Category: Homebrew & Houserules

Lifestyle Costs & Skill Use


5th edition simplifies player expenses, so that games don’t become exercises in accounting.  Chapter 5 of the PHB gives the daily cost for the various lifestyles (wretched, squalid, poor, modest, comfortable, wealthy, and aristocratic) and explains each lifestyle on pages 157 & 158.  The following system would allow players to ply a trade in order to live at a given lifestyle at no cost… but with no chance of monetary gain either.  I’d use this in place of Running a Business (DMG 129) to keep things relatively simple.

Lifestyle Proficiency Check:  I’d allow players to use proficiencies to make a living over the course of one month in place of charging lifestyle expenses.  Characters would have to spend the majority of their day (8-12 hours) engaged in skill or tool use to make a living off of it.  The base DC to achieve the listed lifestyle at no cost would be:

  • Wretched:  N/A.  This is scraping the bottom of the barrel.  PCs would never fall to this level without some major setback (see Carousing below).
  • Squalid:  0
  • Poor: 5
  • Modest: 10
  • Comfortable:  20
  • Wealthy: 25
  • Aristocratic: 30

Limits based on the wealth of the local population should apply.  For example, a character performing at a grimy tavern in the seedy section of town should be limited to modest lifestyle… even if his weekly performance roll indicates that he has earned a better lifestyle.

Here’s a breakdown of how each skill or tool proficiency could be used to earn a living, including notes on the lifestyle proficiency check roll:


  • Athletics:  Performing feats of strength (i.e. acting as a porter, wrestling in a fighting pit).  Roll at disadvantage because this represents the lowest form of labor.


  • Acrobatics:  Performing as an acrobat or juggler.
  • Sleight of Hand:  Picking pockets, stealing small objects, and confidence games.
  • Stealth:  Spying and scouting for guilds, military units, or other patrons would also require successful perception, investigation, and/or insight rolls.


  • Arcana, History, Investigation, Nature, and Religion:  The character could hire out as a sage or act as a consultant/researcher for a patron or group (i.e a guild or church).  Investigation could also be used by constables, reeves, church inquisitors, etc to perform their duties. Roll at disadvantage as plenty of apprentices would perform such services for free.  Roll normally if the employment has inherent risks to health or well-being.


  • Animal Handling:  Farmhand, animal trainer, mounted courier, or mounted mercenary. Roll at disadvantage unless the employment involves risks that allow for greater compensation.
  • Insight:  Fortune teller, con artist, local magistrate, judge, or adviser.
  • Medicine:  Veterinarian, goodwife, barber, apothecary, or physician.
  • Perception:  This would usually be used in conjunction with stealth to spy on others.  It could also be used for town watchmen or those who need to be observant (i.e. sailor in the crow’s nest or scout). Roll at disadvantage unless the employment brings the character into harm’s way.
  • Survival:  Frontiersmen, surveyors, guides, trackers.  Roll at disadvantage due to the nature and location of the employment.


  • Deception: Fortune teller, con artist, charlatan, or beggar.  Beggars would roll at disadvantage while con artists and charlatans would not due to the higher stakes and risks involved with those endeavors.
  • Intimidation:  Gang enforcer, crooked constable, threatening beggar, highwayman.
  • Performance: Poet, actor, lay minister, musician.
  • Persuasion: Town crier, politician, adviser, orator, or lawyer.

Tools & Kits
Most tool or kit proficiency checks require the tools, supplies, and a space in which to work.  Assuming that these are available, the check is made with no modifier.

Gaming set
All gaming set proficiency checks are made with no modifier unless cheating is involved.  With a successful Sleight of Hands roll the gaming set proficiency check may be made with advantage.   A character caught cheating  will find that his fortunes change rather quickly.

Musical instrument
All instrument proficiency checks may be combined with performance checks or could be made to tutor pupils in the use of those instruments.


Characters who wish to carouse (DMG 128) live at one lifestyle rank lower than that indicated by their lifestyle skill check to account for the added expenses incurred by their wanton ways.



My absolute favorite aspect of the Pendragon rules is its use of traits and passions to flesh out characters, define their motivations, and, at times, compel them to take actions that are in keeping with those traits and passion.

With WotC’s Unearthed Arcana variant alignment system in mind, I thought I’d see if I could effectively shoehorn my favorite bit from Pendragon into my new favorite RPG.



