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T.U.G.'s Classless RP Skill Tree

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0% found this document useful (0 votes)
473 views48 pages

T.U.G.'s Classless RP Skill Tree

Uploaded by

wolfkook
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
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Updated automatically every 5


T.U.G.'s Classless RP skill tree minutes

PLAYTEST CONTENT
Hello! This is Playtest Content! As such, it might
change in time, this is not a final release.

DISCLAIMER: This material is protected under


the copyright laws of the United States of America.
Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited
without the express written permission of its
author.
This product is a work of fiction.

The Ugly Goblin’s


Classless ROLEPLAY Skill
Tree
And How to Use It!
This Skill Tree has been designed to work in
tandem with my Classless COMBAT Skill Tree
Click the link for more information.
Published using Google DocsAbout this Skill Tree System Report abuse Learn more

Welcome to the world of the Classless Skill Updated automatically every 5


T.U.G.'s Classless RP skill tree Tree! minutes
Levelling in your characters through this skill tree
system is going to be very different to your usual
D&D experience. I believe it adds more freedom to
your character creation. Allowing you to easily
optimise in more unique and personal builds that
more strongly reflect your vision for your
character. You will progress through 3 different
skill trees simultaneously, developing your
combat, roleplay and crafting abilities. In the skill
tree discussed in this document, we will be
covering “Roleplay”, as well as how to build the
base of your character before they begin levelling
up in any skill tree.

Now I will take you through the step by step


process in building your character.

Step 1: Ability Scores and Race

Decide with your DM and players if you will be


choosing, Point Buy, Rolling for Stats, or going
with Standard Array.
Ideally Point Buy works best for this, giving you
the most freedom in customisation.
DMs when letting your players pick their race,
consider allowing them to choose where they put
their +2 and +1 ability bonuses, instead of what
the race’s description recommends.

Step 2: Make your “Starter


Pack”

This will be your starting equipment and


proficiencies for your character. The general
barebone essentials if you will.
Instead of choosing a background, you will pick
4 of the options below.
Feel free to take multiple of the same thing, but
you may only pick 4 options in total.
Keep in mind, you can only choose a maximum
amount of certain options.
Note: If you choose to take any “Gold Pieces”,
you can purchase any equipment found in the
Player’s Handbook, with the gold you have.

1 Skill 1 Tool/Kit 2 Instrument 1 Vehicle


Proficiency Proficiency and/or game Proficiency
(Max 2) (Max 2) Proficiencies
1 Extra 2 “Kits” 2 Sets of 50 Gold
Language (Healer’s Tools Pieces
Kit,
Adventurer’s
Pack etc.)
Published using Google DocsStep 3: Build-a-Base Report abuse Learn more

In this step you will build the “Base” of your Updated automatically every 5
T.U.G.'s Classless RP skill tree Classless Class. minutes
Firstly, you choose two Abilities of your choice and
gain proficiency in saving throws with those
Abilities.
Here you have 8 Starting Points (SP) to spend.
The price of each ability, tool, cantrip etc. that you
choose will be listed across from them.
Note: If you purchase the “Heavy Armour
Proficiency”, you also gain proficiency in every
armour type below it. Similarly, if you purchase
proficiency in Martial weapons, you Also gain
proficiency in simple weapons. There is no need
to double dip!
Note 2: It costs no points to become proficient in
the use of daggers and one other simple melee
weapon of your choice.

Ability / Proficiency Cost (SP)


/ etc.

+ 1 Skill Proficiency 1
+ 1 Feat 4
Armour Proficiency
Heavy 3
Medium 2

Light 1

Weapon Proficiency

Martial 2
Simple 1

Shield Proficiency 1
+ 1 Tool Proficiency 1
+ 1 Cantrip 1
+ 2 Extra Languages 1
Proficiency in Daggers and 0
1 additional Simple Melee
Weapon

Step 4: The Skill Tree

You are now ready to dive into the skill tree below.
Note that you will ideally level up in this skill tree
as well as the Classless COMBAT Skill Tree (click
here for more information).
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How Levelling Works:


Updated automatically every 5
T.U.G.'s Classless RP skill tree minutes

- Starting at Level 1 and each time you level


up after that, you will gain 5 Battle Points
(BP) to spend on the Classless COMBAT
Skill Tree (which are referred to as LP in
the linked document) and 3 Roleplay/Role
Points (RP) to spend in this Classless
ROLEPLAY Skill Tree (see below). (When
the crafting skill tree is complete you will
also get 1 Ingenuity Point (IP) when you
make your character and each time they
level up.)
- BP and RP are all considered to be Level
Points (LP)
- Optional Rule: You can only spend Level
Points on a Long Rest.
- You can only spend Level Points once after
levelling up. If you have any unspent LP,
they can only be spent again when you
next level up.
- Keep track of any unspent LP, as it will
carry over and can be spent the next time
you level up.

How to use the Skill Tree:

Intro

● Treat each Skill Tree as a series of


doorways.
● Each circle on the skill tree is called a
“Node”.
● Each line connecting Nodes is called a
“Branch”.
● Each time you spend points in a Node to
gain abilities from it, you “Unlock” that
Node.
● You can only purchase from Nodes you
have already Unlocked, or
Nodes connected (via Branches) to a
Node that you have already Unlocked.
● Simply put, if you have purchased an
ability from a Node, you can continue to do
so, as many times as that Node allows
● You can also purchase from nodes,
connected to Nodes you have previously
purchased from.
● The cost to purchase an ability from a
Node is written in the node’s description.
This is how many LP/BP or RP you must
spend to gain that ability.
● Purchasing from a node multiple times will
give you additional benefits from that ability
(see their descriptions for more
information.)
For example: purchasing from the “Inspire” ability,
will grant you additional Inspire Dice.
Published using Google DocsAccessibility & Node Descriptions Report abuse Learn more

For anyone who may struggle with distinguishing


Updated automatically every 5
T.U.G.'s Classless RP skill tree colours, I will be including a colourless skill tree minutes
below. Along with this, in the description of each
node’s category, I will describe them as either
Northern, Southern, Western or Eastern nodes, or
anything in between, to denote their location on
the skill tree. I will use N, S, W and E, or a
combination of any two, to represent these
locations.
However, it is not essential to know which nodes
are from which section of the skill tree like it is in
the Combat Classless Skill Tree. These sections
are here merely to divide the tree up, make
referencing easier as well as adding flavour to
each ability.

Colourless Abilities

You can purchase from this centre node at any


time and it is always considered “unlocked”,
connecting you to the Inspire, Flash of Genius and
Artful Guile nodes, right from 1st level.
When you purchase from this node, you can
choose from any of the abilities listed below. Keep
in mind, each of the abilities listed have a different
RP cost.

Ability Score Increase

Cost: 3 RP
When you purchase this ability, you can increase
one of your Ability Scores by 1.
Published using Google DocsArmour Proficiency Upgrade Report abuse Learn more

Cost: 2 LP
Updated automatically every 5
T.U.G.'s Classless RP skill tree When you purchase from this node you can gain minutes
proficiency in the next tier of armour above the
armour type you were proficient in before
purchasing this node.
For example, if you were proficient in Light
Armour, you are now proficient in Medium Armour.
If you were proficient in Medium Armour, you are
now proficient in Heavy Armour.

Feat

Cost: 5 LP
Grants you a new feat when you purchase this
node.

Weapons

Cost: 1 LP
When you purchase this ability, you choose 1
weapon tag and gain proficiency in all weapons
that have that weapon tag. If you choose the
“special” weapon tag, then you can instead only
choose two weapons with this tag and gain
proficiency with them.
You can alternatively choose two specific weapons
when purchasing this ability, and gain proficiency
in those weapons.

Karma (Purple/N) Nodes

+1 Inspire

Cost: 1 RP
Whenever you purchase from this node you gain
an Inspire Die. Each Inspire Dice is represented
by a d6, however, for every 5 RP you invest in this
node, you will increase the dice value of your
Inspire Dice. After 5 purchases of this node, your
Inspire Dice will become d8s, after 10 purchases
they will become d10s and after 15 purchases
they will become d12s. Your Inspire Dice can be
no larger than a d12.
You may only purchase from this node a number
of times equal to twice your level rounded up.

How to use a Inspire Dice:

Whenever a creature within 60ft of you makes an


attack roll, ability check, or saving throw you can
spend your reaction to give that creature one of
your Inspire Dice. They can then choose to roll
that die and add it to the result. If the creature is
still unsuccessful in their roll even with the help of
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creature can hold onto and use it for other rolls in
the future. However, if the die is not spent after 1
hour, it disappears.
Updated automatically every 5
T.U.G.'s Classless RP skill tree Alternatively, if a creature within 60ft of you is minutes
rolling dice for damage or to heal another
target(s), you can spend your reaction to give
them an Inspire Die which they can roll and add
that result to the damage or the healing given.
You regain any spent Inspire Dice after a long rest.

