LegendQuest Players Handbook

by Blightspreader

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LegendQuest

Introduction and Character Creation

What is LegendQuest?

All LegendQuest games are composed of 4 main parts: The Dungeon Master (DM), 1-4 Player Characters (PCs), an adventure, and some method to roll dice, and visualize battle.

The Dungeon Master

The person running the game's mechanics, the Dungeon Master is both combat general, and storyteller, and is responsible for delivering the adventure and the challenge to the Player Characters. A Dungeon Master is technically a player, and is required for a successful campaign of LegendQuest, as you can't play without one. The Dungeon Master has 4 distinct roles that (s)he inhabits over the course of the game:

- Narrator

The Dungeon Master is responsible for relaying the story to the players, and using dice rolls, player actions, and their imagination to present challenges and encounters for the players to overcome.

- Adventure Builder

At its core, LegendQuest is an adventure game, and the Dungeon Master is responsible for creating and implementing a fun and rewarding adventure for the players to embark on.

- Combat Controller

The Dungeon Master is a player, in the sense that s(he) controls the various NPCs and Monsters that the players might interact with, during their journey. This does not necessarily mean that the game is simply "The DM vs. The PCs", as the Dungeon Master's foremost goal is to have fun, and beyond that, to tell an engaging story.

- Referee

The Dungeon Master has the last say on all rule-related decisions. Some Dungeon Masters may prefer the "Rule of Cool", the idea that if a player bends the rules in a creative way, that the Dungeon Master may let it pass. Other Dungeon Masters are firm on the RAW, or "Rules as Written", dictating that the rules are in place, for a reason.

Players may find that playing as the Dungeon Master is the best part of the game. Playing as the Dungeon Master isn't necessarily a permanent role; players can take turns being the Dungeon Master, between adventures.

The Player Characters

The members of the adventuring party, the Player Characters are the focus of the story, and the center of the game's action.
When you play as a LegendQuest adventurer, you step into the persona of your character and make decisions as if you were them. You decide whether to attack a monster, negotiate with a villain, or accept a dangerous task. You make these decisions based on your character's aspirations, beliefs, and personality, and have almost limitless control over what your character can say or do in the game.
Most players enjoy the aspects that LegendQuest has to offer, but each player typically falls into a "player archetype", or a specific set of motivations that the player has for playing the game.

- Actor

The actor enjoys the roleplay and character development that LegendQuest provides, and in essence, likes to pretend to be their character. They enjoy making their character feel like a real person in the world, and interacting with the rest of the party, the various NPCs and monsters of the world, and with the fantasy world in general.
Be sure that the actor doesn't bore the other players by talking to everyone and interacting with everything, and that they take combat and other gameplay situations seriously.

- Explorer

The explorer is the most invested in the world, and its lore, and is only experiencing all that it has to offer. Like the actor, the explorer may ask heavily about details of names, places, and objects, and may take expansive notes on their surroundings.
Be sure the explorer doesn't use their knowledge of the game world to their advantage, or, like the actor, bore the other players and exhaust the Dungeon Master with questions about detail.

- Power Gamer

The power gamer is obsessed with character progress, but unlike the actor, is focused on the idea of building their character to be the strongest around. Roleplaying tasks are second to combat and looting. Most players have a little power gamer in them; it's an inherent part of playing a roleplaying game, and the accumulation of power, and using that power, are two of LegendQuest's core elements.
Be sure the power gamer doesn't overpower their fellow players with abilities or gear, attempt to take more than their share of the spoils or steal from other party members, or treat the other players as underlings or bodyguards.

The Adventure

Adventurers need adventures, and this is no different in LegendQuest. When players decide to embark on a journey with a specific goal in mind, they are participating in an adventure. When players decide which way to go next, or what choice to make, they turn their adventure into an exciting, in-depth story about their characters. LegendQuest adventures can include combat, puzzle-solving, NPC interactions, moral choices, and much more.
Adventures come in three types:

- Plot Hooks

Plot Hooks are passing events that characters can interact with, either through exploration, investigating rumors, or through the Dungeon Master introducing some other means. Plot Hook adventures typically consist of a simple combat encounter, or errand for an NPC, and typically reward the party with a small payment of currency, or a minor stash of treasure.

- Side Quests

Side Quests are the stereotypical "Job Board" quests that players can accept, either from a posting board, an NPC questgiver, or a faction taskmaster. Side Quests are similar to Plot Hooks, in content, but are typically bounties issued to dangerous NPCs or creatures, or finding and making a delivery of a rare item. Side Quests will reward the party with a moderate payment of currency, a moderate stash of treasure, and some other good or service that the questgiver can offer.

- Campaign Quests

Campaign Quests are the type of adventures that are talked about, all throughout the nation. Campaign Quests typically have multiple parts, or "steps", and will usually end with a boss encounter, either combat-oriented, or a challenging social encounter. Not all campaigns need to include Campaign Quests, but no more than one should be accepted, each play session. Campaign Quests will include multiple steps, with each of those steps having another subset of tasks to complete. Campaign Quests will reward the party with a large payment of currency, a large stash of treasure (including levels and magical items), or some other item of great value/usefulness.

Game Pieces and Dice

Most of LegendQuest is played using your imagination, but there are several key items that will streamline play, and create a more enjoyable experience.

  • Some way to visualize the map, and combat. Either pen and paper, some digital sketching software, or another cube/pixel-based platform.
  • A digital device, loaded with Google Chrome, capable of viewing the PDF files for the game. Print options are available, if access to a digital device is limited.
  • A character sheet, set up in an easy-to-read format, is the best way to store all of your character information. Paper or digital format will work, but digital format is easier to manage all the information given to a character, and allows you to edit values and add notes, with minimal effort.
  • A set of dice, including a four-sided, six-sided, eight-sided, ten-sided, twelve-sided, and twenty-sided die, as well as a d100. A digital dice app can also be used in place of physical dice, provided that the players don't add modifiers or skew dice odds to cheat.

How To Play?

LegendQuest, in its basest form, is a cooperative adventure game, that consists of 1-4 party members embarking on adventures, guided and dictated by the Dungeon Master. Each adventure will be made up of tasks for the party to complete, which come in two varieties:

- Combat Encounters

Combat Encounters are battles that take place against hostile NPCs or creatures. Players and enemies take turns completing actions in combat, until either side is defeated.

- Non-combat Encounters

Non-combat Encounters make up all the challenges that players may face, that doesn't involve direct combat. Sometimes, non-combat encounters can be solved by clever use of magic, solving a puzzle or using your wits, or using skills to successfully solve them. Non-combat encounters also include social interactions, such as when a player attempts to get information from an NPC, or bribe a guard to ignore a crime. If the party is in a combat encounter, and decides to, or agrees to, stop fighting and talk, it would then be considered a non-combat encounter.

There are three main rules to keep in mind, when playing LegendQuest.

- Have Fun

Remember, above all else, you are playing LegendQuest to have fun (at least, that should be the goal). Don't be afraid to talk to the Dungeon Master or the Players if something is stopping you from enjoying the game.

- Play The Game Seriously

At the very least, learn to read the mood of the table, and decide the proper time to make jokes, and the proper time to adopt a more serious tone.

- Be Helpful To The Party

At its core, LegendQuest is a cooperative game, where tasks will be difficult, regardless if you decide to go it alone, or if the party is lacking just one member. The easiest way to succeed in adventures (relatively) unscathed, is to work together as a team.

Character Creation

Creating a character is less about analyzing the game, and more about indulging your imagination. If you are a fan of fantasy tropes, try creating a Feldani Elf or a Draconian. Do you want your character to be the toughest adventurer in the tavern? Allocate your attribute points accordingly. Following these steps when creating a character is the fastest way to create a simple character. However, PCs may choose to take these steps out of order.

1. Choose Your Race

Decide the race of your character. The race of your character often comes with racial traits and abilities that can often determine your role in the party, and help guide you when creating the rest of your character.

2. Choose Your Background

Decide the background of your character. Backgrounds serve as a means of fleshing out your character from a roleplaying perspective, but can also help explain why you are with the party, and what your goals and aspirations are. Choosing one of the backgrounds listed below is acceptable, but if you have an idea for a customized background, talk to your GM, and make sure that your background fits with the story or the rules.

3. Allocate Your Attribute Points

Decide the values for your attributes. Your attribute values determine your fundamental abilities in the 6 major areas: Strength, Constitution, Intelligence, Wisdom, Charisma, and Dexterity. When creating a new character, all of your attributes are determined by rolling 6d10, and selecting which of those 6 values you would like, for each attribute. You then have 5 attribute points to spend between the 6 categories.

4. Choose Your Proficiencies

Decide what skill proficiencies your character begins play with. Skill proficiencies are an additional way to specialize your character, by giving them bonuses to certain types of actions. When creating a new character, you choose 1 skill to immediately gain proficiency in.

5. Spend Your First Talent Point

Decide which Mote of Power your character starts play with. Talent points are gained on level up, and are spent on Motes of Power, which is where the real specialization of a character is. When creating a new character, you are immediately given 1 talent point to spend on Motes of Power.

6. Roleplaying Character Details

Decide social information about your character. Taking the opportunity to expand upon your character's personality, appearance, and beliefs, can greatly enhance your playing experience by offering new ways to interact with NPCs or opening up new story opportunities.

7. Fill in the Numbers

Calculate all necessary numbers for character creation. Fill in your HP and Essence values, movement speed, attack/damage/skill check bonuses, and any other variable numbers necessary for play.

8. Final Checklist

Use this list to make sure you have completed each step, and that all of your numbers match up with the chosen values and their calculation equations.

Races

Races are the collection of sentient, humanoid beings that inhabit the world of Terra. Each race has different appearances and abilities, as well as different interactions with other races and the environment.

Human

"They like to think that they have claim to the world, but they aren't all bad. Each human is carved from a different tree, so to speak."

-Auluua Lifegiver, Feldani Elf Cleric

Origin

Humans have inhabited Terra since its conception, existing even before the gods. Humans evolved from single celled organisms, and continued their evolutionary cycle until they reached their current iteration. As a result of their storied existence, many humans have a dash of inhuman blood in their lineage.

Appearance

With their habit of migration and conquest, humans are more physically diverse than any other civilized race. Height can range from 5 feet, to a little over 6 feet tall, and weigh from 125 to nearly 250 pounds. Human skin shades can range from nearly black to very pale, and hair colors from black to blond.

Mannerisms

Humans are the most adaptable and ambitious people among the civilized races. They have widely varying tastes, morals and customs, depending on where they have settled. When they settle, they stay: they build cities that last for ages to come, and kingdoms that persist through the centuries. Due to their short lifespans, many humans devote themselves to achieving mastery in a particular trade.

Racial Traits

  • Military Tradition: Due to a historied past, and violent imperial tendencies, most humans go through some compulsory military training. As a result, you can choose 1 Iron weapon to start play with.
  • Stroke of Luck: Once per day, after you roll a skill check, attack roll, or contest roll, you can choose to reroll the die. You must take the second roll value.

Attribute Bonuses

  • +1 in two attributes of your choice

Languages

  • Common
  • One of your choice (Romani, Feloxi, Draconic, Kat'an, Eldertongue, Celestial, Underspeak)

Feldani Elf

"Elves are staunch in their beliefs, and refuse to see another point of view. If you can get an Elf to sympathize with any cause, you have a firm supporter for life."

-Raises-The-Flag, Draconian Fighter

Origin

Mycelia, the Wynhaven Goddess of the Arcane, petitioned to have hosts of her own godly connection to Primis Cordi, walk the land. Due to their holy origins, Feldani Elves often see themselves as superior to all other mortal races. While it is unknown if this assumed superiority is warranted, Feldani Elves do possess an inherent magical ability.

Appearance

With their unearthly grace and fair features, Feldani Elves appear hauntingly beautiful to most other civilized races. They are similar in height to humans, standing from around 5 feet, to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Elves' coloration encompasses the normal human range, and includes shades of copper, bronze, and a ghostly bluish-white. Hair and eye color fall under the normal human range.

Mannerisms

Feldani Elves tend to live well past 500 years, which gives them a unique perspective on events that may trouble shorter-lived races. They are more often amused than excited, and more likely to be curious than greedy. They are often aloof and unfazed by petty events.

Racial Traits

  • Heavenborn: Your connection to Primis Cordi has left traces of Celestial energy in your soul, granting you a +2 bonus to Religion checks made to identify Deities and Lords of Hell. Additionally, you are considered a Celestial being, in terms of damage resistances and special effects.
  • Adaptive Attunement: All Feldani Elves are born as the same race, but years spent in an environment alter the elf, giving them different characteristics, depending on the environment. Choose one of the following Feldani Elf subraces.

Solani Elf

Solani Elves are the Sun Elves of Terra, possessing fair skin and hair. Their upbringing in urban, surface environments has strengthened their connection with Mycelia, their parent goddess, giving them magical abilities above all other races.

  • Elven Magic: You have Advantage on all Arcane Knowledge checks made to learn spells and attune to Mythic Items.
  • Attribute Bonus: +2 Wisdom
  • Languages: Common, Celestial

Feloxi Elf

Feloxi Elves are the Wood Elves of Terra, possessing tanned skin, and dark hair. Their upbringing in rural, surface environments has severed their connection to Primis Cordi, instead giving them abilities, in tune with the natural world.

  • Speech of Tree and Leaf: You have the ability to communicate with plants. They can understand the meaning of your words, though you have no ability to understand them. You have Advantage on all Charisma checks made to influence them.
  • Attribute Bonus: +2 Dexterity
  • Languages: Common, Feloxi

Lunari Elf

Lunari Elves are the Dark Elves of Terra, possessing grey skin and black hair. Their upbringing in underground environments has corrupted their Celestial blood, giving them limited control of the shadows.

  • Slip Into Shadows: You can attempt a Stealth check to hide, even if you have no cover or if you’re under observation, as long as you are in an area of dim light or shadow.
  • Attribute Bonus: +2 Constitution
  • Languages: Common, Underspeak

Demigod

"Others see them as accidents and products of shame, but Careful sees them as regular people, just trying to live a life."

-Careful, Kattus Rogue

Origin

Demigods are conceived from the union of a god and a Human. Gods, being immortal, have conceived many children, in many different ages in history. Only mortals that are deemed exceptional, either in beauty or ability, capture the eye of a god, and their children are often equally gifted.

Appearance

Demigods take the appearance of a member of the human race, with features being taken only from the mortal parent. As a result, Demigods often fall within the human range of weight, height, and coloration. However, there are several traits that appear on a Demigod that indicate their godly heritage. The symbol of their godly parent appears as a tattoo burned into the back of their right hand, and the hair coloration of a Demigod is almost always white.

Mannerisms

Demigods almost always exhibit powers and abilities corresponding to their godly parent. As a result of this expanded skill set, Demigods are seen on an elevated level in their respective trade, be it crafting, politics, or military service. However, other members of society choose to shun them, out of jealousy, fear, or because of the circumstances of their birth.

Racial Traits

  • Radiant Soul: Once per day, you can unleash the godly essence in your soul, enhancing your abilities for a short period of time. When you activate Radiant Soul, you gain a +5 bonus to Intimidate, Feat of Strength, Religion, and Arcane Knowledge checks, for 2 hours. After Radiant Soul has ended, you have Disadvantage on all dice rolls, and require a long rest to function normally.
  • Godly Lineage: Your bloodline grants you access to unique skills and abilities. The symbol of your godly parent is burned into the back of your right hand, and you gain a spell, at the start of the campaign.

Attribute Bonuses

  • +1 Wisdom
  • +1 Constitution

Languages

  • Common
  • Celestial

Godly Parent

God Symbol Starting Spell
Wynha A Lightning Bolt Shocking Grasp
Tyrmeus A Clamshell Cold Ice Strike
Auryn A Skull Chill Touch
Cocytus A Hammer And Anvil Burning Hands
Typhus Crossed Swords Cure Wounds
Phumos A Rolled-Up Scroll Sending
Vicati A Broken Chain Vampiric Touch
Hyraphine Two Rings Aid
Mycelia A Torch Magic Missile
Mykolia An Upright Coin Fabricate
Atris A Nightshade Berry Acid Splash
Chalo A Crescent Moon Acute Senses
Zohuna A Diamond Shard Forced Quiet
Ileiae A Crystal Ball Find Quarry

Kattus

"They're a just and helpful people, but be wary. They have a tongue of silver, and the fangs of a Rytiiri Tiger. Make an enemy of a Kattus, you have an enemy for life."

-Tyrion Lanius, Human Fighter

Origin

Kattus hail from the continent of Cait'Sith, a land of dense jungles and barren deserts. They evolved from small, feline creatures called Hanako cats. They are able to adapt to nearly any environment, and many different subspecies of Kattus can be found all over the natural world, similar to humans.

Appearance

Kattus are a lithe species, standing in similar height and weight to a Feldani Elf, but that is where the similarities end. Kattus are covered, head to toe, in a fine layer of fur, possess sharp, retractable claws at the end of each digit, and have a set of sensory whiskers branching out from beside their nose.

Mannerisms

With cooperation, and unselfish charity at the center of their community beliefs, Kattus are often the first to volunteer to help, and the last to leave a situation. Some Kattus choose to make use of their trustworthy perception for nefarious uses, however, as many are masters at swindling and manipulating unsuspecting passersby.

Racial Traits

  • Cat's Claws: Your hands end in sharp, retractable claws, increasing your unarmed damage to (3+STR Mod), and making unarmed attacks count as piercing damage.
  • Varied Litter: Cait'Sith is a country filled with diverse biomes, leading to the evolution of several subspecies of Kattus. Choose one of the following subraces of Kattus.

Lionfolk

One of the first Kattus clans to emigrate from Cait'Sith, lionfolk were the first to achieve acknowledgement, if not acceptance, by the rest of Terra. Honorable and faithful, sometimes to a fault, lionfolk espouse valor and virtue, traits that endeared themselves to the rest of society.

  • Versatile Grasp: You may use the higher damage die of versatile weapons while wielding the weapon in one hand.
  • Attribute Bonuses: +1 Dexterity, +1 Strength

Tigerfolk

Tigerfolk are among the Kattus with the least interaction with the civilized world. Their culture espouses self-sufficiency and simplicity. Tigerfolk are nomadic and tribal, and they would have it no other way.

  • Blood Hunt: You can use a bonus action to gain advantage on your next attack roll this turn if the target at their maximum hit points.
  • Attribute Bonus: +2 Dexterity

Catfolk

Catfolk have an innate curiosity that compels them to travel and seek out stories, artifacts, new experiences and knowledge, never remaining in the same place. They have an almost obsessive interest in ancient artifacts, relics and magic items, which causes them to seek out lucrative ways of gathering these items, be it through trade, or thievery.

  • Mercantile Mind: Your way with words and knowledge of tradecraft always seem to net you better deals than anyone else, when bartering and trading. Merchants are willing to buy your items for a few more coins than what they're worth.
  • Attribute Bonuses - +1 Dexterity, +1 Charisma

Languages

  • Common
  • Kat'an

Draconian

"Many commoners are often scared of Draconians, but if you can look past the fact that they can burn a house down with a deep breath, you'll find that they are a proud people, devoted to honor."

-Barius Maximus, Demigod Fighter

Origin

Centuries ago, Tamaru Zhai, the Flame Drake of the East, committed a genocide against the human population in the country of Fiore. For his crime against humanity, Typhus, Lord of Conquest, War, and Peace, cursed him to adopt the features of the many humans he had slain. Today, Cinder Soul cultists, and patriotic Draconian revere him as the Firstborn.

Appearance

Draconian appear very much like dragons standing erect in humanoid form, especially if they have wings or a tail. Tamaru Zhai, the Firstborn, had vibrant scales of Dragonpyre, but generations of inbreeding and eugenics have created a uniform color of a rusty red-orange. Draconian are tall and strongly built, often standing close to 6-1/2 feet tall, and weighing just shy of 300 pounds.

