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5e Old School

Oriental Adventures
5e Old School
By SRS

A Product of the DMs Guild

Pictures K Ilene Shaw

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Table of Contents

1. Introduction...........................................................................................................................04

2. Ability Scores............................................................................................................................07

3. Generating Ability Scores..........................................................................................................16

4. Proceeding Beyond 20th Level...................................................................................................18

5. General Basic Rules...................................................................................................................19

6. Races...........................................................................................................................37

7. Classes...........................................................................................................................41

8. Classes - Advanced....................................................................................................................73

9. Equipment.........................................................................................................................129

10. General Rules.......................................................................................................................132

11. Oriental
Adventures...............................................................................................................................145

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5e Old School + Oriental Adventures
Introduction

What is 5e Old School

What is this document? This is primarily written for those who are nostalgic for D&D editions
from the past, but with 5e rules. Much of this is written for pure nostalgia. It can be
considered broken by many who love modern rulesets, or those who prefer the sheen of the
new rules of bounded accuracy and limited proficiency.

These rules are made for those who love the original Dungeons and Dragons, Advanced
Dungeons and Dragons (both 1st edition and 2nd edition), and the Basic and Expert D&D games
of the past.

Bounded Accuracy is stretched to its limits in these rules. To better represent the feel of older
editions, many of the classes and archetypes found in this document go past the current
understanding of Bounded Accuracy.

If you are a strict fan of Bounded Accuracy, you may find horror, terror, and unrelenting dismay
fall upon you as you read these rules.

What is found in 5e Old School

5e old school does NOT rewrite the 5e rulebook. The Dungeons and Dragons 5e core rulebooks
are required to use this document. In addition, there are options which may require other
releases found in the Forgotten Realms.

This is not simply a release of OD&D, AD&D, or any other version of Dungeons and Dragons. It
does not use these rules (if you want rules to OD&D, AD&D, or other editions of D&D beyond
5e, they are available on the DMs Guild). It is a representation of how classes from the older
editions would work in 5e (for example, the 1e Fighter, Ranger, and Paladin are found as
Archetypes under the Warrior Class).

It presents options for an older take on Abilities, as well as different takes on classes and a few
Monsters.

It heavily relies on 5e for rules and instructions.

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How to read Old School Rules

These rules are rather abbreviated, presenting options in regards to classes and abilities. There
is an occasional Note under the terminology of opinion which informs what the thought process
was in how to write certain ideas for 5e in Old School. The document assumes the reader has a
good knowledge of 5e core rules and can integrate the classes and attribute rules into their
own game if they desire.

How to use Old School Rules

These rules are split into three groups, that of Basic, D&D, and Advanced. These cover the
different categories of the game this ruleset tries to replicate in feel. Basic covers the idea of
the original Dungeons and Dragons booklets, but if they were done under the auspice of 5e
rules. D&D covers the basic concepts from the Red and Blue books of what is known as B/X
(Basic/Expert) and BECMI (Basic, Expert, Companion, Master, Immortal) rulesets for the
Dungeons and Dragons Game in the 80s. Advanced covers that for Advanced Dungeons and
Dragons from 1st and 2nd editions. It draws most of its inspiration from 1e, but has elements of
2e tossed in. Finally, you have adaptations of the 1e Oriental adventures. This is done in the
light of the world of Forgotten Realms. In the time when Oriental Adventures came out, and
later on, you had the other side of the world known as Kara Tur. In some groups, adventurers
from Kara Tur and adventurers from Faerun would adventure in the same groups. This
document attempts to allow players to recreate that playstyle.

These are not a simple rehash of those rules, it is an attempt to translate many of the
idiosyncrasies of those rules into 5e. In other words, to recreate those play experiences and
those types of games into 5e. While the rules replicate many of the ideas, if you are going for a
straight conversion with the tables exactly the same, you will be disappointed. The Tables are
different, and are changed from the older editions in this document. Much of this is to try to
adapt them to 5e, so while they remain similar in spirit, and there are many similarities literally,
there are differences for adaptability.

This document is split into many different sections. If you choose to use these rules, you do not
have to use this document wholesale (and in fact, that could be problematic, as there are three
distinct types of rules in this document, and they dont necessarily agree with each other). You
can pick and choose which sections you wish to apply to your own games. For example, you
could choose that you wish to use any of the rules listed under the Basic sections to recreate
the OD&D game experience at your table, but using the 5e rules. Or you could choose to use
the D&D ruleset to recreate the Redbox/BlueBox feel at your table. You could decide that you
would use a section from the Basic Rules (lets say ability scores) and then use the classes from

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D&D, and finally other rules from Advanced. This document is made so that you can easily pick
and choose which rules you wish to play under. Its your game, make it your own.

Oriental Adventures and Forgotten Realms

These are based on ideas from the original Oriental Adventures books with the same ideas as
the Old School Classes. Oriental Adventures were originally in a land connected to Forgotten
Realms. A few game groups combined the different classes from Oriental Adventures and the
AD&D rules in the same parties that adventured in the Forgotten Realms.

This document does not present those rules here. These archetypes are representations of
different types of classes from the Orient (Japan, China, Korea) in D&D options for 5e. It is not a
rewrite of Oriental Adventures, or any other older D&D book. Instead it represents an old
school take on putting some of these archetypes into 5e D&D.

If you were one who combined the old Oriental Adventures and AD&D rules in adventures in
the Forgotten Realms, this document allows you to do the same idea in spirit. It is ONLY
represents this idea in spirit, not in the rules of the past.

If you enjoy the idea of Groups from the East journeying in the Lands of the West, and have a
nostalgia for Old School ideas, this document may be useful for your games.

Its a Toolbox

I want to emphasize that these rules are a toolbox for you to use. You do not have to use
everything in here. You do not have to obey these like they are laws. You can pick and choose
various different sections, rules, or even ideas which you wish to implement into your own
game for your own old school feel. This document is meant to help recreate that Old School
Feel using the 5e rules. It is meant to help inspire others in their own games of Forgotten
Realms and Kara Tur to have an old school feel to that game. Everyone has a different take on
what old school means to them. This document does not rewrite any of that, it merely seeks to
be a tool in helping people find that nostalgic expression in their 5e games.

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Ability Scores
Option 1 Basic

Authors Opinion Originally, older editions, ability scores were far more limited. This option
does NOT change what ability scores affect. It changes the modifiers. If you use this table,
Proficiency bonuses become far more important to how well your character can do things.
Improvements in the Basic Classes (under the Classes section) become far more important to
your ability to perform functions than abilities.

This table replaces that found in the PHB Page 13 column 2.

Score Modifier

5 or lower -1

6-15 +0

16 or greater +1

Option 2 Dungeons and Dragons

Authors Opinion Once again, we see a more limited ability bonus or penalty. For a few, this
limited ability interaction meant a stronger focus on your actual class and character.

Score Modifier

3 or lower -3

4-5 -2

6-8 -1

9-12 +0

13-15 +1

16-17 +2

18 or higher +3

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Option 3 Advanced

Authors Opinion This is where it starts to get complex. Instead of one unified ability score
and modifier table, there were multiple tables. 5e favors simplifying rather than making things
more complex. It is hard to find a clean balance between the two ideas in 1st and 2nd edition
and 5e. The following tables will not reflect EVERYTHING from Nostalgia purposes, but instead
tries to find a simple medium between the two, dropping some of the complexities of the old
tables in regards for the simplicity of 5e. Multiple tables are presented, one for each ability
score.

Strength

Ability Score Bonus to Attack Bonus to Damage Bend Bars/Lift Gates


3 -3 -1 0%
4-5 -2 -1 0%
6-7 -1 +0 0%
8-15 +0 +0 1%
16 +0 +1 5%
17 +1 +1 10%
18 +1 +2 15%
18/01-18/50 +1 +3 20%
18/51-18/75 +2 +3 25%
18/76-18/90 +2 +4 30%
18/91-18/99 +2 +5 35%
18/00 +3 +6 40%
19 +3 +7 50%
20 +4 +8 60%
21 +4 +9 70%
22 +5 +10 80%
23 +5 +11 90%
24 +6 +12 95%
25 +7 +14 99%
For every point beyond 25 add +1 to hit, +2 to damage.

Authors Opinion For Strength, the basic modifiers for hit and damage were different in older
editions. This is reflected on this table. In addition, instead of doing a skill check for Bending
Iron bars or Lifting heavy gates like Portculliss, you roll a percentile based upon how strong you
are. Finally, the numbers of 18/01 to 18/00 are called exceptional strength. Only fighters and
martials have access to this special portion of the table when a character is created. If they roll

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an 18 on character creation, they can roll percentile dice. This determines that portion after
the slash by the 18, which in turn determines what their bonuses for that Strength score are.

In regards to 5e, for their ability modifier, use the bonus listed under the bonus to Attack as
their modifier.

Intelligence

Ability Score Modifier Chance know spells Minimum Spells Maximum Spells
3 -3 0% 0 0
4 -2 0% 0 0
5 -1 0% 0 0
6-8 +0 0% 0 0
9 +0 35% 4 6
10-12 +0 45% 5 7
13-14 +0 55% 6 9
15-16 +1 65% 7 11
17 +2 75% 8 14
18 +3 85% 9 18
19 +4 95% 10 All
20 +4 99% 11 All
21 +5 99% 12 All
22 +5 99% All All
23 +6 99% All All
24 +6 99% All All
25 +7 100% All All
For every point beyond 25 add +1 to the Modifier

Authors Opinion In older editions Arcane Spellcasters had a chance that they would not be
able to learn the spells they wanted. At first level, or whenever they tried to copy a spell from
another item (such as a scroll) they had to roll under their chance to learn a spell. However,
there was a minimum number of spells they could learn. You should note, this number will
NOT apply to 5e cantrips. Finally, there were also a maximum number of spells an Arcane
Spellcaster could cast.

For those classes which use Charisma, if you wish to adapt this table to those casters as well,
simply utilize the same ability score, but with the Chance/Minimum/Maximum applied to their
primary spellcasting ability instead.

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Wisdom

Ability Score Ability Modifier Spell bonus Spell Failure Spell Immunity
3 -3 None 50% -
4 -2 None 45% -
5 -1 None 40% -
6-7 +0 None 30% -
8-9 +0 None 20% -
10 +0 None 15% -
11 +0 None 10% -
12 +0 None 5% -
13 +0 1st 0% -
14 +0 1st 0% -
15 +1 2nd 0% -
16 +2 2nd 0% -
17 +3 3rd 0% -
18 +4 4th 0% -
19 +4 1st, 3rd 0% 5%
20 +4 2nd, 4th 0% 10%
21 +5 3rd, 5th 0% 15%
22 +5 4th, 5th 0% 20%
23 +6 1st, 6th 0% 25%
24 +6 5th, 6th 0% 30%
25 +7 6th, 7th 0% 35%
For every point beyond 25 add +1 to the modifier and 5% to spell immunity.

Authors Opinion In older editions Wisdom had several odd items listed with it. For 5e
purposes. Originally, Wisdom affected penalties and bonuses for Saving Throws. This can be
replicated by using the amount under the Ability Modifier column and applying it to rolls for
Saving Throws. For instance, if a Fighter had to make a Saving Throw using his dexterity, he
would ALSO add on his Wisdom Ability Modifier to that saving throw (so if he had a +1 Dex
Bonus, a +1 Wis Bonus, he would have a total of +2 to add to that saving throw). In addition,
DOUBLE this when making Wisdom Saving throws.

Wisdom also affected Divine Casters (clerics) and how they cast spells. If their Wisdom was low
enough, there was a chance that their attempt to cast a spell might actually fail. If a Divine
Caster has a low enough wisdom, each time they cast as spell, they must make a Spell Failure
throw. In addition they also gained bonus spells for high ability scores. These are cumulative
(so a Divine Caster with a 14 Wisdom would gain 2 bonus 1 st level spells, OR, a Divine Caster

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with a 19 Wisdom would gain 3 bonus 1st level spells, 2 bonus 2nd level spells, 2 bonus 3rd level
spells, and 1 bonus 4th level spell). The Divine Casters do not gain these bonus spells until they
can actually cast spells of that level (so no 2nd level spells until their class grants the ability to
cast 2nd level spells).

Finally, Clerics with a high enough Wisdom gained immunity from certain spells. Instead of
replicating this in 5e, and going for a simpler method (more in line with 5es simpler and
streamlined) Im using a different idea for Spell Immunity. Im also going to use this for martial
classes (Classes used to get better at all their saving throws the higher level they got. This was a
HUGE boon for Martial classes in avoiding spells from Spellcasters. To replicate this, they will
gain the ability of Spell immunity equal to 3xlevel). This operates in Wisdom if a spell is cast at
an individual with a high enough wisdom and they do not wish to be affected by that spell, they
will roll percentile dice. If the dice are equal or lower to their spell immunity, the spell does not
affect them.

Dexterity

Ability Score Attack/Initiative Modifier Defense Bonus


3 or lower -3 -4
4 -2 -3
5 -1 -2
6 0 -1
7-14 0 0
15 0 +1
16 +1 +2
17 +2 +3
18 +3 +4
19 +4 +5
20 +4 +5
21 +5 +5
22 +5 +6
23 +6 +6
24 +6 +6
25 +7 +7
For every point beyond 25 add +1 to Attack/Initiative and +1 to Defense Bonus

Authors Opinion Use the Attack/Initiative column for the Ability Modifier for Dexterity for 5e.
In older editions, Attack and Defensive bonuses were separate. These Attack Modifiers, like

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today, were applied to Ranged weapon attacks instead of melee attacks which require
Strength. There was NO Finesse connected to weapons. To replicate an old school type of play,
do away with the Finesse Quality attached to weapons and redefine it with the Finesse as
described below.

Instead, if you have a bonus to your Dexterity, you can attack with two weapons without
expending a bonus action. This means, if you make a standard melee attack, you can attack a
second time if your Dexterity grants you a bonus of +1 attack modifier or greater without
expending a bonus action to make that attack. This can ONLY be done if you have a light (or
Finesse) weapon. If you have a +3 or greater in Dexterity the weapon no longer needs to be
light or Finesse, but it cannot be two handed or heavy in order to make a bonus attack without
spending a bonus action. If you have a +5 or greater in your Dexterity and are a Martial
Character, you can make one additional bonus attack for each bonus attack you gain from your
class abilities without expending a bonus action.

The Defensive bonus column is very similar to the bonus your Dex Modifier grants your Armor
Class in 5e. Use this instead of the Ability Modifier to determine your armor class. The
difference is that there is for some classes there is NO LIMIT to your Defensive bonus in regards
to your AC. If you have a Defensive Bonus of +4, and are in Medium Armor, you add the
entirety of the +4 to your Armor Class. If you have a +4 and are in Heavy Armor, you add the
entirety of your +4 Defensive bonus to your Heavy Armor (for example, If in Plate with an AC of
18, you would add +4 for a total of 22). If a class has this ability to use their Defensive Bonus in
this manner, it will be listed IN THEIR CLASS description. It will be listed under the term,
Defensive Dexterity. If they are not granted this ability, they use the Defensive Bonus as they
would with their Dexterity Modifier in regards to Armor and Armor Class (for example, as
shown previously, if they had a Defensive Modifier of +4, but did NOT have Defensive
Dexterity, their Armor Class in Plate would be 18, or in a Chain Shirt it would be 15 (AC 13 + 2
Max Dex Modifier).

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Constitution

Ability Score Hit Point Adjustment Resurrection Survival Regeneration


3 -2 40% -
4 -1 45% -
5-6 -1 50% -
7-8 +0 60% -
9-10 +0 70% -
11-12 +0 80% -
13-14 +0 90% -
15 +1 93% -
16 +2 96% -
17 +3 (+2) 99% -
18 +4 (+2) 100% -
19 +5 (+2) 100% -
20 +5 (+2) 100% 1 HP per Hour
21 +6 (+2) 100% 1 HP /50 Min
22 +6 (+2) 100% 1 HP / 40 Min
23 +6 (+2) 100% 2 HP per Hour
24 +7 (+2) 100% 3 HP per Hour
25 +7 (+2) 100% 6 HP per Hour
For every point above 25 Add a +1 to Hit Point Adjustment and +1 HP regeneration/hour

Authors Opinion Use the Hit point Adjustment (numbers -2 through +7) as the ability
modifier for Skills and other modifiers for 5e with the exception of Hitpoints. In 1e and 2e
there was an oddity for Warriors in Strength (exceptional Strength, noted under Strength and
Constitution). Only Fighters or Subclasses of Fighters could have a bonus from Constitution to
their Hitpoints above +2. This meant, even if your Wizard, Cleric, or Rogue had an 18
Constitution, they would still only get +2 HP to their hitpoint rolls. This is kept for 5e Old School
Advanced rules.

Resurrection was not guaranteed in earlier editions. If your character died, that could be the
end of your character. If they party or someone else attempted to raise that character from the
dead, a resurrection roll was needed. You would try to roll under the percentage chance of
your Resurrection survival. If you rolled higher, you didnt rise from the dead (unless you were
undead), you were completely dead. In addition, the maximum number of times you could be
raised from the dead was equal to your Constitution Score. If your Constitution score was 12,
you maximum number of times you could be raised is 12. After that, even if you made your
survival roll, you were dead.

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Regeneration was an item that mainly made an appearance in 2e. If you had a high enough
Constitution score, you could regenerate Hitpoints. If you took damage from fire or Acid (like a
Troll) this regeneration did not take place. You can divide the hour up to where they receive 1
Hitpoint ever so many minutes instead of doing it per hour, but it is reliant upon either the DM
or the Player to do that math.

Charisma

Ability Score Reaction Adjustment Maximum Number of Henchmen


3 -5 1
4 -4 1
5 -3 2
6 -2 2
7 -1 3
8-12 +0 4
13 +0 5
14 +0 6
15 +1 7
16 +2 8
17 +3 10
18 +4 15
19 +5 20
20 +5 25
21 +6 30
22 +6 35
23 +7 40
24 +7 45
25 +8 50
Add +1 Reaction Adjustment and +5 Henchmen for every point over 25

Authors Opinion This is one table I heavily modified from the older editions as the bonuses
here would rapidly outstrip anything 5e could handle. (it would have been a +3 by 15, and a +7
by 18, to a total of +14 or +20 by the time you reached 25).

Use Reaction Adjustment for any proficiency roll that requires the Charisma Ability Modifier in
5e. The Reaction Adjustment is used anytime one is rolling to Intimidate, Persuade, or Perform.
It wouldnt be adequate to apply it as much (though the Charisma Modifier would be, which
could be the same number if purely using this document for your ability scores and modifiers)
to things like finding gossip, or blending into a crowd.

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The column of maximum number of henchmen is a relic of 1e and 2e. You could hire all the
hirelings (mercenaries, services, etc) you wished (see page 159 of the 5e PHB for more
information). However, for more permanent retainers, such as mercenaries that would be loyal
to you, these were limited. Sometimes these would follow you around on adventures and
expect part of the treasure haul. Many would appear when a character got to name level
(typically somewhere between level 9 and level 11), where your character would attract
followers. These followers were not people that you paid or hired, they came to be your
followers for various reasons (some to be your apprentice, some to learn from you, some to
hero worship you, etc). They could be with you on adventures and your loyal cadre of men at
arms (or otherwise). This column determines the maximum number of these (but not other
services such as mercenaries, soldiers, servants, hirelings and such) that you may obtain at any
one time).

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Generating Ability Scores
Type 0 - The Default method for generating Ability scores in 5e old school is Point Buy (PHB pg
13). If you want a more ordered then give everyone the same scores to distribute as they want
as per PHB page 13 column 1 paragraph 2.

Point buy is obviously NOT old school, and if you prefer a more old school method, the different
types of Ability Score generation are presented below.

Type I Primary Method - Roll 3d6 six times and arrange them according to preference. If you
want even more hardcore old school, roll 3d6 in order (STR, INT, WIS, DEX, CON, CHA). You get
one roll per score.

Type II Heroic use the default method from the PHB page 13, column 1 paragraph 2. You
roll four-6-sided dice and follow the instructions in the PHB.

Type III A Dozen Rolls You roll up 12 characters using the Type I method. Alternatively, you
roll 3d6 12 times. Pick the 6 rolls that you wish to keep and assign them as you wish to your
abilities.

Type IV Super Hero Roll 5d6 six times. Keep the three highest dice from each roll and record
the total. This will result in 6 scores which you can assign to your abilities as you wish.

Type V Overpowered

a. Roll 9d6 once and take the 3 highest dice. Record this total.
b. Roll 8d6 once and take the 3 highest dice. Record this total
c. Roll 7d6 once and take the 3 highest dice. Record this total
d. Roll 6d6 once and take the 3 highest dice. Record this total
e. Roll 5d6 once and take the 3 highest dice. Record this total
f. Roll 4d6 once and take the 3 highest dice. Record this total
g. You know will have six totals. Assign each of these to an ability of your choice
h. This results in excessively HIGH ability scores and is rather unbalancing for most games
of OLD SCHOOL PLAY!

Authors Opinion You have seen the ability scores for Basic, Expert, and Advanced and some
may be thinking that the bonuses go rather high after looking at the Advanced ability sets. In
Old School, NONE of the classes offer ability advancement. This differs from your typical 5e
class which offers ability score improvements at 4th, 8th, 12th, 16th and 19th levels. In addition, if
you use the default method the highest ability score one can really attain is a 17. Without racial

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additions, the highest score will be a 15. If you look at the tables for Basic and Advanced, you
will note that bonuses typically do not kick in until a character has at least a score of 15 to 16.
This means, unlike your normal 5e character, they will not be getting the bonuses they normally
would if you use the default method in 5e. In fact, theyll be lucky to have more than one score
that grants them any sort of bonus. Add to this, that they cannot expect to gain attribute
improvements for their class, and it can make for a very different game in regards to what the
focus of improvements are. Even if you go true old school and use the primary method of
ability score generation, unless you are extremely lucky, most scores will not be getting
bonuses.

Of course, you can choose one of the other methods of generating ability scores. You can
optionally pick and choose what you want to use in these rules. In this case, if you are using the
advanced ability charts, expect a high powered game. The abilities under Basic and Advanced
grant very little to a player, even if they have very high ability scores. With these two tables,
very little is gained from trying to game the system, in regards to ability scores.

Finally, the default in this Old School form of play is unlimited ability advancement and
unlimited levels. If you can find a way to advance the abilities, they can go as high as one
wishes (or the DM allows). Of course, without it being built into the class advancement
scheme, this can be far more difficult than players who only know 5e are familiar with.

Thats why this is called old School and is built off replicating those types of rules. Most classes
will provide instructions on how to continue past 20th level.

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Proceeding beyond 20th level

To calculate the experience needed past 20th level, I used the Experience Chart in the PHB 5e
page 15. I extrapolated the number of experience points between levels as they went up, and
tried to find a pattern. You have two choices. You can either choose to level up the characters
every 50,000 XP, or you can use the following chart.

The following chart shows the Experience needed for levels beyond 20 th level.

Experience Points Level Proficiency Bonus


405,000 21 +7
465,000 22 +7
525,000 23 +7
595,000 24 +7
665,000 25 +8
745,000 26 +8
815,000 27 +8
905,000 28 +8
1,000,000 29 +9
1,100,000 30 +9
1,200,000 31 +9
1,300,000 32 +9
1,500,000 33 +10
1,750,000 34 +10
2,000,000 35 +10
+250,000 for every level past 35 level. You have a +10 Proficiency bonus at 36th level,
th

and then gain +1 to your proficiency bonus every 4 levels.

Authors Opinion So, between the levels of 21 and 22 it was 60K, and then I increased the
number by 10K every two levels. I fudged it on 29th level, simply because 1 Million was too easy
and simple of a number to remember and pass up. That was my own feeling on the matter.
You can continue the pattern if you wish. After level 30, I discarded the pattern and went with
my own solution to come get to the old school method of level advancement more quickly.
Traditionally, in 1e or 2e, you had a set amount of XP every level past what they call name level
(somewhere between 9th to 11th level depending on your class). It could be 250K for a Fighter,
while it was 350K for a Wizard or other types of ideas. 5e has unified XP tables, but 250K is a
nice round number and I chose it for that reason. It is easy to remember (if you even get to
that high of a level), and it makes it simple to keep track of advancements beyond 35th level if
you wish to play a game of that high nature.

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General Basic
Age Level 12 years and up Number of Players At least one referee and from four to fifty
players can be handled in any single campaign, but the referee to player ratio should be about
1:20 or thereabouts

(Actual quotes from the beginning of the Men & Magic Booklet)

Authors Note This document is only trying to recreate the feel (or help others do
conversions) from older editions. Original D&D was very different in many ways. Instead of
simply hitting on the class for each level, I will complete all the rest of the information regarding
Basic here. As always, this document is a pick and choose, you can choose which sections you
want to include, and which sections you do not for your own games.

Races
Generally races are handled as per the 5e PHB Chapter 2. Besides Humans only Dwarves, Elves,
and Halflings are available. Dwarves and Halflings must be Fighting-Men. Humans may choose
any class and have no level limits.

Dwarves are limited to a maximum level of 6. At 6th level, they can increase one ability score of
their choice by 2, or increase two ability scores of their choice by 1, OR choose a feat.

Elves can choose which class to adventure as. They may choose to be a Magic-User or a
Fighting Man. This choice is made at the start of an adventuring session. Once chosen for that
session, they may NOT change their class. They may switch from session to session. Their
Hitpoints and abilities are kept separate (almost as if the Elf were two different characters).
The Experience earned for one class is not applied to the other class. Elves cannot progress
past 4th level fighting man, or an 8th level Magic-User

Halflings cannot progress past a 4th level Fighting Man. At 4th level a they can increase one
ability score of their choice by 2, or increase two ability scores of their choice by 1, OR choose a
feat.

Authors Opinion The above races are what were represented in the original three booklets.
For an experience thats more like the Original Dungeons and Dragons, you should only include
those races (along with humans) as your choices. With 5e there is the ability to have OTHER
races. Half Elves are problematic, so I have excluded them, but if one wishes to include other

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races in a Basic rules type play through, I have included them below. In addition, the level limits
may seem extreme, but the Original Dungeons and Dragons kept more to lower levels
compared to what we see these days. The top level spells were 6 th level spells, and name level
(around 9th level) meant that you really were the high level champions of the game. Finally, as
per the books, players should be allowed to play virtually anything they wish provided they
relatively weak and work up to the top (Men & Magic under other character types).

(Optional Races)

If you so choose, you can utilize a Half Orc. They must choose Fighting Man and cannot
progress past 4th level Fighting Man. At 4th level a they can increase one ability score of their
choice by 2, or increase two ability scores of their choice by 1, OR choose a feat.

A Gnome are similar to elves and like elves must choose whether to be a Magic-user or Fighting
Man each session. They cannot progress past a 3rd level fighting Man or a 6th level Magic User.
If they max out their Magic User levels, they may increase one ability score by 1.

Dragonborn like elves can choose between two different classes each session. They are
different in that these two classes are Cleric and Fighting Man. They cannot progress past a 5 th
level fighting man or a 6th level Cleric. If they max out their levels in both classes, they may
increase one ability score by 1.

Tieflings are handled exactly like Elves. There are no Half-Elves in Basic.

(Optional Rule) for races which can level up in two classes, once they max out in one of their
classes, they may use all the abilities of that class in conjunction with their other class during a
session.

Classes
Backgrounds For the Basic rules, do not use Backgrounds except for descriptive purposes only
(if you so desire). Skills are NOT used in the Basic rules. Instead, if one needs to make a skill
check, assume that any class is proficient with ANY skill.

Warrior (Fighting-Men)

The Specialist

Fighting Men are the combat specialists of the game. They are able to use the best weapons,
the best armor, take the most damage, and hit the hardest. If you want to be able to use
weapons of any sort, wear armor of all types, be the knight of legend, the mercenary of the
dark ages, the hero of fantasythis is your character that you want to be.

20
Class Features
Hitpoints
Hit Dice : 1D6+1 per fighter level
Hitpoints at 1st level: 7 + Your Constitution modifier
Hitpoints at Higher level: 1d6+1 + your constitution Modifier after 1st
Proficiencies
Armor: All armor, shields
Weapons: Any and all weapons (Simple and Martial)
Tools: None
Saving Throws: Strength, Constitution
See Skills above
Equipment
You start with the following equipment:
(a) Platemail or (b) leather, longbow and 20 arrows
(a) A martial weapon and a shield or (b) two martial weapons
(a) A light crossbow and 20 bolts or (b) two handaxes
(a) A set of bone dice or deck of cards, a set of common clothes, belt pouch with 15 GP
(b) A dungeoneers pack or (b) an explorers pack

Spell Immunity

Warriors have the ability to shrug off magic. As they learn to hone their perceptions of the
world, they are better able to avoid magic and the effects of it when they wish.

Fighting Men have Magic Immunity equal to 3 x Level (so a 3rd level Fighting Man would have a
9% Magic Immunity. An 8th level fighting man would have a 24% Spell Immunity). If there is a
spell or magic effect (such as level drain, ability drain, turned to stone, etc.) that the Fighting
man wishes to avoid roll percentile dice before the saving throws. If the roll is below their Spell
Immunity score, the Fighting Man has completely avoided the spell.

If they have a high enough Wisdom score, they can add the Spell Immunity from that on top of
this score. They complement each other and both can be added together for a higher percent.

Defensive Dexterity

There is NO LIMIT to your Defensive bonus in regards to your AC. If you have a Dexterity
Modifier of +4, and are in Medium Armor, you add the entirety of the +4 to your Armor Class. If
you have a +4 and are in Heavy Armor, you add the entirety of your +4 Dexterity Modifier to
your Heavy Armor (for example, If in Plate with an AC of 18, you would add +4 for a total of 22).

21
Combat Proficiency

Fighting Men are trained warriors, who continue to train and excel in their ability to strike and
harm other creatures. When they enter combat their weapon proficiency bonus is doubled
when making an attack. (for example, if a 1st level Fighting Man entered into combat, he would
use his ability modifier if any, and then add a +4 proficiency bonus to the roll, a 10 th level
Fighting man would add +8 proficiency bonus to their roll).

Any Weapon, Any Armor

A Fighting Man does not need to attune weapons and armor (if it is in the weapon or armor
description). All Weapons and armor are automatically attuned if they wish, and there is NO
limit to the number of weapons or armor the Fighting-Man can have attuned to themselves.

Lesser Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the
new roll, and you cant use this feature again until you finish a long rest.

Lord

Top level Fighters (9th level and above) may build Castles and are considered Barons if they do
so. They may invest in their holdings and have and annual income. Base income for a baron is
a tax rate of 10 Gold Pieces/inhabitant of barony/game year (Men and Magic under
Characters/Fighting-Men).

There are no archetypes in use in the Basic Rules.


Authors Opinion Fighting-Men, or the precursor the class of Fighter, originally had titles for
each level. Beginning at level 1 they were Veteran, Warrior(2), Swordsman(3), Hero(4),
Swashbuckler(5), Myrmidon(6), Champion(7), Super Hero(8), Lord(9), Lord, 10th level. The
charts ONLY went up to 10th level in the first three little booklets.

Originally, their Hitpoints went up in an unusual manner. I have simplified it for the 5e
conversion, but if one wants to follow the more traditional manner of HP, it would go (1) 1+1d6
(2) 2d6 (3) 3d6 (4) 4d6 (5) 5d6+1 (6) 6d6 (7) 7d6+1 (8) 8d6+2 (9) 9d6+3 (10) 10d6+1. This
implies that you might need to reroll HP every single level.

In later levels it indicates that Fighters would get (11) 10d6+3 (12) 11d6+1 (13) 11d6+3..

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Magic-Users

Top Level magic-users are perhaps the most powerful characters in the game, but it is a long,
hard road to the top, and to begin with they are weak, so survival is often the question, unless
fighters protect the low-level magical types until they have worked up (Men&Magic under
characters, Magic-Users).

Class Features
Hitpoints
Hit Dice : 1D3+1 per Magic-User level (or 1d4, DMs Choice)
Hitpoints at 1st level: 6 + Your Constitution modifier
Hitpoints at Higher level: 1d3+1 + your constitution Modifier after 1st (or 1d4 +CON, as above).
Proficiencies
Armor: None
Weapons: Dagger
Tools: None
Saving Throws: Intelligence, Wisdom
See Skills above
Equipment
You start with the following equipment:
(a) dagger
(a) component pouch
(a) spellbook
(a) scholars pack or an (b) explorers pack
(a) bottle of black ink, a quill, a small knife, a set of common clothes, belt pouch with 10 GP

Spellcasting

As a student of Arcane magic, you have a spellbook containing spells. Unlike 5e Wizards and
their preparing and casting spells, spellcasting is different. If you wish to use the method in 5e,
please refer to 5e PHB pg 114. In Old School the Magic-User can have any number of spells in
their spellbook (unless using the Advanced rules with Minimum and maximum number of
spells), but they need to prepare spells on a one to one basis. For every spell slot, they need to
have one spell memorized.

They can learn to memorize and cast any spell from the wizard or sorcerer spell lists in the PHB
(5e PHB pg 210). To memorize these spells in a spell slot they need to have learned and scribed
them in their spellbooks. They can memorize one spell per spell slot of the correct level. They
can then cast these spells from the spell slots as they desire. They need a long rest between

23
castings to recover the ability to repeat this process or to change which spells are in each of
their spell slots.

Level 1 2 3 4 5 6
1 1 - - - - -
2 2 - - - - -
3 3 1 - - - -
4 4 2 - - - -
5 4 2 1 - - -
6 4 2 2 - - -
7 4 3 2 1 - -
8 4 3 3 2 - -
9 4 3 3 2 1 -
10 4 4 3 3 2 -
11 4 4 4 3 3 -
12 4 4 4 4 4 1
13 5 5 5 4 4 2
14 5 5 5 4 4 3
15 5 5 5 4 4 4
16 5 5 5 5 5 5

As presented in the original Men & Magic, the spell tables are largely the same (including the
closed in spacing). The top spell level for a Magic-User is 6th level spells. They can learn to
memorize and cast any spell from the wizard spell lists in the PHB (5e PHB pg 210). They use
intelligence as their spellcasting ability.

Cantrip
A Magic-User can learn ONE Cantrip from the spell lists, similar to what the Wizards know (PHB
pg 114).

Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover. The
spell slots can have a combined level that is equal to or less than half your wizard level
(rounded up). (as per PHB pg 115).

Spellbook
At 1st level, you have a aspellbook containing 4 first level spells.

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Learning Spells
Magic-Users learn spells either by finding scrolls and copying the spells on those scrolls to their
spell books, or by copying other spellbooks. Magic-Users start with 4 spells (unless using the
Advanced rules) and one of these spells must be Read Magic. It is similar to what is found in
the sidebar of the PHB, page 114, except there is no cost associated with learning the spell or
transcribing it.

Spellcasting Ability (as per the PHB page 114 description).

Arcane Focus
This is an Orb, wand, Staff, Rod, or crystal that a Magic-User can use instead of components or
component pouch to cast a 5e spell.

Author Opinion As you can see, Magic-Users in many ways were far more limited in the older
editions. Take into consideration that they did not even have access to a cantrip or Arcane
Recovery during those times (and if you truly want to replicate that old school type of play,
remove these abilities). Furthermore, you can see that the power levels were reduced from
present day, and only a maximum of 6th level spells were available.

In order to recompense players in regards to power levels, I have added the following optional
ability to the Basic Magic-User, but in many ways, this reduces how similar to their older
counterparts in comparison. Note, though the name is the same as PHB pg 14, the description
is slightly different.

(Optional) Ritual Casting


You can cast any wizard spell as a ritual if you have the spell in your spellbook. You dont need
to have the spell in a spell slot or prepared in any other way. Casting a ritual takes 10 times
longer than it would if you had the spell in a spell slot. (hence, if it would only take one action,
that means it would take around One minute to cast, if it would take a minute, it would take 10
minutes to cast, and if it takes 10 minutes to cast it would take an hour and forty minutes as a
ritual).

Authors Opinion For those who are interested the titles of the Magic user are (1) Medium (2)
Seer (3) Conurer (4) Theurgist (5) Thaumaturgist (6) Magician (7) Enchanter (8) Warlock (9)
Sorcerer (10) Necromancer (11) Wizard (12) Wizard 12th level (13) Wizard 13th level (14) Wizard
14th level (15) Wizard 15th level (16) Wizard 16th level. The name level was 11th level for the
Wizard, but they didnt automatically get land like Fighters and Clerics seem to be able to. In

25
addition, it lists their spell progression in later paragraphs, so for a 17 th level Wizard it would be
6, 6, 6, 5, 5, 5 and indicates the pattern for progression if one wishes to continue.

Like the Fighter, their HP progression was slightly different than what I presented. If one wants
to follow their traditional path rather than the simplified method I presented above, it goes as
follows. (1) 1d6 (2) 1d6+1 (3) 2d6 (4) 2d6+1 (5) 3d6 (6) 3d6+1 (7) 4d6 (8) 5d6 (9) 6d6+1 (10) 7d6
(11) 8d6+1 (12) 8d6+2(13) 8d6+3 (14) 8d6+4 (15) 9d6+1 (16) 9d6+2

Priest (Old School Cleric)

Clerics are the combination of a Fighting-Man and a Magic-User in the original 3 booklets. If
you see the Fighting-Man on one end of the spectrum, and the Magic-User on the other, the
Cleric is that class in between the two. Instead of a Fighter/Magic-User they had the Cleric,
except they gave Clerics different spells (more like support spells at the time rather than
directly offensive attack spells).

