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ToP ZeroLevel 5e

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29% found this document useful (7 votes)
756 views23 pages

ToP ZeroLevel 5e

Uploaded by

asa0lambrecht
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Introduction to Zero-Level Adventuring: Explains the concept of zero-level adventurers, reasons to play, and introduces the role of zero-level campaigns.
  • Character Creation Process: Details the step-by-step process of creating a zero-level character including racial traits and abilities.
  • Adventuring Gear and Zero-Level Play: Provides guidelines for equipment selection and strategies for playing as a zero-level adventurer.
  • Running a Zero-Level Adventure: Offers advice for game masters on running a zero-level adventure, including initiative systems and balance guidelines.
  • Appendices: Includes additional resources and examples for zero-level adventures and character creation.

1

ZERO-LEVEL ADVENTURERS

A 5TH EDITION SUPPLEMENT

Rules: Thom Denick

Rules Editor: Benson Condie

Layout & Design: Brenda Ho

Commoner Artwork: Kurt Komoda

2
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.

Note: This supplement only utilizes


The Funnel
materials available in the SRD (Systems
In standard 5E gameplay, the emphasis on character Reference Document), this means some
creation is putting a lot of thought and effort into of your favorite races may be missing.
creating your character’s background from scratch. We’ve provided the basics here,
You can use the Backgrounds systems to create a and it should be very easy to add
backstory and history for your character. With Zero- any races you’d like to play to the
Level characters, you actually create your character’s tables if your DM allows it.
history through rolling dice and gameplay.

But be warned! Adventuring as a Zero-


Level is deadly work, so you will generally
be playing 2-4 characters in a Zero-Level
adventure hoping that at least one survives.

At the conclusion of the adventure, you hopefully


will have at least a couple of adventurers
with a story of how they became what they
are; ready for their level one adventures.

3
Racial Traits
Your Race gives you several important base character
details that you want to fill in on your character sheet.

SIZE: Size has many affects in 5E Race Table


including affecting how much you
can carry, what weapons you can use,
HIGH HUMAN
and how much space you take up. DEFAULT RACE
FANTASY DOMINATED
SPEED: Your speed is given in feet, and
represents how far you can move during 01-40 01-20 01-64 Human
a standard Move action in one round. 41-50 21-30 65-69 Halfling
LANGUAGE: As a Zero- 51-60 31-40 70-74 Dwarf
Level, you speak Common and
61-65 41-50 75-80 Gnome
the language of your race.
66-70 51-60 80-89 Tiefling
ABILITY BONUSES: After rolling
your Ability Scores, add these bonuses. 71-80 61-70 90-95 Half-Elf
81-90 71-80 96-97 Elf
RACIAL ABILITIES: Almost all
races have special abilities. We have 91-97 81-90 98-99 Half-Orc
written in the abilities you get at Zero-
Level. For full rules on these abilities, 98-00 91-00 00 Dragonborn
please refer to the Player’s Handbook.

Zero Level Racial Traits

EXTRA ABILITY RACIAL


RACE SIZE SPEED
LANGUAGES BONUS ABILITIES

Human Medium 30 ft None +1 to All None

Halfling Small 25 ft Halfling +2 Dex Brave, Halfling Nimbleness

Dwarf Medium 25 ft Dwarvish +2 Con Darkvision 60’, Dwarven Toughness

Gnome Small 25 ft Gnomish +2 Int Darkvision 60’, Gnome Cunning

Half-Elf Medium 30 ft Elvish +2 Cha, +1 Any, +1 Any Darkvision 60’, Fey Ancestry

Elf Medium 30 ft Elvish +2 Dex Darkvision 60’, Fey Ancestry, Trance

Tiefling Medium 30 ft Infernal +2 Cha, +1 Int Darkvision 60’, Hellish Resistance

Half-Orc Medium 30 ft Orcish +2 Str, +1 Con Darkvision 60’, Menacing

Dragonborn Medium 30 ft Draconic +2 Str, +1 Cha Draconic Ancestry, Damage Resistance

Note: If you’d like to determine a random age for your character, see Appendix A!
4
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

83-89 Green Poison


Roll Hit Points
90-96 Red Fire
To determine hit points, roll 1d4 and add your
97-98 Silver Cold
Constitution Modifier. If the result is less than
99-00 Gold Cold one, your character has one hit point.

