Warcraft Conquest d20
v3.0.01 BETA


Introduction
Long have we debated if a given spell can penetrate a dragon's scaly hide, if a Sentinel's arrow finds its mark in an Orc's armor, or if a warlock can convince the king's guard that they're just a misunderstood wizard and not secretly 3 demonic imps in a spellcaster's robe. And for just as long, we've turned to the randomness of a die roll to direct where a collaborative story will go when an outcome isn't certain. And that is what is at the heart of this system.This is a narrative-first system, and as such, there is no winning or losing as it is typically understood. This is collaborative storytelling, and like any good storytelling, there is a tension to the dramatic tale being crafted. There will be times when our protagonists move closer to their objective, and times when it will feel even more out of reach based on choices made and the roll of the dice. But through it all, we hope you are engaged in the tale being crafted and have a blast writing adventures alongside your fellow collaborators!
Building Your Character
All characters are made up of 3 basic components:
1) Their Health (HP), which is a measure of their well-being.
2) Their Ability Points (AP), allowing them to adjust fate in their favor.
And 3) The Perks that allow them to shine in accordance to their personalities, specializations, and skill sets.
All Player Characters start with 8 Hit Points, 14 Ability Points, and 5 Perks of their choosing.
Health is a representation of your character's wellbeing and their ability to stay active in the encounters.
Ability Points represent everything from your luck to your mana/energy/focus/runic power/holy power/etc. These points are your way of allowing your character to show off or recover on checks you believe they should excel, even when the dice are against you.
They can be spent to activate perks or modify rolls. It takes 1 Ability point to modify a roll by 1. So a roll result of 10, with 3 powerpoints used, becomes a roll of 13. These can be spent on any rolls made by the player, unless told otherwise.

The Character Sheet
Below are the 3 basic components of a character sheet.
• Their Health, or Hit Points (HP). The baseline of which is 8 HP.
• Their Ability Points (AP), which allows them to manually adjust their rolls. Characters typically start events with 14 Ability Points.
• Up to 5 Perks

Baseline HP = 8
Ability Points = 14Perk 1
Perk 1's Description

How To Play

The system, like previous versions, unfolds in the following way:
1) The GM ("Game Master", the one running the event), describes what is going on, often calling for a roll of some kind.2) The players will /roll 20 and narrate how their characters spend the round based on their results.3) The GM then describes what happens as a result, updating the situation, and often calling for another roll of some kind.
The cycle repeats this back and forth between the GM and Players for the duration of the event.Below are the finer rules that govern this general structure of gameplay.

/Roll 20
A roll check is a way of measuring what can be accomplished within the time frame of a round. A player makes their roll depending on the type of roll the GM has called for, and then can spend the results in any way they wish.There are two types of Rolls a GM will call for, the Standard check, and the Environmental check. The Environmental check is a reaction-only roll, and does not allow for players to act beyond that scope. All other rolls will be Standard checks.All rolls in this system are /roll 20, generating a result of 1-20 before any modifiers.Modifiers—from the GM, the condition track, and/or from perks and Ability Points—can occasionally cause the roll results to be outside of the 1-20 range. More on these critical effects will come later.Successful roll results can be spent freely by the player. A roll of 17, for example, can be used to deal 1 point of damage of an enemy, restore 1 health to the player, and mitigate 1 incoming damage from an ally.
Roll Result Table
Dice Result | Standard Roll Result | Environmental Roll Result |
---|---|---|
1 to 4 | -4 Health | -4 Health |
5 to 8 | -2 Health | -2 Health |
9 to 12 | 1 Damage, Healing, Mitigation, etc. (1 Success) | Safe |
13 to 16 | 2 Successes | |
17 to 20 | 3 Successes | Can save 1 ally |
* The full table, including values outside the 1-20 bounds, can be found on the Reference Sheet section.
RP Etiquette Tip: Remember to whisper to a player when you do something that affects them—such as healing them, saving them from damage, or buffing their next roll. There may be many emotes flying about, and a whisper is more likely to be seen!

Spending Successes
Players do not have to be limited to just Damage, Healing, or Damage Mitigation, although they are the bread and butter of what you can accomplish in a round. A player may opt into trading their successes for any effect from the table below. An example would be an augmentation Evoker or a classic ttrpg style Bard who are more interested in supporting their allies than dealing damage or healing! Or, if you feel confident an enemy is going to be brought down by your allies before you finish your emote, you can turn those leftover successes back into Ability Points for later.Outside of granting an ally a crit, every effect costs 1 Success generated from a roll.
Cost | Effect |
---|---|
1 | Deal 1 Damage to an enemy |
1 | Heal an ally for 1 HP |
1 | Mitigate 1 Damage from being taken by an ally |
1 | You or an ally may recover 2 Ability Points |
1 | Move yourself or an ally +2 on the Condition Track |
1 | Apply 1 Skill push toward the narrative situation |
3 | Grant an ally the effect of a Critical, regardless of their roll result. |
• Damage—Deal damage to an enemy. Cannot be used with environmental rolls.• Healing—Restore the health of an ally or yourself. Cannot be used with environmental rolls.• Mitigate Damage—Stop an ally from taking damage. Instead of suffering the damage meant for them, you will move -1 on the condition track per point of damage mitigated. Over Mitigating damage results in a +1 move (per point of damage) on the condition track for the shielded player.• Recovering—Restores 2 Ability Points per success to yourself or an ally.• Boosting—Improve the conditions a character is operating under so that they can perform better.• Skills—Effort are often put toward skills in attempts to modify the environment or context by the players, such as efforts toward a narrative objective. Non-combat skills like Perception, Social, and Knowledge checks would fall under this category. Not all encounters will allow for this option, and some objectives might require more than 1 success to be spent for the desired effect.
Dev Note: This is a narrative-first system, so the order of effects that happen within a round is up to the players affected. Some will want to play it safe and apply damage last, and others may play up the dramatic angle! Any minutia is up to the player affected.