Bargain Seeker

Cost: 3 RP
You can always sniff out a good deal, or make one
if needs be. Any time you enter a town that you’ve
never been to or haven’t visited within the last
week, you can spend an hour to hunt down or
sweet talk your way into a bargain. The next
institute of your choosing that you walk into, will
sell you the first item you purchase, for half of its
original price. If the item costs less than 1 gold,
you can purchase up to 10 of that item for half the
price. So long as the provider has enough of that
item in stock.

Beacon of Hope

Cost: 2 RP
You learn the spell Beacon of Hope and can cast
the spell a number of times per day equal to the
amount of times you’ve purchased this node,
without using a spell slot / without spending mana.

Benevolent Aura

Cost: 2 RP
When you purchase this node you gain an aura
with a 10ft radius which you can choose to have
active or inactive at any time. You may only have
one aura active at a time. This aura’s radius
increases by an additional 5ft each time you
purchase from this node.

Whenever you purchase from this node, you may


choose an effect from the list below, to add to your
auras abilities. Any creature of your choosing
within your aura gains the benefits of any effects
you have chosen from this list. You may not
choose an ability you already own:

- Add your charisma modifier to saving


throws
- Regain an additional 1d8 hit points
whenever they are healed
- They cannot be subjected to the fear
condition
- They cannot be charmed
- They cannot be moved against their will
- Any time they use an Inspire Die from you,
they can roll the dice twice and take the
higher result.
Published using Google Docs - Their movement speed increases by 10ft. Report abuse Learn more
- Whenever they spend an Inspire Dice from
you they gain temporary hit points equal to
twice the result.
Updated automatically every 5
T.U.G.'s Classless RP skill tree - Whenever they roll an Inspire Dice form minutes
you they can immediately take the dash,
disengage or dodge action.

Creatures can only grant the benefits from one


aura at a time.

Captivate

Cost: 3 RP
If you perform for at least 1 minute, you can
attempt to inspire wonder in your audience.. At the
end of this performance, choose a number of
humanoids within 60 feet of you who watched and
listened to all of it, up to a number equal to your
Charisma modifier (minimum of one).
Each target must succeed on a Wisdom saving
throw against a DC equal to: your Charisma
Modifier + your Proficiency Bonus + 8.
On a failed save, that creature is charmed by you.
While charmed in this way, the target idolizes and
adores you, always speaking well of you to
anyone it speaks to, and it hinders anyone who
opposes you.
However, they will avoid violence unless they are
already inclined to fight on your behalf. This effect
ends on a target after 1 hour, if it takes any
damage, if you attack it, or if it witnesses you
attacking or damaging any of its allies.

If a target succeeds on its saving throw, the target


has no hint that you tried to charm it.

Once you use this feature, you can’t use it again


until you finish a short or long rest.

Countercharm

Cost: 3 RP
When a creature within 60ft of you is charmed,
you can spend one of your Inspire Dice as a
reaction to end the charmed effect on that
creature.

Empath

Cost: 2 RP
As long as you have spent 1 hour with a creature,
if they are willing, you can understand their
thoughts as though you cast the spell detect
thoughts on them. Additionally, you can
communicate simple messages between each
other without speaking or making obvious
gestures, so long as you can both see each other.
These do not count as magical effects.
Published using Google DocsSong of Rest Report abuse Learn more

Cost: 2 RP
Updated automatically every 5
T.U.G.'s Classless RP skill tree You sooth and revitalise your wounded allies minutes
during a short rest. You and/or any friendly
creatures who can hear you, during a short rest,
regain a number of hit dice equal to a roll of your
Inspire Die + your charisma modifier, in addition to
any Hit Die they may have spent at this time.

Inspiring Leader

Cost: 1 RP
When you purchase from this node you may
choose an “Inspiring Speech” from the list below.
During a short rest you may inspire any creatures
who can see or hear you with an Inspiring Speech
you know.

- Bolstering Speech: Each player gains


temporary hit points equal to your level +
your Charisma modifier.
- Motivating Speech: Each player can add
your charisma modifier to the next skill
check they make.
- Cautionary Speech: Each player can add
your charisma to the next saving throw
they make
- Aggressive Speech: Each player can
add your charisma to the next attack roll
they make.

Irresistible

Cost: 2 RP
As a bonus action, you can expend one use of
your Bardic Inspiration to grant yourself a
wondrous appearance. When you do so, choose a
number of creatures you can see and who can
see you within 60 feet of you, up to a number
equal to twice the amount of RP spent in this node
. Each of them gains 5 temporary hit points. When
a creature gains these temporary hit points, it can
immediately spend its reaction to move up to its
speed, without provoking opportunity attacks.

The number of temporary hit points increases by 1


for every RP invested in this node, but can be no
higher than your charisma score.

Guile (Orange/SW) Nodes

Artful Guile

Cost: 2 RP
You may add any of your sneak attack dice to rolls
you make with following skills:
Deception, intimidation, investigation, sleight of
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you know the result.
Can do this a number of times per day equal to
the number of times you have purchased from this
Updated automatically every 5
T.U.G.'s Classless RP skill tree node. minutes
For every 4 RP you invest in this node, you gain
an additional sneak attack dice. Any sneak
attack dice gained this way do not count
towards any purchases made on the Sneak
Attack Node.
You may purchase from this node a number of
times equal to your level.

Black market

Cost: 3 RP
When you purchase from this node, you may
choose one item. You can always sell that chosen
item for its full price.
Additionally, in any large settlement, you can
always source illegal goods (see Illegal Goods
below for more information.). The amount of each
illegal good available to you is down to the DMs
discretion, taking into account the size of the town
or city etc.
Additionally you double your proficiency bonus to
checks that involve searching for magical items to
purchase in any large enough settlement.

Darkvision

Cost: 1 RP
When you purchase from this node you gain 60ft
of darkvision. You can purchase from this node 1
additional time to increase that range to 120ft.

Devil’s Sight

Cost: 3 RP
When you purchase from this node you can see in
magical darkness and treat it as regular darkness.
You can see within it so long as you have some
form of dark vision.

Fast Hands

Cost: 2 RP
You do not need to spend an action or bonus
action to reload or sheath/draw a weapon.
Additionally you have advantage on any sleight of
hand or lockpicking checks that you make.

Gather Intel

Cost: 1 RP
When you purchase from this node you can add
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(eg. investigation) you make to gather information
on a creature or object in a settlement.
After spending 3 RP in this node you can:
Updated automatically every 5
T.U.G.'s Classless RP skill tree spend 10 gold to add a +1 modifier to any check minutes
you make to gather any information on a creature
or object. You may do this a number of times per
skill check made equal to the number of RP
invested in this node.
After spending 6 RP in this node you can:
you can unfailingly create false identities for
yourself. You must spend seven days and 25 gp to
establish the history, profession, and affiliations for
an identity. You can't establish an identity that
belongs to someone else.
For example, you might acquire appropriate
clothing, letters of introduction, and official- looking
certification to establish yourself as a member of a
trading house from a remote city so you can
insinuate yourself into the company of other
wealthy merchants.

Thereafter, if you adopt the new identity as a


disguise, other creatures believe you to be that
person until given an obvious reason not to.

Imposter

Cost: 3 RP
After purchasing from this node you gain the
ability to unerringly mimic another person's
speech, writing, and behaviour. You must spend at
least three hours studying these three
components of the person's behaviour, listening to
speech, examining handwriting, and observing
mannerisms.

Your ruse is indiscernible to the casual observer. If


a wary creature suspects something is amiss, you
have advantage on any Charisma (Deception)
check you make to avoid detection.

Mask of Many Faces

Cost: 2 RP
When you purchase front his node you can spend
an action to gain the effects of the Disguise Self
spell. Doing so does not use up a spell slot nor
does it cost mana, and the act does not count as
casting a spell.

Misdirect

Cost: 1 RP
When you purchase front his node you learn how
to capture the attention of a crowd, directing its
attention towards you or another point of interest
within 60ft of you. If you spend up to 1 minute
with an audience of creatures within 60ft of you,
you can ensure their focus will be entirely on you,
or a point of your choosing within 60ft for the
following 10 minutes or for as long as you
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deception, storytelling or some sort of
performance of your choice.
This effect fails if any violence breaks out in the
Updated automatically every 5
T.U.G.'s Classless RP skill tree area or if anything in the area would threaten minutes
anyone's lives.

Smuggle

Cost: 2 RP
After purchasing from this node, you can add your
proficiency bonus twice to any checks that involve
hiding something that isn’t you. You can do this
with any smaller or tiny object as an action, but
anything larger requires an hour of preparation. If
you choose to smuggle an individual creature they
can add this bonus to their stealth checks instead.

