The rules behind the rolls.
DND Rouge uses D&D 5e’s 2014 rules for the attacks, spells, equipment, and class features listed here. It is an independent fan-made proof of concept, not an official D&D product or a complete tabletop simulator. Arena progression and recruitment are custom systems. Choosing one edition avoids silently mixing 2014 and 2024 mechanics.
Combat that follows 5e
| System | Implementation |
|---|---|
| Attacks | d20 + proficiency + relevant ability modifier + equipment bonus versus AC. Natural 1 misses; natural 20 critically hits. Critical hits roll damage dice twice; flat bonuses are not doubled. Ranged spell attacks have disadvantage with an active foe within 5 ft. |
| Movement | 5 ft per square, including diagonals. Dash adds movement equal to speed. Disengage prevents opportunity attacks. Teleporting does not spend movement or provoke. Dodge imposes disadvantage until the next party turn. |
| Equipment | Armor sets base AC; light armor adds DEX. Shields add +2 AC. Class proficiencies gate equipping. Magic weapons improve weapon attack and damage rolls. Wands of the War Mage improve spell attack rolls, never spell damage. |
| Healing potions | An action to drink under 2014 rules. Healing: 2d4 + 2. Greater healing: 4d4 + 4. Healing never exceeds maximum HP. |
| Rest resources | Short rests spend available Hit Dice with CON to heal and restore short-rest features. Arcane Recovery restores a total of up to half wizard level, rounded up, in spell-slot levels once per day. Long rests restore health, slots, and at least one or half maximum Hit Dice. |
The supported classes
Fighter: Defense fighting style (+1 AC while armored), Second Wind (bonus action, 1d10 + fighter level, once per short or long rest), Action Surge at level 2, Champion critical range of 19–20 at level 3, and Extra Attack at level 5.
Rogue: Finesse weapons use STR or DEX, whichever is better. Sneak Attack requires advantage, or an active ally adjacent to the target, and no disadvantage. It applies once per turn, adds 1d6 at levels 1–2, 2d6 at 3–4, and 3d6 at 5. Off-hand attacks require a prior Attack with a light weapon and another light weapon in the other hand; they use a bonus action and omit a positive ability modifier from damage. Cunning Dash and Disengage unlock at level 2. Uncanny Dodge automatically uses a reaction to halve a hit at level 5.
Wizard: Intelligence-based spell attacks, the standard level 1–5 spell-slot progression, and Arcane Recovery. Fire Bolt is the supported cantrip. Seven leveled spells form a limited prepared library: Magic Missile, Shield, Mage Armor, False Life, Longstrider, Misty Step, and Scorching Ray. The preparation limit is at least one, otherwise Wizard level plus INT modifier. A full tabletop spellbook starts with six 1st-level spells and learns two per level; that larger learning system is not simulated here. No concentration spells are currently offered.
| Spell | Exact supported effect |
|---|---|
| Fire Bolt | Action; 120 ft; ranged spell attack. 1d10 fire damage, rising to 2d10 at character level 5. No INT modifier is added to damage. |
| Magic Missile | Action; 120 ft; 1st-level slot. Three automatic-hit force darts, each 1d4 + 1, assignable to separate targets. Each higher slot level adds a dart. One shared d4 roll is applied to the simultaneously resolving darts. No attack roll or critical hit. |
| Misty Step | Available at wizard level 3. Bonus action and a 2nd-level or higher slot. Teleport up to 30 ft to an empty visible space, without movement cost. The bonus-action spell restriction is enforced in either casting order: the only other spell that turn may be a cantrip with a casting time of one action. |
Additional prepared spells
Shield: a reaction and a spell slot grant +5 AC through the start of your next turn. Automatic casting can be toggled in More actions and triggers only when it can prevent a hit; it never prevents a natural-20 critical hit. The supported enemies do not cast Magic Missile.
Mage Armor: action, unarmored self target, base AC 13 + DEX for eight hours; ends if armor is equipped. False Life: action, 1d4 + 4 temporary HP for one hour, +5 per higher slot; no stacking or actual healing. Longstrider: action, +10 ft speed for one hour, no concentration. Mage Armor and Longstrider are limited to self targets here; Longstrider’s additional upcast targets are outside this slice. Buffs persist between rooms, with six seconds per party round. Rest time expires their durations.
Scorching Ray: action, 2nd-level slot, 120 ft. Assign three rays, each with its own ranged spell attack and 2d6 fire damage. Higher slots add one ray. Critical hits double that ray’s damage dice. Rays assigned to an enemy that falls are spent; no automatic retargeting occurs.
Races and progression
Six ability scores are generated with 4d6, dropping the lowest, then prioritized for class ability and Constitution. Supported racial bonuses use the 2014 Human, High Elf, Hill Dwarf, Tiefling, Lightfoot Halfling, and Half-Orc. Implemented traits include Halfling Lucky on attack rolls, Hill Dwarf HP, Tiefling fire resistance, and Half-Orc Relentless Endurance and Savage Attacks. Other racial spells, senses, skill and exploration traits are outside this combat slice. Individual illustrations match each hero’s ancestry, class and gender. Existing saves receive a stable matching illustration. Equipped items affect combat stats; illustration equipment does not change dynamically.
