ToP ZeroLevel 5e
ToP ZeroLevel 5e
ZERO-LEVEL ADVENTURERS
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WHAT IS ZERO-LEVEL? CHARACTER CREATION
Zero-Level “adventurers” are commoners. This is Since you need to have more than one character
your character before they mastered the fighting arts, to play a Zero-Level campaign, we have a series
studied to learn how to wield arcane spells, or made of random tables that you will roll on to generate
pacts with otherworldly creatures for amazing powers. your character. In our default rules, you won’t
be able to pick whether you are a Halfling,
As a Zero-Level, you know you are destined Dwarf, Elf, or Human; it will be determined
for greater things, and while you toil away at by dice roll. Additionally, your Ability Scores
the occupation society has tossed you into, you will be determined by straight dice roll.
know that someday, you will get a chance to
prove yourself and rise above the rabble.
STEP ONE: ROLL YOUR RACE
Why play Zero-Level?
Based on the type of fantasy world your campaign
Playing a Zero-Level adventurer is an exciting is set, your DM will pick a table for you to roll
experience. Any wrong move could result in a your character’s race on below. Some worlds
permanent (and messy death.) Taking risks means have an even mix of demi-human races, and some
something entirely new when the risk could mean are heavily dominated by humans. If you’re not
the a character’s story. Zero-Level campaigns are sure which table to roll on, the Default table is a
no less epic than a standard 5E campaign; you’ll great pick as it should conform to standard 5E
uncover ancient artifacts, battle vicious abominations, settings like Forgotten Realms and Greyhawk.
explore unlit depths, and solve mind-bending
puzzles. Our aim with this supplement is to open up Your subrace does not affect the racial abilities
this fun, alternative avenue of play to 5E players. you get at level Zero, so choosing it is optional.
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Racial Traits
Your Race gives you several important base character
details that you want to fill in on your character sheet.
Half-Elf Medium 30 ft Elvish +2 Cha, +1 Any, +1 Any Darkvision 60’, Fey Ancestry
Note: If you’d like to determine a random age for your character, see Appendix A!
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Dragonborn After determining your base Ability
Scores, be sure to note the modifier on
Ancestry Table the stat based on standard 5E rules:
Because it’s a lot more fun to roll
Ability Modifiers Chart
your ancestry than pick it, here’s a
table to help you! Rarity is based
on the 1977 Monster Manual. ABILITY SCORE MODIFIER
3 -4
d100 DAMAGE
COLOR 4-5 -3
ROLL RESISTANCE
6-7 -2
01-20 Black Acid 8-9 -1
10-11 +0
21-40 White Cold
12-13 +1
41-60 Brass Fire
14-15 +2
61-70 Copper Acid 16-17 +3
71-76 Blue Lightning 17-18 +4
77-82 Bronze Lightning 19-20 +5
Strength Occupations
14 Bone Carver d6 sp Woodcarver’s Tools Bone Knife (Dagger) 3 large animal bones Common
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Dexterity Occupations
5 Glassblower d10 sp Glassblower’s Tools Blowgun (10 needles) Glassblower’s tools Common
19 Glovemaker d8 sp Leatherworker’s Tools Knife (Dagger) A pair of fine leather gloves Common
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Constitution Occupations
1 Gong Farmer d12 cp Con. Saving Throws Club Sack of manure Common
2 Pig Farmer d10 sp Animal Handling Pitchfork (Spear) 5 lb cured ham Common
4 Rat Catcher d12 cp Animal Handling Net Bag (with dead rats) Common
6 Tavern Cook d6 sp Cook’s Utensils Cast Iron Pan (Club) Cook’s utensils Common
7 Brewer d6 gp Brewer’s Supplies Steel Beer Stein (Club) Brewer’s Supplies Common
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Intelligence Occupations
8 Pastry Cook d8 sp Cook’s utensils Rolling Pin (club) Cook’s utensils Common
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Wisdom Occupations
11 Trapper d12 sp Survival Light Crossbow (20 Bolts) Hunting trap Common
