prerequisite(s) to gain the feat.
HIT DICE/HIT POINTS
Cost: 3/4/5/6/7
Gain: One d4/d6/d8/d10/d12 Hit Die and Hit Points equal to Cost.
You gain one hit die of the type indicated. You also increase your hit point maximum
by the same amount (plus the character’s Constitution modifier). A character canhave a maximum number of hit dice equal to their character level plus one. A
character can “buy up” hit dice by spending the difference between the current hit
die and the new hit die. Hit points increase accordingly.
LANGUAGE
Cost: 1/3
Gain: One language proficiency
You gain proficiency in one language. You can speak the chosen language andunderstand it when it is spoken. You can read works written in the language, write in
the chosen language, and are familiar with its grammar. For one trait point, you may
choose three languages.
SAVE PROFICIENCY
Cost: 1
Gain: Proficiency in one saving throw.
You gain proficiency in one saving throw, either Strength, Intelligence, Wisdom,
Dexterity, Constitution, or Charisma. You may apply your proficiency bonus to saving
throws of the chosen type.
SKILL PROFICIENCY
Cost: 2/3
Gain: Proficiency in one skill.
You gain proficiency in one skill and may apply your proficiency bonus to ability
checks made when using that skill. For two trait points, you may choose three skills.
SPELL (LIST)
Cost: 1/3
Gain: One spell, added to your spell list.
You add one spell to your list of spells. You may choose this spell from any spell list.
The spell must of a spell level you can cast. For one trait point, you may choose threespells. This trait normally applies only to artificers, clerics, druids, and paladins.

10

SPELL (KNOWN)
Cost: 1
Gain: One spell, added to your list of known spells.
You add one spell to your list of known spells. The spell must of a spell level you cancast. The spell you choose must be from a spell list you have access to and this spell
list must be that of a class that has a Spells Known column in the class description.
Thus, this trait normally applies only to arcane tricksters, bards, eldritch knights,
rangers, sorcerers, and warlocks.
SPELL (PREPARED)
Cost: 1
Gain: One additional prepared spell.
You may prepare one additional spell per day. This trait normally applies only toartificers, clerics, druids, and wizards.
SPELL (SCRIBED)
Cost: 1/3
Gain: One spell, added to your spell book.
You add one spell to your spellbook. The spell must of a spell level you can cast andyou must choose a spell from the wizard spell list. For one trait point, you may add
three spells to your spellbook. This trait normally applies only to wizards.
SPELLCASTING (KNOWLEDGE)
Cost: By Class and Level
Gain: One spellcasting class level.
You gain one spellcasting class level in the chosen class and gain the spells known,
number of prepared spells, starting spells, spellbook spells, ritual casting, and classspell list as appropriate (but no cantrips). To gain spell slots to cast these spells or togain uses of Invocations, Mystic Arcana, Infusions, etc., take the SPELLCASTING(POWER) trait below.
SPELLCASTING (POWER)
Cost: 2
Gain: One level’s worth of spell slots or uses of magical powers.
For bard, cleric, druid, sorcerer, and wizard, you gain one level on the Spell Slots per
Spell Level chart. For warlock, you gain a level’s increase of spell slots and uses of
Invocations and Mystic Arcana. For artificer, you gain a level’s increase of spell slots
and infused items. For paladin and ranger, you gain one level on paladin or ranger
Spell Slots per Spell Level chart.
TOOL PROFICIENCY
Cost: 2/3
Gain: Proficiency in one tool.
You gain proficiency with one set of tools, one kit, one set, one instrument, or one
vehicle and may apply your proficiency bonus to ability checks made underappropriate circumstances. For two trait points, you may choose three types of tools.
WEAPON PROFICIENCY
Cost: 1/4
Gain: Proficiency in one type of weapon.
You gain proficiency in one type of weapon. A “type” of weapon is defined as aweapon that has its own entry on a weapon table (such as club, dagger, or maul).
For one trait point, you may choose four weapon types.

11

GUIDELINES FOR ADVANCING TRAITS
Although most of the points below are found in the trait descriptions, some guidelines
regarding the advancement of traits bear repeating.
A character’s ability scores cannot exceed 20 plus their racial Ability Score Increase(found in each race’s description in the PLAYER’S HANDBOOK and other sources).
This deviates slightly from guidance in the PHB. The author believes that races having
bonuses in certain ability scores should be allowed to advance those ability scores
above 20 in keeping with the idea of “niche protection.” Thus, a half-orc charactercan raise their Strength to 22 and their Constitution to 21.
A character cannot have more hit dice than their character level plus one. This
allows for an early increase in the number of hit dice (and maximum hit points) as thecharacter progresses to their next experience level. So, in play, a 1st level character
could gain an additional hit die as soon as they are able to pay for it with trait points.
In other words, the character does not have to wait until they reach 2nd level to takeanother hit die.
As addressed in the CLASS FEATURE and CLASS FEATURES traits, lower-level classfeatures should be purchased before gaining higher level class features (subject to
DM approval and oversight). “Natural progressions” should be observed. As an
example, if a 1st level character purchases the rogue class feature Sneak Attack,then they will receive the 1d6 damage bonus. However, to advance their Sneak
Attack dice, they must also purchase the CLASS FEATURES trait for the rogue class at
every level in order to see a steady progression. In this example, the character would
have their Sneak Attack damage increased to 2d6 upon purchasing the 3rd level ofclass features for the rogue class. Buying the 2nd and 3rd level class features with
the CLASS FEATURE trait would not count as having raised the character’s rogue classlevel. This is important to understand.
When gaining spellcasting from the purchase of CLASS FEATURES, the character’sclass level is equal to the number of times CLASS FEATURES was purchased for theclass in question. A character’s known spells, number of prepared spells, cantrips
known, etc. are based on this class level. A character can have class levels in morethan one class (e.g., four levels of wizard and four levels of cleric).
For spellcasters, the number of spell slots per spell level cannot exceed those shownfor your overall character level or the spell slots you would gain by summing yourclass levels in spellcasting classes. Use the lower of these two “spellcasting levels” todetermine your spell slots per spell level. For example, if a 5th level character has
four class levels of wizard and four class levels of cleric, their spell slots would be 4/3/2(as for a 5th level spellcaster). However, if this same character had only one classlevel of wizard and two class levels of cleric, spell slots would be 4/2 (as a 3rd level
caster). Note that arcane tricksters, eldritch knights, paladins, and rangers shouldround up when determining how many class levels to add to their overall spellcastinglevel (cf., PLAYER’S HANDBOOK, pages 164-165).
The last guideline for advancing traits is this: the DM is the final authority on whether
a trait can be purchased or if there are any additional prerequisites required forpurchase.

