2D
Table of Contents
- Player Options
- Glossary
- Systems
A TTRPG based on the 5th edition of Dungeons & Dragons. This system is still undergoing active development, and not all of it is described here. Any 2D rules absent on this site can be found on the companion site rezia.dndreference.com.
Settings made for this system include:
Character Creation
When you create a 1st-level character, make sure to complete each of the following steps. Ask your DM for the list of races and languages available for you to choose from.
Race. Choose a race.
Class. Choose a class.
Feat Point. You start with 1 feat point at level 1, which you can spend or save as normal.
Ability Scores. Determine your starting ability scores. The Ability Score Calculator below can help you.
Common Language. You are proficient in the common language of the party. Work with your DM and other players to decide which language this is.
Other Proficiencies. You have a number of additional proficiencies equal to 1 + your Intelligence score (minimum 0). The proficiencies can be any combination of skill, tool, and language proficiencies.
Ability Score Calculator
Points remaining: 18 / 18 ASIs remaining: 0 / 0
Terminology
Bloodied
A creature is called "bloodied" if its current hit points is equal to or less than half its hit point maximum. This is the point at which the creature's body shows obvious signs of harm. In general, it is possible to tell at a glance whether a creature is bloodied.
Size Die
Each size has an associated "size die," which typically coincides with a non-player creature's hit dice size. These dice have no rules of their own, but are referenced by other rules such as falling.
Size Dice
Size | Size Die |
---|---|
Minuscule | d1 |
Tiny | d4 |
Small | d6 |
Medium | d8 |
Large | d10 |
Huge | d12 |
Gargantuan | d20 |
Spell Slots of a Class
Some class features, such as a Spellcasting feature that involves preparing spells, mention spell slots of that class. These are spell slots that you'd have according to that class's class table using only your levels in that class. For example, if you are a 4th-level druid and a 2nd-level ranger, your highest-level spell slot is 3rd level according to the rules of multiclassing. However, your highest-level druid spell slot is 2nd, and your highest-level ranger spell slot is 1st. (These are the highest levels of druid and ranger spells you can prepare, respectively.)
Rules
Ability Scores
Every creature has six base stats called ability scores. Each score is a number between -10 and +10, with 0 being a "typical" score. Scores for a player character typically start between -1 and +3, and the player can increase one of their scores when they get an Ability Score Increase feature from their class. Player characters can't achieve a score higher than +5 unless an effect explicitly states that they can.
Every attack roll, ability check, and saving throw is associated with one of the six abilities. This ability labels the type of attack roll, ability check, or saving throw, and is also added to the result. For example, when you make a Strength saving throw, you roll a d20 and add your Strength.
Each ability also has some number of skills associated with it. See the Abilities table for a description of each ability and its associated skills.
Abilities
Ability | Description | Skills |
---|---|---|
Strength | Physical strength | Athletics |
Dexterity | Balance, fine motor control | Acrobatics, Sleight of Hand, Stealth |
Constitution | Bodily metabolism, endurance | — |
Intelligence | Logical reasoning, memory | Arcana, History, Investigation, Nature, Religion |
Wisdom | Mental stability, sensory perception | Animal Handling, Insight, Medicine, Perception, Survival |
Charisma | Force of will, social presence | Deception, Intimidation, Performance, Persuasion |
Starting Ability Scores
To determine your ability scores at level 1, you "buy" them by spending points. You have 18 points to spend, and the costs are given in the Ability Score Costs table below.
Ability Score Costs
Point Cost | Ability Score |
---|---|
0 | -1 |
1 | 0 |
2 | 1 |
4 | 2 |
6 | 3 |
Variant Rule: Rolling for Scores
If your DM allows it, you can roll for your starting ability scores. There are many ways to do so, but the simplest way is to roll 2d4-3 six times and assign each result to an ability.
Hit Points
Hit points (sometimes abbreivated as "hp") are a measure of how much damage a creature or object can take. Nothing can ever have more hit points than its hit point maximum. As a player, your hit point maximum is determined by your class. Additionally, nothing can ever have less than 0 hit points.
Damage
Whenever you take damage, you lose a number of hit points equal to the damage taken. (You lose all of your hit points if you take more damage than you have hit points.)
Dropping to 0 Hit Points
When you are reduced to 0 hit points, you fall unconscious, gain 1 level of exhaustion, and begin dying.
Variant Rule: Injuries
Instead of gaining a level of exhaustion, you might suffer an injury when reduced to 0 hit points. See the simple injuries and hardcore injuries variant rules for options.
Temporary Hit Points
Temporary hit points are special hit points that are tracked separately from your normal hit points. When you take damage, reduce your temporary hit points first (to a minimum of 0), and only reduce your normal hit points by excess damage.
Temporary hit points aren't cumulative. If you gain temporary hit points while you already have some, you must either lose your existing temporary hit points or forego the new temporary hit points.