Fill Secondary Stats


STEP TWO: DETERMINE
Now that you have determined your
CHARACTER ATTRIBUTES primary Ability Scores, you can fill in all
of your “secondary” stats including:
With Zero-Level characters, there’s no point
buys, mulligans, or do-overs. We value weird, PROFICIENCY: Your character
unusual characters (That incredibly ugly and has a +2 Proficiency.
uncharismatic Tiefling has a place in the world
just as much as the min-maxed Half-Orc brawler.) INITIATIVE: this is simply
True balance has no place in a Zero-Level your Dexterity modifier.
game! We want randomness, and we adapt our
characters and stories to the dice as they lay. BASE ARMOR CLASS: assuming you don’t have
any armor, this is 10 + your Dexterity modifier.
Roll Ability Scores
SAVING THROWS: by default you get no
Roll 3d6 for each Ability in order: Strength, Dexterity, proficiency on saving throws. Some occupations
Constitution, Intelligence, Wisdom, and Charisma, may confer a saving throw proficiency.
add any racial modifiers you have, and fill in the stat
on your character sheet. You may not switch Ability SKILLS: There is a good chance your character
scores around, you must play the rolls as they lay. will not survive very long, so no need to fill
in all of your character’s skill modifiers.
5
STEP THREE: DETERMINE
OCCUPATION
The first step towards determining your occupation
is to determine your character’s highest Ability
Score. In the case of a tie between two Ability
Scores, you may choose the table to roll on.

Your Occupation gives your character one proficiency,


a starting weapon (which you are also proficient
with), some coin, clothes, and a bonus item.

Your Occupation should fill your Background


slot on your character sheet.