Roll 3d6 to determine each of the 13 traits listed in the left-hand column below.  These traits are also called virtues.

Add any cultural and racial modifiers to the relevant traits, to a maximum of 20 and minimum of 1. No starting trait may exceed 20, even after initial modifiers.  If no virtues are notable (14 or higher), you may raise one virtue of your choice to 14.

  • Values of 8-13 indicate no strong leanings with regards to that trait.
  • Values of 7 or lower show that you exhibit the vice listed in the column to the immediate right of the listed trait.
  • Values of 14 or higher show that you are virtuous, and strongly exhibit the virtue listed in the far right column.
Traits 7 or lower 14 or higher
Chastity Lustful Chaste
Diligence Slothful Energetic
Equity Arbitrary Just
Forgiveness Vengeful Forgiving
Generosity Selfish Generous
Honesty Deceitful Honest
Mercy Cruel Merciful
Modesty Proud Modest
Piety Worldly Pious
Prudence Reckless Prudent
Temperance Indulgent Temperate
Trust Suspicious Trusting
Valor Cowardly Valorous


These should be left to individual DMs and be heavily dependent on the campaign world and tone that they are aiming for.  I’ve provided some quick examples that I’d use in my classic Greyhawk campaign.

Dwarf, Mountain or Hill:  +2 to Equity, Diligence, and Valor/-2 to Generosity, Forgiveness, and Trust

Elf, High or Grey: +2 to Diligence, Mercy, and Temperance/-2 to Equity, Modesty, and Trust

Elf, Valley, Wood, or Wild:  +2 to Diligence, Temperance, and Valor/-2 to Equity, Forgiveness, and Trust*

* Wild elves suffer a -4 penalty to Trust

Gnomes, Deep:  +2 to Equity, Diligence, and Prudence/-2 to Generosity,  Forgiveness, and Trust

Gnomes, Surface:  +2 to Diligence and Prudence/-2 to Forgiveness and Temperance

Halflings, All:  +2 to Generosity, Forgiveness, and Mercy/-2 to Diligence, Temperance, and Valor

Half-Orc:  +2 to Diligence and Valor/-2 to Forgiveness, Mercy, and Trust

Humans: While cultural modifiers could be used, I’d simply allow humans to add 2 to up to three traits and subtract 3 from an equal number of traits.



When making a trait  test (which will be explained in an upcoming post) to resist giving into a particular trait’s, the trait score assigns a modifier which works just like ability score modifiers.

Score             Modifier

1                       -5

2-3                    -4

4-5                    -3

6-7                   -2

8-9                   -1

10-11                +0

12-13                 +1

14-15                 +2

16-17                +3

18-19                +4

20-21                +5

22-23                +6

24-25                +7

26-27                +8

28-29                +9

30                    +10


Law/Chaos Axis


Lawful:  Trait modifiers for these traits total +8 or more.

Neutral:  Trait modifiers for these traits total -7 through +7.

Chaotic:  Traits modifiers total -8 or less.

Good/Evil Axis


Good:  Trait modifiers for these traits total +18 or more.

Neutral: Trait modifiers for these traits total -17 through +17.

Evil:  Traits modifiers total -18 or less.

dragon with hoard

Tool Proficiencies in 5th Edition

According to the DMG (239) the proficiency bonus for tool proficiencies don’t apply when making ability checks to ascertain the quality, or to discern the origin, of a crafted items, since these checks do not require tool use.

I strongly disagree with this because no one should be more qualified to appraise and examine an item or structure than someone skilled in its creation.

In the PHB, tool proficiency affords the following:

A tool helps you to do something you couldn’t otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since  proficiency with a tool represents broader knowledge o f its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out o f particularly hard wood.

I’d expand this slightly, by allowing tool proficiency bonuses on both investigation and appraisal checks made to examine items that would be made with those tools.  If the character is proficient in the investigation skill, he does not gain any additional bonus (as he already has a proficiency bonus to such checks).

Furthermore I’d allow characters with a tool proficiency to more capably run a business related to that craft.  In the DMG, on page 129, there is a chart that determines how successful a character is in the running of a business enterprise.  I’d allow characters with a tool proficiency bonus to multiply that bonus by 5 and add it to the percentile die result.  I wouldn’t add any ability score modifier to this bonus because, when running a business, various ability scores would come into play (CHA to deal with suppliers, debtors, and customers, INT to balance the books and deal with the minutia of running a business, WIS to know how to deal with the unexpected, to apply common-sense when tackling problems, and to have the strength of will to weather rough patches, STR and/DEX to work at creating goods for sale, etc.)

