Steel and Sinew D&D - Complete Document

by Thane

Search GM Binder Visit User Profile
STEEL AND SINEW

Table Of Contents

STeel and Sinew

"You think this war is different from any of the thousands fought before? You think our lives, our stories, are special? You're a fool.

We fight for a man we don't know. In a land we've never heard of before. Against an enemy who has done us no wrong - except kill our comrades in defense of their homes and families.

And why fight? All so that man can sit upon another throne. History will remember him, not us... The forsaken pawns of war.

Even after we give our lives for this doomed cause, our children will grow weak, their hands uncalloused and fattened from the fruits of our torment.

And so another king will ride over the hill, with an army full of men just like us, and claim this land for himself... Such is the endless cycle of this cruel world."

—Words of heresy

Gritty No Magic D&D

The following rules replace the existing rules found in the D&D 5E Player's Handbook.

Health, Stamina and Stamina Die

There are two measures of a creatures current life-force: Health and Stamina. Health represents their real, actual ability to take an injury, while stamina represents their staying power, determination, and ability to go on fighting after a few bruises.

Stamina

Stamina functions exactly like hit points in the base 5E Dungeons & Dragons rules. A player character's Stamina is determined by their class and NPCs by their Stamina die, creatures can recover Stamina by rolling their Stamina Dice on a short rest, etc.

Otherwise, except for the specific exceptions here, if the base rules refer to hit points, they refer to Stamina in this system.

Health

A creature's Health is equal to their Constitution score + their class level or the number of stamina die they have (whichever is higher).

When a creature's Stamina hits 0, they take any further damage to their Health instead. When a creature’s Health hits 0, they start making saves against dying and their current Stamina also drops to 0, if it is not already.

The amount of Health a creature has is also dependent on their size. For every size category larger than Medium, a creature gains 5 Health. Likewise, for every size category below Medium, a creature loses 5 Health, to a minimum of 1.

Taking Damage

General: When a damage roll is made against a creature, damage is dealt to it's Stamina. If the target has 0 Stamina and takes damage it is dealt to it’s Health instead.

Critical Hits: On a critical hit, the attacker deals the maximum amount of damage the attack can deal to the target's Stamina and then rolls the attack's damage as normal, which is then applied to the target's Health regardless of the target’s current Stamina. The target also gains a Gritty Injury (see Combat).

Damage and Size: If the target of an attack is two or more size categories larger than the attacker, damage can only be dealt to their Health when the target has 0 Stamina. In the case of the Health damage from a critical hit on such a creature, the attacker rolls the attack's damage and adds the result to the Stamina damage instead.

Regaining Health and Stamina

When a character would receive healing only their Stamina will be healed unless they are taking a long rest. Certain abilities ignore this rule, as stated in their descriptions. All Health and Stamina is regained after completing a long rest.

Resting

The following resting rules force players to carefully judge the benefits and drawbacks of combat. Characters can't afford to engage in too many battles in a row, and all adventuring requires careful planning.

There are two different types of rest: a short and long rest.

Short Rest

A short rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity, fighting, at least 1 hour of walking, or similar activities, the character must begin the rest again to gain any benefit from it.

At the end of a short rest, a character can spend any number of Stamina Dice to heal, up to however many they have.

A character can spend Stamina Die to either heal, as per normal, or reduce their current level of exhaustion by 1 per stamina die spent. For every stamina die spent during a short rest, on either healing or reducing exhaustion, a character reduces their current Stress (see Madness) by 1.

A character can't benefit from more than one short rest in a 24-hour period, and they must have at least 1 health at the start of the rest to gain its benefits. If a character has not eaten enough food or drank enough water in the last 24 hours, they can’t benefit from a short rest.

Long Rest

A long rest is a period of 7 days of Downtime Activity. This period can include even strenuous activities such as dueling or training, but can't include proper "adventuring" activity or overland travel.

Each day of the long rest is split into two 8 hour chunks, each of which can be dedicated to a Downtime Activity of a character's choice. For example, they can commit 8 hours a day to training for the whole rest, then spend 8 hours on four days days carousing, and 8 hours on the last three days practicing a profession. Smaller activities such as shopping do not count against the number of downtime activities a character can accomplish. If the rest is interrupted by a period of strenuous activity, at least 1 hour of "adventuring" activity, they must begin the rest again to gain any benefit from it.

Additionally, for every day that passes a character reduces their Stress (see Madness) by 1. A character can remove additional Stress by indulging in a vice such as drinking or wenching during a period of Downtime. For every period of Downtime they do so they can roll a d4, removing 1 Stress on a roll of 1-2 and 2 Stress on a 3-4. Indulging a vice will often require some monetary investment or other "price" depending on their chosen vice.

At the end of a long rest a character regains all of their Health, Stamina and Stamina Dice, and their exhaustion is reduced by 1.

In order to take a long rest, the characters must be in a settlement that is non-hostile towards them.

Sleeping in Armour

Sleeping in light armour has no adverse effect on the wearer, but sleeping in medium or heavy armour makes it difficult to recover fully during a short rest.

When a character finishes a short rest during which they slept in medium or heavy armour, they half any stamina they recover and do not reduce their Stress as a result of spending Stamina Die. If a character has any levels of exhaustion, they cannot choose to reduce it by spending Stamina Die.

Going Without a Short Rest

A short rest is never mandatory, but going without sleep does have its consequences.

Whenever a character ends a 24-hour period without finishing a short rest, they gain 1 Stress (see Madness) and must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion.

It becomes harder to fight off exhaustion if a character stays awake for multiple days. After the first 24 hours, the DC increases by 5 and the amount of Stress gains increases by 1 for each consecutive 24-hour period without a short rest. The DC and Stress gained resets to 10 and 1 respectively when the character finishes a short or long rest.

New Skills

There are two new skills available to player characters and NPCs, which are detailed below.

Grit

A Constitution (Grit) skill check is used when a character tries to persevere through physical trauma or overcome challenges through sheer endurance.

Occultism

An Intelligence (Occultism) skill check is used when a character tries to recall obscure information not founded in historical accounts or religious doctrine, or to divine meaning from supposedly "preternatural" events or objects (such as the ramblings of an accused witch or the nature of a heretical idol).

This skill replaces the Intelligence (Arcana) skill.

Racial Options

Player characters can only be Humans or Variant Humans.

Classes

Refer to the Classes section of this document on pages 29 to 80 for the classes available to players and NPCs.

Combat

Combat in medieval times is brutal, gritty, and unforgiving. Yet it is a crucial and unavoidable part of the world. The following rules make even the most trivial combat into a life or death situation.

Gritty Injuries

Damage in standard 5E D&D normally leaves no lingering effects. The following rules introduce the potential for long-term injuries.

A creature gains a gritty injury under the following circumstances:

  • When it takes a critical hit.
  • When it rolls a natural 1 on a saving throw of a damaging effect (such as a volley of arrows).
  • When it rolls a natural 1 on a death saving throw.

When one of these conditions is fulfilled a creature will then roll on the appropriate Gritty Injury table, determined by the damage type of the critical hit, in conjunction with the location table. A d10 is used when rolling on a Gritty Injury table. Whenever a creature receives a critical hit, that creature gains Stress equal to the number rolled on the d10.

Physical State

The creature receives a modifier to their d10 Gritty Injury roll from their Physical State before any damage from the attack is dealt.

Physical State Requirement Modifier
Uninjured Current health and stamina are equal to a character’s maximum for both respectively. -1
Bruised Current stamina is less than a character's stamina maximum and their current health is equal to their health maximum. +0
Battered Current stamina is less than or equal to half a character's stamina maximum and their current health is equal to their health maximum. +1
Bloodied Current health is less than a character's health maximum. +3
Broken Current health is less than or equal to half a character's health maximum. +5

Location

When rolling for Gritty Injury, roll 1d6 and consult the table below, then consult the appropriate Gritty Injury table for the damage type of the injury.

d6 Location
1 Head
2 Torso
3 Right Arm
4 Left Arm
5 Right Leg
6 Left Leg

Choosing a Location

If a creature is attacking an unconscious, paralyzed, or otherwise helpless creature, it may select the body part location it wishes to damage, rather than rolling randomly on the location table.

Inhuman Anatomy

If a creature does not have the requisite anatomy to match the location table, or it doesn't make sense for a certain location to be targeted, then it is up to GM adjudication to either modify the table or choose the location of the injury themselves.

Injury Types

The following injuries are referenced in the various critical injury tables.

Minor Scar

This scar doesn't have any adverse effect, though it is a grim reminder of a blow that might have killed you.

Horrible Scar

You are disfigured to the extent that the wound can't be easily concealed. You have a -2 penalty on Charisma (Persuasion) checks and a +1 bonus on Charisma (Intimidation) checks. For each Horrible Scar you obtain after the first, the penalty and bonus increases by 1.

Painful Scar

You have a scar which gets painful whenever you are subjected to physical trauma. Whenever you attempt an action in combat while you are Bloodied or Broken, you must make a DC 10 Constitution saving throw. On a failed save, you lose your action and can’t use reactions until the start of your next turn. For each Painful Scar you obtain after the first, increase the DC by 1.

A Painful Scar can be healed if you spend 10 consecutive weeks resting with access to medical attention, at which point it becomes a Minor Scar.

Useless Limbs

An essentially paralysed, amputated, or otherwise nonfunctional limb/appendage. Attempting any action with a Useless Limb is done without any positive modifiers and has disadvantage. The table below details additional, specific penalties depending on the limb/appendage rendered Useless.

Appendage Effected Effect
Hand You can no longer hold anything with two hands and you can only hold one item at a time.
Arm In addition to the Hand penalties: You reduce your AC by 2 due to your reduced ability to defend yourself.
Foot Your movement speed is reduced by 10 feet and taking the Dash action requires you to make a DC 12 Dexterity saving throw at the end of your movement, falling prone on a failure.
Leg In addition to the Foot penalties: You cannot walk unaided or without a crutch or prosthesis and you reduce your AC by 1 due to your reduced ability to dodge attacks.
Punctured Lung

You can either take an action or bonus action on your turn, but not both. A Punctured Lung heals by itself after 8 weeks. If you gain 2 punctured lungs at the same time, you die within 1d6 turns.

Festering Wound

Your health maximum is reduced by 1 every hour the wound persists. If your health maximum drops to 0, you die. The injury heals if someone can tend to the wound and make a DC 15 Wisdom (Medicine) check, or expend one use of a healer's kit, once every hour. After ten successes, the injury heals and you regain your health maximum by 1 point every day.

Open Wound

You lose 1 health and your health maximum is reduced by 1 every minute the wound persists. If your health maximum drops to 0, you die. The injury heals if someone can tend to the wound and make a DC 15 Wisdom (Medicine) check, or expend one use of a healer's kit, once every minute. After five successes, the injury heals and you regain your health maximum by 1 point every hour.

Bleeding Out

You lose 1 health at the beginning of each of your turns until you fall to 0 health, at which point you gain either an Open or Festering Wound (as described in the injury). A successful DC 15 Wisdom (Medicine) check, done by either you or someone else, will stop the blood loss for one round. After ten successes, the injury heals into an Open or Festering Wound (as described in the injury).

Critical Hits and Size

When a creature is critically hit by a creature one or more size categories larger than itself, that creature gains a cumulative +2 to the Severity of their Gritty Injury roll for every size category larger the attacking creature is.

Death Saving Throw Injury

When a creature rolls a gritty injury as a result of critically failing a Death saving throw, they do not add any Severity modifiers to their d10 roll. Additionally, they do not need to roll on the location table.

Critical Injury Tables

Refer to the Gritty Injury Tables on pages 81 to 105 when rolling a Gritty Injury.

Optional Rule: Less Brutal Criticals

Should the Gritty Injury rules be too lethal for a GMs taste, they can use any combination of the following optional rules instead:

  • Lesser Foes: Some enemies hit harder than others. When rolling the severity of a Gritty Injury, weak foes roll a d4 instead of a d10. What constitutes a "weak" foe is up to GM adjudication.
  • Non-Severe Injuries: A creature's current Physical State does not add to the severity of a Gritty Injury.
  • Stressless Criticals: Creatures do not gain Stress as a result of being critically hit.
  • Critical Confirmation: Whenever an enemy critically hits a player character, the enemy must roll another d20. Should the result meet or beat the character's AC, then they gain a Gritty Injury like normal. If not then the character does not gain a Gritty Injury but suffers the extra damage of a critical hit.
  • Lenient Useless Limbs: When a creature gains a Useless Limb, they do not gain the additional penalties listed in the Useless Limbs Table.

Infection

When a creature receives an Open or Festering Wound, or a particularly unpleasant injury, there is a chance that said wound can become infected if not treated properly. If a creature fails the Wisdom (Medicine) check to tend to an open or festering wound by 10 or more or by rolling a 1 on the d20, critically failing, then the creature with the injury must make a DC 10 Contusion saving throw to resist infection. On a failure, the wound becomes Infected.

While a creature has an infected wound, they cannot regain Health and the amount of Stamina they regain during a rest is halved.

An Infection will eventually kill the wounded creature in 1d4 weeks, rolled by the creature when the wound becomes Infected, unless they receive special healing from a medical professional. Said healing varies depending on the injury and the nature of the infection. An arm might be amputated or an exotic herb used to burn out the festering pus. Regardless, the cost of such treatment is ruinous for the wounded creature, both financially and in terms of self sacrifice.

Massive Damage

This rule makes it easier for a creature to be felled by massive damage.

When a creature takes damage to their Health from a single source equal to or greater than half its Health maximum, it suffers a random effect determined by a roll on the System Shock table.

d10 System Shock Effect
1 The creature drops to 0 Health and suffers a Gritty Injury.
2 The creature drops to 0 Health.
3 The creature drops to 0 Health, but is stable.
4 The creature is Stunned until the end of its next turn.
5 The creature is Incapacitated and Winded until the end of its next turn.
6-7 The creature is Staggered until the end of its next turn.
8-9 The creature is Winded until the end of its next turn.
10 The creature can’t take reactions until the end of its next turn.

Stamina Shock

A character can lose their composure should they get the wind knocked out of them. Similar to System Shock, when a creature takes damage to their Stamina from a single source that reduces them to 0 Stamina, it must succeed on a DC 12 Constitution (Grit) check or become Winded until the end of its next turn.

Death and Dying

Life begets death. As such it is a constant presence in the world, both on and off the battlefield. Below are changes to the standard rules regarding death.

Falling to 0 Health

Whenever a creature is reduced to 0 Health but not killed outright, it gains a level of exhaustion and an amount of Stress equal to any damage that was left over after reducing the creature to 0 health.

Failing Death Saving Throws

Every time a creature fails a death saving throw it gains 1 Stress.

Additionally, rolling a 1 on the d20 for a Death Saving Throw no longer gives 2 failures. Instead, the creature gains a Death Saving Throw Gritty Injury.

Instant Death

A devastating blow can end a creature's life instantly. When damage reduces a creature to 0 Heath and there is damage remaining, the creature dies if the remaining damage equals or exceeds their Health maximum.

Attacks of Opportunity

In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes or divert your attention elsewhere without putting yourself in danger; doing so provokes an opportunity attack.

A creature provokes opportunity attacks from creatures within attacking reach in the following circumstances:

  • When the creature intentionally moves out of a hostile creature’s reach.
  • When the creature stands up from prone.

To make an opportunity attack, a creature uses their reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature’s turn, occurring right before the creature leaves attack reach, stands from prone or makes their attack.

A creature can avoid provoking an opportunity attack by taking the following precautions:

  • Using the Disengage Action if they wish to move out of a creature's reach.
  • By spending their full movement to stand up from prone.

A creature does not provoke an opportunity attack when someone or something moves them without that creature using their movement, action, or reaction. For example, a creature does not provoke an opportunity attack if an explosion hurls them out of a foe’s reach or if gravity causes them to fall past an enemy.

Grappling

The following rules supplement the preexisting Grappling rules.

When one creature is grappling another, the grappling creature has advantage on attack rolls against the grappled creature.

Additionally, a creature can use their Action to try to pin a creature they are grappling should they have two hands free. To do so, they make another grapple check. Should they succeed, the grappler and the grappled creatures are both Restrained until the grapple ends.

Flanking

When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or corners of the enemy's space, they are considered to be flanking that enemy as long as neither of them are being flanked themselves.

Facing

At the start of their turn when a creature is being flanked, it chooses one of the creatures flanking it to face. After the flanked creature makes this choice, the flanker it is not facing gains advantage on all melee attack rolls it makes against the flanked creature, while the flanker the flanked creature chose to face does not.

Give Ground

When a creature first begins to flank a target, the target can use its reaction to Give Ground. When it chooses to do so, the target makes a Wisdom (Perception) check contested by the flanking creature's Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the target sees the creature coming and can move 5ft away from it. In addition, the creature cannot flank the target until the start of its next turn. On a failure, the creature can flank the target as normal.

Additional Combat Conditions

The following conditions supplement those found in the Player’s Handbook.

Winded

A creature suffering from the Winded condition gains the following penalties:

  • Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
  • The creature looses their Reaction for that round.

Staggered

A creature suffering from the Staggered condition gains the following penalties:

  • The creature has disadvantage on Strength and Dexterity checks and saving throws.
  • The creature’s movement speed is halved.
  • The creature does not add its Dexterity modifier to its AC unless it’s a negative value.
  • The creature does not add its Ability Modifier to weapon attacks and damage rolls unless it’s a negative value.

Madness

In typical medieval warfare people can be driven mad by the horrors they face and the carnage they inflict day after day, and sometimes the mere stress of being in these situations can be too much to bear. The following rules emphasise these facts.

Stress

A creature exposed to uncomfortable situations, extreme mental exertion, soul-shivering horror, torture, or bearing witness to unspeakable acts or sights can potentially suffer Stress.

Some environmental effects can inflict Stress, such as surviving a particularly nasty battle or spending several days without food. Stress can also be generated by encountering certain powerful creatures/beings/people.

Gaining Stress

Creatures gain Stress by doing/experiencing stressful things which range from seeing a friend get killed, staying awake for 24 hours straight, using certain costly abilities, etc. What events, creatures, and circumstances that would create Stress for a character are either detailed in the description of the aforementioned or is adjudicated by the GM.

The table below lists some examples of situations where a character might gain Stress.

Event Stress Gained
Over exerting oneself, receiving a scathing insult, going without food or sleep for a day, watching as an important plan falls apart. 1-2
Seeing a friend get downed in combat, getting badly wounded, being publicly humiliated. 3-4
Starvation or dehydration setting in, being tortured, being disgraced in front of a respected figure. 5-6
Watching a close friend die, getting mortally wounded. 7+

Removing Stress

Stress can be removed by several sources. Spending Stamina Die or preforming Affliction Relief during a short rest, taking a long rest, making a Drastic Decision when you would suffer Fallout (see later), and using certain abilities heal varying amounts of Stress as seen in their descriptions.

Sanity

Sanity is a mixture of a creature's mental wellbeing, their self identity, and their determination to push past adversity and horror.

A creature's Sanity is equal to their Intelligence score + their level or number of stamina die (whichever is higher).

A creature's Sanity is used to gauge how much Stress they can undertake before their psyche warps as a result of neglected Stress.

A creature cannot gain Stress over their Sanity. Whenever they would do so the creature takes psychic damage equal to the amount of negated Stress instead.

Resolve

A creature's Resolve is how much Stress they can withstand before their Sanity begins to crack and eventually break. A creature can gain an amount of Stress equal to their Resolve before Stress is counted against a character's Sanity, causing them to potentially suffer from the Fallout of unattended Stress.

A character's Resolve is equal to 1 + their Intelligence, Wisdom, or Charisma modifier (their choice at character creation).

A character's Resolve increases by 1 at 3rd, 6th, and 9th level.

Mental State

As a creature gains Stress, their Mental State determines the consequences of their dwindling mental faculties. Reference the table below whenever a character gains Stress to see if they suffer Fallout.

Mental State Requirement Fallout
Composed Current Stress does not surpass their Resolve. -
Distressed Current Stress surpasses their Resolve by at least 1. Affliction
Tormented Current Stress surpasses their Resolve by an amount equal to or greater than half their Sanity. Trauma
On the Brink Current Stress surpasses their Resolve by an amount equal to their Sanity. Insanity or Ruin
Composed

The character is clear headed and resolved in their actions.

They are not at risk of Fallout.

Distressed

The character is experiencing mental and emotional strain or tension that could cause adverse effects if left to fester.

Whenever a character first becomes Distressed they must make a DC 12 Intelligence saving throw or gain an Affliction.

Should the character not gain an Affliction, they must make the saving throw against Affliction again whenever they gain Stress while Distressed.

Tormented

The character is currently suffering a great deal under the stress of their situation and it shows in their words and actions. If left in this state for too long there could be dire repercussions.

Whenever a character first becomes Tormented they must make a DC 10 Intelligence saving throw or gain an Affliction and a DC 13 Intelligence saving throw or gain a Trauma. If a character fails their saving throw against Affliction, then they gain advantage on their saving throw against Trauma.

Should the character not gain a Trauma, they must make the saving throw against Trauma again whenever they gain Stress while Tormented.

On the Brink

The character is on the edge of full blown madness. Anything could push them over, reducing them to a blubbering inconsolable shell of their former self.

When a character starts their turn On the Brink they must make a Sanity Saving Throw, an d20 roll that adds their Intelligence, Wisdom, or Charisma modifier with a DC of 10. Succeeding this saving throw grants 1 success while failing grants 1 failure. Rolling a 20 on the d20 grants 2 successes while rolling a 1 grants 2 failures. Gaining any Stress while On the Brink grants 1 failure.

Should a character gain 3 successes, they are able to pull themselves back from the brink at a cost. They gain an Insanity and reduce their Stress by an amount equal to their Resolve.

However, should a character gain 3 failures, their mind gives out completely. Shattering under the immense weight of stress, the character is reduced to a state where they can no longer function as an adventurer/combatant and is forced to retire as a result of their anguish. Though in their final moments of clarity they gain a Ruin.

Fallout

Fallout is the result of excess Stress going unattended, resulting in a character snapping in order to relieve the crushing weight of said Stress. The more Stress a character is under, the worse the Fallout.

There are 4 kinds of Fallout of increasing severity: Affliction, Trauma, Insanity, and finally Ruin. Below is a description of the 4 types of Fallout.

Affliction

An Affliction is a short term but alarming negative change in a character's mental state.

What Affliction a character gains is determined by rolling on the Affliction Table. When rolling on the table, reroll any result that would give a character an Affliction they are already suffering from.

Afflictions are removed once a character's Stress is reduced to 0 and they complete a short or long rest.

Personal Affliction

At character creation a character must choose a Personal Affliction from the list of potential Afflictions (see the Afflictions Table).

Affliction Relief

During a short rest, a character with an Affliction can intentionally or unintentionally push their burdens upon others in an attempt to relieve their stress. When the player chooses to do so, the character initiates a roleplay scene with the character's Affliction being the focus. For example, they could become emotionally vulnerable as they open up to another about their worries or act out as they suppress their feelings. Players may refer to the table below for potential inspiration.

Affliction Roleplay Inspiration
Abusive Berate an ally about something they did wrong/poorly recently.
Anxious At inopportune times, refuse to engage socially with others.
Fearful Become inconsolable or the duration of the rest.
Hopeless Share your hopelessness with another, whether they want to hear your woes or not.
Irrational Deliberately misinterpret an important piece of information.
Dependant Actively hinder your allies though your neediness.
Masochistic Physically harm yourself or get someone else to.
Panicked Loose your nerve over a minor issue that wouldn't normally bother you.
Paranoid Accuse a party member of working against the interests of the group.
Selfish Hoard the best supplies for yourself at your allies expense.