Class Features
Hitpoints
Hit Dice : 1D6 per Cleric level
Hitpoints at 1st level: 6 + Your Constitution modifier
Hitpoints at Higher level: 1d6+ your constitution Modifier after 1st
Proficiencies
Armor: All armor, shields
Weapons: Club, Great Club, Light Hammer, Mace, Quarterstaff, sling, flail, Maul, Morningstar,
Warhammer, Net.
Tools: None
Saving Throws: Wisdom, Charisma
See Skills above
Equipment
You start with the following equipment:
(a) Platemail or (b) Chainmail and a Shield
(a) A mace or (b) warhammer or (d) a shovel, an iron pot, and artisans tools
(a) A sling and 20 slingstones or (b) a Great Club or (c) a Maul
(a) A Holy Symbol, a set of common clothes, belt pouch with 15 GP
(a) A priests pack or (b) an explorers pack

Channel Divinity Turn Undead


Clerics gain this ability as it is described in the 5e PHB pages 58 and 59.

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Destroy Undead
Clerics gain this ability as it is described in the 5e PHB Page 59.

Spellcasting Ability (as per the PHB page 58 description).

Spellcasting
Unlike Clerics in 5e and their preparing and casting spells, spellcasting is different. If you wish
to use the method in 5e, please refer to 5e PHB pg 58. In Old School the Cleric has access to
any of the Clerical spells of their level, but they need to prepare spells on a one to one basis.
For every spell slot, they need to have one spell memorized. They can memorize one spell per
spell slot of the correct level. They can then cast these spells from the spell slots as they desire.
They need a long rest between castings to recover the ability to repeat this process or to
change which spells are in each of their spell slots.

As presented in the original Men & Magic, the spell tables are largely the same (including the
closed in spacing). The top spell level for a Cleric is 5th level spells. They can learn to memorize
and cast any spell from the Cleric spell lists in the PHB (5e PHB pg 210). They use Wisdom as
their spellcasting ability.

Level 1 2 3 4 5 6
1 - - - - - -
2 1 - - - - -
3 2 - - - - -
4 2 1 - - - -
5 2 2 - - - -
6 2 2 1 1 - -
7 2 2 2 1 1 -
8 2 2 2 2 2 -
9 3 3 3 2 2 -
10 3 3 3 3 3 -

Cantrips

At first level, the Cleric knows three cantrips of their choice from the Cleric Spell list. This is the
extent of their ability with Cantrips.

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Heal Scratch
A Cleric may choose this as one of their cantrips.
Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous

A Creature you touch regains 1 Hitpoint. This spell has no effect on undead or constructs. A
Creature can only be affected by up to 3 Heal Scratches per day. Any more castings beyond this
on the same creature has no effect in a 24 hour period.

Patriarch
When a Cleric hits 8th level they can become a Patriarch and opt to build a stronghold. They can
receive help from above or their order. If they invest 100K GP into building a fortress, they
can build one double that cost. In addition they get faithful men that come to serve at no cost,
being fanatical loyalists. There will be 1d6x10 Cavalry, 1d6x10 Crossbowmen, and 3d6x10
heavy foot soldiers. If the Cleric changes their alignment or who or what they worship these
immediately abandon the castle, and any costs that were given from above are immediately
due. The Clerics control a similar territory to a Fighting Man who is a Baron (or a barony) and
receive 20 GP/Inhabitant/year.

Authors Opinion As you can see, there were some differences with Clerics as well, most
noticeable was that at first level, they didnt receive 1st level spells. In fact, if you want to really
replicate their abilities, remove the cantrips from their choices! In order to boost their powers
(as there is no domains for Old School Basic Clerics, you can use the following ability as an
Option).

(Optional) Ritual Casting


You can cast any clerical spell as a ritual. You dont need to have the spell in a spell slot or
prepared in any other way. Casting a clerical ritual takes 50 times longer than it would if you
had the spell in a spell slot. (hence, if it would only take one action, that means it would take
around five minutes to cast, if it would take a minute, it would take 50 minutes to cast, and if it
takes 10 minutes to cast it would take an eternity (well, not quite that long, but you might as
well rest and memorize again, it would be around 8 and a half hours) to cast as a ritual.

Authors Opinion Once again, Cleric Hitpoints are there in spirit, not exactly as presented in
Men&Magic. If you wish to use those as well as titles they are (1) Acolyte 1d6 (2) Adept 2d6 (3)

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Village Priest 3d6 (4) Vicar 4d6 (5) Curate 4d6+1 (6) Bishop 5d6 (7) Lama 6d6 (8) Patriarch 7d6
(9) Patriarch 9th level 7d6+1 (10) Patriarch 10th level 7d6+2.

Higher level patriarchs, if one so wishes to use them would gain 11 th level 7d6+3, a 12th would
gain 8d6+1 and a 13th level would gain 8d6+2 HP. Finally, Higher level Clerics gain spell
progression as 11th level 4, 4, 4, 3, 3 and a 12th level as 4, 4, 4, 4, 4, and finally a 13th level
would gain a 5, 5, 5, 4, 4 of which youd follow the pattern if you wished to continue.

The Highest level of spells would be 5th level, which is a sharp contrast to the Clerics of today.

Thieves There are no thieves in the original Three booklets of Dungeons and Dragons. The
Thief Class really didnt make an appearance until the supplements started coming out. The
first Supplement, GreyHawk, was a game changer. It changed a LOT of things (varied weapon
damage for starters). After that, the game started looking more and more like the AD&D game
that came later. For the purposes of this document, we are sticking to the core booklets. There
are no thieves in for the basic rules. You can either refer to the Thief in the Dungeons and
Dragons rules of this document, use the Thief from the 5e core rules, or move onto the Thief
and other classes found in the Advanced sections.

29
The Old School D20 and Combat
When the Original Dungeons and Dragons came out, it suggested that we have the full dice set
as many use today in Role Playing games (d4, d6, d8, d10, d12, and d20). Unfortunately, they
were not as available as they are now. Fortunately, as you can tell from these rules, many of
the spells and other ideas used a D6 (six sided die). No magic missile existed (but when it
appeared it did 1d6+1 damage and an additional two missiles were created every five levels, as
per the GreyHawk Supplement under Magic Users Spells Explanation of Spells 1 st level).
Fireballs did 1d6 per level of the caster (not the 8d6 base which is now found in the 5e PHB pg
242).

WEAPONS - All damage did 1d6 damage no matter what weapon the character was wielding. If
the DM so wants to recreate combat as per the Original rules, then ensure that all weapons do
1d6 damage in combat, whether a monster attack, or a characters weapon.

Alternatively, if the DM wishes to have a slight semblance of damage now, they can rule that
any weapon that does 1d10 damage or more deals 1d6+1 damage, and any weapon that deals
1d12 or 2d6 damage still does 2d6 damage.

Finally the easiest (and the default option, remember this is only simulating the spirit of the
original rules, not a recreation or reprint of them), the DM can simply keep weapon damage as
it is in the PHB.

This still left a hole for many players as we did NOT have a D20. The game rules had two
different systems. One was chainmail (which I will not attempt to replicate here). The
alternate system is the system that took over and is what influenced how we play the game
today. It use a D20.

To replicate this, one could use 4d6. Rolling the dice, you get results from 4-24. We used a 4 as
a 4, and a 5 as a 5 and so on. Each number rolled equaled what it would normally equal on a
D20. However, once we got to 21, it changed, so 21=1, 22=2, 23 =3, and 24=4. Hence all
numbers for a D20, 1-20 were represented.

Of course, it was not as even as a D20 is, and was on a Bell curve, meaning we hit more often
and rolled higher on average. Still, if one wants to try to keep the D6 spirit alive of the old
rules, using 4d6 as a D20 is an option from these rules in this document.

30
If one wants to translate spell damage and other damage to d6, a formula could be
1d4 = 1d6, 1d6=1d6, 1d8=1d6, 1d10=1d6+1, 1d12=2d6.

Basic Experience Options


The default XP option is as that found in 5e.

Gold as XP The Original Dungeons and Dragons rules had it so that you gained Experience
from how much gold you gained. For each Gold Piece you found, you got 1 Experience Point.
Monsters gave a considerably LESS amount of Experience points then they do today. If you
wish to use this idea, then reduce the amount of Experience Monsters and Foes grant to 1/10
of what they give today.

In order to keep this simple, you can keep the 1XP for 1GP as given above. However, in the
Three Booklets, it gave a formula that was based upon the Monster level you fought. It used
fractions to determine your Experience.

Authors Opinion I would highly suggest, if you go for Gold as XP, you use the ideas above,
however, for those of you who are hardcoreyou calculate the Experience gained as per your
level compared to the Monsters level.

For example, if you were 8th level, and you fought a Troll (7th Level), then you would use the
fraction of 7/8 as your XP determinator. The troll as a CR 7 (as per the example in the book, not
5e rules), would grant you 290 Exerience, and well say 7710 Gold Pieces. Together they would
make 8000 XP. You can either multiply 8000 x 7/8 = 7000 OR you can divide that 8000 GP by 8,
get 1000 XP, and then multiply that by 7 to give you 7000 XP.

Another example, is if you fought the actual Troll from the 5e Monster Manual as a CR 5. You
are a level 10 character. The Troll would give you 180 XP (remember, 1/10 of the XP given by
the rules if using the Gold as XP rules). If it had 10,000 GP in its lair (doubtful, but this make
the math easier), then the total XP available would be 10,180. You would then divide this by 10
(your level). This would result in 1018 XP. You then multiply this by 5 to get 5090 XP that you
gain. If it were just the troll, youd divide 180 XP by 10 = 18 XP, then multiply it by 5 to get 90
XP. Or, if you are good with math you could simply do 5/10 = x 180 = 90XP.

As I said, this makes figuring out the XP overly complicated, and you do this for each character.
Instead of this more complex system, if you really want to play Gold as XP, use the rulings of the

31
first paragraph instead. Ive presented the original rules for those who are the hardest of the
hardcore and wish to replicate this type of Experience building in their own games.

Basic Monsters!
Here in lies examples of Monsters translated from the Original Booklets to 5e.
Authors Opinion This document is for nostalgia purposes, but it is also to try to make it easy
to translate older edition characters and ideas to 5e. In that light, with the Character classes as
they have been created, Monsters and Treasure from the 5e Monster Manual should be
adequate to use against the characters. AS their power is more limited, the Basic game should
probably only go up between the levels of 10-12. Beyond that and the characters of the Basic
rules start to get overwhelmingly challenged unless in the hands of expert players.

For those who want a more Basic experience, the idea of the monsters being replicated as the
Original Manuals is replicated below. It is incomplete. I have also included a rudimentary
Treasure approximation ONLY for those who wish to play Gold as XP.

32
In the original Monsters and Treasure Booklet (Book II), Monsters were not given a lot of
information. In fact, almost all their numerical information was found on TWO PAGES. There
were only 60 Monsters listed on those pages. A few had additional entries in their descriptions
later on (Men, Dragons, Sea monsters), but compared to todays Monster listsit was far more
limited. Below is a limited table of monsters and creatures in a similar manner as Booklet II
(Monsters and Treasure). If you wish for more youll need to extrapolate from the 5e Monster
Manual (which is the default method of monsters for all rules in this document, even the Basic
Rules).

Remember, all monsters attacks do 1d6 damage unless otherwise noted. Hit dice are assumed
to be 1d6 (1d8 for later versions or if you wish to use harder monsters). If you wish to use
versatile damage, humanoid opponents can use weapons for more varied damage.

Monster Type # Appearing Armor Class Hit dice % in Lair Type of Treasure
Goblins 40-400 14 1-1 50% 1-6 GP Each
Kobolds 40-400 13 50% 1-6 GP Each
Orcs 30-300 14 1 50% Type D
Gnolls 20-200 15 2 30% Type D
Hobgoblins 20-200 15 1+1 30% Type D
Ogres 3-18 15 4+1 30% 1000 GP+Type C
Trolls 2-12 16 6+3 50% Type D
Trolls regenerate 3 HP per turn unless hit by acid or fire
Giants 1-8 16 8-12+21 30% 5000GP+Type E
Skeletons 3-30 13 Nil Nil
Zombies 3-30 12 1 Nil Nil
Ghouls 2-24 14 2 20% Type B
Their touch paralyzes (DC 13 Cons save), any killed by Ghoul becomes one
Wight 2-24 15 3 60% Type B
Wraiths 2-16 17 4 20% Type E
Spectres 1-8 18 6 25% Type E
Spectres/Wraiths/Wights are immune to weapons other than silver and magic
Wraiths/Wights drain 1 level per hit (DC 13 Cons Save)
Spectres drain 2 levels per hit (DC 10 CON Save)
Mummies 1-12 17 5+1 30% Type D
Vampires 1-6 18 7-9 20% Type F
Mummies cause disease if they hit (Con DC 10) making 10X harder to heal
Vampires drain 2 levels as spectres, can cast Charm Person, regenerate as trolls do

33
Cockatrices 1-8 14 5 35% Type D
Basilisks 1-6 16 6+1 40% Type F
Medusa 1-4 12 4 75% Type F
Gorgons 1-4 18 8 50% Type E
Basilisk/Medusae glance turns foes to stone (DC 14 CON Save). Cockatrices must hit
Gorgons breath a breath weapon which turns foes to stone, same DC save as above.
Manticore 1-4 16 6+1(6 attacks) 25% Type D
2
Chimeras 1-4 16 9 50% Type F
Hydra 1HD per head 15 5-12 25% Type B
Wyvern 1-6 16 7 60% Type E
***3
Dragons 1-4 18 5-12 60% Type H
(hit only by magic)
Gargoyles 2-10 15 4 25% Type C
Werewolf 2-20 15 4 15% Type C
Wereboar 2-20 16 4+1 15% Type C
Weretiger 2-20 17 5 15% Type C
Werebear 2-20 18 6 15% Type C
Lycanthropes only hit by magic or silver, if lose 50% of hp to one, turn to lycanthrope
Purple Worm 1-4 14 15 25% Type D
Minotaurs 1-8 15 6 10% Type A
Centaurs 2-20 15 4 05% Type A
Unicorns 1-4 18 4 Nil Nil
Treants 2-20 18 8 Nil Nil
Pegasi 1-12 14 2+2 Nil Nil
Hippogriffs 2-16 15 3+1 Nil Nil
Rocs 1-20 16 6 20% Type I
Griffons 2-16 17 7 10% Type E
Dwarf/Elf 40-400 16/15 1/1+1 50%/25% Type G/Type E
1. Giants have varied HitDice. Hill Giants have 8HD. Stone Giants have 9HD. Frost Giants
have 10+1 HD and do 2d6+1 damage and are impervious to cold. Fire Giants have 11+3
HD, do 2d6+2 damage and are impervious to fire. Cloud Giants have 12+2 HD, do 3d6
damage, and a keen sense of smell.
2. Chimeras have 3 heads, that of a Lion, a goat and a dragoneach getting an attack. The
Dragons head can breath fire but only does 3d6 damage.
3. Dragons have varied Hit Dice and Varied Damage from Breath weapons.

34
Die roll for age Age Damage done by Breath Weapon per Hit die
1 Very Young 1 per die
2 Young 2 per die
3 Sub-Adult 3 per die
4 Adult 4 per die
5 Old 5 per die
6 Very Old 6 per die

The number of dice is an indication of the size of the creature. Most will fall in the middle, but
20% will be smaller and 20% will be larger. The value of the Hit die and maturity also determine
how much damage the breath weapon does. If one wants to simplify this, simply have the
Dragon do as much damage with their Breath weapon as their maximum Hitpoints. The Dragon
is able to use their breath weapon 3 times a day. If you want to know if they randomly use
their breath weapon, roll 2d6. If it is 7 or greater they use their breath weapon, but if it is lower
they bite (1d6). Alternatively, you can also have them call and bite (from later additions) for 3
attacks at 1d6 each.

As follows below, are the types of dragons and their Hit dice
Dragon Type Breath Weapon Hit Dice Terrain Spells
White Cold 5-7 Cold None
Black Acid 6-8 Swamps 5% 1st level
Green Cholorine Gas 7-9 Forests 10% 1st, 2nd level
Blue Lightining 8-10 Deserts 15%1st, 2nd level
Red Fire 9-11 Mountain, hill 15% up to 3rd
Gold Fire or Gas 10-12 anywhere up to 6th level

Gold Dragons can be lawful.

Treasure Table summary

Type A = Around 6000 GP and 50% to get any 3 magic items (+70,000 if include Jewelry)
Type B = Around 2200 GP and 10% to get a Weapon or armor (+5000 if include Jewelry)
Type C = Around 300 GP and 10% to get 2 magic items (+3000 if include Jewelry)
Type D = Around 5000 GP and 20% to get any 2 magic items and 1 potion
(+7000 if include Jewels)
Type E = Around 2500 GP and 30% to get any 3 magic items and 1 scroll(+3000 if include jewels)
Type F = Around 7000 and 35% to get any 3 magic items but weapons and 1 potion and 1 scroll
(+18000 if include Jewelry)

35
Type G = Around 31, 000 and 40% to get any 4 magic items and one scroll
Type H = Around 70,000 and 20% to get any 4 magic items and 1 potion and 1 scroll
Type I = Around 800 GP and 20% for any 1 magic item (+28000 GP if include Jewelry)

I calculated the average amount of treasure by taking the total amount available and
multiplying it by the percentage chance of finding it, rounding to the nearest whole hundred or
thousands. In the case of Jewelry, with the way Monsters and Treasure handled it, in some
instances it changed the value of the treasure horde so much that it felt it should be an optional
measure or item in treasure tables.

Booklet III The Underworld & Wilderness Adventures


The rules found in this document are to create the feel of the older editions while attempting to
keep the simplicity and streamlined effect of 5e. In other words, playing 5e but with the feel of
the Older Dungeons and Dragons editions in the Forgotten Realms.

I find that the information in this book will simply complicate rules and interfere with the
smooth running of a 5e game. It is not the intent of this document to replicate the information
from the older editions, but merely to enable a 5e game to have the same feel as the older
editions.

In that light, nothing is derived from this booklet for this document, as the author feels 5e does
a good job at anything the game may need that is also covered in this booklet as far as the feel
of the game goes.

The only item which may be recreated in a further document (5e Old School: No Rhyme or
Reason, or 5e: Dungeons) are random Monster and wandering monster tables.

Authors Opinion Here ends the representation of the Basic Rules which try to replicate the
feel of an Original Dungeons and Dragons game inside of a 5e game. As you can see, 5e rules
do a find job replicating the feel on its own, but these added items can help create a more fully
fleshed out Original Game feel in a 5e core game.

36
What follows are the rules for Dungeons and Dragons as in the Red/Blue books and the
Advanced Rules which attempt to bring it full circle for a Forgotten Realms game. Some items
are Forgotten Realms specific (as far as some of the Races go and other items).

Races
Dungeons and Dragons
The Basic and Expert Boxes of Dungeons and Dragons in the 80s introduced a design decision
that differed from that of the Original Dungeons and Dragons and that of Advanced Dungeons
and Dragons. Instead of having a race and class combination, it created a race AS a class. As
such, there is no coverage of races in this section for the Dungeons and Dragons game. Instead,
these are covered in the Classes section of Dungeons and Dragons.

Base Walking speed is 30 for all classes unless otherwise notated. A Class might have a
maximum level, these are also notated in the class descriptions.

Advanced
Most Races of the Forgotten Realms are already listed in the Core Rulebook (PHB pg 17-43).

Hence, most of the racial information presented here are for Sub-Races. The Exception lies in
regards to the Genasi. These are not found in the Core Rule books. Instead they can be found
in the Princes of the Apocalypse Adventure appendix A pages 227-229 (lead designer Richard
Baker, publisher Sasquatch Game Studio and Wizards of the coast, copyright 2015 first printing
April 2015).

A general idea of how they would be represented is given here in regards to them extracted
from prior editions. A Full rundown of abilities and special bonuses can be found in the above
quoted material.

37
Genasi +2 Constitution

Air Genasi Add +1 Dexterity


Fire Genasi Add +1 Intelligence
Earth Genasi Add +1 Strength
Water Genasi Add +1 Constitution

Authors Opinion It was difficult to come up with simple additions to stats based on older
representations. Selecting the default score was perhaps the most difficult as I looked for a
common ability between them. There wasnt one. Two subraces had Intelligence and two had
Constitution. I went with Constitution for survivability, but it could have equally been
intelligence instead. Had I chosen intelligence, it would have meant that Air and Fire Genasi
both would have gotten the +1 Dexterity. Instead of having two races with that same bonus, I
went with Constitution, which left the problem of the Water Genasi which had traditionally
gotten a bonus to Constitution. In that light, they become excessively enduring. The source
quoted above has chosen a slightly different path and lists abilities that go with the races. Turn
to that book for more information. They can also be downloaded (as of April 2016) from
Wizards of the Coasts Site in the Players of the Apocalypse player companion.

The following races are subraces and based more on their 1e counterparts along with a little off
their 2e counterparts.

Elf Subraces

Wild Elf
Wild Elves are far more feral than your typical Wood Elf. Though many would try to group
them in with Wood Elves, doing so is far from correct.

Ability Score Increase: +2 Strength -1 Intelligence (Wild Elves tend to be strong, but such a huge
bonus comes with an equally large detraction). (Optional if you wish you may only add +1 to
Strength and have no penalty to your intelligence).

Elf Weapon training: You have proficiency with the longsword, shortsword, shortbow, and
longbow.

Savage Attacker Once per turn when you roll damage for a melee weapon attack, you can
reroll the weapons damage dice and use either total. (as feat PHB pg 169).

38
Authors Note: Though it states Wild Elves fall under the heading of Wood Elves in the core
books, it never sat right to me. There has always been one elf that has a Strength bonus in
prior editions of D&D (well, up to 3e). As such, I wanted to recreate either the Wood Elf or
another in that role. As the Wood Elf title is already claimed in the PHB pg24, I went and
created the Wild Elf subrace as the substitute for that. Moon Elves are the other race that I
thought of as having slight differences than what is presented in the PHB core rulebook, but its
hard to determine what difference there should be.

Moon Elves, if they were different then the Sun Elves (who I would consider relevant to the
High Elf entry) it would be that they would gain Fleet of Foot as an ability instead of Cantrip.

Dwarf Subraces

Gray Dwarf
Ability Score increase: Your Wisdom Score increases by 1.

Duergar Heritage: You gain a +1 Proficiency bonus on Stealth and Perception checks

Gray Dwarf Magic: At 3rd level you gain the spells of Enlarge and Invisibility. You can cast each
once a day. Wisdom is your spellcasting ability for these spells.

Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks
that rely on sight when you, the target of your attack, or whatever you are trying to perceive is
in direct sunlight.

Immunity to Poison: Gray Dwarves are immune to poisons and have advantage against illusions
and being charmed.

Gnome Subraces

Deep Gnome

Ability Score Increase: You wisdom score increases by 1

Spell Immunity: Deep Gnomes gain spell immunity of 10% as described under the ability Score
Wisdom. This stacks with other Spell and Magic Immunity (inclusive of that for Wisdom).

39
Darkness and Shadows: Deep Gnomes gain advantage to hide in darkened areas underground
Hard to spot Deep Gnomes gain the ability to cast blur once per day upon arriving at 3 rd level.

Authors Opinion Once again, there were several races that were not in the PHB that I felt
were necessary for a more complete overview of the Forgotten Realms. These races ARE
written up in the Sword Coast Adventures Guide. They have a few differences from what Ive
written them up as. For the default, the SCAG takes priority. In my own write ups, I had a
different opinion based upon their traditional stats in prior editions. In some ways it was
difficult to determine what I should include. Deep Gnomes were a result of their traditional
abilities, but with the Gray Dwarves it boiled down to whether I wanted to help them in regards
to their Stealth or Perception. It didnt feel right to me to include a Dwarf bonus to Dexterity,
or strength which is why I went with Wisdom in light of their traditional perceptive abilities. If
you prefer to use the official write ups for Gray Dwarves and Deep Gnomes they can be found
in the Sword Coast Adventurers Guide on (Gray Dwarves) page 104 and (Deep gnomes-
Svirfneblin) page 115.

I finally had the Ghostwise Halflings to cover in the realms.

Ghostwise Halflings; They arent truly represented from what I feel in regards to the core
rulebooks. In that light, Id think they would most be like the Lightfoot Halflings, however they
lose the main Halfling ability of Lucky.

Instead, replace that ability with Telepathy they can communicate telepathically with anyone
within 20 feet of their location.

Finally, this is a short abbreviated form of the Aasimar which can be found in the DMG pg 286
for a the full write up and the information missing from this abbreviated synopsis of their
abilities.

Aasimar (medium sized).


Ability Score Increases: Wisdom +1, CHA +2
Speed: 30
Darkvision up to 60 feet
Celestial Legacy: Knows the Light Cantrip, can cast lesser restoration at 3 rd level once a day, can
cast daylight once reaches 5th level as a 3rd level spell once a day. Charisma is their spellcasting
ability.
Celestial Resistance: Resist necrotic and radiant damage.

40
Classes
Dungeons and Dragons
Dungeons and Dragons went up to level 36, though the Blue and Red boxes only went up into
the mid-teens regards levels. Most of the information in this is based upon recreating the Red
and Blue box experience, but with an occasional snippet tossed in regarding higher level play
(especially with regards to spellcasters).

In addition, you have races as classes, which is always an interesting dynamic to explore.

Once again, skills will be utilized as in the Basic Rules. For reference to this again, the passage is
shown below.

Backgrounds For the Dungeons and Dragons rules, do not use Backgrounds except for
descriptive purposes only (if you so desire). Skills are NOT used in the Basic rules. Instead, if
one needs to make a skill or tool check, assume that any class is proficient with ANY skill or tool.

Archetypes Once again, there are no archetypes in use with the Dungeons and Dragons Old
School Rules. Also note, no race (including humans) gain any bonuses or abilities as shown in
the 5e PHB.

Warrior (Fighter)

The Specialist

Fighters are the combat specialists of the game. They are able to use the best weapons, the
best armor, take the most damage, and hit the hardest. If you want to be able to use weapons
of any sort, wear armor of all types, be the knight of legend, the mercenary of the dark ages,
the hero of fantasythis is your character that you want to be.

Class Features
Hitpoints
Hit Dice : 1D8 per fighter level
Hitpoints at 1st level: 8 + Your Constitution modifier
Hitpoints at Higher level: 1d8 + your constitution Modifier after 1 st
Proficiencies

41
Armor: All armor, shields
Weapons: Any and all weapons (Simple and Martial)
Maximum Level: 36
Saving Throws: Strength, Constitution
See Skills above
Equipment
You start with the following equipment:
(a) Platemail or (b) Chainmail, longbow and 20 arrows
(a) A martial weapon and a shield or (b) two martial weapons
(a) A light crossbow and 20 bolts or (b) two handaxes
(a) A set of bone dice or deck of cards, a set of common clothes, belt pouch with 15 GP
(a) A dungeoneers pack or (b) an explorers pack

Spell Immunity

Fighters have the ability to shrug off magic. As they learn to hone their perceptions of the
world, they are better able to avoid magic and the effects of it when they wish.

Fighters have Magic Immunity equal to 3 x Level (so a 3rd level Fighter would have a 9% Magic
Immunity. An 8th level Fighter would have a 24% Spell Immunity). If there is a spell or magic
effect (such as level drain, ability drain, turned to stone, etc.) that the Fighter wishes to avoid
roll percentile dice before the saving throws. If the roll is below their Spell Immunity score, the
Fighter has completely avoided the spell.

If they have a high enough Wisdom score, they can add the Spell Immunity from that on top of
this score. They complement each other and both can be added together for a higher percent.

Defensive Dexterity

There is NO LIMIT to your Defensive bonus in regards to your AC. If you have a Dexterity
Modifier of +4, and are in Medium Armor, you add the entirety of the +4 to your Armor Class. If
you have a +4 and are in Heavy Armor, you add the entirety of your +4 Dexterity Modifier to
your Heavy Armor (for example, If in Plate with an AC of 18, you would add +4 for a total of 22).

Combat Proficiency

Fighters are trained warriors, who continue to train and excel in their ability to strike and harm
other creatures. When they enter combat their weapon proficiency bonus is doubled when
making an attack. (for example, if a 1st level Fighter entered into combat, he would use his

42
ability modifier if any, and then add a +4 proficiency bonus to the roll, a 10 th level Fighter would
add a +8 proficiency bonus to their roll).

Any Weapon, Any Armor

A Fighter does not need to attune weapons and armor (if it is in the weapon or armor
description). All Weapons and armor are automatically attuned if they wish, and there is NO
limit to the number of weapons or armor the Fighter can have attuned to themselves.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the
new roll, and you cant use this feature again until you finish a long rest. You gain one more
attempt between long rests every 4 levels (so two at 13th, three at 17th, four at 21st, five at 25th,
six at 29th, and seven at 33rd.)

Lord

A Fighter at Name Level (9th level and above) may build Castles and strongholds. They can
either petition a ruler of an existing nation and if granted the title of Baron or Baroness if they
do so. Alternatively they can make a dominion in the wilderness and grant themselves
whatever title they feel they should receive.

Authors Opinion As in the Basic rules before this, the Fighter and such classes will quickly get
outmatched in the higher levels of 5e. They dont receive Ability increases, they dont receive
extra attacks, and they are admittedly missing from many abilities archetypes would bring
them. In order to bring them up to par, Ive adapted one item from the Master Rules of BECMI
that is completely optional. Ive changed it more towards running it in a 5e game, and thus
there are large differences between how it is presented here and how it was originally
presented in the Master Rules for BECMI.

(Optional) Weaponmastery Fighters can opt to utilize Weaponmastery as one of their skills.
Weaponmastery has 5 levels of ability. These are Basic, Skilled, Expert, Master, and Grand
Master. A Fighter retains all his ability with weapons as in his class description, however he
gains a Basic ability with four weapons of his choice. As he advances he gains what we call
Weaponmastery Points. He can invest these points into the weapons he already has the basic
ability in, or gain a basic ability in a new weapon.

For each point he invests into a weapon, he gains on skill level. He gains one point every five
levels (so one at 5th, one at 10th, one at 15th, and one at 20th, and so forth. If the campaign goes
high enough, one at 25th, one at 30th and one at 35th as well.). Each skill level multiplies the
damage he deals with that weapon. So if he was skilled it would deal 2x(weapon damage + any

43
bonuses). At Expert it would deal 3x(weapon damage+any bonuses). At Master it would deal
4x(weapon damage + any bonuses) and at Grand Master it would deal 5x(weapon damage +
any bonuses). Hence at 20th level it is possible for a Fighter to deal out 5x the amount of
damage they normally would deal out. A fighter does not have to focus on one weapon, but
can invest points as they wish. They would be at a lower level at 20 th level if they do this, but
each fighter can tailor their weapon mastery as they wish.

This option is also open to other classes. Racial Classes start with the same amount of weapons
that are available to the Fighter for a basic skill level, and also receive one point of
Weaponmastery points every five levels.

Other classes (Magic-User, Thief, and Cleric) only may choose two weapons to have a basic skill
in at 5th level, and only gain Weaponmastery points every 10 levels there after (so 1 point at
15th, 1 point at 25th, 1 point at 35th if their campaigns are gong that high). This means the
highest level of mastery they can achieve will be the Master Skill level at extremely high level.

The Fighter can expend one point to double his critical hit range as well. Hence instead of going
for skilled, he can spend one point to expand critical hits from 20, to 19-20. He can do this
again to expand it to 18-20. Each point he decides to expend this way expands the critical by
one point. This option is not open to other classes.

Magic-User

The Magic-User is a staple of Fantasy, and has been a core class since the inception of D&D.
Wielding the arcane energies of fantastical forces beyond our comprehension, though they
start weak, ultimately they become extremely powerful.

Class Features
Hitpoints
Hit Dice : 1D4
Hitpoints at 1st level: 4 + Your Constitution modifier
Hitpoints at Higher level: 1d4+ Your Constitution Modifier
Proficiencies
Armor: None
Weapons: Dagger and Staff
Maximum Level: 36
Saving Throws: Intelligence, Wisdom
Spellcasting Ability: Intelligence
See Skills above
Equipment
You start with the following equipment:
44
(a) Dagger or (b) Staff
(a) component pouch
(a) spellbook
(a) scholars pack or an (b) explorers pack
(a) bottle of black ink, a quill, a small knife, a set of common clothes, belt pouch with 10 GP

Spellcasting

As a student of Arcane magic, you have a spellbook containing spells. Unlike 5e Wizards and
their preparing and casting spells, spellcasting is different. If you wish to use the method in 5e,
please refer to 5e PHB pg 114. In Old School the Magic-User can have any number of spells in
their spellbook (unless using the Advanced rules with Minimum and maximum number of
spells), but they need to prepare spells on a one to one basis. For every spell slot, they need to
have one spell memorized.

They can learn to memorize and cast any spell from the wizard or sorcerer spell lists in the PHB
(5e PHB pg 210). To memorize these spells in a spell slot they need to have learned and scribed
them in their spellbooks. They can memorize one spell per spell slot of the correct level. They
can then cast these spells from the spell slots as they desire. They need a long rest between
castings to recover the ability to repeat this process or to change which spells are in each of
their spell slots.

45
Level 1 2 3 4 5 6 7 8 9
1 1 - - - - - - - -
2 2 - - - - - - - -
3 2 1 - - - - - - -
4 2 2 - - - - - - -
5 2 2 1 - - - - - -
6 2 2 2 - - - - - -
7 3 2 2 1 - - - - -
8 3 3 2 2 - - - - -
9 3 3 3 2 1 - - - -
10 3 3 3 3 2 - - - -
11 4 3 3 3 2 1 - - -
12 4 4 4 3 2 1 - - -
13 4 4 4 3 2 2 - - -
14 4 4 4 4 3 2 - - -
15 5 4 4 4 3 2 1 - -
16 5 5 5 4 3 2 2 - -
17 6 5 5 4 4 3 2 - -
18 6 5 5 4 4 3 2 1 -
19 6 5 5 5 4 3 2 2 -
20 6 5 5 5 4 4 3 2 -
21 6 5 5 5 4 4 3 2 1
22 6 6 5 5 5 4 3 2 2
23 6 6 6 6 5 4 3 3 2
24 7 7 6 6 5 5 4 3 2
25 7 7 6 6 5 5 4 4 3
26 7 7 7 6 6 5 5 4 3
27 7 7 7 6 6 5 5 5 4
28 8 8 7 6 6 6 6 5 4
29 8 8 7 7 7 6 6 5 5
30 8 8 8 7 7 7 6 6 5
31 8 8 8 7 7 7 7 6 6
32 9 8 8 8 8 7 7 7 6
33 9 9 9 8 8 8 7 7 7
34 9 9 9 9 8 8 8 8 7
35 9 9 9 9 9 9 8 8 8
36 9 9 9 9 9 9 9 9 9

46
Cantrip
A Magic-User can learn ONE Cantrip from the spell lists, similar to what the Wizards know (PHB
pg 114).

Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover. The
spell slots can have a combined level that is equal to or less than half your wizard level
(rounded up). (as per PHB pg 115).

Arcane Focus
This is an Orb, wand, Staff, Rod, or crystal that a Magic-User can use instead of components or
component pouch to cast a 5e spell.

Spellbook
At 1st level, you have a spellbook containing 4 first level spells.

Learning Spells
Magic-Users learn spells either by finding scrolls and copying the spells on those scrolls to their
spell books, or by copying other spellbooks. Magic-Users start with 4 spells (unless using the
Advanced rules) and one of these spells must be Read Magic. It is similar to what is found in
the sidebar of the PHB, page 114, except there is no cost associated with learning the spell or
transcribing it.

Spellcasting Ability (as per the PHB page 114 description).

Magic-Users who are Name level (9th level or greater) are called wizards. Upon reaching name
level a Magic-User may build a tower and attracts 1-6 apprentices of 1-3 levels. They may
obtain this tower by appealing to a ruler of a nation, clearing wilderness and building their own
tower, or seizing anothers tower. If the Magic-User chooses instead to dwell in anothers
castle (such as a liege or a ruler) instead of having their own tower, they are then called a
Magist instead of a Wizard.

Authors Opinion Magic-Users were a tough thing in figuring out their spellcasting table. They
differ on their charts between the Rules Compendium, the BX version and the BECMI versions.
This is problem that appears will be faced in regards to Thieves and their table as well as Clerics
when they come along. I debated about making it so that Magic-Users did not need to pay
attention to the concentration rules of spellcasting of 5e, but felt without any other safeguards,
abuse would be highly prone in their spellcasting if this rule was ignored.

47
Priest (Old School Cleric)

Clerics are the healers, the supporters, and the fierce vengeance of heaven all wrapped into
one class. They are more than you local vicar, they wield weapons and armor as holy warriors
dedicated to a purpose greater then their own.

Class Features
Hitpoints
Hit Dice : 1D6 per Cleric level
Hitpoints at 1st level: 6 + Your Constitution modifier
Hitpoints at Higher level: 1d6+ your constitution Modifier after 1 st
Proficiencies
Armor: All armor, shields
Weapons: Club, Great Club, Light Hammer, Mace, Quarterstaff, sling, flail, Maul, Morningstar,
Warhammer, Net.
Maximum Level: 36
Saving Throws: Wisdom, Charisma
Spellcasting Ability: Wisdom
See Skills above
Equipment
You start with the following equipment:
(a) Platemail or (b) Chainmail and a Shield
(a) A mace or (b) warhammer or (d) a shovel, an iron pot, and artisans tools
(a) A sling and 20 slingstones or (b) a Great Club or (c) a Maul
(a) A Holy Symbol, a set of common clothes, belt pouch with 15 GP
(a) A priests pack or (b) an explorers pack

Channel Divinity Turn Undead


Clerics gain this ability as it is described in the 5e PHB pages 58 and 59.

Destroy Undead
Clerics gain this ability as it is described in the 5e PHB Page 59.

Spellcasting Ability (as per the PHB page 58 description).

Spellcasting
Unlike Clerics in 5e and their preparing and casting spells, spellcasting is different. If you wish
to use the method in 5e, please refer to 5e PHB pg 58. In Old School the Cleric has access to

48
any of the Clerical spells of their level, but they need to prepare spells on a one to one basis.
For every spell slot, they need to have one spell memorized. In otherwords, they choose which
spells from the Clerical spells in the 5e Players Handbook that they want to utilize that day.
They can memorize one spell per spell slot of the correct level. They can then cast these spells
from the spell slots as they desire. They need a long rest between castings to recover the
ability to repeat this process or to change which spells are in each of their spell slots.

