Part 1: Character creation and magic
If character creation in Dragonbane is a bit different from other D&D-adjacent system, we’re now gonna talk about two mechanics that makes it, hmm maybe not groundbreaking (what is nowadays?), but unusual in a good way.

Character advancement:
There is no levels in Dragonbane. Instead how your character can improve is by increasing his skills (including with weapons), gaining new spells (see part 1) and, less frequently, gaining new heroic abilities.
Each time you roll a d20 and roll a 1 (a dragon) or a 20 (a demon) you check a box next to the skill you used.
In addition, if you answer yes to these questions at the end of the session you can check a skill box of your choice:
- Did you participate in the game session? (a freebie)
- Did you explore a new location?
- Did you defeat one or more dangerous enemies?
- Did you overcome an obstacle without using force?
- Did you give in to your weakness (optional rule)
(You can also find a teacher that has at least 15 in the skill you wish to improve and is better than you. The cost in time and money is left to the GM discretion, no direction is given in the rulebook beyond that unfortunately.)
Then, at the end of the session, with all checked boxes you must roll a d20 and exceed the number you already have in order to increase your skill by one. Pretty simple.
Heroic abilities: There’s 2 ways to gain new heroic abilities. The first is if you manage to increase a skill to 18 you immediately gain a new heroic ability of your choice. The other way is by accomplishing a « grand heroic deed », that’s also left to the GM’s discretion but it’s mentionned that it should be a rare event.
Pushing your roll & Conditions:
Now, another fun and interesting mechanics that is actually an optional rule, but I really see don’t why one wouldn’t include it, is the Pushing your roll. If a character fails a skill check he can choose to re-roll but with a cost, he’ll suffer from a condition from now on. Each attribute is linked to a specific condition: Strength >> Exhausted, Constitution >> Sickly, Agility >> Dazed, Intelligence >> Angry, Willpower >> Scared, Charisma >> Disheartened.
You choose the condition you’ll gain and will have bane (roll two d20 take worst) on any skill check linked to the affected attribute. You can’t choose a condition you already have and you’re also supposed to roleplay somewhat the whole deal.
You can also gain conditions in other ways, an environemental effect, a monster attack, etc. To remove a condition (or all conditions) you must do a shift rest (6 uninterrupted hours).
Closing Comments:
- For me the character advancement system is reminiscent of the Elder Scrolls video games (I’ve played extensively to Morrowind back in the day, didn’t even try Skyrim though) where your stats simply improve with how much you use them. I like this.
- An unfortunate side-effect though, at least for my young players, is the « I want to roll… » just in the hope of rolling a 1 or 20 and check the skill box. Listening to a door with an awareness check has never been so popular I tell you.
- I’ve homebrewed somewhat the questions in my game (i.e did you explore a new location? >> did you find an iconic location in the dungeon?)
- The way we play, my players’ characters suffer from at least one or two conditions each session, both from pushing their luck and dungeon hazards. The way to remove a condition is a bit more arduous than simply shift resting in my game, they must find a way for their characters to have a good time (i.e having a quality meal).
- The conditions makes me think of my basic military training where I saw several guys vomiting from exertion (sickly!) but still going on, I dunno, makes sense to me.