After the scene ends the initiating character reduces their Stress by 1d4. The GM may decide, depending on the context and outcome of the scene, that more or less Stress is removed from the character and other participants.

Trauma

A Trauma is the long term repercussion of a character not processing Stress before their psyche cracks under the immense pressure.

The Trauma a character gains is determined by rolling on the Trauma Table.

The effects of Trauma are removed after a long rest, though the Trauma itself persists and has a chance of resurfacing whenever the character gains Stress over their Resolve. When this happens, the character must succeed a DC 10 Intelligence saving throw or have the Trauma resurface and begin bearing its effects again. This saving throw is made for each Trauma a character has but is not currently suffering from.

Individual Traumas must be removed through a therapeutic process that takes 6 +1d4 (which the GM rolls in secret) days worth of effort per Trauma with an appropriate professional. A character cannot benefit from a long rest during this time.

Insanity

An Insanity is a serious consequence of unattended Stress that has a major and near permanent impact on a characters everyday functioning.

The Insanity a character gets is determined by rolling on the Severity 1 Insanity Table.

If a character is already suffering from an insanity, then they roll on the next highest Severity table. If a character is suffering from a Severity 3 insanity, then they instead gain an insanity from the next highest Severity they are not currently suffering from. If a character has an Insanity of each Severity and would gain another, they instead succumb to Ruin as their mind splinters into madness.

Insanities can be removed through a therapeutic process that takes 12 +2d4 (which the GM rolls in secret) days worth of effort with an appropriate professional for the level of severity. A character cannot benefit from a long rest during this time.

Ruin

A Ruin is the final act a character preforms before the last fragments of their shattered sanity slip from their grasp, crushed by rigors of stress and the horrors of the world around them.

The Ruin a character gains is determined by rolling on the Ruin table.

After the effects of the Ruin end, a character is left in a helpless state. Mechanically speaking, they are effectively dead. There is no saving them now. In the case of player characters, the player must create a new character.

Fallout Tables

Refer to the Stress Fallout Tables on pages 106 to 112 when rolling on the the Affliction, Trauma, Insanity and Ruin roll tables.

NPC Stress and Sanity

Player characters are not the only ones who suffer the misery of Stress. Non-player characters controlled by the GM also have Sanity and can therefore fall into madness just as easily as player characters. However, since many NPC's rarely resurface after encountering player characters, the long term consequences of Stress scarcely apply to them.

As a result, to simplify the bookkeeping surrounding Stress and Sanity for multiple NPC's, and to encourage player characters to use Stress as a weapon against their enemies, feel free to use a combination of the following optional rules instead:

  • Fallout Vulnerability: Whenever an NPC first becomes Distressed or Tormented, they automatically fail their saving throws against Affliction and Trauma. Additionally, when a NPC is On the Brink they make only a single Sanity Saving Throw. Success grants an Insanity and failure a Ruin.
  • Predictable Afflictions: Whenever an NPC would gain an Affliction they instantly gain their Personal Affliction (as seen on their statblock) instead of rolling.
  • NPC Stress Levels: NPCs of the GM's choosing use the Stress Levels rule variant (see page 14) instead of the standard rules.

Drastic Decisions

When the world around you is too much to bear, when a sharp pain pulses through your head, when your thoughts are naught but static, and when the beating of your heart becomes deafening - you must make a decision: shoulder the consequences of your mounting stress or do everything in your power to rid your mind of it.

When a character would gain an Affliction or Trauma, they can choose to instead make a Drastic Decision. In doing so they negate the Affliction they would have gained or immediately suppress the Trauma they gained, as well as reducing their Stress by amount equal to their Resolve, at the cost of responding to their suffering in an immediate and extreme fashion.

A character chooses a Drastic Decision from the list of Drastic Decisions detailed below.

Flee like a Coward

You turn and run. You must take the Dash action and use your full movement to leave the current encounter or situation, and then must keep running. If you cannot leave your current location you instead move as far away as possible and then hide.

Regardless, you have either run so far away or hidden in such a way that your companions will have to come and find you in order to bring you back to a functioning state.

As a result of overexerting yourself while fleeing like a coward, you loose 1 Stamina Die or gain 1 Exhaustion (your choice).

Scream and Cry for Help

You scream at the top of your lungs crying for your mother, god, and/or companions to save you. At the beginning of each of your turns all allies that can hear you must make a DC 10 Wisdom Saving Throw or gain 1 Stress. You also gain the Frightened condition against any pressing threat to your survival, but can otherwise act normally.

After all the threats your vicinity have been dealt with, your allies can spend some time calming you from your hysterics to bring you back to a functioning state.

Soil Yourself

You shit or piss your pants or vomit all over yourself, or a combination thereof. You gain the Paralysed and Frightened conditions until the end of your next turn. Additionally, until you clean your gear, you have disadvantage on all socially orientated Skill Checks due to the smell and discomfort of your soiled equipment.

Become Useless

You curl up into a ball wait for it to be over. You drop whatever you are holding, go prone, and spend your turns doing nothing. Even if attacked you remain inert and unresponsive.

After all the threats your vicinity have been dealt with, your allies can spend some time comforting you, bringing you back to a functioning state.

Survive at All Costs

You must live. You do the most drastic thing that guarantees your immediate survival, and continue to do so until your continued existence is assured. This course of action cannot infringe upon other Drastic Decisions (like running away).

For example, if you are starving you will attempt to kill and eat an ally in desperation.

Exertion

When the cost of failure is injury or death, one cannot afford to not risk everything. The flesh must live, even if the mind has to suffer for it.

When a creature makes an attack roll or ability check it can choose to exert themselves, increasing their chances of success at the cost of adding to their mental anguish. When they do so they to gain an amount of Stress, up to a maximum equal to their proficiency bonus. For every 1 Stress they choose to gain, that creature gains a +1 bonus to their roll.

A creature can do this before or after the roll is made, but before the outcome is determined.

Battle Fatigue

After the battle is done and the adrenaline and bloodlust subside, all that's left is the deafening quiet. Save for the dying moans of the fallen. While those who have taken to the profession of killing are less affected by the stresses of battle, those unacquainted with war will struggle with it’s rigours. After a combat has ended, a character gains a certain amount of Stress based on their class and the outcome of the combat.

Class Battle Fatigue Stress
Brigand 2
Marshal 2
Scholar 3
Slayer 1
Wanderer 2
Warrior 1

If the combat lasted for 1 minute (10 rounds) then the characters gain 1 Stress and another for every minute thereafter. Similarly, characters wearing heavy armour gain 1 additional Stress should a combat last for 1 minute (10 rounds) or more as a result of the physical toll fighting in such armour has on the body.

Additionally, if a character fights while Encumbered or Heavily Encumbered (see Equipment) they gain 1 or 2 Stress respectively after combat ends.

Finally, if the characters were defeated or routed, then they gain an additional 1d4+1 Stress.

However, as a character becomes stronger and more experienced they can better manage their stress in dangerous situations. At 4th level and again at 8th level the amount of Stress gained from Battle Fatigue is reduced by 1, to a minimum of 0.

Elation of Slaughter

If the characters slaughter their enemies in combat with brutal efficiency they can instead be invigorated by their success. If the combat lasted for 3 rounds or less, and the characters are without substantial injuries, they instead gain no Stress and can make a DC 10 Charisma saving throw, removing 1 Stress on a success.

Variant Madness: Stress Levels

For some GMs and Players, keeping track of Stress on top of Health, Stamina, Supply, etc. may be too troublesome. As a result, the following variant rules can be used to simplify the Stress mechanic while keeping the horrors of adventuring relevant. Note that some abilities will have to be rebalanced around this mechanic.

  • Stress Levels: Similar to Exhaustion, a creature can gain Stress Levels as a result of doing/experiencing stressful things (see the Gaining Stress table for inspiration). 1 or more Stress Levels are gained whenever such an event occurs (subject to GM adjudication). Each Stress Level represents mounting mental turmoil, with a creature suffering its effect when they gain the appropriate level. The Stress Levels are detailed below:
Stress Level Effect
1 Stressed. You can feel the stress gnawing at the back of your mind. You take 1d4 psychic damage.
2 Distressed. You must make a DC 10 Intelligence Saving Throw or gain an Affliction. On a success you take 1d6+2 psychic damage.
3 Tormented You must make a DC 13 Intelligence Saving Throw or gain a Trauma. On a success you take 2d6+2 psychic damage.
4 On the Brink. You must make a DC 16 Intelligence Saving Throw or gain an Insanity. On a success you take 3d6+2 psychic damage.
5 Driven Over the Edge. You gain a Ruin and are reduced to a state where you can no longer function as a adventurer. You must retire as a result.
  • Removing Stress Levels: Whenever a creature spends a Stamina Die during a Short Rest, they reduce their Stress Level by 1. All Stress Levels are removed after a Long rest. When a creature reduces their Stress Level, they do not suffer its effects as if they had gained it.

  • Drastic Decisions: When a creature chooses to make a Drastic Decision they reduce their Stress Level by 1

  • Resolve Points: A creature has a number of Resolve Points equal to half their Level or number of Stamina Die. When a creature would gain a Stress Level they can spend a Resolve Point not gain it instead. Spent Resolve Points are regained after a Long Rest in which the creature has spent some time indulging their vices.

Travel

The medieval world is a huge place, so much so that characters will spend a lot of time simply traversing it. Well trodden cobblestone roads are a rarity, and gravel roads or paths worn down by constant use don't always lead to where characters need to go.

The following rules attempt to represent this reality mechanically.

Resources

There are two resources that characters will use throughout their travels: Supply and Provisions.

Supply

A Supply is an abstract resource used to determine how prepared and well stocked characters are when traveling. They can represent anything from a loaf of bread, a keg of grog, spare clothes, a length of rope, basic trade goods, or an extra saddle bag.

A warband with a well stocked baggage train full of Supplies seldom want for basic survival amenities, while a wandering group of starving bandits with no Supplies will be eying up their wounded ally as a chef eyes a cut of meat. Simply: the more Supply a party of travelers have, the more able they are to survive the rigours of an arduous journey.

Supply is measured in units. One unit of Supply costs 3 gold pieces.

As characters journey across the land they will spend Supply to feed themselves, keep warm, and to make shelter during the night or against inhospitable weather. The specifics of spending Supply in this way is detailed bellow under Camp Rolls.

Provisions

Where a Supply is an abstract resource, a Provision is a concrete resource used by a character to meet a specific need of their survival. In addition, where Supply is tracked and shared among a group, each character tracks their own Provisions individually.

Each Provision is assigned a dice which represents the amount and quality of the Provisions in a character's possession. This dice, called a Provision Die, can be either a d4, d6, d8, d10, or d12.

A d4 of any Provision costs 10 gold pieces. Upgrading the d4 to a d6 costs 10 gold pieces, d6 to d8 15 gp, d8 to d10 20 gp, and d10 to d12 25 gp.

Provisions are used in emergency situations where a groups Supply fails to meet the needs of an individual. The specifics of using Provisions in this way is detailed bellow under Camp Rolls.

There are three such Provisions: Rations, Kindling, and Tents.

  • Rations: Rations are used to slake both the hunger and thirst of a character. They represent long lasting foodstuffs and liquids.
  • Kindling: Kindling is used to keep a character warm during the night. While sticks and dry leaves may be abundant in some locations, Kindling represents the tools and resources a characters needs to get a fire going and keep it going, where the aforementioned may not.
  • Tents: Tents are used to shelter a character from the elements and provide a somewhat comfortable place to sleep. The size of this Provision's die more so represents the wear and tear of a single Tent rather than the amount of Tents a character has.

Travel Roles

There are four main responsibilities a party of travelers must undertake if their journey is to be successful. In a group of player characters, each must select one Travel Role to shoulder each day. Once they have decided, each must make a specific Skill Check depending on their Travel Role. A success granting a boon to the group, while a failure a bane.

If one or more of the Travel Roles does not have a person able to undertake it, the skill check is considered an automatic failure to the unassigned Travel Role. However, excess player characters can help another character preform their Travel Role. Doing so gives them advantage on their Skill Check.

If a group of player characters have one or more NPCs accompanying them, the NPCs may not be able to adopt a Travel Role depending on their profession. For example, an NPC Wanderer would be able to undertake any Travel Role while a hired guard might only be able to help the Watcher.

The four Travel Roles are the Navigator, the Gatherer, the Stockpiler, and the Watcher.

Navigator

The Navigator makes sure that the warband, caravan, or group of wanders are heading in the right direction. They keep track of their current location in relation to their destination though landmarks, maps, memory, instinct, or a mixture thereof.

A Navigator makes either a Intelligence (Investigation) check or an Intelligence (Navigator's Tool) check. The DC of this check is determined by several factors including terrain, weather, available roads, and the size of the group they are leading.

Succeeding on their check allows the Navigator to keep the group on track to their destination. Failure causes the Navigator to make a mistake and cause to group to go off course for 1/2 a day.

Gatherer

The Gatherer finds what the party lacks as they travel, scavenging/hunting for supplies in the wilderness. They may find berries, some good fire wood, or locate a dry place to set up camp - whatever the group needs most in that moment.

A Gatherer makes either an Intelligence (Nature) or a Wisdom (Survival) check. The DC of this check is determined by several factors including the availability of game, the season, the terrain, and if civilisation has a hold in the lands being traveled.

Succeeding on their check allows the Gatherer to find 1d6 Supply, with the Gatherer describing what they brought back to the group. Failure means that the Gatherer did not find anything.

Stockpiler

The Stockpiler manages their groups baggage, rationing out and keeping track of Supply while making sure everyone has what they need. They pack bags, arrange camp, maintain traveling equipment, feed the pack animals, and make sure there is enough of everything to go around.

A Stockpiler makes a Wisdom (Insight) check. The DC of this check is determined by several factors including the seasons, weather, presence of pests, and the size of the group they are managing the supplies for.

Succeeding on their check allows the Stockpiler to manage the Supply of the group properly. Failure causes the Stockpiler to misjudge the groups expenditure of supplies, loosing 1d6 Supply in the process.

Additionally, every three days of travel that pass the Stockpiler rolls a d20 on the Supply Event table (see page 20).

Watcher

The Watcher keeps an eye on the horizon, making sure their group is safe. They are ever vigilant in their duty, scouting ahead for hidden dangers and warning the warband in advance should they spot anything. The lives of a traveling group often lies in the hands of the Watcher.

A Watcher makes a Wisdom (Perception) check. The DC of this check is determined by several factors including visibility, the terrain, how well the group knows the location, and the level of danger posed by potential enemies.

Succeeding on their check allows the Watcher to spot danger before it befalls the group, giving them time (even if it is but a few seconds) to prepare. Failure renders the group unaware of the potential danger they are in until it is to late.

Using Different Skills

The Skills listed for each Travel Role are the best fit for the respective task being preformed by each role. However, a character might come up with a clever way to utilize another skill to accomplish the same goal, such as a Navigator using Strength (Athletics) to reach a high up vantage point go get a lay of the land, or a Stockpiler using Charisma (Intimidation) to scare their companions off using too many supplies.

It is ultimately up to GM adjudication if a certain Skill is suitable to be used in the Travel Role, and if the DC of the Skill Check is increased or if the roll gains disadvantage as a result.

Camp Rolls

After a long trudge through the wilderness, the sun retreats over the horizon as the starry night envelops the sky. With miles behind them, sore legs and blistered feet find respite as camp is set.

At the end of a day of travel, a group of characters set up camp and rest. While camping in the wilds, far from civilisation, characters will need to draw upon their Supply and Provisions in order to meet the Needs of their survival.

Needs

A Need is one of the requirements for a character's base physical survival. In the wilderness, meeting these Needs is not a guarantee, and thus characters must rely on their preparation or perseverance in order to meet their Needs. There are three Needs a character must meet while at Camp: the need for Food/Water, Warmth, and Shelter.

In order to meet these Needs a character can either make a Camp Roll, a skill check or saving throw depending on the Need, or can make use of their groups Supply or their own Provisions.

  • Using Supply: Before a character makes the Camp Roll to see if they meet a Need, they can choose to spend 1 Supply to gain an automatic success on the Camp Roll.
  • Using Provisions: Should a character fail the Camp Roll to meet one or more of their Needs, they can choose to roll their Provisions Die (Rations for Food/Water, Kindling for Warmth, and Tents for Shelter). On a roll of 1 or 2, the Provision Die is reduced by 1 step (d6>d4 etc.). Should a d4 roll a 1 or 2, then the Provision is consumed entirely and destroyed. Regardless of what is rolled, the Need is considered to have been met.
Food/Water

The Need for Food/Water is self explanatory: if you don't eat or drink you eventually die.

The Camp Roll for Food/Water is an Intelligence (Nature) check. This check encompasses the characters ability to find and identify a safe source food/water in the area around their camp.

Succeeding allows the character to rely more on foraged or hunted food and/or water than on their stockpile.

Should a character fail however, they gain 1 Stress and must make a DC 10 Constitution saving throw or gain a level of Exhaustion.

If a character is unable to meet this Need for a number of days in a row equal to 2 + their Constitution modifier, they automatically suffer a level of Exhaustion in addition to the stated effects. This Exhaustion cannot be removed until the character has a full meal and a drink.

Warmth

The Need for Warmth is situational based on the environment and season a character is traveling in. During summer in a temperate climate, Warmth is more a comfort than a Need for survival. During winter in the arctic however, Warmth is the difference between life and death.

The Camp Roll for Warmth is a Constitution saving throw. This saving throw reflects the characters ability to endure the cold.

Succeeding means that the character is able to keep warm throughout the night and stave off any ill effects of the cold.

Should a character fail however, they gain a penalty based on their current environment:

  • Temperate: There is minor variation in temperature throughout the seasons. The character gains 1 Stress.
  • Continental: It often snows during the winter. During summer as Temperate, during winter the character gains 1 stage of Frostbite (see later) and must make a DC 10 Wisdom saving throw or gain 1 Stress.
  • Polar: It is always freezing. During summer as Continental winter, during winter the character gains 2 stages of Frostbite and must make a DC 10 Wisdom saving throw or gain 1 Stress.
Shelter

The Need for Shelter can sometimes take president over the need for food and warmth. Shelter protects you from wind, rain, snow, hot or cold temperatures and enemy observation.

The Camp Roll for Shelter is a Wisdom (Survival) check. This check represents a character's ability to construct a safe, effective, and comfortable shelter using their equipment and things from their surroundings.

Succeeding means that the character is able to set up a nice shelter to sleep in for the night.

Should a character fail however, they must make a DC 10 Constitution saving throw or gain a level of Exhaustion. Additionally, should the temperature be sufficiently cold, they must also make another Constitution saving throw who's DC equals that of the Camp Roll's, advancing 1 stage of Frostbite on a failure.

If a character succeeds on this saving throw (or both if applicable), then they gain 1 Stress instead.

Optional Rule: Stressless Travel

Should a GM wish to use the Travel system independently from the Stress system presented in this ruleset, they can use the following consequence for travel induced misery instead of gaining Stress:

  • Stressless Travel: Whenever a consequence would cause a character to gain Stress, they instead take a d4 of psychic damage for every point of stress they would have gained.

Assigning Difficulty Classes

Determining the DC for both the Travel Roles and Camp Rolls is up to the GM to decide. After the characters have decided where they will travel and how they will get there, that should give the GM some information on how high or low to set the DCs. The GM will then set these DCs at the start of the journey.

Following are some guidelines to assist in the decision making process.

Travel Roles

In the description of each Travel Role is a brief rundown of what factors might effect their DC. Generally speaking however, the more inhospitable the environment, the higher the DC.

A Navigator in a thick forest might not be able to see any landmarks and end up setting lost in the sea of trees. A Gatherer will have a hard time finding food during the winter. A Stockpiler might not be able to properly secure the baggage on a treacherous mountain road. And the Watcher might be unable to spot nearby danger due to the unfamiliar terrain.

Below is a table with some example DCs to reference.

Example Navigator DC Gatherer DC Stockpiler DC Watcher DC
A well trodden path 5 10 8 10
Unfamiliar woodlands 15 12 10 14
A frozen river during winter 12 18 12 13
Flat grassy planes 10 14 9 10
Ankle deep water under sheets of pelting rain 13 15 18 16
Camp Rolls

The DCs for Camp Rolls is determined by the accessibility of natural resources used to fulfill the Needs of a group of characters. A swamp is not the most comfortable places to sleep, but you won't want for food. A mountainside path is bound to have caves to shelter in, but food is likely scarce. The GM should think about the environment the character's are traveling though and assign the DCs appropriately.

Below is a table with some example DCs to reference.

Example Food/Water DC Warmth DC Shelter DC
A summer night in civilised lands 8 8 8
Deep within enemy territory, in hiding 10 14 18
Howling winds cut though even the thickest of clothing 12 16 14
A flat snow plane, with nothing but white for miles 18 20 16
The deep recesses of an untouched forest 12 10 9
Amidst the suffocating humidity of a rainforest 13 2 20

Attrition

Traveling under extreme, inhospitable conditions force warbands, caravans and groups of wanderers to expend more of their supplies in order to sustain themselves. In doing so they take Attrition.

When a character takes Attrition, they must consume 1 Supply per day. Failure to do so inflicts 1 Stress upon the character. A character takes Attrition under the following circumstances:

  • While traveling in extreme heat or cold.
  • While traveling during extreme weather events like a blizzard, sandstorm, or flood.
  • While on a Forced March.

A character can suffer Attrition from multiple sources at once, and must consume the cumulative number of Supply or gain the cumulative amount of Stress.

Supply Event Table

Roll Supply Event
1 Doomed Journey. Roll twice on this table and take both results, rerolling any result above a 9 or another roll of 1.
2 Dreadful Misfortune. Some disaster befalls you and your companions that results in most of the supplies being lost. Half your groups total Supply.
3 Night Raid. Supplies are taken at night by unseen thieves, be them animal or man. The group looses 1d4 Supply per character in the group. If the amount of Supplies taken is greater than the groups current stock, then each character gains 1 Stress.
4 Disastrously Managed. The supplies are horribly mismanaged. You and each of your traveling companions consume 2 Supply.
5 Beast Thief. Wolves/bears/other large animals make off with a large chunk of your foodstuffs. The group looses 1 Supply per character in the group. If the amount of Supplies taken is greater than the groups current stock, then each character gains 1 Stress.
6 Outlaw Robbery. A gang of outlaws ambush the group and demand 2d6 Supply. The group can pay 5 gold pieces per Supply they want if they do not wish to give them Supplies. The group may also fight these outlaws if they want, but the outlaw's group is of similar size to theirs. A skillful Watcher may see these outlaws before they strike.
7 Poorly Maintained. The supplies are poorly managed/rationed. You and each of your traveling companions consume 1 Supply.
8 Overuse. Members of your group use more supplies than necessary. The group loses 1d4 Supply.
9 Vermin. Rats/insects/other small animals eat some food or otherwise ruin equipment. The group loses 1 Supply.
10-12 Properly Maintained. Nothing in particular occurs that impacts your supplies or provisions. They are maintained and consumed normally.
13 Scrounged Resource. You come across a small amount of food or trade goods on your travels. The group gains 1 Supply.
14 Foraged Resources. You come across a decent amount of food or trade goods. The group gains 1d4 Supply.
15 Well Maintained. The supplies are well managed and rationed. You and each of your traveling companions can choose to meet one Need without having to consume a Supply during the next Camp.
16 Successful Hunt. The Gatherer brings back a good haul today. The group gains 2d4 Supply.
17 Wanderer’s Stash. You come across a stash of resources left by wanderers for other travellers less fortunate than themselves. The group can choose to gain up to 2d6 Supply from the stash.
18 Exceptionally Managed. The supplies are managed and rationed excellently. You and each of your traveling companions can choose to meet two Needs without having to consume a Supply during the next Camp.
19 Fortunate Misfortune. The Watcher spots an overturned cart or abandoned camp with untended supplies. The group gains 4d4 Supply. Further investigation indicates that the previous owners were killed some time ago by beasts or claimed by foul weather.
20 Fated Journey. Roll twice on this table and take both results, rerolling any result below a 10 or another roll of 20.

