OD&D Like Character Creation Rules

by mateodiaztorres

Rules as written in Delving Deeper, except as follows:

Fighters gain a hit die every level. Clerics and Thieves gain a hit die every odd level and an additional point of HP every even level. Magic-users/Magicians gain a hit die every odd level.
Characters have two different pools of HP. All characters start out with just Blood. If a character has a Constitution score of 14+, they gain an additional point of Blood every level. If their score is 18, they gain 2 points every level. Once a character reaches 6 points of Blood, their HD rolls for maximum HP go towards Guts.
Characters usually take damage to Guts first. If they are reduced to less than 0 Blood, they die. Blood heals at a rate of 1 point per day of rest. Guts heals at a rate of d6 points per 10 minutes of rest. Critical hits and sneak attacks deal damage to Blood, and monsters have Blood and Guts for HP as well. Largely based on this.


  • Elves do not age naturally or magically and can always pick from the expanded language list.
  • Humans can increase a single attribute modifier by 1
  • Varkolak are descended from the beast-people. You can run twice as fast on all fours and make unarmed melee attacks with your claws or fangs.
  • Sea giants can swim quickly and breathe underwater.

Everyone speaks Common and one of the following:

  • Twill, the language of elves
  • Yowlish, the language of the varkolak
  • Sang, the language of the sea giants
  • Perhapsian, the constructed language of thieves and scoundrels

If your Intelligence or Wisdom is 14+, you can pick your bonus languages from this list, too:

  • Elegaic, the language of the undead
  • Rend, the language of dragons and greater beasts
  • Numen, the language of gods and spirits
  • Cipher, the language of golems and robots

We are using this system, but you can carry an extra container if your Strength is 14+ and two extra containers if your Strength is 18.

Clerics can learn a number of Cleric miracles equal to their level. They can cast each miracle as much as they want, but when they do so, they must make a reaction roll (roll 2d6) to determine if the Heavenly/Nether forces upon which they are calling approve of their intervention. Low rolls might require favors or sacrifices. To learn a miracle, a Cleric must memorize a particular sutra, scripture, sermon, or liturgy, which they recite upon casting. Clerics start with one random miracle; if they roll a reversible miracle, they must pick one. Lawful Clerics still Turn Undead, while Chaotic Clerics Command Undead.

  1. Liturgy of Kingly Protection/The House of Four Demons: lets you cast Protection From Evil/Good
  2. Heaven’s Feast Sutra/The Famine Gift Sutra: lets you cast Purify/Putrefy Food and Drink
  3. The First Words/The Litany of Night: lets you cast Light/Darkness
  4. Rite of the Scales of Justice: lets you cast Detect Evil at will
  5. The Parable of the Shore/The Way of All Flesh: lets you cast Cure/Cause Light Wounds
  6. The Miracle of Tongues: lets you cast Speak with Beasts

Exactly the same.

Magicians can learn any number of Magic-user spells. They can cast each of them once, and can regain expended spells by getting a full night’s sleep. All spells require a particular object to cast; more powerful spells require rarer and more cumbersome components. Magicians start with 2 random spells and their components. When you learn a spell, such as from a scroll or a book, you find out what it requires as a component.

  1. A cloth doll: lets you cast Animate Golem, which functions the same as Invoke Elemental, except that the golem has HD equal to your level.
  2. A sack of crow feathers: Let you cast Fly. Insinuate themselves into your flesh while you are under the effects of the spell.
  3. A human rib, sharpened at one end: lets you cast Magic Missile.
  4. A silver bell, inscribed with a closed eye: lets you cast Sleep.
  5. A stained disc of bronze: lets you cast Darkness, the reversed version of Light.
  6. A book bound in red thread: lets you cast Charm Person.
  7. A giant spider carapace: lets you cast Web.
  8. A large ivory earhorn: lets you cast Sixth Sense.
  9. A cloak of human hair: lets you cast Invisibility.
  10. A giant horse skull, wired through with gold: lets you cast Fear
  11. A mummified fish with pearls for eyes: kissing the fish lets you cast Water Breathing
  12. A tin breastplate inscribed with a pentacle: lets you cast Shield
  13. A long-stemmed ebony pipe: lets you cast Phantasm
  14. A great brass horn:  lets you cast Dispel Magic
  15. A flute carved from a human thighbone: lets you cast Hold Person
  16. A snake tattoo on the side of forefinger and thumb: lets you cast Read Magic at will
  17. A tattoo of an open eye on your palm: lets you cast Detect Magic at will
  18. An arm-sized iron nail: lets you cast Witch Lock
  19. A giant silver skeleton key: Lets you cast Knock
  20. An dead sapling studded with lead spikes:  lets you cast Plant Growth

Thieves can use any magic item or piece of equipment. They have a 3 in 6 chance of succeeding at the following. Their chances increase by to 4 in 6 at level 3 and 5 in 6 at level 6. At level 9, they roll twice and take the higher result whenever they make a skill check.

  • Climb
  • Disarm Traps
  • Hide
  • Listen
  • Pick Lock
  • Search
  • Sleight of Hand