Mannerisms

To any Draconian, honor is currency of life, and they have a deep understanding that it is much easier lost, than gained. Draconian owe their devotion and honor to their clan first, even before the gods. Each Draconian's conduct reflects the honor and values of their clan, with dishonor to the clan resulting in branding and exile.

Racial Traits

  • Breath Weapon: Once per day, you are able to access your Cinder Soul, and project it as a 2-stage cone of flame, dealing 10 damage, plus your Constitution Modifier, and inflicting Burning.
  • Draconic Ancestry: While Draconian are reproduced in eggs, many adopt different draconic traits, sometimes completely different from others in their brood. You gain a draconic trait from the table.

Attribute Bonuses

  • +1 Strength
  • +1 Wisdom

Languages

  • Common
  • Draconic

Draconic Traits

Your trait is randomly rolled with a d20.

Roll Number Draconic Trait Effect
1 None You have no extra draconic trait.
2-7 Wings You have a fly speed of 6 squares. You cannot fly while wearing Heavy Armor.
8-13 Tail After you make a successful melee attack, you can make a bonus attack with your tail, dealing 1d6 damage.
14-19 Scales You have a natural unarmored AC of 3. However, when you drop below 1/2 HP, you take an additional 2 damage from physical sources. This effect only applies when unarmored.
20 Near Dragon You have been gifted all other draconic traits. You possess the Wings trait, with a fly speed of 4 squares. You possess the Tail trait, which deals 1d4 damage. You possess the Scales trait, with a natural unarmored AC of 1.

Goliath

"You don't want to mess with the children of the Giants. If you do, I doubt you'll get away with only bruises."

-Coronius Ilex, Feldani Elf Rogue

Origin

Goliath-kin are born from a process that Stone Giants and older Goliath undertake when they are near death, carving an effigy of a large humanoid infant and breathing their remaining life force into the figure. The figure then gains life, sentience, and a drive to seek out civilization. Young Goliath that survive this journey are often welcomed into society.

Appearance

Goliath are built like mountains, reflecting their golem-like origins. Goliath stand between 7 and 8 feet tall, and weigh between 300 and 350 pounds. Goliath coloration consists of grays, blues, and blacks, depending on the particular stone they were carved from. Goliath can possess hair, but only the most skilled Giants are capable of creating realistic-looking hair.

Mannerisms

Goliath culture values Strength as the only redeemable quality in a creature's life. Strength is valued, as the harsh mountainous regions where they are born require the utmost focus on survival. Any adults that cannot contribute are shunned, although the sick and wounded are cared for.

Racial Traits

  • Natural Strength: Due to your large stature, and massive Strength, you are able to wield Two-Handed weapons in your main hand. When you attempt to attack with a two-handed weapon wielded in one hand, your target gains advantage on Acrobatics checks to dodge your attack.
  • Earthen Hide: Your body, being carved from stone, can take a considerable amount of damage compared to other races. You suffer no effects from Extreme Cold or Extreme Heat (unless it is magical, in nature), and you have a natural unarmored AC of 2.

Attribute Bonuses

  • +2 Strength

Languages

  • Common
  • Eldertongue

Warforged

"The perfect hunters, to be sure. Honestly, though, it'd be pretty amazing to never have to eat, sleep, or breathe."

-Flynn Archer, Human Rogue

Origin

Warforged were created in the image of humans, by the gods during their war against the dragons, during the Age of Destruction. The source of their creation, The Anvil of Spark, was lost during the war, with varied accounts as to what happened to it. After the Age of Destruction, the remaining Warforged were abandoned by the gods, and left to learn how to adjust to peacetime on their own.

Appearance

Warforged are clearly built for battle, with layers of bronze and gold "skin" covering iron muscles and enchanted wooden skeletal frames. Warforged have a system of tubes running through their bodies, and lubricates and nourishes their system, causing black "blood" to leak from injuries, and allowing them to repair minor injuries, like other humanoid races. Warforged are built to resemble a specific gender, and their height and weight vary to match that, with male Warforged standing around 6'2" and weighing around 300 pounds. Female Warforged stand at 6 feet tall, and weigh around 240 pounds.

Mannerisms

Some Warforged are incredibly naive and lack an introspective "voice", or sense of self. On the opposite end of the spectrum, some Warforged are extremely philosophical, with many questioning their existence, and wondering if they, as constructs, have souls or an afterlife. Warforged feel pain, fear, anger, joy, and sadness, like other races, however, they appear reserved and stoic, behind their expressionless, metallic faces. A Warforged's eyes tend to brighten when experiencing strong emotions.

Racial Traits

  • Living Weapon: Your creation as a machine of war, has given you incredible martial prowess. When unarmed, you are considered as being armed with Gauntlets, with none of the disadvantages that apply. When making unarmed attacks, your damage is 1d4+STR Mod.
  • Living Construct: Even though you were constructed, you are still considered a living creature, for the purpose of spell and item effects. You do not need to eat, drink, sleep, or breathe, although you can eat and drink, to gain the effects of consumables. You are immune to all poisons and diseases. When you take a long rest, you enter an inactive state, in which you do not dream, and are fully aware of your surroundings.

Attribute Bonuses

  • +1 Constitution
  • +1 Intelligence

Languages

  • Common
  • Celestial
  • Draconic

Backgrounds

Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester.

Acolyte of a Clerical Order

You have spent your life in the service of a temple to a specific god or pantheon of gods. You are not necessarily a cleric; performing sacred rites is not the same thing as channeling divine power.

  • Skill Proficiencies: Religion, History
  • Starting Equipment: A set of robes, from your clerical order, an amulet of your deity's symbol, a pouch containing 10 Aurum
  • Background Feature: As an acolyte, you command the respect of those who share your faith. You and any companions can receive free healing, and cheaper resurrections, at a temple of your faith, and can call upon the priests for assistance, provided the assistance you ask for is not hazardous, or against your faith.

Adventurer

You never stopped following your profession. You have always been an adventurer for as long as you have had a profession. Now, "adventuring" in this sense is not the same as dragon-slaying heroism. Really, it involved a lot more sneaking around, complete luck, and possibly taking credit for the work of others.

  • Skill Proficiencies: Athletics, Perception
  • Starting Equipment: An Iron Shortsword, Leather Armor, a pouch containing 5 Aurum
  • Background Feature: You can always find a job, but somehow you can never find a place to sleep. People know you're good for the work, but the fact that you are indicates that you`re probably not the sort of person they want to have around. You have Disadvantage on Barter checks when trying to rent an Inn room.

Amnesiac

You don't even know who you were before becoming an Adventurer. You adventure, dig through history, investigate on leads, hoping that they'd bring you one step closer to finding out who you truly are. Maybe you lost your memory from an explosion that caused you to hit your head, maybe you were cursed to forget everything, maybe you did this to yourself to forget a horrible trauma.

  • Skill Proficiencies: A random skill (1-18)
  • Starting Equipment: An Iron weapon of your choice, a set of Commoner's clothes, and a pouch containing 5 Aurum
  • Background Feature: You suddenly remember a huge amount of detail about a person, place or thing that you are currently looking at or interacting with without knowing why. You can use this feature three times per character.

Bounty Hunter

However fine the world might have seemed, once you dug beneath the facade, a deeper truth revealed itself to you. Conflict and strife are the only real constants in "civilized" lands, and for you, lay the opportunity for profit. Regardless of the cause, the justification, or the moral impunity associated with locating your mark, every job finished brought the clink of coin between your purse strings at the expense of another soul fated to endure consequences dire, and often foul.

  • Skill Proficiencies: Deception, Intimidation
  • Starting Equipment: A set of traveler's clothes, an Iron weapon of your choice, and a pouch containing 10 Aurum.
  • Background Feature: You are in frequent contact with people in the segment of society that your chosen mark moves through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people, places and the political standings of the local area.

City Guard

City Guards come from all walks of life, whether they be born into it, a retired solider or mercenary, a reformed criminal or perhaps just your average citizen in need of a job. They form the back bone of law and order but also form an effective fighting unit in the event of a siege or bandit raid. Garrisons vary wildly depending on location and culture. Some are the perfect aspiration of honor and justice while others are little better than enforcers for the local ruler.

  • Skill Proficiencies: Intimidation
  • Starting Equipment: A set of Commoner's clothes, City Insignia on a necklace, and a pouch containing 10 Aurum.
  • Background Feature: When in a city or town you can always find food and a place to sleep with the local guards garrison. The local Guards will be hesitant to start a fight with you and are likely to come to your aid in a fight, the guards will also believe your words except in the face of overwhelming evidence or under the command of a superior.

Gladiator

You're a gladiator of the Colosseum; Whether you were enslaved and forced to compete in death matches, or you willing signed up, looking for glory, your fighting style made you a successful gladiator or was at least good enough to keep you alive. The arena spirit is in your blood now.

  • Skill Proficiencies: Intimidation OR Persuasion, Athletics
  • Starting Equipment: Leather Armor, an Iron weapon of your choice, and a pouch containing 25 Aurum.
  • Background Feature: When in a town, you can always find a venue in which to fight for money and reputation, if such a place is present.

Mercenary

As a mercenary, your services were for hire to anyone who could afford them. What drove you to be a soldier of fortune? Was it to escape poverty? Was it the thrill of battle? Or was it simply that fighting was all you knew growing up?

  • Skill Proficiencies: 2 skills of your choice
  • Starting Equipment: Leather Armor OR Banded Iron Armor, an Iron weapon of your choice, and a pouch containing 10 Aurum.
  • Background Feature: You are a soldier of fortune, a fighter who sells his services to the highest bidder. You roam towns and cities in search of a place where your unique set of talents are useful; whether for a lord hunting a group of bandits, or a local barkeep tired of the goblin infestation in his cellar, you can always find some work if you look hard enough.

Prisoner

You know nothing but a life of confinement. For as long as you can remember you have had to fight, scavenge, or intimidate others for food, basic needs, and survival. Growing up you have seen the worst that the world has to offer and you have lived with murderers and criminal masterminds. Whether you have recently escaped prison or are still there you have experiences few can claim and they have molded you into what you are now.

  • Skill Proficiencies: Intimidation, Feats of Strength
  • Starting Equipment: A prison uniform, an Iron Punch Dagger, a pouch containing 2 Aurum.
  • Background Feature: You have connections to almost all illegal organizations and guilds in the city that your prison was in and surrounding countryside. You can invoke favors and connections to possibly gain safe lodging, send messages, or other favors from some organizations, but they may want something in return.

Student of Magic

You were identified as a powerful magic user at a very young age and were taken in as an apprentice. You were taken from your home to be trained either by the Master who found you, or were enrolled in a school for magic users. You were raised and educated by the trappings of magic. Now, you have set out into the greater world, seeking to use what you have learned.

  • Skill Proficiencies: Arcane Knowledge
  • Starting Equipment: A set of Commoner's clothes, 3 Novice spells from any School, and a pouch containing 5 Aurum.
  • Background Feature: You were formally trained in Magic, and the name of those that trained you can open doors. You can usually gain an audience with another magic user, simply by dropping the name of your Master or School. Furthermore, you can usually find a place to stay among scholars or magic users, unless you show yourself to be a danger to them. You may also have access to resources from those who taught you, whether that is access to your school’s libraries and facilities, or simply the ability to correspond with your Master and ask him or her for advice.

Attributes

Attributes are the aspects of a creature that their abilities are measured by. Attributes have different uses for PCs and NPCs, than they do for Creatures.

Strength

Strength is the measure of an entity's physical power. PCs and NPCs use their Strength when calculating their attack roll bonus (Strength Modifier), and when determining carrying capacity (Strength Score).

Athletics

Athletics is your ability to maintain physical activity, over a period of time. Athletics checks are used:

  • When fleeing a battle.
  • When lifting weights for long periods of time.
  • For staving off the effects of fatigue in large-scale battles.

Feats of Strength

Feats of Strength are your ability to use bursts of strength to complete seemingly impossible tasks. Feat of Strength checks are used:

  • When lifting a heavy object.
  • Winning Strength-based games.
  • Keeping an enemy grappled.

Intimidation

Intimidation is your ability to influence people with your physical presence, or threat of harm. Intimidation checks will almost always make the target hostile/uncooperative. Intimidate checks are used:

  • When gaining information from an unwilling person.
  • When trying to defuse a combat situation.
  • To increase the chances of a Charisma check succeeding.

Constitution

Constitution is the measure of an entity's physical and mental fortitude. PCs and NPCs use their Constitution Score when calculating their HP (10+(Constitution Score*2)+Constitution Mod), and their ability to cleanse status effects (Each Constitution point reduces the DR of the status cleanse by 2).

Resist Disease

Resist Disease is your ability to withstand the effects of harmful pathogens that enter your body, either from creature attacks, or magical effects. Resist Disease checks are used:

  • When attacked by a creature that causes disease.
  • When afflicted by a disease from a magical ability.
  • When consuming expired goods.

Resist Poison

Resist Poison is your ability to withstand the effects of harmful toxins that enter your body, either from creature attacks, poisoned weapons, or consumed poisons. Resist Poison checks are used:

  • When attacked by a creature that inflicts poison.
  • When afflicted by a poison from a coated weapon.
  • When consuming poisoned goods.

Intelligence

Intelligence is the measure of an entity's mental acuity. PCs and NPCs use their Intelligence when calculating the number of Motes of Power you can have at one time (1+Intelligence Score/2).

Appraise Items

Appraise Items is your ability to determine the specifics of an item you can see. Appraise Items checks are used:

  • When determining an item's weight, value, and stats.
  • When identifying an item's mechanics.
  • When determining if an item is real, or a forgery.

History

History is your ability to recall past events. History checks are used:

  • When gaining information from the DM about a past relationship with an NPC.
  • When remembering important events in a location's history.
  • When remembering important events in a person's history.

Perception

Perception is your ability to process everything happening around you. Perception checks are used:

  • When observing a location.
  • When inspecting a location for traps, loot, etc.
  • When searching for hidden creatures.

Wisdom

Wisdom is the measure of an entity's inner knowledge. PCs and NPCs use their Wisdom when calculating their attack roll bonus (Wisdom Modifier), Maximum Essence (Wisdom Score), the number of spells/elements you can have memorized/attuned at one time (Wisdom Score/2), and the range of "Targeted" and "Burst" spells ((Wisdom Score/2)+1).

Animal Handling

Animal Handling is your ability to tame animals, and issue them commands. Animal Handling checks are used:

  • When taming a wild animal.
  • When reading an animal's gestures.
  • When issuing commands to an animal companion.

Arcane Knowledge

Arcane Knowledge is your ability to recall information about magical topics. Arcane Knowledge checks are used:

  • When casting unfamiliar spells.
  • When inspecting magical items.
  • When observing dragons, undead, or magical creatures.

Religion

Religion is your ability to recall information on religious topics, as well as certain undead. Religion checks are used:

  • When recalling information about the Godly Pantheon.
  • When identifying religious motifs and iconography.
  • When recalling myths about religious topics.

Charisma

Charisma is the measure of an entity's social appeal. PCs use their Charisma when determining how many quests/bounties can be taken at one time (Charisma Score).

Barter

Barter is your ability to haggle prices with merchants, as well as gain information through trading or bribes. Barter checks are used:

  • When haggling buying and selling prices with merchants.
  • When bribing people for information or a favor.
  • When haggling for a better reward from a quest.

Deception

Deception is your ability to mislead NPCs, and hide information. Deception checks are used:

  • When giving false information to an NPC.
  • When hiding information from an NPC.
  • When detecting an NPC hiding, or giving false, information.

Persuasion

Persuasion is your ability to obtain favors and assign NPCs tasks. Persuasion checks are used:

  • When asking an NPC to complete a task.
  • When negotiating diplomatic issues.
  • When shifting someone to a different point of view.

Dexterity

Dexterity is the measure of an entity's physical agility. PCs and NPCs use their Dexterity when calculating their attack roll bonus (Dexterity Modifier), and Movement Speed ((Dexterity Score/2)+1).

Acrobatics

Acrobatics is your ability to dodge ranged attacks, keep your balance on uneven terrain, and scale vertical surfaces. Acrobatics checks are used:

  • When dodging a ranged attack.
  • When resisting a knockdown attempt.
  • When climbing a vertical surface.

Looting

Looting is your ability to quickly search objects and bodies for valuables, as well as observe areas for valuables. Looting checks are used:

  • When determining what loot is obtained from bodies or chests.
  • When looking for valuable objects in a location.
  • When gathering resources from set sources.

Sleight of Hand

Sleight of Hand is your ability to quickly move small objects without anyone noticing. Sleight of Hand checks are used:

  • When looting items without being noticed.
  • When cheating at gambling games.
  • When concealing items during guard searches.

Stealth

Stealth is your ability to hide for entities that are searching for you, and for making sneak attacks. Stealth checks are used:

  • When hiding from NPCs and creatures.
  • When completing an action without being noticed.
  • When attacking an unsuspecting enemy.

Motes of Power

Motes of Power are small fragments of trace essence from Primis Cordi, that all mortals create throughout their lifetime when reaching a new level of experience. Each time you level up, you receive a talent point. Talent points are spent on unlocking Motes of Power.

Agile

  • Prerequisites: Proficiency in Acrobatics
  • Benefit: Whenever an enemy makes an attack against you, and misses, you can use your reaction to move up to half your movement speed in any direction.

Alert

  • Prerequisites: Intelligence 6+, Proficiency in Perception
  • Benefit: You can no longer be Surprised in combat, and you have Advantage on Perception checks made to spot ambushes, and traps.

All-Nighter

  • Prerequisites: Endurance
  • Benefit: You cannot be put to sleep by magical effects or potions/poisons.

Anatomy Expert

  • Prerequisites: Intelligence 9+, Proficiency in Animal Handling OR Perception
  • Benefit: You have studied certain kinds of creatures and their anatomies, allowing you to recall information about them and know where to strike them most effectively. When you take this feat, choose two types of creatures: Animal, Celestial, Demonic, Draconic, Elemental, Humanoid, Magical Construct, or Undead. When you score a critical hit on a creature of the chosen types, add your Wisdom modifier to the damage, and you have advantage on History checks to recall information about creatures of the chosen types.

Animal Affinity

  • Prerequisites: None
  • Benefit: You are able to speak to, and understand Animal-class creatures, and they have maximum attitude towards you, when talking to them.

Arcane Student

  • Prerequisites: None
  • Benefit: Basic studies have led to you learning a particular spell. You gain a Novice-ranked spell, from any school.

Augment Summoning

  • Prerequisites: Wisdom 8+, Summon ... spell
  • Benefit: Each creature you conjure with any Summon ... spell gains a +4 bonus to Strength and Constitution for the duration of the spell that summoned it.

Bleeding Critical

  • Prerequisites: Dexterity 7+, Critical Focus
  • Benefit: Whenever you score a critical hit with a Slashing weapon, your opponent takes 1d6 points of bleed damage each round, for 1d4 rounds. The effects of this Mote of Power stack.

Blind-Fighting

  • Prerequisites: Dexterity 7+, Proficiency in Perception
  • Benefit: A hidden attacker doesn't get Advantage for being invisible, when making a melee attack. The invisible attacker's Advantage does still apply for ranged attacks, however.

Blind Savant

  • Prerequisites: No Normal Sight, Wisdom 7+, Advantage in Perception
  • Benefit: You have become very sensitive to your environment to make up for your vision troubles. Increase your Wisdom by 1. You gain Tremorsense up to 5 squares. Perception checks not involving Normal Sight, are made with Advantage. You automatically fail any Perception checks made involving Normal Sight.

Bone Breaker

  • Prerequisites: Mastery with one Bludgeon weapon
  • Benefit: You relish the crunch that a satisfying strike with a hammer provides. Your Strength Score increases by 1, and whenever you score a critical hit with a Bludgeon weapon, your enemy is knocked Prone, and their movement speed is halved.