12

ADVANCING TRAITS THROUGH DOWNTIME ACTIVITIES
If the DM allows, traits may be added and advanced between adventures. Thissystem provides a way for non-adventuring player characters and non-player
characters to advance realistically (and slowly) without eliminating the ability foradventurers to rapidly reach great heights of power.
The basic idea is that a character who is dedicating themselves to increasing theirprofessional abilities will earn 250 XP per season (i.e., three months). If a character
spends a whole year improving themselves and their capabilities, they will receive
1,000 XP. By dividing the values shown in the XP for Next Level column in the
ADVANCEMENT TABLE by 1,000 the number of years required to reach eachsuccessive level can be determined. By dividing the overall experience points
needed to reach a certain level by 1,000 the number of years required to advancefrom 1st level to the level in question is quickly determined. Thus, a newly-minted 1stlevel wizard can reach 9th level in 48 years but must live 120 years if she is to see 13th
level. However, this rough estimate assumes that the character is spending all of theirtime advancing in their chosen profession. An elf might be 100 years old uponreaching 1st level and can expect to live another 650 years but what elf would spend
every day for the next 650 years working on becoming a better rogue? If they spent
half of that time, they would still attain 19th character level before their 750th
birthday. Spending only one-third of that time (four months a year) would allow themto reach 16th level; three months a year, 14th level; two months a year, 12th level;
and one month a year, 9th level.
From the previous example, it can be seen that advancement naturally slows downover time, providing a check on advancement into the higher levels. As a character
gains 250 XP per season (or 1,000 XP per year), trait points are awarded based on
the character’s current level and the value found in the XP per Trait Point column ofthe ADVANCEMENT TABLE. To find the number of trait points to award, take theamount of XP that was earned during the downtime and divide this by the XP per
Trait Point value. For example, a 6th level character spends six seasons (18 months)
researching, studying, practicing, and otherwise developing themselves. At the endof this period, they earn 1,500 XP (250 XP per season times six seasons). Looking at
the last column of the ADVANCEMENT TABLE for a 6th level character, we see a valueof 750 XP/Trait Point. Therefore, this character earns two trait points (1,500 XP divided
by 750 XP/Trait Point) during this time. Fractional trait points are kept (not rounded)since some traits only require one-fourth, one-third, one-half, or two-thirds of a trait
point.
The DM may impose additional requirements before allowing downtime
advancement in this way. One recommended suggestion is that a character must
spend 1 gp per day over and above their own normal lifestyle expenses during theentire downtime period in order to work on advancing their traits. A DM may also
require the character to spend that time with tutors at a location conducive to thetype of advancement they are interested in and with the expectation that thecharacter will undertake one or more perilous quests as suitable repayment uponcompletion of studies (and as a test of their newly-acquired abilities). These sorts ofdetails are dependent upon the nature of the campaign itself, the willingness of the
DM to employ these downtime rules, and the patience of the players themselves.

13

BUILDING THE D&D CLASSES
For the curious, each D&D class is built with 24 trait points as shown below.
D&D Classes (1st Level)
Class
Artificer

HP/HD
5

Saves
2

Skills4

Weapons2

Armor2

Features9

Barbarian

7

2

4

4

2

5

Bard

5

2

5

3

1

8

Cleric

5

2

4

2

2

9

Druid

5

2

4

1

2

10

Fighter

6

2

4

4

3

5

Monk

5

2

4

2

0

11

Paladin

6

2

4

4

3

5

Ranger

6

2

5

4

2

5

Rogue

5

2

6

3

1

7

Sorcerer

4

2

4

0

0

14

Warlock

5

2

4

2

1

10

Wizard

4

2

4

0

0

14

Each class balances out for advancement as well. The cost to gain a level of classfeatures along with the next hit die and hit points is equal to 12 trait points.
D&D Classes (per Level)

14

Class
Artificer

HP/HD
5Class Features
7

Barbarian

7

5

Bard

5

7

Cleric

5

7

Druid

5

7

Fighter

6

6

Monk

5

7

Paladin6

6

Ranger

6

6

Rogue

5

7

Sorcerer

4

8

Warlock

5

7

Wizard48

HEROIC ALIGNMENTS
An alternate alignment system is presented here, one based on real-world values,
but designed for use in a fantasy campaign. Unlike the normal D&D alignment
system, all nine alignments can be used, since these alignments represent the“heroic” version of the normal nine alignments.
These heroic alignments are described in terms of the value system adhered to bycharacters professing that philosophy. Ten values are used and each of the ten
basic values can be characterized by describing its central motivational goal and its
associated single values. These values are:Achievement - Personal success through demonstrating competence according tosocial standards. Associated single values are: being ambitious, influential, capable,
successful, intelligent, and having self-respect.
Benevolence - Preserving and enhancing the welfare of those with whom one is infrequent personal contact (the "in-group"). Associated single values are: being
helpful, responsible, forgiving, honest, loyal, and having mature love for others andtrue friendships.
Conformity - Restraint of actions, inclinations, and impulses likely to upset or harm
others and violate social expectations or norms. Associated single values are: being
obedient, having self-discipline, being polite, honoring parents and elders.
Hedonism - Pleasure and sensuous gratification for oneself. Associated single values
are: experiencing pleasure and enjoying life.
Power - Social status and prestige, control or dominance over people and resources.
Associate single values are: having social power, wealth, and authority, preserving
one's own public image, and having social recognition.
Security - Safety, harmony, and stability of society, of relationships, and of self.
Associate single values are: ensuring national security, reciprocation of favors,
ensuring family security, having a sense of belonging, preserving the social order,
being healthy and clean.
Self-Direction - Independent thought and action; choosing, creating, exploring.
Associated single values are: freedom, creativity, independence, choosing one's
own goals, being curious, having self-respect.
Stimulation - Excitement, novelty, and challenge in life. Associated single values are:having an exciting and varied life, being daring.
Tradition - Respect, commitment, and acceptance of the customs and ideas thattraditional culture or religion provide the self. Associated single values are: respecting
tradition, being devout, accepting one's own portion in life, being humble, andtaking life in moderation.
Universalism - Understanding, appreciation, tolerance, and protection for thewelfare of all people and for nature. Associated single values are: advancing
equality, being one with nature, having wisdom, filling the world with beauty,15

advancing social justice, being broad-minded, protecting the environment, and see
the world at peace.
Below, each alignment is described in terms of these values. Acts that call for an
Inspiration award for characters adhering to a particular philosophy are listed. These
acts are deliberately left vague so that the DM can determine the frequency of
Inspiration awards during the game. It should be noted that DMs are under noobligation to allow all nine of the alignments listed below. DMs can certainly use allof them or restrict the number to three or four to encourage party unity.
Each of the heroic alignments is related to a normal D&D alignment for the purposeof game effects. The equivalencies are shown in the chart below and listed in eachalignment’s description.

ALABASTROUS

CERULINE

SPESSARTINEATRAMENTOUS

16

ALABASTROUS
You’re hero the people want on their side. You don’t necessarily play by the rules,
but you’ll save the day because that’s what heroes do. You’re not motivated bymoney or power or pleasure. You just want to right the wrongs, defend the weak,
and kick evil’s butt. A sincere “thank you” or a home-cooked meal is all you needfor a reward. But if they insist on giving you money, well, you’ll just give that to thepoor or the local church. You’re always ready to make the ultimate sacrifice, but
not before you take as many of those evil bastards with you as possible.
Choose two core values from each list. These core values will be used by the DM toaward Inspiration.
MeaningCore Values

Benevolence
Preserving and enhancing thewelfare of those with whom
one is in frequent personal
contact (the "in-group").
• being helpful• being responsible• being forgiving• being honest• being loyal• having mature love forothers and true friendships

Universalism
Understanding, appreciation,
tolerance, and protection for
the welfare of all people andfor nature.
• advancing equality• being one with nature• having wisdom• filling the world withbeauty• advancing social justice• being broad-minded• protecting theenvironment• seeing the world at
peace

For the purposes of interacting with game elements based on the character’salignment, treat the Alabastrous character as being Neutral Good. For example, an
Alabastrous character can use a Talisman of Pure Good, gets the full effect from aneutral good Candle of Invocation, and the Balance card in the Deck of Many
Things would make them Atramentous.

17

ATRAMENTOUS
You’re the hero they call on to get the job done, no matter what. As long as they
don’t criticize your methods or delve too deeply into your affairs, they’ll be alright.
You’ll defend civilization, rescue the king’s daughter from the dragon, or do justabout anything else, if the price is right. You’re the mercenary of the adventurer
world. You won’t side with evil, because there’s no end to the number of goodpeople who will pay dearly for your services. Fight fire with fire is what you say. At
the end of the day, when the Dark Lord has been defeated, honors will be heaped
upon you by a grateful populace. And you get to keep all of the Dark Lord’s cool
stuff. It’s a win-win.
Choose two core values from each list. These core values will be used by the DM toaward Inspiration.
MeaningCore Values

Achievement
Personal success throughdemonstrating competenceaccording to social standards.
• being ambitious• being influential• being capable• being successful• having intelligence• having self-respect

Power
Social status and prestige,
control or dominance overpeople and resources.
• having social power• having wealth• having authority• preserving one's own
public image• having social recognition

For the purposes of interacting with game elements based on the character’salignment, treat the Atramentous character as being Neutral Evil. For example, anAtramentous character can use a Talisman of Pure Evil, gets the full effect from aneutral evil Candle of Invocation, and the Balance card in the Deck of Many Things
would make them Alabastrous.