Strength Occupations

1d20 OCCUPATION COIN PROFICIENCY WEAPON ITEM CLOTHES

1 Blacksmith d12 sp Smith’s Tools Light Hammer Smith’s tools Common

2 Miner d20 cp Investigation Handaxe Pick, Miner’s Common

3 Teamster d8 sp Strength Saving Throws Whip Block and tackle Common

4 Bodyguard d10 gp Heavy Armor Maul Ringmail Traveler’s

5 Plowman/woman d10 cp Nature Quarterstaff A bag of good soil Common

6 Rough d6 sp Intimidation Club Leather armor Common

7 Butcher d10 sp Handaxes Butcher Knife (Handaxe) 5 pounds of jerky Common

8 Gladiator d12 gp Simple Weapons Net Chain shirt Traveler’s

9 Woodcutter d6 sp Nature Handaxe A tie of cut wood Common

10 Carpenter d6 gp Carpenter’s Tools Light Hammer Carpenter’s Tools Common

11 Milkman/Milkmaid d8 sp Animal Handling Club Metal bucket Common

12 Executioner d12 sp Intimidation Greataxe Basket Common

13 Mercenary d12 sp Simple Weapons Short Sword Leather armor Traveler’s

14 Bone Carver d6 sp Woodcarver’s Tools Bone Knife (Dagger) 3 large animal bones Common

15 Mason d10 cp Mason’s Tools Light Hammer Mason’s Tools Common

16 Grinder d8 sp Daggers Dagger Grinding stone Common

17 Plattner d8 sp Mauls Maul Sheet of metal Common

18 Porter d8 cp Perception Broom (Quarterstaff) Lye soap Common

19 Jailer d4 sp Investigation Club A set of keys Common

20 Wagoner d12 cp Land Vehicles (Wagon) Whip Wagon bolts Common

6
Dexterity Occupations

1d20 OCCUPATION COIN PROFICIENCY WEAPON ITEM CLOTHES

1 Pickpocket d12 sp Sleight of Hand Shortsword Thieves’ tools Common

2 Haberdasher d12 gp Persuasion Dagger 3 yards fine cloth Fine

3 Orphan d4Be cp Stealth Club A beggar’s cup Common

4 Circus Acrobat d8 sp Acrobatics Scimitar Portable trampoline Costume

5 Glassblower d10 sp Glassblower’s Tools Blowgun (10 needles) Glassblower’s tools Common

6 Messenger d6 sp Persuasion Quarterstaff Bell Traveler’s

7 Locksmith d4 gp Thieves’ Tools Dagger Lock Common

8 Weaver d12 sp Weaver’s Tools Dagger Weaver’s tools Common

9 Hunter d10 sp Nature Shortbow (20 arrows) Deer skin Common

10 Contortionist d6 gp Performance Flail Circus flier Costume

11 Potter d12 sp Potter’s Tools Quarterstaff Potter’s tools Common

12 Bandit d6 gp Stealth Shortsword Caltrops (10) Traveler’s

13 Basketweaver d4 cp Weaver’s Tools Dagger Weaver’s tools Common

14 Bookbinder d6 sp Calligrapher’s Supplies Knife (Dagger) Spool of thread Common

15 Fletcher d8 sp Bows Short bow A quiver of arrows (30) Common

16 Gilder d4 gp Jeweler’s tools Knife (Dagger) Smelting pot Fine

17 Miniaturist d6 cp Painter’s supplies Brush (Club) Painter’s supplies Common

18 Chicken Butcher d6 cp Handaxes Butcher Knife (Handaxe) A chicken carcass Common

19 Glovemaker d8 sp Leatherworker’s Tools Knife (Dagger) A pair of fine leather gloves Common

20 Jeweler d4 gp Jeweler’s Tools Dagger Jeweler’s Tools Fine

7
Constitution Occupations

1d20 OCCUPATION COIN PROFICIENCY WEAPON ITEM CLOTHES

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

3 Leatherworker d6 gp Leatherworker’s Tools Dagger Leatherworker’s tools Common

4 Rat Catcher d12 cp Animal Handling Net Bag (with dead rats) Common

5 Seaman d8 sp Sailing Ship Shortsword 50’ Rope Traveler’s

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

8 Chandler d10 sp Investigation Scissors (Dagger) Fine candles (50) Common

9 Apiarist d6 gp Animal Handling Quarterstaff Padded armor Common


3 uncarved bust-
10 Stone Carver d6 sp Performance Chisel (Dagger) sized stone blocks Common