City Dweller

  • Prerequisites: Bounty Hunter or City Guard background
  • Benefit: Spending so much time in villages, towns, and cities observing and exploring everyday life has given you the following benefits: You have Advantage on Perception and History checks made to find shops, people, and political power houses. By picking up the people’s subtle talk of rumors, guilds, and unusual places, if you’ve been in a town more than 20 mins you can identify the bad sections of town, the prevalent guilds and guild rivalries, and messenger services if any.

Cleave

  • Prerequisites: Strength 9+
  • Benefit: As an action, you can make a single attack against a foe within reach. If you hit, you deal damage normally and can make an additional attack against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this Mote of Power. When you use this Mote of Power, you take a –2 penalty to your AC until your next round.

Close Quarters Caster

  • Prerequisites: Hyperalert, Wisdom 7+
  • Benefit: Having a greater understanding of the range and effects of area magic, have led to you having a keen sense of the range of your own magic. Whenever you cast a spell with the Burst or Self-Burst range, you can choose who in that area is affected by the spell.

Combat Reflexes

  • Prerequisites: Proficiency in Acrobatics
  • Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity modifier.

Critical Focus

  • Prerequisites: Intelligence 5+
  • Benefit: Your critical hit range increases by 1.

Critical Rejuvenation

  • Prerequisites: Wisdom 7+, At least 1 spell that that is primarily used for healing damage
  • Benefit: Due to your mastery of healing magic, sometimes even your skills at healing surprise you. You heal an additional 1 point per caster level with all healing spells, and whenever you cast a healing spell, roll a d20. On a 19 or 20, you double the amount healed.

Crossbow Expert

  • Prerequisites: Mastery with one Crossbow weapon
  • Benefit: Rigorous drilling with crossbows give you an almost supernatural sense of aim, when loading and firing at targets. You gain a +1 bonus to attack rolls made with crossbows, and you treat the Loading property as one value lower.

Darkstalker

  • Prerequisites: Dexterity 7+, Proficiency in Stealth AND Animal Handling
  • Benefit: You have learned how to stalk and surprise creatures whose senses are very different from those of a humanoid. When you make a Stealth check, creatures with darksight, enhanced scent, or tremorsense must make a Perception check without advantage to notice you, just as sighted creatures would make Perception checks to detect you.

Deadly Aim

  • Prerequisites: Dexterity 7+, Proficiency with a ranged weapon
  • Benefit: You can choose to gain a +2 penalty on all ranged attack rolls, and take a -2 penalty on all ranged damage. You must choose to use this Mote of Power before making an attack roll.

Deflect Arrows

  • Prerequisites: Dexterity 9+
  • Benefit: You must have at least one hand free (holding nothing) to use this Mote of Power. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks from animals or spell effects can't be deflected.

Desperation

  • Prerequisites: Constitution 5+, Dexterity 7+
  • Benefit: Your will to live bolsters you, in the face of certain death. When you are hit by a melee attack that would reduce you to 0 Hit Points, and have a melee weapon in hand, make a DR15 Constitution check. On a success, you can use your reaction to deflect with your weapon, reducing the damage you take, by your weapon's damage.

Diehard

  • Prerequisites: Endurance
  • Benefit: When your hit points are reduced to 0, you are not dead, and you automatically stabilize. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. If choosing to act as if disabled, you can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some bonus actions) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Divine Guidance

  • Prerequisites: Wisdom 6+, Must be a member of a Clerical Order
  • Benefit: Your connection with your god has grown so strong that you can feel your weapons being guided by their hand. Your Wisdom Score increases by 1, and you can use Wisdom in place of Strength, or Dexterity, when making attack rolls.

Double Slice

  • Prerequisites: Dexterity 7+, Two-Weapon Fighting
  • Benefit: Add your Strength modifier to damage made with your off-hand weapon.

Effective Communicator

  • Prerequisites: Charisma 7+
  • Benefit: Your skill at communicating with your teammates provides an additional layer of preparedness against the many threats that ail you. Whenever a friendly creature within 2 squares of you makes a skill check, the creature gains a bonus equal to your Charisma modifier. You must be conscious to grant this bonus.

Endurance

  • Prerequisites: Constitution 8+
  • Benefit: You gain a +2 bonus on the following checks: Athletics checks made to resist nonlethal damage from exhaustion and to continue running, and Constitution checks made to hold your breath, and avoid nonlethal damage from starvation, thirst, or suffocation.

Energetic Vampirism

  • Prerequisites: Wisdom 7+, Mage-Hunter rank in the Bhakta Mage Collegiate
  • Benefit: Delving into ancient Bhakta techniques gifts you the ability to leech magical energy, directly from your foes. Whenever you hit an enemy with a Melee attack, the enemy loses 1 MP, and you regain 1 MP.

Enhanced Breath Weapon

  • Prerequisites: Must be Draconian, Level 3+
  • Benefit: A deeper connection to the Cinder Soul allows access to a fire, none knew you possessed. Your Breath Weapon ability now attacks in a 3-stage cone, dealing 10 Fire damage, and inflicting Burning. In addition to these changes, it can now be used at the cost of 1 MP.

Farming Mastery

  • Prerequisites: None
  • Benefit: As a master of farming, you've learned how to run a farm effectively and how to use it's equipment efficiently. You gain Mastery with Sickles, and you have advantage on skill checks in relation to farming.

Fleet

  • Prerequisites: None
  • Benefit: While you are wearing light or no armor, your base speed increases by 1 square. You can take this Mote of Power multiple times.

Free Runner

  • Prerequisites: Strength 6+, Dexterity 6+, Proficiency in Athletics OR Acrobatics
  • Benefit: You have learned the techniques of efficiency of motion. You may use Acrobatics in place of Athletics and vice versa. Also, you have resistance to fall damage.

Great Fortitude

  • Prerequisites: None
  • Benefit: You gain a +1 bonus to all Resist Poison and Resist Disease checks.

Hot-Blooded

  • Prerequisites: None
  • Benefit: You don't take kindly to being injured in combat, and when you are, it ignites a fire in you, like no other. When you are at, or below, half of your maximum HP, you take a -2 penalty to all attack rolls, but deal an additional 1d4 damage.

Hyperalert

  • Prerequisites: Alert
  • Benefit: Constantly being on the lookout for danger has made you alert and overtime your almost paranoia-like acuteness has developed into almost a sixth sense. When sleeping you are not considered unconscious, and you can see and hear as normal.

Improved Bull Rush

  • Prerequisites: Strength 8+, Proficiency in Feats of Strength
  • Benefit: You do not provoke an attack of opportunity when performing a bull rush. In addition, you receive a +2 bonus on Feat of Strength checks made to bull rush a foe.

Improved Disarm

  • Prerequisites: Dexterity 8+, Proficiency in Sleight of Hand
  • Benefit: You do not provoke an attack of opportunity when performing a disarm. In addition, you receive a +2 bonus on Sleight of Hand checks made to disarm a foe.

Intimidating Prowess

  • Prerequisites: Proficiency in Intimidation
  • Benefit: Add your Charisma Modifier to Intimidation checks, in addition to your Strength Modifier.

Juggler

  • Prerequisites: Dexterity 6+, Proficiency with Sleight of Hand
  • Benefit: You mastery of juggling has trickled over into the art of throwing weapons. You get a +1 bonus to Dexterity, and you can take out a weapon and throw it as part of the same attack. Additionally, you can throw a weapon with the Light property, as a bonus action.

Lunge

  • Prerequisites: None
  • Benefit: You can increase the reach of your melee attacks by 1 square until the end of your round by taking a –2 penalty to your AC until your next round.

Magical Aptitude

  • Prerequisites: None
  • Benefit: You reduce the DR of Arcane Knowledge checks to read Spell Tomes by 5, and take 1d6 Psychic Damage from a failed attempt, instead of 1d12.

Oracle

  • Prerequisites: Intelligence AND Wisdom 7+
  • Benefit: Glimpses of the future begin to press in on your awareness, allowing you to potentially change fate. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, or skill check made by you or a creature you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per round. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Perceptive

  • Prerequisites: Proficiency in Perception
  • Benefit: Your ability to perceive the world around you is beyond what most could imagine. Once per long rest, if you fail a Perception check, you can reroll it and take the second roll. While Blinded, once per long rest you can use an action to gain a tremorsight of 2 squares for up to 1 hour or until you can see again, whichever comes first. This feature is deactivated if you are Deafened, and cannot be activated while Deafened.

Quartermaster

  • Prerequisites: Intelligence 9+, Proficiency with Barter
  • Benefit: You make the best use of space and always make sure you have what you need, when you need it. You can always identify equipment or gear that you've seen before and can accurately recall where you've seen it and who you've seen it being carried by. You can always recognize when something has been added or removed from your person or a container you are carrying since the last time you've carried it. By distributing weight and using space efficiently, your carrying capacity is increased to 12.

Rapid Reload

  • Prerequisites: Proficiency with a Crossbow
  • Benefit: The time required for you to reload your chosen type of crossbow is reduced to a bonus action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

Reaper's Feast

  • Prerequisites: Nightraven Rank in the Whispering Blade
  • Benefit: Whenever you reduce an enemy to 0 HP during combat, you gain an additional action. This Mote of Power can only activate once per turn.

Resourceful Necromancy

  • Prerequisites: Animate Dead spell
  • Benefit: You are particularly resourceful when it comes to locating and animating corpses. You can animate an additional corpse or skeleton whenever you cast Animate Dead. In addition, the number of undead you can have under your command is increased by 1.

Sanguine Sorcery

  • Prerequisites: Hot-Blooded, Wisdom 7+
  • Benefit: When you are out of Essence, you can choose to cast spells, with a cost of 10% of your maximum HP.

Shield Focus

  • Prerequisites: Proficiency with one type of Shield
  • Benefit: Increase the Deflect dice granted by any shield you are using by 1.

Shield Mastery

  • Prerequisites: Proficiency with one type of Shield
  • Benefit: You do not suffer any penalties on attack rolls made with another weapon while you are wielding a shield.

Skirmisher

  • Prerequisites: Fleet, Combat Reflexes
  • Benefit: You are an expert at moving quickly through the outskirts of dangerous territory and battles. When a creature ends its turn within 1 square of you, you can use your reaction to move up to half your movement speed. In addition, your movement does not provoke opportunity attacks.

Snatch Arrows

  • Prerequisites: Dexterity 10, Deflect Arrows, Proficiency with Sleight of Hand
  • Benefit: When using the Deflect Arrows Mote of Power you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your round) or kept for later use.

Spell Focus

  • Prerequisites: Wisdom 6+
  • Benefit: You are able to learn and cast Expert-level spells, in a particular school.

Spell Mastery

  • Prerequisites: Wisdom 9+, Spell Focus for one school
  • Benefit: You are able to learn and cast Master-level spells, in a particular school. You must take Spell Mastery for a school that you have taken Spell Focus for.

Staggering Critical

  • Prerequisites: Critical Focus
  • Benefit: Whenever you score a critical hit, your opponent is knocked prone, and you can make an additional attack against them.

Stunning Critical

  • Prerequisites: Strength 7+, Critical Focus
  • Benefit: Whenever you score a critical hit with a Bludgeoning weapon, your opponent becomes stunned for 1d4 rounds.

Throw Anything

  • Prerequisites: None
  • Benefit: You do not suffer any penalties for using an improvised ranged weapon.

Toughness

  • Prerequisites: Constitution 5+
  • Benefit: You gain +2 Hit Points. You can take this Mote of Power multiple times.

Two-Weapon Fighting

  • Prerequisites: Dexterity 7+
  • Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your off hand is now 2, instead of 6.

Uncanny Assistance

  • Prerequisites: Charisma 8+
  • Benefit: For every task, roll a d100 plus your Charisma Modifier. If it is 80 or higher, a random individual shows up and helps, then disappears.

Weapon Finesse

  • Prerequisites: Charisma 6+
  • Benefit: With any weapon that uses Dexterity as it's modifier, you may add your Charisma modifier on attack rolls.

Weapon Mastery

  • Prerequisites: Level 3+
  • Benefit: You devote time and effort into mastering one particular style of weapon. You gain Mastery for one weapon type of your choice. This Mote of Power can be taken multiple times.

Wingin' It

  • Prerequisites: Charisma 7+
  • Benefit: Don't have a clue what you're doing? That's fine! Just wing it. You add half your Charisma Modifier, rounded down, to any skill check you make that doesn't include a proficiency bonus.

Combat and Skill Usage

Using Attribute Scores

Is a character well-muscled and charming? Brilliant, yet weak? Dexterous and insightful? Attribute scores define these parameters, measuring a character's strengths, as well as weaknesses, and how to use these values.

Attribute Scores and Modifiers

Each of a creature's attributes has a value, that determines their effectiveness when using that attribute. The attribute score is not just a measure of innate ability, but it is also includes any prior training and familiarity with the skills associated with the attribute.
An attribute score of around 5 is normal for the average humanoid, but adventurers are typically a cut above the rest. An attribute score of 9 is the highest that a person will normally reach, while adventurers can attain a maximum attribute score of 10, and monsters and gods can reach as high as 30.
Attribute scores also have a modifier, that is determined by the attribute score's base value, and can range from -5 (for an attribute score of 0) to +5 (for an attribute score of 10).

Attribute Score Attribute Modifier
0 -3
1 -2
2 -2
3 -1
4 -1
5 +/-0
6 +1
7 +1
8 +2
9 +2
10 +3

Attribute modifiers come into play more often than attribute scores, as they affect almost every attack roll, skill check, and contest roll.

Advantage and Disadvantage

Suppose an ability, spell, or condition tells you that you Advantage or Disadvantage on a particular dice roll. When that happens, whenever you make the affected roll, roll a second die. If you have Advantage, take the higher of the two rolls. If you have Disadvantage, take the lower of the two rolls.
Even if multiple factors would grant you Advantage or Disadvantage, you don't roll more than one extra die. If circumstances cause a roll to have both Advantage and Disadvantage, then they cancel each other out. This is true, even if multiple factors would impose Disadvantage, and only one source would grant Advantage.
When you have Advantage or Disadvantage and something in the game, such as the Human racial trait Stroke of Luck, lets you reroll the outcome of a dice roll, you can reroll only one of the dice. You choose which one.

Proficiency Bonuses

Proficiency bonuses are small modifiers that you add to a dice roll, when using a particular skill that you have proficiency in. Having proficiency in a skill grants a +1 bonus to all skill checks made, using that skill, while having mastery in a skill grants a +2 bonus to all skill checks made, using that skill.
Your proficiency bonus cannot be added to a skill check more than once, even if two factors say that you add your proficiency bonus to a roll. In general, you don't add your proficiency bonus when making attack rolls, but if some spell or ability allows you to do so, these rules apply.
Obtaining proficiency in a skill can happen in a various ways, such as: spending ~4 hours studying the skill, obtaining it from a skill trainer, or by some supernatural means (spell effect, divine intervention, or another source). Obtaining mastery in a skill typically requires attendance at a University course, taking 4-6 weeks, and costing 300-500 Aurum.

Skill Checks

A skill check tests a creature's talent in overcoming a challenge. A skill check is called for whenever a PC attempts an action that that requires more than a trivial amount of effort, and has a chance of failure.
When attempting a skill check, the DM decides what skill is applied to the skill check, based on what the PC wants to do, and the difficulty of the skill check, measured as Difficulty Rating (DR).

Action Difficulty Difficulty Rating
Very Easy 5
Easy 10
Medium 15
Hard 20
Very Hard 25
Impossible 30

To make a skill check, roll a d20, and add the relevant attribute modifier, and any proficiency bonuses, if applicable. As with other d20 rolls, apply all bonuses and penalties, and compare the total to the DR of the skill check. If the total equals or exceeds the DR, then the creature succeeds at whatever action they attempted. If the total is less than the DR, the creature fails the task at hand, with all consequences that may come with failing that task.
Natural 20's and natural 1's have no effect on skill checks, as with applicable bonuses, it is possible to still perform average on a skill check, with a low roll, as well as fail a skill check with a high roll.

Contest Rolls

Sometimes a character's or monster's efforts directly oppose another creature. In this case, a contest roll would be called for. This can occur when two (or more) creatures attempt a skill check, where only one of them can succeed. A contest roll can also apply when one creature is attempting to stop another from completing their task.
All participants make skill checks appropriate to what they are attempting to do, complete with all bonuses and penalties, but instead of comparing their total to a skill DR, they compare their totals to each other. The participant with the highest total wins the contest roll, and succeeds in completing their task, or stopping the other creature from completing it.
If a contest roll results in a tie, the situation remains the same as it was, before the contest roll, with neither creature succeeding or failing.

Working Together

Sometimes two or more characters team up to attempt a skill check. The character that's leading the effort, typically the one with the highest attribute modifier, can make a skill check with Advantage, reflecting the help provided by the other characters.
A character can only provide help if the task is one that they could attempt alone. Moreover, a character can only help when two or more individuals working together would actually be productive.

Attack and Damage Rolls

When you make an attack, your attack roll is what determines whether or not your attack hits or misses. When making an attack, Make a contest roll of (d20 + Attack Attribute Mod.) vs. (d20 + enemy's Dex Mod.) Finally, add any additional modifiers.
When rolling for damage, first roll the die listed under the weapon's damage stat. Next, add the Ore modifier, if applicable. Then, add the attack attribute modifier. Once you have the final result, subtract the creature's AC from the result, then apply Resistances and Weaknesses.

Rolling a 1 or a 20

Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. In addition, the attack is a critical hit, maximizing the damage for the first roll of damage, and allowing you to roll damage again. If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC, and an additional effect is determined by the critical fail table below.

d20 Roll Critical Fail Effect
1 Reroll on the Critical Fail table twice
2-4 Fall prone and take 1d12 damage
5-9 You hit another target in melee range
10 You drop your weapon
11-14 You have Disadvantage on all attack rolls on your next turn
15-17 Your enemies all have Advantage on their first attack against you.
18-20 Your attack misses

Combat

This section details all of the rules that go into running combat. "You" can be the PC or the Dungeon Master, as the Dungeon Master controls the NPCs and creatures in combat, and the PCs control their characters in combat.

The Flow of Combat

A combat encounter usually entails combatants attacking each other with all manner of weaponry. This game organizes combat into an organized series of turns and rounds. A Round lasts around 6-10 seconds in the game world. Throughout the duration of the round, all creatures in battle take turns. A Turn is the that creature's participation in that round of combat. The order that combatants take their turns is determined by rolling for your Initiative counter, determined by making a Dexterity skill check. Once every combatant has taken a turn, the fight continues into a new round, with the same Initiative order.

Ambush/Surprise

Sometimes, when combat is initiated, one side of combat is ready and waiting, while the other side isn't. If neither side is trying to ambush the other, then nobody in combat is Surprised. However, if one side is attempting to stealthly initiate combat, then as soon as combat starts, the ambushed combatants make Perception checks vs. the Stealthed combatants. If a combatant is unable to notice any of the stealthed combatants, then they are Surprised.
If you are Surprised, then you cannot take any actions on your first turn of combat, and cannot make any reactions, until the end of your second turn.
A member of a group can be Surprised, even if others in the same group are not.

The Order of Combat

  • Determine Surprised members
  • Determine battle map positions
  • Roll for Initiative order
  • Take turns

Actions in Combat

On your turn, you have two actions for use. You may take one the actions written here, one granted by a spell or ability, or one that you improvise. If you attempt an improvised action, the DM decides if that action is possible, and what kind of roll needs to be made, if any.

Movement

On your turn, you may move up to your movement speed. You can use as much or as little of your movement speed as you like.
Movement can include jumping, climbing, swimming, and flying, if you are able to fly. You can combine these types of movement with walking, or exclusively use these types of movement, or walking.

Difficult Terrain

Combat rarely takes place on clean floors and flat surfaces. Difficult Terrain can include areas covered in stones or cracks of lava, areas of dense foliage, or knee- to waist-high water.
Every square of movement spent moving through difficult terrain costs double the distance.

Attack

Attacking is the most common action a combatant will take, whether it be swinging a club, firing a ranged weapon, or casting a spell.