Criticals
Critical results allows the player to do one of two things: 1) Activate any Active Perk your character has, immediately, and free of cost and all other restrictions, OR 2) Roll twice and take the higher result on your next roll.Crits can occur in three ways.1) when a player rolls a "natural 20", which is a die roll result of 20 before any modifiers are applied. All players have a 5% chance of this happening on every /roll 20.2) A player can create their own crit by getting a final result of 21 or higher after modifiers are applied. If the dice are not favoring you, you can still wrestle a crit out of them by reaching any result of 21 or higher through resources, abilities, allies, and anything else you have at your disposal to adjust a roll.Or 3) by being granted a crit from another player, regardless of your roll.
Gameplay Tip: Crits do not require a high result; Merely a stroke of luck, heroism, or teamwork.
Non-combat and Narrative Encounters
Non-combat-based encounters are run just like combat encounters are, but utilize the combat roll table in a narrative-forward way. You roll on the Roll Result table, but instead of dealing damage, healing, or mitigating a threat, you accrue successes.Depending on the nature of the non-combat encounter, damage may not make sense to impose on the player. In these cases, the player will move that amount down on the condition track.

For example, a small group of bounty hunters (the players) are after their high-value prize. Player A rolls a 13, giving them 2 successes in their ability to find their target's tracks. Player B, meanwhile, is trying to gather information from the locals and rolls a 6 for a -1. Instead of taking damage, they decide they have become frustrated with the local's dialect, and will move -1 on the condition track.
Skill Checks and Successful Efforts
Because a roll is a measure of what can be accomplished during a round, not all objectives can be met with a single Skill push. Some checks may require a number of successes to be accumulated by the group before they can accomplish the check. This difficulty is determined by the DM.More difficult challenges may require more effort and application of skills, and more successes may result in better outcomes.
For example, Player A and Player B are still hunting down their contract and they come across a warded lair. They both roll to deal with the ward, resulting in 1 success spent between them. The DM conveys that the ward is down, yes, but they've alerted their prey with the ward going down. They had the success needed to accomplish their goal and move forward, but not enough for a more flawless outcome.
Conditions,
KOs, and Wounds
Any good narrative is a push and pull against our protagonists. Sometimes they are on top of the world, and sometimes the odds are stacked against them. In this system, this is handled by the Condition Track as a universal system for buffs and debuffs. If you have an advantage, you receive a boon to your roll. When you're at a disadvantage, you will take a penalty.


The Condition Track
The condition track is a universal buff and debuff system. Anytime a player receives a buff, they go up +1 tier on the condition track. Anytime they are debuffed, they go down -1 tier on the track. This is cumulative. Eg. Receiving buffs from 3 allies will yield +3 movement on the track for the receiving player. If you receive 2 buffs (+2 on the ct) and 1 debuff (-1 on the ct), you simply find the net result: a +1 on the Condition track.A change in condition is applied at the start of the next round, and then the tracker resets to 0. Some conditions imposed by the DM may last longer.
Condition Track | Effect |
---|---|
+5 | +5 to all rolls |
+4 | +4 to all rolls |
+3 | +3 to all rolls |
+2 | +2 to all rolls |
+1 | +1 to all rolls |
Normal | No Effect |
-1 | -1 to all rolls |
-2 | -2 to all rolls |
-3 | -3 to all rolls |
-4 | -4 to all rolls |
-5 | -5 to all rolls |
KOs and Wounds
Sometimes, things get dire for our protagonists. When you reach 0 HP, you become Knocked Out (KO'd). With the help of teammates and perks, you can get back up, but you will be fighting against ever worsening wounds every time you put off your defeat and buy yourself a little more time on the field.
Severe Wounds
When players fall to 0 HP, they accumulate a -2 penalty to every roll due to their wounds. This is separate from the Condition Track and cannot be healed. The more often you get back up, the more your wounds will start to hold you back.The only limit to how many wounds a player can take is what the DM sets for the event, if any. Some DMs may allow you to get up indefinitely while others will limit the number of times their players can escape being KO'd
For example, if a player goes down a second time, they would suffer a persistent -4 to their rolls if they were to return to the fight.
A player can get back up after having 3 health restored to them. They return at 3hp.
Perks
Perks are an optional mechanic to add complexity to characters and modify the gameplay. They also are your options for critical effects. A player may only have up to 5 perks selected for an event.For every perk slot that you opted not to fill, increase your max Ability Points by 2. So if you only took 3 of a possible 5 perks, you gain 4 extra max AP because of the fewer perks selected.Passive perks are always active.Active Perks listed as "Slow" take time to perform, and thus forgo any combat roll. Perks listed as "Quick" can be rolled alongside your normal combat roll. A perk can be used as many times as you can afford to activate it.The Perk list can be easily expanded with optional additions by GMs, Guilds, and so forth. Outside of General Perks, unless otherwise stated, only one perk per category (Archetypes, Expertise, Racial/Faction, Role, etc) can be selected.