Survival Conditions

Frostbite

Frostbite is the grizzly reality of a character being exposed to freezing temperatures for too long.

When a character travels through a cold environment, such as the arctic or a snowy forest during winter, they must make a Constitution saving throw during the day and again at night. The DC for this saving throw is 10 during the day, while the DC for night is covered by the Warmth Camp Roll. If the character is not wearing the appropriate cold weather gear, then they gain disadvantage on this saving throw. Blizzards or similar weather grant a -5 penalty to the saving throw.

Should the character fail the Constitution saving throw, then they increase the stage of their Frostbite by 1. Additionally they take an amount of cold damage equal to the stage of Frostbite they gained.

A character reduces their Frostbite by spending a short rest completely out of the elements in a warm place, such as a house with a fireplace. Doing so reduces their Frostbite by 1. After a long rest a character reduces their Frostbite by 7 if they spent most of their time inside someplace warm.

The stages of Frostbite are detailed below.

Stages of Frostbite
  • Stage 1: The character feels cold. You cannot add your Constitution modifier to the result of rolling a Stamina die to heal during a short rest unless it is a negative value.

  • Stage 2: The character starts to shiver. You gain a level of exhaustion that can only be removed by resting in a warm place.

  • Stage 3: The character becomes clumsy, irrational, and confused. Whenever you draw or sheath a weapon, take something from a bag or pouch, or make a weapon attack you must make a successful DC 10 Dexterity (Slight of Hand) check to accomplish the task without fumbling and dropping the item.

    Additionally, the character gains 2 Stress.

  • Stage 4: The character's extremities begin to turn blue and then black. You must roll a d4 to determine which extremity if effected by the cold (1 = right hand, 2 = left hand, 3 = right foot, 4 = left foot).

    If the result is a Hand: Any weapon wielded with the effected hand halves its bonus to attack and damage rolls and any shield wielded halves its bonus to AC, and a reaction must be used to use its Splinter property.

    If the result is a Foot: If you move more than half your maximum movement speed you must make a DC 10 Dexterity (Acrobatics) check or fall prone before you can move.

    If the hand/foot that is rolled that is already effected, the other hand/foot is instead effected, but if both hands/feet are already effected then hand/foot that is rolled becomes Useless as 1 finger/toe freezes and falls off. This Uselessness ends if your stage of Frostbite becomes 3 or lower, but becomes permanent if any particular hand/foot looses more than 3 fingers/toes.

    Finally, each time a character gains a stage of Frostbite after this one, they must roll the same d4 again and suffer the rolled effect.

  • Stage 5: The character's muscles start to stiffen. You gain a level of exhaustion that can only be removed by resting in a warm place.

  • Stage 6: The character stops shivering and practically collapses. You become Winded and Staggered until your stage of Frostbite becomes 5 or lower.

  • Stage 7: The character wavers between consciousness. Every day you must roll a d6 (1-2 = morning, 3-4 = midday, 5-6 = dusk). For the duration of that time of the day, you become Unconscious.

    Additionally, the character gains 4 Stress.

  • Stage 8: The character goes unconscious. You are rendered Unconscious until your stage of Frostbite becomes 7 or lower.

  • Stage 9: The character's breathing and pulse slows. At the end of each day while still in the cold, you take 1d4 cold damage. Should this damage reduce you to 0 health, you immediately progresses 1 stage of Frostbite.

  • Stage 10: The character is cold and dead. You die (and become a meat popsicle).

Heatstroke

Heatstroke, also known as Hyperthermia, occurs when a creatures internal body temperature becomes too high. In a hot environment, it can be fatal if not dealt with immediately.

When a character travels through a hot environment, such as a desert or a humid rainforest, they must make three Constitution saving throws during the day: one during the morning, one during midday, and another at dusk. The DC for this saving throw is 12 during morning and dusk and 15 at midday. If the character is not wearing the appropriate hot weather gear, then they gain disadvantage on these saving throws.

Should the character fail a Constitution saving throw, then they increase the stage of their Heatstroke by 1 and take fire damage equal to the Stage of Heatstroke they gain. Should a character not have access to Supplies or the Rations Provision, then they advance 2 stages instead of 1.

A character reduces their Heatstroke by 2 after spending a short rest in a cool or cold place. Luckily, nighttime in many hot environments are often cold enough to offer respite from the effects of Heatstroke. After a long rest a character reduces their Heatstroke by 6 if they spent most of their time inside someplace cool or cold.

The stages of Heatstroke are detailed below.

Stages of Heatstroke
  • Stage 1: The character sweats profusely, weak and exhausted from dehydration. You gain disadvantage on Strength checks and saving throws.
  • Stage 2: The character vomits as a severe headache renders them delirious and confused. You gain 1d6 Stress and take a -2 penalty to any Intelligence, Wisdom, or Charisma checks or saving throws you make.
  • Stage 3: The character turns pale as they begin to convulse and eventually faint. You must immediately make a DC 15 Constitution saving throw or fall unconscious. On a success you instead fall unconscious if you fail a saving throw against Heatstroke. Once unconscious you can only be awoken once your stage of Heatstroke is reduced below 3.
  • Stage 4: The character suffers minor brain damage and shock as they begin to suffocate due to heart failure. You are rendered Unconscious until your stage of Heatstroke becomes 2 or lower. You must then roll a d6 (1-2 representing your Intelligence score, 3-4 your Wisdom score, and 5-6 your Charisma score), permanently reducing the rolled Ability Score by 1.
  • Stage 5: The character suffers major brain damage as they suffocate to death. You roll 1d2 three times and permanently deduct the result in order from your Intelligence, Wisdom and Charisma scores.
  • Stage 6: The character's muscles become rigid as they die instantly. You die.
Warmth Camp Roll: Keeping Cool

Sometimes a character must manage their warmth by keeping themselves cool. While environments or situations that would impose such a threat to a character are rare, it is not an impossibility. For example, a warband traveling through a desert may choose to move at night and set camp during the day. As such, subject to GM adjudication, when a character makes their Warmth Camp Roll they may be contesting the effects of Heatstroke instead of Frostbite.

In these situations, the DCs and consequences of failing Camp Rolls should be adjusted accordingly by the GM to reflect combating extreme heat instead of extreme cold.

Equipment

The following rules supplement those regarding equipment in standard D&D.

Item Conditions

Similar to the conditions creatures experience, Item Conditions represent the wear and tear of equipment, specifically weapons and armour.

There are three different Item Conditions that an item can be: Undamaged, Damaged, and Broken. The degradation of an item's Item Condition is different for both weapons and armour.

Weapon Degradation. Weapons simply reduce their Item Condition whenever they roll a natural 1 on an attack roll, becoming Damaged before eventually becoming Broken.

Armour Degradation. Armour on the other hand requires the wearer to purposefully allow their armour to be sundered in the name of self preservation for its condition to decrease. When a creature wearing medium or heavy armour would be hit by a critical hit, they can choose to activate their armours Scuff property (See Armour). Light armours Item Condition is automatically reduced then the wearer is critically hit.

The details of the three different Item Conditions are listed below:

Undamaged

Undamaged weapons and armour have no mechanical changes from how they are mentioned in the base rules. It is assumed that, unless stated, all items are Undamaged.

Damaged

Weapons. Damaged weapons reduce their damage die by one step (d10>d8, 2d6>2d4, d4>1, etc.), and continue to decrease it every time it's Item Condition is reduced until the base damage of the weapon is reduced to 1. Once this occurs the next time the weapon's Item Condition is degraded, the weapon becomes Broken.

Armour. Damaged armor reduces the AC they provide by an amount equal to the base AC they provide -10, halved, rounded up (Chain shirt: 13 - 10=3 /2 =1.5 which rounded up =-2, etc.).

Repair. Damaged equipment can be repaired by the relevant professional at a base cost of 25% of the market price of the Damaged item. Damaged Equipment can also be repaired by characters during a rest (See Repairing Damaged Equipment below).

Broken

Weapons. Broken weapons cannot be used in combat or at best can be used as improvised weapons (subject to GM approval).

Armour. Broken light and medium armour has a base AC of 9 + your Dexterity modifier. Broken heavy armour just has a base AC of 9.

Repair. Broken equipment can be repaired by the relevant professional at a base cost of 75% of the market price of the Broken item.

Specially Crafted Arms and Armour

Armour and weapons receive bonuses or penalties depending on their make. There are four separate Properties that can affect items depending on how they were crafted: Standard, Poorcraft, Finecraft, and Mastercraft.

These Properties, as described in the below, are applied to weapons and armour when they are made under certain circumstances. Items of unremarkable make are considered Standard. It is assumed that, unless stated, all items are of Standard make.

Standard

Standard equipment have no mechanical changes from how they are mentioned in the base rules.

Poorcraft

A piece of equipment of noticeably less quality than the standard as a result of its poor craftsmanship.

Weapons

Poorcraft weapons take a -1 Penalty to attack and damage rolls made with it.

Armour

Poorcraft armour takes a -1 Penalty to its AC.

Properties

Poorcraft equipment has the following properties:

Penalty. The Penalty can increase depending on how poorly the item was constructed, to a maximum of -3.

Price. The base market price of Poorcraft equipment is reduced by a percentage equal to 25% x its Penalty (max 75%).

Availability. Poorcraft equipment can be acquired just as readily, if not more so, as Standard grade equipment.

Finecraft

A piece of equipment of noticeably better quality than the standard as a result of its fine craftsmanship.

Weapons

Finecraft weapons have either a +1 Bonus to attack rolls or a +1 to damage rolls made with it.

Armour

Finecraft armour has a +1 Bonus to its AC.

Properties

Finecraft equipment has the following properties:

Bonus. The Bonus can increase depending on how well the item was constructed, to a maximum of +3.

Price. The base market price of Finecraft equipment is increased by a percentage equal to 100% x its Bonus (max 300%).

Availability. Finecraft equipment is harder to find than standard equipment and might require commissioning an expert of the craft to obtain, or taking it from a person of importance.

Mastercraft

A piece of equipment that is so masterfully made that it is practically unique, as a result of its exquisite craftsmanship.

Weapons

Mastercraft weapons have a +1 Bonus to attack and damage rolls made with it and causes Gritty Injuries sustained from the weapon to gain +1 Severity.

Armour

Mastercraft armour has a +1 Bonus to its AC and gains the Resistant (1) property or increases its existing Resistant property by 1.

Properties

Mastercraft equipment has the following properties:

Bonus. The Bonus can increase depending on how excellently the item was constructed, to a maximum of +3. Additionally, while wielding a Mastercraft weapon or wearing Mastercraft armour, creatures add its Bonus to any Charisma check they make. Only one such Bonus can be gained at any time.

Price. The base market price of Mastercraft equipment is increased by a percentage equal to 200% x its Bonus (max 600%).

Availability. Mastercraft equipment is impossible to come across and must be custom made by a legendary practitioner of the craft or taken from the likes of kings and emperors. Mastercraft items always seem to have a name and a story surrounding them.

Repairing Damaged Equipment

Being able to maintain your own equipment while in the wilderness is a valuable skill to have. While weaponsmiths and armourers can reliably repair damaged or broken equipment, it is often the case that such smiths are far away when adventurers need them most.

During a rest, a character with the appropriate set of Tools can spend 2 hours repairing a Damaged Weapon or piece of Armour.

Repairing Weapons

Repairing a Damaged weapon requires Smith's Tools and a successful check using these tools. The DC of this check is determined by the type of Weapon being repaired.

Weapon Type DC
One-Handed Weapon 12
Two-Handed or Versatile Weapon 14
Weapon with Reach 16

On a success, the weapon's Item Condition is improved by 1. If this would increase a Damaged weapon to an Undamaged weapon, the Repair Cost must be spent. The Repair Cost for a Weapon is a number of Supply who's cumulative base market value (3gp per Supply) equals that of half the Weapons base market value, rounded up. For example, a Longsword costs 15gp so it's Repair Cost would be 3 Supply (half of 15 is 7.5 /3 for the cost of Supply = 2.5 which rounded up = 3).

Repairing Armour

Repairing a piece of Damaged armour requires Leatherworker's Tools and Smith's Tools, as well as a successful check using these tools. The DC of this check and the tools needed are determined by the type of Armour being repaired.

Armour Type DC Tools Needed
Light Armour 13 Leatherworker's Tools
Medium Armour 15 Smiths Tools
Heavy Armour 17 Smith's and Leatherworker's Tools

On a success, the Repair Cost is spent as the armour's Item Condition is improved by 1. Heavy Amrour requires both a successful Smith's and Leatherworker's Tools check in order to increase it's Item Condition. The Repair Cost for armour is a number of Supply who's cumulative base market value (3gp per Supply) equals that of half the armours base market value, rounded up. For example, Chainmail costs 75gp so it's Repair Cost would be 13 Supply (half of 75 is 37.5 /3 for the cost of Supply = 12.5 which rounded up = 13).

Armour

The following additions are made to armour in order to improve survivability for the well equipped.

Heavy Armour

Mailcoats and metal plates offer a great amount of protection to their wearers. As a result, all heavy armour types gain the Resistant property.

Resistant

Resistant armour can deflect blows that would kill others in lighter armour. While you are wearing the armour; bludgeoning, piercing and slashing damage that you take from attacks is reduced by the number stated below.

Armour Resistant
Ring Mail 1
Chain Mail 2
Splint 3
Plate 4
"Balancing" Heavy Armour

The high base AC heavy armour affords its wearer combined the Resistant property may afford too much safety to heavily armoured characters for some GMs liking. As a result, it is recommended to reduce the AC granted by heavy armour types by 1.

Scuff

Armour made from thick and/or sturdy materials are better at turning blows away from their wearer. All Medium and Heavy armour types gain the Scuff property.

Scuff

Armour with this property can turn wounding blows into scuffing attacks. While you are wearing the armour and receive a critical hit you can choose to reduce the Severity of the gritty injury by -3 at the cost of reducing the armours Item Condition by 1 step.

Shields

Shields are the most common defensive commodity of the medieval battlefield, and for good reason. A killing strike can be turned away by a sturdy shield. As such, shields gain the Splinter property.

Splinter

Shields will keep you alive, but interposing them between you and a solid blow can splinter them. When you are wielding a shield and receive a critical hit, you can choose to negate the gritty injury you would get at the cost of breaking your shield.

Helmets

An invaluable piece of equipment, a helmet protects the wearer's head. Coming in many styles, from the purely functional to the mostly decorative, helmets are essential for any who wish to survive a battle.

Donning or doffing a helmet requires an action. However, a successful DC 12 Dexterity (Slight of Hand) check can be made as a bonus action to quickly remove the helmet should the need arise.

A Helmet will protect its wearer’s head should it be struck by a brutal blow, and so gains the Absorb property.

Absorb

When a creature is wearing a helmet and is critically hit, and the target of the Gritty Injury is their head, the creature automatically gains a -3 bonus to their Gritty Injury roll. Once this happens, the value of the helmets Absorb property is reduced by 1. If this value is reduced to 0, then the helmet is broken.

Broken Helmets

While wearing a destroyed helmet a creature has disadvantage on attack rolls and on any ability checks that rely on sight. A destroyed helmet can be repaired at 75% of its cost by a relevant professional.

Helmet Types

Each helmet has a corresponding type of armour that a character must be proficient with in order to wear the helmet, as seen on the table below.

Armour Proficiency Helmet Helmet Cost Absorb Perception Penalty
No Armour Skullcap 10 gp 1 -1
Light Armour Spangenhelm 25 gp 2 -3
Medium Armour Bassinet 50 gp 3 -5
Heavy Armour Great Helm 75 gp 4 -7

Skullcap: A simple close-fitting helmet. They are cheap and easy to produce, and thus are often worn by foot soldiers and peasant militiamen.

Spangenhelm: A reinforced helmet with predominant eye protection. Often comes with cheek flaps and/or a chain coif. A favorite among those not wealthy enough to afford metal armour.

Bassinet: An open-faced helmet with a hinged visor. It is common among soldiers and mercenaries due to its versatility and practicality.

Great Helm: Also known as a bucket helmet, due to it's appearance. Great Helms are very popular among knights and heavy infantry for their protective ability. They are often decorated with crests or fabric.

Encumbrance

This rule is used in place of base encumbrance rules, to simplify bookkeeping but still emphasise the importance of packing appropriately.

Each creature has a carrying capacity equal to half their total Strength Score (rounded up) in Stones. A Stone is a generic unit of measurement that considers the weight, bulk and area needed to wield an object.

An objects weight in Stone, unless otherwise stated, is determined by the following parameters:

  • Light, Medium and Heavy armor weighs 1, 2 and 3 Stone respectively.
  • Shields weigh 1 Stone.
  • Most weapons weigh 1 Stone unless they have the heavy, two-handed, or versatile property, in which case they weigh 2 Stone. Reach weapons weigh 3 Stone.
  • One to five units of Supply weigh 1 Stone, six to ten 2 Stone, eleven to fifteen 3 Stone, etc.
  • A d4 Provision weighs 1 Stone, a d6 Provision 2 Stone, etc.
  • Medium sized items such as 50ft of rope or a backpack weigh 1 Stone.
  • Heavy or bulky items such as a chest or tent weigh 2 Stone.
  • Small items and weapons (daggers, knives, slings) are not tracked and characters can assume they have them within reason (and at the GM's discretion).

Only important items are tracked in this way. It is ultimately up to GM adjudication on what constitutes an important item. For example, while Daggers aren't tracked should a character have a strap of 6 daggers across their chest, that would constitute an important item, which a GM might rule takes up 1 Stone.

Determining Encumbrance

When a creature is carrying an amount of Stone over their carrying capacity, they are considered Encumbered. When a creature is carrying more than double their carrying capacity, they are also considered Heavily Encumbered. It can be assumed that creatures able to set gear down temporarily when needed but in situations where they are unable or unwilling to, such a during a surprise round or when carrying gear up a rope ladder, they receive he following penalties:

Encumbered

An Encumbered creature's movement speed is halved and at the end of each day of travel a creature undertakes it must make a DC 10 Strength saving throw or gain 1 Stress.

Heavily Encumbered

A Heavily Encumbered creature has disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. Additionally, at the end of each day of travel a creature undertakes it must make a DC 14 Strength saving throw or gain a level of Exhaustion.

Carrying Capacity and Size

A creatures carrying capacity is also altered by their size, as seen on the table below.

Size Carrying Capacity Modifier
Tiny Can only carry 1 Stone.
Small Half total carry capacity (rounded up).
Medium None.
Large Double carry capacity.
Huge Triple carry capacity.
Gargantuan Quadruple carry capacity.

Looting the Dead

After hacking down a hated enemy in combat, the weapons and armour upon their fresh corpse are not likely to be fully intact.

When a character pillages the corpse of a slain creature, roll on the table bellow to determine what state their equipment is in.

A GM can decide if they wish to roll for each piece individually, if they roll once for everything, or if they pick and choose which items are rolled for and which are not.

d12 Item Condition
1-4 Broken
5-11 Damaged
12 Undamaged

Classes

Class Name Description Stamina Die Primary Ability Saving Throw Proficiencies Armour and Weapon Proficiencies
Brigand Ignoble survivors who know that battles aren't won by fighting fair d6 Dexterity Dexterity & Intelligence Light Armour, Simple Weapons, Longswords, Rapiers, Shortswords
Marshal Leaders of men whose words, deeds, and in some cases mere presence, is enough to inspire victory d6 Charisma Dexterity & Charisma Light and Medium Armour, Shields, Simple Weapons, Longswords, Rapiers, Shortswords
Scholar Educated folk that apply their scholarly knowledge in practical situations d4 Intelligence Intelligence & Wisdom Clubs, Daggers, Slings, Spears, Staffs
Slayer Makers of war and ruin, revered and feared in equal measure by lesser fighters d10 Strength Strength & Constitution Light and Medium Armour, Shields, All Weapons
Wanderer Experienced travellers that are most at home on the road or in the harsh wilderness d8 Wisdom Strength & Dexterity Light and Medium Armour, Shields, All Weapons
Warrior Trained soldiers unrivalled in their skill in battle and combat experience d8 Strength or Dexterity Strength and Constitution All Armour, Shields, All Weapons

Brigand

“I don't know how I'm going to win, I just know that I'm not going to lose.”

—A survivor

Brigands are survivors who know that battles aren't won by fighting fair. They are more than your standard cur, scoundrel, villain, or wretch – they are crafty and cunning, using brutal skill and underhanded tactics to gain an advantage over their opponents.

Brigands rely on skill and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution for any problem, demonstrating a resourcefulness needed to survive in this cruel world.

A Shady and Brutal Living

Brigands make their living by joining raiding parties and other unsavoury organisations for coin, though lone wolf Brigands are not uncommon. It is rare for a Brigand to be in an honest line of work, the closest being a mercenary sworn to a lord. Even then the role they play in their lords warband often deals with the dirty and distasteful affairs of politics and battle.

Brigands are far closer than most folk to the world of murder, theft, and violence that pervades the underbelly of civilization, and they have survived so far by disregarding the rules of society to get one step ahead. Though the price of survival often requires more than mere indifference to the rules of honourable men, which is sure to turn them into foes.

Better you than Me

Brigands devote as much effort to mastering the use of a variety of skills as they do to perfecting their dirty combat abilities, giving them expertise that few others can match. Many focus on stealth and deception, befitting of those called Brigand, while others refine the skills that help them in combat. Precise footing and a keen eye for weakness can easily compete with raw strength.

When it comes to combat Brigands would rather make one precise strike, placing it exactly where the attack will hurt the most, then wear an opponent down with a barrage of attacks. The less time spent in a battle, the less likely you are to die yourself. This mentality gives Brigands a knack for avoiding danger derived from this calculating nature, or cowardice.

The Brigand
Level Proficiency Bonus Features Assault Potency
1 +2 Underhanded Assault, Brigand Archetype 1
2 +2 Cunning Action, Expertise 1
3 +2 Brigand Archetype Feature 1
4 +3 Character Improvement 2
5 +3 Dirty Tricks 2
6 +3 Brigand Archetype Feature 2
7 +4 Unsavoury Tactics 3
8 +4 Character Improvement 3
9 +4 Brigand Archetype Feature 3
10 +5 Bastard's Luck 4

Class Features

As an Brigand, you gain the following features.

Stamina

  • Stamina Dice: 1d6 per Brigand level
  • Stamina at 1st Level: 6 + your Constitution modifier
  • Stamina at Higher Levels: 1 + your Constitution modifier per Brigand level after 1st

Proficiencies

  • Armour: Light
  • Weapons: Simple Weapons, rapiers, shortswords
  • Tools: Thieves Tools
  • Saving Throws: Dexterity & Intelligence
  • Skills: Choose three from: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools

Underhanded Assault

Beginning at 1st level, you know how to exploit a foe's distraction and weakness, doing whatever necessary to win the fight. Once per turn whenever you hit with an attack made with a light, finesse, or ranged weapon, and you had advantage on the attack roll, you can choose to initiate an Underhanded Assault.