Authors Opinion Clerics presented problems of their own. In older editions their spellcasting
only goes up to level 7. In 5e, clerical spells go up to 9 th level. Abandoning the higher level
spells, many of which were present older editions did not seem the right path to follow.
Instead, I studied the spell charts to see if I could discern patterns in how the spells were
granted in order to extrapolate the spellcasting table for this Cleric in accordance with 5es spell
tables and layout.

49
Level 1 2 3 4 5 6 7 8 9
1 - - - - - - - - -
2 1 - - - - - - - -
3 2 - - - - - - - -
4 2 1 - - - - - - -
5 2 2 - - - - - - -
6 2 2 1 - - - - - -
7 3 2 2 - - - - - -
8 3 3 2 1 - - - - -
9 3 3 3 2 - - - - -
10 4 4 3 2 1 - - - -
11 4 4 3 3 2 - - - -
12 4 4 4 3 2 1 - - -
13 5 5 4 3 2 2 - - -
14 5 5 5 3 3 2 - - -
15 6 5 5 3 3 3 - - -
16 6 5 5 4 4 3 - - -
17 6 6 5 4 4 3 1 - -
18 6 6 5 4 4 3 2 - -
19 7 6 5 4 4 4 2 1 -
20 7 6 5 4 4 4 3 2 1
21 7 6 5 5 5 4 3 2 2
22 7 6 5 5 5 4 4 3 2
23 7 7 6 6 5 4 4 3 3
24 8 7 6 6 5 5 4 3 3
25 8 7 6 6 5 5 5 4 3
26 8 7 7 6 6 5 5 4 4
27 8 8 7 6 6 6 5 4 4
28 8 8 7 7 7 6 5 5 4
29 8 8 7 7 7 6 6 5 5
30 8 8 8 7 7 7 6 6 5
31 8 8 8 8 8 7 6 6 6
32 9 8 8 8 8 7 7 7 6
33 9 9 8 8 8 8 7 7 7
34 9 9 9 8 8 8 8 8 7
35 9 9 9 9 9 8 8 8 8
36 9 9 9 9 9 9 9 9 9

50
Cantrips

At first level, the Cleric knows three cantrips of their choice from the Cleric Spell list. This is the
extent of their ability with Cantrips.

Heal Scratch
A Cleric may choose this as one of their cantrips.
Casting Time: Bonus Action
Range: Touch
Components: V, S
Duration: Instantaneous

A Creature you touch regains 1 Hitpoint. This spell has no effect on undead or constructs. A
Creature can only be affected by up to 3 Heal Scratches per day. Any more castings beyond this
on the same creature has no effect in a 24 hour period.

Patriarch
Once a cleric hits name level (9th level) they are known as a Patriarch or Matriarch. This allows
them to build a stronghold with the sanction of their order. A Land-owning cleric hence can
then move up the hierarchy of their order, whilst a cleric that chooses to have no stronghold or
land ownership, may not.

Old School Rogue (Thief)

Thieves specialize in underhanded activities such as picking locks, sneaking around, removing
traps and picking pockets. If there are four basic corners to the foundational classes of
Dungeons and Dragons, the Thief Class would be one of those corners.

Class Features
Hitpoints
Hit Dice : 1D4 per Cleric level
Hitpoints at 1st level: 4 + Your Constitution modifier
Hitpoints at Higher level: 1d4+ your constitution Modifier after 1 st
Proficiencies
Armor: Leather Armor
Weapons: Simple Weapons, Longsword, Rapiers, shortswords and hand crossbows
Maximum Level: 36

51
Saving Throws: Dexterity, Intelligence
See Skills above
Equipment
You start with the following equipment:
(a) Longsword or (b) Shortsword and Dagger
(a) Shortbow and quiver of arrows or(b) a hand crossbow
(a) Burglars pack or (b) a dungeoneers pack or (c) an explorers pack
(a) Leather Armor, two daggers, and thieves tools
(a) A Crowbar, a set of dark common clothes including a hood, belt pouch with 15GP

Thieves Tools
Use of these tools allows a Thief to add their proficiency bonus to open lock or disarm traps.

Expertise
At 1st level a thief has their proficiency bonus doubled when they use thieves tools or use
Stealth. At 6th level this also applies to Sleight of Hand and Perception.

Backstab
If the thief can sneak up on someone (using stealth typically) and remain unnoticed they can
attempt to backstab the individual. They can only attempt to do this with a one handed melee
weapon. The thief gains a +4 to hit their target, and if they strike, can do X2 the normal amount
of damage.

Thief Skills
Thieves in older editions had the usage of thief skills. These were a set of skills that only they
were able to utilize. Each skill was a percentage, and the thief attempted a skill by rolling
percentage dice. If they rolled under the percentage necessary to succeed, they achieved their
attempted skill.

In 5e, Theives still can use skills as per the 5e core rules. If a skill that would fall under their
Thief skills fails, they get a second chance. Instead of simply failing the skill check, they can
then roll on the thief skills tables and see if they can roll under the percentage for that skill. If
they are successful, then the skill attempt itself is successful, despite failing the original D20
roll. The Thief Skill percentages are given below.

Open Locks = OL, Find Traps = FT, Remove Traps = RT, Climb Walls = CW, Move Silently = MS,
Hide in Shadows = HS, Pick Pockets = PP, Hear Noise = HN.

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Level OL FT RT CW MS HS PP HN
1 15 10 10 87 20 10 20 30
2 20 15 15 88 25 15 25 35
3 25 20 20 89 30 20 30 40
4 30 25 25 90 35 24 35 45
5 35 30 30 91 40 28 40 50
6 40 35 34 92 44 32 45 54
7 45 40 38 93 48 35 50 58
8 50 45 42 94 52 38 55 62
9 54 50 46 95 55 41 60 66
10 58 54 50 96 58 44 65 70
11 62 58 54 97 61 47 70 74
12 66 62 58 98 64 50 75 78
13 69 66 61 99 66 53 80 81
14 72 70 64 100 68 56 85 84
15 75 73 67 101 70 58 90 87
16 78 76 70 102 72 60 95 90
17 81 80 73 103 74 62 100 92
18 84 83 76 104 76 64 105 94
19 86 86 79 105 78 66 110 96
20 88 89 82 106 80 68 115 98
21 90 92 85 107 82 70 120 100
22 92 94 88 108 84 72 125 102
23 94 96 91 109 86 74 130 104
24 96 98 94 110 88 76 135 106
25 98 99 97 111 89 78 140 108
26 100 100 100 112 90 80 145 110
27 102 101 103 113 91 82 150 112
28 104 102 106 114 92 84 155 114
29 106 103 109 115 93 86 160 116
30 108 104 112 116 94 88 165 118
31 110 105 115 117 95 90 170 120
32 112 106 118 118 96 92 175 122
33 114 107 121 118 97 94 180 124
34 116 108 124 119 98 96 185 126
35 118 109 127 119 99 98 190 128
36 120 110 130 120 100 100 195 130

53
Once Thieves get to Name level they may create a hideout which they can expand to create a
Thieves Guild. If they are part of a guild already they may establish a branch and become a
Guildmaster. At 18th level they may request to become the leader of an even bigger guild and
eventually become a powerful official at Guild Headquarters.

Authors Opinion Now that the four core classes of Dungeons and Dragons as found in BX and
BECMI are listed, we get into one of the unique qualities of these versions of Dungeons and
Dragons. Pertinent to this unique idea are that races are also classes.

Racial Classes
The following are the classes each player must use if they wish to be a race other than human.
Each of these races have level limits which they cannot advance past. The Highest level a Dwarf
may advance to is 12th level. The Highest level an Elf may advance to is 10th level. The Highest
level a Halfling may advance to is 8th level. With the use of a Wish, a Demi-Human may wish to
attain ONE level higher. This is a ONE time grant beyond which the character cannot attain any
more levels.

Note Players who choose to play races in this version of the rules, do NOT gain the bonuses or
attributes found in the PHB for their particular race.

Dwarf

The Dwarf Warrior

Dwarves are basically fighters with a few more abilities tossed into their character.

Speed: 25 Feet

Class Features
Hitpoints
Hit Dice : 1D8 per Dwarf level
Hitpoints at 1st level: 8 + Your Constitution modifier
Hitpoints at Higher level: 1d8 + your constitution Modifier after 1st
Proficiencies
Armor: All armor, shields
Weapons: Any and all weapons (Simple and Martial)
Maximum Level: 12
Saving Throws: Strength, Constitution

54
See Skills above
Equipment
You start with the following equipment:
(a) Platemail or (b) Half Plate and a Great Axe
(a) A martial weapon and a shield or (b) two martial weapons
(a) A light crossbow and 20 bolts or (b) two handaxes
(a) A set of bone dice or deck of cards, a set of common clothes, belt pouch with 15 GP
(a) A dungeoneers pack or (b) an explorers pack

Spell Immunity

Dwarves have the ability to shrug off magic. As they learn to hone their perceptions of the
world, they are better able to avoid magic and the effects of it when they wish.

Dwarves have Magic Immunity equal to 3 x Level (so a 3rd level Dwarf would have a 9% Magic
Immunity. An 8th level Dwarf would have a 24% Spell Immunity). If there is a spell or magic
effect (such as level drain, ability drain, turned to stone, etc.) that the Dwarf wishes to avoid roll
percentile dice before the saving throws. If the roll is below their Spell Immunity score, the
Dwarf has completely avoided the spell.

If they have a high enough Wisdom score, they can add the Spell Immunity from that on top of
this score. They complement each other and both can be added together for a higher percent.

Defensive Dexterity

There is NO LIMIT to your Defensive bonus in regards to your AC. If you have a Dexterity
Modifier of +4, and are in Medium Armor, you add the entirety of the +4 to your Armor Class. If
you have a +4 and are in Heavy Armor, you add the entirety of your +4 Dexterity Modifier to
your Heavy Armor (for example, If in Plate with an AC of 18, you would add +4 for a total of 22).

Combat Proficiency

Dwarves are trained warriors, who continue to train and excel in their ability to strike and harm
other creatures. When they enter combat their weapon proficiency bonus is doubled when
making an attack. (for example, if a 1st level Dwarf entered into combat, he would use his
ability modifier if any, and then add a +4 proficiency bonus to the roll, a 10 th level Dwarf would
add +8 proficiency bonus to their roll).

55
Darkvision

Accustomed to life underground, dwarves have superior vision in dark and dim conditions.
They can see in dim light within 60 feet of them as if it were bright light, and in darkness as if it
were dim light. They cant discern color in darkness, only shades of grey.

Dwarven Resilience

Dwarves have advantage on saving throws against poison, and they have resistance against
poison damage.

Any Weapon, Any Armor

A Dwarf does not need to attune weapons and armor (if it is in the weapon or armor
description). All Weapons and armor are automatically attuned if they wish, and there is NO
limit to the number of weapons or armor the Dwarf can have attuned to themselves.

Detection

Dwarves can detect traps built into stonework or constructon. They can also detect sloping
corridors, sliding walls and new construction. They have a 1 in 3 chance of detecting such items
(roll 1d6, on a 1 or 2 they detect these things).

Stonecunning

Whenever a Dwarf makes an Intelligence (History) check relate to the origin of stonework, they
add double their proficiency bonus to the check, instead of their normal proficiency check.

Lesser Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the
new roll, and you cant use this feature again until you finish a long rest.

Lord

A Dwarf at Name Level (9th level and above) may build an underground cavern stronghold. At
this point they are known as a Dwarf Lord. If they are living among humans they may build a
stronghold above ground but will still want an underground complex connected to it.

56
Halfling

The Burrow

Most Halflings prefer the comfort of home where they can pat large bellies and smoke on
pipeweed while talking in their myriad social circles. They are not particularly brave, normally
seeking treasure as a way to build up their own comfort.

Speed: 25 feet.

Class Features
Hitpoints
Hit Dice : 1D6 per halfling level
Hitpoints at 1st level: 6 + Your Constitution modifier
Hitpoints at Higher level: 1d6 + your constitution Modifier after 1st
Proficiencies
Armor: All armor, shields
Weapons: Any and all weapons (Simple and Martial), but not those with the two handed or
heavy properties. Martial weapons which weigh more than 3 lbs require two hands for them to
use.
Maximum Level: 8
Saving Throws: Dexterity, Constitution
See Skills above
Equipment
You start with the following equipment:
(a) Platemail or (b) Chainshirt, Shortbow and 20 arrows
(a) A martial weapon and a shield or (b) two martial weapons
(a) A sling and 20 sling stones or (b) two daggers
(a) A set of bone dice or deck of cards, a set of common clothes, belt pouch with 15 GP
(a) A dungeoneers pack or (b) an explorers pack

Spell Immunity

Halflings have the ability to shrug off magic. As they learn to hone their perceptions of the
world, they are better able to avoid magic and the effects of it when they wish.

Halflings have Magic Immunity equal to 3 x Level (so a 3rd level Halfling would have a 9% Magic
Immunity. An 8th level Halfling would have a 24% Spell Immunity). If there is a spell or magic
effect (such as level drain, ability drain, turned to stone, etc.) that the Halfling wishes to avoid

57
roll percentile dice before the saving throws. If the roll is below their Spell Immunity score, the
Halfling has completely avoided the spell.

If they have a high enough Wisdom score, they can add the Spell Immunity from that on top of
this score. They complement each other and both can be added together for a higher percent.

Defensive Dexterity

There is NO LIMIT to your Defensive bonus in regards to your AC. If you have a Dexterity
Modifier of +4, and are in Medium Armor, you add the entirety of the +4 to your Armor Class. If
you have a +4 and are in Heavy Armor, you add the entirety of your +4 Dexterity Modifier to
your Heavy Armor (for example, If in Plate with an AC of 18, you would add +4 for a total of 22).

Lucky

When Halflings roll a 1 on an attack roll, ability check, or saving throw, they can reroll the die
and must use the new roll.

Any Weapon, Any Armor

A Halfling does not need to attune weapons and armor (if it is in the weapon or armor
description). All Weapons and armor are automatically attuned if they wish, and there is NO
limit to the number of weapons or armor the Fighter can have attuned to themselves.

Woodland abilities

Halflings have certain abilities outdoors. When outdoors, if they fail a stealth check, much like
Thief skills operate, they can roll a Halfling Stealth Skill check. This is set at 90%. If they roll the
percentage dice and it is under 90%, they automatically succeed no matter what the D20 check
result was. They remain hidden as long as they do not move. Indoors, this ability is reduced to
a 33% chance.

Combat Bonus

All halflings gain a bonus of +2 to their armor class when they are battling creatures Large size
creatures or greater.

Halflings also gain a +1 Proficiency bonus when using Missile weapons and a +1 bonus to the
Dexterity Check to determine initiative for combat.

58
Special Defenses

High level Halflings take only half damage from magic and breath weapons. When the Halfling
reaches 6th level they automatically take only half damage. If the effect allows a saving throw
and they make the save, they only take damage. This amount is always rounded down.

Elf

Elf Mystique

Elves combine the physical with the magical abilities of a wizard. Talented in both Wizardly
ways and combat wise, elves are powerful figures in the game.

Class Features
Hitpoints
Hit Dice : 1D6 per Elf level
Hitpoints at 1st level: 6 + Your Constitution modifier
Hitpoints at Higher level: 1d6 + your constitution Modifier after 1 st
Proficiencies
Armor: All armor, shields
Weapons: Any and all weapons (Simple and Martial)
Maximum Level: 10
Saving Throws: Strength, Intelligence
Spellcasting Ability: Intelligence
See Skills above
Equipment
You start with the following equipment:
(a) Platemail or (b) Half Plate and a Long Sword
(a) A martial weapon and a shield or (b) two martial weapons
(a) A Longbow and 20 Arrows or (b) two daggers
(a) A spellbook, a quill and ink, a set of common clothes, belt pouch with 15 GP
(a) A dungeoneers pack or (b) an explorers pack

Elven Detection

Elves can find detect secret and hidden doors on a roll of 1 or 2 on a d6.

59
Defensive Dexterity

There is NO LIMIT to your Defensive bonus in regards to your AC. If you have a Dexterity
Modifier of +4, and are in Medium Armor, you add the entirety of the +4 to your Armor Class. If
you have a +4 and are in Heavy Armor, you add the entirety of your +4 Dexterity Modifier to
your Heavy Armor (for example, If in Plate with an AC of 18, you would add +4 for a total of 22).

Combat Options

Elves gain valuable abilities to strike and hit. When they are in combat once they attain 5 th level
they gain an additional +1 proficiency bonus to hit with a Longsword, Longbow, Shortbow, or
shortsword. This becomes a +2 proficiency bonus with these weapons at 10 th level.

Darkvision

Accustomed to life underground, Elves have superior vision in dark and dim conditions. They
can see in dim light within 60 feet of them as if it were bright light, and in darkness as if it were
dim light. They cant discern color in darkness, only shades of grey.

Lesser Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the
new roll, and you cant use this feature again until you finish a long rest.

Arcane Focus
This is an Orb, wand, Staff, Rod, or crystal that a Magic-User can use instead of components or
component pouch to cast a 5e spell.

Cantrip
Elves gain one cantrip at first level.

War Magic

Beginning at 7th level, when an elf uses their action to cast a cantrip, they can make one
weapon attack as a bonus action.

Eldritch strike

At 10th level, an elf learns how to make their weapon strikes undercut a creatures resistance to
their spells. When they hit a creature with a weapon attack, that creature has disadvantage on
the next saving throw it makes against a spell the elf casts before the end of their next turn.

60
Immunity to Ghoul Paralysis and Fey Ancestry

Elves are immune to paralysis caused by Ghouls. They also have advantage on saving throws
against being charmed , and magic cant put them to sleep.

Trance

Elves dont need to sleep. Instead they meditate deeply, remaining semiconscious, for 4 hours
a day. After resting this way, they gain the same benefit that a human does from 8 hours of
sleep.

Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover. The
spell slots can have a combined level that is equal to or less than half Elf level (rounded up). (as
per PHB pg 115).

Spellbook
At 1st level, you have a spellbook containing 2 first level spells.

Learning Spells
Elves learn spells either by finding scrolls and copying the spells on those scrolls to their spell
books, or by copying other spellbooks. Elves start with 2 spells (unless using the Advanced
rules) and one of these spells must be Read Magic. It is similar to what is found in the sidebar
of the PHB, page 114, except there is no cost associated with learning the spell or transcribing
it.

Spellcasting Ability (as per the PHB page 114 description).

Lady Maga

When an Elf becomes name level (9th level) they may build a stronghold in a forest. At this
point they are known either as a Lord Wizard or Lady Maga. It should blend in to its
surroundings. All animals in a 5 mile radius become friendly to the stronghold and can warn of
danger, carry news, deliver messages and other sundry tasks. In return the elves of the
stronghold defend the animals.

Spellcasting

As a student of Arcane magic, you have a spellbook containing spells. Unlike 5e Wizards and
their preparing and casting spells, spellcasting is different. If you wish to use the method in 5e,
please refer to 5e PHB pg 114. In Old School the Magic-User/Elf can have any number of spells

61
in their spellbook (unless using the Advanced rules with Minimum and maximum number of
spells), but they need to prepare spells on a one to one basis. For every spell slot, they need to
have one spell memorized.

They can learn to memorize and cast any spell from the wizard or sorcerer spell lists in the PHB
(5e PHB pg 210). To memorize these spells in a spell slot they need to have learned and scribed
them in their spellbooks. They can memorize one spell per spell slot of the correct level. They
can then cast these spells from the spell slots as they desire. They need a long rest between
castings to recover the ability to repeat this process or to change which spells are in each of
their spell slots.

Level 1 2 3 4 5
1 1 - - - -
2 2 - - - -
3 2 1 - - -
4 2 2 - - -
5 2 2 1 - -
6 3 2 2 - -
7 3 3 2 1 -
8 4 3 2 2 -
9 4 4 3 2 -
10 5 4 3 2 1
If needed if Elf uses a wish
11 4 4 4 3 2

Authors opinion The above classes try to replicate the game of BX or BECMI using 5e rules. If
you note, most of the classes are front heavy. There is NO multiclassing in the default rules of
this version.

With the expanded game versions of 5e, with more races, Ive included some optional races
that people can choose to play as a class if they so desire. As everything in this document is
pick and choose, everything is optional, however, anyone who wants to play the game with
rules in the spirit of BX and BECMI Dungeons and Dragons and are using the D&D rules in this
document, the following classes are NOT part of that write up. They are optional outside the
normal group of classes for that type of game.

62
Half-Orc

Class Features
Hitpoints
Hit Dice : 1D12 per Half-Orc level
Hitpoints at 1st level: 12 + Your Constitution modifier
Hitpoints at Higher level: 1d12 + your constitution Modifier after 1 st
Proficiencies
Armor: Light Armor, Medium Armor and shields
Weapons: Any and all weapons (Simple and Martial)
Tools: None
Maximum Level: 5
Saving Throws: Strength, Constitution
Equipment
You start with the following equipment:
(a)BreastPlate or (b) Hide armor and a spear
(a) martial weapon and a shield or (b) two martial weapons
(a) A shortbow and 20 arrows or (b) Great Axe
(a) set of bone dice or deck of cards, a set of common clothes, belt pouch with 15 GP
(a) A dungeoneers pack or (b) an explorers pack

Power Strike

Half-Orcs have strength as their heritage. At Level 3 they deal double damage (this is NOT a
critical) when they hit and deal damage on an attack in melee (hand to hand) combat.

Orc Heritage

Half-Orcs gain valuable abilities to strike and hit. When they are in combat once they attain 3rd
level they gain an additional +1 proficiency bonus to hit with a Greatclub, Spear, or Great Axe.
This becomes a +2 proficiency bonus with these weapons at 5 th level.

Relentless Endurance

When Half-Orcs are reduced to 0 Hit points but not killed outright, they drop to 1 hit point
instead. They cannot use this feature against until they finish a long rest.

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Savage Attacks

When Half-Orcs score a critical hit with a melee weapon attack, they can roll on of the wepons
damage dice one additional time and add it to the extra damage of the critical hit.

Gnome

Exuberantly Magical

Gnomes have the dedication and abilities of a Magic-User, but a sharp bite to strike back if
engaged in physical battle. They also have an benefits from having an unusual amount of
Saving Throw abilities.

Speed:25 Feet

Class Features
Hitpoints
Hit Dice : 1D4 per Gnome level
Hitpoints at 1st level: 4 + Your Constitution modifier
Hitpoints at Higher level: 1d4 + your constitution Modifier after 1 st
Proficiencies
Armor: All armor, shields
Weapons: Any and all weapons (Simple and Martial)
Maximum Level: 6
Saving Throws: Strength, Intelligence, Constitution, Dexterity
Spellcasting Ability: Intelligence
See Skills above
Equipment
You start with the following equipment:
(a) Platemail or (b) Half Plate and a Long Sword
(a) A martial weapon and a shield or (b) two martial weapons
(a) A Longbow and 20 Arrows or (b) two daggers
(a) A spellbook, a quill and ink, a set of common clothes, belt pouch with 15 GP
(a) A dungeoneers pack or (b) an explorers pack

Combat Proficiency

Gnomes are trained warriors, who continue to train and excel in their ability to strike and harm
other creatures. Some may joke about their frailty and small size, but many stop laughing when

64
they encounter the fierce stuff of Gnomish legends. When Gnomes enter combat their weapon
proficiency bonus is doubled when making an attack. (for example, if a 1 st level Gnome entered
into combat, they would use their ability modifier if any, and then add a +4 proficiency bonus to
the roll, a 5th level Gnome would add +6 proficiency bonus to their roll).

Defensive Dexterity

There is NO LIMIT to your Defensive bonus in regards to your AC. If you have a Dexterity
Modifier of +4, and are in Medium Armor, you add the entirety of the +4 to your Armor Class. If
you have a +4 and are in Heavy Armor, you add the entirety of your +4 Dexterity Modifier to
your Heavy Armor (for example, If in Plate with an AC of 18, you would add +4 for a total of 22).

Darkvision

Accustomed to life underground, Elves have superior vision in dark and dim conditions. They
can see in dim light within 60 feet of them as if it were bright light, and in darkness as if it were
dim light. They cant discern color in darkness, only shades of grey.

Gnome Cunning

Gnomes have advantage on all Intelligence, Wisdom, and Charisma saving throws against
magic.

Cantrip

Gnomes gain three cantrips at first level.

Arcane Focus
This is an Orb, wand, Staff, Rod, or crystal that a Magic-User can use instead of components or
component pouch to cast a 5e spell.

Natural Illusionist
Gnomes know the minor illusion cantrip. Intelligences is their spellcasting ability for it.

Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover. The
spell slots can have a combined level that is equal to or less than half Elf level (rounded up). (as
per PHB pg 115).

Spellbook
At 1st level, you have a spellbook containing 3 first level spells.

65
Learning Spells
Gnomes learn spells either by finding scrolls and copying the spells on those scrolls to their spell
books, or by copying other spellbooks. Gnomes start with 3 spells (unless using the Advanced
rules) and one of these spells must be Read Magic. It is similar to what is found in the sidebar
of the PHB, page 114, except there is no cost associated with learning the spell or transcribing
it.

Spellcasting Ability (as per the PHB page 114 description).

Spellcasting

As a student of Arcane magic, you have a spellbook containing spells. Unlike 5e Wizards and
their preparing and casting spells, spellcasting is different. If you wish to use the method in 5e,
please refer to 5e PHB pg 114. In Old School the Magic-User/Gnome can have any number of
spells in their spellbook (unless using the Advanced rules with Minimum and maximum number
of spells), but they need to prepare spells on a one to one basis. For every spell slot, they need
to have one spell memorized.

They can learn to memorize and cast any spell from the wizard or sorcerer spell lists in the PHB
(5e PHB pg 210). To memorize these spells in a spell slot they need to have learned and scribed
them in their spellbooks. They can memorize one spell per spell slot of the correct level. They
can then cast these spells from the spell slots as they desire. They need a long rest between
castings to recover the ability to repeat this process or to change which spells are in each of
their spell slots.

Level Cantrips Known 1 2 3 4 5


1 3 2 - - - -
2 3 3 - - - -
3 3 4 2 - - -
4 4 4 3 - - -
5 4 4 3 2 - -
6 4 4 3 3 1 -
Utilized if Gnome uses a wish for one level
7 4 4 3 3 2 1

66
Dragonborn

Divine Children of the Dragons, Dragonborn claim a draconic heritage from all the various kinds
of dragons. Blessed by a holy heritage that only the heavens know, they wield the powers of a
Warrior and of a Priest.

Class Features
Hitpoints
Hit Dice : 1D8 per Dragonborn level
Hitpoints at 1st level: 8 + Your Constitution modifier
Hitpoints at Higher level: 1d8 + your constitution Modifier after 1 st
Proficiencies
Armor: Light Armor, Medium Armor, shields
Weapons: Simple and Martial Weapons
Maximum Level: 10
Saving Throws: Strength, Wisdom, Charisma
Spellcasting Ability: Wisdom
See Skills above
Equipment
You start with the following equipment:
(b) Platemail or (b) Chainmail and a Shield
(b) One martial weapon or (b) a set of gaming dice or cards or (d) a shovel, an iron pot,
and artisans tools
(b) A sling and 20 slingstones or (b) a Great Club or (c) a Maul
(b) A Holy Symbol, a set of common clothes, belt pouch with 15 GP
(b) A priests pack or (b) an explorers pack

Spellcasting Ability (as per the PHB page 58 description).

Divine Draconic Heritage


Dragonborn select spells from the Cleric and Ranger spell lists.

Spellcasting
Unlike Clerics in 5e and their preparing and casting spells, spellcasting is different. If you wish
to use the method in 5e, please refer to 5e PHB pg 58. In Old School the Dragonborn has
access to any of the Clerical spells of their level, but they need to prepare spells on a one to one
basis. For every spell slot, they need to have one spell memorized. In otherwords, they choose
which spells from the Clerical spells in the 5e Players Handbook that they want to utilize that

67
day. They can memorize one spell per spell slot of the correct level. They can then cast these
spells from the spell slots as they desire. They need a long rest between castings to recover the
ability to repeat this process or to change which spells are in each of their spell slots.

Level 1 2 3 4 5 6 7 8 9
1 - - - - - - - - -
2 1 - - - - - - - -
3 2 - - - - - - - -
4 2 1 - - - - - - -
5 2 2 - - - - - - -
6 2 2 1 - - - - - -
7 3 2 2 - - - - - -
8 3 3 2 1 - - - - -
9 3 3 3 2 - - - - -
10 4 4 3 2 1 - - - -

Any Weapon, Any Armor

A Dragonborn does not need to attune weapons and armor (if it is in the weapon or armor
description). All Weapons and armor are automatically attuned if they wish, and there is NO
limit to the number of weapons or armor the Dwarf can have attuned to themselves

Lesser Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the
new roll, and you cant use this feature again until you finish a long rest.

Draconic Ancestry

Dragonborn have a breath weapon from which ever race of dragons they descended from.
Select one breath weapon and damage type. The choices are (White) Cold, (Black) Acid, (Blue)
Lightning, (Green) Poison, (Red or Gold) Fire. You have resistance to the type of damage you
choose.

In addition, you have a reath weapon related to the type of damage type you chose. When you
use your breath weapon, each creature in the area of the exhalation must make a saving
throw, the type of which is determined by your draconic heritage (Acid, Lightning, Fire) DEX
Save or (Cold, Poison) CON Save.

68
The DC for this saving throw equals 8+Your Constitution Modifier+your proficiency bonus. A
Creature takes 2d6 on a failed save and half damage on a successful one. The damage
increases to 3d6 at 6th level. If you gain a wish after you attain your maximum level of 10, and
gain an 11th level, you breath weapon also rises and does 4d6 damage.

Tiefling

Tiefling Magic

Tieflings have a dark heritage, one born of brimstone and fire. They wield innate magical
energy which radiates through their entire being.

Class Features
Hitpoints
Hit Dice : 1D6 per Tiefling level
Hitpoints at 1st level: 6 + Your Constitution modifier
Hitpoints at Higher level: 1d6 + your constitution Modifier after 1 st
Proficiencies
Armor: Light Armor
Weapons: Daggers, darts, slings quarterstaffs, light crossbows
Maximum Level: 10
Saving Throws: Intelligence, Charisma
Spellcasting Ability: Charisma
See Skills above
Equipment
You start with the following equipment:
(a) Light Crossbow and 20 bolts or (b) and simple weapon
(a) A component pouch or (b) an arcane focus
(a) A dungeoneers pack or (b) an explorers pack

Hellish Resistance

Tieflings have resistance to fire damage

Infernal legacy

Tieflings know the thaumaturgy cantrip. Once they reach 3rd level they can cast the hellish
rebuke spell once per day as a 2nd level spell. Once they reach 5th level, they can also cast the
darkness spell once per day. Charisma is their spellcasting ability for these spells.

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Sorcerous Spellcasting

Tieflings cast spells as a sorcerer. Their spellcasting rules can be found in the PHB, page 101,
first column. They do not gain a Sorcerous Origin or Font of Magic or MetaMagic.

Level Cantrips Known Spells Known 1 2 3 4 5


1 2 2 2 - - - -
2 2 3 2 - - - -
3 2 4 3 2 - - -
4 2 5 3 2 - - -
5 2 6 3 3 2 - -
6 3 7 4 3 2 - -
7 3 8 3 3 3 1 -
8 3 9 4 3 3 2 -
9 3 10 4 3 3 2 -
10 4 11 4 3 3 3 1
If needed if Tiefling uses a wish
11 4 12 4 3 3 3 2

Tides of Darkness
Starting at 2nd level, tieflings can gain advantage on one attack roll, ability check, or saving
throw. Once they do so, they must finish a long rest before they can use this feature again.

Empowered Spell
At 3rd Level, twice a day, the Tieflingcan reroll a number of the damage dice up to their
Charisma modifier (minimum one). They must use the new rolls.

Twinned Spell
At 6th level, once a day, when the Tiefling casts a spell that targets only one creature, and
doesnt have a range of self, they can target a second creature in range with the same spell.

Bend Fate
Starting at 8th level, once a day, when another creature you can see makes an attack roll, an
ability check, or a saving throw, roll 1d4 and apply the number rolled as a bonus or penalty
(Tieflings choice) to the creatures roll. This is done after the creature rolls but before any
effects of the roll occur.

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Sorcerous and yet Entertaining

Tieflings can select spells from both the Sorcerers list and the Bards Spell list.

Authors Opinion As closing for the Dungeons and Dragons Classes, I hope that using these
with 5e rules can replicate the feel of the 80s Dungeons and Dragons experience. Obviously
you can pick and choose what if any, you want to use out of this document.

A general rule for spellcasting is to use common sense (most of the spellcasters use Intelligence
as their spellcasting stat if arcane casters {Elves, Magic-Users, Gnomes}, Charisma if a Tiefling,
and Wisdom for Divine Casters (Clerics and Dragonborn). The average DC for saving throws
against a spell that is cast is the casters spellcasting modifier+8+their proficiency bonus.

Aasimar

Holy Children

Assimar have a high heritage, one born of goodly light. They bear the spirit of the Immortal
flame of those being of good mixed with humanitys unique gifts.

Class Features
Hitpoints
Hit Dice : 1D8 per Aasimar level
Hitpoints at 1st level: 8 + Your Constitution modifier
Hitpoints at Higher level: 1d8 + your constitution Modifier after 1st
Proficiencies
Armor: Light Armor, Medium Armor
Weapons: All Simple Weapons
Maximum Level: 10
Saving Throws: Wisdom, Charisma
See Skills above
Equipment
You start with the following equipment:
(b) Light Crossbow and 20 bolts or (b) and simple weapon
(b) Two daggers or (b) a Holy symbol
(b) A dungeoneers pack or (b) an explorers pack

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Combat Proficiency

When Aasimar enter combat their weapon proficiency bonus is doubled when making an
attack. (for example, if a 1st level Aasimar entered into combat, they would use their ability
modifier if any, and then add a +4 proficiency bonus to the roll, a 5 th level Aasimar would add
+6 proficiency bonus to their roll).

Defensive Dexterity

There is NO LIMIT to your Defensive bonus in regards to your AC. If you have a Dexterity
Modifier of +4, and are in Medium Armor, you add the entirety of the +4 to your Armor Class. If
you have a +4 and are in Heavy Armor, you add the entirety of your +4 Dexterity Modifier to
your Heavy Armor (for example, If in Plate with an AC of 18, you would add +4 for a total of 22).

Goodly Gifts

Aasimar have a natural talent for healing. They can heal 1d6 hit points for every two levels they
possess. A 1st level Aasimar cannot heal as they have not yet attained the necessary level to
use this gift. A 2nd level Aasimar could heal 1d6 hitpoints. A fourth level Aasimar would be
able to heal an additional 1d6 hitpoints for a 2d6 hitpoint total. A sixth level Aasimar could heal
3d6 hitpoints. Starting at 5th level, an Aasimar can Neutralize Poison if they sacrifice 2d6 worth
of healing in order to Neutraliz the poison instead. Starting at 8 th level, if they are willing to
sacrifice all the healing they are able to do for the day, they can heal one disease in one person
or cure one curse.

Authors Opinion As closing for the Dungeons and Dragons Classes, I hope that using these
with 5e rules can replicate the feel of the 80s Dungeons and Dragons experience. Obviously
you can pick and choose what if any, you want to use out of this document.

A general rule for spellcasting is to use common sense (most of the spellcasters use Intelligence
as their spellcasting stat if arcane casters {Elves, Magic-Users, Gnomes}, Charisma if a Tiefling,
and Wisdom for Divine Casters (Clerics and Dragonborn). The average DC for saving throws
against a spell that is cast is the casters spellcasting modifier+8+their proficiency bonus.

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Classes
Advanced
Authors note Unlike the other rules (Basic and Dungeons and Dragons) in this document,
Multiclassed characters are allowed in the Advanced rules. Multiclassing become a major
component of Advanced Dungeons and Dragons, and was fairly powerful for lower level
characters. It was recognized how powerful Multiclassing could be and it introduced another
component of AD&D. This was level limits. It was an item many players loved, and many
players hated. As this is a document where one can pick and choose what options to utilize,
Level Limits are included, but have their own section instead of being strictly included in the
Multiclassing rules. For the full flavor of the AD&D spirit in a 5e game, it is recommended that
one use the level limit rules, but obviously, not mandatory. One should use what they desire in
their games. In addition, there are class limits for different races. I selected the AD&D 1e
method for level limits and used that as my baseline for developing the level limits of this game.
However, I simplified many of the concepts for how one rises above some of the level limits in
light of how 5e has simplified and streamlined many of the rules.

Multiclass 5e has a description of how characters can gain multiple classes. (PHB pg 163 -
165). This is very similar to how AD&D used to describe an player choice called Dual Classing.
As such, the AD&D terms of multiclass and dual class are switched in this document. For the
Advanced rules, ONLY HUMANS can Multiclass. For other races see under Dual Classing below.

Dual Class Any Race other than Human can Dual-Class (known as multiclass in older editions).
This means that they start with two classes, both at level 1 and level up in both of them at the
same time. In light of 5e Experience, if a character is Dualclassed, the experience to advance
between levels is doubled.

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Hence

Experience Needed Dual Class Level Proficiency Bonus Experience if Tripled


0 1 +2 0
600 2 +2 900
1800 3 +2 2700
5,400 4 +2 8100
13,000 5 +3 19,500
28,000 6 +3 42,000
46,000 7 +3 69,000
68,000 8 +3 102,000
96,000 9 +4 144,000
128,000 10 +4 192,000
170,000 11 +4 255,000
200,000 12 +4 300,000
240,000 13 +5 360,000
280,000 14 +5 420,000
330,000 15 +5 495,000

As you can see, the Proficiency bonus is not increased and stays the same no matter what
classes are dual classed. Some races allow characters to be Triple classed in three different
classes. If a player decides to do this, use the Experience if tripled portion of the table. As you
can see, however, it soon becomes ridiculous in regards to level comparisons. IF a character is
able to attain 12th level in three classes, all other characters will be hitting 20th level before that
character ever arrives at 13th level.