18

CERULINE
Some people do what’s right because they believe in the system. All that stands
between civilization and chaos is a fragile social order. Society needs its heroes,
people who are willing to do what it takes to defend the nation, protect its citizens,enforce its laws, and maintain its traditions. That’s you. You’ve got the talent and it’s
your duty to use your gifts to ensure that your nation, your people, and your way oflife will last forever. You’ve got the law on your side, but you’re never above the law.
Sometimes it’s a messy business, because no system is perfect. But it’s the best one
we’ve got and it’s worth fighting for.
Choose two core values from each list. These core values will be used by the DM toaward Inspiration.
MeaningCore Values

Security
Safety, harmony, and stabilityof society, of relationships, andof self.

•
•
•
•
•
•

ensuring national security
reciprocation of favors
ensuring family security
having a sense of
belongingpreserving the social
orderbeing healthy and clean

Conformity/Tradition
Restraint of actions,
inclinations, and impulses likely
to upset or harm others andviolate social expectations or
norms. Also respect,commitment, andacceptance of the customs
and ideas that traditional
culture or religion provide theself.
• being obedient• having self-discipline• being polite• honoring parents andelders• respecting tradition• being devout• accepting one's own
portion in life
• being humble• taking life in moderation

For the purposes of interacting with game elements based on the character’salignment, treat the Ceruline character as being Lawful Neutral. For example, aCeruline character can use the sword Concluder, gets the full effect from a lawful
neutral Candle of Invocation, and the Balance card in the Deck of Many Things
would make them Spessartine.

19

CINEREAL
You’re not the hero they expected, but you’re the hero they need. You’re not quite
sure what keeps you going but if you don’t do something, who will? You don’t put
your trust in high ideals, the authorities of your society, a certain philosophy, or reallyanything else for that matter. You trust yourself, those close to you, and anyone else
who’s proven they’re on your side. You fight evil to protect yourself and those you
care about. And because you’re one of the few who can. The enemy had better
watch out, because unlike these other heroes, you’re flexible enough in your morals
and ethics to take advantage of just about any situation. They’ll never see it coming.
Choose two core values from the two lists you chose for your primary values. For
example, if you chose security and self-direction for your character, choose two corevalues from the security list (which can be found in the Erubescent and Ceruline
descriptions) and two core values from the self-direction list (found in the Spessartine
and Viridescent descriptions).
For the purposes of interacting with game elements based on the character’salignment, treat the Cinereal character as being Neutral. For example, a Cinereal
character can use the sword Replier, gets the full effect from a (true) neutral Candle
of Invocation, and the Balance card in the Deck of Many Things, although it would
keep them Cinereal, would switch their two core values to their “polar opposites”
unless their original core values are already polar opposites, in which case you takethe two core values that are halfway between both.
For information, the core value “opposites” are:•Tradition/Conformity - Stimulation and Hedonism•
Universalism - Power•
Benevolence - Achievement and Hedonism•
Self-Direction - Security•
Hedonism - Tradition/Conformity and Benevolence
For example, if a Cinereal character has Self-Direction and Benevolence as theircore values, the opposites would be Security and Achievement (or Hedonism).
However, if a Cinereal character had Security and Self-Direction as their core values(these two are polar opposites), their opposites are considered to be Benevolenceand either Achievement or Hedonism. Thus, even “true neutral” characters have
opposite alignments (which are other forms of “true neutral”).

20

ERUBESCENT
You defend your nation, protect the weak, and smite evil, not because it’s the rightthing to do, but because it’s what keeps you on top of the heap yourself. You’re ahero, so you’ve earned the right to be above the common rabble. Who else hurls
themselves into danger like you do? Your high station in society is predicated upon
the continuance of the social order, so it’s also self-interest that motivates you todefeat your nation’s enemies. The wicked must be punished for daring to disrupt thesociety that provides you with power and prestige. And it does feel good bringing
wrong-doers to justice and wiping out enemies in war. Everyone knows you don’t
mess around.
Choose two core values from each list. These core values will be used by the DM toaward Inspiration.
MeaningCore Values

Power
Social status and prestige,
control or dominance overpeople and resources.
• having social power• having wealth• having authority• preserving one's own
public image• having social recognition

Security
Safety, harmony, and stabilityof society, of relationships, andof self.
• ensuring national security• reciprocation of favors• ensuring family security• having a sense of
belonging• preserving the socialorder• being healthy and clean

For the purposes of interacting with game elements based on the character’salignment, treat the Erubescent character as being Lawful Evil. For example, an
Erubescent character can use a Talisman of Pure Evil. The Balance card in the Deckof Many Things would make them Viridescent.

21

PORPHYRIC
It feels good when they call you a “hero” and that’s what it’s all about for you. Beinga hero is the best way of getting what you want. And what is it that you want?
Excitement, pleasure, success, adoration, just to name a few of the many things thatyou desire in your insatiable quest for enjoyment in life. As long as you act like a hero,
you get to operate outside of convention and they’ll happily overlook yourindiscretions, your eccentricities, and your pursuit of darker desires. You understandthe enemy better than anyone else, but you’ll never join them. These innocents, theylook up to you and are so ready and willing to reward you for putting your life on theline for them. You’ve got a good thing going and you don’t want to ruin that, now
do you?
Choose four core values from among those offered on the three lists. These corevalues will be used by the DM to award Inspiration.
MeaningCore Values

Stimulation
Excitement,
novelty, andchallenge in life.

••

having an
exciting andvaried life
being daring

Achievement
Personal successthroughdemonstratingcompetenceaccording to social
standards.
• being
ambitious• being
influential• being
capable• being
successful• having
intelligence• having selfrespect

Hedonism
Pleasure andsensuous
gratification for
oneself.

••

experiencing
pleasure
enjoying life

For the purposes of interacting with game elements based on the character’salignment, treat the Porphyric character as being Chaotic Evil. For example, aPorphyric character can use a Talisman of Pure Evil. The Balance card in the Deckof Many Things would make them Xanthic.

22

SPESSARTINE
You have no grand plan, no unwavering ideals, no lifelong goals when it comes tobeing a hero. You really don’t care about saving people, smiting evil, or any of that
stuff all of the other heroes seem to care so much about. As far as rewards go, you
don’t want the titles they might give you, the lands they might bequeath you, thegold they might heap upon you (okay, maybe you want the gold). You do it for thethrills, for the freedom, and for the simple pleasure of seeing what you can get awaywith. You’re a hero for your own reasons, which might change with the wind. With
you, the enemy never knows what they’re getting or what to expect. You’re thathero that’s the life of the party, the instigator, hell, maybe the whole reason there’s
an adventure in the first place!
Choose two core values from each list. These core values will be used by the DM toaward Inspiration.
MeaningCore Values

Self-Direction
Independent thought andaction; choosing, creating,
exploring.
• freedom• creativity• independence• choosing one's own goals• being curious• having self-respect

Stimulation
Excitement, novelty, andchallenge in life.

••

having an exciting andvaried life
being daring

For the purposes of interacting with game elements based on the character’salignment, treat the Spessartine character as being Chaotic Neutral. For example,
a Spessartine character can use the sword Last Quip, gets the full effect from achaotic neutral Candle of Invocation, and the Balance card in the Deck of Many
Things would make them Ceruline.

23

VIRIDESCENT
There’s no need for heroes in a just world and you work tirelessly for the day when
you can lay down your sword. But there’s no end to the cruelty, the misery, and theinjustices that are visited upon good folk by the depredations of evil people, so
respite will never come. You’re a hero of the people, fighting for equality, forfreedom, and for independence. Tyrants are wise to fear you, as you work to freeeveryone from all forms of oppression: slavery, burdensome duties, unfair taxation,and perhaps even societal expectations. The world you’re building will be one ofbeauty, equality, and peace that allows everyone to live their own lives as they see
fit without the interference of authoritarian influences.
Choose two core values from each list. These core values will be used by the DM toaward Inspiration.
MeaningCore Values

Universalism
Understanding, appreciation,
tolerance, and protection for
the welfare of all people andfor nature.
• advancing equality• being one with nature• having wisdom• filling the world withbeauty• advancing social justice• being broad-minded• protecting theenvironment• seeing the world at
peace

Self-Direction
Independent thought andaction; choosing, creating,
exploring.

