Forge Your Legend
Character Creation
Follow the steps below to create a first-level Hornerville hero. The rules currently use the D&D 3.5 foundation.
Only the class names have changed. Every class keeps its original D&D 3.5 Hit Die, skills, saves, proficiencies, spells, abilities, and level progression.
Beginning the Journey
Create Your Hero Concept
Start with a simple idea. You do not need to write your heroโs complete history yet.
What does your hero want? What do they fear? Why would they risk leaving ordinary life to become an adventurer?
Your Natural Strengths
Ability Scores
Assign these six numbers among the six abilities: 15, 14, 13, 12, 10, and 8. Each number may be used once.
Strength
Physical power, melee attacks, damage, climbing, jumping, swimming, lifting, and carrying.
Dexterity
Agility, initiative, Armor Class, Reflex saves, ranged attacks, balance, stealth, and precise movement.
Constitution
Health, endurance, Fortitude saves, and additional hit points.
Intelligence
Reasoning, knowledge, languages, Mage spellcasting, and the number of skill points received.
Wisdom
Awareness, intuition, Will saves, and spellcasting for Priests, Druids, Paladins, and Scouts.
Charisma
Presence, leadership, social influence, turning undead, and spellcasting for Entertainers and Warlocks.
Ability Modifier
Subtract 10 from the ability score, divide by 2, and round down.
| Score | Modifier | Score | Modifier |
|---|---|---|---|
| 8โ9 | โ1 | 14โ15 | +2 |
| 10โ11 | +0 | 16โ17 | +3 |
| 12โ13 | +1 | 18โ19 | +4 |
Choose Your Ancestry
Races
Human
Size: Medium
Speed: 30 feet
Ability adjustments: None
Level-1 benefits:
- One extra feat
- Four extra skill points at first level
- One extra skill point at every later level
- Any favored class
Dwarf
Adjustments: +2 Constitution, โ2 Charisma
Size: Medium
Speed: 20 feet
- Darkvision 60 feet
- Stonecunning
- Bonuses against poison and spells
- Weapon familiarity
- Bonuses against certain traditional enemies
Elf
Adjustments: +2 Dexterity, โ2 Constitution
Size: Medium
Speed: 30 feet
- Low-light vision
- Immune to magical sleep
- Bonus against enchantment effects
- Automatic search checks for secret doors
- Weapon proficiencies
Gnome
Adjustments: +2 Constitution, โ2 Strength
Size: Small
Speed: 20 feet
- Low-light vision
- Illusion-related abilities
- Bonuses against illusions
- Defensive bonuses against larger creatures
Half-Elf
Adjustments: None
Size: Medium
Speed: 30 feet
- Low-light vision
- Immune to magical sleep
- Bonus against enchantment effects
- Bonuses to Diplomacy and Gather Information
- Any favored class
Half-Orc
Adjustments: +2 Strength, โ2 Intelligence, โ2 Charisma
Size: Medium
Speed: 30 feet
- Darkvision 60 feet
- Orc blood
- Favored class: Warrior
Halfling
Adjustments: +2 Dexterity, โ2 Strength
Size: Small
Speed: 20 feet
- Bonus on saving throws
- Additional bonus against fear
- Bonuses to stealth, climbing, jumping, and listening
- Bonus with thrown weapons and slings
Choose Your Path
Classes
The Hornerville names below replace the original class names. No class mechanics have been changed.
โ๏ธ
Knight
Uses all Fighter rules
Knight
Uses all Fighter rulesA Knight is a trained weapons expert. Knights can specialize in archery, sword-and-shield combat, heavy weapons, mounted combat, or other fighting styles.
Weapon and Armor Training
All simple and martial weapons, all armor, and all shields, including tower shields.
Level-1 Ability
One bonus combat feat in addition to the normal first-level feat.
Best Abilities
Strength for melee combat, Dexterity for archery, and Constitution for additional hit points.
New-player friendly: One of the easiest and most flexible classes to learn.
๐ช
Warrior
Uses all Barbarian rules
Warrior
Uses all Barbarian rulesA Warrior is a powerful wilderness fighter who relies on strength, endurance, speed, and battle fury.
Weapon and Armor Training
All simple and martial weapons, light armor, medium armor, and shields other than tower shields.
