Leveling HP
Level 1 HP: Base HP + Constitution modifier.
Each level after: add Half Base HP + half the Constitution modifier (rounded up).
Per-level formula: floor(Base HP / 2) + ceil(CON modifier / 2).
Dungeon Loot Progression (1-10)
Event loot is generated from a recommended dungeon-level budget and split across scenes with heavier rewards later in the dungeon. Gold is represented as Gold Pieces item stacks, and magic rewards try to pick real catalog items before falling back to level/type placeholders.
These are recommendations for pacing and preparation. DMs can tune quantities based on party size, optional encounters, and campaign economy.
| Dungeon Level | Gold Range | Consumable Rewards | Equipable Rewards |
|---|
| 1 | 50-100 GP | 1 x level 1 | 1 x level 1 |
| 2 | 100-200 GP | 1 x level 1, 1 x level 2 | 1 x level 2 |
| 3 | 150-300 GP | 2 x level 2 | 1 x level 2, 1 x level 3 |
| 4 | 220-380 GP | 1 x level 2, 1 x level 3 | 2 x level 3 |
| 5 | 300-500 GP | 2 x level 3, 1 x level 4 | 2 x level 4 |
| 6 | 420-680 GP | 1 x level 3, 2 x level 4 | 1 x level 4, 2 x level 5 |
| 7 | 560-860 GP | 2 x level 4, 2 x level 5 | 1 x level 5, 2 x level 6 |
| 8 | 760-1120 GP | 2 x level 5, 2 x level 6 | 1 x level 6, 2 x level 7 |
| 9 | 980-1450 GP | 2 x level 6, 2 x level 7, 1 x level 8 | 1 x level 7, 2 x level 8, 1 x level 9 |
| 10 | 1250-1800 GP | 1 x level 7, 2 x level 8, 1 x level 9, 1 x level 10 | 1 x level 8, 1 x level 9, 2 x level 10 |
On campaign completion, loot can be manually claimed into character inventories. Characters then equip or use those rewards from inventory.
Rating Conversions
Use these quick words to create monster stats on the fly. A typical easy monster is usually Normal / Normal / Normal / Normal, while a main boss can be Excellent / Excellent / Excellent / Excellent.
This keeps setup fast while still following the same class and level progression used by the website.
| Stat | Rating | Value |
|---|
| HP | Bad / Normal / Good / Excellent | 6 / 8 / 10 / 12 |
| AC | Bad / Normal / Good | 10 (no armor) / 12 (light armor) / 14 (heavy armor) |
| Attack Damage | Bad / Normal / Good / Excellent | 1d4 / 1d6 / 1d8 / 1d10 |
| Magic Power | Bad / Normal / Good / Excellent / Excellent+ | d4 / d6 / d8 / d10 / d12 |
Six Class Ratings
| Class | HP | AC | Attack Rating | Attack Die | Magic Rating | Level 1 Spell Level |
|---|
| Fighter | 10 | 14 | Excellent | 1d10 | Bad | 0 |
| Rogue | 8 | 12 | Good | 1d8 | Good | 2 |
| Wizard | 6 | 10 | Normal | 1d6 | Excellent+ | 4 |
| Ranger | 10 | 12 | Good | 1d8 | Good | 2 |
| Druid | 8 | 12 | Normal | 1d6 | Excellent | 3 |
| Paladin | 10 | 14 | Good | 1d8 | Normal | 1 |
Attack Damage by Character Level
Final attack damage = class attack die multiplied by level dice count.
| Character Level | Dice Count | Example (Good = 1d8) |
|---|
| 1-4 | 1 die | 1d8 |
| 5-9 | 2 dice | 2d8 |
| 10 | 3 dice | 3d8 |
Recommended Spell Power by Spell Level
Effective spell level uses per-class progression. Level-1 starts are Fighter 0, Rogue 2, Wizard 4, Ranger 2, Druid 3, and Paladin 1. Progression is capped at level 20.
The same progression controls class defaults in character creation and level-up, and you can override picks with any unlocked shared class spell.
These are guidance targets for spell tuning and encounter balance. They are recommendations, not required fixed output for every spell.
AOE spells, auto-hit spells, and spells that do not require a save should be set to less than half of the recommended single-target damage at that spell level.
| Spell Level | Recommended Damage | Recommended Control Alternative |
|---|
| 0 | 2d6 | 1 foe disadvantage for one round |
| 1 | 3d6 | 1 foe stunned for one round |
| 2 | 3d8 | 1 foe dazed for 1d4 rounds (save ends each round) |
| 3 | 4d6 | Up to 2 foes disadvantage for 1d4 rounds |
| 4 | 4d6 | 1 foe disadvantage for 1d4 rounds |
| 5 | 3d10 | 1 foe restrained for 1d4 rounds |
| 6 | 4d8 | Up to 2 foes restrained for 1d4 rounds |
| 7 | 3d12 | 1 foe stunned for 1d4 rounds (save ends each round) |
| 8 | 2d20 | 1 foe paralyzed for 1d4 rounds (save ends each round) |
| 9 | 5d8 | Up to 3 foes stunned for 1 round |
| 10 | 4d12 | 1 foe incapacitated for 1d4 rounds (save ends each round) |
| 11 | 5d10 | Up to 3 foes restrained and slowed for 1d6 rounds |
| 12 | 8d8 | Up to 4 foes stunned for 1d4 rounds (save ends each round) |
| 13 | 3d20 | Large area lockdown: all foes restrained for 1d4 rounds (save ends each round) |