The table above covers the levels that most dual classed characters will need if using the Level
Limits option below. If you need to extend the table, the math is rather obvious (double XP for
dual classed, triple if triple classed). Proficiency bonus DOES NOT CHANGE no matter how
many classes one has. This is different than gaining levels in the default Multiclassing rules of
5e (as explained above under multiclass).

Characters that Dual or Triple class gain the best benefits of both (or all three) of the classes
they gain. This means that they get the largest amount of skill choices (the class that grants the
highest number of skills determines how many skills they get and they may choose any of the
skills from either of the classes they have Dual classed).

74
Your starting hitpoints are determined by taking each classes Hitpoints at first level, adding
them together and then dividing that total by 2 (or 3 if you are triple classed).

5e makes gaining levels in two classes easier then older editions. You go up in level at the same
time and gain the benefits of your two classes at the same time. A Dual Classed characters
Hitpoints are averaged between the two classes. You roll the Hit Dice for both classes at the
same time. You take the total, and divide by two. You then add your Constitution Modifier and
add to your existing Hit Points for your new Hit Point total. (if you are triple classed, divide by 3
instead of two).

You gain all the abilities and benefits of both classes when you level up, only skills and Hitpoints
are different (as described above). (If using the normal 5e classes instead of the ones in this
document, you must follow the guidelines as given in 5e for multiclassing in regards to Channel
Divinity, Extra Attacks, Unarmored Defense, and Spellcasting as found on PHB page 164).

The Following Dual Class options are allowed

Dwarf - Fighter/Thief or Fighter/Cleric


Elf Fighter/Magic-User, or Fighter/Thief, Or Magic-User/Thief, or Fighter/Magic-User/Thief
Gnome Fighter/Cleric, or Fighter/Illusionist, or Fighter/Thief, or Cleric/Illusionist, or
Cleric/Thief, or Illusionist/Thief
Halfling Fighter/Thief
Half-Elf Fighter/Cleric, or Fighter/Druid, or Fighter/Thief, or Fighter/Magic-User, or
Cleric/Ranger, or Druid/Ranger, or Cleric/Magic-User, or Druid/Magic-User, or Thief/Magic-
User, or Fighter/Magic-User/Cleric, or Fighter/Magic-User/Druid
Half-Orc Cleric/Fighter, or Cleric/Thief, or Cleric/Assassin, or Fighter/Thief, or Fighter/Assasin

Authors Opinion These are the official multi-class combinations as per the 2e PHB. However,
throughout the years various other takes have been given to these Multiclass combinations in
modules, adventures, conventions, and elsewhere. Alternate Multiclass options will be given
below, as well as Options for the other races in the 5e PHB.

Dwarf Fighter/Assassin (especially Gray Dwarves).


Elf Ranger/Magic-User
Half Elf Fighter/Assassin, or Ranger/Mage, or Fighter/Jack
Dragonborn Fighter/Cleric, or Fighter/Magic-User, or Cleric/Magic-User, or
Fighter/Cleric/Magic-user

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Tiefling Magic-User/Thief, or Magic-User/Assassin, or Magic-User/Cleric, or Cleric/Thief, or
Cleric/Assassin, or Magic-User/Cleric/Thief
Genasi Fighter/Cleric, or Fighter/Thief
Aasimar Fighter/Cleric, Cleric/Magic-User, Cleric/Thief

In determining whether to allow Multiclassing (5e determination), the following should be


considered. Use the tables on {PHB page 163} if characters wish to multiclass into an archetype
(if it is listed) with the required pre-requisites. In general, one cannot multiclass into the same
class twice. Hence you cannot have two Warrior Archetypes. In that essense, you need at least
a 13 in STR to gain the Warrior Class. You need a 13 in INT to gain the Magic-User Class. You
need a 13 in WIS to gain the Priest Class. You need a 13 in DEX to gain the Old School Rogue
Class. You will also need a 13 in the prime ability of you original class.

For more restrictive Multiclassing than what is presented in the 5e rules, additionally, look at
the requisite ability scores for the archetypes. You will need at least one 17 in one of those
scores to multiclass into that class and it cannot be the same one that you used to attain the
class with (unless thats the only requisite ability score for that archetype, such as a Fighter
archetype in regards to a Warrior class).

In the same light you should need a 15 in at least one of the requisite ability scores for the
archetype that you originally attained. It can be in the same ability score as that required for
your class.

Level Limits

A great stumbling block for many, this was perhaps one of the most houseruled rules of AD&D
1e and 2e. It remains controversial among many, and was taken out of the game when a 3rd
edition of the rules by WotC was created. In many ways, as this is a document of nostalgia,
level limits are a throwback to these earlier rules. If one uses the multiclass and dual class rules
in their games, it is highly advisable to use these limits, as they are a penalty for choosing to
multiclass. Dual classing gives obvious benefits, with very little drawbacks. Not being able to
maximize your level is thus one penalty to make one think if they should Dual class or not.

If one reaches their maximum level in one class, but not another, they still need to double the
experience to gain levels (or triple if triple class). Though they will not be able to go past a
certain level, their class still gains experience and thus it is divided between their two classes
(or three if triple classed). This is also one penalty of choosing to Dual Class. In addition, if an
ability score should ever rise, or other means occur (perhaps a wish spell which is good for ONE

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level, and One level over their maximum ONLY), they have the experience to indicate that they
could qualify for that level.

The level limits are derived from the 1e level limit tables, but the advancement beyond what is
shown is a combination of the 1e level limit tables (up to 18) and the 2e method regarding
prime requisites. Each class and sub-class has certain ability scores associated with it, and it is
these scores where a character must excel in to advance beyond the levels shown on the table
below. The table assumes a character with an ability score in the correct area of 16 or lower. If
they possess an ability score in excess of 16 for that classes requisite ability score, they will be
able to attain a higher maximum level.

Fighters (Fight) STR


Cavaliers (Caval) STR
Barbarians (barb) STR
Rangers (Rang) INT, WIS and CONS
Cleric (cleric) WIS
Druid(Druid) WIS and CHA
Magic-user(M-U) INT
Jack CHA
Bard Wis and CHA
Assassin (Assas) DEX, INT, and WIS
Thief (Thief) Unlimited

Race Cleric Druid Fight Rang Caval Barb M-U Thief Assas Bard Jack
Elf 7 - 5 6 5 - 9 U - U(8) -
Dwarf 9 - 7 - - - - U 9 - -
Gnome 8 4 - - - 6 U 7 - -
Halfling 4 6 4 - - - - U - - -
Half-Elf 5 U 6 6 6 - 6 U 11 U(8) 15
Half-Orc 4 - 10 - - 7 - 6 U - -
Dragonborn 8 - 9 - 9 - 8 6 - - -
Tiefling 7 - 4 - - - 9 6 7 - -
Genasi 9 U 6 6 - - - 4 - - -
Aasimar 9 - 7 - 7 - 6 U - U(9) U

With the racial limits, youll notice some classes and archetypes are unavailable to some races.
If a Race does not have a level limit for a class, that race cannot be a member of that Class (so
no race can be a Paladin subclass/archetype). As stated previously, these numbers are taken

77
from the AD&D 1e Handbook and crossed referenced and tweaked in accordance with the level
limits from Unearthed Arcana (1e).
The default ability scores are for those 16 and below. If a Character has ability scores above
that, they may attain levels beyond what are listed on the chart as follows.

17 = +1 Level
18 = +2 Levels
19 = +3 Levels
20 = +4 Levels
21 = +5 Levels
22 = +6 Levels

No more than 6 additional levels can be gained over the maximum level limits in the table
above. Furthermore, if a character is NOT multiclassed, but has one of these races, they may
raise the maximum Level Limit by 2 levels.

In the Level Limits table one will also notice that there are numbers which are U(#) within them.
This is specifically for the Bard Class. The Bard Class in 1e was an odd sort of class. It is
presented as an archetype of the Rogue/Thief in this document, but in an attempt to retain the
feel of the Original game, special rules are attached to it. If a character tries to attain that
special subclass by rules adhering similarly to the original idea of AD&D 1e, their level is
Unlimited. However, if they simply take the class as an archetype to the Rogue, they are
limited to the number in parenthesis as their maximum Level.

Authors Opinion In the original rules, Half-Orcs could not be Barbarians. However, as time
has gone on, it seems the Iconic Barbarian has been a Half-Orc at times. Making this allowance,
I decided to let Half-Orcs be Barbarians and have a level limit. As it is not a Dual class option,
they would automatically have a maximum level limit higher than what is shown on the table.
In many ways I referenced the original AD&D 1e PHB in trying to figure out what level limit
would be appropriate, and then UA to confirm whether that should or should not be the
number I put down as the default.

I chose a derivative of how the AD&D 2e PHB handled Level Limits and advancements in regards
to how I would allow characters beyond those limits. I did this due to how many class and race
combinations had rules about characters only being able to be at such a level at scores with 16,
17, and 18. For example, in the AD&D 1e PHB, they have that Elves can be a maximum of 11th
level Magic-Users, but those with a 16 INT can only be 9th level, and those with a 17 can only be

78
8th level. Instead of writing that all down, I tried to simplify it using the means I utilized in the
section above.

If the numbers look somewhat lower than in the AD&D 1e PHB it is because I set 16 as the
default number for the level limit instead of 18 as they did in the original 1e PHB. The 1e PHB
used a LOT of superscripts and notes, which I tried to avoid. I wanted to keep it as simple as
possible while retaining the spirit of the Level Limits set in that book.

As the Jack is taken from the 2e Bard (rather than the 1e Bard), that specific class had its level
limit taken from 2e.

Aasimars and Tieflings were a difficult choice, as they are handled differently in 5e than prior
editions. Prior editions they were a LOT more like humans rather than a totally separate race in
and of themselves. As Im using 5e rules, which treats them as different races, I am utilizing
them as such in these rules and hence they also have level limits and multi-class (or as these
rules have them, dual class) combinations.

The Classes

Note Classes do NOT gain equipment as they would in 5e. Instead, each class gets some
money in order to buy their own equipment. The amounts will be listed in another section
below. In older editions, characters would typically buy their equipment before setting out
rather than being granted such equipment at creation.

They may retain any equipment and items they gain from their backgrounds.

Traditionally, each class and subclass had certain restrictions on who could or could not take
these classes. As Ive included most subclasses as Archetypes instead of classes in and of
themselves, this isnt all that applicable. The only recourse is for minimum ability scores to be
given for the Base classes, which would be Warrior = 9 STR, Priest = 9 WIS, Magic-User = 9 INT,
and Old School Rogue = 9 DEX. If one wants to have requirements for the Archetypes, Ive
included them at the end of this section.

79
Warrior (Fighter)

The Specialist

Fighters are the combat specialists of the game. They are able to use the best weapons, the
best armor, take the most damage, and hit the hardest. If you want to be able to use weapons
of any sort, wear armor of all types, be the knight of legend, the mercenary of the dark ages,
the hero of fantasythis is your character that you want to be.

Class Features
Hitpoints
Hit Dice : 1D10 per fighter level
Hitpoints at 1st level: 10 + Your Constitution modifier
Hitpoints at Higher level: 1d10 + your constitution Modifier after 1 st
Proficiencies
Armor: All armor, shields
Weapons: Any and all weapons (Simple and Martial)
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight,
Intimidation, Persuasion, Perception, Survival

Spell Immunity

Fighters have the ability to shrug off magic. As they learn to hone their perceptions of the
world, they are better able to avoid magic and the effects of it when they wish.

Fighters have Magic Immunity equal to 3 x Level (so a 3rd level Fighter would have a 9% Magic
Immunity. An 8th level Fighter would have a 24% Spell Immunity). If there is a spell or magic
effect (such as level drain, ability drain, turned to stone, etc.) that the Fighter wishes to avoid
roll percentile dice before the saving throws. If the roll is below their Spell Immunity score, the
Fighter has completely avoided the spell.

80
If they have a high enough Wisdom score, they can add the Spell Immunity from that on top of
this score. They complement each other and both can be added together for a higher percent.

Defensive Dexterity

There is NO LIMIT to your Defensive bonus in regards to your AC. If you have a Dexterity
Modifier of +4, and are in Medium Armor, you add the entirety of the +4 to your Armor Class. If
you have a +4 and are in Heavy Armor, you add the entirety of your +4 Dexterity Modifier to
your Heavy Armor (for example, If in Plate with an AC of 18, you would add +4 for a total of 22).

Combat Proficiency

Fighters are trained warriors, who continue to train and excel in their ability to strike and harm
other creatures. When they enter combat their weapon proficiency bonus is doubled when
making an attack. (for example, if a 1st level Fighter entered into combat, he would use his
ability modifier if any, and then add a +4 proficiency bonus to the roll, a 10 th level Fighter would
add a +8 proficiency bonus to their roll).

Any Weapon, Any Armor

A Fighter does not need to attune weapons and armor (if it is in the weapon or armor
description). All Weapons and armor are automatically attuned if they wish, and there is NO
limit to the number of weapons or armor the Fighter can have attuned to themselves.

Fighting Styles

Characters from the Warrior (2e) or Fighter (1e) classes do not necessarily need to pick up
fighting styles. Any character can fight with two weapons and add their strength bonus to their
extra/second attacks. Any character can gain other bonuses as well, as described in the
Archetypes.

Martial Archetype

At Third Level, a character with the Warrior class can select an Archetype. These are similar to
other classes found in the 5e PHB, but are used as Archetypes instead of classes themselves. In
older editions, these archetypes would have been known as subclasses, or classes that were
part of a greater whole. In 1e, they were known as Fighter Subclasses (or in the case of the
Cavalier and Paladin, their own Cavalier class and Paladin Subclass). In 2e they were known as
part of the Warrior Subclasses (Fighter itself was a Warrior Subclass).

Select an archetype (Fighter, Ranger, Paladin, Cavalier, or Barbarian) at 3 rd level and gain the
benefits thereof.

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Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the
new roll, and you cant use this feature again until you finish a long rest. You gain one more
attempt between long rests every 4 levels (so two at 13th, three at 17th, four at 21st, five at 25th,
six at 29th, etc.)

Warrior Archetypes
Fighter ________________________________________________________________________

Warrior Proficiency

A Fighter gains a +1 per level proficiency when attacking to hit in combat. This is NOT
compatible and cannot be used in conjunction with their normal weapon proficiency bonus or
with Combat proficiency. They may choose which to use in combat, but they cannot use both
at the same time or combine the bonuses. If a Fighter used this, a fifth level fighter would have
a +5 proficiency bonus to hit in combat. A 15th level Fighter would have a +15 to bonus to hit in
combat. This replicates a Fighters rising ability to hit in combat as it was in Dungeons and
Dragons BX, BECMI, AD&D 1e and AD&D 2e.

Weapon Specialization

At 3rd level, when you take this archetype, you select one weapon. You are specialized with
that weapon. You gain a +1 Proficiency bonus to hit with that weapon in combat, and deal an
additional +2 damage with that weapon. If the weapon is a Bow, you gain an additional +1
proficiency bonus to hit with it if the target is at point blank range( of its normal range).

Extra Attack

You gain an extra attack with your selected weapon that you chose for your weapon
specialization at 5th level. You gain additional extra attacks at 11th, 15th, and 20th level.

If you are not using your specialized weapon, you gain an extra attack without it at 6 th level, and
another at 11th level.

Double Specialization

At 7th level a Fighter may choose another weapon to specialize on (as per the section above) or
they may double specialize in the weapon they have already selected to specialize in once. If
they do so, they now have a +3 bonus to their proficiency to hit with this weapon and deal an
extra 3 points of damage.

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Lord

Top level Fighters (9th level and above) may build a freehold or castle. and are considered
Barons if they do so. This is done by clearing areas around their stronghold of between 20 and
50 miles surrounding it. This attracts men at arms to serve aas mercenaries and the Lord can
collect income.. Base income for a baron is a tax rate of 7 Silver Pieces/inhabitant of the
freehold/month.

Authors Opinion Ive attempted to replicate the Fighter as an Archetype in 5e terms. Two
other abilities Ive included below this are optional as some may view them overpowered.
These were not originally in the 1e rules, and are not even in the 2e rules. Controversial when
it came out, the 2e Combat and Tactics Players Options included this additional item which Im
including for the Fighter.

High Weapon Mastery At 10th level fighters can wield their specialized weapons in an even
faster manner than previously. This is only applicable if one is using the optional weapon
speeds rules from the Equipment section. Alternatively, the fighter can either select another
weapon to specialize in, or if they had already specialized in a second weapon, gain double
specialization in it or their primary specialized weapon.

Grand Weapon Mastery At 13th level a Fighter can either specialize in another weapon, or if
theyve specialized in two weapons, gain the benefits of double specialization in one of them,
or High mastery if they have one of those weapons already at a double specialization bonus
level.

Alternatively, if theyve focused on one specialized weapon throughout, they can now gain
grandmastery of that weapon. This grants one more attack each round if they are wielding that
weapon. In addition, that weapon now goes up one damage die. For example, if the weapon
did 1d8, it would now deal 1d10 damage. If it dealt 1d12 it would now deal 1d20 damage. If it
were 2d6 the Fighter has the option of selecting either 2d8 or 1d20 as the next damage die. If it
were 2d4 the fighter has the option of selecting 2d6 or 1d10 as the next damage die.

Authors Opinion The Traditional 1e titles of a Fighter were (1) Veteran (2) Warrior (3)
Swordsman (4) Hero (5) Swashbuckler (6) Myrmidon (7) Champion (8) Superhero (9) Lord which
is their name level.

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Ranger________________________________________________________________________

Restriction: Rangers must be of Good Alignment. Rangers cannot hire mercenaries, men-at-
arms, or servants. They may not possess more treasure than they can carry.

Extra Hitpoints

Rangers add 1d6 hitpoints to their total upon taking this Archetype.

Tracking

Rangers have a 90% chance to track creatures and parties outdoors. They gain a +02% for every
creature that is in the party. They lose 10% from this total for every 24 hours that have passed,
and lose 25% for every hour of rain that has occurred since that creatures passing through the
area.

Underground and in dungeons the Ranger has a 65% chance to track if theyve observed the
creature within 30 minutes of when they start tracking. It is reduced 10% if the creature has
passed through doors or uses stairs, 20% If they passs through a trap or concealed door and
40% if they go through a secret door.

Giant Foe

When a Ranger fights a humanoid that is Size Larger or bigger, they hit harder and do more
damage to that foe. They do 1 extra point of damage per Level they have. If a 7 th level Ranger
was hitting a Large or Giant Sized Humanoid, they would do an extra 7 points of damage each
time they hit that enemy. In addition, some creatures that are not giant sized, but are
humanoid are also included among those they can hit including but not limited to Bugbears,
ettins, giants, gnolls, goblins, hobgoblins, kobolds, ogres, ogre magi, orcs, and trolls.

Ranger Surprise

Rangers can surprise their foes 50% of the time. This can be determined either by rolling
percentile dice, OR by rolling 1d6 and surprising their enemies on a 1, 2, or 3 result.

Weapon Specialization

At 3rd level, Rangers gain a +1 to their Proficiency bonus to hit with Longswords and Longbows.
This is added to their bonuses to hit on attacks in combat. In addition, they do +2 damage
when they hit with one of these weapons.

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Extra Attack

You gain an extra attack with Longswords or Longbows at 5 th level. You gain additional extra
attacks at 11th, 15th, and 20th level.

If you are not using one of these weapons, you gain an extra attack with all other weapons at
6th level, and another at 11th level.

Double Specialization

At 7th a Ranger double specializes in Long swords and Longbows. They now have a +3 bonus to
their proficiency to hit with these weapons and deal an extra 3 points of damage each hit.

Ranger Lord

As in the Fighter Archetype description above, you can build a freehold and have the same
income. You will not gain any mercenaries or men-at-arms to serve you. This becomes
available to you at level 10 when you become a Ranger Lord.

Ranger Spellasting

Rangers gain the ability to cast Magi-User and Druidic spells. At 8th level, they gain a spellbook,
much like a Magic-user with one spell, Read Magic. They must find and scribe other spells into
their spellbook if they desire more. They automatically have access to the druidic spells of the
appropriate levels.

They utilize spells much like the other spell casters by memorizing one spell per spell slot in
between long rests. There are no other restrictions (unless using the Intelligence rules for
Arcane magic) on the usage of spells, except they can only cast the spells which they have
slotted during any period, and once used, are expended until they have another long rest. They
use Wisdom to cast druidic spells and Intelligence to cast Magic-user spells.

85
Ranger Druidic Magic-User
Level 1 2 3 1 2
8 1 - - - -
9 1 - - 1 -
10 2 - - 1 -
11 2 - - 2 -
12 2 1 - 2 -
13 2 1 - 2 1
14 2 2 - 2 1
15 2 2 - 2 2
16 2 2 1 2 2
17 2 2 2 2 2
Authors Opinion the above class is based off of the Ranger from 1e. You can see some of the
influences from it on the Hunter Archetype under the Ranger class in 5e today. If you wish, you
can replace the Giant Foe ability with the Giant Killer or the Colossus Slayer ability from that
archetype. Traditionally, in 1e different levels had different titles for the Ranger. These titles
were (1) Runner (2) Strider (3) Scout (4) Courser (5) Tracker (6) guide (7) Pathfinder (8) Ranger
(9) Ranger Knight (10) Ranger Lord which is their name level.

As the above class is based upon the 1e Ranger, Ive included the 2e Ranger below listed as the
Ranger Scout.

Ranger Scout___________________________________________________________________

Weapon Expertise

At 3rd level, Rangers gain a +1 to their Proficiency bonus to hit with Longswords and Longbows.
This is added to their bonuses to hit on attacks in combat. In addition, they do +2 damage
when they hit with one of these weapons.

Extra Attack

You gain an extra attack with Longswords or Longbows at 5 th level. You gain additional extra
attacks at 11th, 15th, and 20th level.

If you are not using one of these weapons, you gain an extra attack with all other weapons at
6th level, and another at 11th level.

86
Improved Weapon Expertise

At 7th a Ranger double specializes in Long swords and Longbows. They now have a +3 bonus to
their proficiency to hit with these weapons and deal an extra 3 points of damage each hit.

Natural Woodsman

The Ranger gains the Stealth and Nature skills for proficiencies.

Hide in Plain Sight

Gain a +10 Dexterity (Stealth check) outside against a tree or wall if you stay without moving.
Takes up to one minute to accomplish. See PHB pg 92 for full description.

Vanish

Starting at 14th level, you can use the Hide action as a bonus action on your turn. Also, you cant
be tracked by nonmagical means, unless you choose to leave a rail.

Favored Enemy

Chose a type of favored enemy: Aberrations, beasts, celestials, constructs, dragons, elementals,
fey, fiends, giants, monstrosities, oozes, plants, or undead, or two races of humanoid (like orcs
and lizardmen). You have advantage to track these enemies.

In addition you also gain a +1 Proficiency bonus to your combat attacks against these enemies.

Foe Slayer

At 20th level Rangers can add their Wisdom modifier to the damage roll of an attack against the
favored enemy chosen above.

Ranger Scouting

If a Ranger fails a Dexterity Hide or Stealth check, they can roll again against their percentages
given below. If it is successful, they can ignore the D20 failure and proceed as if it were a
successful check.

Ranger Spells

Rangers can cast spells from the Ranger Spell list in the 5e PHB. Unlike their class in the 5e PHB,
all the Ranger spells are known to them. Unfortunately, their spellcasting ability is far more
limited in level. They use Wisdom to Cast clerical Spells

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Ranger Hide in Move Proficiency Cleric Spells
Level Shadows Silently Casting Bonus 1 2 3
1 10 15 - - - -
2 15 21 - - - -
3 20 27 - - - -
4 25 33 - - - -
5 31 40 - - - -
6 37 47 - - - -
7 43 55 - - - -
8 49 62 +2 1 - -
9 56 70 +2 2 - -
10 63 78 +2 2 1 -
11 70 86 +2 2 2 -
12 77 94 +3 2 2 1
13 85 99 +3 3 2 1
14 93 99 +3 3 2 2
15 99 99 +3 3 3 2
16 99 99 +4 3 3 3

Paladin________________________________________________________________________

Restrictions: They need to be Lawful Good in alignment. They lose the Any Weapon, Any
Armor ability from the Warrior Class. They never retain wealth, keeping only enough
supporting themselves, pay men-at-arms, henchman, and servitors, and maintaining a small
castle. The rest is donated to their order. An immediate tithe (10%) is due to their order upon
gaining income.

Holy Skills
A Paladin gains the Medicine and Religion Skills

Divine Sense
You can spend an action to open your awareness of evil and detect their forces. Until the end
of your next turn You know the location of any celestial, fiend, or undead within 60 feet of you
that is not behind total cover. You know the type, but not its identity. You also detect the
presence of any place or object that has been consecrated or desecrated as with the hallow
spell. Full description can be found in 5e PHB page 84.

88
Lay on of Hands
Heal Hitpoints equal to Warrior (Paladin) Level x 5. You can heal disease or neutralize poison
instead by spending 5 HP from this. Has no effect on undead or constructs. Full Description in
5e PHB pg 84.

Divine Health
By 3rd Level, the divine magic flowing through you makes you immune to disease.

Magical Defense
Gain a +2 to all Saving Throws

Warhorse
At 4th Level a Paladin gains a Warhorse. You can utilize the description of the Riding Horse on
PHBG pg 310 except that the Warhorse has 5+5 HD, and is armored in Scale Mail Barding (AC
15). The Paladin can increase this armor up to Plate Barding (AC18) with the appropriate
payments. The Warhorse is magical and magically appears upon being called. If the Horse is
lost, one can only be regained every 10 years.

Extra Attack
Beginning at 5th level you can attack twice, instead of once, whenever you take the Attack
action on your turn

Channel Divinity Turn Undead


Paladins gain this ability at 3rd level as it is described in the 5e PHB pages 58 and 59. Their
effective proficiency bonus that they add to this is one less then usual (so if they have a +2
proficiency bonus, it is then a +1 proficiency bonus).

Destroy Undead
Paladins gain this ability at 9th level as it is described in the 5e PHB Page 59. The penalties to
their proficiency bonus and DCs still apply.

Paladins gain the ability to cast Clerical Spells at 9 th level and know all the clerical spells of the
appropriate level. As Other classes in this document, they use Vancian casting, which means
they must memorize one spell per spell slot. They then can cast the spells in these spell slots
throughout the day. Once a spell slot is used, it may not be reused until a long rest is taken. To
restore or change these spells, they need to take a long rest. They use Wisdom to Cast spells.

89
Level 1 2 3 4
9 1 - - -
10 2 - - -
11 2 1 - -
12 2 2 - -
13 2 2 1 -
14 3 2 1 -
15 3 2 1 1
16 3 3 1 1
17 3 3 2 1
18 3 3 3 1
19 3 3 3 2
20 3 3 3 3

Authors Opinion One of the more powerful abilities that every Paladin desired was given if
they could find a Holy Sword (otherwise known as a Holy Avenger). This weapon is a mere +2 in
the hands of anyone but a Paladin, in the hands of a Paladin it becomes a +5 (or even +6)
weapon. This is higher than what 5e currently has in its magic weapon box of magic items (+4
being the highest typical magical ability available or given or even possible). Granting a +5
weapon is a VERY powerful attribute indeed, and should be up to the DM. If the Paladin gains it
as per DM fiat, he should also be allowed the following ability.

Dispel Magic
Any Spell that has its effects enter within 1 foot of a Paladin wielding a Holy sword will have its
effects subject to Dispel Magic (as per the spell). Instead of using their Wisdom Modifier added
to the check (DC = 10+ spells Level), add the Paladins level to the ability check.

Authors Opinion Much of the Paladins abilities are covered appropriately in 5e already,
hence the many references to the class (rather than archetype) in the PHB Core rulebook.
Paladins typical titles throughout their levels were (1) Gallant (2) Keeper (3) Protector (4)
Defender (5) Warder (6) Guardian (7) Chevalier (8) Justiciar (9) Paladin which is their name
level.

Barbarian______________________________________________________________________

Restrictions: They need to have a Non-Lawful alignment. They lose the Any Weapon, Any
Armor ability from the Warrior Class.

90
Beast of the Wilderness
Barbarians gain the Nature Skill. In addition add 6 hitpoints to the Barbarians total Hitpoints.
From now on, whenever the character rolls hitdice for hitpoints, they will roll 1d12 instead of
1d10.

I Dont believe in Magic


At 4th level Barbarians gain a +1 Proficiency bonus to ALL saving throws. They gain an additional
+1 proficiency bonus every 8 levels.

Dexterity bonuses
Barbarians who are wearing light armor gain a bonus of +2 AC for every point of Dexterity over
14 (ex. a Barbarian wearing no armor with a Dexterity of 16 would have an AC of 14[10+4], or if
they were wearing Studded Leather Armor and had a Dexterity of 17 they would have an AC of
17 [11+6]).

Tracking
The Barbarian can track like a Ranger, but only outdoors

Surprise
Barbarians surprise opponents on a 3 in 6 chance, or 4 in 6 if they are familiar with the terrain.
Barbarians are only surprised 1 in 10 times, or 1 in 20 if they are familiar with the terrain.

Danger Sense
Barbarians have advantage on Dexterity saving throws against effects that you can see such as
trap and spells.

Leaping
Barbarians are able to leap up to a maximum of 10 feet forward, 3 feet backward, or 3 feet up
from standing. If they can run they jump forward 15+d6 feet, or upward 4 to 6 feet
(determined by rolling a 1d4 with each number = foot and adding that to 4).

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.

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Barbarian Power
At 12th level Barbarians can hit creatures for full damage that would normally have Damage
resistances or Immunities (akasilver, adamantine, Magic, etc).

Percentage abilities
Barbarians have the following abilities that they can test by rolling under the percentage given
on the table. They can climb cliffs and trees easily and if they fail their check, they can roll their
percentage to see if they succeed anyways. They can hide like a thief so if they fail a stealth
check outdoors, they can try to roll under their Hide percentage to see if they ignore the D20
result and succeed regardless. They have a chance to stop Sneak and Back attacks and turn it
around on the attacker by getting a free attack on those who attempt it called Back Protection
and they have a chance to Detect Illusions and Detect Magic
Level Climb Outdoors Hide Back Protection Detect Illusions Detect Magic
1 85 10 5 5 25
2 86 15 10 10 30
3 87 20 15 15 35
4 88 25 20 20 40
5 90 31 25 25 45
6 92 37 30 30 50
7 94 43 35 35 55
8 96 49 40 40 60
9 98 56 45 45 65
10 99 63 50 50 70
11 99.1 70 55 55 75
12 99.2 77 60 60 80
13 99.3 85 65 65 85
14 99.4 93 70 70 90
15 99.5 99 75 75 90
16 99.6 99 80 80 90
17 99.7 99 85 85 90
18 99.8 99 90 90 90
19 99.9 99 95 95 90

Barbarian Horde
Upon Reaching 8th level a Barbarian can summon a Barbarian Horde. A barbarian Horde can
number as many members as the characters Experience Total divided by 100. So an 8 th level
Barbarian could have a hord of 340 individuals. It can only be kept together as many weeks as
the Barbarian has levels of experience. It takes around a week to gather a Barbarian horde and

92
the time they stay together can be extended by 2 weeks each if 1. if the Barbarian is a tribal
leader, if they give them 2. They give them lots of treasure, 3. if an unattained goal is in easy
reachfor a total of 6 more weeks.

Authors Opinion There were many who felt the Barbarian was a broken class when it first
came out. It is a very powerful class, and as such, it was difficult to determine what to keep
from the class and what to eject. Originally Barbarians could not travel with those who
practiced Magic and would go out of their way to destroy magic items. This made them very
hard to have in a game designed for a party of adventurers. Some of these restrictions were
lifted in their Oriental Adventures write up for 1e AD&D. I chose to not include these restrictive
rules as a great majority of players who had barbarians in their groups houseruled these items
away.

Many of the wilderness skills that the Barbarian gained are covered with skills in 5e, and if a
Barbarian player wishes to have them, they can use their two skill choices to supplement the
skills already granted them (Nature) by their Archetype.

This left the Armor and percentage skills, which have been included in the character write up. It
is still a very powerful archetye, and very different then the Barbarian class you see today in 5e.

Of interest, rather than the normal level titles of other characters in 1e, the Barbarian only had
one for every levelthat of Barbarian.

Cavalier_______________________________________________________________________

Restrictions: Cavaliers must be of Good Alignment and in service to some other Noble, order,
cause or other and must be of noble or aristocratic class. Only High Elves and Dark Elves may
qualify as Cavaliers. Wood and Wild Elves may not be Cavaliers. Half Elves may also be
Cavaliers. Cavaliers must try to wear the heaviest and most fancy armor they can afford.

Cavalier Weapons
Cavaliers gain the following bonuses with the following weapons.

At 3rd level a Cavalier gains a +1 bonus to their attack Proficiency bonus in combat to hit with
the Lance when they are mounted. This increases to a +2 at 7 th level and a +3 at 13th.

At 3rd level they gain a +1 bonus to their normal Proficiency bonus in combat to hit with either
the Long sword, Broadsword, or Scimitar (Players choice). This increases to a +2 at 9 th level.

93
These increase at a rate of another +1 to the bonus every 6 levels thereafter. These bonuses
are not applied to damage. These bonuses are able to be used in conjunction with their
Combat Proficiency ability and both bonuses can be added together.

Lancer
Cavaliers prefer using the Lance. They add 1 point of damage/level when they hit another foe
with the lance IF the Cavalier is mounted at the time.

Parry
If the Cavalier wishes to parry instead of attack, they can choose to use apply their Proficiency
Bonus (not that from Combat Proficiency, the normal Proficiency bonus) against anothers
attack. Their proficiency bonus for their weapon is subtracted from one attackers die rolls. A
Cavalier may use their shield to parry a second attack which reduces the attackers roll by 1, and
a further 1 for every plus of the shield if it is magical. If this is done, any subsequent attacks
may ignore the defensive bonus of the shield for that round. The Cavalier, by parrying, may not
attack this round of combat.

Action Surge
Starting at 4th level you can push yourself beyond your normal limits for a moment. On your
turn, you can take one additional action on top of your regular action and a possible bonus
action.

Extra Attack
Beginning at 5th level you can attack twice, instead of once, whenever you take the Attack
action on your turn. The number of attacks increases to three when you reach 13th level.

Horsemanship
Cavaliers are experts at horsemanship. At 3rd level they can vault into the saddle in bulky
armor. At 5th level they can urge their mount to travel at two times their normal speed. At the
DMs preference, they can also make the following mounts available at the following levels. A
Unicorn (4th), a Pagasus (7th), a hippogriff (9th), or a griffon(11th)

Ability Score Improvement


A Cavalier can increase one ability score of their choice by 1 at 8 th, 12th, 16th and 19th level.
They may not raise any score over 18/00 using this feature. If using the Advanced rules for
ability scores, it takes one increase to raise a score from 18 to 18/00. Simply getting an ability
score to 18 does not qualify the Cavalier to roll for exceptional Strength.

94
Authors Opinion Cavaliers were perhaps the hardest to make certain decisions on. Many of
the Unearthed Arcana (1e) classes were considered overpowered by many players, the
Barbarian and Cavalier being prime examples of these. Problematic were the bonuses to hit,
the high number of hitpoints. The D12 listed in the original UA printing was eventually
corrected to D10 with subsequent printings, but for those who did not receive Dragon
Magazine (I believe it was issue 103) or use the more recent reprints (and PDFs on DMs Guild),
they would have continued to use this D12 type Hit die.
As an option, where there is the Action Surge, if you wish to replicate this D12 in your game,
replace the Action Surge with the same items as the Barbarians replacement dice, where the
Cavalier gets +6 Hitpoints and from there on out rolls D12 instead of a D10 for their Hitpoints.

Cavaliers also were the first class to get automatic ability score increases which are common
today in 5e (and prior editions before that after 2e). Their ability scores rose much more
quickly, sometimes as much as 1 point per level in STR, DEX and CON. Normally it took two
levels on average and could rise up to the 18/00 level. This was also problematic and
troublesome for some players. I decided to utilize the ability score increases of 5e in a more
limited fashion to replicate this for the Cavalier.

Cavaliers titles were slightly different as you could start play as a 0 level character and work
your way up to the Cavalier class. As such, it had titles for two 0 levels as well as others. These
titles were (0) (1d4+1 HP) Horseman (0) (2d4+1) Lancer (1) (1d10+3) Armiger (2) Scutifer (3)
Esquire (4) Knight Errant (5) Knight Bachelor (6) Knight (7) Grand Knight (8) Banneret (9)
Chevalier (10) Cavalier which is the name level.

This is the end of the Fighter Subclasses in this document which are now presented as
Archetypes for 5e.

95
Priest (Cleric)

Clerics are the healers, the supporters, and the fierce vengeance of heaven all wrapped into
one class. They are more than you local vicar, they wield weapons and armor as holy warriors
dedicated to a purpose greater then their own.

Class Features
Hitpoints
Hit Dice : 1D8 per Priest (Cleric) level
Hitpoints at 1st level: 8 + Your Constitution modifier
Hitpoints at Higher level: 1d8+ your constitution Modifier after 1 st
Proficiencies
Armor: Light Armor, Medium Armor and Shields
Weapons: Club, Great Club, Light Hammer, Mace, Quarterstaff, sling, flail, Maul, Morningstar,
Warhammer, Net.
Tools: Choose one type of artisan tools, musical instrument, or Herbalism kit.
Saving Throws: Wisdom, Charisma
Spellcasting Ability: Wisdom
Skills: Choose two from Animal Handling, History, insight, Medicine, Persuasion, and Religion

Priests are the priesthood of their different faiths, whether tangible worship, or meditative and
personal.

