Mage Specialty Schools (Take 2)

So… here’s my new take on how specialization will work for mages. Admittedly, some of these ideas are lifted from 5E but quite a bit is my take on how Specialty Schools should work. Please let me know what you like (and aren’t so keen on)!

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Specialty School

At 2nd level, the mage chooses an arcane school other than the Universal school as their specialty school. When casting a spell from that school of magic, the DC of his spell Saving Throws is increased by 2. The DC to dispel spells that he has cast from that school is also increased by 2. In addition, each school specialty grants special features at levels 2, 8, and 15:

Abjuration: An Abjuration specialist, called an Abjurer, may use a free action to gain 6 Temporary Hit Points once per day. At levels 6, 10, 14, and 18, the Abjurer gains an additional 6 Temporary Hit Points each day (to a maximum of 30 Temporary Hit Points at level 18).

Additionally, the Abjurer may cast the Armor and Shield spells as cantrips, rather than as 1st level spells.

At 8th level, the Abjurer may cast Shield as a free action when he is directly targeted by a spell or weapon attack, even if it is not his turn. The spell is cast just before the attack is resolved. This ability may be used so long the attacker is within 60’, and the Abjurer is not surprised, has remaining spell slots, and is not incapacitated or unable to cast spells.

Additionally, the Abjurer has Damage Resistance versus non-magical weapon damage while they have any remaining Temporary Hit Points.

At 15th level, the Abjurer gains a +2 bonus to all Concentration checks made with Abjuration spells such as Antimagic Shell, Banishment, Break Enchantment, Dispel Magic, Improved Dispel Magic, Mordenkainen’s Disjunction, and Protection from Evil.

Alteration: An Alteration specialist, or Transmuter, may imbue himself with one of the following spell-like abilities once per day (24 hours): Darkvision, Jump, Run, Spider Climb, or Strength. These spell-like abilities have a duration of 1 hour per caster level. Other than their duration and ability to only effect the Transmuter, these abilities function as per the spell. 

At 8th level, the Transmuter may use Alter Self to assume the form of a Small, Medium, or Large-sized man-shaped bipedal creature or mundane animal. When taking the form of a mundane animal he may not cast spells. The Transmuter heals 2d4+2 Hit Points of damage when using Alter Self to change his form.

At 15th level, the Transmuter may cast spells when using Alter Self or Polymorph to assume forms that wouldn’t normally allow him to cast spells, so long as the form has a mouth and hands or claws. In addition, the Transmuter may choose to revert to his natural form if targeted by a spell or effect that changes his form involuntarily. This uses the Transmuter’s action for the round.

Conjuration: A Conjuration specialist, called a Conjurer, can use an action to conjure an inanimate object to his hands once per day. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that he has seen. The object disappears after 1 hour or if it takes or deals any damage. In addition, the Conjurer adds Aerial Servant, Animal Summoning I, II and III, Call Woodland Beings, Dust Devil, Elemental Swarm, and Shambler to his spell list. These spells are not automatically added to the Conjurer’s spellbook; he must learn them when advancing in level or through spell research (see the Spellbook section above for more details).

At 8th level, the Conjurer’s concentration cannot be broken as a result of taking damage (see page 76 for more details). All elementals, including dust devils, conjured by the Conjurer have 8 Hit Points per Hit Die.

At 15th level, the Conjurer will not be attacked by summoned creatures unless he takes hostile action against them; including taking actions to aid the summoned creatures’ foes. Summoned creatures regard him with Neutrality (see Social Interaction on page 61 for more details) unless they have had prior dealings with the Conjurer and remember him. In addition, the Conjurer gains one of the following as a bonus Language skill: Abyssal, Celestial, Infernal, Sylvan, or Primordial.

Divination: A Divination specialist, or Diviner, has visions of things to come and, once per day (24 hours), can roll two d20s and record the numbers rolled. The Diviner can replace any attack roll, Saving Throw, or ability check that he, or a creature that he can see, makes with one of these foretelling rolls. He must choose to do so before the roll, as a free action, and can replace a roll in this way only once per round. He may do this even if he is surprised or has already taken his action for the round. He also gets a +2 bonus to all Initiative rolls.

At 8th level, the Diviner’s bonus to Initiative rolls increases to +3. In addition, he may cast ritual Divination spells (Read Magic, Comprehend Languages, Detect Magic, and Identify) as an action rather than as a 10-minute ritual.