12 Beadle d12 cp Religion Quarterstaff (with religious ornament) Holy Symbol Vestments
14 Bowyer d4 sp Bows and Crossbows Longbow (10 arrows) A bundle of 5 bow staves Common
19 Falconer d12 cp Animal Handling Shortbow (10 arrows) Bird bait Common
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Charisma Occupations
16 Card Player d6 cp Playing card set Hand Crossbow Playing card set Traveler’s
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STEP FOUR (OPTIONAL): Armor Proficiency
Roll Random Starting Item
Normally in D&D, If you are not proficient
If the adventure you are about to embark on doesn’t with armor or shields you are wearing, you
allow you to acquire basic adventuring gear at the have disadvantage on any ability check, saving
start, your DM may allow each of your characters throw, or attack roll that involves Strength or
to roll on the tables below to bestow some random Dexterity. However, this effectively makes it so no
starting gear that will make adventuring a bit easier. Zero-Level would ever wear armor. This didn’t
If you are looking for detailed descriptions, all of seem fun, so for the purposes of a Zero-Level
these items can be found in the Player’s Handbook. campaign, we recommend ignoring this rule.
Weapon Proficiency
Adventuring Gear
You can attack with proficiency with your starting
weapon, but attacking with other weapons means you
ROLL 1d
1d100
don’t get the bonus. However, several occupations
01-02 Acid Vial 46-55 Torches (4) confer proficiency to a type of weapon. In this
03-05 Tent, two-person 56-60 Lamp
case, your character is proficient in all weapons
of that type (not just your starting weapon.)
05-07 Ball Bearings 61-63 Manacles
There are some special rules that apply when playing Death Saves
your less-than-heroic characters as an adventurer.
Once a Zero-Level reaches zero hit points,
Proficiencies they die. They do not make death saves.
Upon completion of your first adventure, you The average die roll for a 4d6 drop
should level up to one in the class of your choice. the lowest die roll is 12.24.
In-game this could come as a reward of training
The average stat for the Standard Array is 12.
from a nearby King, a powerful artifact that
bestows its power on your adventurer, or a purse
Step Four:
that allows you to finally quit your job and head off
Convert Background
to a nearby wizard tower to begin years of study.
After picking your class and ability scores,
Transition your Zero-Level into your
pick a Background. You gain the proficiencies,
new class following these guidelines:
languages, and feature listed. You do not
Step One: earn gain the starting coin or items.
Finalize Race We have also included a new background
exclusively available to Zero-Level adventurers:
If your race has subraces, and you haven’t already
picked a subrace, you do so at level one. Some
subraces confer a bonus to abilities, so be sure to
add those. Add all racial features from your base
race that you didn’t add at Zero-Level, as well as
any features you may receive from a subrace.
Step Two:
Choose a Class
You may pick any class when leveling up to one. As
a bonus for completing a Zero-Level adventure,
you will also get to keep your hit points and hit
dice. Add your Zero-Level maximum hit points to
the number listed under “Hit Points at 1st Level”
number found in the Class Features description.
Step Three:
Finalize Ability Scores
Since you rolled straight 3d6 instead of 4d6 drop
lowest die to determine your stats, you gain 5 ability
points to distribute as you level up. Since you get
to pick which Ability you get to apply these points
to, in testing we found 5 points to be about right.
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COMMONER
SKILL PROFICIENCIES:
Pick two new skill proficiencies.
TOOL PROFICIENCIES:
Pick one new tool proficiency.
EQUIPMENT:
Everything you have was earned in your Zero-Level
adventure. This likely includes more riches than you ever
dreamed of possessing, and perhaps even an artifact or two.