11 Undertaker d8 sp Insight Light hammer Bouquet of dried flowers Fine

12 Grave Digger d12 cp Athletics Greatclub Shovel Common

13 Chestmaker d12 cp Woodcarver’s tools Club Chest Common

14 Broom maker d6 cp Woodcarver’s tools Broom (Quarterstaff) 4 heads of broomcorn Common

15 Sheep Shearer d4 sp Short sword Shears (Shortsword) Sheepskin Common

16 Parchmenter d6 sp Investigation Dagger Parchment (3 sheets) Common

17 Smelter d8 sp Tinkerer’s tools Light hammer Iron ingot Common

18 Cooper d8 cp Carpenter’s tools Light hammer Wooden plank Common

19 Haenyeo (Diver) d6 sp Athletics Dagger A bushel of oysters Common

20 Roofer d12 cp Carpenter’s tools Light hammer Carpenter’s tools Common

8
Intelligence Occupations

1d20 OCCUPATION COIN PROFICIENCY WEAPON ITEM CLOTHES

1 Bookkeeper d8 sp Investigation Dagger Abacus Common

2 Tax Collector d12 pp Intimidation Longsword Money sack Fine

3 Wizard’s Apprentice d10 sp Arcana Quarterstaff Book on arcane subject Fine

4 Apothecary d8 sp Medicine Sickle Healer’s kit Common

5 Tinker d6 sp Tinker’s Tools Hand Crossbow Tinker’s tools Common

6 Tutor d8 sp History Quarterstaff School book Common

7 Navigator d6 gp Navigator’s Tools Shortsword Navigator’s tools Common

8 Pastry Cook d8 sp Cook’s utensils Rolling Pin (club) Cook’s utensils Common

9 Cartographer d10 sp Cartographer’s Tools Compass (dagger) Cartographer’s tools Traveler’s

10 Interpreter d8 gp Bonus 2 Languages Quarterstaff Book Traveler’s

11 Scrivener d8 sp Calligrapher’s Supplies Dagger Calligrapher’s supplies Common

12 Banker d10 pp Insight Quarterstaff Abacus Fine

13 Barrister d4 gp Persuasion Club Law decree Fine

14 Clockmaker d6 gp Tinker’s tools Dagger A small clock Common

15 Lampwright d10 sp Glassblower’s tools Quarterstaff Lantern Common

16 Lensgrinder d6 sp Tinker’s tools Sickle Magnifying glass Common

17 Portraitist d12 sp Painter’s supplies Dagger Painter’s supplies Common

18 Herald d4 sp Performance Quarterstaff Speaking trumpet Fine

19 Astronomer d8 cp History Quarterstaff Wheel Chart Common

20 Knifeman d12 gp Medicine Dagger Jar of leeches Fine

9
Wisdom Occupations

1d20 OCCUPATION COIN PROFICIENCY WEAPON ITEM CLOTHES

1 Herbalist d12 sp Medicine Club Healer’s kit Common

2 Sexton d12 gp Religion Mace Holy symbol (emblem) Vestments

3 Squire d6 sp History Longsword Shield Fine

4 Friar d8 sp Religion Quarterstaff Holy Symbol (reliquary) Traveler’s

5 Woodward d8 sp Nature Quarterstaff Druidic focus (totem) Common

6 Tracker d8 sp Survival Shortsword Hide armor Common

7 Painter d8 cp Painter’s supplies Dagger Painter’s supplies Common

8 Ostler d8 sp Animal Handling Whip Saddlebags Common

9 Baker d6 sp Cook’s Utensils Rolling Pin (club) Cook’s utensils Common

10 Servant d12 cp Perception Club Towel Common

11 Trapper d12 sp Survival Light Crossbow (20 Bolts) Hunting trap Common

12 Beadle d12 cp Religion Quarterstaff (with religious ornament) Holy Symbol Vestments

13 Cheesemaker d12 cp Cook’s utensils Quarterstaff 10lb cheese wheel Common

14 Bowyer d4 sp Bows and Crossbows Longbow (10 arrows) A bundle of 5 bow staves Common

15 Cobbler d12 cp Cobbler’s Tools Dagger Cobbler’s tools Common

16 Furrier d4 sp Survival Longbow (10 arrows) A badger fur Common

17 Watchman d6 sp Perception Spear Leather Armor Common

18 Midwife d8 cp Medicine Club Bucket Common

19 Falconer d12 cp Animal Handling Shortbow (10 arrows) Bird bait Common

20 Shaman d8 cp Nature Spear Druidic Focus (Totem) Common

10
Charisma Occupations

1d20 OCCUPATION COIN PROFICIENCY WEAPON ITEM CLOTHES

1 Barker d8 gp Perception Club Speaking trumpet Costume

2 Minstrel d10 gp Lute Dagger A lute Costume

3 Alewife / Innkeeper d6 gp Charisma saving throws Club A grocery list Common

4 Low Noble d12 pp Deception Rapier Papers declaring nobility Fine

5 Costermonger d6 sp Persuasion Quarterstaff A dozen perfect apples Common

6 Fishmonger d6 sp Perception Dagger Fishing tackle Common

7 Mime d10 gp Performance Club Disguise kit Costume