Unless otherwise specified, temporary hit points disappear when you finish a long rest.
Passive Perception Falloff
Your passive Perception is less effective at noticing far-away targets. See the table below for the penalty at various distances.
Distance | Penalty |
---|---|
0-5 ft. | -0 |
6-20 ft. | -2 |
21-60 ft. | -5 |
61+ ft. | -10 |
For example, if a goblin is 30 feet away from you and has a Hide DC of 13, you would need a base passive Perception of 18 to automatically notice it.
This penalty only applies to your passive Perception. By taking the Search action in the example above, you would only need to roll a 13 or higher to notice the goblin. This represents the difference between general 360-degree awareness and concentrated attention.
Resting
All creatures, including player characters, can take rests to restore hit points and other features. You can't overlap rests unless they are different kinds of rest. For example, you can (and should) sleep and take one or more short rests during a long rest, but you can't start a long rest while already taking a long rest.
A short rest takes 1 hour. It consists of light activity, such as treating wounds, meditating, or standing guard. You can't take a short rest while unconscious unless another creature tends to you. If you take any damage during a short rest, you must restart. At the end of a short rest, you gain the following benefits:
- You can spend any number of hit dice, one at a time. For each hit die you spend, you regain a number of hit points equal to the number you rolled plus your Constitution score (minimum 1 hit point).
- You regain each resource that recharges on a short rest and that was expended before the rest began.
A long rest takes 8 hours. It consists of light activity and sleeping. If you take any damage during a long rest, you must restart. At the end of a long rest, you experience the following effects:
- You regain all your hit points and hit dice.
- If you sleep for the full 8 hours, you lose one level of exhaustion (if you had any).
- You regain each resource that recharges on a long rest and that was expended before the rest began.
- You can't begin another long rest until at least 8 hours have passed.
If you go 24 hours without sleeping (i.e., being unconscious) for at least 6 of those hours, you gain 1 level of exhaustion. You can gain exhaustion in this way only once every 24 hours.
Resurrection
Resurrection brings a soul back to the material plane. This also provides a means for supernatural creatures to slip in with the revived soul. The DM rolls on the Unwanted Follower table when one of the following spells is cast: revivify, raise dead, resurrection, or true resurrection.
Unwanted Follower
d10 | Result |
---|---|
1 | The spell requires an additional 1 minute to cast, and creatures of total CR at least the level of the spell appear next to the body. |
2-5 | Creatures of total CR at least the level of the spell appear next to the body. |
6-9 | Creatures of total CR at most the level of the spell appear next to the body. |
10 | Nothing unusual happens. |
Both dying and coming back to life involve planar travel of the soul. A soul normally departs the plane on which it died after 1 minute. If the soul does not depart after 24 hours, it may manifest as a ghost.
Exhaustion
Exhaustion
This condition is cumulative. Each time you receive it, you gain a specified number of levels of exhaustion. You die if your exhaustion level reaches or exceeds 10.
Effects of This Condition
- When you make an attack roll, ability check, or saving throw, you subtract your exhaustion level from the d20 roll.
- Subtract your exhaustion level from the spell save DC of any spell you cast.
Ending This Condition
You can reduce your exhaustion by resting.
Causes of This Condition
A common source of exhaustion is dropping to 0 hit points.
Dying
Dying
While you are dying, make a DC 10 Constitution saving throw—called a death saving throw—at the start of each of your turns. Keep track of your successes and failures. You automatically suffer 1 failure each time you take damage while dying, or 2 failures if the damage was from a critical hit. If you reach 3 failures, you die. If you reach 3 successes, you stop dying. If you stop dying for any reason, stop tracking your successes and failures; the counts don't carry over to the next time you are dying.
On a roll of 20 or higher on a death saving throw, you regain 1 hit point.
Ending This Condition
The condition ends if you regain hit points. This condition can also be ended without healing you, such as via the Heal action.
Causes of This Condition
If you aren't already dying, you start dying when you are reduced to 0 hit points (you also fall unconscious) and there is at least 1 point of excess damage.
Unconscious
Unconscious
Effects of This Condition
- You are incapacitated and are unaware of your surroundings.
- You drop whatever you're holding and fall prone.
- You automatically fail Strength and Dexterity saving throws.
- Attack rolls against you have advantage.
- Any attack that hits you is a critical hit if the attacker is within 5 feet of you.
Causes of This Condition
You are automatically unconscious while you have 0 hit points and while sleeping.
Incapacitated
Incapacitated
Effects of This Condition
- You can't take actions or reactions.
- You can't maintain concentration.
- You can't speak.
Prone
Prone
Effects of This Condition
- The only movement mode available to you is crawling.
- You have disadvantage on attack rolls.
- An attack roll against you has advantage if the attacker is within 5 feet of you. Otherwise, the attack roll has disadvantage.
Ending This Condition
You can end this condition by standing up, which requires spending half of your walk speed when you move.