Slay The Spire 5e v1.1 - Player Version PDF
Slay The Spire 5e v1.1 - Player Version PDF
Slay The Spire 5e v1.1 - Player Version PDF
We fused card games and roguelikes together to make the best single player deckbuilder we
could. Craft a unique deck, encounter bizarre creatures, discover relics of immense power, and
Slay the Spire!
Slay the Spire is a deckbuilding roguelike made by Mega Crit. It's interesting monsters, mechanics, and
relics have inspired me to convert it to Dungeons and Dragons 5th Edition, and hopefully this guide on
doing so will inspire you to do so as well. This document goes over many things to convert your 5th
Edition game to Slay the Spire. Namely, the following:
Level 0 Characters
A Map System
A Compendium of all Relics
Starting Blessings
Unique Rest System
Mystical Orbs
A Complete Bestiary
Fantastical Potions
...And additional optional rules to spice up the game further to add something no other D&D campaign
has mastered: replay-ability.
Your Slay the Spire character starts off very weak, and gets exponentially stronger as time goes on. To
represent this, your character starts off at Level 0.
You start with one piece of armor and three weapons. If you are proficient in Medium Armor, you are
also proficient with shields. You may substitute a weapon for a shield. Separate from combat equipment,
you have 2d4 x 10 gold to spend on Adventuring Gear. In addition to having this equipment, you begin
with a Starting Relic.
Relics are powerful artifacts that are within the Spire. Many
grant you slight but important boosts. Ultimately it is up to
you and the DM to come up with what starting relic you have,
but a good reference point is a bit weaker than a Boss Relic.
Your starting relic does not have to be an actual artifact, it
could also represent some uniqueness in your character (i.e.
Burning Blood or Cracked Core).
Your character’s first encounter (besides each other) will be
with the mighty whale known as Neow. She offers four
different blessings to each of the PCs. Randomly determine
each of the blessings by rolling 1d8 for the first blessing, 1d8
on the same table for the second blessing (rerolling on same
result), and 2d4 for the third blessing. The 4th blessing is
always the same, which is the following:
“Replace your starting relic with a random boss relic.”
Unknown Location - An unknown room. You may encounter monsters, treasures, shops, or
something entirely different.
Shop - A mysterious merchant sells his wares in these rooms. Spend your well-earned gold here!
Enemy - Hostile enemies reside in these rooms.
Treasure - Relics and gold can be found in these coveted rooms.
Rest Site - Stop by these rooms to heal or smith.
Elite - Powerful foes are in these rooms. Defeating them will reward you Relics.
Boss Fight - A daunting encounter lies here, an enemy guarding the entrance to the next Act of the
Spire. There is a different icon for each boss, so look out.
It takes 2 hours to move from one location to the next regardless of distance on the map, and 8 hours
pass during a Rest Site, regardless of activity.
When you reach a Rest Site, you may take a Long Rest or Smith. If you take a long rest, use the rules as
normal for taking a long rest. If you choose to Smith, you are considered rested in terms of forced
march, but do not gain any other health benefits. If you Smith, you can choose one of your Relics or
Class Features, upgrading it. The amount of times you can do so depends on the Relic or Class Feature
(check chapters four and six respectively for specific information regarding what the upgrades are).
The Spire is home to many kinds of potions. In the Spire, most potions are small and quick to use, and
therefore do not typically require any action to use. However, you may only have 3 potions available at
once that do not require an action (this restriction is per PC). The rest require an action to use. A list of
potions and their effects are in the DM section of the book.
Humanoid creatures have 1 Orb slot. Constructs and Warforged have 3 Orb slots. Orbs are magical
effects that take place at the end of your turn, and there are 4 kinds. Whenever you would gain (also
known as channeling) an orb, you check to see if you have exceeded the 1 to 3 orb slot limit with the new
orb. If you have not, you place the orb in the next available slot. If you have, you evoke the first orb you
have channeled.
Evoking an orb destroys it but releases a powerful effect. An evoked orb does not have an effect
at the start of your turn; it is permanently gone. You may optionally evoke an orb as a bonus action
manually. Orbs gain power with Focus. Every orb type has an additional bonus
based on the amount of focus it has. You may gain 1 focus as a bonus action.
You lose ALL Orbs at the end of combat, as well as focus.
Here are the descriptions for the 4 orb types:
At the end of your turn, you may deal 1d8 lightning damage to a random enemy. There is no to-hit, there
is no save.
Evoke effect: When you evoke a Lightning Orb, it deals 2d8 lightning damage to a random enemy. There
is no to-hit, there is no save.
Focus effect: The end of turn damage and the Evoke damage increase by 1 for each focus you have.
At the end of your turn, increase this Orb’s evoke damage by 6 (this equals X).
Evoke effect: Deal X + 6 damage to the enemy with the lowest health.
Focus effect: The extra evoke damage per turn increases by 1 for every Focus you have.
At the end of your turn you gain 2 temporary hit points. These temporary hit points stack with any
temporary hit points you currently have, but go away at the start of your turn if not removed.
Evoke effect: Gain 5 temporary hit points. These temporary hit points stack in the same way as the end
of turn effect.
Focus effect: The evoke and end of turn temporary hit points increase by 1 for each focus you have.
At the start of your turn, gain an additional bonus action for that turn.
Evoke effect: Gain 1 additional action for this turn. If you have the Extra Attack feature, you may only
attack once with this action.
Focus effect: Plasma is unaffected by Focus.
You start with 3 energy each encounter. After moving to Act 2 and Act 3, you gain 1 max energy. Energy
represents your ability to do special abilities during combat. At the start of your turn, you gain 1 play,
which is a kind of action. A play can be used to play (or use) a card. When you use a card, you pay its
energy cost. You must have enough energy to pay in order to use the card. Upon using a card, you gain
its effects, as if using an ability. When you use a card, you may not play that card again for the rest of
the encounter. This is referred to as ‘expending’ the card, and other effects may expend cards.
All temporary hit points granted by cards stack with other temporary hit points, and last until
the end of combat. The temporary hit points are referred to as 'Block' in the cards, but still means that
you cannot have additional temporary hit points that do not stack. All temporary hit points gained from
cards are lost at the end of combat, unless stated otherwise.
If a card refers to your 'deck', it means all cards that you currently have. If you play an Attack
card, you must take the Attack action in order to play the card, replacing the attack you would normally
make with the played card. If you have the Extra Attack feature, you only need to sacrifice one of these
attacks.
The cards are not shown in this document for brevity’s sake, as well as that card effects should only
be revealed when revealed in-game.
If a card has one of the following keywords, this is what they mean:
Fading: At the end of your turn, roll 1dX, where X is equal to your deck size. On Y or lower, a random
card with the Fading keyword becomes unavailable until the end of combat. Y is equal to the number of
cards in your deck that have the Fading keyword.
X Cost: You may spend any number of energy (up to the amount you currently have) to make X equal to
the amount of energy spent.