Category: Role
Up to 1 perk may be chosen from this category.
Defensive
Type: Passive
When you spend atleast one success to mitigate damage on your turn, you can add 1 to the total amount of damage mitigated this round.
Healer
Type: Passive
When you spend atleast one success to heal damage on your turn, you can add +1 to the total amount healed this round.
Support
Type: Passive
When spending successes or using perks to affect an ally (healing, mitigation, moving them on the condition track), move yourself +1 on the condition track at the start of your next turn.
Offensive
Type: Passive
When you spend atleast one success to deal damage on your turn, you can add +1 to the total amount of damage dealt this round.
Bulwark
Type: Passive
+4 to your maximum HP pool.
Resourceful
Type: Passive
-1 AP cost to activate a Perk

Category: General
Multiple perks may be chosen from this category.
Agile
Type: Passive
Gain +2 on environmental rolls
Blessing
Type: Active (Quick)
Cost: 1 success or 4 AP
Move an ally +4 on the condition track at the start of the next turn.
Bloodlust
Type: Active (Quick)
Uses: 2 AP
When you take damage, instantly move +1 on the condition track at the start of your next turn for each point of damage taken.
Companion
Type: Active (Quick)
Uses: 4 AP
May do any of the following:
• +1 healing, damage done, or damage mitigated
• Prevent you or an ally from dropping to 0 HP (perk cannot be used again afterward)
Eye for an Eye
Type: Active (Quick)
Uses: 4 AP
When you take damage or mitigate damage, deal 2 damage back to an enemy.
Inner Focus
Type: Active (Quick)
Uses: 3 AP
When you heal an ally, they move +1 on the condition track at the start of the next turn for every point of healing done.
Inspire
Type: Active (Quick)
Uses: 4 AP
Negate up to 2 damage taken by an ally and allow them to deal 2 damage to an enemy.
Leech
Type: Active (Quick)
Cost: 6 AP
Heal yourself for 1 HP for every 1 point of damage dealt this turn.
Onslaught
Type: Active (Quick)
Cost: 3 AP
Move yourself +1 on the condition track at the start of your next turn for each point of damage dealt
Opportunist
Type: Active (Quick)
Uses: 6 AP
Reroll and take the better result
Overcharge
Type: Active (Quick)
Uses: 3 AP
Add 1 success to your roll result per activation of this perk. Drop down an equal number of tiers on the condition track at the start of your next turn as successes gained in this way.
Rally
Type: Active (Quick)
Uses: 1 Success or 4 AP
Move up to two allies +2 each on the condition track at the start of the next turn
Reckless
Type: Active (Quick)
Uses: 4 AP
Make a second /roll 20 check and combine the roll results with the first. You cannot apply any modifiers or ability points to the second roll, and it can only accrue additional damage taken and successes.
Revival
Type: Active (Quick)
Uses: 6 AP
Restore a KO'd target, including self, to half their hp, rounded up.
Riposte
Type: Active (Quick)
Uses: 3 AP
When making an Environment Roll, gain successes as if it was a standard roll, allowing you to deal damage, mitigate damage, or heal allies when you normally couldn't. You can still mark yourself and potential allies as safe.
Sacrifice
Type: Active (Quick)
Cost: 1 HP
Loose 1 HP and recover up to 3 AP to yourself for an ally.
Second Wind
Type: Active (Slow)
Uses: 5 AP
Restore half your health to yourself, rounded up.
Self Assured
Type: Active (Slow)
Uses: 7 AP
Forgo making a roll and treat the result as if you had gotten a 17.
Shielded
Type: Active (Quick)
Uses: 5 AP
Reduce incoming damage taken by you or an ally by 3.
Stamina
Type: Passive
+2 to your maximum HP pool.
Take Cover
Type: Active (Quick)
Uses: 6 AP
Ignore your roll results. Do not take any negative penalties or suffer any negative effects this round.
Triage
Type: Active (Quick)
Uses: 4 AP
Pick an ally you have affected this round with your roll. Mirror those effects onto another ally.
Infusion
Type: Active (Quick)
Uses: 6 AP
Restore 1 AP to an ally for every point of damage you do this round.
Tears of Denial
Type: Active (Slow)
Uses: 6 AP
Until the end of the event, the targeted ally is saved from being brought below 1 HP once. If they suffer damage that would bring them below 1 HP, Tears of Denial prevents them from being downed, at 1 HP, and then ends. This effect cannot be reapplied once it has ended.
Font
Type: Passive
Restore 1 AP to yourself every turn that you do not take damage. Cannot use successes to restore AP to self if this perk is taken.
Slow Burn
Type: Active (Quick)
Uses: 4 AP to activate, 1 AP per turn to keep active
Deal 1 point of damage to a target upon this perk being activated. On sequential rounds, you can continuously spend 1 AP per turn to inflict another 1 point of damage to the target. Effect ends if the target dies or AP is not spent to maintain the effect.