•
•
•
•
•
•

freedomcreativity
independencechoosing one's own goals
being curious
having self-respect

For the purposes of interacting with game elements based on the character’salignment, treat the Viridescent character as being Chaotic Good. For example, a
Viridescent character can use a Talisman of Pure Good, gets the full effect from achaotic good Candle of Invocation, and the Balance card in the Deck of Many
Things would make them Erubescent.

24

XANTHIC
You’re a true hero, the figurative knight-in-shining-armor, fighting for truth, justice, andthe chivalric way. You’re a paragon of virtue, fair to both friend and foe. Youbalance the needs of your own altruistic goals with those of the social order. You
follow the rules, respect the laws, and adhere to the social mores of your nation andthis endears you to all in polite society. You also defend the innocent, humble
yourself before the lowly, and cheerfully render aid to the needy and this makes you
loved by the commoners. You show mercy to your foes, engage in fair play, and use
only that force which is necessary in battle and this makes you respected by theenemy. You are willing to sacrifice your life before behaving dishonorably and yourheart is always ready to forgive the truly repentant.
Choose two core values from each list. These core values will be used by the DM toaward inspiration.
MeaningCore Values

Conformity/Tradition
Restraint of actions,
inclinations, and impulses likely
to upset or harm others andviolate social expectations or
norms. Also respect,commitment, andacceptance of the customs
and ideas that traditional
culture or religion provide theself.
• being obedient• having self-discipline• being polite• honoring parents andelders• respecting tradition• being devout• accepting one's own
portion in life
• being humble• taking life in moderation

Benevolence
Preserving and enhancing thewelfare of those with whom
one is in frequent personal
contact (the "in-group").

•
•
•
•
•
•

being helpful
being responsible
being forgiving
being honest
being loyal
having mature love forothers and true friendships

For the purposes of interacting with game elements based on the character’salignment, treat the Xanthic character as being Lawful Good. For example, a
Xanthic character can use a Talisman of Pure Good, gets the full effect from a lawful
good Candle of Invocation, and the Balance card in the Deck of Many Things would
make them Porphyric.

25

CHANGING YOUR ALIGNMENT
You can change your character’s core values between gaming sessions. Just informyour DM at the start of a new session that you are changing your character’s corevalues. You must choose your character’s new core values from the lists presented
in your alignment description (or the lists you chose, if your character is Cinereal).
You must follow the instructions in your alignment description (such as “Choose twocore values from each list.”).
Changing your character’s alignment requires a bit more work. You can begin tochange your character’s alignment to one that shares at least one primary value(such as Xanthic to Alabastrous, because they share benevolence as a primaryvalue) by announcing your intention to do so at the start of a gaming session andchoosing one core value from a list that is not common to your old alignment. For
example, for a Xanthic to Alabastrous change, the player will choose one core value
from the universalism core values list (since benevolence is common to both Xanthic
and Alabastrous, but universalism is not). This means the character should have one
core value from the conformity/tradition list, two core values from the benevolence
list, and the new core value from the universalism list. Once the character hasreceived three Inspiration awards based on the new core value, the player may
choose another core value from that list at the beginning of the next session. Oncethe character has been awarded Inspiration three times based on this second newcore value, the character has successfully switched alignment.
However, if the player does not wish to switch to a new alignment that shares a
primary value, the character must be switched to Cinereal. In other words, it is theintention of the player to switch two or more primary values to different primaryvalues. In this case, choose the first primary value and follow the instructions above
for slowly switching core values. Once that primary value has been successfully
switched (by being awarded Inspiration for both new core values three times each),then pick another primary value to switch to and follow the same procedure. For
example, the player of a Xanthic character is tired of having conformity/tradition
and benevolence as primary values and would rather play a thrillseeker. First, heloses one conformity/tradition core value and he chooses stimulation as his newprimary value and takes “having an exciting and varied life” as his first new corevalue. After three Inspiration awards for that core value, he chooses “being daring.”
Three more Inspiration awards for “being daring” later, he is now considered aCinereal character (having the primary values of benevolence and stimulation). He
then chooses the self-direction primary value and the core value of “choosing one’s
own goals.” He gets three Inspiration awards and then picks “being curious” as hislast new core value. After three Inspiration awards for this one, he’s a Spessartine
character.

26

THE DICELESS DUNGEONMASTER
This section could have also been called “Players Make All Rolls” because this isessentially the kind of system that will be detailed. The basic idea is to transfer
responsibility for the various rolls in combat to the players, thus leaving the DM free to
adjudicate results rather than spend large portions of the action furiously rolling dicebehind a gamemaster’s screen. In this way, the players become more involved in
the combat results. For example, instead of having the DM make attack rolls for thevarious monsters, the player whose character is being attacked will make a defenseroll against the monster’s attack score. So, instead of being a passive bystander, theplayer is actually involved in the action directed towards their character.
First, it is necessary to detail how the various bonuses of monsters will be converted
to scores. This isn’t as simple as adding ten to a bonus (as will be shown below) if weare to preserve the exact same percentage chances for various results. Next, it must
be detailed how rolls that are normally made for monsters will be transferred to theplayers. Finally, some additional guidance and implications of this system need tobe considered.
Creature scores are generated in the manner shown below. You will note that somescores already exist in D&D, such as Armor Class and the saving throw Difficulty Classfor creature powers (which is called the Power Score below).
Initiative Score
Attack Score
Defense Score
Save Score
Power Score
Skill Score
Damage Score

=
=
=
=
=
=
=

10 + Initiative Bonus
10 + Attack Bonus
Armor Class
14 + Save Bonus
Difficulty Class
10 + Skill Bonus
Fixed Damage

It is these scores that the players will roll against. Characters have modifiers that will
be added to rolls. These modifiers are:
Initiative Modifier
Attack Modifier
Defense Modifier
Save Modifier
Power Modifier
Skill Modifier
Damage Modifier

=
=
=
=
=
=
=

Normal Initiative Modifier
Normal Attack Modifier
Armor Class minus 12
Normal Save Modifier
Spell Attack Modifier
Skill Modifier
Normal Damage Modifier

A modifier can also be referred to as a “bonus” (even if negative), if desired. For thecharacters, two things change. First, the normal Armor Class is not used. Twelve issubtracted from the character’s Armor Class and becomes the Defense Modifier.
Secondly, spellcasters no longer have a Spell Save DC (since the DM won’t bemaking rolls for the monsters). Only the Spell Attack Modifier is used, both forconventional spell attacks (as seen with the firebolt cantrip) and for spells offering asaving throw (like the fireball spell). In the first case, the player rolls against themonster’s Armor Class, applying the Spell Attack Modifier to the roll (as normal). In
the second case, the player rolls against the monster’s save score, with successindicating the monster failed the save (the player rolled high and got a good result).
27

The table below lists the various rolls that players make in the game. Many of themremain the same.
Type of Roll
Initiative
AttackDefendSaving Throw
Skill Check
Spell Attack
Spell with Save

The player rolls:
d20 + Initiative Modifier
d20 + Attack Modifier
d20 + Defense Modifier
d20 + Save Modifier
d20 + Skill Modifier
d20 + Power Modifier
d20 + Power Modifier

Versus a DC equal to:
Creature’s Initiative Score
Creature’s Armor Class
Creature’s Attack Score
Creature’s Power Score
Creature’s Skill Score
Creature’s Armor Class
Creature’s Save Score