One with Shadow

Cost: 2 RP
When you are in an area of dim light or darkness,
you can use your action to turn invisible until you
move or take an action.

Nocturnal

Cost: 5 RP
You gain advantage on skill checks you make
during the night but have disadvantage on any
checks you make during the day.

Genius (Green/SE) Nodes

Expert

Cost: 2 RP
When you purchase from this node you can
choose a skill you are proficient in and gain
expertise in that skill, meaning whenever you use
that skill for a skill check you can add your
proficiency bonus twice to that skill check. You can
purchase from this node a number of times equal
to half of your proficiency modifier rounded up.

Eye for Detail

Cost: 1 RP
Whenever you make a history, religion,
investigation, medicine, nature, insight or
arcana check, you can choose to add the modifier
from any other listed skill from above to that roll.
Sometimes the answer lies in seemingly unrelated
topics. For example: By referencing famous
murder techniques throughout history you can aid
Published using Google Docsyourself in investigating the current murder scene Report abuse Learn more
at hand.
You can use this ability a number of times per day,
equal to the number of times you purchased this
Updated automatically every 5
T.U.G.'s Classless RP skill tree ability. minutes

Eyes of Arcanum

Cost: 3 RP
You can now spend an action to gain the benefits
of the Detect Magic spell. Doing so does not
require a spell slot or mana, nor does it count as
casting a spell.

Flash of Genius.

Cost: 2 RP
When you purchase from this node, you learn how
to add your Intelligence Modifier to any roll you
make that uses a d20. Alternatively you can also
choose to subtract it from any saving throw a
creature makes against one of your DCs. You can
use this ability a number of times per day equal to
the number of times you have purchased this
node.
For every 4 purchases you make from this node,
increase the bonus that your Flash of Genius
Grants you by 1.
You can purchase from this node no more than a
number of times equal to your level.

Jack of All Trades

Cost: 2 RP
When you purchase from this node, you can now
add 1 to all skill checks that you make with a skill
you are not proficient in. This bonus increases by
an additional 1 every time you purchase from this
node. You can purchase from this node no more
than a number of times equal to your proficiency
bonus.

Linguist

Cost: 1 RP
When you purchase from this node you learn 1
additional language.
Additionally, if you encounter a language you do
not understand you may attempt a history check
(If it’s a common language) or a religion/arcana
check (if it’s an exotic language), to attempt to
understand it.
On a 12 you understand a couple of words, on a
15 you get the gist of the topic, and on a 20 you
understand the majority of the topic.
Published using Google DocsOverclock Report abuse Learn more

Level Requirement: 10
Updated automatically every 5
T.U.G.'s Classless RP skill tree Cost: 4 RP minutes
After purchasing this node you learn how to send
your mind into overdrive to ensure a successful
outcome, whatever the cost.
Whenever you fail a skill check, you can choose to
succeed instead, at the cost of gaining 3 levels of
exhaustion.
If you purchase from this node a second time,
you can apply this effect to saving throws as well
as skill checks.
If you purchase from this node a third time, you
can apply this effect to attack rolls as well as
saving throws and skill checks.
If you purchase from this node a fourth time, you
can choose to have a creature fail a saving throw
against one of your DCs at the cost of gaining one
level of exhaustion.

When you use this ability you cannot use it again


until you finish a long rest. Additionally, you
cannot use this ability if you currently have any
levels of exhaustion.

Slippery Mind

Cost: 2 RP
After purchasing this node creatures have
disadvantage on checks to perceive your
thoughts. Additionally, You have advantage on
saving throws against spells that try to perceive
your thoughts.

Skill

Cost: 1 RP
When you purchase from this node you can
choose a skill you are not proficient in and
become proficient in it. You can purchase from
this node a number of times equal to your
proficiency modifier.

Total Focus

Cost: 4 RP
After purchasing this node you gain advantage on
constitution saving throws to maintain
concentration.

Explorer (Yellow/S) Nodes

A Note on Gathering: Foraging,


Hunting & Mining
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Once per day, if a player has purchased from the


Gather, Forage, Hunt or Mine node(s), that player
Updated automatically every 5
T.U.G.'s Classless RP skill tree may choose to search for materials in the wild, minutes
should the environment be suitable enough to do
so.
When a player decides to search for materials in
this way, they must specify if they are gathering,
foraging, hunting or mining. This will determine
what types of materials they will find.
When doing so, a player makes a skill check using
their choice of either investigation, nature or
survival to look for materials. What they roll will
determine the rarity of the material they find (see
Gathering, Foraging Hunting and Mining for more
details on each). In most cases, unless otherwise
specified, on a successful “resource” roll, a player
will find a single material. Example: If they gather
they will find 1 ingredient, if they mine, they will
find 1 collection of ore, if they hunt they will find 1
creature part, and if they forage they will find 1
plant or natural material.

In the case of travelling across large distances, it


will be down to the DM to determine how often you
may search for materials. Ideally this would be
once per hex travelled or once per “Event Roll”
(see T.U.G's Better Exploration For D&D for more
details). During these moments of long distance
travel, allow a player to find 1d4+1 materials when
they take the action to search for them.

Gather

Cost: 1 RP
With each purchase from this node, you get a little
better at scavenging for materials. These
materials are typically great for cooking and are
salvaged from recently dead plants or animals that
you have a keen sense for finding.
Whenever you search for materials using the
Gather ability there is a 50:50 chance that you will
find materials from either a Plant or a Beast type
creature, and enough here to feed a party of 4-6
creatures.
Please see “T.U.G.s Delicious Dungeon: D&D
Cookbook” for more information on preparing
these materials.

For every additional purchase of this node, you


can choose 2 additional creatures from the list
below:
Aberrations, Constructs, Elementals, Fey,
Fiends, Giants, Monstrosities or Oozes.
You have an equal chance of also finding cooking
ingredients from any creatures you choose from
this list when using the Gather ability.
(For having 4 types of creatures you can gather
materials from, roll a d4 when determining what
you find, if you know 6 types, roll a d6 etc.
When you purchase from this node for the 5th
time, you can add celestials and dragons to the list
of creature ingredients you can find when using
the Gather ability.
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Cost: 2 RP
Updated automatically every 5
T.U.G.'s Classless RP skill tree With each purchase from this node, you get a little minutes
better at finding ore deposits.
Whenever you search for materials using the Mine
ability you have a chance to find ores, so long as
you are in an area appropriate for mining. Once
per day, if in an appropriate area, you can make a
survival, nature or investigation check. If you roll a
12 or higher you will find a Common Ores. If you
have purchased from this node a second time, on
a 16 or higher you will find Precious Ores. And if
you have purchased from this node a third time,
on a 20 or higher you will find Magical Ores.

After locating the appropriate ore table below,


related to your mining check’s result, roll 1d6 on
that appropriate table to see what ore you find.

A single ore vein holds 1 lump of unrefined ore.


On a natural 20, the vein contains 1d4+1 lumps of
unrefined ore. It takes 1 hour of mining to extract
1 lump of unrefined ore. Or in the case of a
natural 20, you extract all lumps within the hour.

See Forging Items with Ore below for more


information.

Common Ores

1d6 Result Ore Found Benefits

1 Ingredients for Nothing noteworthy


making steel

2 Ingredients for Weapons made with


making bronze bronze gain the heavy
weapon property. If it
has the light property
it does not gain the
heavy property but
instead loses the light
property. Armour
made with bronze
reduces incoming non
magical damage by 2,
but reduces
movement speed by
10ft to and grants
disadvantage on
acrobatics checks.
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property to weapons.
Weapons made with
this which would have Updated automatically every 5
T.U.G.'s Classless RP skill tree the two handed minutes
property, do not have
the weapon property
and instead gain the
versatile weapon
property. Weapons
with this property,
when wielded with one
hand, use damage
dice one category
smaller. Eg. A great
axe (1d12) would use
1d10, and a
greatsword (2d6)
would use 2d4.
Heavy Armour made
with this ore looses
the disadvantages I
grants the wielder but
grants 1 less bonus to
AC.

4 Moonstone Weapons made with


this ore grant the
wielder a +1 to attack
and damage rolls
when wielded in
moonlight. And
armour made with this
ore grants the wearer
a +1 bonus to AC
while the armour is
exposed to moonlight.

5 Lead Weapons made with


this ore lose the light
or versatile property
when made (versatile
weapons must be
wielded with two
hands, and use the
higher of the two
dice). Additionally,
any creatures that are
dealt damage with this
weapon must make a
constitution saving
throw (DC 8) or be
poisoned. Armour
made with this
weapon poisons the
wearer so long as they
are wearing it and
reduces their
movement speed by
10ft. While poisoned
in this way the wearer
cannot see further
than 40ft. However,
while wearing this
armour, the wearer
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gains advantage on
saving throws against
magical effects.
Updated automatically every 5
T.U.G.'s Classless RP skill tree minutes

6 Copper Can be refined into 10


copper pieces.
Cannot be used to
form weapons or
armours.