Category: Expertise
Up to 1 perk may be chosen from this category.During an event or campaign, you may be asked to roll for Expertise as part of a Narrative encounter or as an Environmental Roll against certain effects. There are three Expertise type rolls within the D20 system, Body, Presence, and Intelligence. Each expertise roll is different, so be sure to check with your Dungeon Master which type of roll is required!Body rolls encompass a number of physical abilities, such as hand-eye coordination, reflexes, sleight of hand, athletics, lifting heavy objects, and stealth.Intelligence rolls encompass a number of mental abilities such as defusing a bomb, discerning a source of magic, the type of magic, recalling knowledge, or building something out of materials out of materials that you can see around you.Presence rolls encompass the force of personality, typically that of willpower, diplomacy, charm, and deception and other social skills.
Charismatic
Type: Passive
+4 to checks involving Presence-based narrative and environmental rolls
Savant
Type: Passive
+4 to checks involving Intelligence-based narrative and environmental rolls
Athletic
Type: Passive
+4 to checks involving Body-based narrative and environmental rolls
Quick Mind and Body
Type: Passive
+2 for checks involving Body and Intelligence narrative and environmental rolls
Silver Tongue
Type: Passive
+2 for checks involving Presence and Intelligence narrative and environmental rolls
Strong Personality
Type: Passive
+2 for checks involving Body and Presence narrative and environmental rolls
Templates
The following templates are quick-start options to bypass character creation and get into the action! As such, these also lean more heavily into passive perks so they can be picked up and played easier.


Adventurer
HP: 8
AP: 22 (14 + (4*2))No Perks


Death Knight
HP: 14 (8 + 4 Bulwark + 2 Stamina)
AP: 14
Bulwark (Role)
Type: Passive
+4 to your maximum HP pool.
Stamina
Type: Passive
+2 to your maximum HP pool.
Bloodlust
Type: Active (Quick)
Uses: 2 AP
When you take damage, instantly move +1 on the condition track at the start of your next turn for each point of damage taken.
Shielded
Type: Active (Quick)
Uses: 5 AP
Reduce incoming damage taken by you or an ally by 3.


Demon Hunter
HP: 10 (8 + 2 Stamina)
AP: 14
Offensive (Role)
Type: Passive
When you spend atleast one success to deal damage on your turn, you can add +1 to the total amount of damage dealt this round.
Athletic (Expertise)
Type: Passive
+4 to checks involving Body-based narrative and environmental rolls
Stamina
Type: Passive
+2 to your maximum HP pool.
Eye for an Eye
Type: Active (Quick)
Uses: 4 AP
When you take damage or mitigate damage, deal 2 damage back to an enemy.


Druid
HP: 8
AP: 16 (14 + (1*2))
Riposte
Type: Active (Quick)
Uses: 3 AP
When making an Environment Roll, gain successes as if it was a standard roll, allowing you to deal damage, mitigate damage, or heal allies when you normally couldn't. You can still mark yourself and potential allies as safe.
Agile
Type: Passive
Gain +2 on environmental rolls
Inspire
Type: Active (Quick)
Uses: 4 AP
Negate up to 2 damage taken by an ally and allow them to deal 2 damage to an enemy.
Revival
Type: Active (Quick)
Uses: 6 AP
Restore a KO'd target, including self, to half their hp, rounded up.


Evoker
HP: 8
AP: 14
Support (Role)
Type: Passive
When spending successes or using perks to affect an ally (healing, mitigation, moving them on the condition track), move yourself +1 on the condition track at the start of your next turn.
Blessing
Type: Active (Quick)
Cost: 1 success or 4 AP
Move an ally +4 on the condition track at the start of the next turn.
Rally
Type: Active (Quick)
Uses: 1 Success or 4 AP
Move up to two allies +2 each on the condition track at the start of the next turn
Opportunist
Type: Active (Quick)
Uses: 6 AP
Reroll and take the better result


Hunter
HP: 8
AP: 14
Quick Mind and Body (Expertise)
Type: Passive
+2 for checks involving Body and Intelligence narrative and environmental rolls
Companion
Type: Active (Quick)
Uses: 4 AP
May do any of the following:
• +1 healing, damage done, or damage mitigated
• Prevent you or an ally from dropping to 0 HP (perk cannot be used again afterward)
Agile
Type: Passive
Gain +2 on environmental rolls
Self Assured
Type: Active (Slow)
Uses: 7 AP
Forgo making a roll and treat the result as if you had gotten a 17.


