D&D Free Rules (2024)
Human
HUMANOID
Humans are the most adaptable and ambitious people among the common species. They have widely varying tastes, morals, and customs in the many different lands where they have settled. By far the most populous of the intelligent species. The Empire of Mori is mostly made up of humans and the people of the Northen Clans are almost exclusively human.
Human Traits
Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall)
Speed: 30 feet
As a Human, you have these special traits.
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Skillful. You gain proficiency in one skill of your choice.
Versatile. You gain an Origin feat of your choice.
Ability Scores: Dexterity, Intelligence, Wisdom
Feat: Gadget Expert
Skill Proficiencies: Science and History
Tool Proficiency: Tinker's Tools
Equipment: Choose A or B: (A) Dagger, Tinker's Tools, Book (history), Parchment (8 sheets), Traveler's Clothes, Choose one Common gadget, 8 GP; or (B) 50 GP
You are always at the cutting edge, tinkering with the latest gadgets and technology. Your passion for innovation drives you to follow the newest developments in science closely. You regularly attend scientific conferences, where you not only contribute your own insights but also eagerly study the latest breakthroughs and trends.
Gadget Expert
As an inventive gadgeteer you have learned to quickly use your gadgets in and out of combat.
Gadget Genius. You can use any single use / consumable tech based items that do not deal damage directly and normally require an Action, as a Bonus Action.
Efficient storage. Your Fuel Tank capacity is increased to 15, and you can carry an additional Battery.
Origin Feat: Magic Initiate Wizard - True Strike, Minor Illusion, Find Familiar
Level 1: Expertise
You gain Expertise in two of your skill proficiencies of your choice.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Level 1: Sneak Attack
You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.
You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Level 1: Thieves’ Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice.
Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 1: Prototype
Use your long rests and downtime to work on building prototype weapons, armor, items or starting from level 7 vehicles. Inventing new items during down time or rest periods requires you to use the
Crafting Table checks. You can also reverse engineer any items you might find.
Level 1: Genius Proficiency
Use your Intelligence Modifier on Prototype or Technological items if higher. You become proficient in Science.
Level 2: Tinkering
Spent time during your long rest improving an item using Tinkerer's tools. You can place these improvements on any item including items used by allies.
You can improve a number of items equal to your Proficiency Bonus.
- Weapon: Add a +1 to the attack and damage bonus for 24 hours
- Armor: Add a +1 to AC for 24 hours
- Item: Add a +1 to one item effect for 24 hours
This bonus increases by 1 every 6 levels
Level 2: Fighting Style Feat
Thrown Weapon Fighting: When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.
Level 3: Street Smarts
You gain Proficiency in two skills of your choice and two Expertises in Skills for which you have Proficiency, and if higher, you can use your Intelligence Modifier for skills you're Proficient in.
Level 3: Combat Analist
Your quick analytics and reading of your opponent allow you to use your Intelligence instead of Dexterity to determine your AC.
Additionally, you can use a Bonus Action to determine a creature’s weak spot. The DM decides the DC, and between an Investigation, Arcana, Science or Nature check depending on the creature.
On a success, you learn one Damage Type vulnerability the creature has if it has any, and for the next minute, whenever you hit the creature with an attack, you deal additional damage equal to your Proficiency Bonus.
Level 3: Scavenger
When you find damaged or otherwise unfit materials that seem unusable for crafting to others, you can still make them work for your creations.
Level 4: Gadget Expert
Gadget Genius. You can use any single use / consumable tech based items that do not deal damage directly and normally require an Action, as a Bonus Action.
Efficient storage. Your Fuel Tank capacity is increased to 15, and you can carry an additional Battery.
Dexterity Increased. You gain 1 point to your Dexterity Ability Score.