The Player:
Deals Damage
Takes Damage

The damage is equal to:
Dice + Damage Modifier
Creature’s Fixed Damage

And is subtracted from:
Creature’s Hit Points
Character’s Hit Points

A player’s initiative, attack, saving throw, skill check, spell attack, and damage rolls
all work normally (as presented in the D&D rules). The player’s defend roll is successful(meaning the character was not hit) if the roll equals or exceeds the creature’s
attack score. The character is hit if the roll is less than the creature’s attack score. If
the player rolls a natural ‘1’ on a defend roll, this has the same effect as if the creature
had rolled a ‘20’ (i.e., the hit is a critical hit). If the player rolls a natural ‘20’ this meansthat the defense was successful, regardless of the creature’s attack score.
To determine if a creature makes or fails its saving throw against a character’s spell,
the player makes a d20 roll and adds the power modifier (i.e., Spell Attack Modifier).
This is compared to the creature’s save score. If the result equals or exceeds the
save score, the creature failed the save. If the result is less than the save score, thecreature made the save. As with the defend roll, if the player rolls a natural ‘20’ thishas the same effect (if any) as if the creature had rolled a ‘1’. If a natural ‘1’ is rolled,
this is the same as if the creature rolled a natural ‘20’ (if there is any effect).
In all cases, with all rolls, higher is better for the player and worse for the creature andvice versa. Also, any trait that can affect a d20 roll (such as the Lucky trait for
halflings) can be extended to influence the other rolls in this system.
When applying advantage and disadvantage for creatures, it is recommended thatthe opposite be applied to the appropriate player rolls (rather than adding or
subtracting five to the score as detailed in the PLAYER’S HANDBOOK). Thus, acreature having advantage on initiative rolls would force players to roll at
disadvantage when determining initiative order.
A creature having magic
resistance (advantage on saving throws against spells) would cause players to havedisadvantage on spell rolls versus a save score (but not spell attack rolls versus Armor
Class).
The DM will have to determine how to handle creature versus creature combat (inother words, combat where no player is involved). It is recommended that a player
be designated to roll for any creature that is part of the party (as if the creature werea player character). If no combatant is part of the party (this should be a rare case)then perhaps each player can be given one or more creatures to run and the DM
can simply adjudicate results and step in the determine creature actions inaccordance with the adventure plot.
28

Finally, some discussion regarding the choice of the base numbers for scores would
be appropriate at this point. A creature’s initiative score, skill scores, and attack
scores have a base of 10 and its save scores a base of 14. How were these numbers
determined? The differences in base numbers depends on two things. First, whether
the normal method of determining the result is roll versus roll or roll versus number. If
the normal method is a roll versus a roll, like with initiative rolls or rolls involving two
skills (like a creature’s Perception versus a character’s Stealth) then the base is 10.
Considering an infinite number of d20 rolls, the average result would be 10.5.
Dropping the fraction (i.e., going slightly in favor of the players) makes the basenumber 10.
If the normal method of resolution is a roll versus a target number, convention
typically dictates that success is achieved if the roll result equals or exceeds thetarget number (in other words, ties go the roller). This is the case with attack rolls
versus Armor Class, saving throws versus spell Difficulty Class, and other rolls. In thiscase, the normal “base” number has to be determined and from that a new “base”
number is generated for a reversal of the roll (while also keeping in mind that ties
normally go to the roller).
For the defend roll, we must analyze the attack roll. Consider this example. An orc
has a +5 to hit with his great axe attack (MONSTER MANUAL, 246). Let’s say that a PC
rogue has an Armor Class of 14 (leather armor and 16 Dexterity). The DM would haveto roll a 9 or better on a d20 to have the orc hit the rogue (AC 14 minus the +5 attack
modifier). When the orc attacks the rogue, he has a 60% chance of hitting (roll of 1
to 8, 40% chance; roll of 9 to 20, 60% chance). From this example, we can calculate
what a monster’s attack score should be. Reversing the roll, requiring the player ofthe rogue to defend, would mean that the player rolls a d20 and adds the rogue’s
defense modifier. If we arbitrarily make the defense modifier equal to Armor Class
minus twelve, we can then calculate the base attack score for monsters. We knowthat the orc should hit 60% of the time and we know the rogue’s defense modifier is+2. What possible die results would grant the orc a 60% chance to hit (given therogue’s +2 modifier)? The range for the orc to hit the rogue would be 1 to 12 (lower
is worse for the player). Misses would occur when the player rolls a number from 13
to 20. The minimum roll for a miss is 13. Adding +2 to this yields 15 (this is the orc’s
attack score). Subtracting the orc’s attack modifier (15 – 5) gives us 10. This is thebase number for a creature’s attack score. Thus, a creature’s attack score is 10 plus
its attack modifier in every case (and this makes it very easy to calculate in play).
Likewise, the save score is calculated by considering a spellcaster’s Spell Save DC(which is 8 + proficiency bonus + spellcasting ability score modifier). Since the Spell
Attack Modifier is this same number, minus eight, we will use this as the power modifier
for player characters. Consider a wizard casting a charm person spell on an orc. In
this example, the wizard’s Spell Save DC is 13 (due to 16 Intelligence). The orc has a
Wisdom save modifier of +0. The DM must roll a 13 or higher for the orc to beunaffected, therefore the wizard’s spell as a 60% chance of success (a roll of 1 to 12means the orc failed its saving throw). Reversing this, and giving the orc a save score,means that the player of the wizard would need to roll any number from 9 through20 for the spell to be successful (a 60% chance). The minimum roll for success is 9.
Adding the proficiency bonus (+2) and Intelligence modifier (+3) to this yields 14.
Since the orc’s Wisdom save modifier is +0, we do not need to modify this basenumber any further. Therefore the base number for a creature’s save score is 14. All
save scores are calculated by adding 14 to the creature’s save modifier.
29

CREATING NEW SPELLSThe basic idea is to take an existing D&D spell and use that as a starting point tocreate a new spell. Changing features of the spell will alter the spell’s level. Oncethe spell is constructed, the DM can determine if the spell is to be introduced into thecampaign.
The table below lists various changes that can be applied to an existing spell to makean entirely new spell. One hard rule is this: any change to an existing spell cannot(ever) reduce the spell level below the spell level of the original spell. Also, no spell
can have a level higher than 9th. Cantrips count as zero level spells for the purposesof this spell construction system. Obviously, with a system like this, DM oversight isextremely necessary.
Change Tags
Change the school of the spell (must follow guidelines onschools of magic)
Add the ritual tag to a spell (must follow conventions on
ritual spells)
Change Casting Time

Level Change+0+0Level Change

Increase casting time from 1 bonus action to 1 action-2

Increase casting time from 1 action to 1 minute-1

Increase casting time from 1 minute to 10 minutes-1

Increase casting time from 10 minutes to 1 hour-1

Increase casting time from 1 hour to 8 hours-1

Increase casting time from 8 hours to 24 hours-1

Reduce casting time from 24 hours to 8 hours+1

Reduce casting time from 8 hours to 1 hour

+1

Reduce casting time from 1 hour to 10 minutes+1

Reduce casting time from 10 minutes to 1 minute+1

Reduce casting time from 1 minute to 1 action+1

Reduce casting time from 1 action to 1 bonus action+2

Change Saving Throw
Change the saving throw from one ability to another(must follow conventions on saving throws)

30

Level Change+0Change Range

Level Change

Halve a range that is given in “feet” in the original spell
description
Change range from “30 feet” (or less) to “Touch”-1

Change range from “Touch” to “Self”-1

Change range from “Self” to “Touch”+1

Change range from “Touch” to “30 feet”+1

Double a range that is given in “feet” in the original spell
description
Change from a range given in “feet” to any line-of-sightpoint the spellcaster can sense
Change from a range given in “feet” to any point thespellcaster can sense+1

Change Components

-1

+2
+4

Level Change

Eliminate the vocal component+1Eliminate the somatic component+1Eliminate a material component that has no cost

+1

Change a material component with cost to one with nocost
Eliminate a material component with cost

+1

Adding a vocal, somatic, and/or material component(with or without a cost)+0

Change Number of Targets
Increase from an individual target to a group of valid
targets
Increase from a group of targets to all valid targets in aroom
Increase from a roomful of targets to all valid targets in a
structure (add a “Lesser” component)
Increase from a structure to all valid targets within aboundary (add a “Greater” component)
Change Damage or Healing+2