8 Storyteller d12 sp Performance Dagger Journal & pen Costume

9 Diplomat d12 gp Insight Longsword Official papers Fine

10 Peddlar d10 sp Persuasion Club Bag of trinkets Traveler’s

11 Fortune-Teller d6 sp Performance Ornate Dagger Crystal ball Costume

12 Drummer d8 sp Drum Short Sword Drum Traveler’s

13 Confectioner d8 cp Cook’s utensils Wooden Spoon (club) Cook’s utensils Common

14 Milliner d8 sp Weaver’s tools Dagger Weaver’s tools Fine

15 Barber d6 sp Medicine Scissors (dagger) Jaw pliers Fine

16 Card Player d6 cp Playing card set Hand Crossbow Playing card set Traveler’s

17 Poet d6 cp Insight Quill (dagger) 1 Parchment Common

18 Singer d6 cp Performance Quarterstaff Song Booklet Costume

19 Forger d10 sp Forgery Kit Dagger Forgery kit Common

20 Conman d6 gp Disguise Kit Shortsword Disguise Kit Fine

11
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

08-10 Backpack 64-66 Steel Mirror Damage


11-15 Chain (10 feet) 67-70 Pick, miner’s
With poor stats, it’s quite possible that you could
16-20 Chalk (4 pieces) 70-75 Pitons (10) do less than one damage after making a successful
21-25 Candles (8) 76-80 Pole (10-foot) attack. In the case you would do less than one damage
26-30 Empty flasks (3) 81-83 Tinderbox
as a Zero-Level, you do one damage instead.
31-33 Grappling hook 84-85 Ram, portable Non-Magical Healing
34-36 Hammer, sledge 85-90 Rope, Hempen (50-ft)
As a level 0 you have one hit die (a d4), but you
37-39 Crowbar 90-95 Shovel
may not use it during short rests. You heal as per
40-42 Healer’s kit 96-98 Spikes, iron (10) normal rules: you regain 1 hit point every 1d4
43-45 Ladder (10-foot) 99-00 Holy Water hours. Resting can still occur to regain some hit
points, but healing naturally will happen much
more slowly than it does in a regular 5E game. For
instance, if your group decides to rest for an hour
ADVENTURING AS A or more, your DM will roll a d4 to determine how
ZERO-LEVEL PC many hours it will take to heal one hit point.

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.

As a Zero-Level PC you have a proficiency of +2.


However, you are not proficient in anything except for
your profession’s special proficiency (see charts above)
and your starting weapon. This represents many
weeks or possibly years of work at your profession.
12
LEVELING UP TO ONE The average die roll for a 3d6 roll is 10.50.

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.

Example: if you had 4 maximum hit points with a


+0 Constitution modifier, and then chose to play
a Bard, your level one hit points will be 12.

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.

As with normal Ability Score increases, you


may not increase a score beyond 20.

13
COMMONER

You were never meant to be one of the


common folk, toiling away at a day-to-
day occupation. You knew in your heart
that one day you would find the means to
become a true adventurer. Spell battles and
clashing steel is where your mind drifted
whenever you got lost in your daily duties.
Now, you’ve done your time, and your
experiences will make you stand out from your
fellows who had blessed backgrounds being
born into high nobility, being recruited and
hardened in an army, or kidnapped by a wise
witch and taught the ways of the arcane.
You never expected your first adventure
to arrive when it did, and somehow, after
seeing your friends and companions cut
down one after the other, you stand tall,
a survivor - ready to face the world.

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.

FEATURE: COMMONER’S BOND

You are one with the people, and other commoners


who hear of your origins and where you come from will
bestow their trust and respect in you. You might gain
advantage when negotiating with an innkeeper for a discount
on a stay, or have good insight into where an ostler might
hide a secret document in his stable. In addition, you are
a master of your former occupation, and your knowledge
related to that occupation is superior—how useful that
will be in future adventures remains to be seen.

