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Game Mechanics

Detailed documentation for gameplay numbers plus how this website stores and enforces those mechanics.

Classes

Fighter

HP10
AC14
AttackLongsword 1d10
Spell (1/day)Charge Attack: Rush to target and add +1d8 + STR damage on hit.

Rogue

HP8
AC12
AttackDagger 1d8
Spell (1/day)Sneak Attack: On setup hit, deal +3d8 + DEX extra damage.

Wizard

HP6
AC10
AttackQuarterstaff 1d6
Spell (1/day)Magic Missile: 3 missiles that always hit 1D4 + Intelligence modifier.

Ranger

HP10
AC12
AttackShortsword 1d8
Spell (1/day)Bleeding Arrow: Target bleeds for 1d6 damage at the start of each round.

Druid

HP8
AC12
AttackStaff 1d6
Spell (1/day)Healing Bloom: Small area heal: allies regain 1d6 + WIS HP.

Paladin

HP10
AC14
AttackSword 1d8
Spell (1/day)Holy Weapon: Melee hits gain +3d6 + CHA radiant damage for battle.

Ability Scores

Ability ScoreModifier
4-5-3
6-7-2
8-9-1
10-11+0
12-13+1
14-15+2
16-17+3
18+4
AbilityRelated Skills
StrengthAthletics
DexterityPick Pockets, Stealth
ConstitutionNo default skill checks
IntelligenceHistory, Spellcraft
WisdomSpot, Survival
CharismaBluff, Performance

Skills

SkillAbilityDescription
SpellcraftIntelligenceUnderstand spell structure, magical effects, and arcane signatures.
BluffCharismaConvince with a lie, fake confidence, and detect a bluff from others.
AthleticsStrengthClimb, jump, swim, shove, and other feats of power.
HistoryIntelligenceRemember people, places, legends, and past events.
SpotWisdomNotice hidden clues, traps, tracks, and details.
PerformanceCharismaSing, act, dance, tell stories, or entertain a crowd.
Pick PocketsDexteritySteal small items quietly or plant an item without being noticed.
StealthDexterityMove quietly, hide, and avoid being seen.
SurvivalWisdomTrack creatures, forage food, and travel safely outdoors.

Races

  • Human: +1 to two ability scores.
  • Elf: +2 Intelligence.
  • Dwarf: +2 Constitution, move 20 ft, +2 Spot checks.
  • Halfling: +2 Dexterity, move 20 ft, +2 Stealth.
  • Gnome: +2 Wisdom, move 20 ft, +2 Bluff.
  • Make up your own race: +1 to two ability scores. If short, move 20 ft and +2 to one skill.

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).

Leveling Up

  • Each level, add +1 to one ability score.
  • Each level, add +1 to one skill.
  • Magic ability unlock level is class-based by character level (minimum 0, capped at 20).
  • Weapon dice scale by level: 1-4 = 1 die, 5-9 = 2 dice, 10 = 3 dice.
  • Melee damage adds Strength modifier. Missile damage does not add an ability modifier.
  • Spell damage now uses recommended damage by spell level (not class magic die), and control options can be used as alternatives to raw damage.
Fighter Abilities by Level
LevelSpell LevelAbilityCast SpeedUsageEffect
10Charge AttackFull Round1/dayRush to target and add +1d8 + STR damage on hit.
21Iron FistFull Round1/dayCounter and knock out.
32CleaveFull Round1/dayHit second enemy after first.
43DisarmFull Round1/dayForce dropped weapon.
54Whirlwind AttackFull Round1/dayStrike all enemies in melee for 1d8 + STR each.
65Trip AttackFull Round1/dayKnock prone + disadvantage.
76Battle CryFull Round1/dayTeam damage buff + fear check.
87Shield BashFull Round1/dayFollow-up bash deals 3d12 + STR and staggers target.
98HasteFull Round1/dayTake 2 actions this round.
109ToughnessConcentration1/dayTake half damage in battle.
Rogue Abilities by Level
LevelSpell LevelAbilityCast SpeedUsageEffect
12Sneak AttackFull Round1/dayOn setup hit, deal +3d8 + DEX extra damage.
23Disguise SelfFull Round1/dayChange appearance.
34Triple AttackFull Round1/dayMake 3 attacks; each deals 1d6 + DEX on hit.
45Wall RunFull Round1/dayRun on walls this turn.
56Crippling StrikeFull Round1/daySlow and weaken target.
67Shadow StepFull Round1/dayTeleport between shadows.
78Sap StrikeFull Round1/dayKnock target unconscious.
89Spinning BladesFull Round1/dayAttack all nearby enemies.
910VanishQuick1/dayBrief invisibility and move.
1011Poisoned StrikeFull Round1/dayInflict 1d8 poison damage at the start of each round.
Wizard Abilities by Level
LevelSpell LevelAbilityCast SpeedUsageEffect
14Magic MissileFull Round1/day3 missiles that always hit 1D4 + Intelligence modifier.
25Absorb ElementsFull Round1/dayReduce fire/cold/lightning/acid damage by half + INT.
36Lightning BoltFull Round1/dayLine blast deals 3d6 + INT lightning to each target hit.
47Mirror ImageConcentration1/dayCreate 3 illusion copies.
58FireballFull Round1/dayArea explosion deals 2d8 + INT fire damage.
69InvisibilityConcentration1/dayYou or ally turns invisible.
710Cone of ColdFull Round1/dayWide cone deals 2d10 + INT cold damage.
811Dispel MagicFull Round1/dayEnd one magical effect.
912Chain LightningFull Round1/dayHits up to 4 targets for 3d10 + INT lightning each.
1013PolymorphFull Round1/dayTransform a target into harmless animal.
Ranger Abilities by Level
LevelSpell LevelAbilityCast SpeedUsageEffect
11Bleeding ArrowFull Round1/dayTarget bleeds for 1d6 damage at the start of each round.
23Animal CompanionConcentration1/dayCompanion assists each turn.
34Piercing ArrowFull Round1/dayLine shot deals 1d8 + DEX to each enemy hit.
45CamouflageConcentration1/dayHarder to detect in nature.
56Jump AttackFull Round1/dayLeap up to 30 ft and strike for 4d8 + DEX damage.
67Spike TrapFull Round1/dayFirst target triggers 1d8 + DEX damage and reduced speed.
78VolleyFull Round1/dayArea attack deals 2d6 + DEX to enemies in zone.
89WebConcentration1/dayArea restraint control.
910Called ShotFull Round1/dayAdd +2d6 damage and apply prone, root, or disarm.
1011Call Animal PackConcentration1/daySummon full animal pack.
Druid Abilities by Level
LevelSpell LevelAbilityCast SpeedUsageEffect
13Healing BloomFull Round1/daySmall area heal: allies regain 1d6 + WIS HP.
24Speak with AnimalsFull Round1/dayTalk with animals.
35Wild Shape (Small-Medium)Full Round1/dayTransform into natural animal.
46Healing TreeConcentration1/dayConcentration summon heals 1 HP each round on touch.
57Tree StrideFull Round1/dayTeleport between trees.
68Call LightningConcentration1/dayEach round strike one target for 2d20 + WIS lightning.
79Wild Shape (Tiny-Huge)Full Round1/dayExpanded wild shape forms.
810Healing BlessingConcentration1/dayAura heal: allies regain 1d6 + WIS each round.
911Conjure AnimalsFull Round1/daySummon animal group.
1012Wall of ThornsFull Round1/dayBarrier deals 4d8 + WIS and slows creatures crossing.
Paladin Abilities by Level
LevelSpell LevelAbilityCast SpeedUsageEffect
11Holy WeaponConcentration1/dayMelee hits gain +3d6 + CHA radiant damage for battle.
22Divine SenseFull Round1/daySense unholy creatures.
33BlessConcentration1/dayBuff up to 3 allies.
44Healing LightFull Round1/dayHeal one ally for 1d8 + CHA hit points.
55Blinding SmiteFull Round1/dayNext melee hit deals 3d8 + CHA radiant and blinds.
66Lay on HandsFull Round1/dayTouch heal for 2d8 + CHA and cleanse 1 poison/disease.
77Holy StompFull Round1/dayNearby enemies take 1d8 + STR radiant and fall prone.
88Turn the UnholyFull Round1/dayFlee or stun undead/fiends.
99InterceptionFull Round1/dayReduce ally hit damage by 1d10 + STR and take the rest.
1010Divine ShieldFull Round1/dayTemporary immunity.