To do so you use your reaction and expend any number of Underhanded Assault points, up to the amount shown in the Assault Potency column of the Brigand table for your level, on one or more Underhanded Tactics. Each point you send either activates an Underhanded Tactic or improves an already activated Underhanded Tactic. You regain any spent points at the start of your next turn.

The target of the attack is effected by the activated Underhanded Tactics after the damage of your attack has been dealt. You don't need advantage on the attack roll to trigger your Underhanded Assault if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Some Underhanded Assault options require your target to make a check or saving throw to resist their effects. The saving throw DC is calculated as follows:

Underhanded Assault save DC = 8 + your proficiency bonus + your Dexterity modifier

The Underhanded Tactics are listed below.

Close and Personal

You violently close the distance between you and the target. You attempt to grapple the target. On a success, the target is grappled by you and takes bludgeoning damage equal to the points spent. This tactic can only be used if the triggering attack was a melee attack.

Eye Thief

You attempt to gouge your fingers into the target's eyes, throw dirt in their face, or otherwise attempt to blind your foe. You make a contested Dexterity check against the target of the attack. Targets wearing helmets have advantage on the contest. On a success, the target is blinded for a number of turns equal to the number of points spent. The target can make a Constitution (Grit) check as a bonus action on their turn to end the effect early.

Shin Sweep

You lash out at the target’s shin or stomp on their toe. The target of the attack makes a Constitution (Grit) check with a penalty equal to the number of points spent. On a failure, the target falls prone.

Visceral Attack

You drive your attack into one of the target's vital points. The target makes a Dexterity saving throw. On a fail you deal 1d6 damage per point spent to the target, or half as much on a success. The damage type dealt is that of the weapon you're currently wielding.

Brigand Archetype

At 1st level, you choose an archetype that you emulate in the exercise of your roguish abilities. Choose either Agent, Cut-throat, Falcon, Murderer, Poacher, Shield Bearer, or Untamed, all detailed at the end of the class description.

This choice grants you features at 1st level and again at 3rd, 6th, and 9th level.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act swiftly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide actions.

Expertise

You don't survive in this world without being good at what you do. Also at 2nd level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Character Improvement

When you reach 4th level and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively you can take a Feat.

As normal, you cannot increase an ability score above 20 using this feature.

Dirty Tricks

Starting at 5th level, you have developed several new dirty tricks to use against your foes. You gain the following new Underhanded Tactics.

Nose Cracker

You thrust forward with the blunt end of your weapon or with your head, hitting the target in the nose. You must spend two or more points to trigger this tactic. The target of the attack must make a Constitution (Grit) check with a penalty equal to the number of points spent or become Staggered until the end of its next turn. This tactic can only be used if the triggering attack was a melee attack.

Uncanny Dodge

You ready yourself against your target's retaliation. The damage of the next attack the target hits you with is reduced by an amount equal to 1 + the number of points spent. This effect lasts until the beginning of your next turn.

Wind ‘em

You drive your attack into the targets weak point, winding them. You must spend two or more points to trigger this tactic. The target must make a Dexterity saving throw or become Winded for a number of turns equal to the number of points spent on a failure. The target can make a Constitution (Grit) check at the end of its turn to end the effect early.

Unsavoury Tactics

Starting at 7th level, you have further developed your dishonourable way of fighting to include increasingly unsavoury tactics. You gain the following new Underhanded Tactics.

Cruel Twist

You cruelly twist your attack as it drives into the target, causing painful bleeding. The target must make a Constitution saving throw or begin to take necrotic damage equal to the number of points pent at the end of each of their turns. Either the target or someone else can end this effect with a successful Wisdom (Medicine) check.

Low Blow

You strike out dishonorably against your target's groin. You must spend three or more points to trigger this tactic. You make an additional attack roll against the target. On a hit the target gains a level of exhaustion. This level of exhaustion can be removed if the target uses their action and all their movement to catch their breath. A creature's level of exhaustion cannot be increased above 4 from this source. This tactic can only be used if the triggering attack was a melee attack.

Bastard's Luck

At 10th level, you have an almost supernatural knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Brigand Archetypes

Brigands have many features in common, including their emphasis on perfecting their skills, their dirty and deadly approach to combat, and their increasingly quick reflexes. But different Brigands steer those talents in varying directions, embodied by the Brigand archetypes.

Your choice of archetype is a reflection of your focus not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Brigands are categorised into the following archetypes: Agent, Cut-throat, Falcon, Hellion, Murderer, Shield Bearer, and Untamed.

Agent

Making friends, trading favours, and knowing the secrets of those they surround themselves with. These are the speciality of the cunning Agent. With guile and honeyed words, they play the game of politics and social intrigue.

Well Connected

Starting at 1st level, if you spend at least 1 hour carousing a populated area, you can find one of the following:

  • Affordable lodgings for you and your companions.
  • Information regarding the location of persons of interest.
  • Access to rare/illegal goods and services.

Discern Weakness

Also at 1st level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As an action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, opposed by the target’s Charisma (Deception) check. If you succeed you may add your Intelligence, Wisdom, or Charisma modifier to the damage of your next Underhanded Assault against the targeted creature, as long as you maintain concentration. A creature that succeeds against you cannot be targeted again for 1 minute.

Finally, your Underhanded Assault save DC can be calculated with either your Intelligence, Wisdom, or Charisma modifier (your choice).

Secrets Gleaned

You are adept at observing the plans and weapons of your enemies. Starting at 3rd level, if you spy on an enemy without being detected for at least 10 minutes, you may pick one of the following benefits:

  • The GM gives you a clue about the enemy’s plans or destination.
  • You spot a potential weakness in the enemy, giving you (or an ally you advise) advantage on the first attack you make against foes of that kind.
  • You gain a +1 bonus to AC against attacks made by enemies of the kind you are observing. This benefit lasts until you next take a short rest.
  • You gain advantage on Dexterity (Stealth) ability checks made against enemies of this kind. This benefit lasts until you next take a short rest.
  • You closely observe the enemy and can describe their appearance, gear and tactics in sufficient detail that when you give your report, other player characters gain advantage on their next check to obtain more information about the enemy.

Honeyed Words

Starting at 6th level, you have mastered the art of gaining trust. When you spend at least 10 minutes persuading a creature of your good intentions, that creature must make a Wisdom saving throw against your Underhanded Assault save DC or become Charmed by you.

This charmed state lasts until you give the creature reason to doubt your sincerity or until a long rest. Another creature can attempt to break a Charmed creature from your influence but has disadvantage on their appropriate social interaction roll if you are present.

Expert Guile

Starting at 9th level, your ability to convince others borders on the preternatural. You may issue commands to any creature that you have charmed with your Honeyed Words feature and that creature must carry them out to the best of its ability.

If the command is something that the creature would have an aversion to, then it gets another Wisdom saving throw against the DC for your Honeyed Words feature.

If you are attempting to compel the creature to do something abhorrent to its nature, then it has advantage on its saving throw.

Cut-throat

Cut-throats are hired killers, seasoned bandits, or murderers who know their way around a blade and shield. Typically, the lifestyle of a Cut-throat involves a great deal of violence and physical exertion, which they are more than happy to partake in.

Equipped for War

Starting at 1st level, you gain proficiency in medium armour, shields, and four weapons of your choice.

Additionally, your stamina maximum increases by 1 and increases by 1 again whenever you gain a level in this class.

Brutal Blows

Also at 1st level, you can use an Underhanded Assault with any weapon you are proficient in, not just light, finesse or ranged weapons. The other requirements for Underhanded Assault still need to be met.

Additionally, your Underhanded Assault save DC can be calculated with either your Strength or Dexterity modifier (your choice).

Martial Skill

Starting at 3rd level, you learn two Martial Skills of your choice from the Warrior class feature of the same name. Your Martial Skill options are detailed at the end of the Warrior class description.

You learn one additional Martial Skill of your choice at 6th and 9th level. Each time you learn a new Martial Skill, you can also replace one Martial Skill you know with a different one.

Some of your Martial Skill may require your target to make a saving throw to resist the Martial Skill's effects. The saving throw DC is equal to your Underhanded Assault save DC.

Square Up

Starting at 6th level, you can use your bonus action granted by your Cunning Action to impose disadvantage on the next melee attack that targets you until the start of your next turn. When you do so, you also gain a number of temporary hit points equal to your Brigand level.

You can do this a number of times equal to your Strength or Dexterity modifier (minimum of once), and you regain all expended uses when you finish a long rest.

Brutal Killer

Starting at 9th level, you take advantage of your foe's weakness and strike to dispatch them as brutally as possible. Whenever you hit a creature with an Underhanded Assault or Martial Skill that is bloodied, broken or incapacitated, you deal an extra 5 damage. This damage ignores the Resistant properties of armour and shields.

Falcon

Like a bird of prey these fighters strike quickly and without mercy. Falcons fight swiftly with a weapon in each hand, killing their enemies before they have a chance to react.

Guerrilla Fighter

Starting at 1st level, you dart into the fray bringing death upon two blades. If you move 20 feet before attacking a creature with an off-hand attack, you can use an Underhanded Assault against that creature without meeting any of the other criteria of Underhanded Assault.

Additionally, your movement speed is increased by 5 feet, and increases by 5 feet again at 3rd, 6th, and 9th level.

Twin Talons

Starting at 3rd level, the weapon in each of your hands are like the killing tools of a great predator. You gain the following benefits while two-weapon fighting:

  • You can add your ability modifier to the damage of your off-hand attacks.
  • If you take the Attack action and trigger an Underhanded Assault while engaged in two-weapon fighting, you may use your bonus action to make two attacks with your offhand weapon instead of one.

Blade Wall

Starting at 6th level, you need no shield wall to guard yourself from harm. You gain the following benefits while two-weapon fighting:

  • You gain a +1 bonus to your AC.
  • Opportunity attacks against you are made at disadvantage.

Whirlwind

Starting at 9th level, while two-weapon fighting, you can use an action to make a single weapon attack against all creatures, friend or foe, within 5 feet of you. If you miss an attack, you can choose to make a single off-hand attack against the same creature at disadvantage. As a result all attack rolls against you have advantage until the start of your next turn.

Once you use this feature, you cannot use it again until you finish a long rest.

However, on your turn you may spend 2 Stamina die and all your movement for that turn as a bonus action to regain the use of Whirlwind. After doing so you gain 2 Stress.

Murderer

The sputtering of a person drowning in their own blood, the panicked look in their glassy eyes, and the white-knuckled grip they have on their weapon as they fade from this world. These things are what a Murderer lives for. None can hope to match their skill in the grim art of death.

Tools of the Craft

Starting at 1st level, you gain proficiency in martial weapons.

Killer’s Intent

You lash out at your foes with unrivaled deadliness. Also at 1st level, whenever you roll a 1 on one of your d6s when performing a Visceral Attack, you can reroll the die.

At 6th level you may reroll 2s as well.

Pig Sticker

Starting at 3rd level, you know how to come in low and skewer your foes on the end of your weapon. When you hit a creature with an Underhanded Assault and spend all available points on Visceral Attack, you also roll a d10. On a roll of 9 or 10 on this d10, you double the damage of Visceral Attack against that creature. On a roll of 8 or lower however, you gain 1 Stress.

Once you use this feature, you must complete a long rest before you can use it again. You can, however, regain the use of this feature if you reduce a humanoid creature to 0 health using damage from Visceral Attack while in combat.

Butcher

Starting at 6th level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

Killing Strike

Starting at 9th level, you become a master of instant death. When you attack and hit a creature that is surprised or stunned, it must make a Constitution saving throw against your Underhanded Assault save DC. On a failed save, the hit becomes a critical hit.

Poacher

The bow is considered a weapon for the green, old, weak and cowardly by those who claim that a true warrior holds their own in combat. But Poachers know that there is no quicker way to die than to fight face to face. So they have chosen to take up the bow and turn their foes into pincushions instead.

Marksmen

Starting at 1st level, you are a master of the inglorious killing tool. You gain proficiency with longbows, if you are not already proficient in them, and gain a +2 bonus to all ranged attack rolls.

Additionally, due to your ranged approach to combat, the Close and Personal Underhanded Tactic is replaced with the following new Underhanded Tactic:

  • Pin: The shot hits your quarry's foot, knee, or hip, possibly stifling their movement. The target must succeed on a Strength (Athletics) check contested by your Wisdom (Perception) check or have their movement speed reduced by 10 x the number of points spent feet until the end of their next turn. Creatures who's movement speed is reduced to 0 in this way are considered Restrained by the projectile until they succeed on a Constitution (Grit) check to remove it as a bonus action. This tactic can only be used if the triggering attack was a ranged attack.

Eagle-Eye

Starting at 3rd level, your sharp eyes and steady fingers allow you to make shots others would deem impossible. While wielding a ranged weapon you can make a special attack if you did not move during your last turn. As an action, choose a creature within range of your weapon. That creature must make a Dexterity saving throw against your Underhanded Assault save DC. On a failure the creature takes your weapon's normal damage + your Brigand level, or half as much on a success. This damage ignores the Resistant property of armour and shields.

You can do this a number of times equal to your Dexterity modifier (minimum of once). You regain all spent uses after you complete a long rest.

Quickdraw

Starting at 6th level, you learn to shoot first and ask questions later. When initiative is being rolled and you have a ranged weapon in hand, you can make a single ranged weapon attack before combat starts. You can use this feature even if you are surprised.

This attack is considered to activate the Pin Underhanded Tactic as if 1 point were spent on it, regardless of if the attack could trigger an Underhanded Assault or not. If this attack does meet the prerequisites to trigger an Underhanded Assault, the aforementioned spent point does not effect the number of points you can spend on Underhanded Tactics.

Bullseye

Starting at 9th level, no matter what guards a target your arrows will find purchase. When you make a ranged weapon attack and would miss, you can choose to add a +10 bonus to the attack roll, potentially causing the attack to hit. You can do this before or after the roll is made, but before the outcome is determined. Once you do so, you must complete a short rest before you can do so again.

Additionally, you may spend Underhanded Assault points on either the Visceral Attack or Pin tactics when you use your Eagle-eye feature, even though it is not an attack that would trigger an Underhanded Assault.

Shield Bearer

The shield is a tool, and all tools have a place. Shield Bearers are separate from the masses of shield-wielding fighters, as they utilise the full potential of this tool. Shield Bearers are often a combatant focused on self-preservation through immaculate defence, a subordinate who carries a shield for their master, or a coward who would rather hide behind a shield then fight.

Defender

Starting at 1st level, while you are wielding a shield, whenever a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. If the attack still hits, the damage taken is reduced by an amount equal to your Dexterity modifier.

Bearer of the Shield

Also at 1st level, you gain proficiency in shields and gain a shield as a part of your starting equipment.

Aegis

As a Shield Bearer it is your job to ready the bulwark that guards you or your allies from harm. Starting at 3rd level, over the course of a short rest you can spend your time maintaining and reinforcing a shield, making it your Aegis. You spend any number of Underhanded Assault points on the shield to increase its protective ability. After doing so, whenever a creature wielding your Aegis takes bludgeoning, piercing, or slashing damage they can, as a reaction, roll a number of d6s equal to the spent Underhanded Assault points and reduce the damage taken by the total result of the roll.

This can be done a number of times equal to your proficiency bonus, after which your Aegis becomes a regular shield again. This cannot be used to reduce the damage of a critical hit, unless the creature wielding your Aegis uses the shields Splinter feature.

However, while you have a Aegis, your Assault Potency is decreased by the number of points spent on your Aegis until the Aegis runs out of uses.

You can only have one Aegis at a time. If you make another shield your Aegis, the previous shield loses all its bonuses.

Untiring Arm

Starting at 6th level, a shield does not burden you but aids you instead. When using a shield, its weight does not count towards your encumbrance.

Additionally, while wielding a shield you have advantage on checks and saving throws against being shoved.

Shield that Guards

Starting at 9th level, you do your best to protect yourself and those around you. Your Aegis gains a number of additional uses of Splinter equal to the number of Underhanded Assault points spent on the Aegis. Additionally, whenever you use your Defender ability against a critical hit, you can use your own shields Splinter ability to negate the Gritty Injury if the attack still hits.

Untamed

The Untamed are savage men who live in the wilds, surviving with little more than a pelt on their back and the weapons of beasts. They fight like a cornered animal with nothing to lose, lashing out with their fists as they use their body as a weapon.

Unarmed Savage

Starting at 1st level, you fight like a cornered animal. Your unarmed attacks are now considered light finesse weapons. Whenever you hit a creature with an unarmed strike and use an Underhanded Assault, you deal additional bludgeoning damage to that creature equal to your Dexterity modifier.

You add a d4 to this extra damage at 4th level and again at 8th level.

Animal Strength

Also at 1st level, whenever you hit a creature with an unarmed attack and attempt the Close and Personal or Shin Sweep Underhanded Assault you can treat your grapple check/change the DC of the Constitution (Grit) check to equal your Strength Score. You must do this before any rolls are made, after which you gain 1 Stress.

Finally, your Underhanded Assault save DC can be calculated with either your Strength or Dexterity modifier (your choice).

Filed Teeth and Sharpened Claws

Starting at 3rd level, you hone the weapons given to you at birth - your teeth and fists. You need nothing else. While you are unarmed, creatures have disadvantage on ability checks and saving throws against your Underhanded Assault features.

Pursuit Predator

You follow your prey for days, tiring it out, until finally it can flee no longer. Starting at 6th level, you can track other creatures and move stealthily while traveling at a fast pace. You also gain advantage on Dexterity (Stealth) and Wisdom (Survival) checks made in natural environments.

Additionally, the unarmed strikes you make on the first round of combat against a creature you have been pursuing/hunting for at least a day have advantage.

Go for the Throat

Like an animal you go for your prey's exposed throat to finish the kill, savoring the metallic taste of their blood. Starting at 9th level, when you score a critical hit against a creature you can choose to regain 2d6 stamina and cause your next successful unarmed attack against the same creature to deal an additional 2d6 damage.

Once you use this feature, you gain 2 Stress and cannot do so again until you complete a short rest.

Marshal

“If you are to die this day, then die on your feet!”

—A rallying cry

A name earned through fire and blood, Marshals are true commanders of men. Their words, deeds, and in some cases, mere presence is enough to inspire those under their command to victory.

Regardless of whether they lead from the front, from the back, or from within their holds, the word of a Marshal can sway the course of history to their side.

Leaders of Men

Maintaining control and dominance in dangerous situations is often what decides who lives and dies. In this regard, Marshals are masterful commanders. A Marshal often requires those they lead to share a common goal, moral code, a willingness to work together, or at least an unwavering ability to take orders. Regardless, a Marshal makes an exceptional and often much needed addition to any group pursuing a dangerous or glorious endeavour.

The ways in which a Marshal can command those under them vary greatly from person to person. However, all Marshals spend their time barking orders, issuing commands, and leading their followers with their inspiring presence. Through extensive preparation, meticulous training, and flawless coordination; a warband led by a skilled Marshal is capable of magnitudes more than a common fighting force and will be able to fell foes several times greater than themselves.

Force of Character

A Marshal often starts out as a soldier or some member of a larger group. However, they rise above the rest. Not by honing skill with weapons, but by their ability to draw greatness out of others, whether consciously or not. When an individual with such talents surfaces, they are often thrust into positions of leadership by those they are asked to lead.

However, not all Marshals are warriors. A village elder, longship captain, or even the head of a gang of outlaws make equally viable Marshals. The key similarity among them all is that they all possess a magnetic personality that makes men flock to them and a strong force of character that allows them to inspire great acts in others when others could not. Thus, those who a Marshal is leading are often surprised that they must find a way to accommodate such a strong-willed personality being added to their number.

The Marshal
Level Proficiency Bonus Features Orders Command Leader's Presence
1 +2 Orders, Marshal's Warpath 2 - -
2 +2 Rallying Speech, Leader’s Presence 3 1 1
3 +2 Warpath Feature 4 1 1
4 +3 Character Improvement 5 1 2
5 +3 Dauntless Leader 6 2 2
6 +3 Warpath Feature 7 2 3
7 +4 Command the Troops 8 2 3
8 +4 Character Improvement 9 3 4
9 +4 Warpath Feature 10 3 4
10 +5 Peerless Leader 11 3 5

Class Features

As a Marshal, you gain the following features.

Stamina

  • Stamina Dice: 1d6 per Marshal level
  • Stamina at 1st Level: 6 + your Constitution modifier
  • Stamina at Higher Levels: 2 + your Constitution modifier per Marshal level after 1st

Proficiencies

  • Armour: Light and Medium, Shields
  • Weapons: Simple Weapons, Longswords, Rapiers, Shortswords.
  • Tools: None
  • Saving Throws: Dexterity & Charisma
  • Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a chain shirt or (b) leather armour, a shortbow, and 20 arrows
  • (a) a spear and a shield or (b) a longsword
  • (a) a dipomat’s pack or (b) an explorer’s pack
  • a simple weapon and a skullcap

Orders

What separates a Marshal from others who command men is when amidst the horrors of the battlefield, a Marshal's order cuts through the shouted curses of combatants and the death screams of the wounded to spur their allies to action. If war is the crucible where warriors are forged, then the orders of a Marshal are the hammer that shapes their mettle.

At 1st level you learn two Orders of your choice. You learn additional Orders as you gain levels in this class, as seen in the Orders column of the Marshal class table. Additionally, when you gain a level in this class you can choose one Order you know and replace it with another.

Choose from the list below:

Attack! As an action you can direct one of your allies to strike. When you do so, choose one ally who can see or hear you. That creature can immediately use its reaction to make one weapon attack with a bonus to damage equal to half your Marshal level (rounded up).

Brace! As a bonus action, you warn an ally to defend themselves against incoming attacks. Choose an ally within 10 feet of you that can hear you, that ally gains temporary hit points equal to your Marshal Level. At the start of your next turn the temporary hit points are lost. A creature can only benefit from this Order once per short rest.

Disengage! As an action, you call your allies to withdraw from an enemy. Choose a hostile creature. A number of your allies equal to your Charisma modifier that are adjacent to the target may use their reaction to take the Disengage action and move 5 feet away from it.

Fight On! As an action, you inspire an ally. When you do so, choose a friendly creature who can see or hear you. For 1 minute, whenever the ally makes an attack roll or a saving throw, the ally can roll a d4 and add the number rolled to the roll. This effect requires the ally to maintain concentration. Only one ally can benefit from this Order at once. A creature can only benefit from this Order once per short rest.

Flank! As an action, you order a teammate to flank the enemy. When you do so, choose an ally who can see or hear you. That creature can use their reaction to move up to half their movement speed towards an enemy. If they end this movement adjacent to an enemy, all other allies gain a bonus on attack rolls against the enemy equal to your Charisma modifier until the start of your next turn.

Hold the Line! As an action you can direct one of your allies to hold the line. When you do so, choose a friendly creature who can see or hear you. That creature may use its reaction to take the Dodge action.

Improvise! As a bonus action, you call for your allies to think on their feet. When you do so, select a number of allies equal to your Charisma modifier. You and the chosen allies gain an additional reaction until the start of your next turn.

Move! As a bonus action, you choose an ally that can see or hear you. Until the end of their next turn, they gain a bonus to their movement speed equal to 5 x your Charisma modifier (minimum of 5 feet).

Push Forward! As an action you call your allies to advance. When you do so, choose a number of allies up to your Charisma modifier who can see or hear you. Those selected can immediately use their reaction to take the Shove action.