At 15th level, the Diviner’s bonus to Initiative rolls increases to +4. In addition, the Diviner’s visions intensify and paint a more accurate picture of what is to come in his mind. He rolls three d20s per day (24 hours) rather than two. He can replace any attack roll, Saving Throw, or ability check that he, or a creature that he can see, makes with one of these foretelling rolls. He must choose to do so before the roll, as a free action, and can replace a roll in this way only once per round. He may do this even if he is surprised or has already taken his action for the round.

Enchantment: An Enchantment specialist, or Enchanter, may cast the Charm Monster, Charm Person, Forget, Friends, Mass Charm, Mass Suggestion, and Suggestion spells with great subtlety. Each requires only a Verbal component, with incantations that can easily be concealed within normal speech. Only spells that detect magical auras or an Arcana check (with a DC equal to the spell’s Saving Throw DC) will reveal that the Enchanter is casting one of these spells. In addition, those who succeed on their Saving Throw against one of these spells have no notion that something is amiss unless they make an Insight skill check with a DC equal to the spell’s Saving Throw DC.

At 8th level, the Enchanter can divert an attack directed at him by gazing into his attacker’s eyes once per day (24 hours). This is done as a free action when he is directly targeted by a spell or weapon attack, even if it is not his turn. The diverting gaze is resolved just before the attack is resolved, with the attacker making a Charisma Saving Throw (DC 14 + the Enchanter’s Intelligence modifier). If the attacker fails this Saving Throw, he must attack the nearest target (excluding the Enchanter), with the attacker rolling randomly if more than one creature is equidistant from him. This ability may be used so long the attacker is within 60’, and the Enchanter is not surprised, has remaining spell slots, and is not incapacitated or unable to cast spells. Creatures that can’t be charmed are immune to this effect.

At 15th level, the Enchanter may target up to 2 additional targets when casting Charm Monster, Charm Person, Dominate Person, Dominate Monster, or Suggestion, so long as they are within the spell’s range.

Evocation: An Evocation specialist, or Evoker, may cast the Elemental Bolt cantrip at will, so long as he has the cantrip prepared. When preparing the cantrip, he must still decide on the damage type dealt by the bolt. In addition, the Evoker adds his Intelligence modifier to the damage dealt by the cantrip. In addition, the Evoker may dodge Magic Missiles directed at him with a successful Dexterity Saving Throw.

At 8th level, an Evoker can create pockets of relative safety within the area of effect of his Evocation spells. When he casts an Evocation spell that affects other creatures that he can see, he can choose a number of them equal to half of his mage level. The chosen creatures automatically succeed on their Saving Throws against the spell and they take no damage if they would normally take half damage on a successful Saving Throw.

At 15th level, the Evoker may choose to deal maximum damage with an Evocation spell of 1st through 5th level. This may be done once per day (24 hours). The Evoker may repeat this ability an additional time each day by overchanneling arcane energy. If he does so, he takes force damage equal to half of the damage dealt by the spell.

Illusion: An Illusion specialist, or Illusionist, may prepare and cast Silent Image and Ventriloquism as cantrips rather than as 1st level spells. Likewise, he may prepare and cast Phantasmal Force as 1st level spell rather than a 2nd level spell and Improved Phantasmal Force as 2nd level spell rather than as a 3rd level spell. The Illusionist also receives a +2 bonus to all Intelligence checks and Saving Throws made to see through Illusions.

At 8th level, the Illusionist’s bonus to Intelligence checks and Saving Throws to see through illusions increases to +3. He can also create an illusory duplicate of himself as a free action when directly targeted by a spell or weapon attack, even if it is not his turn. When a creature makes an attack roll against him, the illusory duplicate is attacked rather than the Illusionist and then dissipates. This ability may be used so long the attacker is within 60’, and the Illusionist is not surprised, incapacitated, or unable to cast spells.

At 15th level, the Illusionist can choose one inanimate, nonmagical object that is part of the illusion spell and make that object real. He can do this on his turn as a free action while the spell is ongoing. The object remains real until the Illusionist uses a free action to dismiss it. For example, the Illusionist could create an illusion of a bridge over a chasm and then make it real long enough for his allies to cross. The object can’t deal damage or otherwise directly harm anyone.

Necromancy: A Necromancy specialist, or Necromancer, regains Hit Points when one of his spells kills one or more living creatures. Once per round, he regains a number of Hit Points equal to the spell level of the spell used to kill one or more living foes. The Necromancer gains 2 Hit Points per spell level when using a Necromancy spell to slay living opponents.