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RUNNING A
ZERO-LEVEL ADVENTURE
This section contains some general guidelines then play continues clockwise around the table,
for Dungeon Masters. There’s nothing secret with each player activating all of their characters
in here, but if you are just planning on playing and the DM’s spot representing all of the monsters’
as a Zero-Level, you can stop reading here. actions. This system is so simple, it’s quite easy to
re-roll at the beginning of each round of combat
Initiative to make it a bit more exciting for players.
Initiative with 16-24 characters can be quite Use cards (available at http://weird.works!)
tedious, so we recommend using an alternative to represent each player. Shuffle the cards
initiative system to speed up combat. into a deck and draw cards to determine
who will go next in combat order.
Have all players (and the DM) roll 1d20 and add their
highest initiative modifier among their characters. Character Life Expectancy &
Play proceeds in that initiative order, with each player Campaign Balance Guidelines
activating all of their characters on their turn.
Unlike in standard adventures, players shouldn’t
Or, have all players (and the DM) roll 1d20 and have the expectation that any of their Zero-
add their highest initiative modifier among their Level characters will make it to the end of the
characters. Whoever rolls highest goes first; and adventure. For this reason, you don’t generally
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need to pull any punches on unlucky characters Adding additional races
who fall into traps or fall victim to a vicious
attack. Generally, players can take only one or If you want to add races not included within
two hits before they die. To compensate for this, these rules, follow these guidelines:
players should have access to 3-4 characters in the
adventure. Here are some additional tips to make Keep the race’s Ability Score modifications the same.
sure everyone has fun in a Zero-Level session:
Keep the Size, Speed, and Vision the same.
Spreading Attacks Around Most races have multiple additional traits. If they
Because of the nature of the gameplay, it can be do, pick the one that is simplest and give that to
quite easy for a player to feel picked on if several of your Zero-levels. For instance, simply gaining a
their characters die due to bad luck while the rest proficiency is a perfect base trait to give. A trait like
of the players have their starting characters still the Dragonborn’s breath weapon is way too powerful
alive. To prevent this, it’s a good idea to distribute for a Zero-Level to have access to, so we give them just
attacks around to different players’ characters the resistance part of their Draconic Ancestry trait.
rather than truly picking random targets.
Using Level One Adventures
Fearsome Opponents Any level one adventure that is designed for 4-6
When a character has one hit point, it doesn’t matter level one adventurers can be used as a Zero-Level
if they take 1d4 damage or 14d6 damage from an adventure for 16-24 commoners. However, be aware,
attack. This means you can throw some big, very that it’s extremely unlikely that anyone in the party
scary monsters at the level zeros, and as long as will be able to pick locks (unless they are lucky with
the creature doesn’t have an extremely high armor an occupation roll), and there is no access to spells.
class (14 armor class or under) or hit point pool, So, you may need to slightly modify some of the traps,
the Level-Zeros should be able to overcome the secrets, and other challenges set in the adventure.
challenge. However, this generally will thin the ranks
Combat encounters should be about the same, but
significantly, so be sure to limit extremely deadly
be wary of area effect attacks and some monsters
monsters to boss fights and key points in the adventure.
(like Swarms) may be much more effective against
One thing to be extra cautious of utilizing in a game commoners than level one adventurers.
are area effect attacks. If you do use an area effect
attack, make sure to give players a chance to reduce
“Tournament” Style vs.
the damage to zero by succeeding on a saving throw. Standard Adventure
Avoid spells like fireball which could easily wipe
Depending on the type of adventure you are running,
out an entire party of Zero-Level adventurers.
you may want to run the adventure “Tournament”
style. In the Tournament style, each player runs
Reinforcements
one character, but the character is quickly replaced
If a player finds themselves out of characters, or via an event in the adventure. For instance, if the
if there is a total party wipe, it’s quite easy to add players are moving through a village destroyed
in commoner reinforcements to practically any by giant-sized goblins, after three characters are
adventure. Players may find townsfolk bound lost fighting “Ogold the Elephantine,” the party
by the last group of enemies, or players could could find three replacement characters hiding
assume the roles of their previous characters’ in the burning tavern at the end of the street.
relatives seeking their missing brethren.