14
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
15
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.

16
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.

Luck is probably the biggest consideration. Since http://www.svincent.com/MagicJar/


Luck isn’t represented in the same way in 5E, you Economics/MedievalOccupations.html
should convert Luck checks to an appropriate
Ability check. For instance, if a player failing a Luck
check would be blown off a bridge, convert that to a
Strength check with a DC 10. If the module instructs —Thom Denick
you to determine the player with the lowest luck,
Culver City, Oct. 2020
you can do this manually by having all players roll
a d20, and whoever rolls lowest is the least lucky.

Saving Throws and Abilities are roughly analogous


with Reflex = Dexterity, Personality = Wisdom. Will
= Wisdom saving throw, Fortitude = Constitution
saving throw, Reflex = Dexterity saving throw.

When a special effect calls for corruption or some


other DCC-centric mechanic, it’s generally very
easy to look up the effect on a DCC table and convert
that to an affect in 5E. A lot of the really crazy
stuff doesn’t necessarily have rules applied to it.

When asked to subtract 1d from a roll,


instead impose disadvantage on that roll.

When making a “crazy dice” roll (for instance a


d7 or d24), it’s easiest to just pick a die closes to
that number and have them roll that die instead.

17
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

01-05 06-20 21-70 71-90 91-100


RACE
(CHILD) (ADOLESCENT) (YOUNG ADULT) (MIDDLE AGE) (OLD AGE)

Human 1d4 + 8 1d6+12 1d20 + 18 1d20 + 38 1d20 + 58


Halfling 1d10 + 9 1d20 + 20 1d20 + 40 2d20 + 80 3d20 + 160
Dwarf 1d10 + 11 1d10 + 1d20 + 20 1d100 + 50 1d100 + 150 1d100 + 250
Gnome 1d10 + 10 1d20 + 20 1d100 + 40 1d100 + 140 1d100 + 240
Tiefling 1d4 + 8 1d6 + 12 1d20 + 18 1d20 + 38 2d20 + 58
Half-Elf 1d4 + 8 1d6 + 12 1d20 + 18 1d100 + 38 1d20 + 138
Elf 1d4 + 10 4d20 + 14 1d6 + 3d100 + 94 2d100 + 400 1d100 + 600
Half-Orc 1d4 + 4 1d6 + 8 1d20 + 14 1d10 + 34 1d20 + 44
Dragonborn 1d6 + 3 1d6 + 9 1d20 + 15 1d20 + 35 1d20 + 55

APPENDIX B: CHARACTER Strength: 14 (+2), Dexterity: 11 (+0),


Constitution: 12 (+1), Intelligence: 9 (-1),
CREATION EXAMPLE Wisdom: 9 (-1), Charisma: 11(+0)

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
18
1d20 OCCUPATION COIN PROFICIENCY WEAPON ITEM CLOTHES

15 Mason d10 cp Mason’s Tools Light Hammer Mason’s Tools Common

my occupation is a Mason. I fill that in the APPENDIX N:


“Background” spot on my Character Sheet.
RECOMMENDED ZERO
Next, I roll 1d6 to determine the
amount of Silver Pieces I have. LEVEL ADVENTURES
I add Mason’s Tools to my inventory, along with Goodman Games’ Dungeon Crawl Classics (DCC) is
common clothes, and a Light Hammer which serves the primary place to get access to an extended Zero-
as my starting weapon. I get to add +2 to my Light Level adventure library. DCC is based on 3rd edition
Hammer attacks as my proficiency. This means, I will and is in-turn very easy to convert to 5E on the fly.
roll 1d20 + 2 (Str) + 2 (Proficiency) on my attack rolls.
We recommend the following official Level
Finally I mark down Mason’s Tools Zero Dungeon Crawl Classic adventures:
in my skill proficiencies.
Hole in the Sky
Step Four: (Optional) Sailors of the Starless Sea
Random Starting Item
They Served Brandolyn Red
My DM says we need adventuring gear
for the campaign, so I get to roll a d100 The Portal Under the Stars
and compare it on the Adventuring Gear
(In core DCC Rules book.)
table. I roll a 09, so I get a backpack.