At 8th level, the Necromancer gains the ability to Turn Undead as a cleric of the same level (see page 19), and may choose to command them even if he’s not of evil alignment. He may not turn paladins with this ability. In addition, the Necromancer gains resistance to necrotic damage and gains immunity to Death Spells directed at him.

At 15th level, the Necromancer is immune to the energy drain ability of undead creatures and the Energy Drain spell. In addition, intelligent undead will not attack the Necromancer unless he takes hostile action against them; including taking actions to aid the undead creature’s foes. Intelligent undead regard him with Neutrality (see Social Interaction on page 61 for more details) unless they have had prior dealings with the Necromancer and remember him.

Playtest Feedback

This past weekend I got the chance to game with some friends and take the H&H rules out for a spin. Fortunately, the rules didn’t get in the way of our good time and seemed to work pretty well.

Based on how our combats worked, I’m making a few clarifications to the rules and adding a few bits and bobs:

1] The Attack Bonus granted by each class will now be called the Base Attack Bonus, in order to differentiate it from the total bonus that characters get to their attack rolls.

2] Backstab works against flanked foes, granting a +2 bonus to both attack and damage rolls. That +2 bonus to attack rolls is in addition to the normal, +2 bonus, from flanking. The rogue wound up missing with a few attacks that should have connected because he only added 2 to his attack rolls. Also, the foe need not be flanked by the rogue in order to be eligible for Backstab attacks. If his target is flanked by any foes, the rogue can capitalize on its distracted state in order to land Backstabs.

3] Mages are a little boring. Most classes get neat little abilities that add flavor to them. I’m going to change Specialist Mages (sacrilege!) to make them a little more interesting without amping up their power level. They will no longer lose access to schools of magic and no longer gain an extra spell of each spell level. Instead, they’ll get a +2 to spell DCs for spells of their chosen school and get school-related abilities at levels 1, 5, and 9.

4] I’m adding Feint to the Combat Contests. This allows a combatant to forego combat movement in order to attempt an opposed Deception vs. Insight skill check. If the combatant attempting the Feint gets a higher result, his target loses its DEX modifier to AC against his next attack. This would also allow rogues to make a Backstab with their next attack.

New Subclasses from the Gamemaster’s Guide (Updated 3/17/26)

Note: These are 4th drafts of all nine subclasses presented in the Gamemaster’s Guide.

The PDF below has rules for the following subclasses, which will be presented in the Gamemaster’s Guide:

  • Arcane Trickster: A rogue subclass that dabbles in illusion and enchantment spells
  • Blackguard: A fighter subclass that is the antithesis of the paladin.
  • Cloistered Cleric: A cleric subclass that focuses on learning and lore rather than martial prowess.
  • Eldritch Knight: A fighter subclass that employs offensive, defensive, and alteration magic in combat.
  • Paragon: A fighter subclass that acts as a spell-less paladin.
  • Skald: A fighter subclass that acts as a spell-less bard.
  • Sorcerer: A mage subclass that derives its spellcasting abilities from an extraplanar or monstrous bloodline.
  • Warden: A fighter subclass that acts as a spell-less ranger.
  • Witch: A mage subclass that combines elements of the mage and druid classes, along with the ability to create magical elixirs.
  • ALL classes now roll Hit Dice until 10 level. Starting at 11th level, all classes get a fixed number of Hit Points at each level.

Bring on the comments and corrections! I’m interested to see if you find these to be well-balanced against the classes in the Player’s Handbook. Also, would you use these at your table? Do they seem like they’d be fun to play? Are they overly complicated… or boring?

What’s in a Name?.?.?

Having completed updates to the Player’s Handbook and Monstrous Manual (for now), I still need to come up with the name for this game. Heroes & Hexes is okay but I’m not sure if it quite captures the retro-clone vibe that I’m going for. With that in mind, here’s a list of names, that you and I have come up with, for your consideration:

  • Adventurers’ Guild
  • Adventures, Dangerous & Daring
  • Broken Blades
  • Dungeon Delvers
  • Fantastic Adventures
  • Grimoires & Goblins
  • Heroes & Hazards
  • Heroes & Horrors
  • Into the Unknown
  • Mages & Monsters
  • Mages & Monsters
  • Steel & Spellcraft
  • Steel & Sorcery
  • Tales of Adventure
  • Wizards & Wyverns

My apologies if I didn’t list some suggestions that I’ve gotten. Trust me… I’ve rejected more of the titles that I’ve come up with than any others. Please let me know if you like any of these or if they inspire you to come up with another, better title.

