Agrimoor Homebrew Rules
The Agrimoor Rules Compendium is a homebrew frankenstein of several editions of Dungeons & Dragons, along with some modern tweaks for ease of play. The Basic/Expert (B/X), Old School Essentials (OSE), and Rules Companion (RC) serve as the base upon which our home game is built. Elements from Castles & Crusades (C&C) and Dungeons & Dragons 5th Edition (5e D&D) such as higher hit die and advantage/disadvantage. Have also been integrated into the game. The rules herein will change over time and sessions of play.
Character Creation
Class & Race
Character creation procedures work similar to most other RPGs. Follow the steps and links below.
1. Roll Ability Scores
Roll 4d6-1 for each of your character's ability scores in order:
Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
Ability Score Benefits
Sub-Par Rolls
If you don't have at least one score of 14 or better, you may re-roll your ability scores and generate a new set of six scores.
Ability Score Swapping
You may swap two any two ability scores. But you cannot expend your score(s) to raise your prime requisite if you choose to do so. Skip step number 3.
Score | 3 | 4-5 | 6-8 | 9-12 | 13-15 | 16-17 | 18 |
---|---|---|---|---|---|---|---|
Mod | -3 | -2 | -1 | 0 | +1 | +2 | +3 |
2. Select a Class and Race
You may select an available class to build your character with, found here:
Basic Classes
Expert Classes
Then select a race of your choice from here: AG RC Race
3. Adjust Ability Scores
You may raise the prime requisite(s) of your character by lowering one other non-prime requisite ability score. For every two points reduced, you may raise your prime requisite by one. With the following restrictions:
- Only Strength, Intelligence, and Wisdom may be lowered this way
- No score may dip below a score of 9
4. Note Ability Score Modifiers
Keep an eye for bonuses and penalties as needed.
5. Note Saving Throws and Class Abilities
Each of the classes contain the information for each of these. Add them to your sheet :)
6. Hit Points
Take max hit points for your class at first level, adding your constitution bonus (if applicable). For each level beyond, roll for hit points as directed in the class table. You will always gain a minimum of 1 hit point.
7. Choose Alignment
There are three alignments to choose from in Agrimoor, they are: Lawful, Neutral, and Chaotic.
8. List Known Languages
The knowable languages of intelligent species are listed here, they may be chosen by the player characters with high intelligence at the Dungeon Master's discretion:
Players begin with the following languages: Alignment, Common (trader's tongue), and Regional Language. High Intelligence characters may elect to take additional languages. Human languages only cost 1 bonus language slot, whereas a monstrous language costs 2. Players may elect to eschew language knowledge but must at all times retain their local regional language.
- Bugbear
- Doppelganger
- Dwarvish
- Elvish
- Gargoyle
- Gnoll
- Goblin
- Halfling
- Harpy
- Hobgoblin
- Kobold
- Lizardmen
- Ogre
- Orcish
- Human trade dialect (Common)
- Regional human languages
9. Buy Equipment
Starter equipment packs will be available in each class page in order to bypass shopping for gear. If you elect to shop for starting gear, head over to this page: AGRC Gear, roll 3d6 x 10 for gold, and have at it!
10. Note Armour Class
Armour class is determined by Armour worn and Dexterity.
AC = 9 + [Armour Worn] + DEX modifier + Shield (if applicable)
11. Level and XP
List your character's level and the amount of XP needed to reach next level.
12. Pick a Name!
Gear
Starting gear and general gear lists can be found here: AGRC Gear
Spells
The list of divine and arcane spells available in Agrimoor can be found here: AG RC Spells
General Rules
- For an overview of the rules utilized in play, head over to this section: AGRC Rules Overview
- And for wandering forgotten halls and the untamed lands: AGRC Dungeons and Wilderness Survival