Guided Strike
At 2nd Level Priests can make at attack roll with a +10 bonus to the roll. They make this choice
after they see the roll, but before the DM says whether the attack hits or misses. They can do
this once per short or long rest.

96
Blessing Another
At 6th level when a creature within 30 feet of you makes an attack roll you can use your reaction
to grant that creature a +10 bonus to the roll. You make this choice after they see the roll, but
before the DM says whether the attack hits or misses. You can do this once per short or long
rest.

Bolts of Inspiration
At 8th level you gain divine inspiration while engaged in battle. When you use the Attack
Action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom Modifier (minimum once).
You regain all expended uses when you finish a long rest.

Archetype exception.
The may choose one archetype at level 1.

Priest Archetypes

Cleric_________________________________________________________________________

Divine Warriors
Clerics gain proficiency with All Armors including Heavy Armor

Channel Divinity Turn Undead


Clerics gain this ability at 2nd level as it is described in the 5e PHB pages 58 and 59.

Destroy Undead
Clerics gain this ability at 5th level as it is described in the 5e PHB Page 59.

Spellcasting Ability (as per the PHB page 58 description).

Spellcasting
Unlike Clerics in 5e and their preparing and casting spells, spellcasting is different. If you wish
to use the method in 5e, please refer to 5e PHB pg 58. In Old School the Cleric has access to
any of the Clerical spells of their level, but they need to prepare spells on a one to one basis.
For every spell slot, they need to have one spell memorized. In otherwords, they choose which
spells from the Clerical spells in the 5e Players Handbook that they want to utilize that day.

97
They can memorize one spell per spell slot of the correct level. They can then cast these spells
from the spell slots as they desire. They need a long rest between castings to recover the
ability to repeat this process or to change which spells are in each of their spell slots.
Authors Opinion Clerics presented problems of their own. In older editions their spellcasting
only goes up to level 7. In 5e, clerical spells go up to 9 th level. Abandoning the higher level
spells, many of which were present older editions did not seem the right path to follow. I
studied the spell charts to see if I could discern patterns how the spells were granted in order to
extrapolate the spellcasting table for this Cleric in accordance with 5es spell tables and layout.

98
Level 1 2 3 4 5 6 7 8 9
1 1 - - - - - - - -
2 2 - - - - - - - -
3 2 1 - - - - - - -
4 3 2 - - - - - - -
5 3 3 1 - - - - - -
6 3 3 2 - - - - - -
7 3 3 2 1 - - - - -
8 3 3 3 2 - - - - -
9 4 4 3 2 1 - - - -
10 4 4 3 3 2 - - - -
11 5 4 4 3 2 1 - - -
12 6 5 5 3 2 2 - - -
13 6 6 6 4 2 2 - - -
14 6 6 6 5 3 2 - - -
15 7 7 7 5 4 2 - - -
16 7 7 7 6 5 3 1 - -
17 8 8 8 6 5 3 1 - -
18 8 8 8 7 6 4 1 1 -
19 9 9 9 7 6 4 2 1 --
20 9 9 9 8 7 5 2 2 1
21 9 9 9 9 8 6 2 2 1
22 9 9 9 9 9 6 3 2 2
23 9 9 9 9 9 7 3 2 2
24 9 9 9 9 9 8 3 3 2
25 9 9 9 9 9 8 4 3 3
26 9 9 9 9 9 9 4 4 4
27 9 9 9 9 9 9 5 5 5
28 9 9 9 9 9 9 6 6 6
29 9 9 9 9 9 9 7 7 7
30 9 9 9 9 9 9 8 8 8
31 9 9 9 9 9 9 9 9 9

Cantrips
At first level, the Cleric knows two cantrips of their choice from the Cleric Spell list. This is the
extent of their ability with Cantrips.

99
Patriarch
When a Cleric hits 8th level they can become a Patriarch and opt to build a religious place of
worship not less than square feet. They attract 2d10x10 fanatical followers. In addition there
will be followers who are men-at arms. Upon reaching level 9, that of High Priest, the cleric can
construct a religious stronghold. This must contain a large temple, cathedral or church not less
than 2500 square feet. It can be a caslte, monastery, an abbey or the like. The cost will only be
on half normal, and thereafter the Cleric can get a monthly revenue of 9 SP/Inhabitant/month.

Authors Opinion Not much else to say here about clerics. They are a pretty basic class for
Dungeons and Dragons, and remained as such for Advanced Dungeons and Dragons. Their
titles were (1) Acolyte (2) Adept (3) Priest (4) Curate (5) No title (6) Canon (7) Lama (8) Patriarch
(9) High Priest which was their name Level. It is interesting that Level 5 had no title. If one
went with the name after Curate from the Original booklets, this should be the title of Bishop.
However, the other option is simply to assume they continued under the Title of Curate they
obtained at level 4.

Druid_________________________________________________________________________

Natural Armor and Weapons


Druids typically will only use certain weapons and armor. They can use Light and Medium
armor as well as shields with the caveat that these items cannot be made of metal.

In addition, they forgo the proficiencies with the Maul, Morningstar, Hammers and flail in
return for Scimitars, Darts, Javelins and Sickles.

Druidic Knowledge
Druids gain the skills of Nature and Survival. In addition, a wizard an identify all Plants, animals
and pure water. Finally, once they attain 7th level they are immune to any enchantment or
charms cast by woodland creatures (like dryads, nixies, sylphs, nymphs, etc).

Pass without trace


Druids can pass through overgrown areas (even densely packed with thorns and briars) without
leaving any trails. They move at their normal speed.

Wild Shape
At 7th Level the Druid is able to change form up to three times a day into a Mammal, bird, or
reptile (Fish, or amphibian can be included). Each type of creature may only be assumed once
per day. Each assumption of a new form removes 10-60% (1d6x10) of the hitpoints of damage,

100
if any, the druid has sustained previously. A list of creatures they can change into can be found
in the PHB Appendix D: Creature Statistics. They can change into any of these except the Imp,
Quasit, Skeleton, Sprite, or Zombie.

Druid Saves
Druids gain a +2 on Saving throws against Fire and Lightning attacks.

Druidic Spell casting


Druids can cast spells from the Druidic Spell list.

Unlike Druids in 5e and their preparing and casting spells, spellcasting is different. If you wish to
use the method in 5e, please refer to 5e PHB pg 58. In Old School the Druid has access to any
of the Druidic spells of their level, but they need to prepare spells on a one to one basis. For
every spell slot, they need to have one spell memorized. In otherwords, they choose which
spells from the Druid spells in the 5e Players Handbook that they want to utilize that day. They
can memorize one spell per spell slot of the correct level. They can then cast these spells from
the spell slots as they desire. They need a long rest between castings to recover the ability to
repeat this process or to change which spells are in each of their spell slots.

Level 1 2 3 4 5 6 7 8 9
1 2 - - - - - - - -
2 2 1 - - - - - - -
3 3 2 1 - - - - - -
4 4 2 2 - - - - - -
5 4 3 2 - - - - - -
6 4 3 2 1 - - - - -
7 4 4 3 1 - - - - -
8 4 4 3 2 - - - - -
9 5 4 3 2 1 - - - -
10 5 4 3 3 2 - - - -
11 5 5 3 3 2 1 - - -
12 5 5 4 4 3 2 1 - -
13 6 5 5 5 4 3 2 1 -
14 6 6 6 6 5 4 3 2 1
15 6 6 6 6 6 6 6 6 6

101
Druids of 15th level Cast 6 spells of every level. They do not gain any more spells to their
spellcasting ability beyond this level. They gain no bonus spells at 15th level to add on to their
spell slots like they did for prior levels.

Authors Opinion Druids in 1e (of which this class is based upon) had to battle it out for any
level above 11th level. At 12th level there were only Nine other Druids of that level in their
region, and unless a position was vacant, they had to battle it out or get reduced back to 11 th
level. At 13th level this process was repeated, but with an ArchDruid, and once again for 14 th
level for the position of the Great Druid. This was the extent that a Druid could rise in the 1e
PHB. This changed in Unearthed Arcana, where the Grand Druid was introduced. This was the
World Wide heavyweight, the chief of all things druid. If one beat this final battle, they then
could finally quickly gain enough Experience to retire and never have to worry about battling
again. They became a Hierophant druid and gained all sorts of insane power not related to
casting spells. They retained their spellcasting ability, but were no longer part of the official
Druid Hierarchy.

This changed slightly in 2e. In this edition the battles for conquest continued. However, the
position of Grand Druid was clarified that instead of combat, the Grand Druid chose their
successor. Good Luck with that if you are a Great Druid but the DM didnt like you. Of course if
the DM liked you, you were the obvious choice. Another difference in 2e is that Druids and
Clerics had the same spellcasting tables, except for the Grand Druid (who, like above, cast 6
spells of every level). Druids who became Hierophants no longer had those 6 spells of every
level and went back to the normal spell casting tables of the Priest Class.

Obviously, this could become more of a pain than anything else. I did not include this idea in
these rules. If you wish, you may include it in your games, and Ive presented the ideas in my
opinion of why I didnt include it, but with the idea that if you ACTUALLY LIKE this idea, you can
include it in your games. You should not, 5e did away with this practice. Now onto the rest of
the Druidic abilities.

Heirophant Druid
The Druid gains Immunity to all poisons, Vigorous health as in the prime of life, the ability to
alter their appearance at will (it is also non-magical and so cannot be detected short of True
Seeing spell), and extra longevity = level x10 years (so a 16 th level druid would live 160
additional years).

Hibernation
The Druid gains the ability to hibernate, which means they do not age while they do this.

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Mystic Hierophant
Druids can survive any plane which they can transport themselves to via their ability as a
Hierophant. They can also conjure elementals at will as if using a 9th level spell slot as a special
ability (no spell needed) from the same planes which they can enter/transport themselves to.
At 17th level they can enter the Elemental Plane of Earth.
At 18th level they can enter the elemental Plane of Fire
At 19th level they can enter the Elemental Plane of Water
At 20th level they can enter the Elemental Plane of Air.

Heirophant of the Cabal


The Druid gains more plane traveling abilities as described under Mystic Hierophant.
At 21st level they can enter the Feywild and Ehtereal plane
At 22nd level they can enter the Shadowfell/Plane of Shadow
At 23rd level they can enter any of the Inner planes they wish, roam the inner planes as they
desire, and dwell on the planes of concordant oppositions (as well as the Negative and Postive
planes).

Authors Opinion This is where you wonder if they simply hit the I win button for Druids.
Druids were seriously powerful stuff there, and their immunities was what really made them
super powerful. Once again, its an indication of why some DMs hated Unearthed Arcana,
while others absolutely loved it.

The Names of the various Druidic ranks were not as exciting as other classes. These titles were
(1)Aspirant (2) Ovate (3) Initiate of the 1st Circle (4) Initiate of the 2nd Circle (5) Inititiate of the
3rd Circle (6) Initiate of the 4th Circle (7) Initiate of the 5th Circle (8) Initiate of the 6th Circle (9)
Initiate of the 7th Circle (10) Initiate of the 8th Circle (11) Initiate of the 9th Circle (12) Druid (13)
Archdruid (14) The Great Druid.

After which, unless you played with rules form Unearthed Arcana, you were done. In
Unearthed Arcana, the new titles that came into play were (15) The Grand Druid (16)
Hierophant Druid (17) Hierophant Initiate (18) Hierophant Adept (19) Hierophant Master (20)
Numinous Hierophant (21) Mystic Hierophant (22) Arcane Hierophant (23) Hierophant of the
Cabal.

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Monks________________________________________________________________________

Restrictions: Monks must be Lawful alignment.

Authors Opinion So what exactly are these guys? Are they those who spent their lives in the
monastery? Given their martial arts abilities and oriental flavor, it seems a really odd thing for
Monks in European monasteries to be practicing. Its normal for those in Oriental Monasteries
perhaps, but European? I think the original creators were watching too much Kung Fu (a TV
series about a wandering Monk from China which came out in 1972). It really doesnt matter
what the inspiration was for this originally, it has a deep ingrained heritage in Dungeons and
Dragons these days, and no Core Ruleset would be complete without it (as the makers of 2e
probably found out due to the loud outcry of at least a few of the gaming groups around the
world).

Monks get their names from Holy Men who worship from Monasteries. They are normally not
considered Priests in official Hierarchies of their orders or religion (though this varies from
religion to religion), but are considered dedicated to the higher paths that their order or
religion follows.

No Armor
The Priest class grants Light and Medium Armor. The Monk has proficiency with thesebut if
they wear them they lose ALL their Monk abilities while wearing such armor.

Monk Weapons
Monks find weapons such as the Warhammer, Mace, maul, and Morningstar to heavy and
overly burdensome. They discard proficiency with these weapons and in return gain
proficiency with all simple weapons and the shortsword.

Monks Special Skills


Monks gain the skills of Acrobatics and Stealth

Martial Artists
Monks gain a number of special abilities in combat where there armor class goes up, they do
damage with their hands, and the number of attacks they can perform in a round increases.
The following table shows these improvements due to their Martial Arts

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Level Armor Class Movement #of Attacks Open Hand Damage Special Abilities
1 10 30 1 1d3(1d6/2) -
2 11 32 1 1d4 -
3 12 34 1 1d6 A
4 13 36 1 1d6 B
5 13 38 1 1d6+1 C
6 14 40 2 2d4 D
7 15 42 2 1d8+1 E
8 16 44 2 2d6 F
9 17 46 2 3d4 G
10 17 48 2 2d6+1 H
11 18 50 3 3d4+1 I
12 19 52 3 4d4 J
13 20 54 3 4d4+1 K
14 21 56 3 5d4 -
15 21 58 3 6d4 -
16 22 60 4 5d6 -
17 23 62 4 8d4 -

The number of attacks ONLY apply if they are attacking with their Hands. If they have a
weapon, these attacks do not count.

A Speak with Animals


B Mask mind against ESP. Initial 30% chance to block esp +2% each elvel
C Immune to disease, not affected by haste or slow
D Feign Death, appears dead with a lower body temperature and heart rate. Maintain state
for levelx10 minutes time period
E Heal damage. Heal 1d4 HP plus an additional +1HP/Level over 6 th (so 1d4+1 at 7th, 1d4+4 at
10th)
F Ability to speak with plants
G Beguiling, charms, hypnosis, and suggestion spells only have a 50% chance to work. This
resistance increases at 5% per level.
H Gain +4 on saves against Psionics. For example a +4 vs a Mind Flayers Psionic spell attacks
I Monks are immune to Poison
J Monks are Immune to Geas or other spells like Geas
K Quivering Palm Attack see below

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Monk Weapon Damage
At 2nd Level Monks get +1 point of damage to their attacks for every 2 levels. (ex. So a 6th level
Monk would get +3 damage, a 10th level Monk would get +5 damage, etc).

Thief Skills
Monks can use the following Thief Skills as well as a Thief (dont forget to add Dexterity
bonuses). Find/Remove Traps, Move Silently, Hide in Shadows, Hear Noise, and Climb Walls.
Remember, they only roll the percentages as a check if they fail their intial skill check first.

Falling
At 4th Level a Monk can fall up to 20 feet if they are within 1 foot of a wall with no damage.
At 6th level a Monk can fall up to 30 feet if they are within 4 feet of a wall with no damage
At 13th level a monk can fall any distance if they are within 8 feet of a wall with no damage.

Extra Attack
At 5th Level, you can attack twice, instead of once, whenever you take the attack action. This
extra attack can also be used if the Monk is using their # of attacks with their hands.

Quivering Palm
At 13th level a Monk can deliver the Quivering Palm attack one a week. It cannot affect undead
or creatures only hit by magical weaponry. Victim cannot have more hit dice than the Monk
and it cannot have more than 200% the Hitpoints of the Monk. It must be declared the Monk is
using this power. The Monk touches their victim within 3 rounds of that declaration. The Monk
then they has 1 day per Monk Level to order the victim to die. There is no save.

Monastery order
Monks may gain 1d4+1 1st level Monks upon reaching 8th level. These Monks are like other
henchmen except that they will leave upon reaching 7th level (that of Superior Master). Monks
traditionally only keep enough treasure to sustain themselves, but at 8 th level they can build
their own monastery. Instead of donating the money to their Monastery, they can use up to
250,000 GP to build their own monastery.

Authors Opinion Monks are another controversial class, as I indicated on my initial notation
at the beginning of the class. In 1e they were their own Class and not a subclass of Cleric. In 2e
this changed (and I kept this dynamic up, wanting to keep only 4 classes total with everything
else being an archetype in the Advanced Rules).

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Initially, in the 1e rules, Monk Advancement was slow going. After you past level 7, you had to
fight your way to the next level. To get to level 8, you had to challenge the master of that level.
To get to level 9, you had to challenge the Master of that Level, and so on and so forth until you
finally got to the highest level a Monk could achieve, which was Level 17.

3e and later did away with this idea, and I didnt include it here. However, if a DM wishes to
include this idea, Ive presented it in my opinion in short form for you to adapt.

Monk Awareness
Monks are only surprised 25% of the time at level 5. This decreases by 2% per level to 1% of
the time at level 17.

Stun and Kill


Monks whose attack rolls exceed the minimum number to hit by 5 or more can stun their
opponent for 1d6 rounds. See PHB page 292 for the stunned condition and pg 290 for the
incapacitated condition.
In addition, once the enemy is stunned, the Monk has a chance to kill their enemy outright.
This is figured by a very complicated procedure.

1. Subtract the Enemies Armor Class from 20.


2. Multiply the result by 2.
3. Subtract 7 from the Monks total levels
4. Add this result to the total from step #2
5. This equal a percentage
6. Roll percentage dice
7. IF you roll under the percentage from step 5, youve killed your opponent.

An example follows. If the Monk was fighting a Doppleganger (AC14) and rolled a 19 to hit, the
Monk then stuns the Doppleganger for 1d6 rounds. The Monk rolls a 3 so the Doppleganger is
incapacitated and cannot take actions for 3 rounds. In addition, the Monks attacks have
advantage against it for the next 3 rounds.

The Monk then wants to see if they killed the Doppleganger outright. The Doppleganger has an
AC of 14. (20-14=6) . The Monk takes the result of 6 and multiplies it by 2 (6x2-12) and ends up
with a result of 12.

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The Monk is 10th level. (10 -7=3). This means the Monk adds 3 to the result of 12 he got
previously (3+12=15). This results in the total 15. This means the Monk has a 15% chance of
killing the Doppleganger.

If the Monk rolls equal to or under 15 on percentage dice, the doppleganger is dead. If the
Monk rolls over 15 on the percentage dice, combat continues with the Doppleganger remaining
stunned the next round.

Authors Opinion Monks normally had a D4 for their hitdice, starting with 2d4 at first level,
and gaining 1d4 per level afterwards. This really hurt them as a class that would get into hand
to hand combat and decreased their survivability. I opted to give them the D8 as part of the
Priest Class. This follows a tradition from later editions which gave Monks a boost to the HP.
However, for those rather sadistic DMs out there, feel free to reinstitute this option if you
utilize the Monk Archetype in your games.

Monks have traditional titles in 1e, and they go well with the different abilities. These titles are
(1) Novice (2) Initiate (3) Brother (4) Disciple (5) Immaculate (6) Master (7) Superior Master (8)
Master of Dragons (9) Master of the North Wind (10) Master of the West Wind (11) Master of
the South Wind (12) Master of the East Wind (13) Master of Winter (14) Master of Autumn (15)
Master of Summer (16) Master of Spring (18) Grand Master of Flowers.

The Cleric class is perhaps the hardest of all the classes to justify the archetypes within it. Each
Archetype varies vastly from each other, and common abilities really boil down to Hitpoints.
However, as I am utilizing the concept that D&D was built on the four foundations of the
Warrior, Priest, Magic-User and Rogue concepts (though in reality, this wasnt really a thing
until 2e, some would argue it began with OD&D with the three classes in the three booklets and
then the introduction of the thief class in Supplment 4, or Booklet 4 which was called
GreyHawk), I am attempting to keep the archetypes under only those 4 classes.

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Old School Rogue

Rogues cover the entire gamut of your underworld skulks to the entertaining but sly wanderers
of music. From the most dark and evil assassins, to those who yearn for earthly gain by
showing and singing the wonders of the world.

Class Features
Hitpoints
Hit Dice : 1D6 per Old School Rogue level
Hitpoints at 1st level: 6 + Your Constitution modifier
Hitpoints at Higher level: 1d6+ your constitution Modifier after 1 st
Proficiencies
Armor: Light Armor
Weapons: Simple Weapons, hand crossbows, longswords, shortswords
Tools: Choice of Thieves Tools or Musical Instrument
Saving Throws: Dexterity, Intelligence
Spellcasting ability (If applicable): Intelligence
Skills: Choose three from Acrobatics, Athletics Deception, Insight, Intimidation, Investigation,
Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Thief Skills
If a Thief fails a D20 ability check for a skill, they have a back up plan. Instead of simply failing,
they have a set of special skills that sets them apart from everyone else. Instead of a flat fail,
they can try to succeed using these skills. These are presented as percentage chances. They
utilize the chance to succeed again by rolling percentage dice. If the dice are rolled below their
percentage, they succeed and the D20 result is ignored. If they failwellevery plan should
have a back up, but some days the odds are against you.

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Pick Pocket = PP, Open Locks = OL, Find/Remove Traps = F/T Traps, Move Silently = MS, Hide in
Shadows = HS, Hear Noise = HN, Climb Walls = CW, Read Languages = RL

Level PP OL F/R Traps MS HS HN CW RL


1 30 25 20 15 10 10 85 -
2 35 29 25 21 15 10 86 -
3 40 33 30 27 20 15 87 -
4 45 37 35 33 25 15 88 20
5 50 42 40 40 31 20 90 25
6 55 47 45 47 37 20 92 30
7 60 52 50 55 43 25 94 35
8 65 57 55 62 49 25 96 40
9 70 62 60 70 56 30 98 45
10 80 67 65 78 63 30 99 50
11 90 72 70 86 70 35 99.1 55
12 100 77 75 94 77 35 99.2 60
13 105 82 80 99 85 40 99.3 65
14 110 87 85 99 93 40 99.4 70
15 115 92 90 99 99 50 99.5 75
16 120 97 95 99 99 50 99.6 80
17 125 99 99 99 99 55 99.7 80
18 125 99 99 99 99 55 99.8 80
19 125 99 99 99 99 55 99.9 80
20 125 99 99 99 99 55 99.9 80
Various Races have bonuses to modify the skill percentages
Dwarf - +10 +15 - - - -10 -5
Elf +5 -5 - +5 +10 +5 - -
Gnome - +5 +10 +5 +5 +10 -15 -
Half-Elf +10 - - - +5 - - -
Halfling +5 +5 +5 +10 +15 +5 -15 -10
Half-Orc -5 +5 +5 - - +5 +5 -10
Tiefling +5 - - - - - - +5
Dragonborn -5 - - - - +10 +5 +5
Genasi - - +10 - - - - -
Aasimar - - - - - - - +10

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Dexterity also influences the percentage chance
Score PP OL F/R Traps MS HS
9 -15 -10 -10 -20 -10
10 -10 -5 -10 -15 -5
11 -5 +0 -5 -10 +0
12 +0 +0 +0 -5 +0
16 +0 +5 +0 +0 +0
17 +5 +10 +0 +5 +5
18 +10 +15 +5 +10 +10

Old School Rogues tend to fail a lot more on skill checks in early levels, even with a second
chance, then the default Rogue in the 5e PHB. This is due to the default Rogue getting
Expertise, whilst the Old School Rogue gets a second chance.

Choice of Path
At 3rd level the Old School Rogue has a choice to pick and ArchetypeOR they can delay until 6 th
level to choose an archetype. If they delay until 6th level, the ONLY archetypes they can choose
are the Bard and the Acrobat. If they choose an archetype at 3 rd level, they may NOT choose
the acrobat archetype.

Bard__________________________________________________________________________

Bards come via two paths, that at 3rd level and those at 6th level. If the level limits tables are
being used, Elves and Half Elves are limited on the level they can reach as a Bard if they gain the
archetype at 3rd level or if they are single classed or are dual classed with a single exception.

If either an Elf or Half-elf are dual classed as a Fighter/Thief and delay choosing an archetype
until 6th level, they have the following effects.

They retain all their fighter levels, but may NOT progress as any further as a fighter. Instead,
they are considered as a single class character as far as experience is counted (so it is no longer
divided between their fighter levels and Old School Rogue Levels). They also gain the benefits
of a Full Bard as stated below.

A Human that multiclasses as an Old School Rogue, and a Fighter and delay choosing an Old
School Rogue Archetype until 6th level, and gains at least a 5th level of fighter also gain the
benefits of a Full Bard as Stated below.

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Bardic College
This grants Bard characters the ability to Spells from the Ranger spell list in the PHB pg 209.
They gain this ability to cast these spells as per the spell tables below. They cast spells like the
Priest or Magic-User class does with spellcasting.

Full Bard
This is only open to those who delayed choosing this archetype until 6 th level, and have both
levels of at least a 5th level fighter.

Full Bards gain access to casting spells from the Druid and Bard Spell lists in addition to the
spells they gain from the Bardic college.

Full Bards also gain an additional 5d6 Hitpoints which they may immediately add to their Hit
point totals upon becoming a Full Bard.

Charm
Bards can have an effect similar to Charm Person, but it is non-magical and cast by their music.
Simply by playing, if the Bard desires, they can Charm other people with it. This is represented
as a percentage chance. The person will not realize theyve been charmed, even when the
effect is over, only that the music they heard was pleasant and enchanting.

Legend Lore
As presented below, Bards are able to determine magical properties of items, locations, places,
people, as well as histories and information. Their ability to do so is represented by a
percentage on the table below.

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Level Charm Legend Lord 1 2 3 4 5 6 7
3 22 7 1 - - - - - -
4 24 10 2 1 - - - - -
5 30 13 2 1 - - - - -
6 32 16 3 2 - - - - -
7 34 20 3 3 1 - - - -
8 40 25 3 3 2 - - - -
9 42 30 3 3 3 - - - -
10 44 35 3 3 3 1 - - -
11 50 40 3 3 3 2 - - -
12 53 45 3 3 3 3 - - -
13 56 50 3 3 3 3 1 - -
14 60 55 3 3 3 3 2 - -
15 63 60 3 3 3 3 3 1 -
16 66 65 4 3 3 3 3 2 -
17 70 70 4 4 3 3 3 3 3
18 73 75 4 4 4 3 3 3 3
19 76 80 5 4 4 4 3 3 3
20 80 85 5 4 4 4 4 3 3
21 84 90 5 5 4 4 4 4 3
22 88 95 5 5 5 4 4 4 4
23 95 99 5 5 5 5 5 5 5

Authors Opinion This was a tough one in figuring out how to present the class to be
representative of the original Bard from the appendixes of the 1e PHB. Eventually I came upon
the idea of a delayed archetype decision. If I decided a person could select an archetype for the
Priest class at level One (which is an oddity in and of itself, but twisted for the purposes of the
varied archetypes) why not give the player a choice of when to select an archetype.

This is also how I worked it for the Thief-Acrobat from the Unearthed Arcana 1e. It means they
lose out on many of the abilities of an Archetype for longer than other classes, but it also means
that they have a chance for higher rewards.

The original Bard class was restricted to 5th level Druidic spells, when Druidic spells only went
up to 7th level. The number of spells were also fewer. For those who chose NOT to wait in their
archetype selection, I decided to use the Ranger Spell list which had some similarities to druidic
spells and limits them to 5th level spells. As a reward for waiting, they get the Full Druidic (and

113
Bard) lists, but as those spells now go up to level 9 (instead of 7) I extended out the original
Bard spellcasting tables of 1e to include up to 7th level spells.

I also gave them the additional reward of not having to split up their experience between two
classes (the original bard was not clear on how this worked with multi-class characters, but the
thought I used was that they then kept their levels, but became more of a solo class individual,
only having the Bard as their class from then on out in regards to experience).

Some houseruled that people could play the Bard as a class without the dual-classing or multi-
classing that came before it. Allowing it to be taken at 3 rd level tries to replicate this houserule
form of playstyle.

For those that are interested, the traditional titles for the 1e Bard Class were (1) Rhymer (2)
Lyrist (3) Sonnateer (4) Skald (5) Racaraide (6) Joungleur (7) Troubador (8) Minstrel (9) Muse
(10) Lorist (11) Bard (12) Master Bard which was the name level.

AD&D 2e had a completely different take on the Bard. I felt this class was less like a Bard and
more like some sort of adventurer who picked up odds and ends. Instead of having two bards
in this document, In included the Bard below as a Jack of All trades type, and called it the Jack.

In addition, I made a few other changes, as they were remarkably deficient if trying to fill in for
the Rogue. To that end, Ive given them the option for a wider range of abilities (as an
archetype of the Thief).

Jack (Bard Adventurer)___________________________________________________________

Trade Abilities
Jacks can gain the ability to cast Spells in exchange for Losing 5 Thief Skills of their choice. If
they decide to do this trade, they must choose 5 Thief Skills and remove these percentages for
a second chance from their character sheet. Three of these skills must be taken from the
following
Pick Pockets
Open Locks
Find/Remove Traps
Move Silently
Hide In Shadows
The other 2 skills can come from that list or be whichever skills they desire to remove. If a Jack
chooses this option, they gain the ability to wear any medium armor and chainmail. They also

114
gain the ability to use any martial weapon they wish. They then can cast spells as shown below.
They cast spells as a Magic-User (the spells are Arcane Magic). They also learn and scribe these
spells in a spellbook. However, the spells they learn and scribe come from the Bard Spell list
(PHB pg 207) and the Sorcerers Spell list (PHB pg 209)

Level 1 2 3 4 5 6 7 8
1 - - - - - - - -
2 1 - - - - - - -
3 2 - - - - - - -
4 2 1 - - - - - -
5 3 1 - - - - - -
6 3 2 - - - - - -
7 3 2 1 - - - - -
8 3 3 1 - - - - -
9 3 3 2 - - - - -
10 3 3 2 1 - - - -
11 3 3 3 1 - - - -
12 3 3 3 2 - - - -
13 3 3 3 2 1 - - -
14 3 3 3 3 1 - - -
15 3 3 3 3 2 - - -
16 4 3 3 3 2 1 - -
17 4 4 3 3 3 1 - -
18 4 4 4 3 3 2 - -
19 4 4 4 4 3 2 1 -
20 4 4 4 4 4 3 1 -
21 4 4 4 4 4 4 2 -
22 4 4 4 4 4 4 3 1
23 4 4 4 4 4 4 3 2
24 4 4 4 4 4 4 3 3
25 5 4 4 4 4 4 4 4
26 5 5 5 5 4 4 4 4
27 5 5 5 5 5 5 4 4
28 6 5 5 5 5 5 5 5
29 6 6 5 5 5 5 5 5
30 6 6 6 6 5 5 5 5
31 6 6 6 6 6 6 5 5
32 6 6 6 6 6 6 6 6

115
Inspiration
The Jack can inspire others through words or music. They use their bonus action and choose a
creature within 60 feet. That creature gains a bonus of +1 to any attack roll, ability check, or
saving throw. They must make this roll within 10 minutes of the Inspiration.

The Jack can use this feature a number of times equal to their Charisma Modifier (a minimum
of once). They regain any expended uses after a short rest.

Song of Rest
The Jack can use words or music to help revitalize their companions during a short rest. If they
use this, all creatures who hear the performance regain an extra 1d6 Hitpoints. The extra
hitpoints increase when you reach certain levels of this archetype. 1d8 at 9 th level, 1d10 at 13th
level, and 1d12 at 17th level

Counter Music
At 6th level you can counter another Bard or Jacks Inspiration, charms, or music for all who are
within 30 feet of you.

Fighting Adventurer
Jacks gain an extra attack at 8th level. They also gain a +1 to attack rolls and +1 to damage with
one weapon of their choice. At 15th level, they always have advantage when using this weapon.

Authors Opinion The 2e Bard didnt have any specific titles, except for keeping the idea of
name level at 9th level, 2e didnt really adhere as much to the entire Titles as your level idea.
Ive kept the idea of the 2e bard, but expanded on the idea that they were Jacks of All Trade,
able to fill in for any class as a secondary class who isnt quite as good as any of them, but can
fill in for all of them.

Thief__________________________________________________________________________

This is the foundational Archetype for the Old School Rogue Class.

Thief Weaponry
Thieves gain a +1 to bonus on top of their normal proficiency bonus in combat when they attack
with the following weapons Club, Dagger, Dart, Sling, Longsword, or Shortsword. They also gain
a +1 to damage.

This amount increases to a +2 bonus and +2 damage at 13 th level.

116
In addition, Thieves always have advantage with their attacks during the first round of combat if
they are using these weapons.

Backstab
If the thief can sneak up on someone (using stealth typically) and remain unnoticed they can
attempt to backstab the individual. They can only attempt to do this with a one handed melee
weapon. The thief gains a +4 to hit their target, and if they strike, can do X2 the normal amount
of damage.
They can also use this in combat, if the enemy is distracted (for example, flanked on opposite
sides with the Thief on one side, and another foe on the other) they can also backstab an
enemy in this wise.

The amount of damage increases to x3 damage at 5th level, x4 at 9th level, and x5 at 16th level.

Optionally, with DMs allowance, it can increase to x6 at 20 th level, x7 at 24th level, x8 at 28th
level, x9 at 32 level, and x10 at 36th level.

New Thief Skill


The Thief can select another skill to be proficient at from the list of Old School Rogue skills.

Expertise
At 5th level a Thief may choose two of their skill proficiencies. One of these may instead be with
Thieves Tools. Your proficiency bonus is doubled for any ability checks you make that uses
either of the chosen proficiencies.
At 10th level a thief may choose another two skill proficiencies to go with this benefit.

Guildmaster
Any Thief character of 10th level may use a small castle type building to set up a headquareters
for a gang of thieves. This will attract 4-24 Thieves, however if there are local thieves guilds,
this will also attract their attention and they will declare warfare on your new guild. This only
ends after all the Master Thieves are dead but one, or if the thief character moves to another
location.

Authors Opinion Trying to keep the thief class as it was traditionally, but yet an archetype of
its own, had some hurdles. Instead of giving restrictions, I gave incentives for players to use
the traditional weapons which Thieves were restricted to in 1e (expanding it to include Bows
which Thieves were allowed to wield via Unearthed Arcana).

117
The Thief titles were (1) Rogue [apprentice] (2) Footpad (3) Cutpurse (4) Robber (5) Burglar (6)
Filcher (7) Sharper (8) Magsman (9) Thief (10) Master Thief which is their name level.

Assassin_______________________________________________________________________

Delayed Growth
An Assassins Old School Rogue abilities do not progress from 3rd to 5th level. After this, the
Assassins Old School Rogue abilities progress but at two levels lower than other Rogues.

The Assassin gains the ability to use ANY weapon they desire.

Lucky
When an Assassin rolls a 1 on a failed ability check they can reroll this check but must accept
the results of this roll. In addition, if they roll any failure on a check where they are trying to
pass off as being disguised as another or something else, they can reroll, but must accept the
results of the second roll.

Assassination
Assassins can attempt to assassinate other enemies if they remain unnoticed, or the enemies
are distracted in combat (similar to the Thief Backstab ability). An Assassin can ONLY try this
once per individual per long rest. They must roll a Dexterity ability check with the DC being
equal to 8+Hit dice or Level+Wisdom Modifier. If the Assassin succeeds on this check, the
individual targeted is reduced to -0 Hitpoints.
Initiative
On the first round of combat, if the Assassin strikes before their enemy, they have Advantage
for that attack.

Guildmaster
Assassins can create Guilds much like the Thief Character at name level which is 14 th level for an
Assassin.

Authors Opinion Originally for an Assassin to move up levels they didnt create a guild of their
own, they had to murder or fight their way up. At 14th level, they would challenge their
Guildmaster to a duel (or outright murder them) in order to take charge of the Guild. At that
point, if they wanted to become the Grandfather of all Assassins, they could do the same at 15 th
level. 15th Level was the highest level any character could become an assassin at.

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The titles for the Assassins are (1) Bravo [apprentice] (2) Rutterkin (3) Waghalter (4) Murderer
(5) Thug (6) Killer (7) Cutthroat (8) Executioner (9) Assassin (10) Expert Assassin (11) Senior
Assassin (12) Chief Assassin (13) Prime Assassin (14) Guildmaster Assassin (15) Grandfather of
Assasins

Acrobat_______________________________________________________________________

Thief Weaponry
Acrobats gain a +1 to bonus on top of their normal proficiency bonus in combat when they
attack with the following weapons Club, Dagger, Dart, Sling, Longsword, or Shortsword. They
also gain a +1 to damage.

In addition, Acrobats always have advantage with their attacks during the first round of combat
if they are using these weapons.

Backstab
If the Acrobat can sneak up on someone (using stealth typically) and remain unnoticed they can
attempt to backstab the individual. They can only attempt to do this with a one handed melee
weapon. The thief gains a +4 to hit their target, and if they strike, can do X2 the normal amount
of damage.

Exchange of Skills
Acrobats can lose the ability to progress in the following skills Pick Pockets, Open Locks, Read
Magic, Find/Remove Traps in exchange for advancing in Acrobatic skills. Acrobats have several
percentages showing their ability to succeed.

Attack is their ability to grapple another individual and gives the enemy the grappled condition.
Evasion is their chance to simply avoid an attack. If an attack would hit the Acrobat, roll
percentage dice. If the result is lower than the percentage the acrobat has for their level, the
attack has missed.

Falling is the Acrobats ability to fall withot taking damage. This is 10 feet at levels 6-8, 20 feet
at levels 9-11, 30 feet for levels 12-14, 40 feet for 15-18, 50 feet for levels 19-22, and 60 feet for
level 23. If they are on a higher tier for falling they automatically succeed for all lower amounts
of falling (for example, if they need to roll to see if they take damage for falling 30 feet, they do
not need to roll in regards to 20 or 10 feet, they automatically succeed on these falling
distances.

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The distances under Pole Vaulting, High Jumping, Standing Broad Jump and Running Broad
Jump are all in feet.

