463px-dnd_gnomeGnomes are…

Ability Score Caps: Gnomes cannot exceed +3 in any ability except for Intelligence where they can have up to a +4. Gnomes cannot exceed Zero in Constitution AND Strength.

Ability Score Max: Gnomes have a max total combined ability total of 5

Size: 3-4 foot tall, 60 – 120 lbs

Speed: 20 feet

Languages: Common and Gnome

Special Racial Abilities:

  • +2 bonus to Armor Class due to small size
  • +3 bonus to Combat Initiative for their small quickness
  • +3 to all rolls identifying or defending against magical effects
  • Gnome are difficult to spot, and gain the following bonuses to hiding, in addition to their wisdom bonuses: Normal Light +3, Low Light +7 and Outdoors +11.
  • Magical Spell: 1x per day per level a gnome can use the Ghost Sound Spell.

Class Restrictions: Gnome may only choose from Wizard, Thief, or Barbarian.

Limitations or Restrictions: 

  • A Gnome may wear any kind of armor, and may use a shield. However, their armor and shields must be specially made for their small size (doubling the list price). Even dwarf-sized armor is too large for them.
  • A Gnome may only use weapon weighing 2lbs or less (such as a dagger, short sword, or shortbow), and may not use two-handed swords, longbows, battle axes, pole-arms, or other large weapons.

SimpleDnd Update

Just a quick note. The following items have been recently updated:

  1. Elves no longer have darkvision only Dwarves.
  2. Elves lose their search bonuses and gain a notice bonus instead.
  3. Backstab multiplier has been clarified for halflings and rogue classes
  4.  Equipment is updated with new armor, crossbows and animals
  5. 10 new magic items have been added
  6. There are new character sheets
  7. Heroics points are now standard
  8. Notice is now standard

Coming soon:

  • Spells for levels up to 9
  • Druid class
  • A ton of new monsters
  • New core rulebook for purchase

Rise of the Drow – Descend back to the Underdark 

Now I have to look into an evil oneshot

Death By Mage

The Drow or Dark Elves have been a fascination in the lore of fantasy settings for many years. The story of the separation of the elven races, the rise of of the Spider Queen, Lolth, and harsh Drow culture that rose from the cruel dark underworld they called home. The Underdark is alien from the surface world, many players and dungeon masters have treked and dealt with many denizens of great renown: beholders, mind flayers, and including the Drow.

There have been countless stories, game supplements, and attention placed on these beloved enemies. It is almost considered a rite of passage of an adventuring party dealt with a Drow ambush, from their poison darts to their ability to summon clouds of darkness. If the unlucky party should become captured, their adventure continues deeper into the alien world below.

Many novels and stories have been written about the Drow, from the…

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Stat Changes

Lately I’ve been playing in a few d6 games (Star Wars d6 FTW) and I really enjoy the take away on the way stats work vs the classic D&D example of 6 attributes. Now I’ve also been playing some D&D 5e and it has skills in it as well and my thought is, why can’t the two be married into something flexible yet allowing for more jack-of-all-trades or super specialists?

I propose that the system be modified to add the following skill structure.

The base 6 attributes stay in place and do not change. By default, all skills under those attribute inherit the bonus of that skill.

Example: A strength of +3 would have a base of +3 in all strength skills

This is where things would change. At each level a character would gain 3 skill bonuses to distribute into their skills as they see fit. So you could build a fighter who could also be a competent pick pocket or a thief who is a great cat burglar with an epic climb ability. Essentially allowing you to choose the character’s path forward.

Proposed Skill List

Strength Skills

  • Acrobatics
  • Brawling
  • Melee Weapons
  • Jumping
  • Lifting
  • Swimming

Dexterity Skills

  • Climbing
  • Ranged Weapons
  • Defense
  • Dance
  • Pick Pockets
  • Running
  • Stealth/Hide/Sneak
  • Tumbling


  • Knowledge
  • Lore
  • Disable Traps
  • Pick Locks
  • Languages
  • Navigate
  • Read Languages


  • Bargain
  • Craft
  • Search/Listen (change to Notice)
  • Faith
  • Tracking


  • Stamina
  • Health/Healing
  • Willpower


  • Bargain
  • Disguise
  • Charm
  • Bluff
  • Intimidate

Magic (starts at zero)

  • Faith Magic
  • Learned Magic