Precious Ores

1D6 Result Ore type Benefits

1-2 Silver Can be refined into


10 silver pieces

3 Electrum Can be refined into 5


electrum pieces

4 Gold Can be refined into 5


gold pieces

5 Platinum Can be refined into 2


platinum pieces

6 Star Platinum Worth the same as


platinum but can
also be forged into
weapons and
armour. Star
platinum has all the
same properties as
mithril but can grant
weapons made from
it a +1 bonus to
attack and damage
rolls, and can store a
single spell of 5th
level or lower.
Stored spells can
be used as an action
while wielding the
item holding said
spell.
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Updated automatically every 5


T.U.G.'s Classless RP skill tree 1D6 result Ore Type Benefits minutes

1 Demonite Any creature in


contact with this ore
cannot teleport, turn
invisible, become
ethereal or change
their shape in any
way. If bound by this
refined metal one
must make a DC 25
strength check in
order to escape.

2 Radionite This ore emits bright


light in a 10ft radius
and dim light for an
additional 10ft. When
a weapon made with
radionite, successfully
hits a creature, that
creature must make a
constitution saving
throw (Dc12) or be
blinded until the end of
their next turn.
Armour made with
radionite grants the
effects of the bless
spell.

3 Chaos Ore When this ore is


refined, roll on the
Chaos Ore table*
below. This refined
ore then becomes
associated with that
damage type.
Weapons made with
chaos ore grant an
additional 1d4 of that
damage type. Armour
made with this ore
reduced incoming
damage, of its
associated damage
type by 5.

4 Blackrock Blackrock is a material


devoid of colour and it
does not reflect light,
so seemingly appears
as a black void. This
material is also said to
retain memories of
places it has been,
allowing it to return
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there. Weapons made
with this weapon
return to the wielder
Updated automatically every 5
T.U.G.'s Classless RP skill tree after being thrown or
minutes
fired. Armour made
with this material
grants the wearer a +5
bonus to stealth while
they are in a dimly lit
space, or a +10 bonus
while in total darkness.
Any creature wielding
a piece of Blackrock,
or an item made from
it can teleport as an
action, to any space
with 30ft of them that
they have previously
stood in within the
past hour. Once it
allows a creature to do
so, this Blackrock
cannot grant that
benefit again for 8
hours.

5 Whitestone Whitestone drains


living creatures of their
magic and leaves
nearby magical items
devoid of magic. If a
creature starts its turn
within 10ft of a piece
of Whitestone, it loses
1 spell slot, starting
with its highest
available spell slot. Or
will lose 2d4 of mana.

6 Mithril Weapons made with


mithril reduce the
number they need for
a critical hit by 1.
Armour made with
mithril renders the
wearer immune to
critical hits and grants
their armour an
additional +1 bonus to
its AC as well as
removing any
disadvantages that
armour grants.

Chaos Ore Table*

D8 result Associated Damage Type once refined


1 Acid
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2 Cold

3 Fire
Updated automatically every 5
T.U.G.'s Classless RP skill tree 4 Lightning minutes

5 Necrotic

6 Poison

7 Radiant

8 Thunder

Forging Items with Ore

All items require a certain amount of one type of


ore to forge.

● Daggers and other weapons of a similar


size or smaller, require 1 ore to make.

● Any weapon without the heavy or two-


handed property requires 2 ore to make.

● Any weapon with the heavy or two-handed


property requires 3 ore to make.

● Any light armour cannot be formed with ore


and require materials from the hunting or
foraging tables instead.

● Shields require 3 ore to make

● Any medium armour requires 4 ore to


make.

● Any heavy armour requires 5 ore to make.

(Light armour requires 4 of any kind of


“leather” piece to make.)

You must have the same type of ore to make an


item. You cannot make an item using ores of a
different type. This can only be done if using the
Crafting Skill Tree (Coming Soon).

However, you still need the required amount of


ores to make that item. For example, if you are
using T.U.G.'s Monster Hunter Style Smithing for
D&D COMPLETE and making one refined
material for a longsword using a creature part and
then decide to make additional refined material
using Lead and Blackrock, this would require you
to have 2 pieces of Lead ore AND 2 pieces of
Published using Google DocsBlackrock in order to make each component. Report abuse Learn more

See T.U.G.'s Monster Hunter Style Smithing for


Updated automatically every 5
T.U.G.'s Classless RP skill tree D&D COMPLETE for more details on smithing minutes
mechanics. Or watch my video “How to Weapon
Craft in D&D [Crafting Skill Tree]” for an easy
breakdown.

Hunt

Cost: 2 RP
With each purchase from this node, you get a little
better at hunting and finding rare prey.
Whenever you search for materials using the Hunt
ability you can attempt to hunt a creature, so long
as you are in an appropriate area to do so. Once
per day, if in an appropriate area, you can make a
survival, nature or investigation check. If you roll a
10 or higher you will engage in a Common Hunt.
If you have purchased from this node a second
time, on a 13 or higher you will engage in a
Precious Hunt. And if you have purchased from
this node a third time, on an 18 or higher you will
engage in a Mystical Hunt.

After locating the appropriate hunt table below,


related to your hunting check’s result, roll 1d4 on
that appropriate table to see what creature you
find. From here, the player must make an attack
roll (if applicable). If they manage to beat the “AC”
of that creature, they will successfully kill it and
harvest it for materials.
Refer to the top of the table to see what that
creature’s AC is. If one is not listed, no attack roll
is required and the hunt is successful.

You will be able to salvage 1 material from that


creature. If you roll a critical hit on your attack roll,
you find twice that amount.
It takes 1 hour of hunting to find this creature, slay
it and harvest material’s from it.

Common Hunts

1d4 Result Creature Found Benefits


(No attack roll
required)

1 Owlbear Egg This egg can feed a


party of 4-5 for up to
1 day. (Counts as 1
hearty ration per
person). Eating this
egg raw grants a +2
bonus to strength
checks for the day.
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Updated automatically every 5


T.U.G.'s Classless RP skill tree 2 Rainbow Carp This giant carp can
minutes
feed a party of 4-5 for
1 day. (Counts as 1
basic ration per
person). Consuming
this fish grants a +2
to intelligence checks
for the day.

3 Harpie Hare This winged hare can


feed a party of 4-5 for
1 day. (Counts as 1
basic ration per
person). Consuming
this hare grants a +2
to dexterity checks
for the day.

4 Hearty Boar This juicy fat rich


board can feed a
party of 4-5 for 3
days. (Counts as 3
hearty rations per
person). Consuming
this boar grants a +2
to constitution checks
for the day. Can also
be skinned to make 1
leather piece.

Precious Hunts

1D4 Result Creature Found Benefits


(AC 13)
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armadillo-like creature
proves to be a
formidable game for Updated automatically every 5
T.U.G.'s Classless RP skill tree hunters, but the spoils minutes
are worth it. Its tough
gamey flesh can feed
a party of 4-5 for 3
days. (Counts as 3
basic rations per
person), but it provides
no benefits. However,
upon slaying it, a
player will find 1d4
salvageable precious
gemstones, worth (1d6
x 5) gold a piece.

2 Gold Fleeced Goat These large goats


have a thick fluffy hide
made of gold fibres. Its
tough gamey flesh can
feed a party of 4-5 for
2 days. (Counts as 2
hearty rations per
person), but it provides
no benefits. However,
upon slaying it, a
player can sheet it to
earn 1d4 x 10 gold
worth of fleece.

One can also salvage


1 “golden leather
piece” from this
creature. Armour
made with 4 golden
leather pieces grants
the wearer a +3 bonus
to charisma checks.

3 Arcane Angler These rare but horrific


looking fish serve as a
prime source of mana
replenishments for all
casters. This fish can
feed a party of 4-5 for
1 day. (Counts as 1
basic ration per
person), and upon
consuming it, a caster
will regain their highest
level spell slot (no
higher than 3rd level),
or 5 mana.
Alternatively, 1 ration
made into a pulp and
mixed with alcohol. If
a magic item is soaked
in this liquid for 1 hour,
it regains 1d4+2
charges. Wizards will
happily purchase one
of these anglers for
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100 gold a piece.

Updated automatically every 5


T.U.G.'s Classless RP skill tree minutes
4 Sheepwolf These rare wolves
have the ability to
magically disguise
themselves as a
sheep. This creature’s
blood can be drained
and mixed with vinegar
to make a polymorph
potion. The meat then
provides enough food
to feed a party of 4-5
for 2 days. (Counts as
2 hearty rations per
person). Any nearby
farms will happily pay
you 10 gold pieces for
its head, to ward off
other sheepwolves out
there.

