f Roleplaying in a grim way

d20 Warheart rules were written to give me and my players the ability to play a grim d20 system RPG game in a low magic, low fantasy world. To use it, you should be experienced in any other d20 system game.
This system is NOT suitable for magic-sword-waving-fireball-throwing- dragon-slaying wanna-be heroes. There are no such heroes here. All are already dead.

If you like d20 Warheart or you want to comment it, send me an email.


Here is recent draft version 0.95:

d20 Warheart0.95draft

Character sheet - an empty character sheet for d20 Warheart.

Spell calculator - useful utility for all spellcasters. It can be used to calculate the chance to cast a spell.


version 0.95
- new much better layout (printer friendly version included)
- proofread
- creature conversion manual
- updated chapter basics
- removed multi attack feats
- added damage by base attack value
- rapid shot is back with updated prerequisites
- some feats have updated prerequisites
- two weapon fighting penalties now work as in usual d20 system game
- updated abilities of some clerics
- updated penetrate armor called shot
- lowered prerequisites of some careers
- updated feats brew potion and scribe scroll
- added exot. descriptor to exotic weapons
- common knowledge and inspire abilities updated
- combat expertise prerequisite Int 13 is back

New Rules Summary


Races have modified abilities. None of them are supernatural. More in Chapter 2 – Races.


There are no alignment rules at all.

Paths and Careers

Instead of classes and prestige classes, characters in d20 Warheart choose their life path and later a career. Most of paths and careers don’t have supernatural abilities. More in Chapter 3 – Paths and Careers .


Class skills are renamed to favored skills. Some skills are modified and there is couple of new skills in Chapter 4 – Skills.


Many feats are not used anymore. Some feats are modified and there is couple of new feats in Chapter 5 – Feats.

Fate Points

Fate points can be used to save a PC’s very life and can be considered last resort points. Fate points are described in Chapter 6 - Campaign.


These rules simulate traumatic experience. Characters can gain various minor or major disorders. Insanity is fully explained in Chapter 6 – Campaign.


In Chapter 7 – Equipment there are new armor and weapon tables and also some new items. Armor can be made of pieces that cover only part of body.


Combat rules are expanded. Fighting is more deadly and characters have more tactical options. Characters have fewer hit points and armor serves as damage reduction. Multiple attacks are removed, characters gain bonus to damage and critical threat range instead. Attacks of opportunity are removed. Critical hits work different, adding damage dice, rather than multiplying damage but can be more deadly and can strike specific part of body. Characters can target specific parts of their opponents’ bodies and disable limbs. Defense roll is used instead of Armor Class. Characters that are reduced to 0 hit points suffer debilitating deadly hit. More in Chapter 8 - Combat.


The spellcasting system is completely remade. Caster doesn’t need to memorize spells anymore. Instead he uses his Spellcraft skill to cast spells „on the fly“. Both clerics and wizards use the same spell system and the same primary ability (Int). Spellcasting is fatiguing and each cast spell gives caster fatigue points. Magic is a pretty dangerous business and often bad things can happen. See Chapter 9 – Magic and Chapter 10 - Spells.

Corvus Corax
(c) 2005 mmmattta