Tightrope =TR, Pole Vaulting=PV, High Jumping=HJ, Standing Broad Jump= SBJ, Running Broad
Jump =RBJ, Attack = ATT, Evasion = EVA, Falling = FALL

Level TR PV HJ SBJ RBJ ATT EVA FALL


6 75 9 4 5 9 6 10 25% 10
7 80 9.5 4.25 5.5 9.5 7 15 50% 10
8 85 10 4.5 6 10 8 20 75% 10
9 90 10.5 4.75 6.5 10.5 9 25 25% 20
10 95 11 5.25 7 11 10 30 50% 20
11 100 11.5 5.5 7.5 11.5 11 35 75% 20
12 100 12 5.75 8 12 12 40 25% 30
13 100 6 8.5 13 13 45 50% 30
14 100 12.5 6.25 9 14 14 50 75% 30
15 100 13 6.5 9.5 15 15 55 20% 40
16 100 13.5 7 10 16 16 60 40% 40
17 100 14 7.5 10.5 17 17 60 60% 40
18 100 14.5 8 11 18 18 60 80% 40
19 100 15 8.5 11.5 19 19 60 20% 50
20 100 15.5 9 12 20 20 60 40% 50
21 100 16 9 12 21 20 60 60% 50
22 100 16.5 9 12 22 20 60 80% 50
23 100 17 9 12 23 20 60 20% 60
Racial Bonuses
Dwarf -5 -2 -1 -2 -3 +10 +5 -
Elf +10 - - - -1 - +5 +5
Gnome - -2 -1 -1.5 -4 +5 +5 -
Half-Elf +5 - - - - +5 - -
Halfling - -2 -1 -1.5 -4 +5 +10 +5
Half-Orc - - - - - - - +10
Tiefling - - - - - - +5 +5
Dragonborn - - - - - +5 - +10
Genasi +5 - - - - +5 - +15
Authors Opinion This is the end of the Old School Rogue archetypes. Only one class with its
archetypes remain, that of the Magic-User.

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Titles for an Acrobat Character are (6) Burglar-Acrobat (7) Second Story Thief (8) Cat Burglar (9)
Master cat Burglar (10) Thief Acrobat (11) Master Thief Acrobat) Which is the name Level.

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Magic-User

The Magic-User is a staple of Fantasy, and has been a core class since the inception of D&D.
Wielding the arcane energies of fantastical forces beyond our comprehension, though they
start weak, ultimately they become extremely powerful.

Class Features
Hitpoints
Hit Dice : 1D4
Hitpoints at 1st level: 4 + Your Constitution modifier
Hitpoints at Higher level: 1d4+ Your Constitution Modifier
Proficiencies
Armor: None
Weapons: Dagger, Dart, Staff
Saving Throws: Intelligence, Wisdom
Spellcasting Ability: Intelligence
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Spellcasting

As a student of Arcane magic, you have a spellbook containing spells. Unlike 5e Wizards and
their preparing and casting spells, spellcasting is different. If you wish to use the method in 5e,
please refer to 5e PHB pg 114. In Old School the Magic-User can have any number of spells in
their spellbook (unless using the Advanced rules with Minimum and maximum number of spells

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which is the default for this class under the Advanced rules), but they need to prepare spells on
a one to one basis. For every spell slot, they need to have one spell memorized.

They can learn to memorize and cast any spell from the wizard or sorcerer spell lists in the PHB
(5e PHB pg 210). To memorize these spells in a spell slot they need to have learned and scribed
them in their spellbooks. They can memorize one spell per spell slot of the correct level. They
can then cast these spells from the spell slots as they desire. They need a long rest between
castings to recover the ability to repeat this process or to change which spells are in each of
their spell slots.

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Level 1 2 3 4 5 6 7 8 9
1 1 - - - - - - - -
2 2 - - - - - - - -
3 2 1 - - - - - - -
4 3 2 - - - - - - -
5 4 2 1 - - - - - -
6 4 2 2 - - - - - -
7 4 3 2 1 - - - - -
8 4 3 2 2 - - - - -
9 4 3 3 2 1 - - - -
10 4 4 3 3 2 - - - -
11 4 4 3 3 3 - - - -
12 4 4 4 3 4 - - - -
13 5 5 4 4 4 2 - - -
14 5 5 4 4 4 2 1 - -
15 5 5 5 5 5 2 1 - -
16 5 5 5 5 5 3 2 1 -
17 5 5 5 5 5 3 3 2 -
18 5 5 5 5 5 3 3 2 1
19 5 5 5 5 5 3 3 3 1
20 5 5 5 5 5 4 3 3 2
21 5 5 5 5 5 4 4 4 2
22 5 5 5 5 5 5 4 4 3
23 5 5 5 5 5 5 5 5 3
24 5 5 5 5 5 5 5 5 4
25 5 5 5 5 5 5 5 5 5
26 6 6 6 6 5 5 5 5 5
27 6 6 6 6 6 6 6 5 5
28 6 6 6 6 6 6 6 6 6
29 7 7 7 7 6 6 6 6 6
30 7 7 7 7 7 7 7 6 6
31 7 7 7 7 7 7 7 7 7
32 8 8 8 8 7 7 7 7 7
33 8 8 8 8 8 8 8 7 7
34 8 8 8 8 8 8 8 8 8
35 9 9 9 9 8 8 8 8 8
36 9 9 9 9 9 9 9 8 8
37 9 9 9 9 9 9 9 9 9

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Cantrip
A Magic-User can learn ONE Cantrip from the spell lists, similar to what the Wizards know (PHB
pg 114).

Arcane Recovery
Once per day when you finish a short rest, you can choose expended spell slots to recover. The
spell slots can have a combined level that is equal to or less than half your wizard level
(rounded up). (as per PHB pg 115).

Arcane Focus
This is an Orb, wand, Staff, Rod, or crystal that a Magic-User can use instead of components or
component pouch to cast a 5e spell.

Spellbook
At 1st level, you have a spellbook containing either 4 first level spells, or the minimum number
of spells you are able to know (as per the Intelligence table under Advanced Abilities rules.

Learning Spells
Magic-Users learn spells either by finding scrolls and copying the spells on those scrolls to their
spell books, or by copying other spellbooks. Magic-Users start with 4 spells (unless using the
Advanced rules) and one of these spells must be Read Magic. It is similar to what is found in
the sidebar of the PHB, page 114, except there is no cost associated with learning the spell or
transcribing it.

Spellcasting Ability (as per the PHB page 114 description).

Magic-Users who are Name level (11th level or greater) are called wizards. Upon reaching 12th
level a Magic-User may build a stronghold by clearing wilderness for a 10 to 20 mile radius and
building one. If a Magic-user does so, they rule this area like a Noble and collect an income of 5
silver pieces per inhabitant per month.

Archetype
Magic-users may stick with the general spellcaster Magic-user presented here. They may
choose another archetype at level 3, but lose the Name Level ability to build a stronghold.

Authors Opinion The idea and casting abilities of Magic-users stayed very similar throughout
the editions up to 3rd edition. Magic-users had the following titles (1) Prestidigitator (2) Evoker

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(3) conjurer (4) Theurgist (5) Thaumaturgist (6) Magician (7) Enchanter (8) Warlock (9) Sorcerer
(10) Necromancer (11) Wizard (12) Wizard 12th level.

In 1e there was an additional class called the Illusionist. As I am using the 5e spells in general,
and 5e rules overall, it is difficult to recreate this class. Originally Gnomes became illusionists
instead of magic-users. In 2e, they expanded these types of casters to be specialist of all sorts,
so you had evokers, and conjurors, etc. Instead of sticking completely to a 1e illusionist class, I
am going for simplicity. In 2e a specialist could cast one more spell of each level than a General
Magic-user. If one wants to have illusionists in their games, they can do the same (meaning
that if they reach 37th level or higher, they actually would have 10 spells in each spell slot they
could cast). However, they also will have a more limited spell list, and as such would only be
able to cast the following 5e spells.

Cantrips Dancing Lights, Light, Minor Illusion, Prestidigitation


1st Chromatic Orb, Color Spray, Detect Magic, See Invisibility, Read magic, Illusory Script,
Silent Image
2nd Alter Self, Blur, Darkness, Invisilbility, Magic Mouth, Mirror Image, Phantasmal Force,
Suggestion
3rd Blink, Counterspell, Dispel Magic, Fear, Feign Death, Hypnotic Pattern, Major Image,
Nondetection, Phantom Steed,
4th Confusion, Arcane Eye, Dimension Door, Fabricate, Greater Invisibility, Hallucinatory
Terrain, Polymorph, Phantasmal Killer,
5th Creation, Dream, Legend Lore, Mislead, Modify Memory, Scrying, Seeming
6th Contingency, Eyebite, Guards and Wards, Mass Suggestion, Ottos Irresistible Dance,
Programmed Illusion, Sunbeam, True Seeing
7th Etherealness, Mirage Arcana, Prismatic Spray, Project Image (any 1 st level Magic User spell
as a 7th level spell instead.)
8th Demiplane, Feeblemind, Mind Blank, Sunburst (any 2nd level magic User spell as an 8th
level spell for the illusionists spells)
9th Astral Projection, Foresight, Prismatic Wall, True Polymorph, shape change (any 3 rd level
Magic user spell as a 9th level spell for the illusionist spells).

Authors opinion This really was a thing for the illusionist. Their top spell level in 1e was 7th
level, and one of their spell choices was to have any first level Magic. Illusionists gained the
ability to cast up to 9th level spells in 2e as specialist wizards. I continued the idea as some of
their spells in 5e are now considered 9th level spells. Instead of abridging their spell lists, I
continued the entire 1st level magic user spells as 7th level illusionist spells, but extended it out
for 2 more levels (giving them access to all magic for 2 nd and 3rd level spells, but at a VERY heavy

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cost). Illusionist levels in 1e were (1) Prestidigitator (2) Minor Trickster (3) Trickster (4) Master
Trickster (5) Cabalist (6) Visionist (7) Phantasmist (8) Apparitionist (9) Spellbinder (10) Illusionist
which was their name level.

If one wants to use the Illusionist class, Gnomes should be allowed to be Illusionists instead of
Magic-users.

Finally, Magic could be disturbed simply by interrupting the spellcaster before they could get
the spell cast. This typically happened after the round started, but by acting before the
spellcaster could. If they took damage, the spell fizzled and was lost. This was a great balancing
item against spellcasters at the time. If this rule is used, it is also suggested that one also use
weapon speeds as presented under equipment below.

Classes in General for Advanced


The above encompasses most of the classes that were available in the 1e core rulebooks (The
Players Handbook, the Dungeon Masters Guide, and the Monster Manual as well as Unearthed
Arcana).

Most of the game was intended for levels 1 to 11, or more specifically, up to what was then
known as Name Level. Once a character made it to Name Level, they were a HIGH LEVEL
CHARACTER. That was the epitome of your characters growth in many instances.

Instead of continuing to gain Hitpoints as before, once you hit name level, you no longer rolled
Hitdice and instead only got a minimal amount of hitpoints each level (for Wizards it was +1 HP
after 11th level, for Thieves it was +2 Hitpoints, for Clerics it was +2 Hitpoints and for Warriors it
was +3 Hitpoints).

Beyond High Level, characters could become extra High Level, but this was normally for
characters after 15th level (when Clerics who could only cast up to 7th level spells at that time
were casting, 7th level spells. When Magic-users would gain their 9th Level spells and the
ultimate power of the Wish Spell). This was considered the epic rules of the day, when
characters exceeded their Name Levels and went to those extra high levels. Anything Past 18 th
was the realm of challenging the Immortals, and at these Super High levels (and with that Wish
spell) anything was possible!

Because most games were of a Lower level, titles could be very important to some games.
Instead of thinking of your character as a first level or second level or other such level

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character, you could call yourself the Theurgist, or perhaps you were a Tracker, or a guild
Executioner or another title instead of the level.

These are things that can add that old edition feel to your game, even if you dont use other
rules. You can use the titles to exhibit that feel of actually being something more than just
another level.

Finally, 3e onwards has done away with Class Requirements. It used to be that there were
minimum ability scores you needed to actually have your character take on a class. As the
classes Ive used are the basic classes with archetypes identifying the more specific
dynamicsthe requirements would be

Warrior STR 9
Cleric WIS 9
Thief DEX 9
Magic-User INT 9

I have not written the rules to really require these scores, but if you wish to utilize them in your
game I have provided them.

For those who REALLY want that old school feel of class requirements, the full table is
presented below, though it isnt really flow well with a 5e game.

Class STR INT WIS DEX CONS CHA


Fighter 9 - - - 7 -
Ranger 13 13 14 - 14 -
Ranger Scout 13 - 14 13 14 -
Paladin 12 9 13 - 9 17
Cavalier 15 10 10 15 15 -
Barbarian 15 (16)* 14 15 -
Cleric - 9 - - - -
Druid - 12 - - - 15
Monk 15 - 15 15 11 -
Thief - - - 9 - -
Bard 15 12 15 15 10 15
Jack - 13 - 12 - 15
Assassin 12 11 - 12 - -

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Acrobat 15 - - 16 - -
Magic-User - 9 - 6 - -
Illusionist - 15 - 16 - -
This is the maximum Wisdom score a Barbarian may possess when the archetype is chosen
*

Also pertinent, if using requirements, there were also requirements in casting spells. If one had
less than double the spell level in their spellcasting ability, they could not cast spells of that
level (hence, if you had less than a 14 INT for a Magic-User, you could not cast 7th level spells, or
if you had less than a 16 INT you could not cast 8th level spells, and if you had less than an 18
INT you could not cast 9th level spells). As mentioned above, as the game normally only went
up to Name level as that was HIGH LEVEL, this wasnt a typical problem. However, when going
into Extra High Level games, if players hadnt had rolls that high (which was normal) they would
either need to find rings of wishes, or other facilities in order to raise their primary casting
ability (tomes and books that improved abilities were also very valuable for this process).

Finally, in regards to classes, as this is about adventuring in the Forgotten Realms, A few of the
classes that could be included have already been put into archetypes in the Sword Coast
Adventurers Guide. If you wish for further information, it is highly suggested you buy this
book. In regards to applying archetypes to the classes in this document, the following can be
utilized.

Warrior Path of the Battle Rager, Path of the Totem Warrior, Purple Dragon Knight, Oath of
the Crown,
Old School Rogue Way of the Long Death, Way of the Sun Soul, Master Mind, Swashbuckler
Magic-user Blade Singing

Please be aware, that if you apply these archetypes under these classes, some may receive
some very serious power ups, while others will receive some very serious nerfs to their abilities
and power.

Equipment
Unlike 5e, Players got a specific amount of money and then had to buy their equipment. The
classes got different amounts at first level to purchase this equipment including weapons and
armor.

The amounts are listed below

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Warrior 5d4 x 10 GP
Cleric 3d6 x 10 GP
Thief 2d6 x 10 GP
Magic-user 2d4 x10 GP

If you would like to use this in the other rules, they typically had everyone simply roll 3d6 x10
GP for their starting wealth.

Weapon and Casting Speeds

In older games, your initiative was affected by your weapon speed. This can be replicated in 5e
with the initiative system within it. In 5e you roll a 1d20 and add your Dexterity Modifier.
Whoever has the highest amount, goes first.

To replicate the weapon speed idea, every weapon has a speed attached to it. When wielding
that weapon, subtract the speed from your total rolled. So if you had rolled a 10 on the D20,
and had a +1 Dexterity Modifier, the result total would be 11.

If you were wielding a Long Sword the speed factor would be 5. You would then subtract 5
from 11 (11-5 =6) to get an modified Initiative of 6.
In order to make this fair for melee and casters, casters also modify their attacks with spells
based upon the level of the spell. It was a little more complex with varied Casting speeds for
spells in 1e, but to make it simpler and easier to remember, the spell level equals the casting
speed. Hence, a 5th level spell will equal a casting speed of 5.

In the above example, if the Magic user had rolled a Dexterity check for intiative of 11, and
were casting a 5th level spell, the would subtract 5 from 11 (11-5=6) and would similarly get a
modified initiative score of 6.

If using weapon speeds, the character or enemy that has the highest total after the weapon
speed or casting speed is applied still goes first, just like normal combat in 5e.

Weapons have the following speeds in regards to this calculation.

Weapon Weapon Speed Dmg Handaxe 4 1d6


Club 4 1d4 Javelin 4 1d6
Dagger 2 1d4 Light Hammer 3 1d4
Great Club 9 1d8 Mace 7 1d6

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Quarterstaff 4 1d6 Maul 11 2d6
Sickle 4 1d4 Morningstar 7 1d8
Spear 6 1d6 Pike 13 1d10
Crossbow, Lt 7 1d8 Rapier 5 1d8
Dart 2 1d4 Scimitar 5 1d6
Shortbow 7 1d6 Shortsword 3 1d6
Sling 6 1d4 Trident 7 1d6
Battleaxe 7 1d8 War Pick 7 1d8
Flail 7 1d8 Warhammer 4 1d8
Glaive 8 1d10 Whip 8 1d4
Greataxe 11 1d12 Blowgun 5 1
Greatsword 10 2d6 Crossbow, hd 5 1d3
Weapon Wpn Spd Dmg (modified from 5e PHB)
Halberd 9 1d10 Crossbow,hvy 10 1d10
Lance 8 1d12 Longbow 8 1d8
Longsword 5 1d8 Net 8 -

Authors opinion - There were a few other items in older editions that bear mention. It is up to
each DM whether to include these items. I have modified some of them from their original
write-ups to be more like the BECMI counterparts, or varied from what is written above. For
example, the two handed sword evolved into what is now known as the Greatsword, but did
different damage. These are all considered Martial Weapons.
Weapon Wpn Spd Dmg Weight Cost Properties
Horsemans flail 6 1d4+1 bludge 5lbs 8GP -
Horsemans Mace 6 1d6 bludge 6lbs 5gp -
Knife 2 1d3 pierce lbs 5 sp -finesse, light
Khopesh (sword) 9 2d4 slash 7lbs 10 GP heavy
Broad Sword 5 2d4 slash 4lbs 10GP
Bastard sword 10lbs 25GP Versatile
One hand 6 1d6+2 slash
Two hand 9 1d10+1 slash two handed
Two Handed Sword 10 1d10 slash 15 lbs 50GP two hand, heavy, reach
Polearms
Bardiche 9 2d4 slash 12lbs 7GP reach, two-hand
Bec de corbin 9 1d8 pierce 15 lbs 8 GP two hand, heavy, reach
Fauchard 8 1d6 slash 7lbs 5gp reach, two hand
Guisarme 8 2d4 slash 8lbs 5gp reach, two hand

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Lucern Hammer 9 2d4 bludge 15lbs 7gp two hand, heavy
Partisan 9 1d6 slash 8lbs 10gp reach, two hand
Ranseur 8 2d4 pierce 7lbs 6gp reach, two hand
Spetum 8 1d6+1 pierce 7lbs 5gp reach, two hand
Voulge 10 2d4 slash 12lbs 5GP two hand, heavy, reach

Authors Opinion In addition, there were also a few other armors, some with different values.
For example, Chainmail was not a heavy armor and had a different value. I am adding it as
simply Chain here, as well as a few other armors.

Armor Cost Armor Class Stealth Weight


Chain 75 GP 15+Dex Mod (max 1) Disadvantage 35 lbs (medium)
Splint Mail 200 GP 16 Disadvantage 60 Lbs (heavy)
Banded Mail 200 GP 16+Dex Mod (max 1) - 35 lbs
Field Plate 2000 GP 19 Disadvantage 70 lbs (heavy)
Full Plate 10,000 GP 20 Disadvantage 75 lbs (heavy)
Brigandine 120 GP 14+ Dex Mod (max 1) - 35 lbs (medium)

General Rule Options


Backgrounds As the Advanced rules use skills, it is essential that the players have backgrounds
when creating their characters. The closest things to backgrounds in older editions were
Secondary Skills for 2e. Instead of selecting Non-Weapon proficiencies (2es form of skills) a
player could select a Secondary Skill which was similar to a profession to encompass their life
experience and skills. Otherwise, it was up to the player to come up with a history and
backstory for their character. As such, though backgrounds are important for proper
functioning, this document does not cover backgrounds or alternate options for backgrounds.

You can find the rules for backgrounds in the PHB page 121 along with expanded ideas for
customization options.

Authors Opinion -Most of the what follows in Skill Checks and combat is simply one big
Authors sidebar into options and ideas regarding a few of the 5e rules. It does nothing to
replicate the older edition feel, but merely presents another way of interpreting 5e rules as
different options than presented in the book.

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Skill checks and combat

Skill Option
5e currently uses the skill check. The DM determines the difficulty (Very Easy=5, Easy=10,
Medium=15, Hard=20, Very hard=25, Nearly Impossible=30). A character the rolls a D20 and
adds the relavant ability Modifier. If they have the specific skill that pertains to that check, they
also add their proficiency bonus. If they exceed the Difficulty, the succeed, if they dont, they
fail. (1d20+Ability Modifier+Proficiency Bonus).
However, this changes a bit with certain skills, which are contested. In that, each rolls a check,
compares, and whoever is higher, wins the contest. This is how initiative (who goes first) in
combat is determined.
At times it can be confusing whether a skill is contested or not. For example, if a character is
using stealth and there is more than one enemy nearby, is it contested by every enemy?
Or should the DM set a passive check (where the modifies that normally apply to that check are
added to 10 and that is the DC) and have the stealth be checked against each one? Does every
creature get a perception check against the characters stealth? That would indicate a much
higher chance for the character to fail against at least one of those creatures.

Taking a cue from older editions, skill or ability checks were normally only performed ONCE.
With this idea, the DM would treat the NPCs differently than a PC contested check. The DM
would find the highest Difficulty that the Monsters or NPCs present, and use that single
difficulty score if it would normally be contested, or if done passively. The Characters the only
need to roll once, and if pass the difficulty, they succeed. If they dont, they failunlessthey
are using Thief Skills, but more on that later.

Alternatively, the DM could set an arbitrary DC to challenge, one which the DM feels reflects
how hard it is for the character to accomplish the task. For example, perhaps a 5e Rogue is
trying to sneak past a troop of Goblins. The DM determines the DC to roll over is 15.

On the otherhand, say that same 5e Rogue is on a field where an entire army of goblins are
looking for Him/Her and they are trying to sneak past them. The DM could consider it almost
impossible to succeed and set the DC at 30.

Both only require a single roll to determine success or failure despite multiple enemies out
there.

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If it is the entire party trying to pass a skill check (perhaps they are the ones trying to sneak past
the troop of goblins in the example above), once again, the DM could determine it through a
single skill check. Find the individual character with the worst ability with stealth. They are the
most likely character to mess up and have the entire party noticed. Have them roll the D20
with the correct modifiers to determine for the party whether they are spotted or not. Its only
a DC15 afterall

For how skills work, the complete skill listing and the skill rules in general refer to the 5e PHB pg
173.

5e Combat Option
Combat is an oddity, in that it doesnt operate like a normal skill check. Instead, one uses the
Armor Class (10+AC+DEX = DC/Difficulty to hit) as to help set the DC instead of a STR or DEX
check vs. a STR or DEX check (D20+STR Mod+Weapon Proficiency bonus).

This alternate combat idea is NOT from older editions, but is an idea to bring 5e combat more
in line with other skill checks. It deviates from the idea above of a single check, in that every
enemy and every player checks against each other. The player would still only roll once in a
round, but with a Dexterity Check.

In this idea, a player performs a Dexterity check. They roll 1d20+Ability Modifier+Weapon
Proficiency Bonus. This is their roll to hit as well as the difficulty their enemies will have to roll
over to hit them. Each enemy also makes the same roll and check. As with other contested
rolls, the highest wins. This means that ONLY one (the character or enemy) will hit each round.
Both cannot hit each other (if single opponents).

Damage is done as it is normally done in 5e, but reduced by Armor. To see how much damage
Armor reduced each hit by, subtract 10 from the Armor Class. This is how much damage the
Armor reduces each hit by (so, Scalemail would reduce the damage by 4 for each hit). A Dex
Mod is NOT added to this number.

This type of combat is similar to the older edition combat ideas presented in this edition, where
you can add your DEX to your Armor class no matter what armor you are wearing (so you can
add your full DEX to Platemail for a higher AC, as opposed to the default rules). This merely
moves it entirely to a Dexterity roll already rather than using it in conjunction with Armor.
These methods favor those who wear heavy armor and have a high Dexterity Modifier, as that
Modifier is not reduced by Armor, and the armor still defends the same for anyone who wears

134
it (Scalemail will reduce the damage by 4 whether worn by someone with a DEX Mod of 0, or a
DEX Mod of 4).

Thief Skills
In older editions, a main rule many used was that anyone could try certain ideas. For example,
if someone wanted to sneak around, they didnt need a skill called Stealth (as reflected in the
Basic and Dungeons and Dragons rules options in this document). The DM would simply have
them roll and see if it was under their ability score (for example, probably Dexterity in this
example).

Thief skills came into play if the DM called for this type of check, and that check failed. While
everyone could try to sneak around quietly, or hide in the shadows, the Thief got a second
chance if they failed. In this instance, the thief would try to roll under their thief skill
percentage, and if they rolled under it, they succeeded on the check anyways, where other
characters would fail.

This document takes this approach and uses a similar idea for Thief Skills in relation to Skill
checks in 5e. If a Old School Rogue fails a skill check, they have a second chance.

This is a particular method of playing with Thief Skills. Not every group utilized thief skills in this
way. Some had more stringent ideas of how Thief Skills work.

Some interpreted the rules that ONLY Thieves could attempt to Move Silently, or any of the
other Thief skills. Some would rule others could try to move Queitly, but ONLY a Thief could
Move Silently, or pick locks, or find traps. In addition, they ruled that the Rogue or Thief could
ONLY roll once, and that roll was against the percentage of their pertinent Thief Skill. This idea
means that a Thief would roll one check, a percentage roll, and see if they rolled under the
percentage they had for their Thief Skill or whether they failed.

This has the advantage of speeding up checks as only the Thief makes a check for certain arenas
(such as stealth, picking Locks, Finding and Removing Traps, etc). It has a STRONG disadvantage
at lower levels. As Thief skills are low at low levels, they will fail far more often. When dealing
with a trap heavy dungeon, this could mean a far higher mortality rate for the party.

If the DM wishes to go with this higher risk and mortality rate, the option remains for the DM to
choose this option.

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Authors Opinion The idea of a single percentage roll instead of using it as a second chance
Thief ability does not gel with the how the Author sees 5e rules working or the spirit of 5e. The
default method of performing a skill check and using the Thief Skills as a backup if the first roll
fails seems far more in the spirit of 5e. However, if DMs preferred the interpretation for their
Older systems as presented above, they are free to utilize it instead of the default ideas in this
document.

Magic
5e has spell limitations based upon the modifiers of spellcasting abilities. Older editions utilized
different methods and made spellcasting itself much easier. You had a selection of spells
(either from a spell list like Clerics, or from the spells in your spell book like a Magic-User). You
selected one spell for each spell slot. Each spell slot used one spell of the appropriate level.
You recorded these spells for each level that you memorized (the spell slots would tell you the
maximum number of spells you could memorize each day, just like 5e, but without keeping
track of your Spellcasting Modifier+level like 5es default) and that was it. You then could use
these spells as you wanted.

Some called it fire and forget. You used your spells through the adventure, and once gone, that
was it. It is a simpler method overall, and this document defaults to that idea for each ruleset.

Unlike 5e, many of these different spell levels took various time to memorize. This document,
as it is ONLY replicating the feel of the Old School game, remains utilizing the 5e rule as the
default idea where you can regain your spell slots and rememorize spells after a long rest.

Magic-users also were far more powerful as far as damage and blasting went. Many damage
spells leveled in regards to the spellcasters level (instead of what slot they were utilized in). If
the DM wishes to utilize this idea with certain spells, they can modify spells as they wish. The
following are used as examples of how the spell damage may be modified. (For a more indepth
look at spellcasting in 5e refer to the 5e PHB chapter 10 pg 201, for a listing and in depth
explanation of the spells refer to the 5e PHB Chapter 11, pgs 207-289).

Magic Missile Does 1d4+1 damage at 1st level. Another Magic Missile is cast for every 2 levels
beyond 1st the Magic-User attains (eg. Another at 3rd, another at 5th, and so on).

Melfs Acid Arrow Does 1d4+1 damage from the arrow +2d4 acid damage on a hit. The acid
may last beyond that second round and does an additional 2d4 damage for every 3 levels of
experience the spellcaster is above 3rd rounded up (so a second round of 2d4 damage at 4th-

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6thlevel, a third round of 2d4 damage at 7th-9th level, etc). The acid CAN BE NEUTRALIZED,
which prevents damage from the acid in later rounds.

Fireball A Fireball does 1d6 damage per level of spellcaster

Lightning Bolt Lightning Bolt does 1d6 damage per level of spellcaster

Cone of Cold A Cone of Cold does 1d4+1 damage per level of spellcaster.

The above are merely examples of how spell damage was calculated in older editions, and can
be modified by a DM for 5e. It is up to the DM to determine which spells they wish to modify in
this manner. A DM SHOULD tell their players about any changes or modifications to spells
PRIOR to starting a game with the players.

In design, when you see statement under 5e spells where it states at higher levels, instead of
expending spell slots to increase the capacity and capability of a spell, the spells level up in
capability and capacity automatically as the spellcaster gains levels. This is a basic idea which a
DM can utilize and apply to the spells in the 5e PHB in order to create a more old school feel
with magic in their games.

Experience Options
In Older editions, the Challenge of an encounter was not spelled out. Monsters did not have a
dedicated CR. Instead, Dungeon Masters had to guage how powerful a monster might be. One
key element to doing this was using the Hit Dice of the Monster. In many instances, Hit dice
equal to the level of the characters equaled a challenge for the characters. For example, a
Monster that had 1 Hit Die, such as an Orc, may be a challenge for a first level group of
characersor 4 Orc may be a challenge for four characters of that level. Similarly, a Troll of 6+6
Hit dice may be a challenge to 6th level characters, or an equal number of Trolls to the number
of players.

If one wants to use this type of variant for Experience, it can come closer to what older editions
were like in evaluating challenges. In this instance, it can vary greatly from 5e. Where the
Monster HD = Monster CR in this method, 5e has a markedly different approach in general from
the older editions.

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Gold for Experience
Advanced Dungeons and Dragons (1e) rules had it so that you gained Experience from how
much gold you gained. For each Gold Piece you found, you got 1 Experience Point. Monsters
gave a considerably LESS amount of Experience points then they do today. If you wish to use
this idea, then reduce the amount of Experience Monsters and Foes grant to 1/10 of what they
give today.

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In order to keep this simple, you can keep the 1XP for 1GP as given above. However, in the
Three Booklets, it gave a formula that was based upon the Monster level you fought. It used
fractions to determine your Experience. An estimate of treasure tables will be given below if
you wish to use a method like this with examples of Monsters and their relevant treasure table.

Alternatively, you could grant XP as per the old Dungeons and Dragons charts or 2e charts,
which were typically based upon how many Hit Dice the Creature had (and for simplicity sake,
we are keeping it to the Hit dice instead of other modifiers.

Hit Dice Base XP Value D&D Base XP Value 2e


Under 1-1 5 7
1-1 to 1 5 15
1 10 15
1+ 15 35
2 20 35
2+ 25 65
3 35 65
3+ 50 120
4 75 120
4+ 125 175
5 175 175
5+ 225 270
6 275 270
6+ 350 420
7 450 420
7+ 550 650
8 650 650
8+ 775 975
9 900 975
9+ to 10 1000 1400
10+ 1,100 1400
11 1,100 2,000
11+ to 12 1,250 2,000
12+ add 150 more XP per Hit Die 2000+1000 per additional Hit Die

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If using Gold for XP than the amount of treasure monsters possessed becomes far more
important. A Rudimentary guide can be utilized from those monsters under the Basic
Ruleshowever, the treasure amounts for Dungeons and Dragons differs with the following
amounts being the average.

Type A = 17,000
Type B = 20000
Type C = 750
Type D = 4000
Type E = 2500
Type F = 7,600
Type G = 25,000
Type H= 60,000
Type I = 7,500
Type J = 25
Type K = 250
Type L = 225
Type M = 50,000

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Dragons
Dragons were handled differently in the 80s versions of Dungeons and Dragons. They had less
Hitpoints and were typically made to be conquered by High level (thats Name Level) Characters
(between 8th to 11th level).

Monsters in the boxed sets (BX and BECMI) typically rolled their hitpoints, but had the same
amount of Hit Dice as their AD&D counterparts. Their Breath Weapon did as much damage as
the Dragons maximum (meaning fully healed) Hitpoint value. For lower level parties, this
meant a dragon could take out the entire party (if they were all enveloped in the breath
weapon) with one blast.

Not all Dragons were Evil in AD&D (the only good dragon in Dungeons and Dragons as opposed
to AD&D were Gold Dragons), and some of these good dragons had alternate breath weapons
that acted more like the spells (except it effected everyone in the cloud) rather than doing
damage.

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Dragons in AD&D calculated their Hitpoints dependant on their age. The age determined how
many hitpoints they had per hitdie (instead of rolling for hitpoints).

Very Young = 1 hit point per hit die


Young = 2 hit points per hit die
Sub Adult = 3 hit points per hit die
Young Adult = 4 hit points per hit die
Adult = 5 hit points per hit die
Old = 6 hit points per hit die
Very Old = 7 hit points per hit die
Ancient = 8 hit points per hit die

Dragons also had variable Hit Dice. The average is given below, but Dragons could be one Hit
die lower (which meant they were smaller Dragons) or one Hit Die higher (meaning they were
larger dragons).

Dragon AC Hit Die Attacks/Damage breath wpn Alignment TT


Black 17 7 2;1-4/3-18 Acid Chaotic Evil H
Blue 18 9 2;1-6/3-24 Lightning Lawful Evil H
Brass 18 9 2;1-4/4-16 sleep/fear gas Chaotic Good H
Bronze 20 9 2;1-6/4-24 Lightning/repulsion Lawful Good H
Copper 19 8 2;1-4/5-20 Acid/Slow Chaotic Good H
Gold 22 11 2;1-8/6-36 Chlorine Gas or Fire Lawful Good H
Green 18 8 2;1-6/2-20 Chlorine Gas Lawful Evil H
Red 21 10 2;1-8/3-20 Fire Chaotic Evil H
Silver 21 10 2;1-6/5-30 Frost/Paralyze Lawful Good H
White 3 6 2;1-4/2-16 Frost Chaotic Evil H

Dungeons and Dragons handled Larger and more epic dragons differently. As Hitpoints were
rolled, normal dragons were all as per the Hit Die shown above, however the Hit die amounts
got higher for larger Dragons. These modified AC, HitDice and Treasure Types are shown
below.

Dragon AC Hit Die Damage Treasure Type


Large White 19 9 2;1d6+1/2d8+4 Hx2, I
Huge White 21 12 2;1d8+2/2d8+8 Hx3, Ix2
Large Black 20 10+3 2;1d6+2/2d10+4 Hx2, I
Huge Black 22 14 2;1d8+3/2d10+8 Hx3, Ix2

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Large Green 21 12 2;1d8+1/3d8+4 Hx2, I
Huge Green 23 16 2;1d10+2/3d8+8 Hx3, Ix2
Large Blue 22 13+3 2;1d8+2/3d10+4 Hx2, I
Huge blue 24 18 2;1d10+3/3d10+8 Hx3, Ix2
Large Red 23 15 2;1d10+2/4d8+4 Hx2, I
Huge Red 25 20 2;1d12+2/4d8+8 Hx3, Ix2
Large Gold 24 16+3 2;3d4/6d6+4 Hx2, I
Huge Gold 26 22 2;4d4/6d6+8 Hx3, Ix2

Each Dragon does 2 claw attacks and one bite when they are not using spells or their breath
weapons. Breath Weapons still do an amount equal to their maximum hitpoints rolled. In
addition, Dragons cast spells. White and Black Dragons cast spells up to 3 rd level. Green and
Blue Dragons cast spells up to 4th level and Red and Gold Dragons cast spells up to 10th level.
The dragons are capable of speech and are very intelligent.

Dragons were powerful in older editions, but were defeatable by those characters of name
level, and this attempts to apply this idea to 5e.

Final Words on Basic, Dungeons and Dragons, and


Advanced rules.
As I stated at the beginning, this is a toolbox for you to pick and choose. All though the rules
are organized in the format representing which version of the game they try to recreate the feel
of (Basic=Original Dungeons and Dragons, Dungeons and Dragons = BX and BECMI versions, and
Advanced= Advanced Dungeons and Dragons) these are all presented in various modules for
you to pick and choose which ideas are best for your game in recreating that old school feel,
but with the simplified and streamlined rules of 5e.

It appeals to the Nostalgia of those who remember these editions fondly, but at the same time
tries to keep the elegance of 5e while using rules that can remind us of those older editions. It
keeps the 5e rulesets, but utilizies some of the old school methods to recreate those games in
the 5e ruleset.

Remember, it is up to each game group on how they wish to represent these rules, if any, in
their game. Hopefully these rules have given people inspiration, ideas, and thoughts on their
own regarding how they want to tailor their own 5e games to how they prefer to play.

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Now onto Oriental Adventures Options for the opposite side of the Faerun than the Sword
Coast.

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Oriental Adventures
The rules found in the following portion of the document assume usage with either the default
5e rules, or the 5e rules modified by the advanced rules found above.

Oriental Adventures Races


Dwarf Subclass
Korobokuru (medium sized).
Ability Score Increase: STR +1
Speed: 25
Darkvision up to 60 feet

Saving Throw Advantage


Korobokuru always have advantage on Saving Throws. When A Korobokuru makes a saving
throw against a spell (DC=8+enemy Mod+enemy prof bonus) they would use a D20 + their
ability modifier for that save, and then roll 2d20s and take the higher roll to determine if they
save or not against the spell.