Level-1 Abilities
- Fast Movement
- Rage once per day
Best Abilities
Strength and Constitution, followed by Dexterity.
๐๏ธ
Thief
Uses all Rogue rules
Thief
Uses all Rogue rulesA Thief survives through skill, speed, stealth, cleverness, and precisely timed attacks.
Weapon and Armor Training
All simple weapons, hand crossbow, rapier, sap, shortbow, and shortsword. Light armor only.
Level-1 Abilities
- Sneak Attack +1d6
- Trapfinding
Best Abilities
Dexterity and Intelligence.
โ๏ธ
Priest
Uses all Cleric rules
Priest
Uses all Cleric rulesA Priest channels divine power to heal allies, oppose supernatural enemies, protect the faithful, and fight when necessary.
Weapon and Armor Training
All simple weapons, all armor, and all shields except tower shields. A deity may grant additional weapon training.
Level-1 Abilities
- Divine spellcasting
- Two chosen domains
- Turn or rebuke undead
- Spontaneous cure or inflict spells
Best Ability
Wisdom, followed by Constitution and Charisma.
๐ฎ
Mage
Uses all Wizard rules
Mage
Uses all Wizard rulesA Mage studies arcane magic and records spells in a spellbook. Mages can learn a broad range of spells but must prepare them.
Weapon and Armor Training
Club, dagger, heavy crossbow, light crossbow, and quarterstaff. No armor or shield training.
Level-1 Abilities
- Arcane spellcasting using Intelligence
- Spellbook
- Summon Familiar
- Scribe Scroll as a bonus feat
Best Ability
Intelligence, followed by Dexterity and Constitution.
โจ
Warlock
Uses all Sorcerer rules
Warlock
Uses all Sorcerer rulesA Warlock possesses natural arcane power. Warlocks know fewer spells than Mages but can cast them without preparing each spell in advance.
Weapon and Armor Training
All simple weapons. No armor or shield training.
Level-1 Abilities
- Arcane spellcasting using Charisma
- Limited spells known
- No spellbook or daily spell preparation
- Summon Familiar
Best Ability
Charisma, followed by Dexterity and Constitution.
๐น
Scout
Uses all Ranger rules
Scout
Uses all Ranger rulesA Scout is a wilderness warrior skilled in tracking, survival, hunting, archery, and fighting particular enemies.
Weapon and Armor Training
All simple and martial weapons, light armor, and shields other than tower shields.
Level-1 Abilities
- Favored Enemy
- Track as a bonus feat
- Wild Empathy
Best Abilities
Strength or Dexterity, followed by Constitution and Wisdom.
๐ญ
Entertainer
Uses all Bard rules
Entertainer
Uses all Bard rulesAn Entertainer combines performance, knowledge, social skill, magic, and light combat ability.
Weapon and Armor Training
All simple weapons, longsword, rapier, sap, short sword, shortbow, and whip. Light armor and shields except tower shields.
Level-1 Abilities
- Arcane spellcasting using Charisma
- Bardic Knowledge
- Bardic Music
- Countersong, Fascinate, and Inspire Courage
Best Ability
Charisma, followed by Dexterity and Intelligence.
๐ฟ
Druid
Original name and rules
Druid
Original name and rulesA Druid protects the natural world and uses divine magic connected to animals, plants, weather, healing, and the elements.
Level-1 Abilities
- Divine spellcasting using Wisdom
- Animal Companion
- Nature Sense
- Wild Empathy
๐ก๏ธ
Paladin
Original name and rules
Paladin
Original name and rulesA Paladin is a disciplined holy warrior dedicated to justice, courage, mercy, and opposition to evil.
Level-1 Abilities
- Aura of Good
- Detect Evil
- Smite Evil once per day
๐
Monk
Original name and rules
Monk
Original name and rulesA Monk is a disciplined martial artist who fights without normal armor and develops extraordinary control of body and mind.
Level-1 Abilities
- Bonus feat
- Flurry of Blows
- Improved Unarmed Strike
- Unarmed damage
- Wisdom bonus to Armor Class when unarmored
Training and Experience
Skills
First-Level Skill Points
Add the classโs skill-point number to the Intelligence modifier, multiply by four, and add four more points if the character is Human.