As for where I heading with these rules; it’s complicated. These rules (obviously) still have classic TSR art throughout and plenty of copied-and-pasted text from the SRD and 2nd edition AD&D RTF files. My goal, for now, is to come up with free rules that bridge the gap between OSR and modern styles of gaming, while allowing on-the-fly conversions of classic TSR adventures and campaigns.

Once the GMG is completed in a few weeks, my hope is to start playtesting the rules (if I can find a local group to run them with) to see if they work well or still need some tweaking. If you try these new rules, I’m asking you to do the same. Eventually, when I’m sure that these rules work well and no longer need updates, I’ll start thinking about re-writing flavor text and replacing the old art with newer, OSR-inspired, art.

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5th draft of the Player’s Handbook and 2nd draft of the Monstrous Manual are ready

There are lots of changes in this draft:

  • NEW (2/8/26): The character class table on page 12 now shows the class level needed to get each class feature.
  • The assassin in no more and thieves are now rogues.
  • Bards are full casters with an updated spell list.
  • Cleric domains have been spruced up
  • Druid abilities have been edited for clarity
  • Fighters have new Fighting Styles, including unarmed strikes, to choose from and choose new Fighting Styles at level 7, 12, and 17.
  • Paladins have an improved Smite Evil ability and get spells at 6th level rather than 8th
  • Rangers may now choose 2 broad-ranging groups of Favored Enemies from a list of 17 groups.

The Monstrous Manual and Player’s Handbook no longer have references to assassins or thieves (though the word does appear in both books).

Please give them a look over with an open mind and throw feedback my way.

While you’re at it please send name suggestions my way. Some that I thought of:

  • Into the Unknown
  • Adventurers’ Guild
  • Fantastic Adventures
  • Tales of Adventure
  • Steel & Sorcery
  • Mages & Monsters
  • Wizards & Wyverns
  • Dungeon Delvers

Responding to some insightful Dragonsfoot feedback

Gambit42 gave me the following constructive criticism on the Dragonsfoot boards. I thought I’d post a reply here (and there) because some of his ideas were things that I’ve considered, had in earlier versions of the rules, or make for interesting thought-experiments. I’ve edited it for brevity and answered bits line-by-line:

I kinda agree with this. I like Hex due to its dual meaning but it does have a strong “witch/warlock” connotation. I’m a sucker for alliterative titles, à la Dungeons & Dragons and have considered others. Maybe Mages & Monsters (which is also a bit cheeky) or Wizards & Wyverns might be better.

Thoughts?

Done. Magic-user now have a d6 Hit Die type and it won’t break the game in any way.

True. Mage is also a throwback to AD&D 2nd edition, so it’s probably something I’ll change very soon. I really can’t think of a good reason not to change it other than nostalgia (which isn’t a great reason). Wizards would be high-level mages.

Leaving it as is, as having magic weapons bypass their Damage Resistance gives them a good reason to distrust magic (as is often the case in fiction)! I’ll leave this as is for now.

As for the first part, I didn’t want characters taking a 2-level dip into barbarian to get all sorts of goodies. Almost all classes are front-loaded (by design) so that players have an incentive to stick with those classes for a while but I didn’t want to overdo it. The Movement Rate boost does have roots in AD&D, 3rd edition, and pulp fantasy, so I’m fine with adding it.

Fast Movement: At 2nd level, a barbarian’s Movement Rate increases by 5’ per round, so long as he is no more than moderately encumbered. At barbarian levels 6 and 10, his Movement Rate increases by an additional 5’ per round.

The concept of bards are semi-druidic warrior-poets is one that I’ve always found appealing and a slight change to the text would allow them to fight while maintaining Bardic Music. The new text would be:

Bardic Music: Bards can use their songs or poetics to produce magical effects. Each of the three Bardic Music abilities detailed below requires concentration upon the musical performance or recitation as if the bard were concentrating upon a spell (see page 76) and requires that the bard’s words or music be heard (the area of a Silence 15’ Radius spell negates all Bardic Music effects). 

While concentrating on Bardic Music, the bard make take other actions each round but may not cast spells with verbal components or engage in conversation, as the Bardic Music ability requires the bard to recite or sing for its duration. Each use of the Bardic Music feature lasts for up to 10 rounds (1 minute), provided that the bard maintains concentration upon this spell-like ability.

This makes sense and isn’t too unbalancing. Bards could use a little extra love anyway.

Hmm. I think, overall, that each domain has its place to shine. As a lover of skill-monkey characters, I love getting extra skills. Also, many of the domains that he didn’t list also get additional spells.