One can also salvage


1 “shifting leather
piece”. A piece of
armour made with 4
pieces of shifting
leather can grant the
benefits of the disguise
self spell once per day

Mythical Hunts

1D4 result Creature Found (AC Benefits


18)

1 Dragon Egg (no Can be sold for 1000


attack roll needed) gold pieces. But if
kept in a warm place
for 1 month, it will
hatch into a dragon
wyrmling, and can be
treated as a familiar,
by whoever the
dragon first saw at its
birth.

This egg’s mother will


hunt down whoever
found/stole their
child.
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(Ash) phoenix, it bursts into
ash from which a new
phoenix will be born. Updated automatically every 5
T.U.G.'s Classless RP skill tree But syphoning a little minutes
of the ash for yourself
couldn’t hurt. This
ash can be used to
cast revivify as an
action without
consuming a spell
slot or needing
material components.
Alternatively it can
be sold to any holy
figure for 500 gold
pieces.

3 Moondancer These ghostly


creatures look like a
combination of a lion
and a bunny, meeting
somewhere in the
middle when it comes
to size. Said to
chase after souls
making their way to
the next life, these
creatures can only be
seen in the light of
the moon. Striking
one causes them to
burst into a
magnificent explosion
of silvery motes of
light, like diamond
dust. This dust can
be collected and sold
for 800 gold pieces.
Alternatively it can
be sprinkled over an
individual to grant
them the effects of
the greater invisibility
spell. Alternatively it
can be consumed to
gain true sight for 1
minute.

4 Dying Kirin (Horn) At the end of its life, a


Kirin seeks to be
killed by a skilled
hunter. If killed, its
body explodes,
leaving behind a
spectral horn. This
horn is priceless and
whoever has it in
their possession will
draw in the interest of
many desperate
individuals. This horn
can be used to cast
true resurrection, but
requires a willing
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living creature to offer
their life in exchange
for the life being
Updated automatically every 5
T.U.G.'s Classless RP skill tree resurrected.
minutes

Forage

Cost: 2 RP
With each purchase from this node, you get a little
better at foraging for rare materials.
Whenever you search for materials using the
Forage ability you have a chance to find unique
plants, so long as you are in an appropriate area
to do so. Once per day, if in an appropriate area,
you can make a survival, nature or
investigation check. If you roll a 12 or higher you
will find Common Plants. If you have purchased
from this node a second time, on a 16 or higher
you will find Precious Plants. And if you have
purchased from this node a third time, on a 20 or
higher you will find Mystical Plants.

After locating the appropriate plant table below,


related to your foraging check’s result, roll 1d4 on
that appropriate table to see what plant you find.
On a natural 20, you find twice that amount. It
takes 1 hour of foraging to find this/these plant(s).

Common Plants

1d4 Result Plant Found (1d6 Benefits


of them)

1 Aid Leaf A core ingredient for


brewing the common
healing potion. This
dry leaf can be
consumed or applied
to open wounds as an
action to aid in the
healing process.
Doing so restores
1d4 hit points, but if
you consume too
many in a day (more
than your CON mod)
you will become
poisoned until you
take a long rest.

2 Bluecap This core ingredient


for brewing the
common healing
potion is deadly when
eaten raw.
Consuming this
odourless and
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flavourless blue
mushroom will deal
1d4 poison damage
Updated automatically every 5
T.U.G.'s Classless RP skill tree to whoever costumes
minutes
one of these.

3 Assassin's Step This silky moss can


be used to pad
armour or line the
inside of one’s shoes.
The sound absorbing
properties remove
any disadvantage to
stealth an armour
might give, or in the
latter case, grant the
wearer a +3 bonus to
stealth checks as it
muffles their
footsteps. However,
due to the brittle
nature of this moss it
can only grant this
benefit for 8 hours.

4 Sunlily Tapping these white


flowers with a hard
enough bonk causes
them to emit light for
up to 4 hours. Miners
often carry a bag full
of these flowers, as
torches can be unsafe
at times.

Precious Plants

1D4 Result Plant found (1d4 of Benefits


them)

1 Crystal Bells These tiny crystal


flowers resemble a
lily of the valley.
They sell for a fine
price of 1 silver, but
can also be crushed
into a powder blown
across a space,
acting very similarly
to the faerie
fire spell.
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quite the sight to
come across.
Dozens of metallic Updated automatically every 5
T.U.G.'s Classless RP skill tree trees bleed with rust. minutes
These forests are
traditionally farmed
by dwarves who
were lucky enough
to find an iron pine
tree bearing a rusted
cone. If ever you
find one yourself,
there’s always going
to be a dwarf out
there willing to
purchase it for 50
gold or more.

3 Ruby/Sapphire/Topaz These crystal roses


Rose fetch a high price at
any store, typically
selling for 10 gold a
piece. Alternatively
the can be thrown
as an action,
exploding to deal
2d6 fire/cold/lighting
damage to a target,
being consumed in
the process.

4 Golden Fruit A rare find! These


fruits will randomly
grow from any plant
that bears fruit. The
chances of it
occurring are
incredibly rare. But
if found, this fruit can
sell for its weight in
gold. Alternatively it
can be consumed to
cure an individual of
any poison or
disease.

Mythical Plants

1D4 result Plant found (1 of Benefits


them)

1 Mandrake Once harvested, one


can immediately store
them in a flask of oil to
keep them silent.
Once removed from
the earth or oil, the
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mandrake will let out a
harsh scream after 10
seconds, forcing every
Updated automatically every 5
T.U.G.'s Classless RP skill tree creature that can hear
minutes
within a 30ft radius to
make a DC12
Constitution saving
throw or be stunned
until the end of their
next turn. On a
success, the creature
is still deafened for 1
minute. The mandrake
dies after releasing this
scream and can be
eaten like a root
vegetable.

2 Litch’s Lichen This bone white lichen


lives on both the
material and ethereal
planes simultaneously.
Crushing such a plant
up and inhaling it
allows you to do the
same for 1 minute.
During this time you
can see into the
ethereal plane, and
can communicate with
the dead. Additionally,
you become semi-
incorporeal and take
half damage from non-
magical weapons.

You cannot regain


these benefits again
until you take a long
rest.

3 Heaven’s Grace This frilled lace-like


spectral gold flower is
said to be able to cure
any ailment.
Dissolving it in purified
holy water will grant the
benefits of the “greater
restoration spell”, to
whoever the water is
poured over.

4 Dragon Heart This rare, bulb-like


plant emits a faint
orange glow and a low
beating can be heard
from within. Being
forced to consume one
of these within 10
seconds after dying will
bring that creature
back to life, so long as
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they have a heart.

Updated automatically every 5


T.U.G.'s Classless RP skill tree minutes

Aura of the Wilds

Cost: 1 RP
When you purchase from this node you choose a
Domain to dedicate yourself to from one of the
following domains: Desert, Mountain, Ocean,
Overgrowth, Sky, Underdark.
You cannot dedicate yourself to more than one
domain and once you choose a domain, you
cannot choose another.
If you have previously purchased the Domain
Bond node, skip this step, and refer to the
Domain you chose after purchasing that node.
When you purchase this node you gain an aura
with a 5ft radius, which you can choose to activate
as a bonus action or dismiss as a free action.
This aura is also dismissed if ever you are
incapacitated or die. You may only have one aura
active at a time. This aura’s radius increases by
an additional 5ft each time you purchase from this
node.
Any creature that starts its turn within your Aura of
the Wilds takes 1 point of damage for each RP
invested in this node. The damage type taken is
the damage type associated with your chosen
domain, see below:
Desert (Fire)
Mountain (Cold)
Ocean (Thunder)
Overgrowth (Poison)
Sky (Lighting)
Underdark (Necrotic)

Creatures can only suffer from the negative


effects of one named aura (Malicious Aura or
Aura of the Wilds) at a time. For example, two
creatures both ensnaring the same enemy with
their own respective Aura of the Wild abilities, will
not stack and the creature within both auras can
choose which one affects them.

Beast speak

Cost: 2 RP
You can now spend an action to gain the benefits
of the Speak with Plants spell. Doing so does not
require a spell slot or mana, nor does it count as
casting a spell.

Blood sense

Cost: 2 RP
You can spend your action to sense the presence
of all living beings with a heartbeat within 30ft of
you.
This range increases by an additional 30ft with
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T.U.G.'s Classless RP skill tree Domain Bond Updated automatically every 5


minutes

Cost: 3 RP
When you purchase from this node you choose a
Domain to dedicate yourself to from one of the
following domains: Desert, Mountain, Ocean,
Overgrowth, Sky, Underdark.
You cannot dedicate yourself to more than one
domain and once you choose a domain, you
cannot choose another.
If you have previously purchased the Aura of
the Wilds node, skip this step, and refer to the
Domain you chose after purchasing that node.