A character always gains at least one skill point per level before the first-level multiplication.
Maximum Ranks at Level 1
Class skill: 4 ranks.
Cross-class skill: 2 ranks.
Each cross-class rank costs two skill points.
- Appraise โ Intelligence
- Balance โ Dexterity
- Bluff โ Charisma
- Climb โ Strength
- Concentration โ Constitution
- Craft โ Intelligence
- Decipher Script โ Intelligence
- Diplomacy โ Charisma
- Disable Device โ Intelligence
- Disguise โ Charisma
- Escape Artist โ Dexterity
- Forgery โ Intelligence
- Gather Information โ Charisma
- Handle Animal โ Charisma
- Heal โ Wisdom
- Hide โ Dexterity
- Intimidate โ Charisma
- Jump โ Strength
- Knowledge โ Intelligence
- Listen โ Wisdom
- Move Silently โ Dexterity
- Open Lock โ Dexterity
- Perform โ Charisma
- Profession โ Wisdom
- Ride โ Dexterity
- Search โ Intelligence
- Sense Motive โ Wisdom
- Sleight of Hand โ Dexterity
- Speak Language โ None
- Spellcraft โ Intelligence
- Spot โ Wisdom
- Survival โ Wisdom
- Swim โ Strength
- Tumble โ Dexterity
- Use Magic Device โ Charisma
- Use Rope โ Dexterity
Special Training
Starting Feats
Every first-level character begins with one feat.
Humans receive one additional feat.
Knights receive one additional combat feat.
Mages receive Scribe Scroll automatically.
Alertness
Gain +2 on Listen checks and +2 on Spot checks.
Combat Casting
Gain +4 on Concentration checks made to cast spells defensively or while grappled.
Combat Reflexes
Make additional attacks of opportunity based on Dexterity and make them while flat-footed.
Dodge
Choose one opponent and receive a +1 dodge bonus to Armor Class against that opponent.
Endurance
Gain bonuses on checks involving prolonged physical effort, difficult sleep, forced marches, and similar endurance tests.
Great Fortitude
Gain +2 on all Fortitude saving throws.
Improved Initiative
Gain +4 on initiative checks.
Iron Will
Gain +2 on all Will saving throws.
Lightning Reflexes
Gain +2 on all Reflex saving throws.
Point Blank Shot
Gain +1 on ranged attack and damage rolls against targets within 30 feet.
Power Attack
Trade part of your melee attack bonus for additional melee damage. Requires Strength 13.
Precise Shot
Make ranged attacks against enemies engaged in melee without the normal โ4 penalty. Requires Point Blank Shot.
Skill Focus
Choose one skill and gain +3 on checks using that skill.
Toughness
Gain 3 additional hit points.
Two-Weapon Fighting
Reduce the penalties for fighting with a weapon in each hand. Requires Dexterity 15.
Weapon Finesse
Use Dexterity instead of Strength on attack rolls with eligible light weapons, rapiers, whips, and spiked chains.
Weapon Focus
Gain +1 on attack rolls with one selected weapon. Requires proficiency and base attack bonus +1.
Tools of Battle
Weapons
Damage values below are for Medium creatures. Small weapons generally use lower damage values.