Bull Rush

Using a Bull Rush allows you to move up to your movement speed, and collide with an enemy, attempting to push them back. When attempting a Bull Rush, you make an attack roll using Strength as your modifier, and your enemy uses Strength as their modifier. If you succeed, the enemy js pushed back 1 square. For every 5 that your attack roll exceeds your enemy's, they are pushed another square.
Pushed enemies do not provoke opportunity attacks, but movement from the Bull Rush does.

Disarm

Attempting a Disarm allows you to make an enemy drop whatever item they are currently carrying. When you attempt a Disarm, make an attack roll using Dexterity as your modifier. If you succeed, the enemy drops one item that they were holding in their hands, even if it was two-handed. If you succeed by 5 or more, and were attempting the Disarm with two free hands, you may immediately pick up the dropped item.
Disarm attempts provoke opportunity attacks.

Help

When attempting to Help an allied creature, you can aid them in attacking within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with Advantage.

Bonus Actions

Various spells, and other abilities let you take an additional action on your turn called a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take.
You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available.
You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action.

Reactions

Certain situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur in the middle of, or at the end of, someone else’s turn. The opportunity attack, the most common type of reaction, allows you to make an attack with Disadvantage against an enemy that moves out of your melee range, or when otherwise specified.
When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction.

Modifiers to the Attack Roll

When making attacks, sometimes circumstances can arise that affect how an attack hits, or if it even hits at all.

Aquatic Combat

When making a melee attack, unless the creature has Proficiency in Athletics, they have Disadvantage on attack rolls made with all weapons except for Daggers and Tridents.

Cover

Walls, creatures and other obstacles can provide cover during battle, making an attack more difficult to hit. Cover only takes effect when the attack comes from the opposite side of a covered creature.
A creature with half-cover has a +2 bonus to their roll, when being attacked. Half-cover is provided by any object that covers at least half of a creature's body, which could include: furniture, a tree, or another creature.
A creature with full cover cannot be targeted directly by attacks, but can still be hit by attacks that include an area-of-effect. A creature has full cover, if they are completely concealed by an object, or behind a creature of Huge size, or larger.

Damage Resistances and Vulnerabilities

If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it.
Resistance and vulnerability are applied after all other modifiers to damage.

Flanking

When you make an attack against an enemy, you gain a +2 bonus to your attack roll, if another ally is within melee range of that enemy.

Size

Smaller creatures are typically better at dodging attacks, while larger creatures typically have more armor to compensate for their inability to dodge.

Creature Size Attack Modifier
Tiny -2
Small -1
Medium +0
Large +1
Huge +2
Colossal +3

Status Conditions

Status Conditions can restrict the movement and attacking capabilities of creatures, as well as give penalties to skill checks, and deal Ongoing damage.

Stealth

When a creature can’t see you, you have advantage on attack rolls against it. If you are hidden, both unseen and unheard, when you make an attack, you give away your location when the attack hits or misses.

Status Conditions

Status Conditions alter a creature's ability to perform in a variety of ways, and can be inflicted as the result of a spell, an attack, a consumable, or some other effect.
Status Conditions last until the afflicted creature spends an action removing the status condition (dressing a Bleeding wound, or standing up from being knocked Prone, for example), or until the duration of the status condition (1d4 rounds) passes.

Bleeding

  • You take a -3 penalty to Stealth checks.
  • You take 5 Ongoing Slashing Damage, each turn.

Blinded

  • You automatically fail any skill check that requires sight.
  • Attacking enemies gain Advantage, and you have Disadvantage when attacking.
  • You take a -5 penalty to Perception checks.

Burning

  • You take a -3 penalty to Stealth checks.
  • You take a -1 penalty to Perception checks.
  • You take 5 Ongoing Fire Damage, each round.

Charmed

  • You cannot make attacks against the charmer.
  • The charmer has Advantage on Charisma checks against you.

Chilled

  • You take a -2 penalty to Acrobatics and Athletics checks.
  • Your movement speed is reduced by 2 squares.

Dazed

  • You move at half of your normal speed.
  • You cannot make reactions.

Deafened

  • You automatically fail any skill check that requires hearing.
  • Attacks, or other effects, that depend on you hearing them, have no effect on you.

Frightened

  • All ability checks and attack rolls have Disadvantage while the object or creature that caused Frightened is within line of sight.
  • You cannot willingly move closer to the object or creature that caused Frightened.

Frozen

  • You are Blinded, Deafened, and Stunned.
  • You take 5 Ongoing Cold Damage, each turn.

Heavily Poisoned

  • You are Dazed.
  • You take 10 Ongoing Poison Damage + Your Constitution Modifier (Mod+=Damage-, Mod-=Damage+), each turn.

Hidden

  • You gain Advantage against unaware enemies.

Advantage

  • Whenever you make an attack roll, roll twice, and take the higher result.
  • You can score critical hits on an 18-20.

Immobilized

  • You cannot move on your own.
  • You move half the distance from effects that would move you.

Lightly Poisoned

  • You take 5 Ongoing Poison Damage + Your Constitution Modifier (Mod+=Damage-, Mod-=Damage+), each turn.

Prone

  • Attacking enemies gain Advantage if within 1 square. If not, attacking enemies gain Disadvantage.

Shocked

  • You take a -3 penalty to Strength checks.

Stunned

  • Attacking enemies gain Advantage.
  • You cannot move, or take any actions.

Sundered

  • Your AC is reduced by 3.

Unconscious

  • You are Prone, Stunned, and Sundered.
  • If you take damage while Unconscious, use Constitution as your modifier when making your defense roll. If you fail, you immediately fall to 0 Hit Points.

Downed

  • You are Prone and cannot stand back up.
  • You can move up to half of your movement speed, and cannot swim, climb, or fly.
  • On your turn, you can only take the Attack action (one action only), and cannot take any bonus actions, or reactions. Any attacks that you make while Downed have Disadvatage.
  • Any attack that hits the character increases the DR of the next Death Save by 1.

Healing and Death

Throughout the ordeal of combat, damage will almost inevitably be taken, and if you're smart and resourceful, damage will be healed.

Hit Points

Hit points (or HP) are the measure of a creature's physical and mental fortitude. Whenever a creature takes damage, that damage is subtracted from their current hit point value. A loss of hit points has no negative effect, until a creature reaches 0 hit points.

Healing

When a creature receives healing, either from magic, consumables, or rest, hit points are added to their current hit point value. A creature's hit points cannot exceed its hit point maximum, unless the healing effect also grants temporary hit points. A creature that has died cannot regain hit points, until it is brought back to life.

Dropping to 0 Hit Points

Falling to 0 hit points can be a traumatic experience, as it represents your character walking the thin line between life and death, after taking severe damage in battle. When you fall to 0 hit points, you are Downed, which lasts until you regain hit points.

Resisting Death

When you begin your turn with 0 hit points, you must make a special ability check called a Death Check. When making a death check, make an Constitution check with a DR of 5. If you succeed, you stay alive, but still Downed, and if you fail, you take a point of Constitution damage. When your Constitution Score reaches 0, you immediately die, and must be resurrected.
The DR of the death check increases by 1, each turn.

Stabilizing A Dying Creature

Healing a creature is the best way to prevent them from having to make death checks, however, if healing is unavailable, stabilizing a creature is the next best thing. Stabilizing a creature requires a full turn, which restores 1 hit point and stops the stabilized creature from having to make death checks. The stabilized creature is still Unconscious, and if they take damage and don't die from it, must continue making death checks.

Monsters and Death

Most monsters and NPCs will typically die when reaching 0 hit points, rather than having it go through the PC death process.
When a creature is dropped to 0 hit points by a melee attack, the attacker can choose to knock the creature out, rather than kill them, rendering them Unconscious and stabilized.
Bosses, Villians, and other special NPCs can be exceptions to this rule, typically going through the PC death process.

Items and Equipment

Coins and Currency

Aurum

  • Aurum is the most common currency on Terra, with the Aurum coin being accepted in every country, and every market. Most merchants will judge the value of other currencies on the value of the Aurum coin.
  • Aurum coins are small gold discs with a hexagonal hole stamped out of the middle, to allow for many coins to be strung together, and to reduce weight. The coins typically feature the name of the smith that cast them, as well as the name of the Treasury where they were cast. On the reverse side, there is a small symbol that reflects the month that they were made.
  • Aurum coins are relatively easy to counterfeit, however, without the proper knowledge of casting techniques, counterfeit pieces are often brittle, crumbling under heavy pressure.

Sleesthanka Chips

  • Sleesthanka chips are typically only used by more traditional Feldani Elf merchants. As such, most merchants will still accept them as currency, albeit at a 4-to-1 rate of exchange.
  • Sleesthanka chips are small pieces of Oola bark carved into the shape of an arrow. Oola bark is warm to the touch, with that and the rarity of the Oola tree contributing to its relative value.
  • Sleesthanka chips are virtually impossible to counterfeit, as they are a completely handcrafted, opportunistic currency already. However, harvesting too much bark from an Oola tree at any one time can result in the Oola tree igniting, and crumbling to ash.

Legion Denarii

  • Legion Denarii are only officially used by the Crimson Imperium for inter-guild transactions, but the Crimson Imperium, as well as the Silverblood National Bank, offer currency conversion for Legion Denarii to Aurum coins.
  • Legion Denarii are small silver coins with the head of Emperor Aetos Scipio wearing a laurel wreath stamped on the front. On the back of the coin, along the top edge is the Romani phrase "nec pluribus impar" meaning "Not unequal to many". Along the bottom edge is the date the coin was cast.
  • Legion Denarii are nearly impossible to counterfeit, with all but the most skilled hand missing crucial details in the coin, as the date, Romani phrase, and imperial face are all hand-etched into each coin.

Raw Gemstones

  • Raw Gemstones are extremely valuable in every sense of the word, and as such, are accepted by nearly every merchant. The odd few merchants that don't accept them as currency, do so on the principle that there isn't enough money in the area translating to that amount of money.
  • Raw Gemstones can be of the following varieties: Diamond, Sapphire, Ruby, Emerald, Topaz, and Amethyst. They are cut into long, flat ovals, and are judged on value based on the length and thickness of the oval. Clarity is less important for the value of the ovals, except in the case of using them for trade with a Jeweller.
  • Raw Gemstones are possible to counterfeit, with only the highest magical skill producing equal quality and size of gemstone. An experienced Jeweller can detect even the best counterfeit Raw Gemstones, however.

Letters of Credit

  • Letters of Credit, issued by the Silverblood National Bank, are typically only accepted by merchant guild bodies, or royal treasuries, as they stand to represent massive amounts of currency.
  • Letters of Credit are gold-leaf scrolls that contain the signature of the Head of the Silverblood Family, the manager of the Silverblood National Bank where the Letters of Credit were obtained, and the recipient of the Letters of Credit, after their wealth has been assessed by a Bank official.
  • Letters of Credit are impossible to counterfeit, as the signatures required in making the Letters of Credit official have only been seen by the wealthiest of people, and the account of the recipient are where the funds are drawn from, so any random name would not be accepted.
Currency Conversion
Currency Value (Based on the Aurum coin)
Sleesthanka Chip 1/4
Aurum 1
Legion Denarii 10
Raw Gemstones 30-100
Letters of Credit 500+

Smithy Materials

Leather

  • Physical Damage: N/A
  • Armor Class: 2
  • Extra Notes: N/A

Iron

  • Physical Damage: 2
  • Armor Class: 2
  • Extra Notes: N/A

Guildium

  • Physical Damage: 7
  • Armor Class: 7
  • Extra Notes: Cannot be crafted by PCs, Only used when calculating guild armor and weaponry

Steel

  • Physical Damage: 3
  • Armor Class: 3
  • Extra Notes: N/A

Elfwood

  • Physical Damage: 4
  • Armor Class: N/A
  • Extra Notes: Cannot be crafted by PCs, Must be carved into shape by a Feldani Elf Woodseer

Romani Bronze

  • Physical Damage: 5
  • Armor Class: 5
  • Extra Notes: N/A

Silver

  • Physical Damage: 5
  • Armor Class: N/A
  • Extra Notes: +10 damage against Lycanthropes, Cannot be crafted by PCs, Found in The Silver Tooth guild

Damascus

  • Physical Damage: 5
  • Armor Class: N/A
  • Extra Notes: +10 damage against Undead, Cannot be crafted by PCs, Found in The Rising Sun guild

Paladinium

  • Physical Damage: 5
  • Armor Class: N/A
  • Extra Notes: +10 damage against Demons, Cannot be crafted by PCs, Found in The Swords of Sol guild

Imperial Gold

  • Physical Damage: 7
  • Armor Class: N/A
  • Extra Notes: Cannot be crafted by PCs, Must be sanctified by a Priest of Cocytus

Alloyed Ferrousite

  • Physical Damage: 8
  • Armor Class: 5
  • Extra Notes: N/A

Adamantine

  • Physical Damage: 9
  • Armor Class: 7
  • Extra Notes: N/A

Mithryl

  • Physical Damage: 10
  • Armor Class: 10
  • Extra Notes: N/A

Dragonscale

  • Physical Damage: N/A
  • Armor Class: 16
  • Extra Notes: N/A

Dragonbone

  • Physical Damage: 12
  • Armor Class: 14
  • Extra Notes: N/A

Weapon Properties

Conceal

Weapons with the Conceal property are easily concealable. You have Advantage on Sleight of Hand checks made to hide the weapon on your person from someone trying to find the weapon. If it is discovered, many Conceal weapons still cannot be identified unless the searching creature makes a successful Appraise Item check to identify it.

Deflect

If struck by a melee weapon attack, you can use your reaction to roll to subtract your weapon’s damage from the damage dealt to you for one attack.

Finesse

Instead of Strength, you can add your Dexterity Modifier to your damage if it is higher than your Strength. This weapon can also be used for sneak attacks.

Light

This weapon is small or light enough that it allows the user to wield it in the off hand. While dual wielding, you can make a single attack with your off-hand weapon as part of your attack action.

Melee

Melee Weapons make a melee weapon attack to another creature up to 1 square away, and add strength modifier to attack and damage. A Melee weapon cannot be thrown as an attack unless it has the Thrown weapon property.

One Handed

A one-handed weapon requires only one hand to wield, leaving the off-hand open to wield another weapon or shield.

Ranged (Optimal Range)(Max Range)

Ranged weapons make a ranged weapon attack using dexterity for attack and damage. Your ranged weapon must have ammunition to use with that weapon, and it is loaded into that weapon. Attacks made in the optimal range suffer no penalties, while attacks made between the optimal and max ranges have Disadvantage.

Reach

This weapon adds 1 square to your range when you make a melee weapon attack, as well as for determining your reach for Opportunity Attacks with it.

Reload (Ammo Capacity)(Reload Type)

Some ranged weapons take time to reload, which is reflected as using a certain type of action to do so. More trained users can reload faster. All weapons with the reload property require two hands to load unless otherwise stated. Reloading can be: Part of Attack, Action, Full Round.

Thrown (Max Range)

Thrown weapons are melee weapons which can be used to make a ranged attack by throwing the weapon at the enemy, using Strength for damage, unless the weapon has the Finesse weapon property, in which case you may use Dexterity for the damage.

Two Handed

This weapon requires two hands to wield, meaning your off hand cannot be used to wield another weapon or shield.

Versatile

Versatile weapons are melee weapons that can be wielded with one hand or two hands. Wielding a versatile weapon with one hand allows a free hand to wield another weapon or shield, and wielding a versatile weapon with two hands adds a d4 to the damage.

Armor and Shields

Light Armor

Light Armor is made from leather or other animal products, and is usually lighter, thinner, and less protective than the other armors, but also provides the most mobility and least restriction.

Leather Armor

  • AC: 1
  • Speed Reduction: 0
  • Resistance: None
  • Weakness: Piercing, Fire

Iron Chainmail Armor

  • AC: 2
  • Speed Reduction: 1
  • Resistance: Slashing
  • Weakness: Piercing

Romani Bronze Armor

  • AC: 4
  • Speed Reduction: 0
  • Resistance: Lightning
  • Weakness: Bludgeoning

Mithryl Mail Armor

  • AC: 9
  • Speed Reduction: 0
  • Resistance: Slashing, Necrotic
  • Weakness: Piercing, Lightning

Dragonscale Armor

  • AC: 15
  • Speed Reduction: 2
  • Resistance: Fire, Cold, Lightning
  • Weakness: Piercing

Heavy Armor

Heavy Armor covers the most area, weighs the most, and costs the most, but is the most protective armor available without magic. Heavy armors are made almost entirely of metal and require extensive, professional manufacturing.

Banded Iron Armor

  • AC: 3
  • Speed Reduction: 2
  • Resistance: Cold
  • Weakness: Bludgeoning, Fire

Steel Plate Armor

  • AC: 4
  • Speed Reduction: 2
  • Resistance: Piercing
  • Weakness: Bludgeoning

Ferrousite Plate Armor

  • AC: 6
  • Speed Reduction: 3
  • Resistance: Piercing, Lightning
  • Weakness: Bludgeoning, Cold

Adamantine Scale Armor

  • AC: 8
  • Speed Reduction: 3
  • Resistance: Bludgeoning
  • Weakness: Slashing

Mithryl Plate Armor

  • AC: 11
  • Speed Reduction: 1
  • Resistance: Piercing, Necrotic
  • Weakness: Bludgeoning, Lightning

Dragonbone Armor

  • AC: 15
  • Speed Reduction: 4
  • Resistance: Slashing, Piercing, Bludgeoning
  • Weakness: Cold

Shields

Whether a target or tower, shields come in all shapes and sizes from kites to circles to teardrops to rectangles. There are obvious benefits to the size and shape of your shield.

Buckler Shield

  • Block Check: DR8 Dexterity Check
  • Deflect Amount: 1d4
  • Resistance: Slashing
  • Weakness: Piercing, Bludgeoning, Fire
  • Mastery Perk: You may wield a buckler and a weapon in the same hand, however, you suffer -3 penalty to attack rolls. If the buckler is alone in your off hand and your deflect reduced the damage dealt to you to 0, you may immediately make an attack as part of that same reaction.

Skirmish Shield

  • Block Check: DR12 Strength Check
  • Deflect Amount: 1d6
  • Resistance: Slashing
  • Weakness: Bludgeoning, Fire
  • Mastery Perk: If you successfully block a ranged attack that deals 6 damage or less, it is automatically negated. When an enemy misses a melee attack against you, you can use your reaction to attack that enemy with your shield, dealing 1d4 Bludgeoning damage, and pushing that enemy 1 square away.

Tower Shield

  • Block Check: DR18 Strength Check
  • Deflect Amount: 1d12
  • Resistance: Piercing, Slashing
  • Weakness: None
  • Mastery Perk: You are considered in half cover at all times, granting Disadvantage to all ranged attackers, and a -2 penalty to all melee attackers. While wielding the tower shield, if you are subjected to an effect that deals area damage, you only take half damage.

Ambush Weapons

Ambush weapons describe weapons not designed for combat, rather for ambush. They are easily hidden or mundane, and in the right hands can end a fight before it's even started.

Punch Dagger

A punch dagger is usually a small knife attached to a horizontal handle that projects out from the fist when held. A master with the punch dagger can find weaknesses when the enemy is distracted or moving.

  • Damage Type: Piercing or Slashing
  • Weapon Properties: One Handed, Melee, Conceal, Finesse, Light
  • Damage Formula: 1d4+Ore
  • Mastery Perk: You have Advantage on surprise attacks made with this weapon. Additionally, if this weapon is in your off hand, you may make use your reaction to attack with this weapon.

Whip Dagger

A dagger with a ring pommel at the end of a silk ribbon. The weapon can be used like a dagger in hand to attack creatures, or swung about the end of the ribbon to attack creatures up to 2 squares away. A master has learned the scorpion pull, able to impale up to 3 squares away, then pull them with the attached ribbon.

  • Damage Type: Piercing
  • Weapon Properties: One Handed, Melee, Conceal, Finesse, Light, Reach
  • Damage Formula: 1d4+Ore
  • Mastery Perk: On hit, you deal damage, and you can choose to force the enemy to succeed on a DR10 Strength check or be pulled next to you.

