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D&D COMBAT-FAITHFUL ROGUELIKE · IMPLEMENTED SUBSET

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

SystemImplementation
Attacksd20 + 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.
Movement5 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.
EquipmentArmor 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 potionsAn action to drink under 2014 rules. Healing: 2d4 + 2. Greater healing: 4d4 + 4. Healing never exceeds maximum HP.
Rest resourcesShort 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.

SpellExact supported effect
Fire BoltAction; 120 ft; ranged spell attack. 1d10 fire damage, rising to 2d10 at character level 5. No INT modifier is added to damage.
Magic MissileAction; 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 StepAvailable 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

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.

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