I’m all done with character generation, so I name


him Hamilton Brickyard, and he’s ready to play!
Some excellent third
party adventures:

Sanctum of the Snail


https://www.drivethrurpg.com/product/240336/

Sky ov Crimson Flame


https://www.drivethrurpg.com/product/208425/

Greenwood of the Fey Sovereign


https://www.drivethrurpg.com/product/242362/

Carnival of the Damned


https://www.drivethrurpg.com/product/168167/

19
APPENDIX O: OPEN
GAMING LICENSE

OPEN GAME LICENSE


Version 1.0a

The following text is the property of Wizards of as Product identity by the owner of the Product
the Coast, Inc. and is Copyright 2000 Wizards of Identity, and which specifically excludes the Open
the Coast, Inc (“Wizards”). All Rights Reserved. Game Content; (f ) “Trademark” means the logos,
names, mark, sign, motto, designs that are used by a
1. Definitions: (a)”Contributors” means the copyright Contributor to identify itself or its products or the
and/or trademark owners who have contributed Open associated products contributed to the Open Game
Game Content; (b)”Derivative Material” means License by the Contributor (g) “Use”, “Used” or
copyrighted material including derivative works “Using” means to use, Distribute, copy, edit, format,
and translations (including into other computer modify, translate and otherwise create Derivative
languages), potation, modification, correction, Material of Open Game Content. (h) “You” or “Your”
addition, extension, upgrade, improvement, means the licensee in terms of this agreement.
compilation, abridgment or other form in which an
existing work may be recast, transformed or adapted; 2. The License: This License applies to any Open
(c) “Distribute” means to reproduce, license, rent, Game Content that contains a notice indicating that
lease, sell, broadcast, publicly display, transmit or the Open Game Content may only be Used under
otherwise distribute; (d)”Open Game Content” and in terms of this License. You must affix such a
means the game mechanic and includes the methods, notice to any Open Game Content that you Use.
procedures, processes and routines to the extent No terms may be added to or subtracted from this
such content does not embody the Product Identity License except as described by the License itself.
and is an enhancement over the prior art and any No other terms or conditions may be applied to any
additional content clearly identified as Open Game Open Game Content distributed using this License.
Content by the Contributor, and means any work
covered by this License, including translations and 3.Offer and Acceptance: By Using the
derivative works under copyright law, but specifically Open Game Content You indicate Your
excludes Product Identity. (e) “Product Identity” acceptance of the terms of this License.
means product and product line names, logos and
4. Grant and Consideration: In consideration for
identifying marks including trade dress; artifacts;
agreeing to use this License, the Contributors
creatures characters; stories, storylines, plots, thematic
grant You a perpetual, worldwide, royalty-free,
elements, dialogue, incidents, language, artwork,
non-exclusive license with the exact terms of
symbols, designs, depictions, likenesses, formats,
this License to Use, the Open Game Content.
poses, concepts, themes and graphic, photographic
and other visual or audio representations; names and 5.Representation of Authority to Contribute: If You
descriptions of characters, spells, enchantments, are contributing original material as Open Game
personalities, teams, personas, likenesses and special Content, You represent that Your Contributions are
abilities; places, locations, environments, creatures, Your original creation and/or You have sufficient
equipment, magical or supernatural abilities or effects, rights to grant the rights conveyed by this License.
logos, symbols, or graphic designs; and any other
trademark or registered trademark clearly identified 6.Notice of License Copyright: You must update the
20
COPYRIGHT NOTICE portion of this License or governmental regulation then You may not
to include the exact text of the COPYRIGHT Use any Open Game Material so affected.
NOTICE of any Open Game Content You are
copying, modifying or distributing, and You must 13 Termination: This License will terminate
add the title, the copyright date, and the copyright automatically if You fail to comply with all terms
holder’s name to the COPYRIGHT NOTICE of herein and fail to cure such breach within 30 days
any original Open Game Content you Distribute. of becoming aware of the breach. All sublicenses
shall survive the termination of this License.
7. Use of Product Identity: You agree not to Use
any Product Identity, including as an indication 14 Reformation: If any provision of this License is held
as to compatibility, except as expressly licensed in to be unenforceable, such provision shall be reformed
another, independent Agreement with the owner of only to the extent necessary to make it enforceable.
each element of that Product Identity. You agree
15 COPYRIGHT NOTICE
not to indicate compatibility or co-adaptability
with any Trademark or Registered Trademark in Open Game License v 1.0a Copyright
conjunction with a work containing Open Game 2000, Wizards of the Coast, Inc.
Content except as expressly licensed in another,
independent Agreement with the owner of such Zero-Level Adventures for 5th Edition
Trademark or Registered Trademark. The use of Copyright 2020, Weird Works LLC
any Product Identity in Open Game Content does
not constitute a challenge to the ownership of that
Product Identity. The owner of any Product Identity
used in Open Game Content shall retain all rights,
title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content