I will beef up domains and try to differentiate them a bit more. That update will be in another post… as it would be a wall of text.

The “rule of cool” must always prevail and I see no reason why not to allow that. I will also clarify the types of animals that druids can Wild Shape into. I also fixed an error in A Thousand Faces.

Woodland Stride: At 3rd level druids gain the ability to move through natural thorns, briars, overgrown areas, and similarly difficult terrain at their normal Movement Rate and without suffering damage or other impairment.  When doing so, the druid leaves no trail in the natural surroundings and cannot be tracked through non-magical means (as the Pass without Trace spell). Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect the druid.

At 7th level, Woodland Stride allows the druid to move, unimpeded, through both mundane and magical thorns, briars, overgrown areas, and similarly difficult terrain, such as areas under the effect of Entangle, Spike Growth, Spike Stones, or Wall of Thorns spells.

Wild Shape: At 4th level the druid gains the ability to change into a Small- or Medium- sized mundane bear (Monstrous Manual, page 20), cat (MM, 42-44), dog (MM, 90), horse (MM, 204) mammal (MM, 247-250), or wolf (MM, 360) once per day as a free action. The druid must have seen a creature in order to take its form.

This form may be kept for 1 hour per druid level attained, or until the druid changes back to his natural form. The druid can revert to his normal form by using a free action on his turn, which ends that use of Wild Shape. The druid automatically reverts if he falls unconscious or dies. This ability operates like the Polymorph spell (see page 146) except that each time the druid assumes an animal’s form the druid regains 2d8+4 Hit Points. The druid may not cast spells while in animal form.

At 8th level, druids gain the ability to take the shape of a Large or Tiny mundane animals of the types listed above when using the Wild Shape ability. Tiny animals are typically those with ¼ Hit Dice, such as mice. 

The druid may also take the form of a mundane bat (MM, 17-18) bird (MM, 30), crocodile (MM, 56), crustacean (MM, 57), dolphin (MM, 92), elephant (MM, 132), fish (MM, 140), frog (MM, 142), lizard (MM, 234), octopus (MM, 276), rat (MM, 301), snake (MM, 321), or toad (MM, 341) as well. 

Upon reaching 9th, 14th, and 19th level in this class druids gain an additional use of this ability each day. 

A Thousand Faces: At 12th level the druid is able to alter his appearance at will as per the Change Self spell, except that the druid may only change his appearance and not that of his possessions.

Furthermore, the use of this ability is not a magical effect, so it cannot be detected through the use of True Seeing or the like, and actually changes the facial features and body of the druid.

Fighting Style: At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options:

  • Archery: You reduce all range penalties made with projectile weapons by 2 (see page 44) and may make ranged attacks in close combat without penalty (see page 67).
  • Defense: You may use your shield to defend an ally within 5’. As a free action, you may add your shield’s Armor Class bonus to that ally’s Armor class, rather than your own, until your next turn.
  • Dueling: When wielding a finesse weapon (see pages 46 and 49), you may add your Dexterity modifier, rather than Strength modifier, to damage rolls.
  • Great-Weapon: When wielding a Medium- or Large- sized melee weapon with two hands, the fighter deals an additional point of damage with each attack.
  • Skirmisher: You get a +2 bonus to Armor Class when drawing Opportunity Attacks (see page 66). This bonus increases by 1 at fighter levels 8, 14, and 20.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you offset two-weapon fighting penalties (see page 66) by 2.

At 10th level, the fighter chooses another fighting style.

Done.

Agreed. Re-doing the monk was difficult because only one of my players ever played one (briefly). I’d love to see how the class works in actual play.

Paladins had the ability that he notes in in an earlier version of the rules but I ditched it due to class imbalance. My concern when updating the class was that the paladin would overshadow other fighter-types by having that on top of their other, current abilities. Those abilities (Detect Evil, Lay on Hands, Immunity to Disease, Divine Grace, Turn Undead, Paladin’s Mount, Extra Attacks, and Paladin Spells) already put them on equal footing with rangers and fighters (if not making them flat-out better).

The version currently in the rules allows them to expend from their Lay on Hands “healing pool” in order to deal extra damage to those creatures… and I think that’s a fair trade off. I will specify that Smite Evil attacks count as being made with a magical weapon, for the purposes of overcoming Damage Resistance. I will also raise the Hit Point pool for Lay on Hands to 5 points per paladin level. That will improve that ability and the Smite Evil ability.