Rally! As an action, you administer aid to your allies, emboldening their resolve. Choose choose a number of allies up to your Charisma modifier within 15 feet of you that can hear you. Those creatures regain 1d4 + your Proficiency Bonus Stamina. A creature can only benefit from this Order once per short rest.

Ready Up! As a reaction to combat starting, you give one ally advantage on their initiative roll. Alternatively, if you are surprised you instead negate the effects of the surprise round for a number of allies equal to your Charisma modifier.

Regroup! As an action, you can order your allies to regroup. When you do so, choose a number of allies up to your Charisma modifier who can see or hear you and are at least 15 feet away from you. Those selected may use their reaction to move up to half their movement speed towards a point you choose. Each gain a +1 bonus to their AC for each conscious ally within 5 feet of them after they do so until the end of your next turn.

Reposition! As an action, you may to direct one of your allies towards a better position. When you do so, choose an ally that can see or hear you. That creature can immediately use its reaction to move up to its movement speed, adding your Charisma modifier to their AC for any opportunity attacks provoked by the movement.

Scatter! As a reaction to being targeted by an effect that requires a Dexterity saving throw, you can order your allies to scatter. A number of allies up to your Charisma modifier that are within 15 feet of you may use their reaction to move up to half their movement speed. If they end their turn more than 5 feet from all other allies, they gain advantage on Dexterity saving throws until the start of your next turn.

Shields Up! As an action, you enter a defensive stance and protect nearby allies from harm. Until the start of your next turn, allies within 5 feet of you wielding a shield gain a +2 bonus to their AC. You must be holding a shield to use and maintain this effect.

Snap Out of It! As a bonus action, you can inflict 1d4 + your Strength or Dexterity modifier (whichever is highest) damage on an adjacent ally who is charmed, frightened, or winded and remove the effect. You cannot remove a condition in this way that you yourself are suffering from.

Strike Again! As a reaction to an ally within 5 feet of you missing an attack, you can inflict 1d4 + your Strength or Dexterity modifier (whichever is highest) damage on that ally and have them re-roll with a bonus to their attack roll equal to your Charisma modifier.

Suppress the Enemy! As an action, you can command your allies to hinder the enemy. When you do so, choose a number of allies who have ranged or throwing weapons up to your Charisma modifier who can see or hear you. Those creatures may use their reaction to make a single weapon attack. Any enemies hit take damage equal to the attacker’s damage bonus and have their speed reduced to 10 feet until end of their next turn.

Vengeance! As a reaction to you or an ally that you can see suffering a critical hit, you can demand vengeance for the wounded. When you do so choose one ally that can see or hear you, that ally can use their reaction to make an attack against the creature that inflicted the critical hit with advantage.

Marshal's Warpath

The path that a Marshal walks shapes their ability to lead others. You must choose one that your Marshal walks. Choose either the Bannerman, Counsellor, Raidmaster, Tactician, or Warlord.

This choice grants you features at 1st level and again at 3rd, 6th, and 9th level.

Leader’s Presence

Beginning at 2nd level, your words and actions generate a presence that can motivate and embolden those you deem your allies, giving you unprecedented command over the battlefield. You gain a Leader's Presence of your choice. The Leader's Presences are detailed at the end of the class description. Each Leader's Presence has a range of 30 feet centered on you and is always active unless you are incapacitated. Additionally, you gain no benefit from your own Leader’s Presence.

At 4th, 6th, 8th and 10th level, you gain another Leader’s Presence. Additionally, when you gain a level in this class, you can choose one of your Leader's Presence and replace it with another.

Commands

Additionally, each Leader’s Presence also has two Commands listed in their description. You can use an action to give a Command on your turn. You can do this a number of times as seen in the Command column of the Marshal class table. You regain all spend uses after you complete a long rest. If you are out of uses but still wish to give a Command, you can spend a Stamina die and gain 1 Stress to regain a use.

Commands only effect creatures in range of your Leader's Presence.

Some Commands require a target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Command Save DC = 8 + your proficiency bonus + your Charisma modifier

Rallying Speech

Starting at 2nd level, if you give words of encouragement to- and bolster the resolve of your allies during a short rest, you and any nearby allies listening to your rallying speech gain one of the following benefits during that rest:

  • An additional 1d4 Stamina is healed per Stamina Die spent.
  • An additional 1 Stress is removed per Stamina Die spent.

Character Improvement

When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively you can take a Feat.

As normal, you cannot increase an ability score above 20 using this feature.

Dauntless Leader

You become a dominant presence in any conflict - your will manifest in the bloodshed. At 5th level, whenever an ally in range of your Leader's Presence makes an attack roll or a saving throw against a damaging effect (such as a rain of arrows), you can choose to change the d20 roll to a 10 should the ally roll a 9 or lower. This does not negate critical failures.

You can do this a number of times equal to your Charisma modifier per short rest.

Command the Troops

When you give a command, your men carry it out unwaveringly. Starting at 7th level, you have advantage on Constitution checks made to concentrate on Commands.

Peerless Leader

Your leadership inspires the greatest among all who stand beside you. Those you lead will never know defeat. At 10th level, when you spend a use of your Dauntless Leader feature, you can choose to also expend a Stamina Die to have the result of the attack roll or saving throw against a damaging effect be considered to have been a critical success, instead of a 10 on the d20. This can negate critical failures.

Once this feature is used, you gain 2 Stress and it cannot be used again until you have finished a long rest.

Marshal's Warpath

Marshals walk one of these warpaths: Bannerman, Counsellor, Raidmaster, Tactician or Warlord.

These archetypes of the Marshal class are each different, but all involve leading and aiding others.

Bannerman

Bannerman fly the banner of a great heraldry, be it theirs or that of a lord, king, or other great leader or organisation. Under this emblem heroes are forged from the lowly, inspired by the order brought by the law of the mighty.

Bearer of the Banner

You carry the banner bearing a great heraldry, inspiring those who serve under it. Starting at 1st level, you gain a banner as a part of your starting equipment. This banner can be wielded one or two handed, though wielding it one handed halves your movement speed due to its cumbersome length and top heavy weight.

When you roll initiative and are wielding this banner you may choose one Ability Score. All allies that can see the banner gain advantage on skill checks and saving throws made with the chosen Ability Score for the duration of the combat. You must be wielding the banner for your allies to get this benefit.

At 5th and again at 9th level, you may choose an additional Ability Score to grant this benefit to as well.

Lay Claim

Starting at 3rd level, you can raise your banner and plant it in the blood-soaked battlefield, laying claim to the land. For 1 minute, 20 feet around the planted banner is considered difficult terrain for enemies. At the start of your turn while you stand within this space, you grant any allies also within this space 1d4 temporary hit points. These temporary hit points stack with each other, up to a maximum of your Charisma score, and last until the effect ends. Moving the banner also ends this effect.

Allies still gain the benefit of your Bearer of the Banner feature (and later your Renowned Emblem feature) even though you are not holding the banner while this ability is active.

Once this feature is used, it cannot be used again until you have finished a short or long rest.

Renowned Emblem

Starting at 6th level, you banner sways above the din of war, inspiring all that lay their eyes upon it. While holding your banner your Leader’s Presence range increases to 60 feet.

Bannerlord

Starting at 9th level, your Lay Claim feature can be used a number of times equal to 1 + your Charisma modifier (minimum of twice) per short or long rest.

Counsellor

A Counsellors voice is their weapon. Counsellors fight the war of words and politics while their companions fight the war of steel and blood. They have the ear of heroes and lords and can accomplish more with a whispered word than with a drawn sword.

Open Ears

Starting at 1st level, you make a point of keeping up with the latest news both local and from afar, as well as making an effort to know the wise and the powerful. If you can freely travel about an area talking with locals and passing travelers for a few hours, you hear all the latest local news, including news of trouble, without raising suspicion.

War of Words

If you can keep yourself aloof enough, one can begin to see that most wars are prompted by the words of one powerful person to another. An insult given, a declaration made, an oath sworn - people have killed for less. You know this, and know how to shape history by uttering the right words to the right people.

Starting at 3rd level, you gain the ability to generate Counsel Points. Once gained, they are lost after a number of weeks equal to your Marshal Level have passed or you spend them.

You gain 1 Counsel Point if you carry out a difficult order given to you by a superior such as collecting taxes from a disloyal village, when you successfully shift the balance of political power in a settlement to your advantage, when you give useful advice to a superior that later ends up playing a big role in securing victory, or when you spend 1 period of downtime every day for a week improving your relationship with a superior/high ranking official of the local settlement. All of these conditions may require one or more ability checks to complete, with DCs set by the GM.

You can spend Counsel Points to activate the following abilities, paying the stated number of points in order to do so:

  • Favors Owed (1 Point). Choose one non-hostile NPC that you know. That NPC now owes you a favor. They will not risk injury to themselves of their allies while returning this favor.

  • Gleaned Secrets (2 Points). Choose an NPC that you know. After spending 4 periods of downtime collecting information on them, you learn a secret about them that they would rather keep hidden. The chosen NPC is aware that you know this secret if the NPC succeeds on a Wisdom (Insight) check made against your Command Save DC after you learn the secret.

  • Plots Thwarted (3 Points). You spend 1 period of downtime each day for a week searching for plots against you or your superiors. Should one or more be present, you become aware of one of the GMs choosing. After doing so, you gain advantage on the first ability check you make to stop this plot.

    If there are no plots present, the spent Counsel Points are refunded.

  • Friendships Forged (4 Points). You publicly offer friendship to a non-hostile faction, earning their trust even if just for some time. The next time you assist the chosen faction in a combat encounter, your allies and the chosen faction gain a +2 bonus to their AC until the end of combat and do not suffer Battle Fatigue.

  • Enemies Made (5 Points). You publicly insult and defame an enemy faction, earning their ire. In the next combat encounter you participate in against the chosen enemy, your allies gain a bonus to their damage rolls and Intelligence Saving Throws equal to your Charisma modifier until the end of combat.

  • Knives Plunged (6 Points). You choose a NPC that you know of and begin to plot their downfall. You must spend 2 periods of downtime every day for a number of weeks equal to the targets modifier in the Charisma (Deception) skill gathering information and talking to allies. Gold will likely have to exchange hands during this time, subject to GM adjudication.

    At the end of each week, you must make a contested Intelligence (Investigation) check against the target or someone the target has employed to discover schemes against them. Should you fail, you must continue your plot for an additional week. If you fail 3 times your plot is discovered and the target will become hostile to you and your allies until reparations are made.

    However, should your plot remain undiscovered, after the final week the target gains disadvantage on ability checks, saving throws, and attack rolls against you and allies for 1 week.

Worthy Counsel

By 6th level, you are particularly good at giving advice. Whenever an ally makes a skill check that you are proficient in following your guidance, you can use your bonus action to take the Help action to assist them. Alternatively, you can give bad counsel and grant disadvantage on the roll instead, but only if the creature already trusts you and accepts your advice at face value.

Embassy

At 9th level, you are widely respected. No matter how hostile an enemy, your summons will bring that enemy to the negotiating table to hear your pleas or proposals. This is done under a flag of truce and there will be no deception on the part of those whom you have summoned. During this period of negotiation (usually about an hour) you have advantage on any ability checks made against your enemy.

While this may not result in the enemy agreeing to your demands, you may have at least bought some time to get better prepared or learn more about your foe. Note that some forces may choose to spend the hour mocking you. However, you can still glean much between their threats and insults. You gain 1d4 Counsel Points.

You can only enforce an audience with an enemy once during any particular event or war, although the GM may waive this limitation for particularly complex plots or long wars.

Raidmaster

The Raidmaster is the head of any invasion force, inspiring the best of qualities that are possessed by hired killers. Brutality. Whether breaking down the down the doors of a castle or conquering foreign shores, a Raidmaster is there leading the charge from within the thick of the battle.

Tools of War

You gain proficiency in Heavy armour and 4 weapons of your choice.

Bring Forth the Slaughter

Starting at 1st level, when an ally that you can see scores a critical hit on a melee weapon attack, you can use your reaction to spit curses and inspire fear into your foes. All hostile creatures within 10 feet of the ally who scored the critical hit must make a DC 12 Charisma saving throw or become frightened of you and the ally until the end of their next turn.

At 2nd level the DC for the Charisma saving throw becomes your Command Save DC.

Leader of the Wolf Pack

Starting at 3rd level, you lead your pack of comrades with every strike. You gain the following features:

  • If you hit a creature with a melee attack, the next attack made by one of your allies against the same creature gains advantage.
  • If you hit a creature with a ranged or thrown weapon attack, that creature gains disadvantage on opportunity attacks until the start of your next turn.
  • If an enemy deals damage to one of your allies, you can use your reaction to bellow insults at them. If you do, you deal 1d4 psychic damage to that creature. This damage increases to 2d4 at 7th level.

Lead from the Front

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Additionally, if you use an Action to issue an Order or Command, you can use your bonus action to make a single weapon attack.

Let Slip the Dogs of War

Starting at 9th level, your leadership methods have bred violence and bloodlust into your warband. These wolves need only your command to lose themselves in the slaughter. You can use your action to command your allies to send the weak to a shallow grave. Each ally within 120 feet of you can use their reaction to make a single attack with a bonus to its damage roll equal to your Charisma modifier.

Once you use this feature, you gain 2 Stress and cannot use it again until you finish a long rest.

Tactician

Tacticians use their supreme understanding of tactics to lead their allies to victory, emphasizing cautious consideration and strategical attack over brute force and raw martial maneuverers. Their orders are cunningly thought out and executed.

Learned Commander

A dull mind is far more detrimental to a warrior than a dull blade, though a sharp one is a far greater weapon then any axe. Starting at 1st level, you may add your Intelligence modifier to your Initiative rolls in addition to your Dexterity modifier.

Additionally, when an Order, Command, or Leader's Presence states to use your Charisma modifier for an effect, you can use your Intelligence modifier instead. Your Command Save DC is also now calculated using your Intelligence modifier instead of your Charisma modifier.

Cunning Strategist

At 3rd level, your keen mind for the logistics of warfare allows you to best organize your allies and prepare plans for the battles ahead. You gain an additional Order.

Additionally, over the course of a long rest you can choose one Order you know and replace it with another.

Anticipate

Starting at 6th level, your knowledge and experience in leadership and planning almost give you a sixth sense when it comes to anticipating things that might go wrong. Once per long rest, if you have spent at least an hour pondering a course of action, the GM gives you some insight on one or more likely problems with your contemplated course of action. This could be a particularly stubborn diplomat, an insufficient number of troops to accomplish a goal or even the lack of an ally's resolve to see a plan through.

This feature does not give you access to any information that you would not reasonably know.

Veteran Tactician

The carnage of battle is little more than a bloody chess board. The pieces move to your order as your grand strategy unfolds. Starting at 9th level, if an Order requires you to use an action to issue it, you can issue another Order (for a total of two) as apart of the same action.

Warlord

Commanders and sworn men to lords and kings, a Warlord is a veteran of leadership. Most lords in the world are Warlord's, for only those with land and glory to share can gain such a mantle. Using their influence in land and oaths to rally the peasantry to arms, an Warlord swells their ranks and so their assets.

Inspiring Leader

Starting at 1st level, you bring your leadership talents to bear in every situation. Just as you look over the battlefield and give orders to your warriors, you survey your lands and tell the people how to work it. You gain proficiency in Charisma (Persuasion) if you did not already have it. You can add double your proficiency bonus to Charisma (Persuasion) checks when attempting to recruit allies or give orders.

Levys

You are a minor lord; a landowner and commander. Through this influence, you can sway the rabble to your side and call peasants to fight beside you. Starting at 3rd level, while in a settlement of village size or larger in which the populace is non-hostile towards you, you can attract a number of Levys equal to your proficiency bonus.

These freemen swear allegiance to you and will serve you loyally and even fight for you, at no cost besides basic lifestyle expenses and assurance of safety and comfort in your holdings and the holdings of your superiors. However, they might desert or even mutiny against you if they are treated poorly or exposed to moral breaking experiences.

In combat, the Levys share your initiative count, but take their turns immediately after yours. They can move and use their reactions on their own, but the only Action they take on their turn is the Dodge action unless you take a bonus action on your turn to command them to take one of the actions in their stat block or the Dash, Disengage, Help, Hide, or Search action. Unless commanded to otherwise, Levys will always remain within 5 feet of each other. Additionally, all Levies make saving throws as a single creature if multiple of them are targeted by an effect.

Over a Long rest, you can run your Levys through combat drills and other marital training to keep them in fighting shape. Doing so requires 5 periods of Downtime. If these drills are preformed, until your next long rest the Levys add your proficiency bonus to their AC, attack rolls, and damage rolls, and your Marshal level to their Stamina maximum.


Levy

Medium humanoid (human)


  • Armor Class 12 (shield)
  • Speed 30ft.
  • Senses passive perception 10

  • Health 12 (11+1)

  • Stamina 6 (1d6+0)

  • Sanity 9 (8+1)

  • Resolve 1 (1+0)

Physical State H/S
Bruised (S) 5
Battered (S) 3
Bloodied (H) 11
Broken (H) 5
Mental State Stress
Distressed 2
Tormented 5
On the Brink 10

STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 11 (+0) 8 (-1) 10 (+0) 10 (+0)

  • Languages the most common language of their homeland
  • Personal Affliction Fearful

Actions

Spear. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6 +0) piercing damage

Taskmaster

Starting at 6th level, after successfully running your Levys through drills they gain one of the following features of your choice until you complete a long rest.

Protect your Lord! While one of your Levys is with 5 feet of you and is not incapacitated or frightened, they can use their reaction to you being damaged by an attack from a source the Levy can see to take the hit for you. When they do so they become the target of the attack. Should this attack damage their health, they gain 1 Stress.

Slay my Enemies! Your Levys can attack twice, instead of once, when they take the Attack action on their turn.

Lord of the Land

Starting at 9th level, the endless drills have payed off for your men now respond to your orders without hesitation. Whenever you issue an Order to one of your Levys all other Levys that can hear you are also affected by it, if they meet the prerequisites to use the Order.

Leader’s Presences

The list of Leader’s Presences is presented below, in alphabetical order.

Air of Dominance

You are a domineering force on the battlefield. Your battle brothers and sisters strike harder as to not earn your ire. All allies in range that can see and hear you can re-roll all 1s on their damage rolls.

No Quarter: You command your allies to cut deeper. For 1 minute, all allies in range that can see and hear you can re-roll all 2s and 3s on their damage rolls. This Command requires you to maintain Concentration.

Intimidation Tactics: You command the attention of all in the shield-shake, causing foes to falter at your power. For 1 minute, all enemies in range that can see and hear you roll their damage die twice and take the lower result. This Command requires you to maintain Concentration.

Always Ready

You have a keen sense for spotting the fight before it begins. All allies in range that can hear you gain a bonus to their initiative rolls equal to your Charisma modifier.

Get Ready: You command your warriors to make a lasting first impression on your foes. All allies in range that can hear you gain a bonus to their first attack roll, ability check, and saving throw they make on the first round of combat equal to your Marshal level.

No Surprises: You command your allies to remain vigilant. For 10 minutes all allies in range cannot be surprised and creatures cannot gain advantage on attack rolls against them as a result of being hidden. This Command requires you to maintain Concentration.

By Example

You don't keep back and order from a distance. You lead from in the midst of the battlefield, inspiring your men to fight. While you are engaged with an enemy, all allies in range gain a bonus to Strength and Wisdom saving throws equal to your Charisma modifier.

Keep Fighting: You command those around you to fight on despite their wounds. For 1 minute, while you are engaged with an enemy, all allies in range gain advantage on Constitution (Grit) checks.

Shield Brothers: You command your battle brothers to keep their shields up as they fight beside you. For 1 minute, while you are engaged with an enemy, all allies in range gain a +1 bonus to their AC and damage rolls.

Cull the Weak

In your presence, wholesale slaughter is common. Enemies in range that receive a critical hit gain a penalty to their Gritty Injury roll equal to your Charisma modifier.

Feed the Worms: You command your allies to slaughter them all, down to the last. For 1 minute, whenever an ally in range that can see and hear you scores a critical hit against a creature, they add your Marshal level to the damage of the attack. This Command requires you to maintain Concentration.

Death: You command your men to end your foes. Until the beginning of your next turn all allies in range that can see you can make an additional attack when they take the Attack action on their turn.

Dirty Hands

War is a grim thing. As such you inspire your men to win the fight, by what ever means necessary. All allies that can see you in range that are Flanking a creature may use their reaction to make an opportunity attack against the flanked creature should that creature take the Attack action on their turn and not target all flanking creatures with an attack. This only provokes an opportunity attack for the non-targeted flanking creatures.

Kick 'em While They're Down: You command those around you to curb stomp fallen enemies. For 1 minute all allies that can see you in range add your Charisma modifier to damage rolls made against prone or incapacitated creatures. This Command requires you to maintain Concentration.

Impaling Insult: You command your foes to stick their weapons were the sun don't shine. Choose a number of humanoid enemies in range that can hear you equal to your Charisma modifier. The chosen targets must make a Wisdom saving throw or take 1d6 + your proficiency bonus psychic damage and take a -2 penalty to their AC for 1 minute as they drop their guard in response to your scathing comment. Effected targets can reattempt the saving throw at the end of their turn, ending the effect on a success.

Marshal's Heart

You have an aura of unnatural charisma that make men flock to you and heed your order. While in combat your Charisma score is considered to be increased by 2, as is your maximum for that score. This does not give you additional uses of abilities who's number of uses is tied to your Charisma Modifier.

Face of the Warband: You command such an aura of charisma that your orders never go unheard. For 1 minute while in combat, you can use your Charisma score as the DC for your Command Save DC, should it be higher. This Command requires you to maintain Concentration.

Join or Die. You command a foe to join your forces or perish with their own. Choose one hostile creature within range that can see, hear, and understand you. It must succeed on a Wisdom saving throw or be charmed by you for one minute. If you or creatures that are friendly to you are currently fighting it, it has advantage on the saving throw. While the target is charmed, you can issue commands to the creature while you are conscious as an action, which it does it's best to obey. The command must take no longer than an action to complete. If the creature doesn't receive further direction from you, it defends and preserves itself to the best of its ability. Each time the target takes damage, it makes a new Wisdom saving throw, ending the effect on a success. Creatures immune to the charmed or frightened condition are unaffected.

Morale Breaker

Enemies take one look at you and begin to rethink their approach. All intelligent enemies in range that can see you must spend 2 feet of movement for every 1 they move towards you.

Demoralize: You command your allies to hurl abuse at your foes, demoralising them. For 1 minute, all enemies in range that can see and hear you gain a penalty to their attack rolls and Wisdom saving throws equal to your Charisma modifier. At the start of their turns, effected enemies can use a bonus action to make a Wisdom saving throw, negating the effect until the end of their turn on a success. This Command requires you to maintain Concentration.

Menacing Gaze: You command your foes to fear you. Select a number of enemies that can see you in range equal to your Charisma modifier. The chosen enemies must succeed on a Wisdom saving throw or become frightened of you until the end of their next turn, at which point they can use a bonus action on their turn to attempt the saving throw again ending the effect on a success.

Reassuring Presence

Those you lead into battle are assured by your leadership. All allies in range that can see and hear you halve the amount of Stress they would gain (rounded up).

Sound Advice: You command your allies to not succumb to the horrors of the battlefield. For 10 minutes, all allies in range that can see and hear you gain a bonus to saving throws against Affliction, Traumas, Insanity or Sanity Saving Throws and their induced effects equal to you Charisma modifier.

