Custom Content for Homebrew tabletop and D&D campaigns

Equipment Weight & Traveling:

All players have an initial carrying capacity, which can be increased with additional Brawn. A full set of Armor, 20 pounds worth of weapons, and a basic travelers kit with everything you need to survive in the wild is considered a “standard” load out. Most enemies will drop some form of currency so players don’t have to worry about dragging dozens of objects with them throughout the game to sell later to a vendor. Players must have 1 additional point of Brawn per additional 10 pounds they carry to avoid suffering penalties.


Any player may socket a gem into a piece of equipment. In order to replace it they must destroy the original. A trained Jewelcrafter may successfully unsocket a gem on behalf of another player.

Gems come in four types:

  • Great: Secondary stats | Average cost: D20
  • Rare: Primary stats | Average cost: 2D20
  • Epic: Both sets of stats | Average cost: 4D20
  • Legendary: An effect + both sets of stats | Average Cost: 4D100


There are four classes of armor. Brawn equates to movement penalties, Agility penalties center around acrobatics (jumping, balance, dodge, etc). Every corresponding stat point reduces penalties by 5%. The penalties assume a full set of gear of the same type. When mixing gear types adjust the penalties by 10% per piece, rounded up.

The difference in armor classes consists of the armor value, movement speed, brawn requirements, and agility penalties. Whereas someone wearing cloth or leather may easily dodge attacks given enough agility, someone in Plate would not be able to effectively “run away”, dodge attacks, or perform complicated maneuvers under such weight. Conversely, someone wearing plate may only lose two hit points from a sword attack versus the ten their leather-clad partner would lose from the same blow. This is because heavier Plate affords more Armor Points than leather, allowing the wearer to effectively “shrug off” more damage.

Natural Armor:
Natural armor can be generated through character abilities, and stacks on top of regular Armor. It is always used first, before regular Armor loses any durability.

Starting Armor: New players start with a full set of armor. The initial armor value is half of the maximum die size per slot.  

  • Cloth - D4 | No penalties.
  • Leather - D6  | 25% Agility Penalty
  • Mail - D8 | 25% Movement Penalty | 50% Agility Penalty
  • Plate - D12  | 50% Movement Penalty | 90% Agility Penalty

Baseline Equipment Bonus By Tier:
Common: no bonuses
Great: 1D4 primary stat bonus
Rare: 1D6 primary stat  bonus + 1D4 secondary stat bonus + 1D4 endurance stat bonus + 25% chance for a gem slot
Epic:  1D10 primary stat bonus + 1D6 secondary stat bonus + x2 armor modifier + 1d6 endurance stat bonus (including "hit") + gem slot + 50% chance for a second gem slot
Legendary: 2D20 primay stat bonus + 2d10 secondary stat bonus (including "hit" and "bonus crit") + x4 armor modifier + 2 gem slots + 50% chance for up to two additional gem slots

Repairing Armor:
In a friendly town you may repair for no cost. Armor Repair Kits may be purchased from almost any vendor for use in the field. Repair kits are sold for 10c per piece, which repair D20 armor. Players who have a specific Crafting Professions associated with their armor type may multiply the results of the Repair Kit times their Crafting Level.

Crafting Armor & Weapons:

When crafting Armor & Weapons a player may only do so in a non-hostile town. The number of required materials for each Tier is listed below. For that amount of materials, a Craftsman may create "X" pieces of gear where "X" is their profession level. For example: a level 3 Blacksmith rolls an 8 attempting to craft "Rare" quality armor. For 8 pieces of Rare materials he may successfully craft 3 pieces of Rare armor. Craftsmen may roll requirements for any Crafting Tier once per Crafting Level per game session. The number of pieces crafted may never exceed the number of Materials on hand, regardless of level. You must be the appropriate Crafting Level to successfully build each Tier. Professions max out at level 10.

Crafting Armor Required Materials:
Great: D10
Rare: D10 (Crafting Level 3)
Epic: D20 (Crafting Level 6)
Legendary: D100 (Crafting Level 9)

Baseline Armor Bonus By Tier:
Common:no bonuses
Great: 1D4 bonus
Rare: 1D6 bonus + 1D4 bonus + 50% armor bonus + occasional gem slot
Epic:  1D10 + 1D6 + 100% armor bonus + D4 gem slots
Legendary: 2D20 bonuses + 150% armor bonus + D6 gem slots

Crafting Weapons Required Materials:
Great: D20
Rare: D20 (Crafting Level 3)
Epic: D100 (Crafting Level 6)
Legendary: D100 (Crafting Level 9)

Baseline Weapon Bonus By Tier:
Common:no bonuses
Great:D6 fixed damage bonus
Rare:one additional die
Epic: go up one standard die size + D10 fixed damage bonus
Legendary:go up one standard die size + one additional die + d20 fixed damage bonus + one magical effect

By crafting gear successfully the profession naturally levels up according to the chart below. As the profession levels up, players gain the ability to craft and reforge higher quality goods. Professions max out at level 10.

Level Up Requirements:

Level 1: Great x2
Level 2: Great x4
Level 3: Rare x1 + Great x2
Level 4: Rare x2 + Great x2
Level 5: Rare x4
Level 6: Epic x1 + Rare x5
Level 7: Epic x2 or Rare x10
Level 8: Epic x5
Level 9: Legendary x1 or Epic x10

Artisans may reforge the bonuses and armor value outside of combat. They may reforge one item per level of Crafting, per session. They may reforge anyone's armor corresponding with their profession. Upon reforging, the stats and armor value are rerolled. A critical failure leaves the stats as-is and they may not attempt again for the session. A critical success maxes out the armor value and stat bonuses.


It is expected that you have become proficient with a variety of weapons during your training. You may carry four points worth of weapons by default, choose whichever ones you like. You may carry one additional point worth of weapons for every 10 Strength points you have available, however, Strength allows you additional carrying weight or reduces your movement and dexterity penalties, not both. Weapon Damage is calculated according to the associated Die, plus any bonuses, times your Character Level.

Light: D4 damage

5 Pounds
Melee Range: 1 adjacent Square
Ranged Weapons: 10 squares

  • Hand Crossbow
  • Sling
  • Dagger
  • Shortsword
  • Blowgun
  • Glaive
  • Buckler
  • Shortbow
  • Rapier
  • Handaxe
  • Boomerang
  • Morningstar

Medium: D6 damage

10 Pounds
Melee Range: 2 Squares
Ranged Weapons: 15 squares

  • Spear
  • Bow
  • Net
  • Club
  • Longsword
  • Morningstar
  • Shield
  • Sickle
  • Flail
  • Whip
  • Scimitar
  • Glaive
  • Longbow
  • Quarterstaff
  • Sickle
  • Javelin

Heavy: D10 damage

20+ Pounds
Melee Range: 3 Squares
Ranged Weapons: 20 squares

  • Heavy Crossbow
  • Ropecaster
  • Rattler
  • Lance
  • Greatsword
  • Heavy Mace
  • Greataxe
  • Warhammer
  • Maul
  • Tower Shield
  • Pike / Halberd
  • Trident
  • Halberd
  • Javelin
  • Great Bow
  • Pike