Mage
HP: 8
AP: 14
Offensive (Role)
Type: Passive
When you spend atleast one success to deal damage on your turn, you can add +1 to the total amount of damage dealt this round.
Savant (Expertise)
Type: Passive
+4 to checks involving Intelligence-based narrative and environmental rolls
Overcharge
Type: Active (Quick)
Uses: 3 AP
Add 1 success to your roll result per activation of this perk. Drop down an equal number of tiers on the condition track at the start of your next turn as successes gained in this way.
Reckless
Type: Active (Quick)
Uses: 4 AP
Make a second /roll 20 check and combine the roll results with the first. You cannot apply any modifiers or ability points to the second roll, and it can only accrue additional damage taken and successes.


Monk
HP: 8
AP: 16 (14 + (1*2))
Quick Mind and Body (Expertise)
Type: Passive
+2 for checks involving Body and Intelligence narrative and environmental rolls
Agile
Type: Passive
Gain +2 on environmental rolls
Riposte
Type: Active (Quick)
Uses: 3 AP
When making an Environment Roll, gain successes as if it was a standard roll, allowing you to deal damage, mitigate damage, or heal allies when you normally couldn't. You can still mark yourself and potential allies as safe.


Paladin
HP: 8
AP: 14
Support (Role)
Type: Passive
When spending successes or using perks to affect an ally (healing, mitigation, moving them on the condition track), move yourself +1 on the condition track at the start of your next turn.
Blessing
Type: Active (Quick)
Cost: 1 success or 4 AP
Move an ally +4 on the condition track at the start of the next turn.
Shielded
Type: Active (Quick)
Uses: 5 AP
Reduce incoming damage taken by you or an ally by 3.
Second Wind
Type: Active (Slow)
Uses: 5 AP
Restore half your health to yourself, rounded up.


Priest
HP: 8
AP: 14
Charismatic (Expertise)
Type: Passive
+4 to checks involving Presence-based narrative and environmental rolls
Blessing
Type: Active (Quick)
Cost: 1 success or 4 AP
Move an ally +4 on the condition track at the start of the next turn.
Revival
Type: Active (Quick)
Uses: 6 AP
Restore a KO'd target, including self, to half their hp, rounded up.
Leech
Type: Active (Quick)
Cost: 6 AP
Heal yourself for 1 HP for every 1 point of damage dealt this turn.


Rogue
HP: 8
AP: 14
Offensive (Role)
Type: Passive
When you spend atleast one success to deal damage on your turn, you can add +1 to the total amount of damage dealt this round.
Silver Tongue (Expertise)
Type: Passive
+2 for checks involving Presence and Intelligence narrative and environmental rolls
Onslaught
Type: Active (Quick)
Cost: 3 AP
Move yourself +1 on the condition track at the start of your next turn for each point of damage dealt
Eye for an Eye
Type: Active (Quick)
Uses: 4 AP
When you take damage or mitigate damage in a round, deal 2 damage back to an enemy.


Shaman
HP: 8
AP: 14
Support (Role)
Type: Passive
When spending successes or using perks to affect an ally (healing, mitigation, moving them on the condition track), move yourself +1 on the condition track at the start of your next turn.
Shielded
Type: Active (Quick)
Uses: 5 AP
Reduce incoming damage taken by you or an ally by 3.
Revival
Type: Active (Quick)
Uses: 6 AP
Restore a KO'd target, including self, to half their hp, rounded up.
Inner Focus
Type: Active (Quick)
Uses: 3 AP
When you heal an ally, they move +1 on the condition track at the start of the next turn for every point of healing done.


Warlock
HP: 12 (8 + 4 Bulwark)
AP: 14
Bulwark (Role)
Type: Passive
+4 to your maximum HP pool.
Silver Tongue (Expertise)
Type: Passive
+2 for checks involving Presence and Intelligence narrative and environmental rolls
Companion
Type: Active (Quick)
Uses: 4 AP
May do any of the following:
• +1 healing, damage done, or damage mitigated
• Prevent you or an ally from dropping to 0 HP (perk cannot be used again afterward)
Sacrifice
Type: Active (Quick)
Cost: 1 HP
Loose 1 HP and recover up to 3 AP to yourself for an ally.