Fixing the Medicine Skill, Healer’s Kit, and Healer Feat (D&D 5th Edition) – Updated on 5/29

Reading the PHB, it’s pretty clear that the Medicine skill does nothing to aid in the treatment of wounds, ailments, or diseases.  As written, it only allows for stabilizing dying creatures and for diagnosing illnesses.

Here are my slight changes to Medicine (and associated changes to the healer’s kit and Healer feat):


Medicine.  A Wisdom (Medicine) check lets you try to stabilize a dying companion, evaluate others wounds, diagnose illnesses, treat poisoned or diseased creatures, and examine corpses in order determine the cause of death.

With a successful Wisdom (Medicine) check you can stabilize a dying character at 0 hit points.

Medicine may also be used to provide long-term care to poisoned or diseased creatures.  When a poisoned or diseased creature is cared for by someone proficient in the Medicine skill, they make their recuperation saving throws (see Downtime: Recuperating on page 187 of the Player’s Handbook) with advantage.


Healer’s Kit.  This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

If you expend one use of a healer’s kit to treat a poisoned or diseased creature, they make their recuperation saving throw (see Downtime: Recuperating on page 187 of the Player’s Handbook) with advantage.


Healer.  You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

  • You have advantage on all Wisdom (Medicine) checks.
  • When you use a healer’s kit to stabilize a dying creature, that creature also regains 1d6+4 hit points.
  • As an action, you can spend one use of a healer’s kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this feat again until it finishes a short or long rest.


Recuperating.  You can use downtime between adventures to recover from a debilitating injury, disease, or poison.  After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw.  If you are treated by someone proficient in the Medicine skills, you have advantage on this saving throw.  On a successful save, you can choose one of the following results:

  • End one effect on you that prevents you from regaining hit points.
  • For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.

Lingering Wounds for 5th Edition D&D

As much as I’m digging 5th edition, the ability to completely heal all damage with a long rest doesn’t sit well with me.  Here’s a simple method that allows for lingering wound effects without bogging down the game.  It has the added benefit of giving new options for recovering from exhaustion effects (which is especially useful for berserker barbarians using the frenzy ability).


This optional rule allows for lingering wounds while keeping hit point recovery as is. To keep things abstract and simple, creatures take 1 level of exhaustion when they suffer a critical hit (instead of suffering increased damage) or drop to 0 hp. To offset the exhaustion effects associated with wound levels, cure wounds and restoration spells would remove exhaustion effects in addition to their curative effects. Cure wounds removes one level of exhaustion. Lesser restoration now removes up to two levels of exhaustion and greater restoration removes all levels of exhaustion.


Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

Level 1: Disadvantage on ability checks

Level 2:   Speed halved

Level 3:  Disadvantage on attack rolls and saving throws

Level 4:  Hit point maximum halved

Level 5:  Speed reduced to 0

Level 6: Death

If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description. A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks. An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink.

Stealing from 5th Edition D&D for 5th Edition Pendragon

One of my pet peeves with Pendragon is its use of reflexive modifiers on opposed checks.

If a mounted lance-wielder attacked a dagger-armed man on foot, the mounted man would receive a +5 modifier to his Lance skill for being mounted, while the man on foot would suffer a –5 modifier to his Dagger skill for the disadvantage of such a tiny weapon against a lance in this situation.

Rather than applying such modifiers (which stack things heavily in favor of one combatant) I’d like to use a modified form of 5th Edition D&D’s advantage rules:

Sometimes circumstances dictate that you are at an advantage when making a d20 check. When that happens, you roll a second d20 when you make the roll and use the more advantageous die roll.  Examples of circumstances that grant advantage include:

  • Hunting with hunting dogs
  • Finding one’s way in local woodlands
  • Attacking a foot soldier from horseback
  • Attacking an unaware foe
  • Sneaking up on a distracted guard
  • Making a trait check when circumstances favor that trait heavily

Advantage can apply to both opposed and unopposed checks and, in instances where multiple variables are at play, consider if the overall circumstances are clearly favorable to the individual making the d20 check. 

Inspired characters gain advantage on their chosen d20 check.  In instances where both parties have some form of advantage (i.e. inspired Saxon berserker attacking a mounted knight), the advantages cancel each other out so that both parties make normal d20 rolls.  