Recoup: You command your allies to catch their breath before re-engaging. Choose a number of allies equal to your Charisma modifier that can see or hear you in range. The chosen allies can spend and roll a Stamina Die to regain an amount of Stamina equal to the number rolled + your Charisma modifier.

Shoulder to Shoulder

In the gore sink and blood letting of combat, your warriors stand united. All allies in range that stand within 5 feet of another ally who isn't incapacitated gain a +1 bonus to their AC.

Back to Back: You command your allies to cover each others backs. For 1 minute, all allies in range that stand within 5 feet of another ally do not provoke opportunity attacks and cannot be Flanked.

Together We Stand: You command your men to gather around you. All allies that are within 10 feet of you at the end of your next turn gain temporary hit points equal to 2 x your Marshal level, which last until combat ends.

Stand as One

As wounds mount, many will resign themselves to death. But as long as you stand, no one falls. All allies in range that can see and hear you reduce bludgeoning, piercing, and slashing damage inflicted on them by 2.

Ironclad: You command your allies to reinforce their armour while in the fray. For 1 minute, all allies in range that can see and hear you reduce bludgeoning, piercing, and slashing damage inflicted on them by 4, instead of 2. This Command requires you to maintain Concentration.

Get Up: You command your allies to press on despite grievous injury. Choose an ally in range that can hear you and has gained a Gritty Injury during the current encounter. That ally ignores any effects from the injury for a number of rounds equal to 2 x your Charisma modifier, after which they are subjected to the effect as per normal. This cannot negate the penalties of Bleeding Out or Useless Limbs.

Strategic Precision

You convey your plans even in the midst of battle, allowing your allies to take advantage of any situation that arises. All allies in range gain a +1 bonus to their attack rolls.

Take the Opportunity: You command your brothers in arms to seize any opportunity that comes their way. For 1 minute, all allies in range that can hear you can make two attacks whenever they make an opportunity attack against an enemy in range. This Command requires you to maintain Concentration.

Press the Advantage: You command your allies to take a mile when given an inch. For 1 minute, all allies in range that can hear you add your Charisma modifier to rolls they make with advantage.

Scholar

“The greatest commodity in battle, as in life, is a keen mind. For a cunning man with a quill will accomplish far more than a fool with an axe.”

—Wisdom of the Cunning Man

Scholars are learned folk skilled in many mundane arts. Utilizing the knowledge gained from years of study, Scholars assess situations they're in and quickly work to develop a solution.

Whatever intellectual pursuit they follow, a Scholar will have a plan for anything that comes their way.

Great Minds

Scholars are people who make their living primarily by preforming secretarial and administrative duties such as dictation and keeping business, judicial, and historical records for lords, ship captains and cities. They are among the few in the civilized world who can read and write, but are unique in their endless desire to learn. This coupled with an ability to apply their intelligence to nearly any task, Scholars use their vast reservoir of knowledge to resolve the various challenges that confront them.

While most Scholars have broad intellectual interests, all of them pursue a particular field of expertise to which they have likely dedicated their entire lives to study. As a result, no one undertakes the mantle of Scholar without some ambition in mind. While many scholarly types are happy simply contemplating the theoretical, Scholars will use their knowledge as a tool that has a tangible effect on the world around them. Beyond the obvious application of their craft, a Scholar often has a higher purpose they strive towards, a reason to scorn the violent ways of many of their companions in favour of the quill and inkwell.

Knowledge is Power

A Scholar's devotion is to the understanding of knowledge. Real intelligence that pushes beyond trivia, ranging from the what to the why and how. This distinction is a defining aspect of the curiosity that drives them to learn. The wisest among them realizes that while there may be no unsolvable mysteries, no single man can hope to solve them all. And so they know that learning is a lifelong pursuit.

The invention of paper has made recording and storing the wisdom of the past much easier, but much of what is known has yet to be written down and mass producing such works is near impossible with current technology. As a result, Scholars occupy a unique place within the world. They know things that many are not privy too, simply as a result of being able to read and correlate dissociated information gathered by themselves and other Scholars.

The Scholar
Level Proficiency Bonus Features Analysis Modifier Known Lore
1 +2 Academic Analysis, Literate, Scholar’s Study +1 -
2 +2 Lore +2 2
3 +2 Study Feature +2 3
4 +3 Character Improvement +3 3
5 +3 Deep Knowledge +3 4
6 +3 Study Feature +4 4
7 +4 Mightier Than The Sword +4 5
8 +4 Character Improvement +5 5
9 +4 Study Feature +5 6
10 +5 Greatest Among Peers +6 6

Class Features

As a Scholar, you gain the following features.

Stamina

  • Stamina Dice: 1d4 per Scholar level
  • Stamina at 1st Level: 4 + your Constitution modifier
  • Stamina at Higher Levels: 1 + your Constitution modifier per Scholar level after 1st

Proficiencies

  • Armour: None
  • Weapons: Clubs, Daggers, Slings, Spears, Staffs
  • Tools: An artisan’s tool of your choice
  • Saving Throws: Intelligence & Wisdom
  • Skills: Four of your choice from: History, Insight, Investigation, Medicine, Nature, Occultism, Religion, Sleight of Hand, or Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a staff or (b) a sling with 20 stone bullets
  • (a) an artisan’s tool of your choice or (b) a dagger
  • A scholar’s pack
  • A book, quill, and a full inkwell

Academic Analysis

Scholars analyze their circumstances, hypothesize the best course of action, and advise their allies with carefully calculated plans. Starting at 1st level, when a creature within 60 feet of you who can hear and understand you makes an ability check, attack roll, or saving throw you can use your reaction to add your Analysis Modifier, found in the Scholars Class Table, to the result of that roll. You can wait until after the creature makes the roll but must decide to use this feature before the GM says whether the roll succeeds or fails.

You can use this feature a number of times equal to 1 + your Intelligence modifier (a minimum of once). You regain any expended uses when you complete a short rest.

Literate

You are a learned person, and that can be a great power all its own in the right circumstances. Also at 1st level, choose two Intelligence or Wisdom based skills. Your proficiency bonus is doubled for any ability checks that use either of these skills.

Additionally, unlike the unwashed masses, you can read and write in any language you know.

Scholar’s Study

Finally at 1st level, you choose a field of study that determines the focus of your knowledge and understanding. Choose either Healer, Loremaster, Military Advisor, Psychologist, or Wiseman.

This choice grants you features at 1st level and again at 3rd, 6th, and 9th level.

Lore

Your studies have granted you insight into a vast number of truths, but applying that knowledge to the real world requires an extra level of dedication.

Beginning at 2nd level, you obtain a Lore of your choice. Your Lore options are detailed at the end of the class description. When you gain certain Scholar levels, you obtain a new Lore of your choice, as shown in the Known Lore column of the Scholar table.

Additionally, when you gain a level in this class, you can choose one of the Lore you know and replace it with another for which you meet the requirements.

Character Improvement

When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively you can take a Feat.

As normal, you cannot increase an ability score above 20 using this feature.

Deep Knowledge

Starting at 5th level, your accumulated knowledge over the years has given you bits and pieces about people, locations, objects and events that you are likely to encounter.

Much of this information is stored in your head, but even more is known by others whose counsel you can ask for.

When you first encounter a person, object, location or event, you may ask the GM one question about it, for which they will provide a truthful answer. The GM however, can choose how much detail their answer goes into. In addition to the things you learn, you have advantage on the first ability check you make directly regarding that person, object, location or event.

Due to the sometimes intense nature of recalling such information, you may not use this feature again until you have taken a long rest.

Mightier than the Sword

A skilled Scholar is so valued that even the most bitter of enemies will hesitate to attack them. Starting at 7th level, if you do not take the Attack action or otherwise damage or harass a hostile creature during combat, intelligent foes who could benefit from your skills will not attack you.

Greatest Among Peers

Starting at 10th level, your knowledge on one subject approaches absolute and other learned folk widely recognize you as the preeminent authority on matters pertaining to your chosen lore. Choose one Intelligence or Wisdom based skill. You automatically succeed at all ability checks using that skill.

Scholar’s Studies

Scholars choose their areas of focus well before choosing to join a lords court or any organization or endeavor, versing themselves in the research and theory relevant to their field. A drive to further this mastery, and add to the body of knowledge, is often the impetus for a Scholar to wander the world and/or join an expedition.

Scholars are categorized into the following archetypes: Healer, Loremaster, Military Advisor, Psychologist, or Wiseman.

Healer

Healers have studied anatomy, physiology and all manner of curative arts. They know how to use healing herbs and poultices, how to let blood to purge a wound and how to then bind it, and how to fight illnesses that assail the body. In this violent world, a trained Healer is a prized commodity worth a small fortune.

Hands of a Healer

Starting at 1st level, you know how to treat wounds, illness and poison. You have a pool of healing techniques that replenishes when you take a long rest. With this pool, you can restore a total number of health equal to your Analysis Modifier x 5.

As an action, you can touch a creature to begin binding their wounds and on your subsequent turn use another action to expend a use of a healer’s kit. After taking the initial action, you must concentrate and remain within 5 feet of the target until you take the next action. Additionally, during this time the target creature cannot take actions of any kind, or your concentration will be broken. Successfully doing so restores a number of health to that creature, up to the maximum amount remaining in your pool.

The DC to resist breaking concentration for this ability is 8 + number from the pool spent or the damage of the attack that triggered the saving throw, whichever is higher.

If instead you tend the creature for at least 1 hour, binding their wounds, treating them with herbs and poultices, then you may add your Intelligence modifier to the amount of health healed.

Life Saver

Starting at 3rd level, you know how to sustain the life of the mortally wounded. When you successfully stabilize a dying creature they regain 1 Health, immediately waking from unconsciousness.

Additionally, when a creature would die in a certain number of rounds due to a Gritty Injury, you can use your action while tending to their wounds to make a DC 13 Wisdom (Medicine) check. On a success you roll a d4 and add the number rolled to the number of rounds before the creature dies. A creature can only benefit from this ability once per short rest.

Battlefield Surgeon

There is no better teacher than the blood-soaked battlefield, though you have learned different lessons than a warrior would from it. Starting at 6th level, you have advantage on Wisdom (Medicine) checks made to tend to open and festering wounds and other injuries or effects caused by a Gritty Injury.

Healer of Great Burdens

Starting at 9th level, such is your skill that those you tend too know that they'll never succumb to their wounds while in your care. When you use your Hands of a Healer feature on a creature currently suffering from a Gritty Injury, the healing it receives is doubled.

Loremaster

Loremasters are well versed in the written and oral history of the world and have spent many years transcribing tales from many cultures, giving them an unmatched grasp on the history of the world. This comprehension of history makes Loremasters valued as advisors, for they always seem to know a great deal about anything and everyone.

Studied Sources

Your knowledge of history and culture makes you a reliable source of information. Starting at 1st level, when you make an Intelligence (History, Nature, Occultism, or Religion) skill check and may add your proficiency bonus to the check, you can choose to treat any roll of 9 or lower as if you had rolled a 10.

Ancient Lore

Starting at 3rd level, on your quest to understand the obscure workings of history you have discovered a piece of beneficial lore. Choose one Lore that you meet the prerequisites to gain. You gain the chosen Lore. This Lore does not count toward the total amount of Lore you can know.

News from Afar

Starting at 6th level, you know many things that are hidden from most and tidings of distant events tend to reach you with astonishing speed. The source of this knowledge is obscure and you need not explain how you know the things you do to others, it is enough that what you know is true.

At the end of a long rest, the GM informs you of up to three events of importance occurring somewhere in the region you are in.

Additionally, when you're in a situation with several powerful or influential figures, you always know at least one person there by reputation and at least one deed they're known for. When you meet a lord or famous knight, you can recall at least one fact about them.

Legendary Lore

Starting at 9th level, your ability to piece together dissociated knowledge allows you to uncover hidden truths and lore with uncanny accuracy. During a long rest, you may name or describe a person, place, or object. Your in depth study and knowledge of history will bring to your mind a summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known.

If the thing you named isn't of great importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is.

In addition to the lore you learn, you have advantage on any subsequent ability checks directly regarding that person, place, or object until your next Long Rest.

Military Advisor

Military Advisors have focused their minds on the art and skill of war. By honing their knowledge of strategy and studying their enemies, Military Advisors become a formidable presence on any battlefield as they use this knowledge to best advise their allies on matters of warfare. They are an ever welcome addition to any lords inner circle.

Learned Militarist

Learning to lead in battle requires comfort with weapons and armour. You gain proficiency with shields and in two weapons of your choice.

However, you only gain three Skill Proficiencies instead of four from the Scholar's Class Proficiencies.

Battle Leader

The ebb and flow of battle can seem like chaos to those unacquainted with its rhythm. You however are keen to it’s song of steel, and can use this knowledge to better give orders to your allies. Starting at 1st level, you may use your action to study a foe, gaining insight about their tactics and abilities.

One ally of your choice that can hear and understand you may add your Analysis modifier to their AC against attacks from that one foe, to saving throws against that foe's abilities, and to damage rolls against that foe for the duration of the current encounter.

You can use this ability once per long rest at 1st level, and gain an additional use between rests at 3rd, 6th, and 9th level.

Sharp Mind and Blade

Starting at 3rd level, if you have used your Battle Leader ability in the current encounter you can add your Intelligence modifier to attack and damage rolls with weapons you are proficient with, instead of your Strength or Dexterity modifier, until the encounter ends.

Tactical Repositioning

Starting at 6th level, as long as you study a battlefield for one hour before the start of combat, you may ask the GM to describe the terrain, and you may choose for a number of allies equal to your Analysis Modifier to start combat behind or next to favourable terrain, if any is present (e.g. behind a fallen tree, at the top of a hill etc.).

Studying battlefield terrain can be done in person, via maps or written description if such exist and are detailed enough, or by hearing a verbal description from an ally who has studied the battlefield in detail.

Should the nominated allies be surprised before they can get into position, they can Dash towards the nominated favourable terrain as a bonus action on their turn.

Written by the Victors

Those who heed your advice will always find themselves the victors. Starting at 9th level, whenever you use Academic Analysis on an allies attack roll, the ally gains the following benefits:

  • Their attack roll gains advantage.
  • Should the attack hit the ally can add your Analysis Modifier to their damage roll.
  • Should the attack miss the ally adds your Analysis Modifier to their AC against the next attack roll that target's them.

Psychologist

While many warriors will boast of their battle scars few, if any, will openly discuss the scars left upon their mind by the rigors of war. However, much like a torn tunic or an open wound, the traumas of the mind must be sewn shut; Lest the tunic or the wounded become broken beyond repair. Those called Psychologists are the foremost in this craft, those few devoted to the study of their fellow humans and how they think.

Words of Comfort

Starting at 1st level, you have studied how to sooth the mind and rid it of distress. As an action, you can target a willing creature within 15 feet of you and speak words of comfort to them, reducing their current Stress by an amount equal to your Intelligence modifier. This requires the creature to be able to hear and understand you.

You can use this feature a number of times equal to your proficiency bonus. You regain all spent uses after you complete a long rest.

Psychological Warfare

Starting at 3rd level, just as you can encourage or rally an ally, you can use your knowledge of emotions to distract, confuse and otherwise sap the confidence and competence of others.

You can target a hostile creature with your Academic Analysis ability should they meet the prerequisites to do so. However, instead of adding your Analysis Modifier to their result, they minus it from their result instead as you speak unsettling words to shatter their resolve.

Mend the Broken

Starting at 6th level, you become dedicated to mending those broken by the stresses of the world. You are considered a trained professional in terms of curing creatures of any Traumas they are suffering from.

At 8th level you can cure Insanities as well.

Additionally, using your Words of Comfort feature on a Distressed creature reduces an additional 1 Stress, on a Tormented creature by 2, and a creature that is On the Brink by 3.

Break the Mind

Starting at 9th level, as you have mastered how to cure and ease the burdens upon the mind, you have also learnt how to inflict such mental wounds. As an action you can force one creature of your choice that can hear and understand you to make an Intelligence saving throw. The DC for this saving throw = 8 + your proficiency bonus + your Intelligence modifier.

On a failure, that creature takes 4d6 + your Intelligence modifier psychic damage, or half as much on a success. When a creature takes this damage it gains an amount of Stress equal to half the damage taken.

Once you use this ability, you cannot use it again until you finish a long rest.

Wiseman

Whether through worldly experience, advanced age, or an innate gift, Wisemen are known as learned and insightful individuals. Their counsel is sought out by many, be it for mundane questions and ponderings or to aid a lord in important political matters.

Wise Counsel

Starting at 1st level, your experiences and wisdom can assist those who are willing to listen. When you take the Help action to assist an ally, you can do so at a range of 30 feet and that creature adds your Wisdom modifier to their d20 roll as long as it can hear and understand you.

Worldly

Starting at 3rd level, your exposure to so many people has led you to a good understanding of how people think and act. From now on, whenever another person is lying to you or is withholding the truth, you will always suspect that something is amiss, regardless of how accomplished a liar they are.

A Wisdom (Insight) check would be required to gain a better idea of exactly what it is they are withholding or lying about.

To Dwell and to Act

You have been many places, and thus know many things. You know well how to apply your wealth of knowledge to benefit you in most situations. Starting at 6th level, you can spend 1 minute pondering a specific course of action you plan to undertake within the next day. After doing so, the GM provides you with one of the following predictions about the action:

  • Weal. A good outcome.
  • Woe. A bad outcome.
  • Weal and Woe. Both a good and bad outcome.
  • Nothing. The outcome is not specifically good or bad.

Your predictions do not account for any possible circumstances that might change after you ponder the action, like the gain or loss of an ally.

Every time you use this feature before completing a long rest, there is a cumulative 20 percent chance for each use after the first that you get an incorrect prediction. The GM makes this roll (a d100) in secret.

Inhuman Wisdom

Starting at 9th level, your dedication to developing your mind has honed you into a true genius. The sum total of your experiences lends you an insight that is unmatched. Your Wisdom score increases by 4 and your maximum Wisdom increases to from 20 to 24.

Additionally, you can add your Wisdom modifier to Intelligence ability checks and saving throws you make and vice versa.

Lore

If a Lore has prerequisites, you must meet them to learn it. You can learn the Lore at the same time that you meet its prerequisites. A level prerequisite for a Lore refers to Scholar level, not character level.

Below are all the Lores listed in alphabetical order:

Agricultural Application

Prerequisite: None.

You have advantage on Wisdom (Animal Handling) and Intelligence (Nature) checks made in relation to farming. Additionally, the damage die for farming implements that you use as a weapon increases by one step (d4>d6 etc.).

Animal Husbandry

Prerequisite: None.

You gain a faithful dog, cat, or raven companion. Your companion has the same stats as the base animal, but it’s Intelligence score is 4 and can understand (but not speak) the basics of one language that you speak. Should your companion die, you can find a stray to replace them after one period of Downtime of searching in any town or city.

Astute Defence

Prerequisite: Military Advisor.

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.

Banes of the Mind

Prerequisite: Psychologist.

Instead of using Words of Comfort to reduce a creatures Stress, you can instead use one use to remove one condition affecting the target creature. The conditions you can remove using this feature are the Charmed, Frightened, or Winded conditions. You cannot remove any conditions in this way that you are currently suffering from.

Bear the Burden

Prerequisite: Psychologist.

When you use your Words of Comfort feature you can choose to reduce a creature's Stress by an additional amount equal to your Analysis Modifier. If you choose to do so however, you gain an equal amount of Stress.

Calculated Response

Prerequisite: Military Advisor, Level 4.

When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw. You can use this Lore a number of times equal to your Analysis Modifier. You regain all expended uses of this lore when you complete a long rest.

Clean Living

Prerequisite: None.

Over the course of 10 minutes you can administer beneficial herbs to yourself and up to your Intelligence modifier in other creatures. When you do you and each creature you choose gains resistance to poison damage and has advantage on saving throws against poison, disease, festering wounds, and infection for the next 24 hours. You can't use this again until you complete a short rest.

Combat Efficiency

Prerequisite: Military Advisor, Level 6.

You and allies within 30 feet of you have advantage on initiative rolls and on the first attack roll they make in an encounter.

Eidetic Memory

Prerequisite: Loremaster, Level 6.

You can accurately recall with perfect detail anything you have seen, heard, experienced, or pondered. Ever.

Emotional Conditioning

Prerequisite: Psychologist, Level 6.

You can use your bonus action to end one effect on yourself that is causing you to be charmed or frightened. You gain 1 Stress after doing so.

Ever the Student

Prerequisite: None.

When you finish a short or long rest, you can choose a combination of two skills, tools, or weapons you are not proficient in. You must spend at least 30 minutes training yourself with another character who is proficient with the chosen skills, tools, or weapons, who is willing to teach you. Until use this Lore again, whenever you make an ability check that involves the chosen skill or tool, or make an attack roll with the chosen weapon, you add your Analysis Modifier to the roll.

Experienced Assistance

Prerequisite: Wiseman.

You can use your bonus action to take the Help action if the action you are assisting in is a skill check that you are proficient in.

Field Research

Prerequisite: Level 4.

If you spend at least 1 minute observing or interacting with another creature outside of combat, you can learn information about its capabilities. Choose a reference creature of the same type that you have seen, and the GM tells you if the creature you are researching is equal, superior, or inferior to the reference creature in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Intelligence score
  • Armor Class
  • Maximum stamina
  • Total class levels (if any)
Good Listener

Prerequisite: None.

By picking up the people's subtle talk of rumors, lords, frequented locations and unusual places, you can quickly gather information about a location. If you've been in a town more than 1 hour you can find and identify shops, political power houses, bad sections of town, the prevalent families and their rivalries, and messenger services if any.

Great Historian

Prerequisite: Loremaster, Level 4.

When you take the Help action to aid another creature's ability check, you can make a DC 16 History check. On a success, that creature's check gains a bonus equal to your Analysis modifier, as you share pertinent advice and historical examples. To receive this bonus, the creature must be able to understand what you're saying.

Intuitive Purchases

Prerequisite: Level 6.

While you are in a location where equipment can be purchased, you can spend an hour gathering supplies in careful planning and preparation. At any time thereafter, if you find yourself in need of a particular item or supply, you can add such items to your equipment as if you had purchased them during your careful planning. The cost of such items is equal to their market price. Up to 3 items may be retroactively purchased in this manner, and the GM may choose to limit or exempt certain items according to availability. Once you produce one or more of any given item, you can't add that item to your equipment again until the next time you come to a location where that item can be purchased.

Keen Analysis

Prerequisite: Wiseman.

You can use your Wisdom modifier instead of your Intelligence to determine the amount of uses your Academic Analysis feature has.

Lessons from History

Prerequisite: Loremaster.

When you succeed on a Intelligence (History or Religion) check, you gain a bonus to your next roll relating to the subject of the previous check equal to your Analysis Modifier.

Maladies of the Body

Prerequisite: Healer.

Instead of using Hands of a Healer to heal health, you can instead spend 5 points from the pool to remove one condition affecting the target creature. The conditions you can remove using this feature are the Poisoned, Incapacitated or Unconscious conditions.

Mender

Prerequisite: Level 4.

You are considered a trained professional in order to repair damaged items. During a short or long rest, you can spend 2 hours in order to repair an item's damage condition by 1 at half the cost. To do so, you require the relevant artisan's tools.

Misleadeth

Prerequisite: None.

As a reaction to being targeted with a melee weapon attack you can shove a willing creature within 5 feet of you into the way of the attack, causing it to target them instead. If you attempt to use an unwilling creature as a meat shield, you must succeed on a contested Strength (Athletics) check with the creature in order to do so.