You must clearly indicate which portions of the work
that you are distributing are Open Game Content.

9. Updating the License: Wizards or its


designated Agents may publish updated versions
of this License. You may use any authorized
version of this License to copy, modify and
distribute any Open Game Content originally
distributed under any version of this License.

10 Copy of this License: You MUST include


a copy of this License with every copy of the
Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market


or advertise the Open Game Content using the
name of any Contributor unless You have written
permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for


You to comply with any of the terms of this
License with respect to some or all of the Open
Game Content due to statute, judicial order,
21
ZERO LEVEL CHARACTER
Player Name Character Name Inspiration

STATS Saving
Race Size Occupation
Initiative Speed
Throw
Score Modifier Proficiency

STR Racial Traits Inventory

DEX MAX
HP HP
Proficiency (+2) Weapons
CON
Weapon Proficiency
To Hit Damage

INT Skill Proficiency


To Hit Damage
Hit Dice
WIS AC
Coins &
Treasure PP GP SP EP CP
CHA

ZERO LEVEL CHARACTER


Player Name Character Name Inspiration

STATS Saving
Race Size Occupation
Initiative Speed
Throw
Score Modifier Proficiency

STR Racial Traits Inventory

DEX MAX
HP HP
Proficiency (+2) Weapons
CON
Weapon Proficiency
To Hit Damage

INT Skill Proficiency


To Hit Damage
Hit Dice
WIS AC
Coins &
Treasure PP GP SP EP CP
CHA

22
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.

Note you do not get all standard Racial


Abilities. Consult the table on Page 3 to LEVELING UP TO ONE
determine which Racial Abilities you gain.
QUICK RULES
If you roll a Dragonborn, use the table on Page
4 to determine your draconic heritage. Finalize Race

Roll Your Ability Scores Pick a subrace (if applicable.)

Roll 3d6 six times. If the subrace gives you an Ability


Score bonus, add that as well.
Fill your Abilities in the order rolled
(Strength, Dexterity, Constitution, Add all racial features from your race
Intelligence, Wisdom, Charisma.) that you didn’t add at Zero-Level.

Add your racial stat bonuses. Choose a Class


Determine your Ability modifiers You may pick any class when leveling up to one.
(see chart on Page 4.)
Add your Zero-Level maximum hit points to
Roll hit points (1d4 + Constitution modifier). your class’s “Hit Points at 1st Level” number.

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.

23

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