Small Size, big bite


Korobokuru always receive a +1 to hit Orc/Bakemono/Goblin type humanoid creatures. In
addition, Korobokuru receive a +2 to their Armor Class when fighting Humanoids of Large size
or greater.

Spirit Folk
Spirit Folk are creatures connected to the land, but descended from the combination of various
nature spirits and humans. They appear extremely human and are very similar to Genasi,
except that they are typically descended from specific plants or areas of the world rather than
elements.

Age: Spirit Folk age at half the speed of human, inheriting the slower age from their immortal
ancestors.
Alignment: Spirit folk tend more towards a chaotic alignment than one of order

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Speed: 25 Feet
Ability Score Increase: Spirit folk may increase two different ability scores of their choice by 1.
Darkvision: Spirit folk inherit the ability to see better in the dark from their noble ancestors and
can see I dim light within 60 feet of them as if it were day, and in darkness as if it were dim light
Saving Throw bonus: Spirit Folk gain a +1 to their Saving throws

Natural Attunment: Spirit folk are descended from one of three branches of nature spirits.
They should choose one of these to be attuned from. Thee choices are

Bamboo Spirit Folk: Can move without leaving a trail, 50% to identify any plant and 75% to hide
in shadows outdoors

River Spirit Folk: Breath normally in any type of fresh water. Swim naturally in any type of
water at normal movement speed. All items they carry in water remain dry.

Once per day they can lower the water in rivers, streams or creeks by 10 feet.

Sea Spirit Folk: breathe normally in any type of sea water, swim normal rate in water, and all
items they carry in water remain dry. They can predict the weather once per day with a 75%
chance of being correct.

Hengeyokai

Hengeyokai are intelligent, shapechanging, animals. Some bonuses rely on what creature they
are and what they change into. When they are in animal form, they utilize the statistics and
abilities found on page 304 of the players handbook (appendix D Not all animals are found in
this appendix) or on page 317 of the Monster Manual (Appendix A)

Age: Hengeyokai age at a relative rate to the animal which they change into and out of
Alignment: This depends on the animal they shapechange into
Speed: 30 feet in human form
Ability Score Increase: This depends on what animal they are related to
Darkvision: Hengeyokai inherit the ability to see better in the dark from their noble ancestors
and can see I dim light within 60 feet of them as if it were day, and in darkness as if it were dim
light

They have the following choices of animals

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Cat Fox (use the Cat Template)
Alignment: Tends towards Chaotic Alignment: Tends towards Evil
alignments Ability bonus: +2 Intelligence
Ability bonus: +2 Dexterity
Hare (use the Cat template but cannot do
Crab damage)
Alignment: Has no set trend Alignment: Tends towards good
Ability Bonus: +3 STR Ability bonus: +2 WIS
Ability Penalty: -2 CHA
Monkey
Crane (use the Hawk Template) Alignment: Tends towards Chaotic
Alignment: Any Good Ability Bonus: +3 Dexterity
Ability bonus: +2 WIS Ability Penalty; -1 Wisdom

Dog (use the Mastiff Template) Abbreviated Monkey Stats: AC 14, speed 20
Alignment: Trends towards Good Feet, Hitpoints 3, All abilities are 11 except
Ability bonus: +2 CON for DEX which is 14 and WIS which is 8.

Drake (Use the Pseudodragon template) Rat


Alignment: any good Alignment: Tends towards Evil
Ability Bonus: +2 Charisma Ability bonus +3 CON
Ability Penalty: -2 CHA

Frog
Alignment: Tends towards good
Ability Bonus: +1 DEX, +1 CHA

Shape changing
When in animal form, the Hengekoyai is virtually identical to any normal animal. It is not an
illusion or magical. The can still speak, but have less hitpoints than in human form and are
typically weaker. Hengekoyai gain hitpoints in animal form as they level up, and have half as
many hitpoints in animal form as they do in Human form (so if they had 20 Hitpoints in Human
or bipedal form, they would have 10 Hitpoints in animal form). If they take damage, it transfers
over directly (so if the above example took 9 points of damage and had 11 hitpoints left, they
would have only 1 hitpoint in animal form). This can obviously make it dangerous to change
into Animal form if they are too low on Hitpoints.

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In bipedal form the Hengekoyai loses most of their animal abilities they had in animal form, and
are no longer seen as animals. They can still speak with the animals of their kind while in
bipedal form.

Humanoid form They look totally and completely human in human form, but they retain some
sort of distinct characteristic of their animal background, such as a rat having a more pointed
and ratty type nose, or a cat having catlike eyes.

Authors Opinion Races are the beginning of that special flavor of Oriental adventures for us.
The Races that I included do not have as massive a bonus as the key races in the PHB, however
they try to replicate the feel of the original races in Kara Tur from the original Oriental
Adventures handbook for 1e. Hengekoyai were the toughest as not all the animals in OA are
available in 5e. In some instances I put replacement templates for the animals (those found in
abbreviations), and in one instance created the animal as to what I thought was the best way
possible. Monkeys are incredibly important in worship and mythology in many Oriental
Cultures, and as such, it was vital it had its own small write-up.

Unlike the previous rulebooks, Oriental adventures did not have anything about Multi-classing
characters or Dual classing. They still have level limits and are restricted to classes they can
gain levels in (if one is using the level limit rules).

These limits are listed below. Unlike level limits in the AD&D, these are hard limits. They
cannot rise above these level limits as listed, but they dont need higher ability scores to
achieve these levels either.

Class Korobokuru Hengeyokai Spirit Folk


Samurai 6 - 12
Shukenja - 8 -
Barbarian 10 - -
Kensai - 6 9
Bushi U U U
Wu Jen 7 9 -
Monk - - U
Yakuza 10 - -

In determining whether to allow Multiclassing, The following should be considered. Use the
tables on page 163 if characters wish to multiclass into an archetype (if it is listed) with the
required pre-requisites. In general, one cannot multiclass into the same class twice. Hence you

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cannot have two Warrior Archetypes. In that essense, you need at least a 13 in STR to gain the
Warrior Class. You need a 13 in INT to gain the Magic-User Class. You need a 13 in WIS to gain
the Priest Class. You need a 13 in DEX to gain the Old School Rogue Class. You will also need a
13 in the prime ability of you original class.

Additionally, look at the requisite ability scores for the archetypes. You will need at least one
17 in one of those scores to multiclass into that class and it cannot be the same one that you
used to attain the class with (unless thats the only requisite ability score for that archetype,
such as a Fighter archetype in regards to a Warrior class).

In the same light you should need a 15 in at least one of the requisite ability scores for the
archetype that you originally attained. It can be in the same ability score as that required for
your class.

Authors Opinion - Now, this is not normally included in the rules, and is completely optional
and suggested against, however, when combining lands of Faerun and Kara Tur, many would
want all races have some access to some classes. In fact, when they did a rendition of Oriental
Adventures later in 3e, this is exactly what they allowed. If one wishes to do this, the following
level limits are tentatively presented.

Race Shuke Bushi Kens Samu Barb Wu J Ninja Yakuza


Elf 7 7 6 5 - 11 4 -
Dwarf 9 9 - 6 - - - -
Gnome 8 6 - - - 9 - -
Halfling 4 6 - - - - 4 8
Half-Elf 5 9 9 9 - 9 6 -
Half-Orc 4 12 - - 7 - 7 -
Dragonborn 8 11 - 9 - 7 - 6
Tiefling 7 6 - - - 7 - -
Genasi 9 8 7 - - - - -
Aasimar 9 9 - 7 - - - -

Alternately, perhaps you would want the Oriental Races able to obtain classes from the West

Race Cleric Druid Fight Rang Caval Barb M-U Thief Assas Bard Jack
Hengeyokai 7 7 6 7 - - 11 10 - - -
Korobokuru - - 7 - 5 10 - 10 5 - -
Spirit Folk - 12 9 6 - - - 8 - 9 7

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Once again, these are not suggested if you want to replicate the feel of an older edition of the
80s, however during the 90s some who played a combination of Faerun and Kara Tur would
combine and let other races become other classes. Utilize it how you wish and how you want,
but this is more the feel of later editions and later games. It became more standard in these
allowances once people started playing 3e and its take on Oriental Adventures. It should be
noted, 3e Oriental Adventures did not take place in the forgotten realms and hence dealt with
another world, so differences would also be expected there as well.

Classes
In using the classes, the assumption is that these are all Archetypes for the classes found above
in the Advanced Ruleset. If using these for 5e archetypes instead, a listing at the end of this
section will indicate which class they should fall under.

Warrior Archetypes
Oriental Barbarian_______________________________________________________________

Oriental Barbarians are almost exactly the same ass their counterparts found above, however
they do not gain the I do not believe in Magic, the Tracking or Barbarian Power abilities.

Instead, they receive the following abilities.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On
your turn, you can use a bonus action to regain hit points equal to 1d10+your barbarian level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at third level, you can push yourself beyond your normal limits for a moment. On your
turn, you can take on additional action on top of your regular action and a possible bonus
action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 18th level you can use it twice before a rest, but only once on the same turn.

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Bushi_________________________________________________________________________

Bushi are everything from leaderless warriors, to Warlords leading their armies. They are the
equivalent of the Western Fighter. They can be bandits, mercenaries, wanderers, who start
poor, but can make their way to fame.

Locate useful junk


Bushi can find almost anything anywhere. They have a base of 20% of finding any basic item in
a village. This increases by 4% every level. These items will either be half cost, or free.

Pick Pockets
A Bushi can pick others pockets, or cut the strings to their money bags. Bushi will have a 20%
chance +2% every level (22% at first level, 24% at secondetc) to pick a pocket. If they roll a
95% or higher, they have been noticed.

Bushi Ki Shout
Once per day, the Bushi can use a KI shout to raise their abilities in combat. This gives them a
+1 Proficiency bonus to hit, and temporary Hitpoints of +2d10. This effect lasts for ONE combat
only. They can use this twice day after they reach level 10 and their proficiency bonus rises to
+2 to hit. They can use this three times a day at level 20.

Action Surge

Starting at 2nd level, bushi can push themselves beyond their normal limits for a moment. ON
their turn, they can take one additional action on top of their regular action and a possible
bonus action. Once they use this feature, they must finish a short or long rest befre they can
use it again. Starting at 17th level they can use it twice before a rest, but only once on the same
turn.

Extra Attack

Beginning at 5th level, Bushi can attack twice, instead of once, whenever they take the Attack
Action on their turn. The number of attacks increases to three when they reach 11 th level in
this class and to four when they reach 20th level in their class.

Kensai_________________________________________________________________________

Kensai were also known as Sword Saints or Sword Masters in the 1e OA. This could be applied
to the Katana, or it could be applied to one specific weapon the player wishes to master. The

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Kensai devotes their entire life mastering this one weapon. In order to master the weapon
fully, the Kensai cannot be wearing armor to gain use of their abilities.

Kensai Defense

When a Kensai is not wearing any armor they are able to have a natural grace which grants
them a higher than normal Armor Class. To find this Amount, subtract 13 from the Kensais
Dexterity. Add 10 to this amount. This is the Kensais Armor Class (for example, if I had a 16
Dexterity, I would subtract 13 from it [16-13=3]. I would then add 10 [3+10=13] which would
give me my armor class (13) without armor. This armor class improves when either ones
Dexterity rise, or as they gain levels as dictated on the table below.

Weapon Specialization

At 3rd level, when you take this archetype, you select one weapon. You are specialized with
that weapon. You gain a +1 Proficiency bonus to hit with that weapon in combat, and deal an
additional +2 damage with that weapon.

Extra Attack

You gain an extra attack with your selected weapon that you chose for your weapon
specialization at 5th level. You gain additional extra attacks at 11th, 15th, and 20th level.

Double Specialization

At 7th level a Kensai may choose to double specialize in their weapon. If they do so, they now
have a +3 bonus to their proficiency to hit with this weapon and deal an extra 3 points of
damage.

Ki Strike

A Kensai can focus all their Ki into an attack, dealing maximum damage with their weapon for
one hit. They can use this ability once per day per level (so a 6th level Kensai could use it 6
times a day).

Kensai Trance

At 4th level a Kensai can meditate instead of sleeping. This Meditation works exactly like the Elf
Trance ability (PHB pg 23).

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Kensai Weapon Perfection

The Kensai gains further bonuses to hit, damage, and to their dexterity modifier for their
initiative rolls as they gain levels. These are detailed on the table below.

Level Initiative bonus Armor class Bonus Damage bonuses To hit bonus
3 +1 +0 +1 +1
4 +1 +1 +1 +1
5 +2 +1 +2 +2
6 +2 +2 +2 +2
7 +2 +2 +2 +2
8 +2 +3 +3 +3
9 +3 +3 +3 +3
10 +3 +4 +4 +4
11 +3 +4 +4 +4
12 +3 +4 +5 +5

These bonuses are on top of the specialization bonuses that the Kensai attains. Kensai can hit
creatures for full damage that would normally have Damage resistances or Immunities
(akasilver, adamantine, Magic, etc).

Kensai Two Weapon fighting


At 7th level a Kensai has mastered their weapon enough, that if it is a one handed weapon,
they can wield two of them at the same time. They act as if they had a Dexterity modifier of +5
(As per the rules under Dexterity in advanced abilities in this document) in regards to the
number of attacks they can make.

If using the default 5e rules, instead of the rules of this document, apply the following to the
Kensai. The Kensai is considered to have 1 Ki point per level. They can make an attack similar
to the Monks flurry of blows but instead of two unarmed strikes, it is two strikes with their
specialized weapon. In addition, the Kensai should be able to apply the Two Weapon fighting
style to their abilities (pHB pg 72) and the Dual Wielder Feat (PHB pg 165).

Whirlwind Attack
The Kensai can sacrifice all their Ki for the day for one mighty attack round. When using this
power, they apply the normal bonuses they would from their powers, but none of their Ki strike

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power (or flurry of blows if using default 5e rules). Instead, they attack every creature within a
10 foot radius of them in a single round.

Kensai Dedication
Kensai must focus on their weapon mastery, anything that detracts from this detracts from
their ability to improve. If a Kensai fights with a weapon which they have not specialized in,
they only gain of their experience and they cannot use the Kensai abilities above.

Kensai abhor using magic weapons as that do not rely on their natural skill, but on a unnatural
skill added to their own. One can never master a weapon through magic. Kensai will not use a
magic weapon which they have specialized in. Kensai must train for 2 hours a day. If they
neglect this, the next time they gain experience, that experience is put on hold until they make
up the practice time.

Authors Opinion I have no idea whether Kensai really means sword master or sword saint. As
different editions have come out, different takes have risen up in regards to the various abilities
the Kensai exhibited. In 3e they had the WeaponMaster (kensai) as well as the Iajitusu master.
The original Kensai class is one of my favorite classes, but many may consider it overpowered
relative to what other classes are able to do.

Samurai_______________________________________________________________________
Samurai are the noble warriors, the nobility of the land. This class most represents the Nobility
of Japan in their representation on Kara Tur, but it could represent any class of noble in other
lands.

Samurai Specialization
A Samurai is specialized in 2 weapons. The Katana and the Daikyu. They gain a +1 Proficiency
bonus to hit with that weapon in combat, and deal an additional +2 damage with that weapon.

Extra Attack
Beginning at 5th level, a Samurai can attack twice, instead of once, whenever they take the
Attack Action on their turn.

Samurai Strength
A Samurai can focus their Ki into increasing their strength. Using a Shout they can increase
their Strength to be as if they had an 18/00 Strength for one round. They can use this ability
once per day per level (so an 8th level Samurai could use this ability 8 times a day).

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If using the 5e default rules, act as if this shout raises the Samurais strength to 24 instead of
18/00.

Samurai Damage
Samurai add +1 damage to their damage rolls at 2nd level. They add an additional +1 for every 3
levels beyond 2nd level (so +2 at 5th, +3 at 8th, etc).

Samurai Awareness
At 3rd level Samurai are only surprised on a roll of 1 in 6 chance.

Fearless
At 5th level a Samurai is immune to fear.

Samurai steadfastness
A Samurai can cause all who have 1 Hitdie or less to flee before them. His very presence makes
them tremble. When a Samurai appears, those who have 1 Hit die or less must make a
Charisma Saving throw (DC=8+Samurais CHA MOD+ Samurais level). If they fail, they either
surrender or flee. If they succeed, no more saving throws need to be made and they do not
fear the samurai. The samurai can turn this ability on or off.

Samurai Power
At 9th Level, the When the Samurai uses Samurai Strength he extends its power for two combat
rounds. In addition, he can paralyze those around him in awe and fear. All enemies within 10
feet must make a Charisma Saving Throw (DC = 8+Samurais CHA MOD+ Samurais level). If
they fail, they are stunned for one round.

Samurai Nobility
Samurai are offered a jito (stewardship) over one of the areas of his daimyo. He is also given 10
Bushi and 1d4 Samurai to serve under him in protection of this jito.
At 8th level the Samurai is offered the position of Constable of the Province (Shugo). This gives
him an additional 10d10 Bushi to help him in his duties.

The Samurai must adhere to the concepts of nobility:


The Samurai is obedient to their Lord
Death is the final protest a Samurai may make against their Lord
Samurai are ready to die at any time
There is no failure, only success or death
The greatest service to ones lord is to die in their service

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Dishonor must be avenged
Dishonor to Lord of family is also the Samurais dishonor
Mercy is not due the enemy
All debts, both vengeance and gratitude, are repaid
Cowardice is dishonorable.

If a Samurai is dishonorable, they may be discharged from service. In this instance, they
become a masterless Lord and become a ronin. Ronin may still advance as Samurai, but it takes
double the experience points to go up a level. If he restores his honor, he may have his Samurai
Status restored.

You can find how much experience is needed if you become a ronin on the multiclass
Experience tables under double experience. As they only go up to level 15, levels 16-20 are
given below.

Level Experience 18 530,000


16 390,000 19 610,000
17 450,000 20 710,000

Priest Archetypes

Shukenja
Shukenja are the wandering priests, shamans, and monks of the land. They are free to
adventure, but also to aid those who need aid. The receive bonus spells as like the Cleric Class
for a high Wisdom.

Shukenjas can cast spells both from the Cleric and the Ranger Spell lists.

They have the following spellcasting table.

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Level 1 2 3 4 5 6 7 8 9
1 1 - - - - - - - -
2 2 - - - - - - - -
3 3 - - - - - - - -
4 3 1 - - - - - - -
5 3 2 - - - - - - -
6 4 2 1 - - - - - -
7 4 3 2 - - - - - -
8 4 3 2 1 - - - - -
9 5 3 2 2 - - - - -
10 5 4 2 2 1 - - - -
11 5 4 3 2 2 - - - -
12 6 4 3 3 2 - - - -
13 6 5 4 3 2 - - - -
14 6 5 4 3 2 1 - - -
15 7 5 4 3 2 2 - - -
16 7 6 5 3 2 2 - - -
17 7 6 5 4 3 2 - - -
18 7 6 5 4 3 3 1 - -
19 8 6 5 4 4 3 1 1 -
20 8 6 6 4 4 3 2 1 -
21 8 7 6 5 4 4 2 2 1
22 9 7 6 5 5 4 2 2 1
23 9 7 7 5 5 4 3 2 2
24 9 8 7 6 5 5 3 3 2
25 9 8 7 6 6 5 3 3 2
26 9 9 8 7 6 5 4 3 3
27 9 9 8 7 7 6 4 4 3
28 9 9 9 8 7 6 4 4 3
29 9 9 9 9 8 7 5 4 4
30 9 9 9 9 8 7 5 5 4
31 9 9 9 9 9 8 5 5 4
32 9 9 9 9 9 8 6 5 5
33 9 9 9 9 9 9 6 6 5
34 9 9 9 9 9 9 7 6 5
35 9 9 9 9 9 9 7 7 6
36 9 9 9 9 9 9 8 7 6
37 9 9 9 9 9 9 8 8 7

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38 9 9 9 9 9 9 9 8 7
39 9 9 9 9 9 9 9 9 8
40 9 9 9 9 9 9 9 9 9

Shukenja Morality
Shukenja have strict regulations they live by. They cannot eat meat, the must avoid excessive
eating or drinking. Many take a vow of non-violence, but that is not a requirement for the
adventuring Shukenja in these rules. A Shukenja can try to avoid violence in lieu of a more
peaceful means however. Shukenja do not wear anything other than light armor and refrain
from using shields.

Shukenja Ki
Shukenja are able to focus their Ki to give them advantage on all saving throws they may make.
They can do this once a day per level.

Sohei_________________________________________________________________________

These are religious warriors that are dedicated to a temple or monastery. They are trained are
more martial than priestly, but they have aspects of both warrior and priest.

Sohei Combat Training


Sohei gain proficiency in all armors, light, medium and heavy. Sohei also gain the ability to use
simple and martial weapons except for the katana, blowpipe, and shuriken.

Sohei Specialization
Sohei pick a weapon to specialize in. When they use this weapon in combat they gain a +1
bonus to hit and damage rolls. This bonus increases to +2 at level 10.

Sohei Ki
At 3rd level Sohei can use their Ki to increase their combat abilities. While in this state the
Sohei gains one extra attack with the attack action (stacks with their extra attack), Gains a +1 to
their Armor Class, improves their movement by 5 feet, and gains an additional +1 to hit and
damage. The Sohei can do this once a day or must have a long rest before they can perform
this power again. It lasts for one combat.

Sohei Rage
If a Sohei falls to 0 or less hit points, they continue to fight as usual. At this point they gain an
additional +2 to hit and damage until they collapse in death or are healed above 0 Hitpoints.

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Spells
Sohei have a primary spellcasting ability of Wisdom (as most Priests). They can cast spells from
the Paladin and Cleric Spell lists.

Level 1 2 3 4
6 1 - - -
7 1 1 - -
8 2 1 - -
9 2 2 - -
10 2 2 1 -
11 3 2 1 -
12 3 2 2 -
13 3 3 2 -
14 3 3 3 -
15 3 3 3 1
16 3 3 3 2
17 4 3 3 2
18 4 4 3 2
19 4 4 4 3
20 5 4 4 3
21 5 5 4 3
22 5 5 4 4
23 5 5 5 4
24 6 5 5 4
25 6 6 5 4
26 6 6 5 5
27 6 6 6 5
28 6 6 6 6
29 7 7 6 6
30 7 7 7 6
31 7 7 7 7

Extra Attack
Beginning at 5th level, a Samurai can attack twice, instead of once, whenever they take the
Attack Action on their turn.

At 15th level the Sohei can increase the bonus to two attacks, and gains +2 to hit and damage
and can do this twice a day (or until they have a long rest).

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Oriental Monk__________________________________________________________________

Oriental Adventures complicated how the Monk did combat. While this was well received by
many, a more complex martial arts system than what exists already in 5e seems counter
intuitive. In that light, the Oriental Monk is much like the Monk found in the Advanced rules,
with the one exception that New options for damage have risen up. A Monk can choose a
Fighting Style and use those fighting styles instead of the default one found in the Book. Using
these styles will affect their number of attacks and the damage each attack does.

When using these styles, the Monk has a choice to use the default AC as per their class listing,
or the AC listed by style. Karate has a default AC of 12. Kung-Fu has default AC of 14. Tae
Kwon Do has a default AC of 12. Jujutsu has a default AC of 13.

Optional (I have added a style called Muay Thaiit is not found in the default 1e OA)

Their damage and number of attacks are listed as follows Attacks/dmg

Level Karate Kung-Fu Tae Kwon Do Jujutsu Muay Thai


1-4 3/1d6 2/1d6 1/1d8 2/1d6 1/1d10
5 3/1d6+1 2/1d6+1 1/1d8+1 2/1d6+1 1/1d10
6-7 3/1d6+2 2/1d6+2 1/1d8+2 2/1d6+2 1/1d10
8 4/2d6 3/2d6 2/2d8 3/2d6 2/1d10
9 4/2d6+1 2/2d6+1 2/2d8+1 3/2d6+1 2/1d10+2
10-11 4/2d6+2 2/2d6+2 2/2d8+2 3/2d6+2 2/1d10+2
12-13 4/3d6 3/3d6 3/3d8 3/3d6 2/2d10
14 5/3d6+1 4/3d6+1 4/3d8+1 4/3d6+1 2/2d10+1
15 5/4d6 5/4d6 5/4d8 5/4d6 2/2d10+1
16 6/4d6+1 6/4d6+1 6/4d8+1 6/4d6+1 3/2d10+1
17+ 6/5d6 6/5d6 6/5d8 6/5d6 3/3d10

Other characters may take up the martial arts. If they have a specialization where they can
choose a weapon, they can choose to take up a martial art instead. They gain the number of
attacks, and damage of a first level Monk. They also gain the default AC. They do NOT gain any
bonuses to hit or damage from their specialization if they choose to pick up a martial art
instead. The AC is only effective if they are not wearing any armor. It can have DEX bonuses
added to it. The player is stuck at the basic level of their Martial Arts.

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If using the 5e rules, Martial Arts can be picked up as a Feat. They gain the number of attacks,
Damage and the AC. The Number of attacks cannot be combined with any other ability or skill
that grants bonus or extra actions or attacks. The extra attacks from the martial art only occur
when taking the attack action. The martial art can only be done effectively if the combatant is
not wearing any armor at the time.

Style Name # of Attacks Damage per attack AC Principle Attack


Karate 3 1d6 12 Hand
Kung-fu 2 1d6 14 Hand
Tae Kwon Do 1 1d8 12 Foot
Jujutsu 2 1d6 13 Foot
Muay Thai 1 1d10 11 Foot
Aikido 1/lvl 1 16 Hand

Authors opinion Martial Arts were introduced in Oriental Adventures and greatly increased
the ability of the Monk. They were also open to other classes, but it was the Monk that
received the greatest impact from them. The system itself allowed one to create new styles,
and new ways of fighting, however it also added a LOT of complexity which goes against the
spirit of the simpler and more streamlined 5e rules. In that light, I took the basic principles of
the Martial Arts ideas in OA 1e, and applied them to the options for the Oriental Monk, and
that which other characters could choose.

Old School Rogues Archetypes

Ninja__________________________________________________________________________

Invisible Warriors, spies, and assassins who utilize concealment, stealth, ddisguise and trickery
to fulfill missions full of subterfuge and dark dealings. These characters can be a vital part of
the Party.

Assassination
Ninjas can assassinate others like the Assassin class ability

Ninja Weaponry
Ninjas are able to use any weapon, simple or martial.

Ninja Skills
Ninjas have access to Thief skills, but also gain the following abilities.

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Disguise (Dg) How Well the Ninja can disguise themselves as another individual
Tight rope walk Like the Acrobat ability, how well they walk across a tightrope without falling
Pole Vault how Far the Ninja can Pole Vault
Fall how far they can fall without taking damage (normally 1d6 every 10 feet)
Escape How well the Ninja can escape from bonds and chains.
Backstab Works exactly as the Thief Ability

Level Disguise Tightrope PoleVault Fall Escape Backstab


3 28 30 9.5 10 18 x2
4 32 35 10 15 22 x2
5 36 40 10.5 20 26 x2
6 40 45 11 25 30 x2
7 44 50 11.5 30 34 x3
8 48 55 12 35 38 x3
9 52 60 12.5 40 42 x3
10 56 65 13 45 46 x3
11 60 70 13.5 50 50 x3
12 64 75 14 55 54 x4
13 68 80 14.5 60 58 x4
14 72 85 15 65 62 x4
15 76 90 15.5 70 66 x4
16 80 95 16 75 70 x4
17 84 96 16.5 80 74 x4
18 88 97 17 85 78 x4
19 92 98 17.5 90 82 x4
20 96 99 18 95 86 x5
Authors Opinion A Ninja can make a Thief Pointless, especially as written. Originally the Ninja
was only available for multiclass characters. The ninja itself only added a Hitpoint per level.

There are several options that could reclaim this idea. The first is to make it so that if a person
wants to be a Ninja they must multi-class with another class (warrior, priest, or magic-user).

Another distinct idea is to let the Ninja choose their path of disguise as presented below.

Ninja Alter-Ego
Ninjas normally do not reveal that they are Ninja to others. Only close friends and those who
are part of their clan will know, and are the only ones a Ninja will reveal what they are. (A party
would be part of those close friends who would realize who their Ninja associate was and the

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class). To help with this subterfuge, Ninjas take on different roles. The Ninja has several
options below to choose from in order to disguise their real role as a Ninja from the world.
Ninja may ONLY choose one role

The Bushi-Ninja
Requires the Ninja also has a 15 STR
These Ninja are exceptional at fighting and battle and pass as Bushi in their day to day lives.
They use this to infiltrate enemy ranks in spying and assassination missions.

The Ninja gains the ability to use Any type of Armor. They gain a+1 to hit and to damage every
6 levels that they possess. (so a 6th level Ninja would have a +1 to their proficiency bonus, a 12 th
level Ninja would add a +2 to their proficiency bonus when attacking and rolling a hit rolletc.).

These Ninjas also gain an extra attack at 10th level when they take the attack option.

The Ninja may not perform their ninja abilities in any armor heavier than light.

The Shukenja Ninja


Requires Ninja also has a 15 WIS
These Ninja disguise themselves as Shukenja and gain the ability to cast spells from the Cleric
list in the following manner. They do not gain cantrips. Their Spellcasting ability is wisdom

Level 1 2 3 4 5
3-4 1 - - - -
5-6 2 - - - -
7-8 3 - - - -
9-10 3 1 - - -
11-12 3 2 - - -
13-14 4 2 1 - -
15-16 4 3 2 - -
17-18 4 3 2 1 -
19-20 5 3 2 2 -
21+ 5 4 2 2 1

Sohei Ninja
-Requires Ninja also has a 13 STR and a 13 WIS
These Ninja gain access to the Paladin Spell list. Their spellcasting ability is Wisdom.

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These Ninja also select one weapon, they gain a +1 to hit with that weapon. Ninja also gain the
ability to wear medium armor.
They cast spells as follows

Level 1 2 3 4
6-8 1 - - -
9-11 1 - - -
12-14 2 1 - -
15-17 2 1 - -
18-20 2 2 1 -
21+ 3 2 2 1

Ninja Monk
Requires Ninja also has a 15 STR, 15 DEX, and 15 CON
This is a deadly combination of Martial Arts ability and subterfuge in one package. The Ninja
Monk gains the abilities of Martial Arts advancement, and the number of attacks. They do not
gain the other abilities of the Monk.

The Ninja Monk can choose a Martial Arts style as under the Monk Archetype above. They then
gain the amount of damage and the number of attacks as per their level as a Ninja relative to
that which an equivalent level Monk would gain.

Ninja also use the default Armor class of the style they choose. The gain a +1 to their armor
class at 3rd level, +2 at 5th, +3 at 7th, +4 at 9th, +5 at 11th, and +6 at 13th level +7 at 15th, and +8
at 17th level.

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Ninja Wu-Jen
-requires Ninja have a 16 INT and a 13 DEX
Ninja Wu-Jen gain the ability to cast spells from the Bards Spell list but casting them as a
Magic-user would (as per the descriptions in the Advanced rules) as follows.

Level 1 2 3 4 5 6
3 2 - - - - -
4/5 3 - - - - -
6 4 2 - - - -
7/8 4 3 - - - -
9 4 3 2 - - -
10/11 4 3 3 - - -
12 4 3 3 1 - -
13/14 4 3 3 2 - -
15 4 3 3 3 1 -
16/17 4 3 3 3 2 -
18 4 3 3 3 2 1
19/20 4 3 3 3 2 1

Authors Opinion Ninja are still very overpowered comparatively to other classes. Adding
additional requirements to be a Ninja, or cutting back on their abilities is the DMs prerogative.
Perhaps if someone is already playing a Thief archetype or another class which has Thief skills in
the party, a Ninja would not be allowed. Ninjas are a very powerful class, and as such, caution
should be exercised when determining whether to allow it or not.

The Best route I prefer is to enforce that they must first select another class as their beginning
class, and then choose an archetype in that class at level 3. Then and only then can they select
the Ninja class to multiclass into. A further restriction is that when multiclassing, not only does
the Ninja need a 13 in the prime requisites of each class (their original class and the Old School
Rogue class which is DEX), but the archetype, they will need a 15 in at least one ability from the
archetype that is different than the primary class (as shown in class requirements) unless the
only requirement for that archetype is the same as the class.

They will need an additional 17 in CHA to multiclass into a Ninja unless they are a Druid, or
Paladin, in which case they will need a 17 In INT.

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Yakuza________________________________________________________________________

Yakuza are the leaders of the oriental underground. Very similar to the mafia of the West, the
Yakuza of Kara Tur have their hands in every enterprise, trade agreement, and merchant
caravan. They are adopted into a Kumi, or organization or family of crime, and they give the
Yakuza 10 gold pieces each month for a stipend.

Yakuza Investigation
Yakuza trade in the abilities of Climb walls and Hear Noise for the following ability to Investigate
and gain information. Yakuza can find any information similar to the investigation skill (found
in the PHB, pg 174). This is like the Thief Skills in how it operates. If the Yakuza fails in that
check, they have this percentage to roll under to see if they succeed regardless. In addition, it
gives areas of where they could locate this information in a city, or in a Province.
Level investigate
1 20
2 24
3 28
4 32
5 36
6 40
7 44
8 48
9 52
10 56
11 60
12 64
13 68
14 72
15 76
16 80
17 84
18 88
19 92
20 95
21 95

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Yakuza Connections
Yakuza start with one connection. This connection can buy stolen goods, provide a secure hide
out, carry messages, or provide information. The Yakuza gains one additional contact every 2
levels. The player can notify the DM when they are going to have a contact, create the whens
and wheres of the contact, but it is up to the DM to approve the Contact.

Authors Opinion Yakuza were a difficult class as much of their ability is a soft ability, meaning
its more of a roleplaying class than anything numerical. A Yakuza can be the most powerful
character in game, with their connections, family (adopted crime family) relations, and their
investigate ability. They can also be one of the weakest. It is more of a social class than
anything any other class contains.

Magic-User Archetypes

Wu-jen________________________________________________________________________

Wu-Jen are sorcerers and command the elements and the powers of nature. Typically they are
hermits and live apart from society. Living alone they purify their souls and bodies as they
commune with the natural and supernatural powers of the universe. These mental and
spiritual influences teach them to wield the energies of the Magic-user.

Natural and Unnatural Magic.


Wu-jen can cast spells from the Wizard and Ranger spell lists.

Elemental Magic
Wu-Jen separate their magic into five different groups, earth/metal, water, fire, wind, and
wood/nature. When they attain 9th level Wu Jen can select one of these elemental groups.
Whenever a spell is cast which is composed, contains, or utilizes this group the Wu-jen gains a
+1 to their Saving Throws against it. In addition, when a Wu-Jen casts a spell that is composed,
contains, or utilizes this group, their enemies get a -1 to their Saves against this spell (eg. A Wu
Jen selects Fire as their element. They would get a +1 if the spell Searing Smite was used
against them. If that same Wu Jen cast Fireball, their enemies would get a -1 to their saving
throws).

Master Caster
Wu Jen may build strongholds like the base class Magic User at 11 th level. They should have a
loyal lieutenant or other aide to help them as many times they are concerned more about their
spiritual communions than the lives of those who live on the lands around their stronghold.

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Wu-jen Restrictions
Wu Jen must focus on their goals in learning about the world and its power. In this they do not
care about honor, but sacrifice. As such, when the Wu-Jen arrives at 5th level they need to take
on some sort of taboo, something they sacrifice. This can be of any sort, several examples are
given below.

Cannot eat meat, Must make a daily offering to the spirits (flowers, food, incense, prayers),
Cannot drink alcohol, Cannot bathe, Cannot cut their hair, Cannot wear shoes, cannot touch a
dead body, cannot sit facing a certain direction, cannot wear a certain color, cannot light a fire,
cannot touch gold, cannot wear jewelry, cannot ride a certain type of animal, etc.

They pick up a new taboo every 5 levels to a maximum of 5 taboos.


Authors Opinion Wu Jen are very similar to the normal Magic-user, and so in many ways
were hard to find what the exact differences between them and the Magic-user from AD&D
were in order to stress those differences. Wu-Jen also were able to cast spells that were more
elemental and in some ways druidic. The choice was how to give them these spells under 5e,
while keeping it simple and not overpowering the Wu-Jen.

My first thought was to let them pick spells from the Druid Spell List. I thought this might give
them too much power, especially considering the limited restrictions they gain. I chose the
Ranger list instead, however, DMs may go with the option to allow Wu-Jen to use druidic spells
in their games to further emphasis the symbiotic relationship of the Wu Jen and the natural
world around them.

Wu-Jen had a different spellcasting progression after 5th level than the Magic-User in AD&D. I
chose to keep it simple and let them use the same list as they are an Archetype of the Magic-
User. If a DM wants to add a little more flavor to the Wu-Jen, they can instead use an
alternative Spellcasting table.