Mortician

Prerequisite: None.

You can spend 10 minutes examining a body that has died within the last 7 days and spend 5 gp on the appropriate tools to appraise the corpse. After doing so, you are able to accurately determine the cause and time of death.

Never Fooled Twice

Prerequisite: Wiseman, Level 6.

When you take damage, you can choose to gain one of the following benefits for 1 minute:

  • You gain resistance to damage of that type. This does not apply to the triggering damage.
  • If the damage was inflicted by an attack, the attacker has disadvantage on all future attack rolls against you.
  • If the damage was caused by an effect that triggered a saving throw, you have advantage on future saving throws that target that ability.

Once you use this Lore, you cannot use it again until you finish a short rest.

On the Mend

Prerequisite: Healer.

Whenever you tend to an Open or Festering Wound by spending a use of a healer's kit, the effected creature does not reduce their health maximum as a result of the wound.

Painkillers

Prerequisite: Healer, Level 4.

Over the course of a long rest, you can spend two periods of Downtime gathering the resources to make painkillers. The cost of doing so is 30 gp. Painkillers are only potent for 3 weeks after they're created, before becoming useless. A creature can use an action to apply the painkillers to themselves or a creature within 5 feet of them. For 1 minute, the targeted creature ignores any penalties gained by a gritty injury excluding useless limbs or bleeding out, their Dexterity score is reduced by 2, and they gain resistance to weapon damage dealt to their Stamina for the duration. After the painkillers wear off, the target immediately suffers the cumulative penalty of any lingering injury they have, and gains 2 Stress.

Additionally, after a creature takes painkillers they must make a DC 12 Wisdom saving throw or become addicted to them. The addicted creature must make every effort to consume painkiller on a weekly basis, once a week at the least. Failure to do so inflicts 1d4 Stress per day until a painkiller is used. This addiction can be cured as if it were an Insanity.

Buying Painkillers

Painkillers can be found in most large city centres, where they are sold by a variety of individuals. Court healers, herbalists, and even drug dealers can supply characters with this valuable resource. Painkillers can be bought for 40 gp per dose plus any additional fees the seller may charge.

Poisoncraft

Prerequisite: None.

Over the course of a long rest, you can spend a period of Downtime gathering the resources to make a simple poison. The cost of doing so is 15 gp. This poison can be either ingested or applied to the blade of a weapon. The poison remains potent for 1 hour after being removed from its container, before becoming useless. When a creature either ingests the poison or takes health damage from a weapon covered in the poison, they must make a DC 10 + your Intelligence modifier Constitution saving throw or gain the poisoned condition for 1 minute. The target can make a saving throw at the end of each of their turns, ending the effect on a success.

Portent

Prerequisite: Wiseman, Level 4.

When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these portent rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each portent roll can be used only once. When you finish a long rest, you lose any unused portent rolls.

Psychological Profile

Prerequisite: Psychologist, Level 4.

If you spend at least one minute conversing with a creature or observing it in a social situation, you can analyze its speech and body language to determine how best to interact with it. The GM tells you whether Deception, Intimidation, Performance, or Persuasion is most likely to have a favorable impact on the creature's disposition toward you. For the next hour, you have advantage on checks in that skill directed at the creature. Once you use this lore, you can't use it again until you finish a short or long rest.

Quick Thinking

Prerequisite: Level 6.

Whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to Intelligence modifier. A creature must be able to see or hear you to gain this bonus.

Rapid Recovery

Prerequisite: Healer, Level 6.

When you finish a short rest, you regain a number of expended Hands of a Healer pool health equal to your Scholar level. You cannot benefit from this lore again until you spend all the pool health gained from this lore.

Social Observer

Prerequisite: Level 4.

You gain a +2 bonus to your Wisdom (Perception) skill, and if you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

Steel Shaper

Prerequisite: None.

You gain proficiency in Smiths Tools. Additionally, your knowledge of weapons and armour allows you to see their weaknesses. As a bonus action you make an Intelligence (Smith's tools) check to learn about the construction of a metal item within 15 feet of you. The GM determines the DC. On a success, the next time you hit the item or the creature wielding the item with a melee weapon attack you can choose to deal no damage and instead decrease the items damage condition by 1. On a failure, you cannot use this lore against that item until you finish a long rest.

Subterfuge

Prerequisite: None.

When you take a long rest in a civilised area you can spend a period of Downtime gathering scandalous rumors about the local inhabitants. When you do so, you must make a DC 15 Charisma (Persuasion) or Charisma (Deception) check. On a success you learn one secret about a prominent person in the area. This secret is good enough to be used as blackmail, though not so scandalous that the person could suffer great loss if it should ever some to light nor so terrible that it reveals some unknown aspect of said person.

Tells

Prerequisite: Level 4.

You have advantage on Wisdom (Insight) checks against a person you have spent at least 1 minute talking to.

Tongues of Many Peoples

Prerequisite: Loremaster.

You know a little of many languages. You can hold a simple conversation in any language.

Tradecraft

Prerequisite: None.

Choose three artisan's tools. You gain proficiency with the chosen artisan’s tools. If you were already proficient with one or more of the chosen artisans tools, you instead have advantage on checks utilizing the chosen artisan’s tool.

Ways of the Traveler

Prerequisite: None.

When you travel along a road, your party's travel speed increases by a number of feet equal to 5 x your Analysis Modifier modifier. Additionally while traveling, your carrying capacity is doubled.

Weapon Cunning

Prerequisite: Level 6.

You score a critical hit on weapon attacks you are proficient with on a roll of 19 or 20.

Weapons of your Foes

Prerequisite: Military Advisor.

Choose one specific enemy faction you have faced before. During a short rest, you can lecture your allies on the battle tactics of the chosen enemy. After doing so, until you take a short rest, your allies can use their reaction to gain a bonus equal to your Analysis Modifier to either a damage roll they make against the chosen enemy or to their AC when being attacked by the chosen enemy. Your allies can use this bonus once per combat. During a long rest, you can change the enemy faction you know about and gain the above bonuses against them instead.

Words Most Helpful

Prerequisite: Level 6.

When you take the Help action, you may help a separate target within 30 feet of you that can hear you as a bonus action.

Slayer

“Leave them headless and gutless! Leave their widows in your bed and their children in chains! No weakness! No mercy! Death! Death!”

—Glorious warcry

The makers of war and ruin, who greet bloodshed as a bedfellow, Slayers are revered and feared by all who meet them. Weaker men are cast aside, bloodied and broken, with every blow of a Slayer's weapon.

Slayer dominate the battlefield with their unchallenged power, derived from a state of mind known as a Battle Trance. For every Slayer, this Battle Trance is a power that fuels not just their indomitable combat prowess but also uncanny reflexes, resilience, and feats of strength.

A Life of War

Slayers are warriors without peers. War is their life, for often a Slayer knows nothing else. They seek it like a starving mutt, whether consciously or not, for what else is a Slayer good for other than killing? Even if a Slayer began their life as a farmhand, fishermen, or even a craftsmen of some kind, all those skills have been long forgotten. Lost to the gore tide of battle. Many find comfort in the certainty of war. The strong live and the weak perish. And Slayers are strong, without compromise.

Often from a young age Slayers learn nothing other than how to swing a blade and fight in battle. This is different to the martial training granted to eager youths who wish to become warriors. A Slayer's training, if it could be called that, often consists of being thrust into danger against insurmountable odds with only one objective: Kill or die. This violent upbringing paves the way for a lifetime of bloody conflict.

Living Weapons

The mettle of a Slayer is forged through hardship and strife. They train their bodies endlessly, and thus are often well muscled and hard faced. However, the strength of their body pales in comparison to the strength of their mind. The Battle Trance, as it is known, is a window into the mind of a Slayer. Their Battle Trance enables a Slayer to make their dreadful will manifest in combat.

It can be a state of pure unbridled rage, a state of hyper focus, a numbing lucid experience, an adrenaline rush that brings ecstasy with every kill, or something else entirely. Regardless Slayers make use of this ability to push their body to inhuman feats. A Slayer cannot draw upon their trance without consequence. A Battle Trance puts such a strain on body and mind that a lesser warrior who attempted similar feats to an entranced Slayer might be sent into madness or to the afterlife.

The Slayer
Level Proficiency Bonus Features War Boons
1 +2 Battle Trance, Slayer Origin -
2 +2 War Boons 2
3 +2 Origin Feature 3
4 +3 Character Improvement 4
5 +3 Extra Attack 5
6 +3 Origin Feature 6
7 +4 Onwards Onto Battle 7
8 +4 Character Improvement 8
9 +4 Origin Feature 9
10 +5 Unyielding 10

Class Features

As a Slayer, you gain the following features.

Stamina

  • Stamina Dice: 1d10 per Slayer level
  • Stamina at 1st Level: 10 + your Constitution modifier
  • Stamina at Higher Levels: 3 + your Constitution modifier per Slayer level after 1st

Proficiencies

  • Armour: Light and Medium, Shields
  • Weapons: All Weapons
  • Tools: None
  • Saving Throws: Strength & Constitution
  • Skills: Choose two from: Athletics, Grit, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) padded armour, four javelins
  • (a) a greataxe or (b) any martial melee weapon
  • two handaxes
  • An explorer’s pack, any simple weapon, and a skullcap

Battle Trance

In battle you can enter a trance that greatly enhances your combat ability. Over the course of a 1 minute ritual you can whip yourself into a Battle Trance. This ritual varies from Slayer to Slayer, but it is always a deeply personal experience. Controlled breathing, singing grim songs, meditation, crazed war dances, drinking hallucinogenic broth, self mutilation, or a combination thereof are common pre-trance rituals for a Slayer to undertake.

While in a Battle Trance, you gain the following benefits, in addition to those granted by your Slayer Origin:

  • You gain a number of temporary hit points equal to 2 x your Slayer level + your Constitution modifier. These last until your Battle Trance ends.
  • You have advantage on saving throws made against the frightened condition.

Your Battle Trance ends if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature for 1 minute or taken damage since then. Alternatively, you can also choose to end your Battle Trance early as a bonus action though doing so inflicts 1 Stress.

If you are in desperate need, you can activate your Battle Trance more quickly. To do so you expend a number of Stamina Die equal to half your Proficiency bonus, and spend a full turn doing nothing but whipping yourself into a trance. After doing so you enter your Battle Trance.

However, the side effects that a Battle Trance has on your body are great. After the trance fades, your breathing becomes labored, possible hallucinations get worse, and the pain of wounds suffered while you were entranced start to be felt as your body aches. After your Battle Trance ends, you immediately suffer the following effects and cannot enter a Battle Trance again until you take a short or long rest:

  • You take a -2 penalty to your Armour Class due to sluggishness.
  • You gain 1 Stress as your mind adjusts to the change in mental state.
  • You have disadvantage on Wisdom (Perception) checks and Wisdom saving throws from disorientation.

You can enter a Battle Trance twice between rests at 7th level. If you enter a Battle Trance multiple times between rests, you do not suffer the above penalties while in a Battle Trance, though the AC penalty does stack for every additional Battle Trance after the first.

Slayer Origin

At 1st level, you choose the origin of your Battle Trance and how it is primarily expressed in your fighting style. Choose either Berserk, Champion, Hellion, Juggernaut, Savage, or Warhawk.

This choice grants you features at 1st level and again at 3rd, 6th, and 9th level.

War Boons

Through a lifetime in battle you have spilled enough blood and guts upon trampled battlefields to drown uncountable enemies. From these gore laden fields, from the sea of the slain, you reap what you sow: The boons of war. Starting at 2nd level, you gain access to War Boons.

A War Boon is an ability, tactic, or quality that has manifested itself in your Battle Trance in response to the rigors of war. As you grow stronger, these War Boons will give you the means to dominate the battlefield.

You gain a number of War Boons as shown in the War Boons column on the Slayer class table, chosen from the list below. When you first choose a particular War Boon, you gain the benefits of its 1st Rank. Each time you would gain a new War Boon you can instead choose to increase the Rank of a War Boon you already possess, provided you meet the level requirement of the Rank.

Additionally, War Boon's are only active while you are in a Battle Trance.

Barbaric Might

Large and well muscled, you bring inhuman strength to bare against your foes.

Rank 1: You have advantage on Strength (Athletics) checks and on Strength saving throws.

Rank 2: You gain a +2 bonus to damage on all Strength based damage rolls.

Rank 3 (Level 4): Your Strength score is considered to be increased by 2, as is your maximum for that score.

Rank 4 (Level 8): Your Strength score is considered to be increased by 4, instead of 2, as is your maximum for that score.

Bloodlust

Every strike is a futile attempt to slake your thirst for violence.

Rank 1: Whenever you hit a creature with a weapon attack the next damage roll you make gains a +1 bonus. This effect stacks up to a maximum of +3. If you miss an attack or do not attack a creature during your turn, the bonus is lost.

Rank 2: The maximum of the bonus is increased to +5, instead of +3.

Rank 3 (Level 4): When your bonus reaches +5 you can choose to reset your bonus to 0, in doing so turning the attack that maximizes the bonus into a critical hit. You can do this only once per Battle Trance.

Rank 4 (Level 8): There is no limit to the amount of times you can negate your bonus and turn the hit into a critical hit.

Boar's Charge

Vicious like a wild boar, you charge headlong into the fray.

Rank 1: If you move at least 15 feet in a straight line towards a creature and hit them with a melee attack, the creature takes an additional 1d6 bludgeoning damage.

Rank 2: After moving at least 30 feet towards a Medium or smaller creature and hitting them with a melee attack, the creature must succeed in a Strength (Athletics) contest against you or be pushed back 5 feet and knocked prone.

Rank 3 (Level 4): Your movement speed is doubled when you are moving towards a hostile creature.

Rank 4 (Level 8): If you move at least 15 feet in a straight line towards a creature and hit them with a melee attack, the creature takes an additional 2d6 bludgeoning damage, instead of 1d6.

Eye of the Storm

As the battle rages you stand in it's center, if not calm or focused, then composed.

Rank 1: When you first enter your Battle Trance you reduce your Stress by an amount equal to your Proficiency Bonus, potentially negating Afflictions and reducing the effects of certain Traumas and Insanities.

Rank 2: As a reaction to being forced to make either a Dexterity, Intelligence, or Wisdom saving throw, you can choose to add a +5 bonus to the roll. You can do this only once per Battle Trance.

Rank 3 (Level 4): Once per Battle-Trance, if an effect is causing you to be Frightened you can use an Action to negate the condition.

Rank 4 (Level 8): You can use your reaction to gain a +5 bonus to a Dexterity, Intelligence, or Wisdom saving throws and to end the Frightened condition on yourself twice per Battle Trance.

Fear Monger

A frightening figure to behold, you use the fear you instill as a weapon against the cowards that face you.

Rank 1: When you take the Attack action on your turn, you can replace one attack with an attempt to demoralize one humanoid you can see within 15 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is Frightened of you until the end of your next turn. Should the target succeed, you cannot frighten them in this way again until the end of your next turn.

Rank 2: When you hit a creature suffering from the Frightened condition with a melee attack, you gain a +2 bonus to the damage roll.

Rank 3 (Level 4): If you fail the contest to frighten a humanoid you can choose to reroll your check, potentially causing it to succeed. You can do this only once per Battle Trance.

Rank 4 (Level 8): When you hit a creature suffering from the Frightened condition with a melee attack, you gain a +4 bonus to the damage roll, instead of +2.

Heavy Hitter

Your blows are so mighty they send those struck to their knees.

Rank 1: When you successfully shove a creature when you're wielding a two handed weapon or a versatile weapon with two hands, they are hit with such force that they take 1d4 bludgeoning damage.

Rank 2: Whenever you hit a creature with a melee weapon attack while wielding a two handed weapon or a versatile weapon with two hands, you can use a bonus action to shove the creature.

Rank 3 (Level 4): The damage for successfully shoving a creature increases to 2d4, instead of 1d4.

Rank 4 (Level 8): Whenever you critically hit a creature with a melee weapon attack while wielding a two handed weapon or a versatile weapon with two hands you can force the creature to Splinter their shield without negating the gritty injury.

Iron Hide

Your scarred skin no longer feels the bite of lesser injuries.

Rank 1: You reduce all damage you take, except psychic damage, by 1.

Rank 2: As a reaction to taking any damage, except psychic damage, you can reduce the damage by 1d4 + your Slayer level. After doing so you gain 1 Stress. You can do this once per Battle Trance.

Rank 3 (Level 4): You reduce all damage you take, except psychic damage, by 2 instead of 1. Additionally, you can reduce damage twice per Battle Trance, instead of once.

Rank 4 (Level 8): You reduce all damage you take, except psychic damage, by 3 instead of 2. Additionally, you can reduce damage thrice per Battle Trance, instead of twice.

Quickening

You are fueled by slaughter.

Rank 1: Whenever you reduce a hostile creature to 0 health in combat you can trigger a Quickening and regain Stamina equal to the number of Stamina Die the creature had + your Constitution modifier. You can only trigger a Quickening once per Battle Trance. However, after your Battle Trance ends you gain 1 additional Stress.

Rank 2: Whenever you reduce a hostile creature to 0 health in combat you gain a +1 bonus to your attack rolls and AC until the end of your next turn. Additionally, you can now trigger a Quickening twice per Battle Trance.

Rank 3 (Level 4): Whenever you reduce a hostile creature to 0 health in combat you can use your bonus action to make one additional attack. Additionally, you can now trigger a Quickening thrice per Battle Trance.

Rank 4 (Level 8): You gain a +2 bonus to attack rolls and AC until the end of your next turn after reducing a creature to 0 health while in combat, instead of +1. Additionally, you can now trigger a Quickening four times per Battle Trance.

Reckless Attacker

You lash out at your foe with no regards to your own safety.

Rank 1: You gain a -1 penalty to your AC but a +2 bonus to attack rolls.

Rank 2: When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls during this turn, but attack rolls against you have advantage until the start of your next turn.

Rank 3 (Level 4): When attacking recklessly, your +2 bonus to attacks rolls is also added to your damage rolls.

Rank 4 (Level 8): Once per turn, when you choose to attack recklessly on your turn and miss, you can choose to hit instead.

Resist Death

You will die one day, but not this day.

Rank 1: When you are reduced to 0 health but not killed outright, you can choose to instead be reduced to 1 health. After doing so you gain 1 Stress. You can do this only once per Battle Trance.

Rank 2: Whenever you would gain a Gritty Injury you can spend and roll a Stamina Die and gain a negative bonus to it's Severity equal to half the number rolled (rounded up).

Rank 3 (Level 4): When you choose to be reduced to 1 health instead of 0, you also regain an amount of Stamina equal to 1d12 + your Constitution modifier.

Rank 4 (Level 8): You have advantage on ability checks and saving throws against effects caused by a Gritty Injury.

Slain Chooser

Those marked as your foe are fated to die by your hand.

Rank 1: At the beginning of your turn you can select one hostile creature within 30 feet of you to be your Chosen. Once per turn, whenever you target your Chosen with an attack you choose to add a +1 bonus to either to your attack or damage roll. You cannot mark another creature this way until you or your Chosen is reduced to 0 health. If you choose to attack a creature other than your Chosen, you have disadvantage on the attack roll. However, after your Battle Trance ends you gain 1 additional Stress

Rank 2: The bonus increases to +2.

Rank 3 (Level 4): The bonus increases to +3.

Rank 4 (Level 8): The bonus increases to +4.

War Wise

The tactics of your enemies falter against your knowledge of the battlefield.

Rank 1: Whenever you are targeted by a creature you can see with a weapon attack you can, once per turn, use your reaction to add your Wisdom modifier to your AC against the attack, potentially causing it to miss.

Rank 2: You do not suffer disadvantage on attack rolls against creatures who have taken the Dodge action.

Rank 3 (Level 4): Creatures still provoke opportunity attacks from you even if they took the necessary actions to avoid opportunity attacks.

Rank 4 (Level 8): If you use your reaction to add your Wisdom modifier to your AC against a weapon attack, causing it to miss, you gain advantage on your next attack roll against the attacking creature.

Character Improvement

When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively you can take a Feat.

As normal, you cannot increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Onwards Onto Battle

You seek out war like a starving hound, eager for the beginning of combat. At 7th level, you gain the following benefits:

  • You have advantage on initiative rolls.
  • If you choose to spend Stamina Die to enter a Battle Trance on your first turn of combat, you can move towards an enemy and make a single attack with disadvantage on the same turn instead of doing nothing but whipping yourself into your trance.

Unyielding

You are a living weapon, an instrument of death of ruin. To the horror of both foe and friend alike, you cannot be felled easily. As you stuff your guts back into your broken body with one hand, you keep on killing with the other. Starting at 10th level, you can keep fighting despite grievous wounds. If you drop to 0 health while you are in a Battle Trance and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 health instead. Each time you use this feature after the first, the DC increases by 5. When you finish a long rest, the DC resets to 10.

Slayer Origins

War is the lot of a Slayer. Many know nothing else. Their Battle Trance reflects this dedication to a life spent in the crucible of war. As such, the origin of a Slayer's Battle Trance is not entirely a conscious choice; it is more an instinctive decision born from their experiences in battle.

Slayers are categorized into the following origins: Berserk, Champion, Hellion, Juggernaut, Savage, and Warhawk.

Berserk

A large and intimidating figure in battle, a Berserk mindlessly slaughters all who stand before them with brutal efficiency and furious intent. Their trance stems from a place of unbridled emotion, an internal reservoir where anger and pain are forged into a rage that surpasses the limitations of flesh and bone, the Berserkergang.

Berserkergang

Your rage is mindless, known by all as the Berserkergang. While walking the Berserkergang you know not of pain; only destruction. Starting at 1st level, while in a Battle Trance, you gain the following benefits:

  • You gain a +1 bonus to Strength based damage rolls. This bonus increases to +2 at 4th level and +3 at 8th level.
  • You have advantage on Constitution (Grit) checks.

Fury

Starting at 3rd level, your rage can push you to incredible feats in combat, should you give in to the fury. You gain a set of abilities that are fueled by a pool of special points called Fury.

You have a number of Fury equal to your Slayer level. You can spend Fury to fuel various abilities, which are detailed below.

Fury is expended when you use it. You regain all of your expended Fury when you finish a short or long rest.

You can use Fury to activate the following abilities.

  • Bear Strength: Your rage struggles against the contrasting weakness of your body. You can spend Fury at the beginning on your turn as a bonus action to add a bonus to all Strength based attack rolls, ability checks, and saving throws until the end of your next turn equal to 2 x the amount of Fury spent.
  • Cull the Weak: Rage consumes you as you cut down the weak. After hitting a creature with a melee attack, you can spend 2 Fury to add 1d8 to the damage of the attack.
  • Push Through: You refuse to feel pain. As a reaction to being subjected to the Winded or Staggered condition you can spend Fury to ignore the effect for a number of rounds equal to the amount of Fury spent, after which you are subjected to the effect as per normal and gain 1 Stress.
  • Revenge: None strike you without consequence, your rage will not allow it. As a reaction to being hit with a melee attack you can expend 1 Fury to retaliate. You deal your Strength modifier + half your Slayer level damage to the creature that attacked you. The damage type dealt is that of the weapon you're currently wielding.

Rekindled Rage

The Berserkergang is unending while your fury persists. Starting at 6th level, you can use an action to spend 5 Fury to regain a use of Battle Trance, which you immediately enter after doing so, either preforming the 1 minute ritual or spending a Stamina Die to enter the trance as an Action. Once this Battle Trance ends, you gain one level of exhaustion.