1. When you purchase from this node for the


first time, you add a collection of spells
associated with your domain to your list of
known spells. See Domain Spells below.
2. When you purchase from this node for the
second time, you gain a Domain
Mantle associated with your domain (see
below).
3. When you purchase from this node for the
third time, you gain an Enhanced Domain
Mantle (see below).

Domain Spells

Note: Spells obtained through your Domain Bond


node can be cast so long as you have the
sufficient mana to cast them.

Domain Type Spell Gained

Desert Produce Flame,


Burning Hands

Mountain Frostbite, Armour of


Agathys

Ocean Shape Water, Create


or Destroy Water

Overgrowth Druidcraft, Entangle

Sky Gust, Jump


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Tremor

Updated automatically every 5


T.U.G.'s Classless RP skill tree minutes

Domain Mantle

You learn the ability to cloak yourself in energies


from your associated domain. This is known as
your Domain Mantle.

When you assume this mantle, you become


unrecognisable from how you typically look, and
your true identity becomes hidden, as though you
were under the effects of the “Disguise Self” spell.
However, your new mantle only has one form that
it can assume and this look does not change.
(Alternatively, your DM might allow the look to
change slightly each time you level up).

Additionally, whenever you assume your Domain


Mantle, you harness the power of your chosen
domain. The list of powers you gain (listed below)
are based on the domain you chose, when you
first purchased this node.

You can take up your Ranger’s Mantle a number


of times per day equal to your proficiency modifier.

Desert (Fire)

While assuming your “Domain Mantle”, increase


your Strength Score by 1.

Your melee and ranged weapon attacks, as well


as your unarmed attacks, deal an additional 1d4
extra fire damage. This damage increases by an
additional 1d4 at levels 7, 11, 15 and 19.

Mountain (Cold)

While assuming your “Domain Mantle”, add +1 to


your AC.

And your melee and ranged weapon attacks, as


well as your unarmed attacks, deal an additional
1d4 extra cold damage. This damage increases
by an additional 1d4 at levels 7, 11, 15 and 19.
Published using Google DocsOvergrowth (Poison) Report abuse Learn more

Updated automatically every 5


T.U.G.'s Classless RP skill tree While assuming your “Domain Mantle”, increase minutes
your movement speed by 15ft

And your melee and ranged weapon attacks, as


well as your unarmed attacks, deal an additional
1d4 extra poison damage. This damage increases
by an additional 1d4 at levels 7, 11, 15 and 19.

Ocean (Thunder)

While assuming your “Domain Mantle”, you gain a


swim speed equal to your movement speed.

And your melee and ranged weapon attacks, as


well as your unarmed attacks, deal an additional
1d4 extra thunder damage. This damage
increases by an additional 1d4 at levels 7, 11, 15
and 19.

Sky (Lightning)

While assuming your “Domain Mantle”, increase


your Dexterity Score by 1.

And your melee and ranged weapon attacks, as


well as your unarmed attacks, deal an additional
1d4 extra lightning damage. This damage
increases by an additional 1d4 at levels 7, 11, 15
and 19.

Underdark (Necrotic)

While assuming your “Domain Mantle”, you gain a


tremorsense of 15ft.

And your melee and ranged weapon attacks, as


well as your unarmed attacks, deal an additional
1d4 extra necrotic damage. This damage
increases by an additional 1d4 at levels 7, 11, 15
and 19.
Published using Google DocsEnhanced Domain Mantle Report abuse Learn more

Your Domain Mantle only grows in power,


Updated automatically every 5
T.U.G.'s Classless RP skill tree heightening your connection to your associated
minutes
domain as well as granting you the following
abilities while your Domain Mantle is active:
Note: Spells obtained through your Domain Bond
node can be cast so long as you have the
sufficient mana to cast them.

Desert (Fire)

You become resistant to Fire Damage and you


learn the spell Fireball.

Mountain (Cold)

You become resistant to Cold Damage and learn


the spell Sleet Storm.

Overgrowth (Poison)

You gain a climb speed equal to your base speed.


Additionally, you become resistant to Poison
Damage, and gain advantage on saving throws
against poison. Lastly, you learn the spell Plant
Growth.

Ocean (Thunder)

Your swim speed is doubled and you learn the


spells Vortex Warp and Water Breathing.

Sky (Lightning)

You gain a fly speed equal to half of your


movement speed and learn the spells Levitate and
Fly.
Published using Google DocsUnderdark (Necrotic) Report abuse Learn more

Updated automatically every 5


T.U.G.'s Classless RP skill tree You gain a burrow speed equal to half of your minutes
movement speed and learn the spells
Maxamillian’s Earthen Grasp and Meld into Stone.

Favoured Enemy

Cost: 1 RP
Each time you purchase from this node learn a
little more about a particular type of creature of
your choosing. How to track, hunt and exploit
their weaknesses.
When you purchase from this node, select one of
the following creatures to become your favoured
enemy: aberrations, beasts, celestials, constructs,
dragons, elementals, fey, fiends, giants,
monstrosities, oozes, plants, or undead.
Alternatively, you can select two races of
humanoid (such as gnolls and orcs) as favoured
enemies.
● When you select a new favoured enemy
for the first time you can use the
Tracker ability, with that associated
creature type.
● If you purchase from this node an
additional time, you can choose to
purchase it for twice its RP cost to select a
favoured enemy you have previously
chosen. If you do, you can use the Exploit
Weakness ability against that chosen
creature type.

Tracker

You have advantage on Wisdom (Survival) checks


to track your favoured enemies, as well as on
Intelligence checks to recall information about
them.

Exploit Weakness

When you make a successful melee or ranged


attack roll against your favoured enemy you can
select an immunity or resistance that you believe it
has and remove it until the start of your next turn.

Plant speak

Cost: 2 RP
You can now spend an action to gain the benefits
of the Speak with Plants spell. Doing so does not
require a spell slot or mana, nor does it count as
casting a spell.
Published using Google DocsTactical (Teal/NE) Nodes Report abuse Learn more

Updated automatically every 5


T.U.G.'s Classless RP skill tree minutes
Assertive

Cost: 3 RP

You have advantage against spells and effects


that try to charm you or compel you to act
against your will. Additionally you gain
proficiency in either persuasion
or intimidation.

Binding Friendship

Cost: 2 RP
When you purchase from this node, you gain the
ability to bind individuals to one another, granting
them boons that reflect their relationship.
During a short or long rest you can choose two
willing creatures to bind together.
When you do so, those creatures gain a +2 bonus
to all skill checks or saving throws they make and
a +1 to any attack rolls they make while within 10ft
of each other. Should the other fall unconscious
or die, their bound partner doubles any bonuses
they would have received if their fallen ally were
conscious. These new bonuses (+4 to skill checks
and saving throws and a +2 to attack rolls) only
remain active so long as they stay within 10ft of
their fallen ally, and are dismissed entirely after 10
minutes.

You may have a number of Binding Friendships


active equal to the number of times you have
purchased from this node. A creature cannot be
bound to another in this way if they are already
bound to someone else.

Future Sight

Cost: 3 RP
You learn the ability to peer into the future and
make minor predictions about how a day will
unfold. At the end of a long rest, you can make a
prediction for the day ahead. When you do so, roll
1d20 and record the roll you get. At any time
during that day, you swap the result of any roll
made on a d20 with the recorded number. When
you next take a long rest, all unspent predictions
disappear and can no longer be used.
Every additional purchase from this node allows
you to make one additional prediction per day.
You can make a number of predictions per day no
higher than your proficiency bonus.
Published using Google DocsInsightful Fighting Report abuse Learn more

Cost: 1 RP
Updated automatically every 5
T.U.G.'s Classless RP skill tree Can spend your bonus action to ask the DM for a minutes
resistance, vulnerability or immunity a creature
you are fighting might have. If the creature has a
single vulnerability or immunity, the DM must tell
you. If there are multiple, the DM can choose
which one they want to tell you about, but cannot
tell you one that you already know, due to this
ability.
If this node is purchased a second time you can
spend a bonus action to ask the DM for the value
of one of its ability scores and the saving throw
modifier they have for that ability. You can choose
the ability score you want to know about.

If this node is purchased a third time you can


spend a bonus action to ask the DM for the
creature’s AC or current Hit Points. The DM can
choose if they want to tell you its AC or its current
amount of Hit Points.

Masterful Aura

Cost: 5 RP
You can have more than one aura active at any
one time. If you have two active auras that would
bring harm or negative effects to a creature, that
creature is affected by both, ignoring the rule that
they can only be affected by one negative effect
from one named aura at a time.

Tactician

Cost: 1 RP
Each time you purchase from the Tactician node,
select one of the following actions to add to your
list of “Tactical Actions”: Action, Bonus Action,
Move or Reaction.
A tactical action allows you to forgo your own
action, bonus action, move or reaction in order for
you to command another willing ally who can see
or hear you to use that corresponding action as if
it were their own.