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 LevelGold RangeConsumable RewardsEquipable Rewards
150-100 GP1 x level 11 x level 1
2100-200 GP1 x level 1, 1 x level 21 x level 2
3150-300 GP2 x level 21 x level 2, 1 x level 3
4220-380 GP1 x level 2, 1 x level 32 x level 3
5300-500 GP2 x level 3, 1 x level 42 x level 4
6420-680 GP1 x level 3, 2 x level 41 x level 4, 2 x level 5
7560-860 GP2 x level 4, 2 x level 51 x level 5, 2 x level 6
8760-1120 GP2 x level 5, 2 x level 61 x level 6, 2 x level 7
9980-1450 GP2 x level 6, 2 x level 7, 1 x level 81 x level 7, 2 x level 8, 1 x level 9
101250-1800 GP1 x level 7, 2 x level 8, 1 x level 9, 1 x level 101 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.

StatRatingValue
HPBad / Normal / Good / Excellent6 / 8 / 10 / 12
ACBad / Normal / Good10 (no armor) / 12 (light armor) / 14 (heavy armor)
Attack DamageBad / Normal / Good / Excellent1d4 / 1d6 / 1d8 / 1d10
Magic PowerBad / Normal / Good / Excellent / Excellent+d4 / d6 / d8 / d10 / d12

Six Class Ratings

ClassHPACAttack RatingAttack DieMagic RatingLevel 1 Spell Level
Fighter1014Excellent1d10Bad0
Rogue812Good1d8Good2
Wizard610Normal1d6Excellent+4
Ranger1012Good1d8Good2
Druid812Normal1d6Excellent3
Paladin1014Good1d8Normal1

Attack Damage by Character Level

Final attack damage = class attack die multiplied by level dice count.

Character LevelDice CountExample (Good = 1d8)
1-41 die1d8
5-92 dice2d8
103 dice3d8

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 LevelRecommended DamageRecommended Control Alternative
02d61 foe disadvantage for one round
13d61 foe stunned for one round
23d81 foe dazed for 1d4 rounds (save ends each round)
34d6Up to 2 foes disadvantage for 1d4 rounds
44d61 foe disadvantage for 1d4 rounds
53d101 foe restrained for 1d4 rounds
64d8Up to 2 foes restrained for 1d4 rounds
73d121 foe stunned for 1d4 rounds (save ends each round)
82d201 foe paralyzed for 1d4 rounds (save ends each round)
95d8Up to 3 foes stunned for 1 round
104d121 foe incapacitated for 1d4 rounds (save ends each round)
115d10Up to 3 foes restrained and slowed for 1d6 rounds
128d8Up to 4 foes stunned for 1d4 rounds (save ends each round)
133d20Large area lockdown: all foes restrained for 1d4 rounds (save ends each round)