Dungeon Master's Guide v 3.5

This page lists conversions from the Dungeon Master's Guide v 3.5. If you have new conversions, add them to the list.

Running the Game

No conversion necessary.

Using the Rules

No conversion necessary.


To do: Conversion of traps.

Nonplayer Characters

To do:

  • Do we need special rules for adepts?
  • A range of NPC stat blocks in the monster format for the various "classes" would be nice…


To do:

  • GURPS equivalencies for the various exotic weapons in this chapter should be clear-cut, so no conversion necessary.
  • Conversion of the various planar traits.


To do:

  • Conversion of various new player character races (which are also listed on the mm3-5 page)
  • Conversion of prestige classes. Many of these can be represented as Martial Arts Styles, Magical Styles or a combination of the two.

Rules on familiars

  • Arcane Archer
  • Arcane Trickster
  • Archmage
  • Assassin
  • Blackguard
  • Dragon Disciple
  • Duelist
  • Dwarven Defender
  • Eldritch Knight
  • Horizon Walker
  • Loremaster
  • Mystic Theurge
  • Red Wizard
  • Shadowdancer
  • Thaumaturgist

Magic Items

To do:

  • General discussion about how to fit D&D-style magic items into GURPS.
  • Perhaps "limited use" wands, staffs, etc. can be enchanted analogous to powerstones?
  • Iconic D&D magic items and artifacts for GURPS, possibly with unique enchantment spells.
  • Special rules for intelligent and cursed items?


No conversion necessary

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