Lay on Hands: A paladin’s blessed touch can heal wounds. Paladins have a pool of healing power that replenishes each day. With that pool, paladins can restore a total number of Hit Points equal to their paladin level times 5.

As an action, a paladin can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.

Starting at 3rd level, a paladin can expend 5 Hit Points from their pool of healing to cure the target of a disease that is affecting it. A paladin can cure multiple diseases with a single use of Lay on Hands, expending Hit Points separately for each one.

This feature has no effect on undead and constructs.

Smite Evil: Paladins may expend the healing power of their Lay on Hands ability to damage undead creatures and natives of the Lower Planes (Acheron, The Nine Hells, Gehenna, Hades, Tarterus, the Abyss, and Pandemonium).

When striking such a creature in melee combat, the paladin may choose to expend any number of Hit Points remaining in their pool of healing power. Each expended point deals an additional Hit Point of damage to the struck creature. Smite Evil bypasses any Damage Reduction to non-magical weapons that an undead creature or native of the Lower Planes has.

Rangers do have the iconic ranger ability to strike at foes from the cover of woodlands and quickly fall back. The Foe Hunter ability “reduces foes’ Armor Class bonuses due to cover and concealment by 2.” The Strider ability allows rangers to move at their normal Movement Rate when making Stealth checks to move silently or making Survival checks to track. Together, this makes rangers excellent at sniping at their foes from cover.

Their ability to start with 5 types of creatures is pretty flexible and allows for customization over the course of the campaign. I’ll tweak it slightly to allow more creatures at first (but still with a cap of 10 creature types).

Favored Enemies: At 1st level, a ranger may select six types of creatures as their favored enemies. Examples of favored enemies include bugbears, fire giants, frost giants, ghouls, gnolls, goblins, hill giants, hobgoblins, lizardmen, kobolds, ogres, orcs, sahuagin, and trolls.

When fighting these foes, rangers deal an additional 2 points of damage with both melee and ranged weapons. At ranger levels 6, 11, and 16 this bonus increases by 1.

Rangers make all Survival checks to track Favored Enemies with a +2 bonus. This bonus increases by 1 point at levels ranger levels 8 and 15.

At ranger levels 5, 10, 15, and 20 the character may choose another favored enemy. The chosen enemies should reflect those that the character has repeatedly faced in battle.

Paladins, as stated above, are really good as is. A paladin (or ranger) could always dip into two levels of fighter to gain access to a Fighting Style that they wanted. It would delay their other abilities but would be a fair enough trade-off.

Killing Strike only works at close range and against surprised targets with no concealment. That’s relatively tough to pull off AND, allows the target to make a Saving Throw to negate it. At the same time, it is a VERY powerful ability. I could also revamp the ability, taking a page from Pathfinder:

Killing Strike: If an assassin studies a target for 3 rounds, without being detected, he may attempt a Killing Strike against that surprised foe (see pages 62 and 68 for more information on Surprise). An assassin may take no other action while targeting a foe for a Killing Strike. Once the assassin has completed the 3 rounds of study, he must make the Killing Strike within the next 3 rounds or begin the process again.

If the assassin successful hits with his Killing Strike, the target must make a Constitution Saving Throw. The DC of this Saving Throw is equal to 10 plus the ½ of the assassin’s level (minimum of 1) + the assassin’s Intelligence modifier.

If the victim fails its Saving Throw, its Hit Points are reduced to 0 and it is dying. If the victim makes its Saving Throw the attack deals normal damage, including the bonus damage for the assassin’s Backstab ability.

An assassin can only use Killing Strikes on living creatures that have a discernible anatomy. They may only make Killing Strikes in melee or when making a ranged weapon attack at close range. An assassin may not attempt a Killing Strike against an opponent with a concealment bonus to its Armor Class.

I’m of a mind to ditch the assassin class and just fold that character concept into the thief class. A thief with proficiency in the Disguise and Poison skills would, effectively, be an assassin. Ditching the assassin class is a bit of a big deal, so what are your thoughts on this? Should I do that or change the Killing Strike ability? Are the changes to that ability sufficient?

Backstab and Sneak Attacks worked really well in my last campaign with the changes made in the current version. Sneak Attacks are, as he noted, hard to land. I’ll up the Backstab damage multiplier to x4.

Sneak Attack: A thief normally avoids face-to-face combat if possible, preferring to use stealth or guile to catch opponents unaware or off-guard. If a thief successfully strikes a surprised opponent (see pages 62 and 68), their first attack deals 4 times the usual Backstab damage (8 points of damage at levels 1-5, 12 points of damage at levels 6-10, 16 points at level 11-15, and 20 points at levels 16-20.).