| Weapon | Category | Cost | Damage | Critical | Range |
|---|---|---|---|---|---|
| Club | Simple, one-handed | โ | 1d6 | ร2 | 10 ft. |
| Dagger | Simple, light | 2 gp | 1d4 | 19โ20/ร2 | 10 ft. |
| Greatclub | Simple, two-handed | 5 gp | 1d10 | ร2 | โ |
| Heavy Mace | Simple, one-handed | 12 gp | 1d8 | ร2 | โ |
| Light Mace | Simple, light | 5 gp | 1d6 | ร2 | โ |
| Morningstar | Simple, one-handed | 8 gp | 1d8 | ร2 | โ |
| Longspear | Simple, two-handed | 5 gp | 1d8 | ร3 | Reach |
| Quarterstaff | Simple, two-handed | โ | 1d6/1d6 | ร2 | โ |
| Spear | Simple, two-handed | 2 gp | 1d8 | ร3 | 20 ft. |
| Light Crossbow | Simple, ranged | 35 gp | 1d8 | 19โ20/ร2 | 80 ft. |
| Heavy Crossbow | Simple, ranged | 50 gp | 1d10 | 19โ20/ร2 | 120 ft. |
| Javelin | Simple, ranged | 1 gp | 1d6 | ร2 | 30 ft. |
| Shortspear | Simple, one-handed | 1 gp | 1d6 | ร2 | 20 ft. |
| Battleaxe | Martial, one-handed | 10 gp | 1d8 | ร3 | โ |
| Flail | Martial, one-handed | 8 gp | 1d8 | ร2 | โ |
| Longsword | Martial, one-handed | 15 gp | 1d8 | 19โ20/ร2 | โ |
| Rapier | Martial, one-handed | 20 gp | 1d6 | 18โ20/ร2 | โ |
| Scimitar | Martial, one-handed | 15 gp | 1d6 | 18โ20/ร2 | โ |
| Shortsword | Martial, light | 10 gp | 1d6 | 19โ20/ร2 | โ |
| Greataxe | Martial, two-handed | 20 gp | 1d12 | ร3 | โ |
| Greatsword | Martial, two-handed | 50 gp | 2d6 | 19โ20/ร2 | โ |
| Glaive | Martial, two-handed | 8 gp | 1d10 | ร3 | Reach |
| Halberd | Martial, two-handed | 10 gp | 1d10 | ร3 | โ |
| Longbow | Martial, ranged | 75 gp | 1d8 | ร3 | 100 ft. |
| Shortbow | Martial, ranged | 30 gp | 1d6 | ร3 | 60 ft. |
Protection from Harm
Armor and Shields
| Armor | Cost | AC Bonus | Maximum Dexterity | Check Penalty | Speed |
|---|---|---|---|---|---|
| Padded | 5 gp | +1 | +8 | 0 | 30 ft. |
| Leather | 10 gp | +2 | +6 | 0 | 30 ft. |
| Studded Leather | 25 gp | +3 | +5 | โ1 | 30 ft. |
| Chain Shirt | 100 gp | +4 | +4 | โ2 | 30 ft. |
| Hide | 15 gp | +3 | +4 | โ3 | 20 ft. |
| Scale Mail | 50 gp | +4 | +3 | โ4 | 20 ft. |
| Chainmail | 150 gp | +5 | +2 | โ5 | 20 ft. |
| Breastplate | 200 gp | +5 | +3 | โ4 | 20 ft. |
| Splint Mail | 200 gp | +6 | +0 | โ7 | 20 ft. |
| Banded Mail | 250 gp | +6 | +1 | โ6 | 20 ft. |
| Half-Plate | 600 gp | +7 | +0 | โ7 | 20 ft. |
| Full Plate | 1,500 gp | +8 | +1 | โ6 | 20 ft. |
Shields
| Shield | Cost | AC Bonus | Check Penalty |
|---|---|---|---|
| Buckler | 15 gp | +1 | โ1 |
| Light Wooden Shield | 3 gp | +1 | โ1 |
| Light Steel Shield | 9 gp | +1 | โ1 |
| Heavy Wooden Shield | 7 gp | +2 | โ2 |
| Heavy Steel Shield | 20 gp | +2 | โ2 |
| Tower Shield | 30 gp | +4 | โ10 |
Prepare for the Road
Adventuring Gear
| Item | Cost | Weight |
|---|---|---|
| Backpack | 2 gp | 2 lb. |
| Bedroll | 1 sp | 5 lb. |
| Blanket | 5 sp | 3 lb. |
| Candle | 1 cp | โ |
| Chain, 10 feet | 30 gp | 2 lb. |
| Chalk | 1 cp | โ |
| Chest | 2 gp | 25 lb. |
| Crowbar | 2 gp | 5 lb. |
| Flint and Steel | 1 gp | โ |
| Grappling Hook | 1 gp | 4 lb. |
| Hammer | 5 sp | 2 lb. |
| Healerโs Kit | 50 gp | 1 lb. |
| Hooded Lantern | 7 gp | 2 lb. |
| Oil, one pint | 1 sp | 1 lb. |
| Rations, one day | 5 sp | 1 lb. |
| Rope, hemp, 50 feet | 1 gp | 10 lb. |
| Rope, silk, 50 feet | 10 gp | 5 lb. |
| Sack | 1 sp | ยฝ lb. |
| Thievesโ Tools | 30 gp | 1 lb. |
| Torch | 1 cp | 1 lb. |
| Waterskin | 1 gp | 4 lb. full |
Backpack, bedroll, flint and steel, five torches, five days of rations, waterskin, 50 feet of rope, and a sack.