A combatant using the “uncontrolled attack” option (which used to be called “berserker attack” in older editions of Pendragon) gains advantage on their d20 weapon skill roll.  Likewise, a combatant using the “defense” option gains advantage on their d20 weapon skill roll but cannot deal damage.  As such, the advantage gained through an “uncontrolled attack” would be negated by an opponent choosing “defense”. 


Disadvantage only applies to unopposed d20 checks when you are clearly at a disadvantage.  In such situations, roll a second d20 when you make the roll and use the less advantageous die roll.  Examples of circumstances that grant disadvantage include:

  • Finding ones’ way in a mist-shrouded forest
  • Attacking a heavily concealed foe with a ranged weapon
  • Climbing a wall in chain or plate armor

Disadvantage does not apply to opposed checks because, in such instances that favored one individual over another, the favored individual would gain advantage on their d20 roll.  

Examples:  A bear being hunted by a drunken knight would have advantage on its avoidance roll against the knight’s hunting roll.  Also, an alert guard would have advantage on his awareness skill check when rolling against a fully armored knight sneaking towards him.  If that guard were distracted, however, neither roll would have the advantage.

Skills by Culture (Pendragon 5th Edition)

I’ll get back to posting about other games (D&D 5th Edition in particular) but, first, I’d like to get back to my added options for creating 5th Edition Pendragon characters.




If your character has all the attributes listed below, he qualifies for that class. Check with the gamemaster for female player characters.

Skills: First Aid 6, Battle 1, Horsemanship 6, one other skill (normally Sword) at 5
Traits & Passions: Valorous 8, Loyalty (Lord) 10

Skills: Great Spear 10, Other Weapon 5
Traits & Passions: Valorous 10, Loyalty (Lord) 10

Skills: Lance 10, Spear 5, Other Weapon 10, Horsemanship 10
Traits & Passions: Valorous 10, Loyalty (Lord) 10
The character must own a healthy combat-trained horse (rouncy, charger, etc.) with all tack, weapons, and a suit of armor.

Skills: Primary cultural weapon 10, First Aid 6

Traits & Passions: Valorous 12, Loyalty (Lord) 10, Honor 8

The character must possess the traditional weapons and equipment for the culture.

Mercenary Knight or Knight Errant
Skills: First Aid 6, Sword or other weapon 10, Lance 10, Spear 5, Horsemanship 10
Traits & Passions: Valorous 12, Honor 5, Loyalty (Lord) 15
The character must own a healthy combat-trained horse (rouncy, charger, etc.) with all tack, weapons, and a suit of armor. — The character must be knighted by a lord for favors done or heroic acts performed during play, most commonly on the battlefield. Squires, warriors, and sergeants are all occasionally knighted for their actions, and if the lord performing the ceremony cannot support them, they must live as mercenaries or errant knights until another lord is found.
Sometimes during a campaign the son of a heroic player character will be knighted by the heroic character’s lord, as a favor for past services. This must be determined during play. As on the battlefield, if the lord cannot support more household knights, the new knight becomes a mercenary or errant knight.

Bachelor (Household) Knight
Skills: First Aid 10, Battle 10, Lance 10, Horsemanship 10, Sword 10, Any other 2 non-combat skills 10
Traits & Passions: Valorous 15, Honor 5, Loyalty (lord ) 15
The character must own a healthy combat-trained horse (rouncy, charger, etc.) with all tack, weapons, and a suit of metal armor. Normally a household knight must be the son of a knight and age 21. Thus continuity is preserved. Some exceptions to these qualifications exist. Specifically, eldest sons may turn out not to qualify according to these standards, but may be knighted anyway if they can make a fair showing at knightly skills, especially if they are heirs to the title and their father is dead. Thus there are a fair number of rich, powerful, spoiled, unqualified adolescents riding around as knights.

Vassal Knight, Banneret, Lord
Not available at the start of play using this book. All bachelor knight requirements are needed. In addition, the character must have hereditary rights to the position, or be granted it through play. See Pendragon and the “Noble Ambitions” chapter for more information.
Lucky player knights who are also eldest sons of a lord who has died may immediately take an oath of homage and fealty to their liege lord to obtain their rightful office. However, this may depend upon game play, since many lords insist that new knights first prove themselves worthy of their inheritance. The gamemaster controls the situation.


