This is another handout I used whenever I ran a D&D campaign. Some of it is house rules. You see, I’m a World of Warcraft player and I liked to use some of that “knowledge” when I ran RPGs. Adapt it and use it as you need.
Information & House Rules Your Character Should Know
- Money
- 10 copper = 1 silver
- 5 silver = 1 electrum
- 10 silver = 1 gold
- 10 gold = 1 platinum
- How much can you carry?
- Yes, there are weight limits
- Your carrying capacity is your strength score x 15. This is the weight in pounds that you can carry.
- You can be encumbered and still have bag space
- You have space for 24 unique items in your backpack
- You can carry an additional 4 bags
- Fanny packs can hold 6 unique items
- Small pouches can hold 3 unique items
- Small backpack can hold 10 unique items
- You can only put empty bags into other bags
- Yes, there are weight limits
- Extra Gear
- You can only wear two rings on each hand
- You can only wear one necklace
- You can only wear one item on your wrist at a time
- Wrist guards come in sets of two, you either wear both or you wear none
- Bracelets can only be worn on your wrist
- Watches can only be worn on your wrist
- Magical Items
- Magical Items have 5 uses of their magical ability
- You must always roll to hit to use the ability
- A failed roll counts as a use
- Rolling a 1 at any time during a campaign will cause the DM to roll on the “nat 1” table. This does not always mean that you have failed the roll. It just adds a bit of whimsy to the game.
- Professions or Proficiencies
- Your character can have up to 4
- You cannot “unlearn” what you already know
- You can visit a town to learn new professions
- Learning a new profession will cost money
- You must buy any gear associated with that profession
- You must be carrying your “tools of the trade” with you in order to use your profession.
- Crafting any single item using your profession will take a long rest, as long as you have all of the ingredients necessary.
- Exceptions to the time it takes to craft:
- Painter can sketch a quick map… there will not be a lot of detail
- Cartographer can create a quick map that does not have a lot of detail… it will not be to scale and will only show rough outlines of roads and terrain
- A weaver can quickly throw a few stitches into a garment to mend a hole
- Everyone can learn to fish if they desire.
- They will require a fishing pole.
- Learning to fish does not use up one of the 4 allowed professions
- Everyone can learn basic archaeology once they are level 6
- Learning archaeology does not use up one of the 4 allowed professions
- Learning archaeology gives you a +1 to history and religion checks
- You are aware of the following “proficiencies” or “professions”
- Alchemist
- Brewer
- Calligrapher
- Carpenter
- Cartographer
- Candle Maker
- Cobbler
- Cook
- Engraver
- Fletcher
- Gardener
- Glassblower
- Herbalist
- Jeweler
- Leatherworker
- Mason
- Navigator
- Painter
- Potter
- Scrollscriber
- Smith
- Snarecrafter
- Tattoo Artist
- Tinker
- Wandmaker
- Weaver
- Woodcarver
- You have a basic knowledge of the different types of weapons that exist and can identify them on sight, usually.
- You know classes and general information about them.
- Barbarian – A fierce warrior of primitive background who can enter a battle rage
- Bard – An inspiring magician whose power echoes the music of creation
- Cleric – A priestly champion who wields divine magic in service of a higher power
- Fighter – A master of martial combat, skilled with a variety of weapons and armor
- Druid – A priest of the Old Faith, wielding the powers of nature and adopting animal forms
- Artificer – Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects
- Blood Hunter – Willing to suffer whatever it takes to achieve victory; these adept warriors have forged themselves into a potent force dedicated to protecting the innocent
- Monk – A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection
- Shaman – Spiritual leaders of their tribes and clans. They are masters of the elements, using spells and totems that heal or enhance their allies in battle while unleashing the fury of the elements upon their foes.
- Paladin – A holy warrior bound to a sacred oath
- Ranger – A warrior who combats threats on the edges of civilization
- Rogue – A scoundrel who uses stealth and trickery to overcome obstacles and enemies
- Sorcerer – A spellcaster who draws on inherent magic from a gift or bloodline
- Warlock – A wielder of magic that is derived from a bargain with an extraplanar entity
- Wizard – A scholarly magic-user capable of manipulating the structures of reality

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