For example, if you choose the Bonus Action in


your list of Tactical Actions, you can forgo YOUR
bonus action to command an ally to take their
bonus action to cast healing word.

You choose how that creature uses the chosen


action, but they can always decline, or suggest an
alternate solution. If they decline or you refuse to
choose their alternate solution, your action is
spent to no effect.

You may use a “Tactical Action” a number of times


per short rest equal to the number of times you
have purchased from this node.
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Turn the Tides


Updated automatically every 5
T.U.G.'s Classless RP skill tree minutes
Cost: 3 RP
If an ally you can see who can hear or see you
takes damage, you can spend your reaction to
give that creature the effects of haste spell until
the end of their next turn. When the effects of the
haste spell wears off, your ally does not feel the
negative lethargic effects of the haste spell. You
can use this ability a number of times per day
equal to the number of times you have purchased
this node.

Weak point

Cost: 4 RP
If you successfully hit a creature with a melee or
ranged attack you can choose to create a Weak
Point on that creature. Doing so causes the next
melee or ranged attack that hits it to deal
maximum damage.
You can only use this ability a number of times per
day equal to the number of times you have
purchased this ability, and only once per creature.

Manipulator (Red/NW) Nodes

Cutting words

Cost: 2 RP
Whenever you take damage, or are harmed in any
way, be it emotionally or physically, you may
spend your reaction to shout venomous words at
your attacker. When you do they must make a
charisma saving throw where the DC is equal to
your charisma mod + 8 + prof. If they fail they
take psychic damage equal to twice your charisma
modifier.

Deceitful Flourish

Cost: 1 RP
Once per turn you can add your deception
modifier to your attack roll. Can do this a number
of times per day equal to the number of times you
have purchased from this node, but only once per
creature.

Ear for Deceit

Cost: 2 RP
You can add your proficiency twice to skill checks
made to perceive lies or see through deceit.
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Cost: 3 RP
Updated automatically every 5
T.U.G.'s Classless RP skill tree You gain the ability to see into the ethereal realm. minutes
You can choose to activate or dismiss this ability
at will.

Malicious Aura

Cost: 2 RP
When you purchase from this node you gain an
aura of 10ft which you can choose to have active
or inactive at any time. You may only have one
aura active at a time. This aura’s radius increases
by an additional 5ft each time you purchase from
this node.
Whenever you purchase from this node, you may
choose an effect from the list below. Any creature
of your choosing within your aura, gain any effects
you have chosen from this list.
- They subtract 1d4 from their saving
throws.
- This creature subtracts your charisma
modifier from saving throws they make
against being frightened.
- Whenever this creature makes an attack
roll against you, you may spend an Inspire
Die as a reaction and roll it to reduce the
incoming attack roll by that amount.
- Their movement speed decreases by 10ft.
- They cannot take the dash, dodge or
disengage action while in your aura.
- Any opportunity attacks you make against
creatures in your aura add your charisma
modifier to them.

Creatures can only suffer from the negative


effects of one named aura (Malicious Aura or
Aura of the Wilds) at a time. For example, two
creatures both ensnaring the same enemy with
their own respective Aura of the Wild abilities, will
not stack and the creature within both auras can
choose which one affects them.

Silver Tongue

Cost: 3 RP
You ignore the effects of spells and abilities that
can perceive if you are lying, or that force you to
tell the truth.

Spiritcaller

Cost: 4 RP
you gain the ability to commune briefly with spirits
of the dead. You can prepare a 10 minute ritual if
you are in the presence of a corpse of a spirit, or a
location or object that the spirit of an undead
creature deems important. You may attempt to
reach out to them and ask them questions, or
simply pass on a message. When you do so, you
Published using Google Docsmust make a persuasion, intimidation or deception Report abuse Learn more
check in order to convince the spirit to
communicate with you and answer your questions.
The DC for this check is based on how long the
Updated automatically every 5
T.U.G.'s Classless RP skill tree creature has been deceased: minutes
● If they have been dead for less a week the
DC is 10.
● If they have been dead for less than a year
the DC is 13.
● If they have been dead for less than 10
years, the DC is 16
● If they have been dead for less than 100
years, the DC is 20.
● If the creature has been dead for over 100
years, the DC is 25.
If a loved one is nearby while you conduct this
ritual, you may make this check with advantage.
If the ritual is successful, you may ask the spirit a
number of questions equal to your proficiency
modifier and they must answer each of them to
the best of their ability.

Alternatively if you can speak with an undead that


understands you, for up to 10 minutes, and
succeed on either a persuasion check, you can
convince them to pass on to the next life. The DC
for this check is 10 + the CR of that undead
creature.

Venomous Words

Cost: 3 RP
Whenever you deal psychic damage, you can
choose to add your sneak attack bonus to that
damage.
You can do this a number of times equal to the
amount of times you purchase from this node.

Epic RP Boons (Coming


Soon)
All boons here require you to be level 15 or higher.
Additionally you can only have one epic RP boon.
Once you purchase one you cannot purchase any
other epic RP boons again.
Each epic RP boon costs 10 RP

(Example Boon) Prophetic Liar

You must have a charisma score of 21 or higher to


unlock this ability.
Once per day, the first time you roll a 30 or higher
on a deception check, that lie becomes true and
reality warps itself to accommodate for this new
truth, so long as this lie seems plausible enough
and so long as it doesn’t take away the agency
from another player. Whenever this happens,
there is a 20% chance that you lose this power
forever, however, you will never know when you
Published using Google Docslose it. Report abuse Learn more
Curse: You are completely oblivious to this new
ability of yours.
Updated automatically every 5
T.U.G.'s Classless RP skill tree minutes

Illegal Goods

Red-Eye

One dose of red eye gives you advantage in all


attack rolls for one minute and advantage on
perception check and adds +10 to your initiative.
If you take a second dose on top of the first you
have a +5 to attack rolls for 30 seconds and the
previous effects go down to 30 seconds and you
also gain the Alert feat for 30 seconds.
If you take a 3rd your attack bonus goes up to
+10, if you have any remaining movement speed
at the end of your turn you can spend them on
other people’s turns. You also take opportunity
attacks as free actions if anyone attacks you you
can take a free action to attack them back, you
also get an extra attack on your turns.

If you take one does, you suffer 3 points of


exhaustion for one hour.
And for every dose you take within that hour you
will suffer an extra point of exhaustion after that.
When you take a dose while exhausted, the
effects of the exhaustion disappear temporarily
while you are under the effects of red eye
Oh and taking it 3 times in a row also shortens all
of the effects down to 10 seconds (2 turns)
If you take red eye after the effects of the first
normal dose of red eye subsides you just get the
1st level of red eye

Levels of addiction

Level 1:

Must take one dose of Red eye every 24 hours or


suffer 1 point of exhaustion.
The effects of 1st level Red eye only leave you
with 2 points of exhaustion and a -2 to attack rolls.

Level 2

Must take a dose of Red Eye every 12 hours or


suffer 2 points of exhaustion. You only take 1 level
of exhaustion after using red eye but you still take
a -2 to attack rolls. and the effects of the second
level of red eye are increased to 1 minute(10
turns).
Published using Google DocsLevel 3 Report abuse Learn more

You must take a dose of red eye every 4 hours or


Updated automatically every 5
T.U.G.'s Classless RP skill tree suffer 3 points of exhaustion.
minutes
Every 12 hours spent without taking red eye gives
you one more point of exhaustion.
The 3rd level of red eye effects increase to 30
seconds (5 turns)
You do not suffer any points of exhaustion after
taking one dose of red eye.
After taking 3 doses in a row, roll a con save DC
12+1 for every dose of red eye you’ve taken in the
past 12 hours. If you fail, you die.

Yellow Belly

Is an anxiety reducing drug that helps calm the


nerves but leaves the consumer emotionally
numb. This drug is often taken by office workers
running late shifts. Unlike the jitteriness that
caffeine offers, Yellow Belly does jumpstart the
heart but offers a boost of calming adrenaline and
focus. Work production spikes during this period
but the comedown from the drug is a miserable
hour of vomiting yellow, hence its name.

This drug possesses no addictive properties,


though that does not prevent its frequent use in
the workplace.

Yellow Belly is a small pill that is swallowed,


ideally with water. Once taken, the consumer
experiences a boost of extreme focus, energy and
calm. The user gains the following effects for 10
minutes after consuming one dose of Yellow Belly:

They gain the effects of the “haste” spell


They have advantage on perception and
investigation checks.
The consumer cannot be frightened
However, they have a disadvantage on checks
against being charmed.
They also gain a vulnerability to thunder damage
as their senses are heightened.

After the effects of Yellow Belly end, the consumer


falls prone and is incapacitated; vomiting for 1
hour.