Level Change
+2
+2
+2
+1

Level Change

Change the damage type (such as “fire” to “cold”)+0

Decrease the damage or healing by one die (original
spell must be 1st level or higher)
Increase the damage or healing by one die (original spellmust be 1st level or higher)

-1
+1

31

Change Duration

Level Change

Decrease duration from one year to three months-1

Decrease duration from three months to one month-1

Decrease duration from one month to one week

-1

Decrease duration from one week to 24 hours-1

Decrease duration from 24 hours to 8 hours-1

Decrease duration from 8 hours to 1 hour-1Decrease duration from 1 hour to 10 minutes-1

Decrease duration from 10 minutes to 1 minute-1

Decrease duration from 1 minute to 1 round-1

Increase duration from 1 round to 1 minute+1

Increase duration from 1 minute to 10 minutes+1

Increase duration from 10 minutes to 1 hour+1

Increase duration from 1 hour to 8 hours+1

Increase duration from 8 hours to 24 hours+1

Increase duration from 24 hours to one week (add a“Least” material component from the table below)
Increase duration from one week to one month (add a“Lesser” material component from the table below)
Increase duration from one month to three months (adda “Greater” material component from the table below)
Increase duration from three months to one year (add a“Greatest” material component from the table below)
Change duration from one year to “Until dispelled”+1

Change duration from “Until dispelled” to“Instantaneous”
Add “Concentration” to the duration+1

Eliminate “Concentration” from the duration+2

Changes to Subjects and Effectiveness
Trivial change in target, spell remains just as effective(e.g., Charm Person to Animal Friendship)
Trivial change in target, spell becomes more effective(e.g., Prot. from Poison to Prot. from Energy)
Significant change in target, spell remains just as
effective (e.g., Locate Object to Locate Creature)
Significant change in target, spell becomes more
effective (e.g., Hold Person to Hold Monster)

32

+1
+1
+1
+1

-2

Level Change
+0
+1
+2
+3

Tags
Changing a spell’s school does not increase or reduce the spell’s level. However,the change must make sense for the spell in question. For example, when making aspell similar to burning hands that does psychic damage instead of fire damage, it
might make sense to change the school from evocation to enchantment.
Adding the ritual tag to a spell does not alter the spell’s level. However, useestablished conventions on rituals spells to determine if adding this tag is appropriate.
For example, if plant growth were used to model a spell that causes a cow to give
twice as much milk than normal, then it might be appropriate to allow this spell tohave the ritual tag. It may not be appropriate for a necrotic version of a fireball,though.
Saving Throws
Usually, a change in the saving throw for a spell results from a logical change in thespell itself. For example, if a spell called psychic bolt is developed from lightning bolt,then the spell may now require a Wisdom save.
Range
Reducing a spell’s range lowers the spell’s level. Ensure that any decrease in range
makes sense. Making a new spell modeled on inflict wounds and changing therange to “Self” may not be very useful. Increasing a spell’s range raises the spell’slevel. If a spell’s range is given in feet, then that range can be increased to “line-ofsight” by adding two spell levels. By adding four spell levels, a spell’s range can beincreased from some range measured in feet to any range that the caster can sense(such as through scrying spell).
Components
Eliminating components increases a spell’s level. Adding components has no effecton a spell’s level (but a DM can use common sense to apply level reductions, if
desired).
Some changes in spell parameters call for the introduction of a new costly material
component. The table above shows that increasing the duration of a spell to one
week or higher as well as increasing the target area to a structure or boundary
requires the inclusion of a costly material component. Regardless of the number of
new material components called for, use only the most costly. The DM always has
the right to increase or decrease the cost of the material components to suit theindividual campaign setting.
Spell Level
1st
2nd
3rd
4th
5th
6th
7th
8th
9th

Least Cost
50 gp
80 gp
120 gp200 gp300 gp500 gp
800 gp1,200 gp
2,000 gp

Lesser Cost
80 gp
120 gp200 gp300 gp500 gp
800 gp1,200 gp
2,000 gp
3,000 gp

Greater Cost
200 gp300 gp500 gp
800 gp1,200 gp
2,000 gp
3,000 gp
5,000 gp
8,000 gp

Greatest Cost
800 gp1,200 gp
2,000 gp
3,000 gp
5,000 gp
8,000 gp
12,000 gp
20,000 gp
30,000 gp
33

Targets
Changing from an individual target to a group (which could consist of three to,perhaps, a dozen targets) raises the spell level by two. Affecting all valid targets in aroom (of reasonable size) increases spell level by two once more. Further increases
affect all targets in a structure and then a boundary (defined by a wall or otherfeature). Increasing the target area to “structure” or “boundary” requires theinclusion of a costly material component.
Damage and Healing
Changing the damage type doesn’t change the level of a spell. However, the DM
may decide that certain damage types are more effective than others (imaginechanging a fire spell to a force spell). Individual DMs can adjudicate spell levelchanges based on damage type changes as desired.
Increasing a spell’s damage by one die raises the spell level by one. Reducing aspell’s damage by one die lowers the spell level by one. Note that this modifier only
applies to spells that are 1st level and above. Cantrips apply their own damage
increases. Typically, cantrips increase in damage based on the caster level (at 5th,
11th, and 17th level).
Duration
Decreasing the duration of a spell reduces its level. Increasing the duration of a spellincreases its spell level. Eliminating “Concentration” from the duration increases thespell’s level (and the DM should make absolutely sure that this spell will not disrupt the
campaign). Adding “Concentration” to the duration will lower the spell’s level.
Changing a duration from “Until dispelled” to “Instantaneous” means that the spellis essentially permanent. Some changes in duration add a material component tothe spell. Use the highest-valued material component for multiple steps. For
example, if a new spell is constructed based on mage armor and the duration isincreased from 8 hours all of the way up to “Instantaneous” then the target’s base
AC would become 13 + its Dexterity modifier permanently. This would be an 8th level
spell if nothing else were changed and require a material component worth 20,000
gp (perhaps an ornate and gem-encrusted suit of full plate armor to act as a focus).
ChangesThis section deals with miscellaneous changes to spells. Trivial changes to valid
targets changes the spell level by zero or one (if there is also a significant change in
effectiveness of the spell). Significant changes to what is considered a valid target
results in a spell level increase of two or three (if the corresponding spell also becomes
more effective).

34

SPELLS CREATED WITH THIS SYSTEM
Archmage Armor
4th-level abjuration
Casting Time: 1 hour
Range: Self
Components: V, S, M (an ornate andgem-encrusted suit of full armor worth
at least 3,000 gp, which the spell
consumes)
Duration: Instantaneous
As the mage armor spell (PHB, page256) with the changes noted aboveand below. Although the duration is
instantaneous, the spell effect willend if the caster ever dons armor or ifthey dismiss the spell as an action.
(Base: mage armor, 1st-level spell;
Casting Time: 1 action to 1 hour, -3;
Range: Touch to Self, -1; Duration:from 8 hours to Instantaneous, +7)
Charm People
3rd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 hourAs the charm person spell (PHB, page
221) but can charm up to six
humanoids that you can see within
range.
(Base: charm person, 1st-level spell;
Targets: single target to a group ofvalid targets, +2)
Detect Shapechanger
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10
minutes
As the detect evil and good spell(PHB, page 231) but limited toshapechangers.
(Base: detect evil and good, 1st-level
spell; Change: trivial change intarget, spell remains just as effective,+0)

