v 1.3

In World of Dungeons, Skills and Special Abilities help define a character's class. They map directly to the classic classes: Cleric, Fighter, Mage, Ranger & Thief; but they can also be bent to accommodate custom classes... like Alchemist or Road Agent. The following details how these rules have evolved in my games.

Skills

When a PC attempts something in the fiction that might be covered by a skill (eg. Athletics when climbing) they can roll advantage (3d6 & keep the highest 2) + mod instead of a regular roll.

  • Athletics: +str/dex: feats of strength and dexterity
  • Awareness: +wis: perceiving the environment around you
  • Deception: +cha: attempt to deceive
  • Decipher: +wis: discern a thing; attempt to understand or interpret
  • Heal: +wis: provide an extra hd to the party when resting/rolling hp; heal 1d6+level hp with your touch.
  • Leadership: +cha: use leverage to influence someone; diplomacy; intimidate; parley
  • Lore: +int: consult your accumulated knowledge about something
  • Stealth: +dex: attempt to be sneaky
  • Survival: +con: foraging, hunting; start a fire in unfavorable conditions, etc

Special Abilities

These abilities can add additional flavor to a class. The word attempt will generally signify rolling a 2d6+mod when applicable.

  • Backstab: +3 damage from concealment
  • Bless: anoint items with holy water for +/-3 damage and as magical
  • Cantrips: cast 3 simple magical spells
  • Command: attempt to command any spirit, demon, etc.
  • Cure: attempt to neutralize poisons or remove curses
  • Hardy: +6 hp
  • Lucky: turn a miss into a partial success once per day
  • Pet: you have a loyal and effective animal companion
  • Reflexes: you always act first and cannot be surprised
  • Ritual: attempt occult rituals; detailed in ancient tomes and scrolls
  • Scout: with you on point, your party can move quicker, cover more ground and spot targets before they spot you
  • Skirmish: +1 damage; worn armor counts as one type lighter
  • Slay: +2 melee damage
  • Summon: summon a spirit you know by its true name
  • Tinker: pick a lock, pocket or trap w/ tools
  • Tough: +1 armor
  • Turn: attempt to hold undead at bay with your faith and holy symbol
  • Vision: commune with your deity or demon via holy water/drugs
  • Volley: +2 ranged damage
  • Wild: converse with and attempt to command animals; some classes (eg. Druids) use this to shapeshift

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