Gauntlet

Any spiked or weighted glove or other means of adding weight, blades, or spikes, like brass knuckles, to a basic fist uses these statistics. Normal armored gauntlets are not weighted enough to count as these weapons. Gauntlet weapons impose disadvantage on Dexterity checks that use hands to complete, such as picking locks or picking pockets. Your gauntlets cannot be disarmed. A master with the gauntlet learns to block with their hands, perhaps even catching the enemy’s weapon.

  • Damage Type: Piercing, Bludgeoning, or Slashing
  • Weapon Properties: One Handed, Melee, Light
  • Damage Formula: 1d4+Ore
  • Mastery Perk: As a reaction, you can declare that you try to catch the enemy's melee weapon attack. If their attack misses, you have advantage on your next weapon attack, athletics, or acrobatics check against that enemy.

Hidden Blade

The infamous hidden blade is a mechanical means to deploy a piercing dagger from under your wrist as part of an attack. While this weapon is equipped, you can count the hand it is equipped with as open, allowing it to wield a weapon or shield. However, you can’t wield a weapon or shield in this hand and also use the hidden blade; in such a case, the blade would become an inert piece of garb. A hidden blade master has mastered surprise attacks with this concealed weapon.

  • Damage Type: Piercing
  • Weapon Properties: One Handed, Melee, Conceal
  • Damage Formula: 1d12
  • Mastery Perk: When you make an attack against an enemy that is Surprised, the hit creature takes the full damage from this weapon and any modifiers, instead of rolling for the damage.

Unarmed Strikes

A creature with simple training can throw basic punches that are largely ineffective, while a creature with martial training can properly land punches and kicks, doing small amounts of damage. A master of unarmed strikes is as well trained as a traditional monk, though lacking the ki focus the monk possesses.

  • Damage Type: Bludgeoning
  • Weapon Properties: One Handed, Melee, Conceal, Finesse, Light
  • Damage Formula: 1+Atr Mod
  • Mastery Perk: Increase the damage to your Attribute Score.

Knuckle Axe

Designed much like brass knuckles, but with a blade that sweeps back toward the forearm, either over the knuckles or over the side of the fist. The knuckle axe resembles an axe head with no handle, and either 4 finger holes or a curved handle to rest inside a closed fist. Masters with knuckle axes learn to slash through soft targets much like a real axe, attacking two targets at once.

  • Damage Type: Slashing
  • Weapon Properties: One Handed, Melee, Light
  • Damage Formula: 1d6+Ore
  • Mastery Perk: When you score a critical hit, make an additional melee attack to another creature adjacent to you. This can continue as many times in a single attack action as you score critical hits.

Ammunition

Ammunition is the projectile that ranged weapons fire. Ammunition types are restricted to their particular weapon, e.g. a crossbow cannot use an arrow as ammunition, and a longbow cannot use a bolt.

Ammunition Damage Compatible Weapons
Iron Arrow 2 Bladed Bow, Longbow
Steel Arrow 3 Bladed Bow, Longbow
Elfwood Arrow 3 Bladed Bow, Longbow
Adamantine Arrow 4 Bladed Bow, Longbow
Dragonbone Arrow 5 Bladed Bow, Longbow
Iron Bolt 3 Hand Crossbow, Light Crossbow, Heavy Crossbow
Steel Bolt 4 Hand Crossbow, Light Crossbow, Heavy Crossbow
Grekani Bronze Bolt 4 Hand Crossbow, Light Crossbow, Heavy Crossbow
Adamantine Bolt 5 Hand Crossbow, Light Crossbow, Heavy Crossbow
Dragonbone Bolt 6 Hand Crossbow, Light Crossbow, Heavy Crossbow
Steel Stormshot 4 Greatbow
Elfwood Stormshot 4 Greatbow
Adamantine Stormshot 5 Greatbow
Dragonbone Stormshot 7 Greatbow
Stone Bullet 1 Sling, Wrist Shot
Iron Bullet 2 Sling, Wrist Shot, Firearms
Adamantine Bullet 3 Sling, Wrist Shot, Firearms
Dragonbone Bullet 4 Sling, Wrist Shot
Dart 1 Blowgun, Hidden Crossbow

Axes

Axes are typically slashing weapons that derive their force from weight rather than sharpness. An axe’s beard, or the underside of the head between the shaft, is just as effective as a weapon in the hands of an expert as the edge is.

Battle Axe

  • This is an axe about 2ft-3ft in length, with a longer beard designed for a wider slashing wound. This weapon is manufactured for use with two hands for more powerful strikes. Masters with the battle axe get more reliable damage out of the weapon.
  • Damage Type: Slashing
  • Weapon Properties: Two Handed, Melee
  • Damage Formula: 1d8+Ore
  • Mastery Perk: When you score a critical hit, reroll the damage if it is 1 or 2.

Handaxe

  • An incredibly versatile weapon and tool, the hand axe can be thrown, or used in melee like a hatchet. The master learns the ability to bind and disarm.
  • Damage Type: Slashing
  • Weapon Properties: One Handed, Melee, Thrown (3)
  • Damage Formula: 1d6+Ore
  • Mastery Perk: You have advantage on attempts made to disarm enemies wielding a one handed weapon and nothing else.

Greataxe

  • The greataxe is the classic barbarian axe but also includes more historical versions such as the bardiche, voulge, or Dane axe. The greataxe has incredible potential for damage, and the master greataxe wielder can fell even the stoutest of foes with reliability not seen in many other weapon styles.
  • Damage Type: Slashing
  • Weapon Properties: Two Handed, Melee, Reach
  • Damage Formula: 1d10+Ore
  • Mastery Perk: When you score a critical hit, you have Advantage on damage rolls.

Halberd

The halberd consists of an axe blade topped with a spike mounted on an 8ft long shaft. It always has a hook on the back side of the axe blade for grappling mounted combatants. A master with the halberd can use this weapon to perform a trip against mounted foes to pull them from the saddle to a prone position.

  • Damage Type: Slashing or Piercing
  • Weapon Properties: Two Handed, Melee, Reach
  • Damage Formula: 1d8+Ore
  • Mastery Perk: You have Advantage on trip attacks made to mounted enemies and Large creatures. If you succeed on a trip against a mounted foe, it is automatically pulled from its mount to a prone position.

Khopesh

  • This axe sword hybrid was made famous by ancient egyptians. It is a sword built with a large crescent shaped protrusion about one third from the tip, and a hooked tip, forming a sort of question mark shape. It acts in every way similarly to a battle axe, but is lighter and can more reliably cut with a larger surface area. A Master with the Khopesh has learned to use the hooked point to drag or trip enemies to the ground with ease.
  • Damage Type: Slashing or Piercing
  • Weapon Properties: One Handed, Melee
  • Damage Formula: 1d10
  • Mastery Perk: If you begin your turn next to a prone enemy, you can drag that enemy up to half of your movement speed. This action deals normal damage, and uses a full action.

Bludgeons

Bludgeons described here are the more simple types of weapons that rely more on pure weight than anything else. Bludgeons allow for secondary effects, as getting smacked with a mass of metal to the head isn’t a simple matter of how much bruising you will have to show for it.

Greatclub

  • The greatclub is simply a heavy, two-handed club, though it can be refined like the Japanese Kanabo. A master of the greatclub can render a weapon nearly useless.
  • Damage Type: Bludgeoning
  • Weapon Properties: Two Handed, Melee
  • Damage Formula: 1d8+Ore
  • Mastery Perk: If you are successful in a disarm attempt, the enemy can no longer use that weapon.

Light Club

  • A light club is a one-handed mass weapon, much like a bat or ball mace. A master can target the head more easily, giving stuns that the opponent can't shake off quite as easily.
  • Damage Type: Bludgeoning
  • Weapon Properties: Versatile, Melee, Light
  • Damage Formula: 1d4+Ore
  • Mastery Perk: When you score a critical hit, your enemy is Stunned for 1 round. This mastery perk works whether you have the Stunning Critical Mote of Light or not.

Flanged Mace

  • A mace is made up of a metal head with small bladed protrusions, attached to a simple wooden or metal shaft, designed specifically to hammer and shred armored enemies. This weapon deals half of its damage as slashing and half of its damage as bludgeoning damage at the same time, for the purpose of overcoming resistances or immunities. Masters with maces learn to punch through armor to damage those foes with ease.
  • Damage Type: Slashing and Bludgeoning
  • Weapon Properties: One Handed, Melee
  • Damage Formula: 1d6+Ore
  • Mastery Perk: Against humanoid enemies wearing heavy armor, you add your strength modifier to the damage twice.

Quarterstaff

  • The simple staff is a useful double ended bludgeoning weapon, whether shod and weighted like the English quarterstaff, or simply made of strong bamboo, like the Japanese bo. A master learns to block more effectively with the center of the staff.
  • Damage Type: Bludgeoning
  • Weapon Properties: Two Handed, Melee, Conceal, Deflect, Reach
  • Damage Formula: 1d6
  • Mastery Perk: While wielding a quarterstaff, you gain a +1 bonus to your AC.

Bows and Slings

The weapon the brought humans out of the caves and trees to the top of the food chain, the bow is as ancient as civilization. Bows require more training and skill than crossbows, but reload is part of the attack, making them still hold relevance in the age of mechanical ranged weapons.

Bladed Bow

  • A bladed bow has two curved blades affixed to its limbs. Though not nearly as stout as a quarterstaff due to the flexibility of the bow itself, it is nonetheless an easy way to protect yourself when the enemy closes. The bladed bow is very specialized and requires dedicated training to be anything but clumsy. In the hands of a master, the bladed bow is as dangerous as a dual wielder.
  • Damage Type: Piercing or Slashing
  • Weapon Properties: Two Handed, Ranged (5)(7), Melee, Reload (1)(Action)
  • Damage Formula: 1d6+Ammo
  • Mastery Perk: You can seamlessly make ranged or melee weapon attacks without needing to spend an action to switch weapons.

Greatbow

  • A greatbow is a bow much taller and stouter than the longbow, and fires specialized stormshots that are similar in size to a javelin. Due to its size, javelins can be used as ammunition, but with disadvantage on the attack. Greatbow masters have learned to overdraw the stout poundage, sending enemies flying back. You must have a Strength score of at least 7 to wield a Greatbow.
  • Damage Type: Piercing
  • Weapon Properties: Two Handed, Ranged (10)(15), Reload (1)(Action)
  • Damage Formula: 1d10+Ammo
  • Mastery Perk: When you score a critical hit, your enemy must succeed on a DR14 Strength check or be shoved 1 square in a straight line away from you and knocked Prone. Large creatures have advantage on this save, and larger creatures are immune. Creatures that are flying have disadvantage on this skill check.

Longbow

  • A longbow has a larger power stroke than a shortbow, meaning the arrow is drawn further and has a higher draw weight. This, combined with the larger size, usually 5ft-6ft long, mean the bow is much more powerful, but perhaps a bit more cumbersome in close combat and atop a mount. A master with a longbow has learned to steady his aim and loose the arrow between breaths for more accurate shots.
  • Damage Type: Piercing
  • Weapon Properties: Two Handed, Ranged (7)(10), Reload (1)(Part of Attack)
  • Damage Formula: 1d8+Ammo
  • Mastery Perk: If you have Disadvantage for any reason, you can use your reaction to attempt a DR10 Perception check or half the enemy’s AC, whichever is higher. If you succeed, your Disadvantage is negated.

Sling

  • A sling is a simple leather cup with cords that allow the user to launch rounded bullets with circular momentum. One of the oldest range weapons known, it is both simple and effective at delivering a crushing blow at medium range. You can use rounded stones or small bits of anything that can fit into the leather cup, though these attacks are made with disadvantage.
  • Damage Type: Bludgeoning
  • Weapon Properties: Two Handed, Ranged (4), Reload (1)(Part of Attack)
  • Damage Formula: 1d4+Ammo
  • Mastery Perk: You may roll a melee attack with a loaded sling. A successful melee attack still consumes a piece of ammunition, and the sling must be loaded in order to melee attack.

Wrist Shot

  • Using stretchable materials, the wrist shot shoots rounded bullets much like a sling, though uses the power of the elasticity of the material rather than gathered circular momentum. You can use debris or rounded stones as ammunition, but this causes disadvantage on your attack. Masters with wrist shots can bounce shots around corners and off hard surfaces to attack enemies in even total cover.
  • Damage Type: Bludgeoning
  • Weapon Properties: One Handed, Ranged (2)(4), Reload (1)(Part of Attack)
  • Damage Formula: 1d4+Ammo
  • Mastery Perk: You can ignore total cover if the target has obstacles that provide a means to bounce or ricochet shots around the cover, provided the enemy isn’t fully enclosed.

Combat Blades

Combat blades described here involve military weapons designed for war. Most of these weapons are long, powerful swords.

Broadsword

  • True broadswords have a wider, thicker blade to add power to the blow, and often have a single edge to give more weight to the blade, like the Falcion, Messer, Seax, or Chinese Dadao. Because of this the weapon performs much like an axe in the strike. A master learns to strike truer, and gain more damage dealt to soft targets.
  • Damage Type: Slashing
  • Weapon Properties: Two Handed, Melee
  • Damage Formula: 1d8+Ore
  • Mastery Perk: When you score a critical hit, add your Strength modifier to the damage twice.

Greatsword

  • The greatsword is often taller than its wielder, spanning in the 6ft-7ft range with a 2ft handle. It is similar in length to a polearm, has similar reach and can even use similar techniques thanks to a smaller handle above the crossguard called a Ricasso, just without the ability to brace as many polearms do. A master finds the greatest weapon to use against a large enemy is the greatsword.
  • Damage Type: Slashing
  • Weapon Properties: Two Handed, Melee, Reach
  • Damage Formula: 1d10+Ore
  • Mastery Perk: You deal 2d10 damage to Large and larger enemies.

Katana

  • The Katana, made famous by the Japanese, is a single edged, slightly curved sword with a minimal guard called a tsuba and a longer handle than western or middle eastern swords. the longer handle and curved edge provides different leverage and lends to more effective deflections. A master, wielding a Katana with two hands, can deflect even powerful blows with ease.
  • Damage Type: Slashing
  • Weapon Properties: Versatile, Melee, Deflect, Reach
  • Damage Formula: 1d8+Ore
  • Mastery Perk: Your deflect is 2d10 if you use this weapon with two hands.

Longsword

  • The longsword is a multipurpose cutting and thrusting weapon, with a wide guard for dueling, and includes both the cruciform fencing sword, and the German Zweihander. Generally, the blade is between 3ft-4ft, with a 10"-12" handle. Masters learn to become more rapier-like with more point finesse overall.
  • Damage Type: Piercing or Slashing
  • Weapon Properties: Versatile, Melee, Finesse
  • Damage Formula: 1d6+Ore
  • Mastery Perk: Your Critical hit range is increased by 1.

Scimitar

  • A single-handed, curved sword, similar in dimension to the longsword. Unfortunately, unlike the longsword, the scimitar is usually fitted with a handle too small to allow two-handed wielding, but the master learns to use the curve as a means to deflect.
  • Damage Type: Slashing
  • Weapon Properties: One Handed, Melee, Deflect, Finesse
  • Damage Formula: 1d6+Ore
  • Mastery Perk: When you choose to deflect, you may roll twice and take the better result.

Short Glaive

  • A short glaive is a glaive weapon with a shorter handle, usually in the range of length of a greatsword, but much lighter as the metal blade is smaller and most of the weapon is wooden haft. A short glaive is favored among elven armies as an effective long weapon that is both heavy hitting and light enough to not require excessive strength. Masters of the short glaive find the weapon can swing through soft targets, converting the momentum into another attack if they’re lucky.
  • Damage Type: Piercing or Slashing
  • Weapon Properties: Two Handed, Melee, Reach
  • Damage Formula: 1d6+Ore
  • Mastery Perk: If you reduce an enemy to 0 hit points, you can make an attack to any other foe that is within 1 square of you.

Crossbows

Crossbows take less training to operate than a bow and are often more powerful, but their reload time and specialized mechanisms keep them from making the former obsolete.

Blowgun

  • Blowguns are generally used to deliver poisons from a distance, as the needle-like dart is often too small to cause serious damage. They are nearly silent when shot, and do not reveal your location if you attack from stealth and miss. A master has learned the art of the flying viper, shooting two shots at once, and reloading with a single hand.
  • Damage Type: Piercing
  • Weapon Properties: One Handed, Ranged (3)(5), Reload (1)(Part of Attack), Conceal
  • Damage Formula: 1+Ammo
  • Mastery Perk: The blowgun can be loaded with two darts. Roll two attacks. Each dart deals d4 damage and applies their effect to the target, but you can only do this at your optimal range.

Hand Crossbow

  • A hand crossbow is a simple hand drawn bow that is released with a pistol trigger. The limbs are very small, weaker than any other crossbow, and can only launch the bolt a short distance. But, being able to pull the drawstring back without mechanical assistance means it can be reloaded very quickly. You can shoot, but not load, a hand crossbow with one hand at no penalty. A master crossbowman learns to reload one-handed using hook points on his clothing, enabling him to dual wield hand crossbows if he wished.
  • Damage Type: Piercing
  • Weapon Properties: One Handed, Ranged (4)(5), Reload (1)(Part of Attack)
  • Damage Formula: 1d4+Ammo
  • Mastery Perk: Can be fired and reloaded with one hand.

Hidden Crossbow

  • This is a mechanical means of deploying a wrist mounted crossbow, much like the hidden blade. While this weapon is equipped, you can count the hand it is equipped to as open, allowing it to wield a weapon or shield. You cannot wield a weapon or shield in this hand and also use the hidden crossbow; in such a case, the weapon would be an inert piece of garb. A hidden crossbow master has mastered launching the bolt while in a melee.
  • Damage Type: Piercing
  • Weapon Properties: One Handed, Ranged (2)(4), Reload (1)(Action)
  • Damage Formula: 1d4+Ammo
  • Mastery Perk: You may attack as a reaction when an enemy makes an attack against you and misses.

Light Crossbow

  • You draw a light crossbow back by pulling a lever. A master learns to modify his light crossbow, turning them into repeating crossbows. Repeating crossbows hold 3 bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (part of the attack action). Loading a new case of 3 bolts is an action that provokes Opportunity Attacks.
  • Damage Type: Piercing
  • Weapon Properties: Two Handed, Ranged (6)(9), Reload (1)(Action)
  • Damage Formula: 1d6+Ammo
  • Mastery Perk: Modifies Light Crossbows, giving it a new value of Reload (3)(Action).

Heavy Crossbow

  • Heavy crossbows load a thousand pounds of force into your bolt, letting you punch targets with as much force as a barbarian's axe. Because of this power, you must draw a heavy crossbow by turning a winch to pull the drawstring back. A master arbalest is able to use the crossbow's power to hit hard targets, possibly knocking them prone, or knocking flying creatures from the sky.
  • Damage Type: Piercing
  • Weapon Properties: Two Handed, Ranged (12)(15), Reload (1)(Full Round)
  • Damage Formula: 1d12+Ammo
  • Mastery Perk: When you score a critical hit, your enemy must succeed on a DR14 Strength check or be shoved 1 square in a straight line away from you and knocked Prone. Large creatures have advantage on this save, and larger creatures are immune. Creatures that are flying have disadvantage on this skill check.

Dueling Blades

Dueling blades describe smaller or lighter one-handed weapons, designed for civilian defense or judicial duels. These weapons deal lighter damage but have more specialized uses, often used with finesse.

Dagger

  • Any weapon about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style of cloak and dagger. The master can make blinding fast attacks even while she focuses her attention elsewhere.
  • Damage Type: Piercing
  • Weapon Properties: One Handed, Melee, Finesse, Light, Thrown (3)
  • Damage Formula: 1d4+Ore
  • Mastery Perk: You can use a bonus action to make an attack with a dagger, even if you don't take the attack action.