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Tournament style allows you to play with a lot Acknowledgement
of players, with some players sitting out waiting
for the next death. Additionally, managing one We owe so much of this work to the innovation
character is much easier for beginning players, and of Joseph Goodman; creator of Dungeon Crawl
depending on the group, may be the way to go. Classics. DCC is a fantastic system, and when I’m
not playing D&D, I’m usually running a DCC
Converting a Zero-Level DCC Tournament or game. They also make a great
Adventure to Zero-Level 5E series of D&D adventurers including the official
Original Adventures Reincarnated series and
In Appendix N, we make some recommendations adventure shorts in Fifth Edition Fantasy.
for Dungeon Crawl Classics Zero-Level adventures
that would work well with this system. If you do We also are indebted to Shawn Vincent for
use one of these adventures, you have to make some providing us with a ton of research on medieval
slight adjustments to align the two systems: occupations on his webpage dedicated to them.
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APPENDIX A: DISTRIBUTED RACIAL AGE CHARTS
This weighted table provides a random age within a range that a particular race
would most likely begin adventuring. However, it doesn’t completely exclude
the adventurer who begins adventuring in old age or as a child.
Roll a d100 to determine the age group, and a second roll as indicated in the formula in the grid.
ROLL 1d
1d100
In this appendix, we show an example of how Next, I roll hit points and add my Constitution
to create a character from start-to-finish. modifier. I roll a 1 on a 1d4, and have a +1
Constitution modifier, so I have 2 maximum hit points.
Step One: Determine Race
Now I know my Initiative (+0), Armor Class
I roll a 35 on a d100, which means (10), and saving throw modifiers. Additionally, I
my character is Human. get the Common language for being Human.
Step Two: Roll Your Stats Step Three: Determine
I roll 3d6 six times, and get: 13, 10, 11, 8, 8, 10. Since
Occupation
I’m Human, I get to add +1 to all of my Abilities. Since my highest ability score is Strength, I roll
This results in the following Ability Scores: on the Strength occupation table. This means
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1d20 OCCUPATION COIN PROFICIENCY WEAPON ITEM CLOTHES
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APPENDIX O: OPEN
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not to indicate compatibility or co-adaptability
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STATS Saving
Race Size Occupation
Initiative Speed
Throw
Score Modifier Proficiency
DEX MAX
HP HP
Proficiency (+2) Weapons
CON
Weapon Proficiency
To Hit Damage
STATS Saving
Race Size Occupation
Initiative Speed
Throw
Score Modifier Proficiency
DEX MAX
HP HP
Proficiency (+2) Weapons
CON
Weapon Proficiency
To Hit Damage
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QUICK CHARACTER Add your weapon, starting item, and
clothes to your inventory.
CREATION RULES
Roll Random Starting Item
Roll Your Race
If your DM allows it, roll for an additional
You can find the race tables on Page 3. adventuring starting item. (Page 11.)
Pick a table appropriate to the fantasy
world you are adventuring in.
Fill in your Initiative (Dexterity modifier), Add your Zero-Level hit die (1d4)
Armor Class (10 + Dexterity modifier), to your total hit dice.
Saving Throws, Skills and Languages.
Finalize Ability Scores
Determine Occupation
Increase your Ability scores 5 times.
Determine your highest ability. If you have
two equal highest abilities, you can pick You may apply this increase to
which one to use for your occupation. one score multiple times.
Roll 1d20 on the occupation table that You may not exceed 20 in any of your Ability scores.
matches your highest ability. (Pages 5-10.)
Convert Background
Note your Occupation in your Background.
Pick a background and gain the proficiencies,
Roll the coin die to determine your starting money. languages, and feature listed.
Add the proficiency to your character sheet. Alternatively, you can pick the
Commoner background on Page 13.
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