Detect Weather
1st-level divination
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 roundAs the first effect listed for the
druidcraft cantrip (PHB, page 236)
but allows the caster to predict what
the weather will be at that location
for the next week.
(Base: druidcraft, cantrip; Change:
increase the forecast time from 24hours to one week, ad hoc +1)
Greater Sending
5th-level evocation
Casting Time: 1 minute
Range: Unlimited
Components: V, S, M (a long piece offine copper wire)
Duration: 1 hourAs the sending spell (PHB, page 274)
but free communication occurs aslong as the spell is active.
(Base: sending, 3rd-level spell;
Casting Time: 1 action to 1 minute, -1;
Duration: from 1 round to 1 hour, +3)
Lasting Guidance
4th-level divination
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: 1 hourAs the guidance cantrip (PHB, page
248)
but
does
not
requireconcentration and lasts for one hour
instead of one minute. A charactercan only be under the effect of one
spell of this type at a time (either
guidance or lasting guidance).
(Base: guidance, cantrip; Duration:
eliminatedconcentration
andincreased from 1 minute to 1 hour, +4)35

Protection from Weapons
3rd-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 hourAs the spell protection from energy(PHB, page 270) but gain resistanceto one damage type of your choice:bludgeoning, piercing, or slashing.
The damage must be from anonmagical source.
(Base: protection from energy, 3rdlevel spell; Change: trivial change,spell remains just as effective, +0)

Subtle Fireball
5th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: M (a tiny ball of bat
guano and sulfur)
Duration: Instantaneous
As the spell fireball with the changes
noted (PHB, page 241). Note that thedamage is still 8d6 and the castermust use a spell slot of 6th level orhigher to get increased damage.
(Base:
fireball,
3rd-levelspell;
Components: eliminate the vocal
and somatic components, +2)

Psychic Blast
3rd-level enchantment
Casting Time: 1 action
Range: Self (100-foot line)
Components: V, S, M (a bit of brain
matter and a rod of crystal)
Duration: Instantaneous
As the spell lightning bolt (PHB, page255). The school has been changed
from evocation to enchantment, thedamage type is now psychic, andthe spell grants a Wisdom (rather than
Dexterity) saving throw.
(Base: lightning bolt, 3rd-level spell;
School:changeschoolfrom
evocation to enchantment, +0;
Damage: change damage typefrom lightning to psychic, +0; Saving
Throws: change from a Dexterity
saving throw to a Wisdom saving
throw, +0)

Udder Enhancement
3rd-level transmutation
Casting Time: 10 minutes
Range: 150 feet
Components: V, S
Duration: 1 year
One cow or other milk-producing
beast yields twice the normal amountof milk for one year without harm to
the animal. The milk produced is not
magical.
(Base: plant growth, 3rd-level spell;
Casting Time: 8 hours to 10 minutes,+2; Duration: remains at one year, nocostly material component required
because the base spell duration is
one year; Target: one mile radius offood-producing plants that grants
yield a single time at harvest to one
animal that yields daily for the entire
year, ad hoc -2)
Water Breathing for Seven Days
3rd-level transmutation (ritual)
Casting Time: 1 hour
Range: 30 feet
Components: V, S, M (a bejeweled
hollow tube worth 120 gp)
Duration: 1 week
This spell is the same as water
breathing (PHB, page 287) except thecasting time is one hour and theduration is one week.
(Base: water breathing, 3rd-level
spell; Casting Time: 1 action to 1 hour,-3; Duration: 1 hour to 1 week, +3)

36

THE FANTASY SUPERHEROThis section appears last because it is really the culmination of all previous sections inthis book. The concept of the fantasy superhero is not a new one. In fact, the term“superhero” in DUNGEONS & DRAGONS at one time simply meant an 8th level
Fighting-Man. For this section, however, we’ll consider the term in relation to othertypes of games that are typically generic in nature and attempt to model comicbook universes. Common to many of these games is a “classless” system, i.e., acharacter creation and advancement system that does not require the use ofcharacter classes. Many modern superhero game systems feature rules for building
individualized powers for the characters from a basic set of commonly-encountered
powers and super abilities found in the source literature. Most systems also have rules
to detail a number of heroic principles, allegiances, and codes available to befollowed by the superhero characters. Finally, many of these games provide
guidance for building non-traditional settings for campaigns, such as futuristic
settings, historical settings, and fantasy settings.
This book provides a free-form character creation and advancement system basedon the earning of trait points. It also details a re-invented alignment system thatallows heroes to fully exploit the D&D alignment system (without having to allow “evil”
player characters). If one thinks of the D&D spell list as a large list of powers then theprevious section CREATING NEW SPELLS simply furnishes the ability to systematicallycreate new powers with more individualized parameters. D&D, for the most part, isplayed in campaigns using a fantasy setting. Therefore, this publication gives
enterprising gaming groups everything they need to step outside of normal D&D
gaming and enter the world of the FANTASY SUPERHERO.
SETTING THE POWER LEVELThe DM should first set the power level for the campaign. Setting the power level
simply means determining the character level for starting player characters. In
normal D&D, the default power level is 1 (since characters start at 1st level).
However, any power level from 1 to 20 (or more) can be used in FANTASY SUPERHERO.
CREATING THE SUPERHEROES
Once the power level is determined, characters are created using the method
described in this book. Begin by making a 1st level character. The DM can grant 27
points with which to purchase base ability scores or use a higher number if desired.
If the power level is greater than 1, any unspent trait points carry over to the next step
(if the power level is 1, you’re finished after you make a 1st level character). For thisnext step spend a number of trait points equal to the lowest number in the range forthe character level found in the ADVANCEMENT TABLE subtracting the amount you
spent making the character at 1st level. For example, if the campaign power levelis 10, then player characters will have 108 trait points to spend after each 1st level
character is made (assuming the player spent all 24 trait points available for a 1st
level character). Appropriate heroic alignments, personality traits, ideals, bonds,
flaws, equipment, and other characteristics should be chosen.
For this system, one additional category is used for traits: powers. Powers are createdby using the method in CREATING NEW SPELLS and applying special rules to assign a
trait point cost to each unique power created. These powers can then bepurchased for the player characters if they meet the minimum power level and otherrequirements. As with everything, the final say regarding any power comes from theDM.
37

CREATING POWERS
As stated previously, creating a power is much like creating a spell with the new
system found earlier in this book. First, you take a base spell and from there alter thespell’s parameters until the spell fits your conception of the power. There are a few
changes in the spell construction system which are detailed below. Following this, afrequency of use is chosen which will determine the final trait point cost of the power.
1. Determine the Nature of the Power: Come up with an idea for the power. Whatdo you want the character to be able to do?
2. Choose the Base Spell: Find a spell that is the closest to what you conceive thepower to be, in game terms. Each power is rated by the minimum character level
required to purchase the power. This minimum character level is equal to theeffective spell level, times two, minus one. There is no limit on the effective spell level.
3. Modify the Base Spell: Most spells will have to be modified to fit your idea of how
the power operates. Use the CREATING NEW SPELLS section to modify your base spell
while keeping in mind some additional guidelines. First, you must adjust the spell’s
parameters to make it suitable to be a superpower (based on your idea of how thepower operates). Spells that have costly material components should have thosematerial components eliminated (at a +2 to spell level) unless you want the power
to be “fueled” somehow (requiring the material component, or equivalent, for eachuse of the power). If you want to be able to use the power while using other powers,
you may want to remove the Concentration parameter (once again, adding two to
the adjusted spell level), otherwise you will only be able to use one power that has
Concentration at a time. If you want the spell to always be “on” you may want toincrease the duration to 24 hours (if you want the frequency of the power use to beonce per long rest or once per day, but see below concerning frequency). At thisstage, one “freebie” is that all verbal, somatic, and material components (that do
not have a cost) can be eliminated from the spell for free (i.e., you don’t have toincrease the effective spell level by one for each removal of one of thesecomponents). You may also want to reduce the casting time to ‘1 action’ if you
envision your fantasy superhero being able to use the power once per round.
4. Determine Power Frequency: Once you have completed modifying the base spelland determined the new effective level of the spell, you must choose how often you
want your fantasy superhero to be able to activate the power. The available
frequencies are shown in the table below for 1st through 9th level spells.
Frequency of Use
Once per long rest -or- Once per day
Once per short rest -or- Three times a day
Once per encounter -or- Once per hour
At Will

Trait Cost Multiplier
×2
×3
×4
×5

The final trait point cost for the power is equal to the effective spell level times thetrait cost multiplier from the table above. The final trait point cost for cantrips equals
1 trait point, unless you want the cantrip to be used at higher effective level. In thiscase, cantrips cost 3, 6, or 9 trait points for effective casting levels of 5th, 11th, and17th (which also serves as the minimum character level required).
38

SAMPLE POWERS
FIRE BOLT
Base Spell: Fire Bolt
Base Power Level: Cantrip
Activation Time: 1 action (+0)
Range: 120 feet (+0)
Duration: Instantaneous (+0)
Final Power Level: Cantrip
Minimum Heroic Level: 1stFrequency: At will (× 5)
Final Cost: 1 Point
The hero gains the cantrip fire bolt.
Cost is 3/6/9 for 2d10/3d10/4d10
damage and 5th/11th/17th minimum
heroic level.