Rapier

  • The rapier is a long, thin sword, designed with minimum weight for maximum accuracy with the tip. Prized as the pinnacle of finesse, masters learn how to properly strike forth in a lunge, learn expert parries, and use a rapier in the off hand.
  • Damage Type: Piercing
  • Weapon Properties: One Handed, Melee, Finesse, Reach
  • Damage Formula: 1d4+Ore
  • Mastery Perk: If you are wielding a rapier and nothing else, you can add 1d4 to your damage. If you have Advantage on your attack, you can add an additional 1d4 to the damage.

Sabre

  • A saber describes a wide variety of weapons that all share a few properties in common; one-handed, single-edged, slight curve, and little or no counterweight to add cutting power to the blades. Examples are the cavalry saber, dueling saber, and officer’s sword. The master finds the saber’s curve and protection give incredible survivability.
  • Damage Type: Slashing or Piercing
  • Weapon Properties: One Handed, Melee, Deflect, Finesse
  • Damage Formula: 1d6+Ore
  • Mastery Perk: If a Large or smaller enemy hits you with a melee weapon attack, you can use your reaction to add your weapon's damage dice to your AC.

Sickle

  • A wooden handle with a short, crescent-shaped blade with the cutting edge on the inside of the curve, derived from the farming tool. The crescent can be used to trip a target, and a master learns to use the curve of the weapon to grapple enemies when the point sinks into a target.
  • Damage Type: Piercing
  • Weapon Properties: One Handed, Melee, Light
  • Damage Formula: 1d6+Ore
  • Mastery Perk: When you score a critical hit, the target is knocked Prone and dragged 1 square in a direction that you choose.

Shortsword

  • This category consists of any thrusting or chopping blade longer than a dagger, but shorter than a full-sized sword. Examples include the cutlass or the machete. The master learns to gain every bit of damage out of the shortsword.
  • Damage Type: Slashing or Piercing
  • Weapon Properties: One Handed, Melee, Light
  • Damage Formula: 1d6+Ore
  • Mastery Perk: When you have Advantage on the attack, you also have Advantage on damage.

Flails and Whips

Flails and whips are weapons of misdirection. They aren’t straightforward by design of circular momentum. The weapon may differ and the design not always optimal, but masters of flails and whips are masters of deception in combat itself.

Light Flail

  • The familiar handle with a spiked ball at the end of a chain, or two clubs linked by a rope like a nunchaku, which deals both bludgeoning and piercing damage at the same time, for the purposes of overcoming resistances or immunities. Masters with the light flail learns to carry the weapons speed and momentum into another attack if they miss.
  • Damage Type: Piercing and Bludgeoning
  • Weapon Properties: One Handed, Melee, Reach
  • Damage Formula: 1d6+Ore
  • Mastery Perk: If you miss with an attack, you may use your reaction to make one attack.

Heavy Flail

  • A weapon of hafted reach, though instead of an axe or blade, there is the spiked bar of the heavy flail, which deals bludgeoning and piercing damage at the same time, for the purpose of overcoming resistances or immunities. The pole flail is primarily designed for field warfare, for reaching over enemy lines, and thus the master learns to use its sweeping attack for getting around any guard, not just around shields.
  • Damage Type: Piercing and Bludgeoning
  • Weapon Properties: Two Handed, Melee Reach
  • Damage Formula: 1d8+Ore
  • Mastery Perk: Disarm attempts deal damage if the enemy succeeds on their skill check.

Meteor Hammer

  • This weapon is a spherical weight attached to a 10-foot rope. Used as a more brutal form of a whip dagger, the meteor hammer is capable of using both circular movement as a weapon and can be slung forward at great reach. A master with the meteor hammer finds great utility in the weapon, despite its difficulty of use and low damage.
  • Damage Type: Bludgeoning
  • Weapon Properties: Two Handed, Melee, Finesse, Reach
  • Damage Formula: 1d4+Ore
  • Mastery Perk: As an action, you begin twirling the hammer around you in a 2 square radius. Until the start of your next turn, any creature which starts its turn or which enters this space must succeed on a Dexterity check against you or be damaged by your weapon.

Whip

  • The whip is treated as a melee weapon. You can use a whip to grasp unattended small or tiny objects, or any reasonable handhold within 2 squares, provided you hit DR10 with a melee attack. You may release the item or handhold at any time. A whip master is truly a sight to behold, grabbing things with the tip and yanking things out of enemy hands, into their own possession.
  • Damage Type: Piercing
  • Weapon Properties: One Handed, Melee, Conceal, Finesse, Reach
  • Damage Formula: 1d4
  • Mastery Perk: When you disarm an item from any creature, you can choose to place the item anywhere in your reach, or catch it as a reaction, instead of it falling to the ground beneath the creature.

Chain Sword

  • Perhaps the most exotic weapon on this list, the chain sword can be both a sword or a whip-like weapon that is made of bladed chain links. A master learns to quickly attack his bound target or any target next to it.
  • Damage Type: Slashing
  • Weapon Properties: One Handed, Melee, Finesse, Reach
  • Damage Formula: 1d4+Ore
  • Mastery Perk: When attacking an enemy, that enemy is Immobilized, and must make a Strength check against your weapon's damage to escape. You can still use your chain sword to attack your enemy, or any enemy within 1 square of it.

Hammers and Picks

Hammers and picks share an anti-armor goal, and a concentrated force design, either by the point on a pick or face on a hammer. Differing from bludgeons in their specialization against armor and more refined technique, the hammer and pick are staples in any warrior needing a weapon to best his foes.

Light Hammer

  • The light hammer is an especially short-handled, blunt-headed warhammer, balanced for throwing. It is different from a mace in that it focuses all force into a single face, resulting in more penetrating blows but learning control of a single face requires martial training. While a flanged mace may shred armor, a hammer is able to more precisely deliver blows that weaken the bearer of that armor, and a master can even weaken a user enough that movement seems impossible.
  • Damage Type: Bludgeoning
  • Weapon Properties: One Handed, Melee, Thrown (2)
  • Damage Formula: 1d6+Ore
  • Mastery Perk: When you make a successful attack, the target's AC is reduced by 2. This can only occur once per enemy.

Warhammer

  • The historical warhammer was a lightweight, long-handled weapon designed to damage armored enemies. The small, pronged hammer head is often backed with a military pick, but just as often, a different style of face. A master of the warhammer cares little for armor, blasting through it with ease.
  • Damage Type: Bludgeoning
  • Weapon Properties: Two Handed, Melee
  • Damage Formula: 1d8+Ore
  • Mastery Perk: You ignore resistance to non-magical bludgeoning damage.

Maul

  • The maul is a weapon of immense mass; a great hammer able to move the stoutest of foes. The weapon’s weight adds to incredible damage, and the master finds he can use the weapon’s mass to send foes flying with particularly vicious strikes. Additionally, mauls always have advantage on attack rolls to damage objects and deals double damage to them.
  • Damage Type: Bludgeoning
  • Weapon Properties: Two Handed, Melee, Reach
  • Damage Formula: 1d12+Ore
  • Mastery Perk: When you score a critical hit, you may choose to send your enemy flying 2 squares away from you, if they fail a DR16 Strength check.

War Pick

  • The war pick is a weapon derived from a miner's pick, and famously manufactured by militant mountain dwarves, but has since been refined and used the world over by militaries keen on facing heavily armored combatants. The pick comes in many forms but is usually a battle axe sized weapon with a reinforced spike on one end, and a widened, sharpened scoop opposite the spike. Often the shaft is made with iron banding to reinforce. A master has learned to look for the perfect opening, placing the pick into soft targets in armor.
  • Damage Type: Piercing
  • Weapon Properties: Versatile, Melee
  • Damage Formula: 1d8+Ore
  • Mastery Perk: You have +2 to damage against any enemy wearing heavy armor.

Spears

If a bow is as old as humanity, a spear is as old as the first humanoid species. Our first tool, a feature in almost every military in history, and an efficiency hard matched in terms of production, training, and application.

Harpoon

  • The harpoon is a heavy, barbed throwing spear with a socketed head which has a shaped hook that embeds itself into the target of the attack. It is attached to a length of rope as long as the user wishes so that it can be retrieved on a miss with a bonus action.
  • Damage Type: Piercing
  • Weapon Properties: One Handed, Melee, Thrown (4)
  • Damage Formula: 1d6+Ore
  • Mastery Perk: When throwing this weapon at an enemy, they must succeed a DR12 Strength check, or else you can choose to drag them back to you.

Javelin

  • The javelin is a light throwing spear, build with low weight in mind which makes it somewhat fragile. Thrown javelins are subject to the same breakage chances as arrows. A Javelin can be used in melee, however, with each successful hit, it has a 50% chance to break.
  • Damage Type: Piercing
  • Weapon Properties: One Handed, Melee, Light, Thrown (5)
  • Damage Formula: 1d6+Ore
  • Mastery Perk: If you hit a shield wielding enemy, but deal no damage from his deflect, his deflect amount is reduced to 1d4 until he takes an action to pry the remnants from the shield.

Lance

  • The lance is a long spear with ample hand protection designed for use from horseback. It is weighted heavily in the pommel, and as such when you choke up on the weapon to use it in melee combat, the weapon becomes unwieldy, imposing Disadvantage on all attacks made to enemies. If used from the back of a charging mount, however, the lance grants Advantage on attack rolls. Masters with the Lance have learned to put even more power into bigger targets.
  • Damage Type: Piercing
  • Weapon Properties: One Handed, Melee, Reach
  • Damage Formula: 1d8+Ore
  • Mastery Perk: If you are mounted, your successful attacks push enemies 1 square, and deal 1d12 damage against Large or larger enemies.

War Spear

  • A war spear is different from a simple spear in that it is designed to resist cutting its shaft, and has weight in the pommel, making it more balanced for martial techniques. A war spear can be used as a throwing weapon, but not as effectively as a javelin.
  • Damage Type: Piercing
  • Weapon Properties: Versatile, Melee, Finesse, Thrown (3)
  • Damage Formula: 1d8+Ore
  • Mastery Perk: If you hit the same target you hit with your most recent attack, your attack deals an additional 1d4 piercing damage.

Pike

  • The pike is a long weapon, varying in size, from 8 to 12 feet long, designed for foot soldiers in a phalanx formation, to be used against an opposing line. It has a wooden shaft shod in iron, with an iron or steel spearhead affixed. A master with the Pike learns to fight as a phalanx soldier, using his ally as cover, but deftly striking around him without detriment.
  • Damage Type: Piercing
  • Weapon Properties: Two Handed, Melee, Reach
  • Damage Formula: 1d8+Ore
  • Mastery Perk: No creature provides half cover to your enemy if you attack it with reach. Your allies still provide half cover to you from this enemy.

Trident

  • The trident, traditionally a fishing weapon, can be repurposed for war with some efficiency. The three prongs deal more reliable damage than a simple spear, and in particular, the master trident user finds particularly devastating attacks while throwing it.
  • Damage Type: Piercing
  • Weapon Properties: Versatile, Melee, Disarm, Thrown (3)
  • Damage Formula: 1d6+Ore
  • Mastery Perk: If you throw this weapon and land a successful hit, the enemy must make a Dr10 Constitution check or have their speed reduced by half until the start of their next round.

Throwing Weapons

Throwing weapons allow a user to apply his strength to the attack and damage of the weapon. Throwing weapons are often paired with special abilities as well, giving them a very unique playstyle all on their own.

Bolas

  • A bolas is a pair of weights, connected by a thin rope or cord. Usually, the cord is reinforced with metal links to prevent the prey from simply biting or tearing the bolas to escape. The master bolo learns to accurately target his prey, bringing them down by binding the legs.
  • Damage Type: Bludgeoning
  • Weapon Properties: One Handed, Light, Thrown (4)
  • Damage Formula: 1d4
  • Mastery Perk: When you successfully hit, you deal damage and your enemy is knocked Prone.

Boomerang

  • The boomerang is primarily a hunting tool, but it is not uncommon to carry these versatile weapons into battle. A boomerang is made of wood and is flat, with a long haft, a pronounced forward curve, and a sharp backward bend at the head. If you miss with this weapon it will return to you as long as you succeed at a Dr10 Acrobatics check. A master learns the fabled hit and return, allowing a boomerang to return to the user even if it hits.
  • Damage Type: Bludgeoning
  • Weapon Properties: One Handed, Thrown (5)
  • Damage Formula: 1d4
  • Mastery Perk: You ignore half cover. It will always return to you after your attack, hit or miss, as long as you succeed at a DR8 Acrobatics check.

Dart

  • More similar to a lawn dart than a tavern dart, this throwing weapon is much smaller than a javelin, typically fletched like an arrow and weighted with lead. It’s superior piercing capability and weighted tip allow the master to pin targets to walls if the conditions are right.
  • Damage Type: Piercing
  • Weapon Properties: One Handed, Thrown (5)
  • Damage Formula: 1d6+Ore
  • Mastery Perk: When you make a successful hit, you can choose to deal no damage and instead pin the enemy to an adjacent wall or obstacle such as a tree or another creature. Your enemy is Immobilized, and must succeed at a DR10 Strength check to remove the darts to free itself. If you pin your enemy to another creature, that creature takes damage.

Net

  • A net is used to entangle enemies. A large or smaller creature hit by a net is Immobilized until freed. Dealing 5 slashing damage to the net also frees the creature without harming it, ending the effect and destroying the net. A net cannot be used against Huge or larger enemies.
  • Damage Type: N/A
  • Weapon Properties: One Handed, Thrown (2)
  • Damage Formula: No Damage
  • Mastery Perk: If you have Advantage when you Immobilize your enemy, it is Stunned instead.

Throwing Shot

  • A Throwing Shot is a weighty, round ball used offensively as a thrown weapon. A creature must take time to wind up and throw the shot, and this reflects in the attack. A master is deadly accurate with the shot and is able to target an enemy's head to smash them stunned. A creature with Strength less than 7 cannot wield a shot at all.
  • Damage Type: Bludgeoning
  • Weapon Properties: Two Handed, Thrown (6)
  • Damage Formula: 1d8+Ore
  • Mastery Perk: If you have Advantage and both dice would have hit, your enemy is Stunned until the end of its next round.

Throwing Star

  • These small pointed disks are constructed from thin, flat plates of metal derived from a variety of sources including coins, carpentry tools, washers or nail removers. They often have a hole in the center and possess a fairly thin blade sharpened mainly at the tip. The flat, small design of these weapons allows many to be palmed at once and thrown all together.
  • Damage Type: Piercing
  • Weapon Properties: One Handed, Light, Thrown (3)
  • Damage Formula: 1d4+Ore
  • Mastery Perk: Three Throwing Stars can be thrown at once in the same attack. All three Throwing Stars make separate attacks and can hit the same or different targets. Your Dexterity modifier only applies damage to one attack.

Alchemical Reagents

Alchemical reagents are used to create the various medicines, poisons, and grenades that exist across Terra. They are gathered from a plethora of sources, be it from a creature's corpse or a patch growing in a forest. Due to the magical, and often times unstable nature of these ingredients, directly eating them may result in great risk to the consumer (and potentially those around them!), but many have lesser abilities that are gained when eating them.

Adder's Tongue

  • Rarity: Common
  • Appearance: Long, green stalks that are forked, like a snake tongue.
  • Effect: +2 bonus to Resist Disease checks, for one day.
  • Potion Effect: None.
  • Addiction: No.

Adgana

  • Rarity: Uncommon
  • Appearance: Small, white leaves that grow on a bush.
  • Effect: The first usage increases Strength and Dexterity by 2, for one day. Subsequent usage decreases Strength and Dexterity by 1, for one day.
  • Potion Effect: None
  • Addiction: Yes, reduces Charisma by 3, and inflicts 1d6 damage each day, when in withdrawl.

Agrimony

  • Rarity: Rare
  • Appearance: Small flowers with yellow on the top and white on the bottom petals.
  • Effect: Dazed for 1d4 hours.
  • Potion Effect: Unconscious for 1d6 hours.
  • Addiction: No.

Alether

  • Rarity: Common
  • Appearance: Orange berries that droop from Needlebane Cacti.
  • Effect: +1 to attack rolls, for one day.
  • Potion Effect: +2 to attack rolls, and temporarily gives 20 HP, for one day. This effect ends with total collapse for 1d4 days unless the consumer makes a successful Resist Poison check vs. 10.
  • Addiction: No.

Alkanet

  • Rarity: Rare
  • Appearance: Thick, red root.
  • Effect: +1 to Resist Poison checks against ingested poisons, for one day.
  • Potion Effect: Resist all poisons, for one hour.
  • Addiction: Yes, -3 to Resist Poison checks, when in withdrawl.

All-Heale

  • Rarity: Common
  • Appearance: Bushy, green clover.
  • Effect: Heals HP by 5.
  • Potion Effect: Heals HP by 10 + (Constitution Score).
  • Addiction: No.

Anserke

  • Rarity: Uncommon
  • Appearance: The root of a cluster of purple and yellow flowers.
  • Effect: None
  • Potion Effect: Stops wounds from closing for one hour, making Bleeding effects deal twice the damage.
  • Addiction: No.

Arlan

  • Rarity: Common
  • Appearance: Small, white leaves, from a darkwood tree.
  • Effect: None
  • Potion Effect: Increases speed by 3 squares, for one day.
  • Addiction: No.

Asarabacca

  • Rarity: Rare
  • Appearance: Tall, green stalks with small purple flowers.
  • Effect: Deals 1d4 poison damage.
  • Potion Effect: The consumer must make a successful Resist Poison check vs. 16, or be rendered docile, and incapable of violence, for 1d6 hours.
  • Addiction: No.

Ashwood Bark

  • Rarity: Uncommon
  • Appearance: Grayish, papery bark.
  • Effect: +1 to Resist Poison checks, for one hour.
  • Potion Effect: -2 to Resist Poison checks, for one day. Additionally, deals 1d20 damage to Undead.
  • Addiction: No.

Ashline

  • Rarity: Uncommon
  • Appearance: Small, red flower with pale green leaves.
  • Effect: None
  • Potion Effect: Immune to Immobilized, and Petrified effects, for one day.
  • Addiction: No.

Bastit

  • Rarity: Uncommon
  • Appearance: Small, clear berries, with black centers.
  • Effect: Repels all animal-class beasts away from the consumer, for 1d4 hours.
  • Potion Effect: None
  • Addiction: No.

Bilberry

  • Rarity: Uncommon
  • Appearance: Black berries that grow on a drooping stalk.
  • Effect: Grants Heatsight. However, if the consumer is not a Feldani Elf, there is a 1d12 chance that the consumer takes 20 poison damage, and is Blinded for 1d6 hours.
  • Potion Effect: Grants Heatsight
  • Addiction: No.

Bittermourn

  • Rarity: Rare
  • Appearance: Clear moss on the sides of Eldar trees.
  • Effect: None
  • Potion Effect: Slows the aging process, and grants double the lifespan.
  • Addiction: No.

Bloodroot

  • Rarity: Very Rare
  • Appearance: A rusty-red, woody plant.
  • Effect: Deals 1d20 poison damage.
  • Potion Effect: Deals 35 poison damage. However, if mixed with King's Grove, grants immunity to all poison damage, for 1d12 days.
  • Addiction: No.

Caffar

  • Rarity: Common
  • Appearance: Small, brown nuts.
  • Effect: Increases Wisdom by 1, for one day.
  • Potion Effect: Increases Wisdom and Intelligence by 2, for one day.
  • Addiction: Yes, decreases Dexterity and Charisma by 2, when in withdrawl.

Cinquefoil

  • Rarity: Common
  • Appearance: Small, yellow flowers with five-part leaves.
  • Effect: +1 to Charisma checks, for 1d4 hours.
  • Potion Effect: Increases Charisma by 2, for one day.
  • Addiction: No.

Cow Wheat

  • Rarity: Uncommon
  • Appearance: Pale, yellow flower, crushed into a white powder.
  • Effect: Causes the consumer to act as if they were drunk, for one hour. Each dose increases drunkenness by 1 level.
  • Potion Effect: None
  • Addiction: No.