Warrior
HP: 12 (8 + 4 Bulwark)
AP: 14
Bulwark (Role)
Type: Passive
+4 to your maximum HP pool.
Athletic (Expertise)
Type: Passive
+4 to checks involving Body-based narrative and environmental rolls
Shielded
Type: Active (Quick)
Uses: 5 AP
Reduce incoming damage taken by you or an ally by 3.
Onslaught
Type: Active (Quick)
Cost: 3 AP
Move yourself +1 on the condition track at the start of your next turn for each point of damage dealt
Quick Reference Sheet
Roll Result Table
Dice Result | Standard Roll Result | Environmental Roll Result |
---|---|---|
<0 | -6 Health | -6 Health |
0 to 4 | -4 Health | -4 Health |
5 to 8 | -2 Health | -2 Health |
9 to 12 | 1 Success | Safe |
13 to 16 | 2 Successes | |
17 to 20 | 3 Successes | Can save 1 ally |
21 to 24 | 4 Successes + Crit | |
25+ | 5 Successes + Crit | Can save 2 allies |
Spending Successes
Cost | Effect |
---|---|
1 | Deal 1 Damage to an enemy |
1 | Heal an ally for 1 HP |
1 | Mitigate 1 Damage from being taken by an ally |
1 | You or an ally may recover 2 Ability Points |
1 | Move yourself or an ally +2 on the Condition Track |
1 | Apply 1 Skill push toward the narrative situation |
3 | Grant an ally the effect of a Critical, regardless of their roll result. |
The Condition Track
Condition Track | Effect |
---|---|
+5 | +5 to all rolls |
+4 | +4 to all rolls |
+3 | +3 to all rolls |
+2 | +2 to all rolls |
+1 | +1 to all rolls |
Normal | No Effect |
-1 | -1 to all rolls |
-2 | -2 to all rolls |
-3 | -3 to all rolls |
-4 | -4 to all rolls |
-5 | -5 to all rolls |

PVP/2-Phase Roll Result Table (Optional)
Dice Result | Attacker Roll Result | Defender Roll Result |
---|---|---|
<0 | -2 Health | -4 Health |
0 to 4 | -1 Health | -3 Health |
5 to 8 | 0 Success | -2 Health |
9 to 12 | 1 Success | -1 Health |
13 to 16 | 2 Successes | 1 Success |
17 to 20 | 3 Successes | 2 Successes |
21 to 24 | 4 Successes + Crit | 3 Successes + Crit |
25+ | 5 Successes + Crit | 4 Successes + Crit |
Optional Rules
The following rules are optional. Common optional rules will be included in the core rule document.
CUSTOMIZING THE SYSTEM
Over the years, the Conquest d20 System has been adapted by many guilds and RP organizations to run their own events with. Because v3 grew out of expanding the DM Toolkit, the customization of the system for guilds and for various group sizes was a central design pillar. We looked at how people were modifying our system to see where it fell short for them, and in expanding the toolkit, tried to address as many of those short-comings as we could.Want to add racial perks for players to choose from? Run a pirate campaign and want to let everyone take pirate related perks to customize their gameplay? Add a leveling system for your guild? Maybe different perk options for various roles within your state RP government? Hand out perks per rp campaign completed as rewards? All the above? And that's just by adding new categories of perks for your players.The system was designed from the ground up to be easy and forgiving to homebrew whatever you need. From making new perks easy to implement to adapting all manner of custom rules for extra crunch, from the 40 man epic battles to the small 5-man band of heroic (or dastardly) guildies, from facing unspeakable horror to solving social intrigues, from the pve to the pvp; we wanted a narrative-first system that made this possible.Below, you'll find a host of Optional Rules for this system.


Two-phased combat rolls (Optional)
Many rp communities prefer having an attack and defense stage for each round, especially for running smaller events. These phases are determined by the GM every time they ask for a roll. Typically, these will go back and forth, but not always. An ambush encounter may see the players always rolling as the attackers while a siege might see every round as a defender.The Attack phase more closely resembles the default roll chart. Meanwhile, the defender, due to being on the back foot and reacting, faces a general -1 to their success, as shown on the chart below.
Player vs Player (Optional)
For PvP, two players square up and both will /roll 20 at the same time. For group engagements or one vs a group, the group leaders will /roll 20 to determine initiative, and then the group will roll as either attacker or defender based on that initiative.The player with the higher roll is the attacker, having seized the initiative of the round. The player with the lower roll is the defender, being the one reacting to their opponent. If they tie, they are both considered an attacker on the table.Results are cumulative and the net effects are applied at the end of the round after everyone has gone. So if the attacker deals 5 damage, the defender may be able to react and escape—or atleast make the attacker regret it before going down.
For example, Player A and Player B are in a duel. They both roll, and Player A rolls an 8 and Player B rolls a 7. Player A is the attacker, having seized the initiative. They decide to spend a single power point to have 1 success they will spend toward damage. Player B decides to spend 10 of their Ability Points to have a result of 2 successes. They spend 1 to mitigate the incoming damage from Player A, and spend the other to deal 1 damage to player A. By the end, Player A has taken 1 damage and Player B has taken no damage.
PVP/2-Phase Roll Result Table (Optional)
Dice Result | Attacker Roll Result | Defender Roll Result |
---|---|---|
<0 | -2 Health | -4 Health |
0 to 4 | -1 Health | -3 Health |
5 to 8 | 0 Success | -2 Health |
9 to 12 | 1 Success | -1 Health |
13 to 16 | 2 Successes | 1 Success |
17 to 20 | 3 Successes | 2 Successes |
21 to 24 | 4 Successes + Crit | 3 Successes + Crit |
25+ | 5 Successes + Crit | 4 Successes + Crit |
Perks use charges (Optional)
Instead of Active Perks costing Ability Points, they have their own charges or number of uses per event.As a rule of thumb, perks can be used per event based off their Ability Point cost.
1/event = 8+ Ability Points
2/event = 6-7 Ability Points
3/event = 4-5 Ability Points
4/event = 1-3 Ability Points
Event difficulty and group scaling (Optional)
The number of baseline AP might be good as a dynamic value. Basically a way for the DM to set difficulty and vibe. The harder a scenario should be, the lower that baseline is. The easier a scenario is, the higher it can be. Because it's such an easy value to change going into an event, and can be adjusted with group size. Smaller groups might use more than larger groups. Or events like conquest that have alot of medical RP back at camp for KOd characters might want less to facilitate that RP with more KOs; but a guild adventure where you don't want to have half the party sitting out might have a higher baseline to help them remain standing throughout.
GM Guidelines
This next section deals with the GM side of the game. These are less rules, and more guidelines and tools to build the experience you have envisioned for your event.
GM and Adversary Moves