The Sneak Attack ability faces the same weapon, range, and concealment restrictions as the Backstab ability.

Gnome have some overlap with both halflings and dwarves and, honestly, I’m fine with that. It works, flavor-wise, in my campaigns and, if someone wanted a more distinct gnome, they can now choose to play a forest gnome.

The only change that I’d likely make is capping Half-Orcs at an 18 Strength rather than 19.

Please let me know what you all think? Don’t be shy!

Heroes & Hexes: Monstrous Manual

Update: The 2nd draft is now posted below.

I’ve been working on the Monstrous Manual, the Player’s Handbook, and the Gamemaster’s Guide concurrently; with corrections and updates to one book being carried over to the other two.

Here’s the first draft of the Monstrous Manual. The changes from the AD&D3 version to this include:

  • Angels, demons, devils, daemons, and demodands are now called by those names rather than their 2d edition AD&D names (baatezu, tanar’ri, etc.). This makes it easier to find those creatures.
  • Listings for creatures with multiple subtypes (such as Mammals) are better organized. I tried to list subtypes in alphabetical order, though that is not always the case. For many creatures, such as Beholders and Dwarves, I listed the most common types first and then listed other subtypes alphabetically. The listings in my AD&D3 version mirrored those in the 2nd edition AD&D Monstrous Manual which, for some reason, had some pretty funky rules for listing creatures.
  • Many creatures have been beefed up because, during playtesting, they simply weren’t as much of a challenge as they should have been. Angels, daemons, demodands, demons, devils, dragons, giants, and other formidable creatures are now suitably challenging without having extra abilities tacked onto them. Most simply have some additional Hit Points.
  • Art has been updated, when I could find better quality images.

When running AD&D3, my group found that player characters were more resilient than their AD&D counterparts but not nearly as powerful as they were in either 5th edition or Pathfinder.

The original goal for AD&D3 was to update 2nd edition AD&D to what (I thought) 3rd edition should have been. While I enjoyed 3rd edition D&D, the inclusion of feats and prestige classes encouraged and rewarded players who engineered their characters with an eye toward maximizing their abilities. AD&D3 and, now, Heroes & Hexes both try to give players access to some of the abilities linked to feats without the need to use/choose them as characters advance. The reality was that feats served to limit players… e.g. a rogue without the Weapon Finesse feat had to use strength for melee attacks, which was sub-par, while a fighter without Mounted Combat was not effective while fighting from horseback. By getting rid of those feat requirements and allowing for more customization through split-classing and multiclassing, players should be able to create any type of fantasy character that they can imagine.

We also found that fighter-types and monks benefitted from multiple attacks without the penalties to iterative attacks found in 3e and Pathfinder. Also, options such as finesse attacks (available to all characters), mounted combat (available to all but much better for those with the Animal Handling skill), cleave (available to fighters), etc. were now available to players (especially fighters).

These changes, and the specialized damage bonuses given to non-spellcasters, gave those characters an edge they lacked in AD&D… which is why their monstrous foes have gotten a bit of a boost. I hope you like the new version (but feel free to send constructive criticism and errors that you spot my way).

Hit Die Type Dilemma

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Dimirag, who has always had good advice and constructive criticism, noted that the Hit Die spread for classes in Heroes & Hexes feels somewhat uneven. As it is now, the Hit Die types for each class are:

Barbarians: d12

Cleric, druids, and bards: d8

Fighters, rangers, and paladins: d10

Monks: d8

Thieves and assassins: d8

The lack of a d6 Hit Die type does seem a bit off to me and has been the source of an ongoing debate in my head. I boosted the HPs for thieves and assassins because, in just about every game that I’ve played in over the past 25 years, rogues have been expected to join in melee combat… dipping in and out while dealing decent damage.

As a result, I boosted their HD type to a d8; matching that of most other classes and monsters; reflecting that they have some martial prowess. The same goes for every other class with that “average” Hit Die Type… bards, clerics, druid, and monks.

That leaves me with 3 solutions, which I wanted to run past you all and get your feedback on:

1] Boost magic-users to a d6 HD. This still makes them the least hardy the classes and reflects their poor martial training; as their HD type is still lower than that of all other classes and most of their monstrous foes. This is the easiest solution but pushes the game further into modern D&D/Pathfinder territory. It also gives the HD types a better symmetry (d6 for magic-users, d8 for clerics, monks, and thieves, d10 for fighters, and d12 for barbarians).