Darnell

  • Rarity: Rare
  • Appearance: Small, yellow flowers.
  • Effect: Removes Darkvision, for one hour.
  • Potion Effect: Causes Blinded, for one hour.
  • Addiction: No.

Darsurion

  • Rarity: Common
  • Appearance: Pale, white leaves.
  • Effect: None
  • Potion Effect: Heals 2 HP, for 1d6 rounds.
  • Addiction: No.

Dragontears

  • Rarity: Very Rare
  • Appearance: Translucent fruits, crushed to a milky-white paste.
  • Effect: Deals 50 poison damage.
  • Potion Effect: Completely heals all HP.
  • Addiction: No.

Elecampane

  • Rarity: Very Rare
  • Appearance: Thick root with white leaves.
  • Effect: Removes all poisons, and reduces Constitution by 2, for one day.
  • Potion Effect: None
  • Addiction: No.

Fire-Flower

  • Rarity: Unique
  • Appearance: One pale flower, and berries that look like live coals.
  • Effect: None.
  • Potion Effect: Completely heals all HP, restores all damaged limbs and appendages, and brings the dead back to life or restores an Undead being to life.
  • Addiction: No.

Guardseye

  • Rarity: Very Rare
  • Appearance: Small white flowers with purple specks.
  • Effect: Causes Blinded, for one hour.
  • Potion Effect: Grants the ability to detect all life with 500 ft, for six hours. This includes hidden, invisible, phased and ethereal creatures.
  • Addiction: No.

Gylvir

  • Rarity: Very Rare
  • Appearance: Lime green algae.
  • Effect: Causes the consumer to be able to breathe underwater (and only underwater!) for two hours.
  • Potion Effect: None
  • Addiction: No.

Hawkweed

  • Rarity: Rare
  • Appearance: Fuzzy, oval leaves.
  • Effect: +2 bonus Ranged Attack checks, for four rounds.
  • Potion Effect: All Ranged Attacks hit, for four rounds.
  • Addiction: No.

Ironhard

  • Rarity: Common
  • Appearance: Dark blue leaves.
  • Effect: None.
  • Potion Effect: Increases AC by 2, for one day.
  • Addiction: No.

Kathkusa

  • Rarity: Very Rare
  • Appearance: Thin, white stalks.
  • Effect: None.
  • Potion Effect: Increases Melee Damage dealt by 5, for 1d10 rounds.
  • Addiction: No.

Kilmakur

  • Rarity: Rare
  • Appearance: Fire red creeper vines.
  • Effect: Grants the consumer Fire Resistance, for one hour.
  • Potion Effect: Grants the consumer Fire Resistance, and increases Pyromancy Spell Damage by 3, for one day.
  • Addiction: No.

Kylathar

  • Rarity: Very Rare
  • Appearance: Yellowish-white berries, with orange dots.
  • Effect: Exchanges the values of two attributes, determined by a roll of 2d6.
  • Potion Effect: None.
  • Addiction: No.

Maruera

  • Rarity: Uncommon
  • Appearance: Vivid, green leaves.
  • Effect: Produces oxygen for 1d10 minutes.
  • Potion Effect:
  • Addiction: No.

Mountain Garlick

  • Rarity: Rare
  • Appearance: Gray bulbs, with six cloves.
  • Effect: None.
  • Potion Effect: Repels all undead-class monsters away from the consumer, for 1d4 hours.
  • Addiction: No.

Mugwort

  • Rarity: Very Rare
  • Appearance: Tall, thorny stalks.
  • Effect: None.
  • Potion Effect: Allows the consumer to function when their HP falls below 0, for one hour. For every point below 0 HP, the chance that the consumer dies is increased by 1+1d20.
  • Addiction: No.

Nightcall

  • Rarity: Rare
  • Appearance: Brilliant blue berries.
  • Effect: Increases movement speed by 1 square, for one hour.
  • Potion Effect: Increases Wisdom, Intelligence, and Dexterity by 2, for one day.
  • Addiction: Yes, Permanently dyes the consumer's hair, skin, teeth, or fingernails blue.

Oedde

  • Rarity: Very Rare
  • Appearance: Golden leaves.
  • Effect: Removes all diseases from the consumer.
  • Potion Effect: None.
  • Addiction: No.

Oiolosse

  • Rarity: Unique
  • Appearance: White flower.
  • Effect: Restores a Feldani Elf to life, within seven days of death.
  • Potion Effect: None.
  • Addiction: No.

Olus Veritas

  • Rarity: Uncommon
  • Appearance: Pale green, thorned leaves.
  • Effect: None.
  • Potion Effect: The consumer must make a successful Resist Poison check vs. 14, or be forced to answer all questions truthfully for the next 1d12 minutes.
  • Addiction: No.

Pargen

  • Rarity: Very Rare
  • Appearance: Orange berries.
  • Effect: Restores the consumer to life, and reduces their Constitution by 1. If the consumer's Constitution would be reduced to 0, or lower, they cannot be brought back to life.
  • Potion Effect: Restores the consumer to life.
  • Addiction: No.

Saddilia

  • Rarity: Very Rare
  • Appearance: Nuts from a tree with dark red wood, and dark blue leaves.
  • Effect: Raises Wisdom or Intelligence (determine with a d2) by 0.1, for one week, with a 18>1d20 for the effects to be permanent.
  • Potion Effect: None.
  • Addiction: No.

Silverthorn

  • Rarity: Rare
  • Appearance: White plant with silver thorns and red berries.
  • Effect: Kills the consumer in 1d6 hours. Cannot be removed, except by a potion made from Silverthorn.
  • Potion Effect: Removes Silverthorn poison.
  • Addiction: No.

Tateen

  • Rarity: Common
  • Appearance: Long, thin leaves and small, brown nuts.
  • Effect: Increases Wisdom by 1, decreases Intelligence by 1, and produces hallucinations, for 1d4 hours.
  • Potion Effect: None.
  • Addiction: Yes, stains the teeth brown, and reduces Intelligence by 3, when in withdrawl.

Vampensprig

  • Rarity: Uncommon
  • Appearance: Dark, woody sprigs.
  • Effect: Protects the consumer against Vampirism for 1d4 days, and deals 20 poison damage to Vampires.
  • Potion Effect: None.
  • Addiction: No.

Wolfsbane

  • Rarity: Uncommon
  • Appearance: Sawed, black-green leaves.
  • Effect: Protects the consumer against Lycanthropy for 1d4 days, and deals 20 poison damage to Lycanthropes.
  • Potion Effect: None.
  • Addiction: No.

Zulsendra

  • Rarity: Rare
  • Appearance: Purple mushrooms, with black spots.
  • Effect: Doubles the consumers movement speed, and attack rate, for three rounds. After those three rounds, the consumer falls unconscious for 1d4 hours.
  • Potion Effect: None.
  • Addiction: No.

Khondurian Magic

Khondurian magic is the act of evoking reality-bending effects from the Arcane Plane of Primis Cordi, or from the Four Elemental Planes. Khondurian magic is the most common throughout Terra, for it's variability, ease of use, and relatively lax learning curve.

Schools of Magic

Alteration

Alteration magic can be used to change the fundamentals of physics and biology. It can harden the caster's skin until it is like armor, cause a lock to pop open without a key, or burden an enemy with invisible weight. Alteration magic's greatest strengths are outside of combat. Many thieves and assassins make use of this school to benefit their careers. Alteration is different to Illusion in that it alters the rules of nature, creating a reality that is recognized by everyone, rather than in the mind of the caster and the target.

Conjuration

Calling forth creatures from other worlds and creating weapons with Essence are two of the most beneficial tools a caster can utilize. Because of this, casters make use of the school of Conjuration. Mages specializing in Conjuration are referred to as Conjurers. Necromancy, a sub-specialization of Conjuration, focuses exclusively on reanimating the corpses of the dead humans and animals. The practice is generally considered unethical by most mages, although the practice was only officially made illegal when the Iron Spire Concordance was signed by the heads of each nation.

Destruction

Destruction is the mastery of spells that "harm living and nonliving things, and include elemental damage, draining, damaging, vulnerability, and disintegration magical effects." A Conjuration master went so far as to say that the school is not a "true" school at all, due to the wide range of effects, and ease of use that these spells provide.

Restoration

The school of Restoration is dedicated to healing injuries, curing illnesses, poisons, and diseases, the fortification of attributes, shielding and preventing damage, and also includes some spells that manipulate the undead in various ways, most commonly causing them to flee.

Mysticism

The school of Mysticism, or the Old Way, can unravel the mysteries of the universe if properly applied. It can also tell one what is around the next corner, lying in wait for a hapless adventurer to wander by. Mysticism is one of the oldest and least understood Schools of Magic.

Spell Ranges

Self

Self Spells are spells that are cast with yourself as the target. No matter if another creature is close to, or touching you, they don't gain any effects from the spell.

Touch

Touch spells are spells that are cast through physical contact, mostly commonly through the hand, although that is not necessary. You can have yourself as the target of touch spells, as well as friend or foe.

Targeted

Targeted spells are spells that are cast on a creature that can be seen clearly. Creatures that have Concealment or are otherwise invisible cannot be the target of Targeted spells.
You can have yourself as the target of Targeted spells.
If a creature or object is blocking a clear path to the target, the spell stops at the first object it hits.

Cone

Cone spells are spells that are cast away from the caster, similar to a line, but the line gets bigger each square it moves. Cone spells affect all targets in the area of effect.

Cone Ranges
Cone Stage Effect Width
1-Stage 1 Square
2-Stage 3 Squares
3-Stage 5 Squares

Burst/Self Burst

Burst spells are spells that are cast like a Targeted spell, because the caster chooses the area where the spell will take place, but the spell then affects an area around the chosen target. Unlike a Targeted spell, the caster doesn't need to have perfect vision of the entire area of effect for the spell to work. Burst spells affect all targets in the area of effect. Self Burst spells are centered on the caster, having the burst expand outward in all directions. Self Burst spells will never directly affect the caster, but do affect all others in the area of effect.

Burst Ranges
Burst Stage Effect Width (Caster In Middle For Self Burst)
1-Stage 3x3 Square
2-Stage 5x5 Square
3-Stage 7x7 Square

Spell List (Alphabetical)

Absorb Toxicity

  • Spell Rank: Expert Alteration
  • Range: Self
  • Duration: One Hour
  • Effects: You absorb the toxicity of your surroundings, becoming toxic as a result. While under the effect of this spell, you are immune to diseases and poisons with which you come into contact. When you are exposed to a disease or poison, you can choose to absorb it. While you have a disease or poison absorbed, you can use a melee touch attack to transfer that affliction to another creature. A missed attack does not discharge the spell, and you can try to transfer the affliction again in subsequent turns.

Acid Arrow

  • Spell Class: Expert Destruction
  • Range: Targeted
  • Duration: Instant
  • Effects: A glowing bolt of acid flies forth, dealing 2d4 Acid Damage. Every three levels, the acid lasts for another Turn (to a maximum of 6 additional turns at level 18), dealing another 2d4 points of Acid Damage each Turn.

Acid Splash

  • Spell Class: Novice Destruction
  • Range: Touch
  • Duration: Instant
  • Effects: You strike the target with an acid-soaked fist, dealing 1d4 Acid Damage, and inflicting Sundered for 1 Turn.

Acute Senses

  • Spell Class: Novice Restoration
  • Range: Touch
  • Duration: One Hour
  • Effects: The target gains a +5 bonus to Perception checks.

Agonizing Rebuke

  • Spell Class: Expert Destruction
  • Range: 1-Stage Self Burst
  • Duration: Three Turns
  • Effects: Each time an enemy makes an attack against you, targets you with a harmful spell, or otherwise takes an action that would harm you, it takes 1d6 points of nonlethal damage.

Aid

  • Spell Class: Novice Restoration
  • Range: Touch
  • Duration: Four Turns
  • Effects: The target gains a +1 bonus to attack rolls, plus temporary hit points equal to (1d8 + caster level).

Air Geyser

  • Spell Class: Novice Destruction
  • Range: Targeted
  • Duration: Instant
  • Effects: The force of the air deals 1d6 Bludgeoning Damage, and hurls the target upward a number of feet equal to 5 × your level. If a solid object (such as a ceiling) is encountered, the target strikes the object in the same manner as it would during a normal fall. After this blast of air ceases, the target falls down (unless it was flying), taking falling damage as normal.
    This movement does not provoke opportunity attacks.

Akashic Form

  • Spell Class: Master Conjuration
  • Range: Self
  • Duration: One Day
  • Effects: You create a perfect copy of your physical body in the Akashic Record at the time the spell is cast. This copy includes your current hit point total, attribute scores, and any conditions such as disease and poison. If at any point within the duration of the spell you are reduced to fewer than 0 hit points, you can assume the copy of your physical body on your next turn. When this happens, you resume the place of your dead body (already wearing any clothing still attached to the corpse).

Analyze Aura

  • Spell Class: Novice Mysticism
  • Range: Targeted
  • Duration: Instant
  • Effects: You peer into the aura of one target creature or object, gaining valuable information about its condition and nature. Choose one of the target's four auras:
  • Alignment Aura: You study the target's spiritual nature to determine its alignment.
  • Emotional Aura: The target's aura reveals its emotional state. You learn the target's current disposition towards you. For the duration of the spell and for 1 hour afterward, you gain a +2 bonus on Persuasion, Barter, Deception, and Intimidate checks you make against the target.
  • Health Aura: The flow of vital force animating the target becomes plainly visible. You know the target's general state of health, and if it is poisoned or diseased.
  • Magic Aura: You determine the number and power of all magical auras on the target. If cast on an item, you can make Arcane Knowledge checks to determine the school or identify properties of a magic item, as normal.

Animal Aspect

  • Spell Class: Novice Alteration
  • Range: Self
  • Duration: One Day
  • Effects: You gain some of the beneficial qualities of an animal. Your base form and size are unchanged, but some of your body parts are altered. Armor or gear you are wearing adjusts to your new shape for the duration of the spell. When you cast animal aspect, choose one of the following animals to gain the associated benefits:
  • Frog: Your legs become elongated and muscular. You gain a +4 bonus to Acrobatics checks made to dodge ranged attacks, and you always jump as if you had a running start.
  • Gorilla: Your arms become long, flexible, and strong like those of a great ape. Your unarmed damage increases to (4 + Strength Modifier).
  • Otter: Your hands and feet gain webbing, and your lungs gain capacity. You gain a Swim speed equal to your speed. Additionally, you can hold your breath for 4 turns per point of Constitution before being forced to make Constitution checks to keep holding your breath.
  • Raccoon: Your hands become extremely dexterous, and your feet become padded. You gain a +2 bonus on Sleight of Hand and Stealth checks.
  • Raptor: Your legs become built for running speed, like those of a deinonychus. You gain a +2 bonus to movement speed.
  • Tree Lizard: Your hands and feet gain climbing claws. You gain a climb speed equal to your normal speed.

Animal Aspect, Greater

  • Spell Class: Master Alteration
  • Range: Self
  • Duration: One Day
  • Effects: This spell functions like Animal Aspect, except you gain two aspects at once.

Animate Dead

  • Spell Class: Master Conjuration
  • Range: Touch
  • Duration: Instant
  • Effects: This spell turns corpses into undead skeletons or zombies that obey your spoken commands. A destroyed skeleton or zombie can't be animated again. Regardless of the type of undead you create with this spell, you can't create more than one undead with a single casting of Animate Dead. The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 1 undead creature per level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released.
  • Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
  • Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.

Archon's Aura

  • Spell Class: Expert Alteration
  • Range: 2-Stage Self Burst
  • Duration: Three Turns
  • Effects: Any hostile creature within the aura's area of effect must make a Wisdom check against you to resist the effects of this aura. If the creature fails, it takes a –2 penalty to damage and AC for the duration of this spell, and is Frightened by you. A creature that has resisted or broken the effect cannot be affected by this casting of Archon's Aura.

Arrow of Law

  • Spell Class: Novice Destruction
  • Range: Targeted
  • Duration: Instant
  • Effects: An evil creature struck by an Arrow of Law takes 1d8 points of Radiant Damage at level 1, 2d8 points of Radiant Damage at level 3, and 3d8 points of Radiant Damage at level 5. This spell deals only half damage to creatures that are neither good nor evil. The arrow has no effect on good creatures.

Atavism

  • Spell Class: Expert Alteration
  • Range: Touch
  • Duration: One Day
  • Effects: The animal immediately gains a +2 bonus on all rolls, including damage rolls, a +4 bonus to AC, and +2 hit points per level. The animal's primal instincts take hold for the duration of this spell—if the animal knows commands granted by the Animal Handling skill, it loses access to all of those commands save for "attack." This spell has a 1d20=20 chance to be permanent.

Awaken

  • Spell Class: Expert Alteration
  • Range: Touch
  • Duration: One Day
  • Effects: You awaken a tree or animal to human-like sentience. The awakened animal or tree is friendly toward you. You have no connection with a creature you awaken, although it serves you in specific tasks if your interests align. This spell has a 1d20=20 chance to be permanent.
    An awakened tree has 1d20 HP, deals 1d8 Bludgeoning Damage, and has characteristics as if its attribute scores are each 1d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human's.
    An awakened animal gets +1d6 Intelligence and +1d3 Charisma.

Banshee Blast

  • Spell Class: Expert Conjuration
  • Range: 2-Stage Cone
  • Duration: Instant
  • Effects: You create a cone of spectral energy resembling screaming ghosts that deals 1d4 points of Necrotic Damage per level (maximum 15d4).

Barkskin

  • Spell Class: Novice Alteration
  • Range: Touch
  • Duration: Two Turns
  • Effects: Barkskin toughens a creature's skin. The effect grants a +2 bonus to the creature's AC.

Bestow Grace of the Champion

  • Spell Class: Master Restoration
  • Range: Touch
  • Duration: One Day
  • Effects: You channel the power of good and law into the target, temporarily giving it powers similar to those of a Paladin. The target gains the ability to detect evil at will, immunity to disease, and immunity to Frightened. It adds its Charisma bonus to all of its skill checks.

Blinding Ray

  • Spell Class: Novice Destruction
  • Range: Targeted
  • Duration: Instant
  • Effects: You blast your enemies with blinding rays of sunlight, dealing 1d4 Radiant Damage. If the ray hits, it explodes into powerful motes of light, and the target is Blinded for 1 turn.

Boiling Blood

  • Spell Class: Expert Alteration
  • Range: Targeted
  • Duration: Five Turns
  • Effects: The blood of the targeted creatures begins to boil. The target takes 1d4 points of Dire Damage per turn. This spell has no effect on creatures that don't have blood. If a target is an Warforged, it doesn't take Fire Damage and instead gains a +2 bonus to Strength.

Breath of Life

  • Spell Class: Master Restoration
  • Range: Touch
  • Duration: Instant
  • Effects: This spell cures 2d20 points of damage. Unlike other spells that heal damage, Breath of Life can bring recently slain creatures back to life. If cast upon a creature that has died within 1 turn, apply the healing from this spell to the creature. If the healed creature's hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead.

Burning Hands

  • Spell Class: Novice Destruction
  • Range: Touch
  • Duration: Instant
  • Effects: You strike with flame-wreathed hands, dealing 1d4 Fire Damage. Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-turn action.

Burst of Thorns

  • Spell Class: Expert Destruction
  • Range: 1-Stage Burst
  • Duration: Instant
  • Effects: A flash of green, and a ring of sharp thorns erupts from the earth, dealing 3d6 Piercing Damage, and inflicting Lightly Poisoned.

Cause Fear

  • Spell Class: Expert Alteration
  • Range: Targeted
  • Duration: Instant
  • Effects: The affected creature becomes Frightened. If the target succeeds on a DR 12 Wisdom check, it resists the effects, and deals an additional 1d6 damage to the caster, for 1 Turn.