Expanded Cultural Options for 5th Edition Pendragon (Modifiers to Statistics, Traits, and Passions)


I’ll be using the following modified statistic modifiers for the various cultures in my game because I think that they’re ample without being too drastic.  I don’t want all Saxons being hulking, clumsy, brutes and all Picts to be tiny and unattractive gymnasts.  These new modifiers all for meaningful statistic differences between cultures without making them into caricatures.

Cultural Modifiers to Statistics:

Cymric or Irish:  +2 CON

Frankish or Frisian:  +1 STR, +1 CON

Aquitanian:  +1 DEX, +1 CON

Pictish:  +2 DEX, +1 CON, -1 SIZ, -1 APP

Roman:  +1 DEX, +1 APP

Saxon:  +2 SIZ, +1 STR, -1 DEX


Roll 3d6 for each trait in the left-hand column, also called virtues.  The right-hand column traits, also called vices, are determined by subtracting the corresponding virtue from 20.  Add any cultural, religious or familial modifiers to the relevant traits, to a maximum of 19 and minimum of 1.

Add “3” to any religious trait.  No starting trait may exceed 18, even after religious modifiers.  If no virtues are notable (16 or higher), you may raise one virtue of your choice to 16.

Virtues Vices
Chaste Lustful
Energetic* Lazy
Forgiving Vengeful
Generous* Selfish
Honest Deceitful
Just* Arbitrary
Merciful* Cruel
Modest* Proud
Prudent Reckless
Temperate Indulgent
Trusting Suspicious
Valorous* Cowardly


Cultural Trait & Passion Modifiers:

Frankish Aquitanian
Traits: Proud +2, Reckless +2, Valorous +2 Traits: Vengeful +2, Indulgent +2, Proud +2, Worldly +2
Directed Trait: Indulgent (wine) Directed Trait: Suspicious (religious fanatics)
Passions: Loyalty (lord) +1d6, Honor +1 Passions: Loyalty (lord) -2, Honor +1
Irish           Roman
Traits: Vengeful +2, Indulgent +2, Reckless +1   Traits: Deceitful +2, Worldly +2, Proud +2
Directed Trait: None   Directed Trait: Suspicious (non-Romans)
Passions: Loyalty (lord) -1d6, Love (family) +1d6, Honor -1   Passions: Loyalty (City) or (Emperor) 3d6
Pict Saxon
Traits: Pious +2, Suspicious +2, Cruel +1 Traits: Arbitrary +2, Cruel +1, Honest +2, Energetic +1, Valorous +1
Directed Trait: None Directed Trait: None
Passions: Love (family) +2, Hospitality +1, Honor -2 Passions: Loyalty (Lord) +1d6, Honor -1


Regional Trait & Passion Modifiers:

Britanny Ireland
Traits: Energetic +1, Modest +2, Prudent +2, Valorous +1 Traits: Lustful +1, Energetic +1, Honest +2, Indulgent +2
Cambria   Logres
Traits: Arbitrary +2, Suspicious +2, Prudent +1, Temperate +1   Traits: Energetic +1, Forgiving +1, Honest +1, Just +1, Trusting +1, Valorous +1
Cumbria The North
Traits: Pious +2, Honest +1 Traits: Prudent +2, Selfish +2, Pious +1, Temperate +1
Directed Trait: Loyalty (Cumbrian lord): +1d6, Loyalty (non-Cumbrian lord): -1d6 Passions: Love (family) +1d3
Traits: Arbitrary +2, Suspicious +2, Prudent +2  

Regional Directed Traits:  +1d6 to the listed trait

Bedegraine (Logres): Suspicious of Lindsey (all time periods)

Benoic (The North): Suspicious Cymri (Uther & Anarchy), Suspicious of pagans (all time periods)

Benoit (Aquitaine): Suspicious Franks (Uther & Anarchy)

Brun (Logres): Suspicious of Hertford (Uther & Anarchy), Suspicious of faeries (Boy King & later)

Cambenet (Cumbria): Trusting of Logres knights (Romance & later)

Caercolun (Logres): Vengeful of Saxons (Uther & Anarchy)

Carhaix (Brittany): Suspicious of all Bretons (all time periods)

Colchester (Logres): Vengeful of Saxons (Uther & Anarchy)

Dal Riada (Ireland): Proud of Dal Riada (all time periods)