POLYMORPH
Base Spell: Polymorph
Base Power Level: 4th
Activation Time: 1 action (+0)
Range: 60 feet (+0)
Duration: 1 hr., eliminate Conc. (+2)
Final Power Level: 6th
Minimum Heroic Level: 11th
Frequency: At Will (× 5)
Final Cost: 30 Points
The hero can initiate a polymorph
effect as often as desired.

INVISIBILITY
Base Spell: Invisibility
Base Power Level: 2nd
Activation Time: 1 action (+0)
Range: Touch to Self (-1)
Duration: 1 hr., eliminate Conc. (+2)
Final Power Level: 3rd
Minimum Heroic Level: 5thFrequency: At Will (× 5)
Final Cost: 15 Points
The hero can activate invisibility (asthe spell) at will

TELEKINESIS
Base Spell: Telekinesis
Base Power Level: 5th
Activation Time: 1 action (+0)
Range: 60 feet (+0)
Duration: Conc., up to 10 minutes (+0)
Final Power Level: 5th
Minimum Heroic Level: 9thFrequency: At Will (× 5)
Final Cost: 25 Points
The hero can use telekinesis at will but
must concentrate.

LIGHTNING BOLT
Base Spell: Lightning Bolt
Base Power Level: 3rd
Activation Time: 1 action (+0)
Range: Self (100-foot line) (+0)
Duration: Instantaneous (+0)
Final Power Level: 3rd
Minimum Heroic Level: 5thFrequency: At Will (× 5)
Final Cost: 15 Points
The hero can launch an 8d6 lightning
bolt at will. Each 1d6 increase indamage raises effective level by one.

TRUE FLIGHT
Base Spell: Fly
Base Power Level: 3rd
Activation Time: 1 action (+0)
Range: Touch to Self (-1)
Duration: 10 min., eliminate Conc. (+2)
Final Level: 4th
Minimum Heroic Level: 7th
Frequency: At Will (× 5)
Final Cost: 20 Points
The hero can fly at a speed of 60 feet(about 4 mph). Each doubling ofspeed adds one to the effective level(ad hoc adjustment).

39

RUNNING THE FANTASY SUPERHERO CAMPAIGN
There are a few changes that should be implemented for a campaign of this type.
AWARDING EXPERIENCE POINTSThe DM should not adhere to a strict regimen when awarding experience points tothe players. Superheroes can be very powerful, able to dispatch many foes in a shortperiod of time. If a DM strictly follows the normal D&D rules regarding XP awards,
players will receive too much XP in too short a time. Superheroes do not normallydevelop like the “zero-to-hero” characters in most fantasy roleplaying games.
GAINING POWER LEVELS
Likewise, superheroes should not regularly nor steadily gain power levels. Once thecampaign’s power level is set, feel free to ignore the second column in the
ADVANCEMENT TABLE. In other words, players can spend trait points to broaden theircharacters’ abilities without actually making the character more “powerful” (in thenormal sense). The DM should decide when it is appropriate for the characters toincrease their power level (see “Level Advancement without XP” in the
DUNGEONMASTER’S GUIDE, page 261). At that time, traits appropriate to the new
power level can be purchased (like an additional hit die).
ALTERNATE SETTINGS
The campaign setting need not be limited to fantasy worlds. The DUNGEONMASTER’SGUIDE gives rules for modern, futuristic, and alien equipment (“Adventuring Options”,
page 226). Normal D&D magic items can become “high-tech” equipment, magic
can become “psionics” and just about anything else in the game can be given newlife in a different setting.
INNATE SUPERPOWERS
It’s worth mentioning that some powers shouldn’t operate like at-will spells but would
be more like the inherent qualities of the superhero. For instance, if mind blank isconverted to a power and the player envisions it operating all of the time, there are
a number of ways to accomplish this. It’s an 8th level spell with a normal duration of
24 hours. The player could take it as-is and take the “once per day” frequency (trait
point cost = 16). However, if this power were nullified somehow, perhaps by a power
based on dispel magic, the character would not regain use of it until the following
day. If the player pays the at-will frequency cost of ×5 (40 trait points total), then thecharacter would be able to resume mind blank the very next round after it was
nullified.
PROBLEM POWERS
The power creation system presented in this book can be abused, no question. The
DM never has to allow any power that would disrupt the campaign. Players should
understand this. The idea isn’t to “win” by making a character unopposable. The
idea is to use D&D to explore a type of campaign that is normally reserved for comicor superhero roleplaying games.
FINAL WORD
The Dungeonmaster is the sole authority on any implementation of these guidelines
and may deviate from these guidelines in any fashion desired. This book is meant to
be used with “rulings” and not provide hard-and-fast “rules” which must be adhered
to. Through experimentation and experience, each gaming group can findwhatever enjoyment is to be had from what has been presented in this volume.
40

OTHER ICOSAHEDRON PRODUCTSCUSTOM CHARACTERS – A Guide to Free-Form Character Creation andAdvancement for DUNGEONS & DRAGONS Third Edition.
D&D 3.5 HOUSE RULES – A Set of House Rules for Edition 3.5 of D&D.
BASIC D20 – A simplified version of the Third Edition d20 system that can be applied
across all d20 rulebooks from various genres.
BASIC D20 FOR D&D – Rules for using Basic d20 with other editions of D&D.
BASIC D20 FORCE SKILLS – Broad skill areas for Star Wars campaigns.
BASIC D20 TO CHAOSIUM BRP – Conversion guide for Chaosium games.
BASIC D20 NATURAL ADVANCEMENT – A different advancement system.
BASIC D20 FANTASY RACES – A guide to using fantasy races for Basic d20.
BASIC D20 MAGIC SKILLS – A generic magic system for Basic d20.
BASIC D20 PSIONIC SKILLS – A generic psionic system for Basic d20.
BASIC D20 ALIGNMENT – A guide to quantifying and tracking alignment.
BASIC D20 RULES CHECKLIST – A reference for the M&M Mastermind’s Manual.
BASIC D20 SPELLCASTING – A simple form of spellcasting for Basic d20.
BASIC D20 SKILL ROLLS – A review of skill checks and a new option for combat.
BASIC D20 CLASS ADVANTAGES – All class abilities for use with Basic d20.
BASIC D20 SOCIAL CLASS – A social class system for Basic d20 campaigns.
BASIC D20 DEFENSE – Clarification on Dodge, Parry, and Armor Bonuses.
BASIC D20 POWER LEVEL LIMITS – Trait limits based on maximum character level.
RULES CYCLOPEDIA ADDENDUM – House Rules for the D&D RULES CYCLOPEDIA.
ADVENTURES IN MYTHIC EUROPE – A D&D 5e Campaign Setting.
ADVENTURES IN MYTHIC EUROPE TRACTATUS – On Non-Human Player Characters
ADVENTURES IN MYTHIC EUROPE TRACTATUS – On the Magic Resistance of Creatures
ADVENTURES IN MYTHIC EUROPE TRACTATUS – On the Rules for Hermetic MagiHERMETIC MAGIC FOR FANTASY AGE – Ars Magica magic for Fantasy AGE

© ICOSAHEDRONFIFTTH PRINTING, APRIL 2021
PRINTED IN THE U.S.A.