Chain Lightning

  • Spell Class: Expert Destruction
  • Range: Targeted
  • Duration: Instant
  • Effects: This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. The bolt deals 1d8 points of Lightning Damage to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your level. The secondary bolts each strike one target and deal as much damage as the primary bolt. You choose secondary targets as you like, but they must all be within 6 squares of the primary target, and no target can be struck more than once.

Chill Touch

  • Spell Class: Novice Destruction
  • Range: Touch
  • Duration: Instant
  • Effects: A touch from your hand, which glows with blue energy, disrupts the life force of living creatures, dealing 1d6 Necrotic Damage. An undead creature you touch takes no damage, but it must make a DR12 Wisdom check or flee for 1 turn per level.

Cold Ice Strike

  • Spell Class: Novice Destruction
  • Range: Touch
  • Duration: Instant
  • Effects: You attack with a hand coated in frost, dealing 1d4 Cold Damage, and inflicting Chilled.

Command

  • Spell Class: Expert Alteration
  • Range: Targeted
  • Duration: One Turn
  • Effects: You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options:
  • Approach: On its turn, the subject moves toward you for one turn. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement.
  • Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn.
  • Fall: On its turn, the subject falls to the gturn and remains prone for one turn.
  • Flee: On its turn, the subject moves away from you for one turn. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
  • Halt: The subject stands in place for 1 turn.

Create Demiplane

  • Spell Class: Master Conjuration
  • Range: Self
  • Duration: Instant
  • Effects: You create a small, finite demiplane. It is filled with air or water (decided by you). The plane is generally flat and featureless, such as an earth, stone, or water floor. The "walls" and "ceiling" of the plane may end in mist, a featureless void, or a similar unreal-looking border. You determine the plane's light level (bright, normal, dim, or darkness), which affects the entire plane.
  • Bountiful: Your demiplane gains a thriving natural ecology, with streams, waterfalls, and plants. The demiplane provides enough plant-based food to support up to 10 creatures, every level. The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner. If your demiplane has ambient light, these plants are normal, familiar surface plants; if it is a realm of darkness, these plants are fungi and other plants adapted to near-darkness or underground locations.
  • Seasonal: The demiplane has a seasonal cycle and a light cycle, but customizable as you see fit (for example, your demiplane could always be winter).
  • Structure: Your demiplane has a specific central structure, such as a giant tree, floating castle, and so on.
  • Portal: Your demiplane gains a permanent gate to one location on another plane, which can only be used for planar travel. This location must be very familiar to you. This gate is always open and usable from both sides, but you can secure it using normal means (such as by building a door around it).
  • Time: By default, time passes at the normal rate in your demiplane. By selecting this feature, you may make your plane have flowing time (half, normal, or double time), or be timeless.

Cure Wounds

  • Spell Class: Novice Restoration
  • Range: Touch
  • Duration: Instant
  • Effects: When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage + 1 point per level.

Deadly Juggernaut

  • Spell Class: Expert Restoration
  • Range: Touch
  • Duration: One Hour
  • Effects: With every enemy life you take, you become increasingly dangerous and difficult to stop. During the duration of the spell, you gain a +1 bonus on melee attack rolls, melee weapon damage rolls, Strength checks, and Strength-based skill checks each time you reduce an opponent to 0 hit points (maximum +5 bonus) with a melee attack.

Defensive Shock

  • Spell Class: Novice Destruction
  • Range: Self
  • Duration: Five Turns
  • Effects: Electrical energy floods your body, shocking the next creature that touches you. Any creature striking you with its body or a handheld weapon takes 1d6 points of Lightning damage per two levels (maximum 6d6), and is Shocked.

Detect Magic

  • Spell Class: Novice Mysticism
  • Range: Self
  • Duration: Instant
  • Effects: You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
  • 1st Turn: Presence or absence of magical auras.
  • 2nd Turn: Number of different magical auras and the power of the most potent aura.
  • 3rd Turn: The strength and location of each aura.

Diagnose Disease

  • Spell Class: Novice Restoration
  • Range: Touch
  • Duration: Instant
  • Effects: You determine whether a creature, object, or area carries any sort of disease or infestation (including molds, slimes, and similar hazards), or any exceptional or supernatural effects causing the sickened or nauseated effects. If there is disease present, you know what disease it is and its effects. If the target is a creature, you gain a +4 bonus to treat the creature's disease.

Disintegrate

  • Spell Class: Master Destruction
  • Range: Piercing Targeted
  • Duration: Instant
  • Effects: A ray of burning red energy races from your palms, dealing 8d8 Fire Damage. Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature's equipment is unaffected.

Dispel Magic

  • Spell Class: Expert Mysticism
  • Range: Targeted
  • Duration: Instant
  • Effects: You can use Dispel Magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. The effect of a spell with an instantaneous duration can't be dispelled, because the magical effect is already over before the dispel magic can take effect.

Dread Bolt

  • Spell Class: Novice Destruction
  • Range: Targeted
  • Duration: Instant
  • Effects: A good creature struck by a Dread Bolt takes 1d8 points of Necrotic Damage at level 1, 2d8 points of Necrotic Damage at level 3, and 3d8 points of Necrotic Damage at level 5. This spell deals only half damage to creatures that are neither good nor evil. The arrow has no effect on evil creatures.

Earthquake

  • Spell Class: Master Alteration
  • Range: Battlefield
  • Duration: Instant
  • Effects: When you cast Earthquake, an intense but highly localized tremor rips the ground. The effect lasts for 1 turn, during which time creatures on the ground can't move or attack. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.
  • Cave, Cavern, or Tunnel: The roof collapses, dealing 8d6 points of damage to any creature caught under the cave-in and pinning that creature beneath the rubble (see below).
  • Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it falls vertically. Any creature in the path takes 8d6 points of bludgeoning damage and is pinned beneath the rubble (see below).
  • Open Ground: Each creature standing in the area falls down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one. The fissures are 40 feet deep. At the end of the spell, all fissures grind shut. Treat all trapped creatures as if they were pinned beneath rubble, without air (see below).
  • Structure: Any structure standing on open ground takes enough damage to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage and is pinned beneath the rubble (see below).
  • River, Lake, or Marsh: Fissures open under the water, draining away the water from that area and forming muddy ground. Soggy marsh or swamp land becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area sinks down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
  • Pinned Beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DR15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

Effortless Armor

  • Spell Class: Novice Alteration
  • Range: Self
  • Duration: Five Turns
  • Effects: Armor that you are wearing no longer reduces movement speed.

Enemy Hammer

  • Spell Class: Expert Mysticism
  • Range: Targeted
  • Duration: Instant
  • Effects: You grab a creature with telekinesis and use it to batter nearby opponents or objects. You must target a specific creature when casting this spell and once you select that creature you cannot switch to another. Each turn, as a standard action, you can attempt to hurl the target at any creature or object within 6 squares of it. If you successfully hit the target with the creature, both it and the creature take damage. If the target makes a Wisdom check against you, it takes no damage, and is left prone next to the targeted creature.

Envious Urge

  • Spell Class: Expert Alteration
  • Range: Targeted
  • Duration: One Turn
  • Effects: You fill creatures with feelings of seething envy. Affected targets turn upon the nearest creature (whether an ally or enemy) and attempt to disarm it of a valuable weapon, steal something it is holding, or grapple it and strip it of something it prizes (your choice).

Explode Head

  • Spell Class: Master Destruction
  • Range: Targeted
  • Duration: Instant
  • Effects: You cause incredible pressure to build in the target's head; this spell works only on a creature that has a head and would die from the loss of a head. The spell kills a target that has 20 hit points or fewer, exploding its head and spreading debris in a 1 square burst. Each creature in the area takes 2d6 points of slashing damage from the flying debris.
  • A target with more than 20 hit points takes 1 point of psychic damage per level (maximum 20). If this damage reduces the target's HP to 20 or less, the target dies and its head explodes as described above.

Feeblemind

  • Spell Class: Master Alteration
  • Range: Touch
  • Duration: Instant
  • Effects: Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The target remains in this state until a heal, miracle, or wish spell is used to cancel the effect of the feeblemind.

Fiery Body

  • Spell Class: Master Alteration
  • Range: Self
  • Duration: One Day
  • Effects: This spell transforms your body into living flame. You and your equipment are immune to Fire Damage. In fact, every time you would normally take damage from fire, you are instead healed by the amount the damage would have inflicted. You are immune toBlinded, critical hits, Deafened, disease, drowning, Lightly and Heavily Poisoned, Stunned, and all spells that affect your physiology or respiration. You take only half damage from acid or lightning. You take double damage from cold.
  • You gain a +6 bonus to your Dexterity modifier and a fly speed of 6 (perfect maneuverability). Your unarmed attack deals an additional 3d6 points of Fire Damage. Your body burns so brightly that creatures who do not avert their gaze from you are Blinded. If you enter water, you are returned by a 1 square burst of steam and bubbles that grant you Concealment but you take 2d6 points of cold damage each turn you remain in water.

Find Quarry

  • Spell Class: Novice Mysticism
  • Range: Self
  • Duration: Instant
  • Effects: You sense whether a well-known creature you can clearly visualize is within a 20-mile radius of your current location, as well as the distance and direction to the creature in relation to you. You also discern whether the creature is moving, and its direction, speed, and mode of movement.

Fireball

  • Spell Class: Expert Destruction
  • Range: 1-Stage Burst
  • Duration: Instant
  • Effects: Deals 1d6 points of Fire Damage per caster level (maximum 10d6), and inflicts Burning, to every creature within the area.

Flesh to Stone

  • Spell Class: Master Alteration
  • Range: Touch
  • Duration: 1d4 Days
  • Effects: The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either.

Forced Quiet

  • Spell Class: Novice Alteration
  • Range: Touch
  • Duration: 1d4 Hours
  • Effects: With a gesture, you muffle sound around the target, making it unable to yell or otherwise make loud noises. This does not affect spellcasting by the target.

Frostbite

  • Spell Class: Novice Destruction
  • Range: Touch
  • Duration: Instant
  • Effects: Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is Chilled. The Chilled condition ends when the target recovers from the nonlethal damage.

Heal

  • Spell Class: Expert Restoration
  • Range: Touch
  • Duration: Instant
  • Effects: Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: Blinded, Dazed, Deafened, all diseases, Lightly and Heavily Poisoned, and Stunned. It also cures 10 hit points of damage per level of the caster.

Howling Agony

  • Spell Class: Expert Destruction
  • Range: Targeted
  • Duration: 1d4 Turns
  • Effects: You send wracking pains through the targets' bodies. Because of the pain, affected creatures take a –2 penalty to AC, and melee damage rolls. However, if an affected creature spends a move action screaming as loudly as possible, it can act without any other penalties for the remainder of its turn. "Screaming," for the purposes of this spell, includes any vocalization of pain or its telepathic equivalent; creatures that cannot scream (such as creatures without the natural ability to communicate or vocalize) suffer the full effect of the spell.

Icicle Dagger

  • Spell Class: Novice Conjuration
  • Range: Self
  • Duration: Four Turns
  • Effects: You create a masterwork dagger out of ice. The dagger deals 2 points of cold damage in addition to normal Iron Dagger damage. If the dagger leaves your hand for more than 1 turn, it melts and the spell ends.

Icy Body

  • Spell Class: Master Alteration
  • Range: Self
  • Duration: One Day
  • Effects: Your form transmutes into living ice, granting you several abilities. You are immune to Blinded, critical hits, Deafened, disease, drowning, Lightning Damage, Lightly and Heavily Poisoned,Stunned, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You cannot drink (and thus can't use potions) or play wind instruments.
  • Your unarmed attack deals damage equal to 8 points of Cold Damage, and you are considered armed when making unarmed attacks. You may burrow through nonmagical ice or snow at your base speed as easily as a fish swims through water. Your passage through snow and ice in this fashion leaves behind no tunnel or hole.

Interrogation

  • Spell Class: Expert Mysticism
  • Range: Touch
  • Duration: Instant
  • Effects: You question the target, backed up by the threat of magical pain. You may ask one question per two caster levels. The target can either answer the question or take 1d4 points of damage plus your Wisdom modifier. The target is not compelled to answer truthfully, but the threat of pain gives it a –4 penalty on Deception checks to convince you when it is lying.

Invisibility

  • Spell Class: Master Alteration
  • Range: Touch
  • Duration: One Hour
  • Effects: The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so. Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle).
  • The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth.

Iron Body

  • Spell Class: Expert Alteration
  • Range: Self
  • Duration: One Day
  • Effects: This spell transforms your body into living iron, which grants you several powerful resistances and abilities. You gain a +4 bonus to your AC. You are immune to critical hits, disease, poison, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire.

Ki Arrow

  • Spell Class: Expert Mysticism
  • Range: Targeted
  • Duration: Instant
  • Effects: You imbue an arrow with your power and throw it at a target. Make a ranged attack roll. If it hits, the target takes damage from the arrow as if you had hit it with a single unarmed strike (including your Strength bonus).

Knock

  • Spell Class: Novice Alteration
  • Range: Touch
  • Duration: Instant
  • Effects: Knock opens stuck, barred, or locked doors. This spell opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold something shut). In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like.

Lightning Bolt

  • Spell Class: Expert Destruction
  • Range: Targeted
  • Duration: Instant
  • Effects: You release a powerful stroke of electrical energy that deals 1d6 points of Lightning Damage per caster level (maximum 10d6) to each creature in a line. The bolt begins at your fingertips.

Mage Hand

  • Spell Class: Novice Mysticism
  • Range: Targeted
  • Duration: Instant
  • Effects: You point your finger at an object and can lift it and move it up to 3 squares, from a distance.

Magic Missile

  • Spell Class: Novice Destruction
  • Range: Targeted
  • Duration: Instant
  • Effects: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4 points of True Damage. The missile strikes unerringly, even if the target is in melee combat, so long as it has less than total cover or Concealment.
  • For every two caster levels beyond 1, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you roll damage.

Meteor Swarm

  • Spell Class: Master Destruction
  • Range: 1-Square Burst x4
  • Duration: Instant
  • Effects: Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2-foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks. If you aim a sphere at a specific creature, you may make a ranged attack to strike the target with the meteor. Any creature struck by a sphere takes 1d6 points of bludgeoning damage. If a targeted sphere misses its target, it simply explodes at the nearest corner of the target's space. You may aim more than one sphere at the same target.
  • Once a sphere reaches its destination, it explodes, dealing 3d6 points of Fire Damage to each creature in the area. If a creature is within the area of more than one sphere, it takes damage from each. Despite stemming from separate spheres, all of the Fire Damage is added together, and fire resistance is applied only once.

Miracle

  • Spell Class: Master Mysticism
  • Range: Self
  • Duration: Instant
  • Effects: You don't so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede. A miracle can do any of the following things: Undo the harmful effects of certain spells, such as Feeblemind, Swinging the tide of a battle in your favor by raising fallen allies to continue fighting, Moving you and your allies, with all your and their gear, from one location to another through planar barriers with no chance of error, or Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.

Murderous Command

  • Spell Class: Expert Alteration
  • Range: Targeted
  • Duration: One Turn
  • Effects: You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its turn to get as close as possible to the ally.

Permanency

  • Spell Class: Master Alteration
  • Range: Self
  • Duration: Instant
  • Effects: This spell makes the duration of certain other spells permanent. You first cast the desired spell and then follow it with the Permanency. This application can be dispelled only by a caster of higher level than you were when you cast the spell. In addition to personal use, Permanency can be used to make spells permanent on yourself, another creature, or an object (as appropriate).

Sending

  • Spell Class: Novice Mysticism
  • Range: Self
  • Duration: Instant
  • Effects: You contact a particular creature with which you are familiar and send a short message of 25 words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject's ability to react is limited as normal by its Intelligence. Even if the sending is received, the subject is not obligated to act upon it in any manner.

Shocking Grasp

  • Spell Class: Novice Destruction
  • Range: Touch
  • Duration: Instant
  • Effects: Your successful melee attack deals 1d6 points of Lightning Damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus to damage if the opponent is wearing metal armor (or is made of metal).

Sleep

  • Spell Class: Expert Alteration
  • Range: 2-Stage Self Burst
  • Duration: Instant
  • Effects: Sleep causes a magical slumber to come upon 4 creatures in the spell's area. Creatures with the lowest HP are affected first. Slapping or wounding awakens an affected creature, but normal noise does not. Sleep does not target unconscious creatures, constructs, or undead creatures.

Snapdragon Fireworks

  • Spell Class: Novice Destruction
  • Range: 1-Stage Burst
  • Duration: Instant
  • Effects: A favorite display at Mid Year festivals, this spell creates fireworks in the shape of tiny dragons. You may designate a target and launch a pyrotechnic in that direction. The pyrotechnic takes a zigzag path from you to that square, always missing creatures and objects in its path, and detonates in that square with a bang and a colorful burst of fire and light. Creatures in the target square take 1d4 points of Fire Damage and are Stunned for 1 turn. Normally when this spell is used as part of a festival, the chosen target is high in the sky to increase visibility and protect observers.

Speak With Animals

  • Spell Class: Novice Mysticism
  • Range: Self
  • Duration: One Hour
  • Effects: You can ask questions and receive answers from animals, but the spell doesn't make them any more friendly than normal. Wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

Speak With Dead

  • Spell Class: Novice Conjuration
  • Range: Self
  • Duration: One Hour
  • Effects: You grant the semblance of life to a corpse, allowing it to answer questions. You may ask one question per two levels. The corpse's knowledge is limited to what it knew during life, including the languages it spoke. Answers are brief, cryptic, or repetitive, especially if the creature would have opposed you in life. If the corpse has been subject to Speak With Dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. This spell does not affect a corpse that has been turned into an undead creature.

Spell Immunity

  • Spell Class: Expert Alteration
  • Range: Touch
  • Duration: One Day
  • Effects: The warded creature is immune to the effects of one spell for every four levels you have. The spells must be of Expert level or lower. Spell Immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.

Tar Ball

  • Spell Class: Expert Destruction
  • Range: Targeted
  • Duration: Instant
  • Effects: You create a sticky ball of burning tar that you can hurl at your enemies as a ranged attack. If the tar ball strikes, it deals 1d4 points of Fire Damage + your Strength modifier, and splashes the target with hot, sticky tar. The tar deals 1d4 points of Fire Damage each turn for the next 1d4 turns and gives the target a –2 penalty to Dexterity for that duration. If desired, the target can use a full-turn action to attempt to extinguish or cool the tar before taking this additional damage.

Teleport

  • Spell Class: Expert Mysticism
  • Range: Touch
  • Duration: Instant
  • Effects: This spell instantly transports you to a designated destination, which may be as distant as 10 squares (World Map) per level. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing creature (carrying gear or objects up to its maximum load) or its equivalent per three levels. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.

Vampiric Touch

  • Spell Class: Novice Conjuration
  • Range: Touch
  • Duration: Instant
  • Effects: Your touch deals 1d6 points of damage per two levels (maximum 10d6). You gain hit points equal to the damage you deal.

Wish

  • Spell Class: Master Mysticism
  • Range: Self
  • Duration: Instant
  • Effects: Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you. Even wish, however, has its limits. A wish can produce any one of the following effects:
  • Duplicate any spell,
  • Undo the harmful effects of many other spells, such as Feeblemind or Flesh To Stone,
  • Grant a creature a +1 inherent bonus to an ability score,
  • Remove injuries and afflictions. A single wish can aid one creature per level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish,
  • Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes: one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from gaining a permanent negative level.
  • Transport travelers. A wish can lift one creature per level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions.
  • Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last day. Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent's successful check, a foe's successful critical hit, a friend's failed check, and so on. The reroll, however, may be as bad as or worse than the original roll.
  • You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM's discretion.)

Practice

Safe

Homebrewing

People love to flex their creative muscles while composing new homebrew content. More often than not, the inspiration for you homebrew comes from another source. Sometimes significantly. Other times just as a spark.

What is important for the community is that you share your sources of inspiration. This back cover can serve as an easy to find, easy to read place for you to do just that.

Cover Art: miyumon