A fan-made tabletop
Wheel of Time
Our own rulebook for the Pattern — not D&D with the names swapped in.
This is a Wheel of Time roleplaying game two friends wrote because we love the books and did not love the official Wizards of the Coast version. That game felt like Dungeons & Dragons with Wheel of Time shapes pasted on. We wanted something that played like the Third Age: houses and command, hunters and the One Power — not a generic fantasy chassis wearing a heron-mark sword.
The rules start from D&D 3.5, with the occasional idea from 4th and 5th edition. Everything else — talent trees, fighting styles, physicality, and channeling — we built ourselves. This site is that rulebook, laid out for the table.
We've played and revised this for almost fifteen years. It is still homebrew, so expect the odd imbalance or typo — we are not professionals, just two people who built something we love and wanted to share. Use it, change it, adapt it to your turning of the Wheel. Enjoy.
There is a character creation tool on the Character Creation page if you want a digital sheet instead of paper.
How It Plays
The short version. Game Basics has the longer one.
- You resolve almost everything with a d20 plus modifiers against a target number — Defense in a fight, a skill DC everywhere else.
- Characters grow by spending Talent Points into a class tree, a weapon craft (or channeling), and the physicality tree — not by collecting a long feat list.
- On your turn you usually get two Standard actions, and many abilities build and spend stacks that represent command, rage, or other momentum in the fight.
- Armor soaks damage instead of making you harder to hit. Hits still land; steel decides how much of them you feel.
- Game BasicsWhat we kept, what we changed, how a session runs
- Character CreationFive steps from blank sheet to table-ready
- Browse ClassesAll five class trees
- Weapon CraftFighting styles and Channeling
Wheel of Time RPGRules manual