Starting HP is the class’s maximum Hit Die plus CON; later levels use the fixed average plus CON. At level 4, Manage Level Up lets you assign two points to one ability or one to two, capped at 20. Constitution modifier increases retroactively add HP for every character level. Other levels do not grant ability-score points. Recommended choices apply when entering the next room if you skip management. Level progression caps at 5. Druid and the old bear-spirit substitute have been removed; Wild Shape is not represented as a generic buff.
The expanded bestiary
The twelve templates are Goblin, Goblin archer, Skeleton, Zombie, Kobold, Wolf, Orc, Hobgoblin, Gnoll, Bugbear, Ogre and Owlbear. These Monster Manual creatures use the 2014 statistics published in the SRD 5.1. Original illustrations give each species its own silhouette, expression and pose. Encounter composition varies by arena, party level and party size; HP, AC and attack bonuses are not inflated with rounds. The tenth-room boss rotates Bugbear, Ogre, Owlbear, then repeats.
Implemented traits: Goblin Nimble Escape, Wolf and Kobold Pack Tactics, Zombie Undead Fortitude, Skeleton bludgeoning vulnerability and poison immunity, Orc Aggressive movement, Hobgoblin Martial Advantage, Gnoll Rampage, Bugbear Brute, and Owlbear Multiattack. The Owlbear makes one Beak and one Claws attack with its action. Opportunity attacks use only one melee attack. Large creatures occupy 10 × 10 ft, with distance measured to their nearest occupied square.
Prone: Wolf Bite forces a DC 11 Strength save. On failure, crawling costs double movement and your attacks have disadvantage. Attacks against you have advantage from within 5 ft and disadvantage from farther away. Use Stand up in More actions to spend half your speed in movement without consuming an action. Prone clears when the next arena starts.
Undead Fortitude: a Zombie reduced to zero attempts a Constitution save against DC 5 + the damage taken. Success leaves it at 1 HP. Critical hits and radiant damage prevent the save. Every monster’s supported attacks, traits, defenses and source page are available through its info button and the Field Guide.
Explicit arena rules and limits
- Side initiative: all standing player heroes act, then enemies. Within a side you choose the order. This replaces individual initiative rolls.
- XP pacing: standard cumulative 2014 thresholds are 0, 300, 900, 2,700 and 6,500 for levels 1 through 5. Arena XP is custom: 50 per normal room in act 1, increasing by 10 each act; bosses grant 150, increasing by 50 each act. Every party member receives that award once, including downed heroes. This replaces monster XP division and milestone leveling. A new hero reaches level 2 at room 6 and level 3 at room 15. Earned levels remain pending until confirmed or automatically assigned before the next room.
- Recruitment: a 6% rare-rival check in eligible non-boss rooms from round 4, while the party has fewer than 3 heroes. A fresh full party turn is required. The displayed chance is 5% + 75% × (missing-health fraction)1.5, rounded, capped at 80%. Success and failure both spend the whole standing party’s turn. Recruit health and resources carry over.
- Boss rescues: a captive appears in each tenth-room boss fight if the party has fewer than three members. Move within 5 ft, then spend the helping hero’s action, bonus action, and remaining movement. One attempt per captive has a 60% recruitment chance. Failure frees the captive without recruitment; success adds them with current HP and no immediate turn. Help before the enemies are defeated. This custom rescue action is separate from tabletop Help.
- Loot and boons: three choices after each room, with one magical equipment roll. Equipment rarity odds are 78% Uncommon, 20% Rare and 2% Very Rare; boss rooms improve these to 57%, 35% and 8%. These drop rates are custom arena rules. The draw is saved before the reveal and reloading does not reroll it. Named equipment uses its listed D&D effect. Restorative embers and aether draughts are visibly marked custom arena boons. Companions are never loot rewards.
- Level-up choices: the manager shows HP gains and supported new class features, allows level-4 ability allocation, and lets Wizards choose prepared spells from the supported library. Preparing on level-up is an explicit arena convenience instead of the normal long-rest timing. Multiclassing and feats are not implemented.
- Equipment downtime: gear can be swapped between rooms; displaced items stay in the stash. Attunement is automatic. A short rest automatically spends Hit Dice until healed or exhausted, and Arcane Recovery automatically chooses missing higher-level slots first.
- Defeat: at 0 HP a hero is down and cannot act. Death saves and death are not simulated. A long rest revives downed heroes as an arena rule. Losing the entire party ends the run.
- Scope: no full spellbook, subclass selection, racial spell menus, stealth/cover geometry, component hand management, grappling, conditions catalogue, or equipment appearance changes. Twelve monster templates retain their official 2014 base statistics. Bosses rotate between Bugbear, Ogre and Owlbear stat blocks, with custom arena titles. Archers and shield-bearing enemies use legal loadouts; enemies never switch shield loadouts mid-battle. Detection checks, surprise and direct sunlight are not simulated. Ammunition and thrown weapons are replenished for enemy attacks in this prototype. Rival adventurers use generated player-class statistics with basic attack AI. Complete backgrounds, skills, and all subclass or racial features are outside this combat slice. The open arena offers no hiding positions.
Rules sources
Verified against the official 2014 class rules, spell descriptions, combat rules, equipment rules, character advancement, SRD 5.1 magic-item enhancement tiers, and official Goblin and Bugbear stat blocks. This page summarizes the game’s implementation; the original rules remain the reference.
Monster statistics and rules adapted from the System Reference Document 5.1 by Wizards of the Coast LLC, available under Creative Commons Attribution 4.0. Adaptations include software behavior, selected attack loadouts, original art, and arena encounter rules.