Dorset (Logres):  Suspicious of non-Romans (Uther, Anarchy & Boy King)

Dumnonie (Brittany): Suspicious of Vannetais (Boy King & later)

Escavalon Cambria): Suspicious of Estregales (Uther & Anarchy), Proud of Escavalon (all time periods)

Essex (Logres): Indulgent of alcohol (all time periods)

Estregales (Cambria): Suspicious of Gomeret (Boy King & later)

Ganis (Aquitaine): Suspicious of Franks (all time periods)

Gomeret (Cambria): Suspicious of Pendragon (Boy King & later)

Gorre (North): Trusting of pagans (all time periods), Trusting of witches (Romance & later)

Hampshire (Logres): Merciful of Saxons (Romance & later)

Hertford (Logres):  Selfish with food (all time periods)

Huntington (Logres): Suspicious Saxons (Uther & Anarchy)

Isle of Wight: Prudent at sea (all time periods), Valorous at sea (all time periods)

Jagent (Logres): Suspicious of Cornwall (Boy King & later)

Lambor (Logres):  Suspicious of Lindsey (all time periods except Tournament, Grail Quest & Twilight)

Leicester (Logres): Suspicious of of Cymri (all time periods)

Leon (Brittany): Trusting of paying customers (all time periods)

Lindsey (Logres): Suspicious of Pendragon (all time periods)

Lonazep (Logres): Cowardly with marsh monsters (all time periods)

London (Logres): Suspicious of Saxons (Boy King, Conquest & Romance)

Long Isles (North): Suspicious of Cymri (all time periods)

Lothian (North): Suspicious of Pendragon (all time periods except Tournament, Grail Quest & Twilight)

Malahaut (Cumbria): Suspicious of Pendragon (all time periods except Tournament, Grail Quest & Twilight)

Munster (Ireland): Trusting of Estregales (all time periods)

Nohaut (Cumbria): Suspicious of Malahaut (all time periods)

Oriel (Ireland): Suspicious of Pendragon (Romance & later)

Pomitain (Ireland): Valorous at sea (all time periods)

Rydychan (Logres): Suspicious of Cambrians (all time periods except Tournament, Grail Quest & Twilight)

Salisbury (Logres): Suspicious of Silchester (all time periods except Tournament, Grail Quest & Twilight)

Somerset (Logres):  Cowardly of faeries (all time periods)

Sugales (Cambria): Trusting of druids (all time periods)

Surluse (North): Proud of Irish ways (all time periods)

Sussex (Logres): Indulgent of alcohol (all time periods)

Thamesmouth: Suspicious of Saxons (Boy King, Conquest & Romance)

Tintagel (Cornwall): Trusting of Morgan le Fay (Boy King & later)

Tribuit (Logres): Cowardly of Faeries (Boy King & later), Indulgent of fine clothes (Conquest & later)

Winchester (Logres): Proud of Belgae (Uther & Anarchy)

Wuerensis (Logres): Suspicious of religious fanatics (all time periods)


Starred (*) virtues must equal or exceed 80.  Bonus is +3 to natural armor.


Differs by religion.  All religious traits must exceed 15.  See below for the benefits of each faith’s religious bonus.

Christian, British

Traits: Chaste, Energetic, Generous, Modest, Temperate

Religious Bonus: +3 Hit Points, +1d3 to Damage

Christian, Roman

Traits: Chaste, Forgiving, Merciful, Modest, Temperate

Religious Bonus: +6 Hit Points


Traits: Vengeful, Honest, Proud, Arbitrary, Worldly

Religious Bonus: +2 Movement, +1 Healing


Traits: Chaste, Energetic, Just, Prudent, Temperate

Religious Bonus: +3 Hit Points, +1 Healing

Pagan, British

Traits: Lustful, Energetic, Generous, Honest, Proud

Religious Bonus: +1 Movement, +2 Healing

Pagan, Germanic

Traits: Generous, Proud, Worldly, Reckless, Indulgent

Religious Bonus: +1d6 Damage


Fear:                               replaced w/ directed trait (cowardly)

Hate:                              3d6

Honor:                            3d6

Hospitality:                     3d6

Love:                              3d6*

Loyalty (any):                3d6

*When generating Love (family), the eldest son and all daughters roll 3d6 and use the result.  Each subsequent son subtracts one from the 3d6 roll (i.e. the third born son subtracts 2 from his roll while the 6th born subtracts 5 from his roll).

