Last week, dungeon master extraordinaire Mike Shea published a stripped down version of Dungeons and Dragons he calls One-Sheet 5e. In it, he condenses all the rules of Dungeons and Dragons into one double-sided page, complete with four classes, four ancestries and a few monsters. It’s meant to help introduce new players and let you set up a game just about anywhere. He posted a png version on his Twitter feed and you grab the pdf if you support his Patreon,which I recommend.
This sheet is fantastic. (And it looks a lot like 13th Age, which is a good thing. That’s a game I plan to write more about in the future.) It also got me thinking – let’s say you played a game using this rule set and you wanted to keep going with it for a little campaign. Let’s say you characters wanted to level up and fight deadlier monsters.
So, here’s my one-page expansion to One-Sheet 5e. I’ve come up with streamlined – but hopefully exciting – options for leveling up and a basic system for upping the ante in combat encounters. Is it balanced? Almost certainly not! Let me know what you think!
Leveling Up
After a game session, or at the DMs discretion after a key narrative moment, the DM can grant the players an increase to their character levels. Each character gains a number of hit points equal to their Constitution modifier, plus an ability offered by their subclass, which is chosen at 2nd level.
In addition, DMs may increase the difficulty of encounters in the following ways:
- Add one monster per increased level of the party
- Make one of the monsters a boss
- Add a legendary monster
Legendary monsters
- Hobgoblin Warlord: AC 17; HP 22; 2x Longsword (M) +5 (4) or 2x Crossbow (R) +5 (5)
- Red Dragon: AC 16; HP 35; Bite (M) +4 (11) or Dragon Breath (DC 14 Dex save on up to 2 targets. 7 on failure, 3 on success.)
- Mind Flayer: AC 14; HP 18 2x Dark Bolt (R) +6 (7) or Mind Blast (DC 14 Wis save on up to 2 targets. Prone on fail.)
Fighter
Battlemaster
- 2nd level. Parry (2.day): When another creature damages you with a melee attack, you can use your reaction and reduce the damage by your Dexterity modifier.
- 3rd level. Riposte (2/day): When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature.
- 4th level: You gain +2 to Strength checks and saves.
- 5th level: Trip attack (2/day): When you hit a creature with a weapon attack, you can force it to make a DC 13 Strength saving throw. On a failed save, you knock the target prone.
Vanguard
- 2nd level: Taunt (2/day): When you hit a target with a weapon attack, you can mark it. The marked target has disadvantage on attack rolls against targets other than you.
- 3rd level: Defender. You gain resistance against damage from your marked target.
- 4th level: You gain +2 to Constitution checks and saving throws.
- 5th level: Improved taunt: You have advantage on attacks against your marked target.
Cleric
Life Domain
- 2nd level: Bless (2/day). Action. You and your allies add 1d4 to attack rolls and saving throws for 1 minute.
- 3rd level: Improved Sacred Flame. You add your Wisdom modifier to Sacred Flame damage rolls.
- 4th level: You can +2 to Wisdom checks and saving throws.
- 5th level: Master Healer: You use the maximum value of the die when casting Healing Word and you can cast Healing Word 3 times per day.
War Domain
- 1st level: Martial Training. Your mace uses a d8 for damage and you gain +1 AC.
- 2nd level: Divine Smite (2/day). When you hit a creature with a melee attack, you deal +2d8 radiant damage.
- 3rd level: You gain +2 to Constitution checks and saving throws.
- 5th level: War God’s Blessing (2/day). When a nearby creature makes an attack roll and misses, you can use your reaction to make the attack hit instead.
Rogue
Thief
- 2nd level: Evasion. You don’t provoke opportunity attacks.
- 3rd level: Marksman. You gain +2 to hit with your shortbow.
- 4th level: You can +2 to Intelligence checks and saving throws.
- 5th level: Fast hands: You gain gain a magic item of your choice from the magic item list.
Assassin
- 2st level: Ambush. You have advantage on attack rolls on the first turn of combat.
- 3rd level: Ambush. You gain+1d6 to your sneak attack damage with melee weapons.
- 4th level: You gain +2 to Dexterity checks and saving throws.
- 5th level: Shadowstep (1/day): You turn invisible for 1 minute or until you make an attack. Attacks you make while invisible this way are automatic critical hits.
Wizard
Immolator
- 2nd level: Firestarter. You add your Intelligence modifier to Firebolt damage rolls.
- 3rd level: Burning hands (2/day). Choose up to 2 nearby targets. They must make a DC 10+ Int saving throw. Those that fail take 3d6 fire damage; those who save take half.
- 4th level: Gain +2 to Intelligence checks and saving throws.
- 5th level: Fireball (1/day): Choose a group of up to 3 targets that is far away. They must make a DC 10+ Int saving throw. Those that fail take 6d6 fire damage; those who save take half.
Diviner
- 2nd level: Portent (1/day). Roll 2d20 and record the results. When a creature you can see makes an attack roll, saving throw or an ability check, you can replace their result with one of your Portent results.
- 3rd level: Augury (2/day). As an action, light some arcane powder to foresee the results of a proposed course of action. The DM will say what colour you see: green for good, red for bad.
- 4th level: You can +2 to Wisdom checks and saving throws.
- 5th level: Improved Portent. You roll 3d20 when you use your Portent feature.