Wednesday, November 5, 2025

Everyone's a Warrior

These variant rules are just something I came up with for fun. They almost certainly aren't suitable for campaign play, but perhaps for a one-shot where everyone gets to play with a zany mechanic of various flavors. Alternatively, I can imagine a scenario where a Warrior gets body-swapped with another class and has to use that character's abilities in his own way until he can find a way to return to his old self.

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Mighty Deeds for Everyone

All characters have a Deed Die as a Warrior of the same level, which replaces their attack modifier. The use of these dice varies slightly depending on class.

Fighty Deeds

The standard Mighty Deed of a Warrior is a Fighty Deed, which can only be used as part of an attack. They are mundane, physically skilled actions performed by an athletic character. The mechanics are unchanged, but the name signifies how they differ from the other classes' new Mighty Deed types.

Smitey Deeds

Clerics lose their standard casting capabilities, including Turn unholy and Lay on hands, in favor of Smitey Deeds.

The Deeds of a Cleric physically enforce the will of their god, and their god pays back in miraculous power. This can cause unholy creatures to flee, or even cleric-spell-like effects. Similarly, a Smitey Deed can invigorate a nearby ally, healing them through the sheer holy awesomeness of witnessing an abomination being pulverized by a mighty morningstar, and being touched by the Lord's Light as it spills forth from the monster's skull.

The Smitey Deed Die result applies to damage only when attacking a creature that is unholy to your deity, but it always applies to the attack roll.

Disapproval occurs when you roll a 1 (or up to your current disapproval range) on your Deed Die AND miss your attack. Disapproval immediately occurs when you attempt to use a Smitey Deed against a creature that is aligned with or holy to your deity. Some fights must be fought alone.

Sleighty Deeds

The Deeds of a Thief are dirty Deeds indeed. The Thief has a particular set of skills, and always has those tricks up their sleeve, even when you think they're caught off-guard or unprepared. A Thief can even be captured and hide their tricks and tools from their captors until the moment they are used. Thieves are able to perform Deeds that would be impossible to a Warrior, such a moving in combat without their opponents noticing (perhaps in a puff of smoke), dealing ability damage with a hidden poison (which you just happened to prepare earlier), running up a wall and clinging to the corner to avoid opponents, or bashing an enemy's head against a locked chest at just the right angle to rattle it open.

The Sleighty Deed Die result applies to damage only when sneakily attacking (attacking an unaware creature from behind, while they are distracted by an ally in combat, or similar), but it always applies to the attack roll.

The Sleighty Deed Die also replaces any Thief Skill checks (except Cast spell from Scroll). 3 or better is a success, regardless of the skill being used and your Alignment.

For Cast spell from scroll, see Blighty Deeds below. Owning a scroll essentially gives a Thief limited access to one Blighty Deed.

Blighty Deeds

What? Okay, it's a stretch, but corruption is a blight! There wasn't a better rhyme.

Wizards can perform Deeds based on the spells in their spellbook. A blood sacrifice is required: a successful attack with a weapon. This is double-edged: Wizards can essentially cast and attack at the same time but they must harm someone to cast at all.

The Deed Die determines the power of the Deed effect. 1 or 2 is a failure and loss. 3 correlates with the lowest successful spell result, a 4 correlates with the second successful spell result, and so on. Each level of spell above 1st requires 1 result higher on the Deed Die; for instance, a 3rd level spell fails (but is not lost) on Deed results of 3 and 4.

Deed Die results by Spell Level:

Deed Die1st level2nd level3rd level4th level5th level
1CorruptionCorruptionCorruptionCorruptionCorruption
2LostLostLostLostLost
31st resultFailureFailureFailureFailure
42nd result1st resultFailureFailureFailure
53rd result2nd result1st resultFailureFailure
64th result3rd result2nd result1st resultFailure
75th result4th result3rd result2nd result1st result
86th result5th result4th result3rd result2nd result
97th result6th result5th result4th result3rd result
108th result7th result6th result5th result4th result

Rolling a 1 on the Deed Die always afflicts with Wizard with Corruption, unless Luck is spent to prevent it. This makes Corruption significantly more likely than standard Wizards.

Spellburn cost increases depending on how much you wish to increase the Deed Die by.

Deed Die IncreaseAbility Cost
+11
+23
+36
+410
+515
+621