Local Hero
Thief
Skilled sneak.
HP: 1d6.
Restrictions: No armor heavier than studded
leather, two-handed melee weapons, or
shields.
Tricks of the Trade: When you make a non-
attack d20 roll, roll your class dice and add
the results. Keep rolling as many times as you
want, or until you roll lower than a 4 and
A tiny adventure game by Illuminated Snail (for your class dice is impaired.
introducing new players to B/X, 5E 2014, or 5E 2024; Sneak Attack: When you make a d20 attack
which assumes the DM already knows how to play), roll while hidden, roll your class dice and add
with text licensed under CC BY-SA 4.0, art from the the results. Keep rolling as many times as you
public domain (some modified by Exeunt Press), and want, or until you roll lower than a 4 and
included material from the SRD 5.2.1 by Wizards of your class dice is impaired.
the Coast LLC licensed under CC BY 4.0. Lucky:
After completing an adventure as a peasant...
Cleric
Become a local hero by choosing one of the
following classes. Begin at level 1, gaining your Holy Warrior.
class's HP + CON, a d4 class dice, and all other
listed class features (and restrictions). HP: d8.
Restrictions: No bladed or sharp-edged
weapons.
Fighter Max Spells Known: (Current level + WIS) / 2.
Front-line attacker. Learning Spells: Spend an hour per the
spell's level in uninterrupted prayer.
HP: d10. Spell Casting: When you cast a spell, roll
Restrictions: None. your class dice, with its highest face being the
Careful Attack: When you make a d20 attack max spell level you can cast. If the result is
roll, roll your class dice and add the results. lower than the spell's level or less than 4,
Keep rolling as many times as you want, or your class dice is impaired.
until you roll lower than a 4 and your class Turn Undead: Roll your class dice for each
dice is impaired. undead enemy you attempt to turn,
Strong Attack: When you roll for damage, successfully turning them with a result
roll your class dice and add the results. Keep higher than their level. Keep rolling as many
rolling as many times as you want, or until times as you want, or until you roll lower
you roll lower than a 4 and your class dice is than a 4 and your class dice is impaired.
impaired. Healing Touch: When you touch someone,
Sweep Attack: Roll your class dice against roll your class dice and add the results to
adjacent enemies who would be hit by your restore their HP. Keep rolling as many times
initial d20 attack roll, dealing the result as as you want, or until you roll lower than a 4
damage. Keep rolling as many times as you and your class dice is impaired.
want, or until you roll lower than a 4 and
your class dice is impaired.
Death: Instead of dying when you fail your luck
Wizard roll against death, gain exhaustion.
Knowledgeable magician. Enhancement and Impairment: If dice are
HP: 1d4. enhanced or impaired, they move up and down
this progression: d4 → d6 → d8 → d10 → d12.
Restrictions: No armor, two-handed
weapons, or shields, and must be able to Equipment: When carrying more than your
speak. standard load, all non-d20 rolls are impaired.
Max Spells Known: (Current level + INT) * 2.
Learning Spells: Spend an hour per the Exhaustion: Subtract twice your current
spell's level in uninterrupted study. exhaustion from d20 rolls and other dice are
Spell Casting: When you cast a spell, roll impaired. Once you reach six exhaustion, you die.
your class dice, with its highest face being the Remove one level of exhaustion after a good
max spell level you can cast. If the result is night's rest.
lower than the spell's level or less than 4, Luck: Spend 1 luck to gain advantage on a roll
your class dice is impaired. that someone with your class would be
Esoteric Lore: When you make a non-attack particularly good at. Spend 2 luck to enhance a
d20 roll related to obscure or hidden roll.
knowledge, roll your class dice and add the
results. Keep rolling as many times as you Restrictions: Lose the use of your class dice when
want, or until you roll lower than a 4 and breaking the restrictions of your class.
your class dice is impaired.
Rounding: Unless otherwise noted, always round
down to a minimum of 1.
Beyond Level 1
Shields and helmets: Allow your shield to be
After completing a number of additional destroyed to negate an attack. Allow your helmet
adventures equal to your current level: to be destroyed to turn a critical hit into a regular
Advance another level. hit.
Gain your class's HP + CON. Spell Saves: If a spell requires a save, the number
Enhance class dice on odd levels. to meet or beat is 8 + half the highest face of the
Gain +1 to an ability, to a max of +5, on even caster's class dice + the caster's spell ability (WIS
levels. for Clerics or INT for Wizards).
Two-weapon fighting: When wielding a weapon
Other Rules in each hand, roll to hit once. Then roll both
damage dice, keeping the higher result.
These rules are in addition to the rules of Peasant.
Class Dice: Impaired class dice replenish at dawn
after a good night's rest.
Criticals: When you roll 20 or 1 on a d20, you get
a critical hit or critical miss, respectively. On a
critical hit, deal max damage + dice. On a critical
miss, your enemy gets to attack you.