A lesser known side effect of Yellow Belly is its


mutating the consumer’s cells.
If a creature consumes 2 or more Yellow Belly
within a 24 hour period, they must roll on the
mutation table below, permanently gaining one of
the following traits.

If a creature continues to consume Yellow Belly


after this point, they will gain an additional
mutation for every dose of Y.B. they took that day,
upon having a long rest.

Once a creature has gained 4 mutations, they


become a Yellow Slaad (Red Slaad) and are now
controlled by the DM.
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T.U.G.'s Classless RP skill tree Mutations Updated automatically every 5


minutes

D6 1 2 3 4 5 6
Result
Mutation Scaly Yellow Serrated Clawed Gills: Primal
Skin: Irises: +5 Teeth: 1d4 Hands: Gain a Strength:
+1 to to bite attack 1d6 swim Strength
Natural perception, (uses Con or unarmed speed Score
Armour, but -5 in Strength) but attacks equal to increases
but -1 if bright light. disadvantage (Uses your by 2.
exposed on Dex or movement However,
to persuasion Str) but speed and your
daylight checks. -2 to you can intelligence
sleight now breath score is
of hand underwater. reduced by
checks. However, 2.
you gain
“Sunlight
Sensitivity”*
*Sunlight Sensitivity: You have disadvantage on
attack rolls and perception checks in areas of
bright light.

Blue Beast

Blue Beasts are strong narcotics that awaken an


individual’s primal urges. They are short stubby
cigars made of a strange blue plant, which gives it
its colour. The effects of a Blue Beast is gained
through smoking it for 1 minute. One cigar is
enough to be shared by 2 people, each spending
at least 1 minute to smoke the entire thing. Once
the cigar has been used twice (or once between
two people) it is fully consumed and used up.
Anyone who smokes a Blue Beast for this duration
gains the following effects for 1 hour:

- They are automatically charmed by the first


person they see
- The gain advantage on all Strength
Checks and Saving Throws
- They become resistant to Bludgeoning,
Piercing and Slashing Damage for the
duration
- Their hair turns blue and their body hair
grows to unnatural lengths for the duration,
giving them advantage on intimidation
checks against humans.
- If they are not engaged in fornication, they
go insane and fall under the effects of an
Umber Hulk’s “Confusing Gaze”.

Come the end of the hour, the creature gains 1


level of exhaustion.
Published using Google DocsPurple Jelly Report abuse Learn more

Updated automatically every 5


T.U.G.'s Classless RP skill tree Is a new drug often taken as a stronger minutes
replacement to ecstasy.
Purple Jelly (more commonly referred to simply as
Jelly) is commonly taken by inhaling the fumes
from a small cube of volatile putty. The cube is
usually kept wrapped to retain the fumes. A fresh
cube contains 5 doses or charges. The cube loses
1 dose/ hour if left uncovered. Taking 1 dose gives
the following effects that last for 1 hour.

5 temporary hit points.


Adv against fear and psychic effects.
After the hour, make a constitution saving throw.
DC 13 CON or gain 1 point of exhaustion
After the hour all effects excluding exhaustion
wear off. The exhaustion wears off 1 hour after
the effects of Jelly have ended.

Taking another dose within the hour adds an


additional 1d4 hitpoints and requires a CON roll:
DC 15: Gain an additional point of exhaustion
which does not wear off until you sleep.
DC 12: Gain level 1 addiction.

If you have level 1 addiction…


DC:10 Gain level 2 addiction.
If you have level 2 addiction…
DC:8 Gain level 3 addiction.

Levels of addiction:

Level 1:

+1 point of exhaustion per day until you take a


dose of Jelly.
Wears off after 3 days of forgoing Purple Jelly.

Level 2:

+1 point of exhaustion per day until you take a


dose of Jelly.
-2 to WIS,INT and CHR rolls.
+2 to CON rolls against Purple Jelly effects.
Wears off after 1 week of forgoing Purple Jelly.

Level 3:

+1 point of exhaustion every 12 hours until you


take a dose of Purple Jelly.
-5 hp when not on Purple Jelly.
-3 to WIS,INT and CHR rolls.
+5 to CON rolls against Purple Jelly effects.
Wears off after 1 months of forgoing Purple Jelly.
Published using Google DocsOther uses for Purple Jelly: Report abuse Learn more

A cube of Purple Jelly can be ignited and it burns


Updated automatically every 5
T.U.G.'s Classless RP skill tree for 1 min/charge. minutes

Licence

OPEN GAME License Version 1.0a The following


text is the property of Wizards of the Coast, LLC.
and is Copyright 2000 Wizards of the Coast, Inc
(“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the


copyright and/or trademark owners who have
contributed Open Game Content; (b)”Derivative
Material” means copyrighted material including
derivative works and translations (including into
other computer languages), potation, modification,
correction, addition, extension, upgrade,
improvement, compilation, abridgment or other
form in which an existing work may be recast,
transformed or adapted; (c) “Distribute” means to
reproduce, License, rent, lease, sell, broadcast,
publicly display, transmit or otherwise distribute;
(d)”Open Game Content” means the game
mechanic and includes the methods, procedures,
processes and routines to the extent such content
does not embody the Product Identity and is an
enhancement over the prior art and any additional
content clearly identified as Open Game Content
by the Contributor, and means any work covered
by this License, including translations and
derivative works under copyright law, but
specifically excludes Product Identity. (e) “Product
Identity” means product and product line names,
logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines,
plots, thematic elements, dialogue, incidents,
language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and
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characters, Spells, enchantments, personalities,
teams, personas, likenesses and Special abilities;
places, locations, environments, creatures,
Equipment, magical or supernatural Abilities or
Effects, logos, symbols, or graphic designs; and
any other trademark or registered trademark
clearly identified as Product identity by the owner
of the Product Identity, and which specifically
excludes the OPEN Game Content; (f)
“Trademark” means the logos, names, mark, sign,
motto, designs that are used by a Contributor to
Identify itself or its products or the associated
products contributed to the Open Game License
by the Contributor (g) “Use”, “Used” or “Using”
means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative
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“Your” means the licensee in terms of this
agreement.
2. The License: This License applies to any Open
Updated automatically every 5
T.U.G.'s Classless RP skill tree Game Content that contains a notice indicating minutes
that the Open Game Content may only be Used
under and in terms of this License. You must affix
such a notice to any Open Game Content that you
Use. No terms may be added to or subtracted
from this License except as described by the
License itself. No other terms or Conditions may
be applied to any Open Game Content distributed
using this License.
3. Offer and Acceptance: By Using the Open
Game Content You indicate Your acceptance of
the terms of this License.
4. Grant and Consideration: In consideration for
agreeing to use this License, the Contributors
grant You a perpetual, worldwide, royalty-free,
nonexclusive License with the exact terms of this
License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You
are contributing original material as Open Game
Content, You represent that Your Contributions are
Your original Creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update
the COPYRIGHT NOTICE portion of this License
to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are
copying, modifying or distributing, and You must
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holder’s name to the COPYRIGHT NOTICE of any
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7. Use of Product Identity: You agree not to Use
any Product Identity, including as an indication as
to compatibility, except as expressly licensed in
another, independent Agreement with the owner of
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8. Identification: If you distribute Open Game
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Game Content.
9. Updating the License: Wizards or its designated
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this License to copy, modify and distribute any
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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
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12. Inability to Comply: If it is impossible for You to
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respect to some or all of the Open Game Content
due to statute, judicial order, or governmental
regulation then You may not Use any Open Game
Updated automatically every 5
T.U.G.'s Classless RP skill tree Material so affected. minutes
13. Termination: This License will terminate
automatically if You fail to comply with all terms
herein and fail to cure such breach within 30 days
of becoming aware of the breach. All sublicenses
shall survive the termination of this License.
14. Reformation: If any provision of this License is
held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it
enforceable.
15. COPYRIGHT NOTICE Open Game License v
1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016,
Wizards of the Coast, LLC.; Authors Mike Mearls,
Jeremy Crawford, Chris Perkins, Rodney
Thompson, Peter Lee, James Wyatt, Robert J.
Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Townshend, based on original material by E. Gary
Gygax and Dave Arneson.

Pointy Hat Content, Copyright 2022, Antonio


Demico.

PRODUCT IDENTITY
The following items are designated Product
Identity, as defined in Section 1(e) of the Open
Gaming License Version 1.0a and are subject to
the conditions set forth in Section 7 of the Open
Gaming License, and are not Open Content:

All trademarks, registered trademarks,


propernames, dialogue, plots, storylines,
locations, characters, artworks, and trade dress.
(Elements that have previously been designated
as Open Game Content are not included in this
declaration.)

OPEN GAMING CONTENT


All content from the System Reference Document
5.1 is Open Game Content as described in
Section 1(d) of the License. No portion of this work
other than the material designated as Open Game
Content may be reproduced in any form without
permission.

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