In families that provide equally for all male heirs (gavelkind inheritance), the roll is not modified for later-born sons.  Saxon, Irish, and Cambrian lords often practice gavelkind inheritance, known among the Cymri as cyfran.

Regional Passions:  Roll 3d6 to determine the regional Passion score:

Ailech (Ireland): Hate Orielmen (all time periods)

Bedegraine (Logres): Hate Norgales knights (Romance & later)

Caercolun (Logres): Hate Angles (Uther, Anarchy & Boy King)

Cambenet (Cumbria): Hate Irish (Uther & Anarchy)

Cameliard (Cambria): Hate Norgales knights (Uther & Anarchy), Amor (Guenever) (Romance & later)

Clarence (Logres):  Hate Gloucestermen (all time periods except Tournament, Grail Quest & Twilight)

Connacht (Ireland): Love Hunting

Cornouailles (Brittany): Loyalty to the King of Cornwall (all time periods)

Devon (Cornwall):  Hate Irish (all time periods)

Dumnonie (Brittany): Hate Vannetais (Uther & Anarchy)

Escoce (North): Hate Irish (all time periods)

Garloth (North): Hate Danes (Uther & Anarchy), Hate Saracens (Romance & later)

Gorre (North): Hate Irish (Uther & Anarchy)

Gloucester (Cambria): Hate Clarence (all time periods except Tournament, Grail Quest & Twilight)

Hampshire (Logres): Hate Saxons (Uther & Anarchy)

Hertford (Logres): Hate Saxons (Uther & Anarchy)

Huntington (Logres): Hate Saxons (Uther & Anarchy)

Jagent (Logres): Hate Cornishmen (Uther & Anarchy)

Kent (Logres): Hate Danes (all time periods)

Leinster (Ireland): Hate Irish Pagans (Boy King & later)

London: Hate Saxons (Uther & Anarchy)

Lothian (North): Hate Pendragon (Tournament & later)

Lyonesse (Cornwall): Hate Irish (all time periods except Tournament, Grail Quest & Twilight)

Malahaut (Cumbria): Hate Angles (Uther & Anarchy)

Maris (Logres): Hate Angles (Uther & Anarchy), Hate trolls (all time periods)

Meath (Ireland): Hate Pagans (all time periods)

Nohaut (North): Hate Malahaut (Uther, Anarchy, Boy King & Conquest)

Salisbury (Logres): Hate Saxons (Uther, Anarchy & Boy King)

Silchester (Logres): Hate Saxons (Anarchy & later)

Somerset (Logres): Hate Irish (Uther & Anarchy)

Strangorre (North):  Hate Irish (all time periods)

Surrey (Logres): Hate (Other) Saxons (Uther, Anarchy & Boy King)

Thamesmouth: Hate Saxons (Uther & Anarchy)

Tintagel (Cornwall): Hate Irish (Uther & Anarchy)

Totnes (Cornwall): Hate Giants (all time periods), Hate Irish (Uther & Anarchy)

Vannetais (Brittany): Hate Franks (all time periods), Hate Brittany (Tournament & Twilight)

Wuerensis (Logres): Hate Cambrians (Uther & Anarchy)

Generating Pendragon Character Statistics (Revised)

Before getting into the modifiers to statistics associated with each culture, I wanted to (briefly) show how character’s statistics are generated in my game.


Size: 2d6+6 (2d6+3 for female characters)

Strength: 3d6 (2d6+3 for female characters)

Dexterity: 3d6

Constitution:  3d6

In place of rolling these statistics, the character can assign 48 points to them and then apply cultural modifiers.

Appearance:   3d6 (4d6 for female characters)

Appearance is rolled separately for all characters.

Minimum and Maximum Starting Scores:  The maximum starting statistic score is 18, plus or minus cultural modifiers.  The minimum starting statistic score is 5.  Scores below 5 are raised to 5.

Distinctive Features: Distinctive features are based upon the Appearance statistic (see above). Characters with an average appearance (10-12) have 1 distinctive feature.  Those that are particularly handsome or unattractive have more than 1 distinctive feature, as detailed below.