2] Drop thieves and assassins back to a d6 HD. They had that in every version from AD&D through 3.5 and were fine in melee, as long as they just were careful and didn’t go toe-to-toe with heavier hitters. This solution pushes the game back toward its AD&D through 3rd edition roots. I’m leaning towards this even though I feel that thieves should have the same HD type as clerics.

3] Give clerics and druids, who are both full spellcasters, a d6 HD. From a rules-balance perspective, this makes the most sense. I could also grant clerics with more martial domains a d8 HD or +1 Hit Point/level (which is effectively the same thing). This solution is the most unorthodox but makes sense. Bards would retain their d8 HD because they are not full spellcasters. If I revamped them, making them full casters, they’d also get a d6 HD but lose Bardic Music and gain access to spells that mimic that ability.

So… what say you all?

Heroes & Hexes: Player’s Handbook

Update: The 5th draft is now posted below. (3/17/26)

I haven’t posted much here lately but it’s for a good reason. I’ve been looking over my Player’s Handbook, Dungeon Master’s Guide, and Monstrous Manual and making minor changes as I move towards stripping out WotC’s IP.

The first step is a minor one: changing the name to Heroes & Hexes, swapping Dungeon Master for Gamemaster, making corrections and clarifications, and (in some instances) tweaking the rules to add flexibility, options, and challenges.

The first book, the Player’s Handbook, has the following changes:

  • The term “race” was changed to “ancestry.” It sounds more like a fantasy term and is, strictly speaking, more accurate.
  • Proficiency bonus progression has been slightly improved, with the proficiency bonus now being equal to a creature’s level or Hit Dice divided by two, rounding up fractions.
  • Each ancestry still has preferred classes but, now, advancing in a preferred class grants a character 1 bonus Hit Point per level.
  • Each ancestry is slightly tweaked. Dwarves, elves, gnomes, and halflings now gain proficiency with weapons commonly used by their people. Forest gnomes have been added. Half-elves and half-orcs both gain 1 bonus skill at character creation. Half-orcs’ ability adjustments now match those in AD&D.
  • Generally, class abilities have been edited for clarity.
  • Assassins’ Backstab and Killing Strike abilities have been clarified with regards to concealment and range.
  • Bardic Music has been simplified and cleaned up.
  • The Saving Throw bonuses granted by class abilities such as Battle Frenzy and Danger Sense have been slightly reduced from a maximum of +5 to a maximum of +4.
  • Clerics now have better domain abilities.
  • Fighters are now more customizable, gaining a Fighting Style at levels 2 and 10. This allows for the creation of a wider range of fighter-types, such as archers and duelists.
  • Magic-Users are now Mages. They gain the Arcane Recovery ability at 2nd level. This allows them to regain all expended cantrips, as well a number of spell levels equal to 1/2 of their magic-user level. They must rest and study their spell book for an hour in order to regain these spells. They now have a d6 Hie Die type as well.
  • Paladins may now expend Hit Points from their Lay on Hands ability to damage undead and creatures native to the Lower Planes. This Smite Evil ability only applies to melee attacks.
  • Rangers may now choose their Favored Enemies and, at higher levels, gain additional Favored Enemies.
  • Thieves’ Backstab and Sneak Attack abilities have been clarified with regards to concealment and range. Sneak Attack is now more lethal.
  • Starting skills are more clearly delineated at the beginning of the Skills section.
  • Investigation has been added as a skill. Perception reflects how sharp a character’s senses are. Investigate represents a character’s ability to search for clues and use deductive reasoning.
  • Item Saving Throws were a mess. I’ve improved those rules and made them much clearer.
  • Rules for light, cover, and concealment have been updated and clarified.
  • Hex and Elemental Bolt have been added (re-added in the case of Elemental Bolt) as magic-user cantrips.
  • Spells have been slightly edited for clarity in some instances.

Please check out the PDF for it below and let me know what you think:

My Altervista Site is Down…

Hi all,

My free AD&D3E site has limited bandwidth (30Gb/month) and is temporarily disabled if that is exceeded.

This past month, I paid to have that upgraded to 50Gb/month but traffic still exceeded that… so I’m thinking that it got hit with a Denial of Service attack. My site gets some traffic but not THAT much!

The good news is that you can download the files from my Blog:

AD&D3E Files

Greyhawk Resources for AD&D3E

BX3E Download

AD&D3E and BX3E Covers

This site shouldn’t have any problems handling traffic and offers much better download speeds.

Happy gaming,

Scruffygrognard!

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