These are mechanics that can be assigned to an encounter as an environmental factor or an adversaries' special abilities, or simply incorporated as DM Moves to affect the vibe of the narrative. These are intended as a way to make adversaries more than just Hit Point sponges and to make environments feel more unique. Most of these are intended to be done as environmental rolls, regardless if they are an ability or part of the stage.
As a rule of thumb, an adversary should only have a select few and only get one use of them per encounter, and an environment should generally be limited to just one effect. These should be kept sporadic, outside the normal flow of an encounter, as they are not generally known by the players and might require explaining the mechanic as part of the turn update.
For example, a big bad evil guy could cast "Manaburn" (Exhaust below), depleting the player's Ability Points. Similarly, the players could come across a "Magical Dampening Ward", and the DM calls for the same effect.
Clash (Environment Roll)
Examples: A boss' rampage. A high stakes duel mid-battle.
Call out a player or a small group of players to put them front and center in the spotlight. They will make a contested roll against an adversary, and the winning team (the spotlighted players or DM) gets an immediate boon of +5 successes, or having 5 damage done to them on a fail.
Exhaust (Environment Roll)
Examples: Burning Mana, magical sleep, draining magical effects, exhaustion, stress
Deplete 2 Ability Points instead of dealing a point of damage. If a player does not have enough Ability Points to exhaust, they take damage instead.
Debuff (Environment Roll)
Examples: Magical Debuff, Restraint, Slowing effects, Adversaries hastened
Debuff the group of players. Instead of taking damage, they move down the condition track based on their roll. This effect lasts until the DM declares it over.
Limit (Environment Roll)
Examples: Boss cannot be attacked, suppression of healing magic or a death aura, being overwhelmed on all sides.
Roll 1-3 or pick a designed effect. Depending on what is rolled, the players will have one of the 3 key ways to spend success unavailable this next turn. On a 1, they cannot deal Damage. On a 2, they cannot Heal. On a 3, they cannot Mitigate damage for allies.
Deadly (Environment Roll)
Examples: Particularly dire circumstances, raging boss
Affected players increase all damage taken by 1 until the effect ends.
Relentless
Examples: Back up against the wall, Losing the battle
Push the players into a defensive stance, imposing -1 success on their successful roll results (this is also the defensive table in 2 phase combat/pvp).
Out-of-time
Examples: Silence or Counterspell effects. Fear effects. Disarmed. Too little time to react.
Players will be unable to use Active Perks this next round.
Reflect
Examples: Blue Dragons reflecting spells, wards, a countercharge of knights
Immediately reflect recent damage done back at every player in the group. It is advisable to not reflect all damage, but something appropriate to the encounter to make the narrative emoting matter (eg, reflecting all spells or a counter charge reflecting melee damage done)
Recover
Examples: Healing of a boss, raising new undead minions, calling more reinforcements for minions groups, self reinforcing ward
The DM rolls 1-10, and the adversary recovers the amount rolled.

