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
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 |
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.