Inspirado por esse vídeo, eu criei regras simples para se jogar a 5ª edição de D&D sem classes. Clique aqui para baixar o .pdf do Scroll of the Adventurer, ou só continue lendo esse post!
These short rules offer a simple way to play D&D without classes, in a way that makes adventurers easier to create and understand, and that also makes the adventures more dangerous and challenging.
The Player’s Handbook is necessary to use this supplement; the Dungeon Masters Guide, the Xanathar’s Guide to Everything and the Elemental Evil Player’s Companion are optional.
To create a player character, follow the steps below:
- Choose a Race: pick any race.
- “Choose” the Adventurer “Class”: this is the only option you have anyway.
- Determine Ability Scores: we advise the use of non-random methods, but as usual your DM has the final word on this.
- Describe your Character: pick any background; background customization and creation are highly incentivized; also notice that you do not get the background’s starting equipment.
- Choose Equipment: every player character has a starting wealth of 4d4 x 10 gp (or 100 gp) and a random trinket.
The Adventurer “Class”
Every player character belongs to the same “class”: The Adventurer.
Note: it is NOT the intent of this “class” to be balanced with the official classes; because of that, the DM will have to rethink the balance of encounters.
As an adventurer, you gain the following class features.
Hit Dice: 1d8 per level.
Hit Points at 1st Level: 8 + your Constitution Modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st.
Armor: Light Armor.
Weapons: Simple Weapons.
Saving Throws: choose two.
Skills: choose four.
This “class” does not offer starting equipment options.
As an adventurer, you have with 1 Improvement Point at level 1. You get more IPs as you level up.
IPs have to be spent on features; they may be stored to be spent later.
You can spend 1 IP to increase one ability score of your choice by 1; you can’t increase an ability score above 20 using this feature.
You can spend 2 IPs to purchase a feat.
Starting at 21st level, you can spend 3 IPs to purchase an epic boon.
Feats (found in the Player’s Handbook, pages 165 to 170, and in the Xanathar’s Guide to Everything, pages 73 to 75) play a key role in the creation of an Adventurer.
We do not have the intention of creating lots of new feats; however, we find the need to create new feats for spellcasting Adventurers.
Prerequisites: 3rd level, Magic Initiate Feat
Choose one 1st-level spell and one 2nd-level spell from the same list you chose on the Magic Initiate feat. You learn that spells and can cast them at their lowest levels. Once you cast one of them, you must finish a long rest before you can cast it again.
Prerequisites: 5th level, Magic Adept Feat
Choose one 1st-level spell, one 2nd-level spell and one 3rd-level spell from the same list you chose on the Magic Initiate feat. You learn that spells and can cast them at their lowest levels. Once you cast one of them, you must finish a long rest before you can cast it again.
Epic boons (found in the Dungeon Masters Guide, pages 231 to 232) are a very interesting addition to the features that high-level Adventurers might get.
The DM may consider lowering the level requisite to acquire an epic boon, say from 21st to 17th, but keeping the IP gain as it is.
That said, we advise the use of alternative evolution systems, aside of Experience Points, for a faster evolution.
The Ritual Caster feat is a bit underpowered due to the very restrict selection of spells with the ritual tag. Thus, we list below the spells already with the ritual tag, and those, marked with a *, to which we have added the tag. Your DM decides if those new rituals should or not be added to the list.
Comprehend Languages (Bard, Sorcerer, Warlock, Wizard)
Detect Magic (Bard, Cleric, Druid, Sorcerer, Wizard)
Detect Poison and Disease (Cleric, Druid)
Find Familiar (Wizard)
Identify (Bard, Wizard)
Illusory Script (Bard, Warlock, Wizard)
Purify Food and Drink (Cleric, Druid)
Silent Image (Bard, Sorcerer)*
Speak with Animals (Bard, Druid)
Tenser’s Floating Disk (Wizard)
Unseen Servant (Bard, Warlock, Wizard)
Animal Messenger (Bard, Druid)
Beast Sense (Druid)
Darkness (Sorcerer, Warlock, Wizard)*
Gentle Repose (Cleric, Wizard)
Invisibility (Bard, Sorcerer, Warlock, Wizard)*
Locate Animals or Plants (Bard, Druid)
Magic Mouth (Bard, Wizard)
See Invisibility (Bard, Sorcerer, Wizard)*
Silence (Bard, Cleric)
Skywrite (Bard, Druid, Wizard)
Feign Death (Bard, Cleric, Druid, Wizard)
Leomund’s Tiny Hut (Bard, Wizard)
Meld into Stone (Cleric, Druid)
Phantom Steed (Wizard)
Tongues (Bard, Cleric, Sorcerer, Warlock, Wizard)*
Water Breathing (Druid, Sorcerer, Wizard)
Water Walk (Cleric, Druid, Sorcerer)
Banishment (Cleric, Sorcerer, Warlock, Wizard)*
Hallucinatory Terrain (Bard, Druid, Warlock, Wizard)*
Locate Creature (Bard, Cleric, Druid, Wizard)*
Commune with Nature (Druid)
Contact Other Plane (Warlock, Wizard)
Rary’s Telepathic Bond (Wizard)
Seeming (Bard, Sorcerer, Wizard)*
Drawmij’s Instant Summons (Wizard)
Find the Path (Bard, Cleric, Druid)*
True Seeing (Bard, Cleric, Sorcerer, Warlock, Wizard)*
Plane Shift (Cleric, Druid, Sorcerer, Warlock Wizard)*
Project Image (Bard, Wizard)*