Additional Guidelines
Use Expertise for Environment Rolls by default
You can spice up Environment Rolls by having them correspond to one of the Expertise traits, and it is worthwhile doing this as the default for Environmental Rolls. While Expertise works well with skills usage, they can also be utilized to allow characters to shine. Dropping rocks on the party? Allow players to add their Body modifier to the Environmental Roll. Investigating/avoiding traps? Have them add their Intellect to the Environmental Roll. Fighting off the Cthulhuian horrors of the void trying to drive them insane? Let them add that Presence.
Competence Assumed
• You don't need to have players roll for everything, especially in larger groups. Assume they are competent heroes who are capable of what they claim to be so in. You can just let them have their moment to shine as the story goes.• Use groups of minions more often than single targets. 1 damage = 1 kill.• You can give the group downtime when the narrative calls for it. Let them roll and ignore negative effects, or recover Ability Points through a roll based off how much downtime (ie 1-4 for a short rest) or just give them all a certain number back.
Encourage Prep Work
If players come up with creative ways to prepare for the event beforehand, you can give them one free use of Self Assured (automatic roll result of 17) in the upcoming event to be spent as a result of their prep work beforehand.
Adversary Health Guidelines
With a -6 to 6 native range table and around 14-22 Ability Points per player, players can be expected to burn through 70% of their resources by the time they deal a net 5 damage on average. As such, DM should roughly be planning event adversaries with total hp around 5x the number of players.For example, if you have 10 players, you can start planning an event to feature 50hp worth of adversaries on average. Whether this is a single boss with 50 hp, or 3 groups of minions at 10 hp per group and a boss at 20.
Changelog
From most recent to oldest.V3.0.01 BETA (9/8/25)
<Start of v3.0 Beta>
• Preliminary Carrd/Website setup
• Dungeon Master (DM) changed to Game Master (GM)
• Rename some lingering instances of Power Points to Ability Points
• Added paragraph defining standard and environmental checks
• Added explanation of Restoration and Buffing to Spending Success Sections
• 4 Perks (5 was for testing)
• Role perks clarified "When you spend atleast one success to [do x] on your turn, you can add 1 to the total amount of [x] this round."
• Readded Resourceful to Role Perks
• Take cover reworded "Ignore your roll results. Do not take any negative penalties or suffer any negative effects this round."
• Cost adjusted for Perks
• Double or Nothing reverted to Recklessness
• Templates updated
• Minor text clarificationsV3.0f (7/22/25)
• Baseline AP changed to 14
• Removed reduction of AP based off perks (Templated not updated)
• Removed 1 perk per round restrictionV3.0e (7/20/25)
• Power Points renamed Ability Points
• Perks reduce Max AP by 2 when selected. This makes perks optional, and allows for a very simple build of just HP, AP, and the condition track/modifiers to worry about.
• Clarified changes to the CT happen at the start of the next turn.
• Clarified 1 perk per turn, sans critical effects. Slow is just the ability, and Quick perks include a roll.
• Resourceful removed
• Leader renamed "Support"
• Take cover changed to "Disregard your roll results and take no action this round."
• Shielded changed to "Reduce incoming damage taken by you or an ally by 3." and AP cost lowered to 5.
• Reckless changed to "Double or Nothing"
• Overcharge reworked to be 1 success at the cost of AP, usable multiple times, and then moved you down the condition track by that much.
• Rally changed to "Move up to two allies +2 each on the condition track at the start of the next turn"
• Sacrifice lowers AP return, but can now gift that AP to allies too.
• Blessing changed to "Move an ally +4 on the condition track at the start of the next turn."
• Added new template: Adventurer
• Updated templatesV3.0d (6/22/25)
• Power Point baseline raised to 20
• Roll chart updated. Capped under 0 and 25+. Doubled negative results
• Perks costing power points was made the default.
• Added line under Perks, "A perk can only be used once per round, and twice with a crit."
• Removed "Adaptive" Perk
• Riposte changed to "When making an Environment Roll, gain successes as if it was a standard roll, allowing you to deal damage, mitigate damage, or heal allies when you normally couldn't. You can still mark yourself and potential allies as safe."
• Barbed Defense renamed "Bloodlust," text changed to "When you take damage, instantly move +1 on the condition track for each point of damage taken."
• Added "Sacrifice", "Leech", "Blessing", and "Onslaught" perks
• Eye for an Eye specified to 2 damage
• Leader perk should now synergize with Rally with the added text, "or using perks"
• PvP/2-phase table updated to be more in line with the default table
• Line added under Lingering Conditions optional rule, "This optional rule does not apply to perks, which are temporary bonuses, and only to the spending of success to move on the condition track."
• Added Adversary Health Guidelines
• Updated perks used by the class templates(6/19/25)
No mechanical changes
• Began to update trade dress and presentation
• Added DM's Guide section
• Added Class TemplatesV3.0c (6/12/25)
• Table of contents added
• Spending Success: Move yourself or an ally +2 (was +1) on the condition track
• Supportive perk changed to Leader: "When spending successes to affect an ally (healing, mitigation, moving them on the condition track), move yourself +1 on the condition track."
• Added Healer perk
• Perks renamed for more 'rule of cool' flare, per Max, especially if can mimic the VB abilities - Redemption renamed "Opportunist", Evade renamed "Take Cover",
• Self Assured PP cost up to 5.
• Revival clarified to "Restore a KO'd target, including self, to half their hp, rounded up."
• Barbed Defense perk damageV3.0a
<Start of v3.0 ALPHA>
Links

CREDITS
Project Administrator
Maxen
Lead Project Developer
Vessa/Sidhanei
Previous Project Leads
Ismond
Witherseed
Elysenna
Assistant Project Developers
Leth'dezod
Orion
Sae'themar
Graphical Assets
Vessa/Sidhanei
Maxen
D20 Credits
Ability Points—Helping Hands (WRA); Lyastei and Loviattar
Active (Slow/Quick) Perks—United Rose D20
Special Thanks
To our GMs, Testers, Moderators, and everyone who helped make this possible

Feedback
How do I submit feedback regarding the Conquest D20 system, including recommended changes or suggestions for perks, abilities, etc.?If you have a question regarding how to operate within the system, such as how to build a character sheet, then feel free to ask anyone familiar with the system. These questions can also be directed toward any Project Developer who should have the answer to any questions you have. If they are unable to answer your question, or you would like to recommend changes or offer suggestions that would alter the system, please submit them to the Lead Project Developer. The Lead Project Developer is Vessa/Sidhanei.