Arcane and Divine Power
First-Level Spellcasting
Priest Spells
Priests prepare divine spells. Wisdom determines the highest spell level available and bonus spells.
Useful 0-level spells:
- Create Water
- Cure Minor Wounds
- Detect Magic
- Guidance
- Light
- Read Magic
- Resistance
Useful 1st-level spells:
- Bane
- Bless
- Command
- Cure Light Wounds
- Detect Evil
- Divine Favor
- Protection from Evil
- Sanctuary
- Shield of Faith
Mage Spells
Mages record spells in a spellbook and prepare their daily spells. Intelligence controls their spellcasting.
Useful 0-level spells:
- Acid Splash
- Dancing Lights
- Daze
- Detect Magic
- Light
- Mage Hand
- Prestidigitation
- Ray of Frost
- Read Magic
Useful 1st-level spells:
- Burning Hands
- Charm Person
- Color Spray
- Grease
- Mage Armor
- Magic Missile
- Shield
- Sleep
- Summon Monster I
Warlock Spells
Warlocks use the same spell list as Mages but choose a limited number of known spells. Charisma controls their spellcasting.
A first-level Warlock normally knows four 0-level spells and two 1st-level spells.
Strong beginning choices:
- Detect Magic
- Light
- Mage Hand
- Ray of Frost
- Mage Armor
- Magic Missile
- Shield
- Sleep
Entertainer Spells
Entertainers know a limited number of arcane spells and cast them using Charisma.
Useful 0-level spells:
- Dancing Lights
- Daze
- Detect Magic
- Light
- Lullaby
- Mage Hand
- Message
- Prestidigitation
Useful 1st-level spells:
- Charm Person
- Cure Light Wounds
- Disguise Self
- Hideous Laughter
- Silent Image
- Sleep
Druid Spells
Druids prepare divine spells using Wisdom.
Useful 0-level spells:
- Create Water
- Cure Minor Wounds
- Detect Magic
- Flare
- Guidance
- Light
- Resistance
Useful 1st-level spells:
- Calm Animals
- Charm Animal
- Cure Light Wounds
- Entangle
- Faerie Fire
- Goodberry
- Magic Fang
- Produce Flame
- Summon Natureโs Ally I
Paladins and Scouts do not begin casting spells at level 1. Their spellcasting begins at later levels.
Prepare for Danger
Combat Statistics
Starting Hit Points
Maximum class Hit Die at level 1 + Constitution modifier. The minimum result is 1 hit point.
Armor Class
10 + armor bonus + shield bonus + Dexterity modifier + size modifier + other bonuses.
Initiative
Dexterity modifier + other bonuses, such as Improved Initiative.
Melee Attack
Base attack bonus + Strength modifier + size modifier + other bonuses.
Ranged Attack
Base attack bonus + Dexterity modifier + size modifier + other bonuses.
Melee Damage
Weapon damage + Strength modifier. Two-handed weapons normally add one-and-one-half times the Strength bonus.
Fortitude Save
Class base save + Constitution modifier + other bonuses.
Reflex Save
Class base save + Dexterity modifier + other bonuses.
Will Save
Class base save + Wisdom modifier + other bonuses.
Skill Check
Roll d20 + skill ranks + the skillโs ability modifier + other bonuses.
Attack Roll
Roll d20 and add the attack bonus. The attack hits when the result meets or exceeds the targetโs Armor Class.
Saving Throw
Roll d20 and add the relevant saving-throw bonus. Success normally requires meeting or exceeding the effectโs Difficulty Class.
Level-1 Base Attack Bonuses
| Class | Base Attack |
|---|---|
| Knight, Warrior, Paladin, Scout | +1 |
| Priest, Druid, Monk, Thief, Entertainer | +0 |
| Mage, Warlock | +0 |
Complete the Record