168
Level 1 2 3 4 5 6 7 8 9
3 2 1 - - - - - - -
4 3 2 - - - - - - -
5 3 2 1 - - - - - -
6 4 2 2 - - - - - -
7 4 3 2 1 - - - - -
8 4 3 3 2 - - - - -
9 5 3 3 2 1 - - - -
10 5 4 3 2 2 - - - -
11 5 4 4 2 2 1 - - -
12 5 5 4 2 2 2 - - -
13 5 5 4 4 2 2 1 - -
14 6 5 4 4 2 2 2 - -
15 6 5 4 4 3 3 2 - -
16 6 6 5 4 4 3 2 - -
17 6 6 5 5 4 3 2 1 -
18 6 6 5 5 4 4 2 2 -
19 6 6 6 5 5 4 2 2 -
20 6 6 6 5 5 4 3 3 -
21 7 6 6 6 5 4 3 3 1
22 7 7 6 6 5 5 3 3 1
23 7 7 7 6 6 5 3 3 2
24 7 7 7 6 6 5 4 4 2
25 8 7 7 6 6 6 4 4 2
26 8 8 7 7 6 6 5 4 3
27 8 8 8 7 7 6 5 4 3
28 9 8 8 7 7 7 5 5 3
29 9 9 8 8 7 7 6 5 4
30 9 9 9 8 8 7 7 6 5
31 9 9 9 9 8 8 7 7 6
32 9 9 9 9 9 8 8 7 7
33 9 9 9 9 9 9 8 8 7
34 9 9 9 9 9 9 9 8 8
35 9 9 9 9 9 9 9 9 8
36 9 9 9 9 9 9 9 9 9

Authors Opinion This completes the Oriental Adventures archetypes. Interestingly enough,
one can see the beginning of the evolution of the game towards the 3e model in 1e OA. In the

169
original OA, it was being worked on originally by Gary Gygax, but it never came to fruition
specifically from him, and instead was developed by David Zeb Cook. There was a lot of turmoil
at this time at TSR, and Gygax was in the process of either leaving or being kicked out
(depending on who you talk to). The 1e Oriental Adventures presented several ideas which
later transferred to AD&D 2e and then some of those were transferred to 3e. One of these was
the lack of titles for each level. If you noticed, I did not list titles for these archetypes. The
reason is, this handbook didnt originally include them, so that is a flavor that was never
attached to Oriental Adventures in Kara Tur. Other ideas in the book (also presented in a few
other AD&D handbooks that were coming out) were the ideas of proficiencies, or skills. Instead
of simply doing ability checks for trying the relevant action, the idea that people would be
trained in certain crafts or skills was arriving on the scene. OA included these ideas of
proficiencies. These are already included in the classes for these archetypes (the classes are
found in the Advanced rules above).

These classes also had minimum requirements in OA, and DMs who wish to use these in
application to archetypes can use the table below.

Class STR INT WIS DEX CON CHA


Barbarian 15 - 16* 14 15 -
Bushi 9 - - 8 8 -
Kensai 12 - 12 14 - -
Monk 15 - 15 15 11 -
Ninja - 14 - 15 - 14
Samurai 13 14 13 - 13 -
Shukenja 9 - 12 - 9 -
Sohei 13 - 10 - 10 -
Wu Jen - 13 - - - -
Yakuza 11 15 - 15 - 16
this is the maximum score a barbarian may have when they first select the archetype
*

Authors Opinion The Oriental Classes have a slightly different feel to them then much of the
rest of the Old School Classes from the 80s. Though this is a 5e rendition of them, you can still
get the sense of trying to rely more on Roleplaying ideas (such as in restrictions, or with the
Yakuzas abilities) instead of as strongly on numerical ideas. At the same time they also show
the expectations of higher ability score generation. While Basic ability scores show very little
reliance on Ability scores, and the prior editions did not have high requirements for characters
to enter into the classes, you can see a definite increase in class requirements. In many
instances, if one used the simple 3d6 method, you would not qualify for some of these classes.

170
The first indication of a higher expectation of ability score generation probably started in the
original AD&D Handbook where it was suggested that if a player did not have at least two
scores over 15, that they roll up a new character. By the time Unearthed Arcana came out,
ways to generate ability scores that were extremely high were being used among some players
(Type V ability score generation at the top of this document is similar to one of those). You can
see the increase of importance put onto ability scores, something that really should not have
been the precedence for the older editions. By the time 2e comes about, high scores were
abounding, and a bigger emphasis was placed upon them on in various supplements. Later
editions had a stronger emphasis on them to a degree, and in 5e half of ones primary ability
modifiers can come from their ability scores. The rules in this document overall have tried to
have less emphasis on high ability scores (as seen with the default and primary ability score
generation methods).

Using the primary methods have a strong possibility of not enabling players to meet the
Oriental Adventures class requirements, if the DMs choose to use them. In that instance, Type
II or Type III may need to be utilized to create adventuring parties from Oriental Adventure
archetypes, or those that are both Advanced and Oriental Adventure archetypes.

Honor
Honor can play many rolls in Oriental Adventures. If a Samurais honor falls to low (under 10)
he may be discharged from the service of his daimyo and become a Ronin. If a Yakuzas Honor
falls to low, they may be hunted down by their family. If a Soheis honor falls low they may be
forced away from their temple (under 7). For anyone, if their honor falls too low (4 and under)
they may be ridiculed and scorned when seen, shop prices may be elevated for them or they
may be refused service. Honor can play an important role in Oriental Adventures.

Each class begins with a small amount of Honor when the archetype is chosen

Shukenja = 20 Honor Sohei 15 Honor Kensai=25 Honor Bushi=10 Honor


Wu Jen = 15 Honor Yakuza = 27 Honor Samurai = 30 Honor Ninja = 10 Honor
Barbarians = 8 Honor Monk = 12 Honor

Various actions can increase Honor. The following can increase honor:
Acquiring Property, Avenging the death of a family member, Completing a great deed,
Defeating an ancestral enemy (or one part of a family feud), Defeating a superior opponent of
the same character class, fulfils and oath, fulfills family debt, giving a gift of value to an NPC,

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granting a favor to an NPC, Making an item of quality, Marrying into family of higher ranking,
reaching name level, Saving another life at great risk, serving a powerful lord, Winning a
contest. Individually defeating monsters (+1 Honor for every 5 Hit dice).

Some items are specific to certain classes on how they raise honor
Shukenja Healing or curing NPCs, removing a curse
Kensai Victorious against overwhelming odds, winning a duel against an NPC (+1 per HD)
Ninja completing a Ninja Mission
Sohei Defeating Sohei of another monastery, Forming alliances with Samurai Family
Wu-Jen Making a magic item, researching and finding a magic spell
Yakuza Claiming territory from opposing yakuza, Sellign stolen goods (+1 per 200 GP)

Samurai Forming an aliiance with an NPC family, Laeding a victorious force in battle, taking
prisoners, defeating an enemy in one on one combat where NPCs can witness it (+1 per Hitdie
of enemy).

Other actions can decrease ones honor:


Accused of a crime (innocent or not), Being taken prisoner, Breaking an Oath, Banished, Losing
a birthright, Losing a contest, Losing to an inferior opponent of the same class, Murdering a
family member, constantly performing improper social behavior, refusing a contest, requesting
a favor.

Some are specific to a specific class in how they reduce honor


Shukenja taking an obviously innocent life of a human or demi-human (such as a child, or
bystander who did nothing).
Kensai Losing a duel to an NPC, consistently overindulging in food or drink (alcohol), refusing a
duel, using a weapon other than your preferred weapon
Ninja Failing a Ninja Mission
Samurai Entering into debt, Fleeing a fight, Leading a losing force into battle, losing a magical
item, refusing ones lord, taking a bribe, Using a Ninja-to or shuriken.
Sohei Losing part of the temple or monasterys property, ground, or buildings
Yakuza Being discovered by the police, being defeated by a commoner

Some actions are so heinious they remove a LOT of Honor immediately. These are
Treason (-30 Honor), OR a Ninjas True Identity discovered by those who are not friends
(party), family or clan (-30 Honor).

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The maximum Honor one can have is 100. The lowest is 0. When a character is at 75 Honor,
they receive a gift from a powerful lord known to him (a daimyo or other important individual).
When a Character is at 80 Honor their name starts appearing in popular songs or stories as a
minor hero of mention.

When they reach 90 Honor they are invited to come and serve one of the morst powerful Lords
of the land.

When a character reaches 95 Honor, they are considered a great hero, suitable for epic songs
and stories.

Authors Opinion I have simplified the Honor rules and actions tremendously. Originally
calculating beginning honor was a far more complex process, and each action to increase or
decrease honor was worth varying degrees of amounts. In addition, it seemed overwhelmingly
easier for a group to lose honor, than to increase it. 5e to me is all about simplifying and
streamlining the process, and I have attempted to do this with Honor. One option that
appeared later is what one can call the stare down between those with honor. Instead of a
straight out combat it is one based on the honor and will of the person. It is a Charisma ability
rollwhere

1d20+Honor+CHA Modifier = total.

Both people involved in the stare down gain their total and the highest total wins. This is an
optional rule involving honor.

Equipment
In the original Oriental Adventures, they had an alternate monetary system. Later, for ease of
use, it defaulted to using the standard GP of D&D. These rules use the simpler method.

I have not included every item from the Oriental Adventures in this document. I have included
an assortment of weapons and armor below.

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Simple Weapons
Weapon Wpn Spd Dmg Weight Cost Properties
Bo Stick 3 1d6 3lbs 2 cp Versatile (1d8)
Jo Stick 2 1d4 1lb 1cp Light, finesse
Jitte 2 1d4 1 lb 1 EP Light, finesse
Sai 2 1d4 2lbs 1 EP Light, finesse
Siangkam 3 1d4+1 1lb 1GP Light
Kama 4 1d6 2lbs 1EP Light, finesse
Tetsubo 7 1d8 5 lbs 1GP two-handed, heavy
Kiseru 3 1d4 1lb 3GP Light

Martial
Weapon Wpn Spd Dmg Weight Cost Properties
Nunchaku 3 1d6 3lbs 1EP
Three Piece Rod 7 1d6 4lbs 1GP Reach
Katana 4 1d10 3lbs 50 GP Versatile (1d12)
Wakizashi 4 1d8 2lb 30 GP light, special
Naginata 7 1d8 7lbs 4 GP Versatile (1d10) Reach
Lajatang 6 1d10 5lbs 4 GP Heavy, two handed
Kumade 4 1d4 1lb 1 EP Thrown*,Versatile (1d6)
Ninja-to 3 1d6 3lb 2 GP Versatile (1d8)
Ranged Martial Weapons
Shuriken, Large 3 1d6 1lb 1 EP finesse, thrown*
Shuriken, small 2 1d4 1lb 5 CP finesse, thrown*
Daikyu 8 1d8 2lb 50 GP Ammunition, two-
*range is equal to (20/60) handed

Descriptions
Bo Stick A stick or staff of hard wood
Jo Stick smaller version of Bo stick, can be used in one hand, often used in pairs
Jitte Tapered iron bar with a short spike or hook near the handle
Sai almost identicle to the jitte except it as two projecting tines instead of one
Siangkam appears as a metal shapped arrow with a handle instad of feathers
Kama straight bladed sickle. Sickle on the end of a handle. A Ninja preferred weapon.
Tetsubo Iron shod rod. Polearm version of a Mace. Can be used as a walking stick.
Kiseru tobacco pipe made of metal
Nunchaku two lengths of hard wood or iron connected by a short chain or cord
Three Piece Rod Like a Nunchaku, but with three lengths of hard wood

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Katana Single Edged, slightly curved, sword. Weapon of a Samurai
Wakizashi Shortsword similar in design to Katana, secondary Weapon of a Samurai
Naginata Lightweight, strong glaive. End is curved like a sword blade.
Lajatang rare weapon, staff with curved crescent blades at the end
Kumade long shaft with a pointed end and curved points curling down on the side of the point
Ninja-to Ninjas standard sword. Size of a Shortsword, scabbard and hilt can carry small items
Shuriken small metal throwing weapon, commonly in the shape of a star
Daikyu Largest bow in Orient, around 7 feet. Grip is close to the bottom. Ranged weapon of
Samurai.

Armor Cost Armor Class Stealth Weight


Light Armor

Leather 5 GP 11+Dex Modifier - 10lbs


Studded Leather 10 GP 12+Dex Modifier - 13 lbs
Hara-Ate 5 GP 12+DEX Modifier - 10lbs
Hara-Ate-Gawa 25 GP 11+DEX Modifier - 10lbs
Medium Armor

Hide 10GP 12+DEX Modifier (max 2) - 12 lbs


Scalemail 50GP 14+DEX Modifier (max 2) - 45 lbs
Haramaki Do 20GP 13 + DEX Modifier (max 2) Disadvantage 20 lbs
Do-Maru 30 GP 14+DEX modifier (max 2) Disadvangate 20 lbs
Haramaki +
Haidate 45 GP 15+Dex Modifier (max 2) Disadvantage 35lbs
Heavy Armor

Chainmail 75 GP 16 Disadvantage 55 lbs


Splint Mail 200 GP 17 Disadvantage 60 lbs
O-Yori 500 GP 18 Disadvantage 40 lbs

Shields

Shield 10 GP +2 - 6lbs
Kote* 5 GP +1 - 15lbs
Sode (pair)* 12 GP +2 - 3 lbs

*(Included as part of the O-Yori)

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Armor Descriptions
Do-Maru = A corselet covering the stomach, chest, shoulders, and back. It can overlap the
haidate. It is made of lamellar

Haidate = an apron of laced armor that protexts the thighs and knees. It is fashioned in large
plates and is worn around the waist.

Hara-ate = suit of armor desighed to protect the front, it has a breastplate and thigh protectors
made from laced armor.

Hara-ate-gawa = simple leather ccorselet, for the stomach, chest, and back. Cheap and
normally worn by common soldiers.

Haramaki = Belly protector is lightweight made from silk and chainmail or small metal plates.

Haramaki-do = Similar to the haramaki, but cannot be concealed under clothing

O-yori = O-Yoroi is a complete suite of laced and lamellar armor. It includes the kote, do-maru,
sode, haidate, kabuto helmet, and other pieces of armor.

Special Helmets
Kabuto = Great Helmet often worn with the O-yoroi. Common helmet of Samurai.

Hanburi = Made of hardened leather or light metal plates. Fits the head snugly. Some only
cover the crown and forehead, others cover the entire head and protect the ears. They are the
common helm of soldiers.

Jingasa an iron version of the peasants round straw hat. It is worn by common solders. It can
also serve as a cooking pot.

Authors opinion The Coinage for the original Oriental Adventures was different than AD&D
and very unfamiliar to many who read the books. The original coinage had the Chien as the
top coin (and it was equal to the Platinum Piece). It was worth 5 GP at the time.

AD&D at the time had the following relationship 1PP=5GP=10EP=100SP=500 CP (1 GP = 2 EP =


20 SP = 100 CP)This was excessively different than what 5e has in its coinage relationships

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today, but is familiar enough terminology and identity that players readily can recognize how
coins work.

OA had a similar relationship, but with unfamiliar names which caused some confusion at how
the money worked, or, if using Gold for XP.how much XP to give out.

As I said, the Chien was worth 5 GP, same as a Platinum Piece, but the standard money ws
typically a Tael which was worth a Gold Piece, or 1 Electrum Piece. This could also mean that
it was worth 10 Silver Pieces at that time. Its accounting would be

1 Chien = 10 Tael = 200 Yuan = 1000 fen (1 tael=1 chao=20 yuan=100 fen). They also had
another confusing monetary item tossed in which was the Chao, which was worth the same
amount as a Tael. Money comparisons were not equal across the same game, at one part a fen
would be equal to 1 copper, but at the same time (if you do the math from the above
comparisons) it would make it appear a fen was worth half a copper. This is why I decided to
put all things into the standard, Platinum Piece (PP), Gold Piece(GP), Electrum Piece(EP), Silver
Piece(SP), Copper Piece(CP) format of 5e, even for OA. DMs who wish to convert it back, are
free to do so.

Oriental Adventures had a troubled history at first, originally being designed by someone other
than who ultimately wrote it. According to the stories, that deal fell through and it ended up
being written in very short order after that. There are many people that would love to see the
original write up of the Oriental adventures. As it turned out, Kara Tur, as presented in Oriental
Adventures, along with the classes of Kara Tur, looked a lot like Feudal Japan. A LOT of the rest
of Asia seemed to be forgotten or overlooked.

Obviously, Japan is not Asia, and Asia is FAR larger than Japan can encompass. Perhaps in a
later document Ill think about creating archetypes for things such as the Warlord, the
Emperors Guard, the Drunken Master and other such Asian ideas that would make good
classes, however as this document is primarily about the Forgotten Realms and the land of Kara
Tur, it is sticking more with the 80s style Orient meets west idea.

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Oriental Monsters
As a final wrap up of our visit to Kara Tur archetypes, races and other items, well have a short
writeup on the creatures of Kara Tur. Many have not yet been introduced into 5e, as of now,
and so a small sampling of the different types of creatures will be listed below. It is not detailed
or in depth, merely a brief overview of the other inhabitants of the land

Bajang (lesser Spirit)


Armor Class: 18 Hitpoints: 30 (6d8) Speed: 30 CR: 4 Alignment: Chaotic Evil
Treasure: 10-100 Gold (10d10 GP)
Actions: Multiattack - Bajangs attack with both claws, or with a spell
Claw: Melee Weapon Attack +6 to hit. Hit: 3 (1d4) damage
Spells: can cast curse, divintation, ghost light, and charm person/monster 3x a day.

Description: A demon cat (from Malaysian mythology), some also call it the Vampire cat. It is a
lesser spirit with a true form that appears that of a short, evil looking humanoid with clawed
hands and feet that look like a birds.

Bakemono
Armor Class: 14 Hitpoints: 4 (1-1) Speed: 25 CR: Alignment: Chaotic Evil
Treasure: Type A
Actions:
Shortsword: Melee Weapon Attack: +1 to hit, one target.
Shortbow: Ranged Weapon attack : +2 to hit , one target. Hit: 4 (1d6) damage
Naginata: Melee Weapon Attack: +1 to hit, one target. Hit: 5 (1d8) damage

Description: Bakemonos are the Eastern Goblin counterpart to the western goblins.

Buso (Busaw)

Tigbanua Buso
Armor Class: 16 Hitpoints: 42 (8+2) Speed: 30 CR:5 Alignment: Chaotic Evil
Actions:
Multi attack: Tigbanua Busos attack with two claws and a bit
Claws: Melee Weapon Attack: +8 to hit, one target. Hit: 3 (1d6) damage
Bite: +8 to hit, one target. Hit: 6 (1d10) damage

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Description: Tigbanua Buso are a type of Ogre like creature that are cannibalistic and eat human flesh.
They tend to have and have long bodies and necks and be exceptionally tall and lean. Their feet are
overly large and bony, and they are covered in dirty, curly hair. They are cyclopean only having one red
or yellow eye.

Tagmaling Buso
Armor Class: 15 Hitpoints: As victim Speed: As Victim Alignment: Chaotic Evil
Actions:
Multi attack: Tigbanua Busos attack with two claws and a bit
Claws: Melee Weapon Attack: +8 to hit, one target. Hit: 3 (1d4) damage
Bite: +8 to hit, one target. Hit: 5 (1d8) damage

Description: Tagmalings are those that have been infected with the Tigbanua virus (reduced to
0 Hitpoints, but survived). Each night there is a cumulative 1% chance of them changing into a
Buso and savagely acting and eating cannibalistically.

Con-Tinh (Lesser Spirit)


Armor Class: 13 Hitpoints: 30 (6 HD) Speed: 30 CR: 4 Alignment: Chaotic Evil
Damage Resistance: non-silvered weapons
Treasure: Type I
Actions:
Claw; Melee Weapon Attack +6 to hit. Hit: 3 (1d6) damage
Laugh: DC 14 WIS saving throw. Failure: Insanity, reduce INT and WIS until healed of disease
Can use three times a day.

Description: A Con-Tinh are the spirits of young women who died before their time. They
appear as they did when they were living. They only appear at night, normally within 100 feet
of a tree which is where their life force resides. If the tree takes damage, they take an equal
amount of damage. If the tree is destroyed, they are destroyed.

Gaki
Gaki were wicked in their former life. When they died, their spirits were returned to theearth
as wicked monsters. Here they suffer punishments of hunger and thirst which they can never
sate, no matter how much they eat or drink. They can become invisible at will, and pass
through walls three tiems a day. They are immune to charm, hold, and sleep spells.

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Jiki-Ketsu-Gaki
Armor Class: 18 Hitpoints: 40 (8d8) Speed: 30 CR: 7 Alignment: Chaotic Evil
Damage Resistance: Weapons that are non-magical
Actions:
Multiattack Attacks with two claws and a bite
Claw Melee Weapon Attack +8 to hit, one target. Hit: 2 (1d3) damage
Bite Melee Weapon Attack +8 to Hit, one target. Hit: 5 (1d8) damage
Regeneration: Regains 1 hit point at the start of its turn until dead.

Description: The most feared of all the Gaki. They appear to be gaunt humanoids with sharp
fangs and claws. They are vampiric and will drain the blood of their vicims. If their bite hits,
they will remain attached, draining 1d10 HP per round.

Jiki-Niku-Gaki
Armor Class: 14 Hitpoints: 15 (3d8) Speed: 30 CR: 2 Alignment: Chaotic Evil
Actions:
Multiattack Attacks with two claws and a bite
Claw Melee Weapon Attack +4 to hit, one target. Hit: 2 (1d4) damage
Bite Melee Weapon Attack +4 to Hit, one target. Hit: 5 (1d8) damage
Regeneration Regains 1 hit point at the start of its turn until dead

Description: Most common form of Gaki. They are compelled to hunt and eat flash.

Shikko-Gaki
Armor Class: 15 Hitpoints: 25 (5d8) Speed: 30 CR: 4 Alignment: Chaotic Evil
Actions:
Damage Resistance: non adamantine weapons
Multiattack Attacks with two claws
Claw Melee Weapon Attack +6 to hit, one target. Hit: 2 (1d4) damage + disease (CON Save at
DC 13). Disease causes delirium and victim loses 1 hitpoint per hour. Disease lasts 2-5
days unless cured.

Description: Gaunt Humanoids pocked with disease and decay.

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Shinen-Gaki
Armor Class: 20 Hitpoints: 20 (4d8) Speed: 30 CR: 2 Alignment: Chaotic Evil
Actions:
Multiattack One Fire attack
Fire Attack: Ranged Magical Attack +4 to hit, one target. Hit 6 (1d10) damage
Regeneration Regains 3 hit points at the start of its turn until dead

Description: Appears as a moving fire. If it attracts a victim, it lights the surrounding area
trying to encircle the victim in fire.

Gargantua
Strange Mutations of the Earth, these massive creatures ravage the land when they appear.

Humanoid Gargantua
Armor Class: 16 Hitpoints: 280 (35d10) Speed: 60 CR: 26 Alignment: Chaotic Neutral
Actions:
Multi attack two fists and a stomp
Fist; Melee attack: +35 to hit, reach 20 feet, multiple targets. Hit: 4d20+4 damage
Stomp; Melee attack: +35 to hit, reach 15 feet, multiple targets. Hit 10d10 damage + any target
taking over half their HP in damage must make a Save Vs. Death (CON DC 30) or die instantly.

Description: A Massively gigantic humanoid, many times in the shape of a giant gorilla or
monkey.

Insectoid Gargantua
Armor Class: 14 Hitpoints: 250 (30d10) Speed:100 fly CR:27 Alignment: Chaotic Neutral
Actions:
Entangle: Shoots a strand of webbing hitting an area 20x20. Any caught in it must make a
Saving throw (STR DC 20) or be restrained

Bite: Melee attack +30 to hit, one target. Hit: 17 (3-30) damage

Wind Storm: Flapping its wings, it can effect an area of 30x30. Any caught in it must make a
Saving Throw (DEX DC 15) or take 4 (1d6) damage.

Description: A Massive Insectoid creature that torments the countryside when it arises.

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Reptilian Gargantua
Armor Class: 18 Hitpoints: 500 (50d10) Speed:50 CR:30 Alignment:Chaotic Neutral
Actions:
Multi Attack: 2 Claws, 1 bite, one stomp and one tail attack.
Claw; Melee attack +50 to hit, one target Hit: 17 (3d10) damage
Bite; Melee Attack +50 to hit, one target. Hit: 32(6d10) damage
Tail; Melee attack +50 to hit, anything in a 90x90 area/reach 90 feet. Hit: 40 (8d10) damage
Stomp; Melee attack: +35 to hit, reach 40 feet, multiple targets. Hit 10d10 damage + any target
taking over half their HP in damage must make a Save Vs. Death (CON DC 30) or die instantly.

Description: Appearing mostly on isolated islands, or swimming at sea, these are the king of
the gargantuan.

Goblin Rat
Armor Class: 13 Hitpoints: 16 (3d8) Speed: 20 CR: 2 Alignment: Lawful Evil
Damage Resistance: non-silvered weapons
Treasure: Type B
Actions:
Either Bite (Rat Form) or by weapon
Bite; Melee Weapon Attack +3 to hit. Hit: 5 (1d8) damage + disease
Disease 5% if bitten, being cholera or fevers (CON DC 15 to save)
Naginata - Melee Weapon Attack: + 5 to hit, one target. Hit: 1d8+1 damage

Description: Goblin Rats are like Were-Rats with a humanoid and a Rat form. In many ways
they are also similar to the Hengeyokai, but as more foul, ugly, and grotesque in form and
stature. When 10 or more of them are encountered, one will be the Goblin Rat King. This has
identical abilities as above but with 25 HP (5HD), and AC of 16, and does +2 damage with their
bite or +3 damage with their sword.

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Goblin Spider
Armor Class: 16 Hitpoints: 42 (6d12) Speed: 45 CR: 5 Alignment: Neutral Evil
Treasure: Type C
Actions:
Bite: +9 to hit, one target Hit: 10 (2d8) damage

Description: Goblin Spiders live in tunnels and do not live in webs. The can mimic voices, able
to imitate any voice or animal sound hey hear. They normally have 2d4 Giant Spiders as guards
that can assist them at any time.

Hu Hsien (Lesser Spirit)


Armor Class: 13 Hitpoints: 30 (6d8) Speed: 30 CR: 7 Alignment: Chaotic Evil
Damage Resistance: non-magical weapons
Treasure: Type I
Actions:
Bite;+7 to hit, one target. Hit: 3 (1d6) damage

Description: Hu Hsien are shape changers much like Hengeyokai. Their animal form is that of a
sly fox. They live off the energies of other beings. They do not try to act violently, only to have
its victims spend their time with it. The Hu Hsien can cast invisibility, any polymorph spell,
charm person, enthrall, Hypnotic Pattern, Comprehend Languages, Detect Thoughts, and
suggestion at will. It can cast Mislead, Modify Memory, and Dominate person once per day.

They attempt to use these to make someone fall in love with them. They usually get it started
by using one of their spells listed above. Each day (for at least 8 hours) an individual spends in
the presence of the Hu Hsien, they lose one level. Once this starts, the victim is blinded by false
love for the Hu Hsien and can only be saved if the Hu Hsien is driven away or slain by others.

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Kala
Kala are an ancient and primitive race of humanoids that dwell naturally in the cold, wearing
only loincloths in the coldest climates. Except for slightly pointed heads and very large feet
they appear human. Unfortunately, they love to eat Human and Demi-Human flesh.

Cave Kala
Armor Class: 21 Hitpoints: 30 (8d8) Speed: 30 CR: 8 Alignment: Neutral
Treasure: 10-100 GP (10d10 GP Each)
Actions:
Multi Attack; A bite and a claw attack
Claw; Melee Attack +8 to hit, one target. Hit: 5 (1d8)
Bite; Melee Attack +8 to hit, one target. Hit: 5 (1d8) + poison
CON DC 10 to Save. Poison causing -1 to hit and damage cumulative each round until
the 5th round where they are incapacitated. Lasts around 30 minutes.

Description: Cave Kala live underground in caverns deep in snowy forests

Earth Kala
Armor Class: 18 Hitpoints: 30 (6d8) Speed: 30 CR: 5 Alignment: Neutral
Treasure: 10-100 GP (10d10 GP each)
Actions:
Multi attack: 2 claw attacks
Claw; Melee attack +6 to hit, one target. Hit: 4 (1d6) + Disease
CON DC 15 to save. Disease causes those who have it to lose 1d6 hitpoints per day.
Until cured, victim cannot have their hitpoints healed.

Description: Earth Kala live a nomadic life in the cold snows of the north, moving their camps in
regards to the roaming herds they hunt, or the demi-humans and humans they hunt.

Kappa
Kappa are like giant turtles with a bowl indentation in their head where water is kept. They are
amphibious humanoid creatures found in fresh water areas. They stand around two feet tall
and have a thick tortoise shell on their back. The bowl on the top of their head carries water
from their lake, stream, river, pond, or the fresh body of water they reside in. If it is emptied
they lose all their powers and start to lose 2 hitpoints a day until they can refill it at the source.

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Normal Kappa
Armor Class: 17 Hitpoints: 20 (4d8) Speed: 20 CR: 2 Alignment: Chaotic Evil
Special Defense: If attacked anywhere but from the front their AC goes up to 22
Treasure: Type D
Actions:
Multi Attack; Martial Arts two hand attacks
Hand Attack; Melee Attack: +9 to hit, one target. Hit: 13 (1d10+7) Damage.

Description: Fitting the description as stated above, normally they wander in warparties of 5 or
6 Kappa.

Vampiric Kappa
Armor Class: 20 Hitpoints: 50 (7d12+7) Speed: 30 CR: 7 Alignment: Chaotic Evil
Special Defense: If attacked anywhere but from the front their AC goes up to 22
Treasure: Type D
Actions:
Multi Attack; Martial Arts two hand attacks and one bite attack
Hand Attack; Melee Attack: +12 to hit, one target. Hit: 13 (1d10+7) Damage
Bite; Melee Attack: +13 to hit, one target. Hit: 10 (1d6+6) damage + STR Drain.
If the Kappa lands a bite, it starts to drain the life out of its victim. It can only be shaken
by a (STR DC 20) Saving throw. Until it is shaken off or dies it drains ONE STR point from
its victim per round.

Description: Much more rare than Kappa, its draining powers and other abilities can be
destroyed by draining the water out of the bowl on its head. It differs from other Kappa in
that it has fangs for draining blood as well as glowing red eyes.

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Oni (Lesser Spirit)
Fearsome relatives of Ogres and Ogre Magi, Oni have one to three eyes and are eight feet tall
on average, with formidable horns sticking out of their heads. They vary in color from green, to
red, to purple, to black, and orange.
Common Oni
Armor Class: 16 Hitpoints: 40 (8d8) Speed: 25 CR: 7 Alignment: Lawful Evil
Treasure: Type A
Actions:
Polymorph: as the spell description, up to 3 times a day
Fly: as the spell description, up to 3 times a day
Invisibility: as the spell description, up to 3 times a day
Fear; as the spell description; at will
Two Handed Sword; Melee Weapon Attack: +11 to hit, one target. Hit: 8 (1d10+2) damage.

Description: The most common form of Oni, ranging from 7-8 feet in height. They tend to have
one or two horns. If they are in their lairs, they have 4d10 goblin rats or bakemono serving
them. They tend to be green or black in coloration. They can be found in tribes of 1 to 100.
Go-zu Oni
Armor Class: 20 Hitpoints: 75 (12d8+8) Speed: 25 CR: 12 Alignment: Lawful Neutral
Actions:
Detect Invisibility; Go-zu automatically detect invisibility
Polymorph; as the spell description, at will
Fly; as the spell description, at will
Invisibility; as the spell description, at will
Fear; as the spell description; at will
Multi Attack; two attacks with their Sword and one gore with their horns
Two Handed Sword; Melee Weapon Attack: +16 to hit, one target. Hit: 8 (1d10+2) damage
Gore; Melee Attack: +15 to hit, on target. Hit: 12 (1d10+6) damage.

Description: They are around 8 to 9 feet in height and appear as Purple, Orange, or Red
Minotaurs (humans with the head of a bull). These Oni serve the Celestial Emperor, keeper of
the Law and the gates of the heavens. They are the soldiers that make up the common ranks in
his army. The serve under the Me-zu Oni, and are fierce defenders of the Celestial Emperor.

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Poh (Lesser Spirit)
Armor Class: 16 Hitpoints: 32 (5d10) Speed: 30 CR: 4 Alignment: Chaotic Evil
Treasure: 1d4 Gems worth 500-2000 GP each.
Actions:
Great Club; Melee Weapon Attack: +6 to hit, one target. Hit: 6 (1d8+1) damage + dehydration
Dehydration If a character is hit by the Poh, they must make a Saving throw (CON DC
14) or have some of their Constitution drained by the Pohs drying touch. For each hit
where they do not save, they lose 1 point of Constitution.

Description: Pohs demand veneration and gifts from the local populace. If they do not receive
it as they feel appropriate, they will smite the area with a drought which can only end when the
Poh declares it, or on the Pohs death.

Oriental Dragons
Oriental Dragons are similar to their counterparts, but occasionally with different powers. AS
their counterparts, their Breath Weapon did as much damage as the Dragons maximum
(meaning fully healed) Hitpoint value. For lower level parties, as before this means a dragon
could take out the entire party (if they were all enveloped in the breath weapon) with one
blast. In addition, some Oriental Dragons have a less powerful breath weapon, known as water
fire. It does NOT do as much damage as a normal breath weapon, and its damage is shown on
the table.

Dragons in AD&D calculated their Hitpoints dependant on their age. The age determined how
many hitpoints they had per hitdie (instead of rolling for hitpoints).

Very Young = 1 hit point per hit die


Young = 2 hit points per hit die
Sub Adult = 3 hit points per hit die
Young Adult = 4 hit points per hit die
Adult = 5 hit points per hit die
Old = 6 hit points per hit die
Very Old = 7 hit points per hit die
Ancient = 8 hit points per hit die

188
Dragons also had variable Hit Dice. The average is given below, but Dragons could be one Hit
die lower (which meant they were smaller Dragons) or one Hit Die higher (meaning they were
larger dragons).

Dragon AC Hit Die Attacks/Damage breath wpn Alignment TT


Li Lung earth 16 8 2;2-8/1-20 Earthquake* Neutral H
sea
Lung Wang 20 12 2;1-12/6-36 Steam Neutral Hx2
Coiled
Pan Lung 18 7 2;1-3/2-16 Water-Fire 1d6dmg Chaotic Neut. H
spirit
Shen Lung 19 10 2;1-4/2-24 Water Fire 2d6 dmg Chaotic Neut H
celestial
Tien Lung 22 12 2;1-6/4-40 Fire Lawful Neut Hx2
carp
Yu Lung 17 6 2;1-4/2-16 none Neutral NIL
river
Chiang Lung 18 11 2;1-6/3-36 rain clouds LawfulNeut F
Tun Mi Lungtyphoon21 11 2;1-3/2-20 Typhoon Neutral Evil F

Oriental Dragons tend to be part of the Celestial Bureaucracy which is ruled by the Celestial
Emperor. Each has their part in the ruling of the laws of the Earth. If one does a poor job, they
are easily replaced.

Authors Final Thoughts


I stated at the beginning that this was a toolbox for DMs to use as they wish. I hope that it has
at least been somewhat inspirational to you. Ive tried to offer as many options as possible
while staying true to the 5e spirit as well as the spirit of the 70s and 80s Dungeons and Dragons
game. If you want a hardcopy, feel free to print this out on your printer, at the nearest printer,
and bind it in any way you feel durable.

If you really like the ideas presented in this document, spread the word to your friends, use it in
your games, and most of all, simply enjoy gaming around the table.

189
Appendix

Expanded Table of Contents topics


Ability Scores 7 Classes: D&D 41
-Option 1: Basic Rules 7 -Warrior (Fighter) 41
-Option 2: D&D Rules 7 -Magic-User 44
-Option 3: Advanced Rules 8 -Priest (Old School Cleric) 47
- STRENGTH 8 -Old School Rogue (Thief) 51
- INTELLIGENCE 9 -Dwarf 54
- WISDOM 10 -Halfling 57
-DEXTERITY 11 -Elf 59
-Defensive Dextrity 12 Optional Classes 63
-Two Weapon Fighting 12 -Half Orc 63
-CONSTITUTION 13 -Gnome 64
-CHARISMA 14 -Dragonborn 67
Generating Ability Scores 16 -Tiefling 69
Beyond 20th Level 18 -Aasimar 71
Basic Rules 19 Classes: Advanced 73
-Races 19 -Multiclassing 73
-Optional Races 20 -Dual Classing 73
-Classes 20 -Level Limits 76
-Fighting Man 20 The Classes: Advanced 79
-Magic User 23 -Warrior (Fighter) 80
-Priest (Old School Cleric 26 Warrior Archetypes 82
Old School Combat 29 -Fighter 82
Basic Experience 31 -Ranger 84
Basic Monsters 32 -Ranger Scout 86
Booklet 3 36 -2e Ranger 86
-Paladin 88
Races : D&D 37 -Barbarian 90
Races: Advanced 37 -Cavalier 93
-Elf Subrace 38 Priest (Cleric) 96
-Wild Elf 38 Priest Archetypes 97
-Moon Elf 39 -Cleric 97
-Dwarf Subrace 39 -Druid 100
-Gray Dwarf 39 -Monk 104
-Ghostwise Halfling 40 Old School Rogue (Thief) 109
-Assimar 40 Old School Rogue Archetypes 111

190
-Bard 111 Old School Rogue Archetypes 161
-Jack (Bard Adventurer) 114 Ninja 161
-2e Bard 116 Yakuza 166
-Thief 116 Magic User Archetypes 167
-Assassin 118 Wu Jen 167
-Acrobat 119 Oriental Archetype Class Requirements 170
Magic-user 122 Honor System 171
Illusionist 126 Oriental Equipment 173
Oriental Monsters 179
Classes/Archetypes in General Advanced 127 Oriental Dragons 188
Advanced Archetype Class Requirements 128 Final Thoughts 189
Forgotten Realm Classes 129
Equipment 129 Watch for 5e Old School: No Rhyme or Reason and
st
Gold held by 1 level classes 130 5e Old School: Dungeons
Weapon & Casting Speeds 130
General Rule Options 132
Skill checks & Combat 133
-Skill Options 133
-5e Combat Options 134
-Thief Skill Options 135
-Magic Options 136
-Experience Options 137
Gold for XP 138
-Monster XP Values 139
Treasure Table Approximates 140
Dragons 141
Final words on Basic Rules,
D&D Rules
Advanced Rules 143
Oriental Adventures 145
Oriental Races 145
Dwarf Subclass 145
-Korobokuru -145
-Spirit Folk 145
-Hengeyokai 146
-Oriental Racial Limits 148
Classes & Archetypes 150
Warrior Archetypes 150
-Oriental Barbarian 150
-Bushi 151
-Kensai 151
-Samurai 151
Priest Archetypes 156
-Shukenja 156
Sohei 158
Oriental Monk 160

191

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