Value Distinctive Features
Up to 6 3
7-9 2
10-12 1
13-16 2
17+ 3

Expanded Cultural Options for 5th Edition Pendragon (Background Information)

Background Information

5th edition Pendragon starts all player character knights as Cymric Christians from Logres for a simple, and sensible, reason:  Britain, in 485, is being assaulted by raiders from the north (Picts), west (Irish), and east (Saxons).  Meanwhile Britain’s indigenous people, the Cymri, struggle to hold their lands following Rome’s conquest and recent desertion of the island.  As such, it makes perfect sense that starting characters be Britons from Britain’s heartland striving to keep their lands from falling into barbarism and out from under the yoke of foreign occupation.

That said, I don’t see why Cymric pagans and Roman characters aren’t available as player knights.  At this point in history the Franks are still pagans and it is easy to imagine that paganism is still practiced among the Cymri… particularly those belonging to the hill tribes of Cambria and in the northern reaches of Cumbria.  Even in places where Christianity holds sway, I’d imagine that a good deal of the locals still hold to their pagan beliefs and practices, incorporating their ancestral folk lore into their Christian faith.

While the Roman legions and governors were withdrawn from Britannia in 410 AD, there’d certainly have been Roman and Romano-Cymric families that chose to remain behind.

Adding Cymric Bretons, Frankish, Aquitanian, and Romano-Celtic Gallic knights is also feasible as warfare on the continent, particularly between the Franks and Roman Gaul, could easily account for exiled and displaced nobles journeying north the Britain.  In fact, by 486, Gaul ceased to be a Roman province after the Frankish victory at the Battle of Soissons (Novidunum) in what is now northeastern France.  Also both Uther and Aurelius Ambrosius spent their years in exile in Brittany in the court of their cousin, Budic I of Britanny. There is little doubt that nobles and knights from the region, particularly Gauls and Aquitanians (Romano-Goths) displaced by the conquering Franks, would have joined the cause of the exiled princes and sailed with them to retake beleaguered Britain.

In an early campaign, justifying Saxon, Pictish, and Irish characters is a tough feat.  At this point, these people are the enemies of the Cymri in Cornwall, Logres, Cambria, and Cumbria.

Angus McBride: Saxon Warriors

Saxons, along with Angles, Frisians and Jutes, invaded and migrated to the island around the time of the collapse of Roman authority in the west. Saxon raiders had been harassing the eastern and southern shores of Britannia for centuries before, prompting the construction of a string of coastal forts called the Saxon Shore. Before the end of Roman rule in Britain, many Saxons and other folk had been permitted to settle in these areas as farmers.

Under the rule of Vortigern, Saxon mercenaries were employed to defend Britain against the Picts and Irish, and to aid him in uniting Britain under his banner.  Over time these Saxons were granted lands, particularly in Kent.  The Saxon warlords Hengist and Horsa manipulated Vortigern into granting more land and allowing for more settlers to come in, paving the way for the Saxon settlement of Britain and Vortigern’s downfall.

One way to incorporate Saxon characters would be to have them be British-born Saxons whose forebears served as mercenaries for the Romans, or Vortigern, and settled lands under Cymric rule.  Coming from established families, British-born Saxons would still face prejudice but, as sworn servants of Cymric lords, fall under the protection of those lords.  Their position, in the face of relentless Saxon invasions, would be tenuous and roleplaying such a character could be challenging… to say the least!  Based on the location of Saxon settlements in relation to Cymric lands,  some likely locales for such characters would be:

  • Eboracum and it outlying lands
  • Essex, particularly Ipswitch and Colchester (before they fall to the Angles)
  • London and its outlying lands,
  • The Southports region

Irish knights, in an early campaign, could be from Estregales and, until 495, Escavalon.  These lands have been held by Irish tribesmen for generations and are currently held by King Canan I.  While Estregales wars with its Cambrian neighbors in Gomeret, it has diplomatic relations with other British lords.  As such fosterage, a practice common to Wales and Ireland, could allow the sons of Irish lords to serve in Cymric courts as honored guests and wards.  Cultural tensions, diplomatic concerns, and opportunities for espionage could all make for great roleplaying sessions.

Angus McBride

Integrating Pictish characters, particularly knights, is a challenge in light of their insular nature and hostility towards their southern neighbors.   It is possible that some lowland clans could have tribesmen serving Cymric lords as mercenaries, such as scouts or as infantry, while Christian Picts (St. Ninnius converted the Picts of Benoic in 390 AD) might serve either the church or a Christian lord in the name of their faith.

Coming soon… Expanded Cultural Options, Pt.2