After using this ability, you must complete a long rest before you can use it again.

Undying Fury

Rage pulses through your body with every heartbeat like a war drum. While you walk the Berserkergang, the fury will never leave you. Starting at 9th level, whenever you enter a Battle Trance and don't have any Fury remaining, you regain 2 Fury.

Additionally, you are no longer required to spend Stamina die if you wish to enter a Battle Trance on your turn.

Champion

Trial by combat is a universal right. Two warriors enter, and only one leaves, their victory preordained by the Gods. At least thats the superstition. In actuality, it is weapon skill that wins these duels, and Champions are most skilled indeed. Champions are famed for their ability to read their foes and judge the best way to take advantage of opportunities, both of which are greatly enhanced by their Battle Trance. A Champion knows that in order to win a duel, they must become more than just a man with a weapon. Through reputation and appearance alone, Champions can win fights before they even begin.

Step into the Ring

The dueling arts are known to you, giving you an advantage over those who would face you one-on-one. Starting at 1st level, while in a Battle Trance, you gain the following benefits:

  • When you are engaged with a humanoid target and there are no other creatures within 5 feet of you or the target, your attack rolls against them gain a +2 bonus.
  • If you take the Dodge Action on your turn you can use your reaction to make a single melee weapon attack with disadvantage.

Expert Duelist

Starting at 3rd level, you excel at fighting one-on-one where you can best take advantage of your foes missteps. Creatures provoke opportunity attack from you if they target you with a melee weapon attack and miss, as long as they are the only creature within 5 feet of you.

Additionally, while in a Battle Trance you gain an additional reaction each round. This extra reaction can only be used to make an opportunity attack.

Renowned Fighter

Your talent as an exceptional combatant has given you a reputation that you can exploit for your benefit. Starting at 6th level, at the start of initiative you can select one humanoid target within 30 feet of you that can see, hear and understand you. That creature must succeed on a DC 8 + your proficiency bonus + your Charisma modifier Wisdom saving throw as you boast of your skill and past duels. On a failure, the target gains Stress equal to your Resolve and has disadvantage on attack rolls until it uses an action to make the saving throw again and succeeds. It has advantage on this saving throw if it has hit you with an attack since the start of combat. If the target succeeds the initial saving throw however, you gain 2 Stress instead.

Additionally, your dueling prowess is apparent or known and most who would be willing to settle their disputes with you by duel will often be driven to compromise instead of violence.

Honour Duel

You have mastered fighting in duels. Many times have you faced down a foe, and many times have you walked away. Starting at 9th level, when you are engaged with a humanoid target and there are no other creatures within 5 feet of you or the target, you gain the following benefits:

  • When you hit the target with an opportunity attack it takes an additional 1d4 damage.
  • At the beginning of your turn you can spend 30 feet of movement to gain advantage on your next attack roll against your target.

Hellion

Darting across the battlefield, Hellions jump into the fray, killing their foes before sprinting away unharmed. While entranced, a Hellion sees the world as if all in it were wading through knee high water. Slow and clumsy. This allows them to move among the slowed enemies and end them with unmatched speed. There is a calm and focus to this trance, which is to root if its origin: a need for stillness in an otherwise turbulent world.

Steelwind

Your speed and nimble strides gift power to your attacks. Those you strike wonder if your blades glide upon the wind itself. Starting at 1st level, while in a Battle Trance and not wearing Heavy armour, you gain the following benefits:

  • You have advantage on Dexterity saving throws.
  • If you move at least 15 feet in your turn, your melee weapon attacks made with light or finesse weapons deal an additional 1d4 damage if made on the same turn. If you move at least 30 feet, the damage becomes 1d8.

Focus

You have learned how to combine swift movements with quick thinking, allowing you focus in combat in order to dart in and out of combat at incredible speeds in order to gain the upper hand. Starting at 3rd level, you gain the ability to generate Focus when in combat. You create 1 Focus whenever you successfully hit a creature with a light or finesse melee weapon attack, when you first enter your Battle Trance, or when you take the Dodge action. All Focus gained is lost when combat ends or you become incapacitated.

On your turn you can spend 1 Focus to take the Disengage action as a bonus action, or double your movement speed until the end of your turn.

Additionally, when you make a weapon attack, you can spend 2 Focus to grant yourself advantage on that attack; if you do so, that attack cannot generate Focus.

Rapid Strikes

Starting at 6th level, your speed allows you to forgo precision for the sake of striking rapidly. If you have advantage on an attack roll made with a light or finesse weapon, you can forgo that advantage and use a reaction to make a single melee weapon attack against the same target. Neither of these attacks generate Focus.

You can do this a number of times equal to your Dexterity modifier (minimum of once) per short rest.

Deadly Momentum

Starting at 9th level, you become a blur in combat, your strikes dismembering your foes before they can react. While in a Battle Trance and not wearing heavy armour, you gain the following benefits:

  • If you take the Dodge action you generate 2 Focus instead of 1.
  • If you move at least 15 feet in your turn, your melee weapon attacks made with light or finesse weapons deal an additional 1d6 damage, instead of 1d4, if made on the same turn. If you move at least 30 feet, the damage becomes 1d10, instead of 1d8.

Juggernaut

Juggernauts are near unstoppable in battle. Clad in mail, bloodied and battered, Juggernauts shrug off blows that would kill others. Their Battle Trance comes from their desire to persevere through incredible pain and impossible odds, to be the wall upon which lesser warriors crash against like waves against immovable stone.

Indomitable Behemoth

When fully clad in the armaments of war, you are near unstoppable. Starting at 1st level, while in a Battle Trance and wearing Heavy armour, you gain the following benefits:

  • You gain a +1 bonus to Strength, Dexterity, and Constitution saving throws made against damaging effects. At 7th level, this bonus increases to +2.
  • You can activate the Scuff and Splinter properties of armour and shields without reducing the Item Condition of the armour or breaking the shield. This can only be done once per Battle Trance for each piece of equipment.

Armoured for War

Also at 1st level, you gain proficiency in Heavy armour, and gain a set of Ring Mail as apart of your starting equipment in place of either scale mail or leather armour and four javelins.

Iron Resolve

While your armour may be strong, your mettle is forged of things far stronger. Starting at 3rd level, you have a pool of delayed damage that allows you to forestall the effects of your injuries. When you take damage, this damage is added to your Delayed Damage Pool, instead of being subtracted from your health or stamina. At the end of your turn, you take damage equal to the total stored in your delayed damage pool, which then resets to 0.

At 3rd level, your delayed damage pool can hold up to 5 points of damage. Any damage beyond that comes off your health or stamina as normal. The maximum damage your pool holds increases by 5 at 6th (10 points) and 9th (15 points) level.

When your health or stamina is healed while you have damage in your delayed damage pool, you choose whether it reduces your damage pool, or restores your health or stamina normally, or both (you can split the amount of healing as you wish).

Additionally, when you have damage stored in your delayed damage pool, you can trigger one of the following two abilities: Return the Favour or Walk it Off. You can do so a number of times equal to your Constitution modifier per long rest.

Return the Favour

As a bonus action you gain a bonus to the damage of your next successful melee weapon attack equal to half your delayed damage pool. If you do not hit a creature before the beginning of your next turn, the bonus is lost.

Walk it Off

As a bonus action you reduce your delayed damage pool to zero without decreasing your current health or stamina. However, after you do so you gain an amount of Stress equal to the amount of damage negated divided by 5, rounded up.

Living Tank

Starting at 6th level, your endurance becomes phenominal. Once per turn when an attacker that you can see hits you with an Attack while you are wearing Heavy armour, you can reduce the attack's damage against you by an amount equal to your Constitution modifier.

Die Hard

Starting at 9th level, you have become exceptionally hard to kill. You cannot suffer instant death from taking damage exceeding your health and stamina maximum. In addition, instead of falling unconscious when you are reduced to 0 health, you are instead considered winded and staggered, and are unable to take the Dash action. Death and death saving throws otherwise function as normal.

Savage

A Savage is a wild man who venerates the power of beasts, choosing to live and fight like an animal. A Savage's trance is pure unfettered instinct. When a Savage enters their Battle Trance they can no longer be called human. They howl, roar and screech like an animal, tearing foes apart with their bare hands. A Savage's animalistic senses often cause them to hallucinate while in their Battle Trance, seeing only sheep to be slaughtered and rival beasts to be driven from their territory.

Animalistic Trance

Primal instinct is what fuels your trance. As such you have no use for the armaments of men. Starting at 1st level, while in a Battle Trance and not wearing Medium or Heavy armour, you gain the following benefits:

  • You add both your Strength and Dexterity modifier to the damage of your unarmed strikes.
  • While wearing an animal pelt cloak, you add you Constitution modifier to your AC.

Bone Breaker, Flesh Ripper

Also at 1st level, your unarmed strikes are considered light finesse weapons, and you may add your ability modifier to offhand attacks made with them. Additionally, you can choose to deal either bludgeoning or slashing damage when you hit with an unarmed strike.

Bestial Veneration

Starting at 3rd level, you focus your worship of beasts onto a specific animal in hopes of gaining their power. Choose one of the following animals: the Bear, Eagle, or Wolf. Over the course of a long rest, you can hunt down and make a cloak of the chosen animal if you do not already have one. While wearing this cloak and not wearing Medium or Heavy armour, you gain the benefits associated with the animal.

  • Bear. While wearing a bear skin, you gain a +1 bonus to your AC.
  • Eagle. While wearing a cloak of eagle feathers, you do not provoke opportunity attacks from spending movement and creatures that you can see have disadvantage on ranged attack rolls made against you.
  • Wolf. While wearing a wolf pelt, you can attempt to knock a Medium or smaller creature prone as a reaction to damaging them with an unarmed strike, as per the shove action.

Bestial Embodiment

Starting at 6th level, you further seek to embody the beast that you draw your primal power from. You file your teeth, sharpen your nails, grow your hair out, and scarify animal symbols onto your flesh. While wearing your animal cloak in a Battle Trance while not wearing Medium or Heavy armour, you gain the benefits associated with your chosen animal.

  • Bear. While wearing a bear skin, you increase your AC by 2.
  • Eagle. While wearing a cloak of eagle feathers, creatures cannot gain advantage on attack rolls against you as a result of flanking you or from being hidden from you.
  • Wolf. While wearing a wolf pelt, you can make one additional unarmed strike when you use your bonus action to make an offhand attack with your unarmed strike.

Rip and Tear

Such is your savagery that you will not stop fighting until your prey lay in pieces at your feet. Starting at 9th level, you can decide to keep attacking until you run out of steam and your fists are stained red with blood. After you make your normal number of attacks, you can choose to attack again. If this attack hits, then you can attack again with a -1 penalty, and so on with a cumulative -1 penalty until you miss. Once you miss an attack, you become Winded until the end of your next turn and gain 3 Stress.

Once you use this feature, you must complete a long rest before you can use it again.

Warhawk

Warhawks differ from the vast majority of warriors in that they reject the shield in favour of the destructive potential of a two-handed weapon. A great axe or a two-handed sword hefted upon strong shoulders, they strike with the force of a tempest with their mighty weapon. Their merciless swings cleaving through men like a scythe through wheat. Warhawks are advocates of war in every sense, the origin of their trance stemming from an innate desire for bloodshed. They seek war for wars sake, their trance overtaking them with a lust for combat that overrides any desire for wealth, glory, or self preservation.

Warmonger's Trance

Your weapon's deadly swings are embowered as you seek out more enemies to slay. Starting at 1st level, while in a Battle Trance, you gain the following benefits:

  • When you hit a creature with a melee weapon attack while wielding weapon that deals slashing damage in two hands, all creatures within 5 feet of the creature but still within your reach take slashing damage equal to your Strength modifier.
  • While wielding a weapon in two hands your critical hit damage ignores the Resistant property of armour and shields.

Tempest

You have mastered the vicious swing of your weapon. Utilizing its size and weight you sweep your weapon around you, spinning to increase your weapons momentum, cleaving through multiple foes in a single attack. Starting at 3rd level, while wielding a melee weapon that deals slashing damage in two hands, you can use your action to perform a Tempest attack.

When you do so, you make an attack roll against two targets within 5 feet of you. There cannot be any form of cover between these targets, or you will attack the cover in place of one of your targets. On a hit, the targets take your normal weapons damage plus two times your Strength modifier.

Performing a Tempest attack leaves you open, giving enemies advantage on attack rolls against you until the start of your next turn.

You can target 3 targets with this feature at 5th level, 4 at 7th level, and 5 at 9th level.

Once you make a Tempest attack, you cannot do so again until you complete a short rest. However, once per Battle Trance you can expend a Stamina die and your full movement for your turn as a bonus action to regain the ability to make a Tempest attack.

Brutal Cleave

Starting at 6th level, your mighty strikes carve through your foes with sickening ease. While wielding a weapon in two hands you score a critical hit on a roll of 19 or 20.

Dreadful Storm

Your Tempest is fearsome like the storms that gave it it's name. Starting at 9th level, whenever you perform a Tempest attack, you can choose to force all creatures within 15 feet of you to make a DC 8 + your proficiency bonus + your Strength modifier Charisma saving throw, becoming frightened of you until the end of their next turn and gaining 3 Stress on a failure. A creature frightened in this way must use their turn to move away from you, and cannot willingly end their turn in a space within 15 feet of you. On a success a creature only gains the Stress and is not frightened.

Once this feature is used, it cannot be used again until you have finished a short rest.

Wanderer

“Not all who wander are lost.”

—Common Saying

As experienced travelers, those called Wanderer are at home on the road or in the harsh wilderness. In the wild, shelter and warmth are in short supply, if not completely absent. Wanderer are used to living in such conditions.

As a result, Wanderer have been able to see more of the world then most people ever will in their lives.

Land Walkers

The world is a cruel place. In order to survive, humanity must cling to its holdfasts lest they be devoured by the countless dangers of the wilderness. Roaming beasts, marauding reavers, outlaw gangs, and the wilderness itself can and will kill without remorse. Yet travel is a necessity of life. You cannot trade, forge alliances, or wage war without traversing the land. As such Wanderers fill the need for those who know how to best travel effectively and safely.

Wanderers have traveled far across the world and spent many years on the road and in the wilderness. Their experience in the ways of travel and their perseverance when undertaking journeys is unmatched. They know that traversing the unclaimed wilderness often requires a degree of luck to make it to their destination alive, for no plan truly survives contact with adversity.

Capable Vagabonds

To traverse this dangerous world and all its hazards is a great undertaking and it is unwise to do so without means to defend oneself. All Wanderers, no matter their reason for wandering, know how to fight in some capacity. This paired with their unmatched skill at journeying across the land makes a Wanderer a prized commodity among travelers. Nomadic tribes, merchant caravans, and standing armies all benefit from the wisdom of a Wanderer.

The safety afforded by the walls of a city cannot be understated, so to choose to live within the fickle confines of nature is to some a puzzling decision. Though there are many callings that require folk to do so however. All these callings require those who answer them to become more than the average vagabond, woodsmen, or fighter. A Wanderer must be able to survive whatever dangers the wilds throw at them.

The Wanderer
Level Proficiency Bonus Features
1 +2 Traveler, Wanderer's Calling
2 +2 Ranging Talents, Wilderness Survivalist
3 +2 Calling Feature
4 +3 Character Improvement
5 +3 Extra Attack
6 +3 Calling Feature
7 +4 Unflagging
8 +4 Character Improvement
9 +4 Calling Feature
10 +5 Master of the Wilds

Class Features

As a Wanderer, you gain the following features.

Stamina

  • Stamina Dice: 1d8 per Wanderer level
  • Stamina at 1st Level: 8 + your Constitution modifier
  • Stamina at Higher Levels: 2 + your Constitution modifier per Wanderer level after 1st

Proficiencies

  • Armour: Light and Medium, Shields
  • Weapons: All Weapons
  • Tools: Navigator's Tools
  • Saving Throws: Strength & Dexterity
  • Skills: Survival, plus choose two from; Animal Handling, Athletics, Grit, Insight, Investigation, Nature, Perception, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a chain shirt or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A skullcap
  • A longbow and a quiver of 20 arrows

Traveler

Long years spent roaming the land have given you the experience that allows you to best to travel efficiently and safely. Starting at 1st level, you gain the following benefits.

  • Climbing and swimming doesn't cost you extra movement.
  • Moving through difficult terrain caused by natural phenomena costs you no extra movement.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

Wanderer's Calling

Those who wander do so for a reason. For the world is a dangerous place, and the call of the road does not beckon to those who could not survive the wilds. At 1st level you choose the Calling that has driven your character to the life of a Wanderer. Choose either Avenger, Hunter, Nomad, Outlaw, Scout, or Quartermaster all detailed at the end of the class description.

This choice grants you features at 1st level and again at 3rd, 6th, and 9th level.

Ranging Talents

Survival in the gruelling wilds of the world is far from a certainty. The time you have spent enduring the harsh wilderness has given you a deeper understanding of nature, and of how to exploit its workings to your advantage.

Starting at 2nd level, this knowledge grants you two Ranging Talents of your choice. You gain a new Ranging Talent of your choice at 4th, 6th, 8th, and 10th level.

Beast Trainer. You have advantage on Wisdom (Animal Handling) checks.

Cartographer. You can perfectly recall the topography of natural terrain. While traversing routes you have previously traveled, you have advantage on Intelligence (Investigation) and (Navigator's Tool) checks while you are the Navigator.

Exhaustion Warder. During a short rest you can spend 2 hours and expend a use of a healers kit to tend to a creature suffering from exhaustion. After doing so if that creature expends Stamina Die to remove a level of exhaustion, they can remove one additional level. A creature cannot benefit from this Talent again until they finish a long rest.

Forager. Whenever you are the Gatherer and succeed on either the Intelligence (Nature) or Wisdom (Survival) check to find Supply, you can roll a d10 in place of a d6.

Frost Thwarter. During a short rest you can spend 1 hour tending to a creature suffering from Frostbite. After doing so that creature can roll a DC 10 Constitution saving throw, removing one stage of Frostbite on a success. A creature cannot benefit from this Talent again until they finish a long rest.

Herbal Scavenger. You gain proficiency in the herbalist kit. Over the course of a short rest, you can spend 2 hours scavenging for medicinal herbs. After doing so you can make a DC 12 Wisdom (Medicine) check on a number of allies equal to your proficiency bonus. On a success the chosen ally regains an amount of Stamina equal to your Wisdom modifier.

Mariner. You can hold your breath for five times longer than normal. Additionally, you have advantage on Strength (Athletics) checks made to swim.

Stalker. While traveling in the wilderness you have advantage on Dexterity (Stealth) checks made to move silently and hide. Additionally, you may travel stealthily while traveling at a normal pace.

Stargazer. You gain Darkvision out to a range of 30 feet (or increase the range of pre-existing Darkvision by 30 feet). On nights where you can see the stars, you have advantage on ability checks made to navigate.

Strider. Your movement speed increases by 10 feet and you may move through a space an ally is occupying without expending extra movement.

Trapper. You add your proficiency bonus to the DC that creatures must beat in order to detect, avoid, and disarm traps you set. Additionally, you may add your Wanderer level to the damage of traps you set.

Wilderness Fighter. When in the wilderness, you have advantage on initiative checks.

Wilderness Survivalist

When traveling the cruel lands the world, it is not the gnashing teeth of wolves or the blades of men that will kill you. By far the most malevolent killers in this world are the bitter elements.

Starting at 2nd level, you gain advantage on checks and saving throws to made resist negative weather or environmental effects such as heatstroke or frigid water.

Additionally, while traveling in such conditions you can persevere when provisions are low, though at a cost. You can choose to reroll a result of 1 or 2 on a Provision Die. You must take the new roll. After doing so you gain 1 Stress.

Character Improvement

When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively you can take a Feat.

As normal, you cannot increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Unflagging

Starting at 7th level, your long journeys through the wild have toughened you against travels rigors. You don't suffer the effects of Exhaustion, Frostbite, or Heatstroke while you only have one or two levels of it. Exhaustion, Frostbite, or Heatstroke affects you normally while you have three or more levels.

Master of the Wilds

You are a paragon of wilderness survival and combat. Starting at 10th level, while in the wilderness you gain the following benefits.

  • You have advantage on Wisdom (Survival) checks.
  • You cannot be ambushed or surprised.
  • Once per turn in combat you can add your Wisdom modifier to the attack or damage roll of an attack. You can choose to do so before or after the roll, but before any effects of the roll are applied.

Wanderer Callings

There are many events that call a Wanderer to take up a life on the roads and in the wilds. The situations and the resulting mindsets that they educe upon a wanderer are embodied by the Wanderer Callings.

Choose from the Calling of the: Avenger, Hunter, Nomad, Outlaw, Scout, or Quartermaster.

Avenger

Avengers travel the land to hunt a foe that has wronged them. In the case for such folk, often driven from their home and forced to live on the road or in the wilds, there is no respite and little hope of final victory. Yet they fight on regardless.

Sworn Enemy

You wander the world in search of those who have wronged you in order to enact vengeance upon them. Starting at 1st level, you choose your Sworn Enemy. This Sworn Enemy can be anything from a king, a mercenary company, or an entire tribe of marauders. Discuss with the GM the specifics of your enemy and how they will be integrated into the world and campaign.

You gain a +2 bonus to damage rolls with weapon attacks against your Sworn Enemy and agents who serve them.

You also learn one language spoken by your Sworn Enemy or creatures associated with it, and you have advantage on Intelligence checks to recall information about them.

If your Sworn Enemy is defeated you may choose another. After doing so you gain the above benefits, excluding the additional language, against your new sworn enemy. When choosing this new enemy think upon those who have wronged you on your past quest for vengeance and decide whether or not they deserve your ire.

Vendetta State

Starting at 3rd level, you can enter into a state during battle where your lust for revenge takes over completely as you personally act upon your vendettas. As an action you can enter a Vendetta State. While in this Vendetta State, you gain the following benefits:

  • You gain an amount of temporary hit points equal to your Wanderer level.
  • Whenever a creature hits you with an attack you gain a +1 bonus to your next damage roll against that creature. This effect stacks up to a maximum of +3. Once you hit that creature the damage bonus is lost.
  • As a reaction to a creature targeting you with an attack, you can choose to gain advantage on attack rolls against the attacking creature until the end for your next turn at the cost of having disadvantage on attack rolls against all other creatures until the end of your next turn.

The Vendetta State lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end this state on your turn as a bonus action. Once this Vendetta state ends you gain 1 Stress.

You can enter this Vendetta State a number of times equal to your Wisdom modifier (minimum once). You regain expended uses when you complete a long rest.

Sworn Destruction

Starting at 6th level, your bonus to damage rolls against your Sworn Enemies increases to +4.

Additionally, you gain advantage on saving throws against abilities used by your Sworn Enemy while in a Vendetta State.

Revenge

Starting at 9th level, none can wrong you without facing retribution. Once per turn when an attacker that you can see successfully hits you with an attack, you automatically get to make a single attack against them in return.

If you are in a Vendetta State and the target of this attack is a Sworn Enemy, you double the damage gained from your Vendetta State's cumulative damage bonus for this attack.

Hunter

Whether it be for survival or sport, Hunters travel into the wilds hunting and killing animals. They can be their villages hunter, or a lone wolf making their way in harsh lands. Regardless, when a Hunter's prey has been marked for death, no shield of nature or man make can snuff the thrill of the hunt.

Run to Ground

Hunters can track their quarry across many miles and bring it down with a well-placed arrow or swift blow. Starting at 1st level, if you spend a day stalking a foe before attacking, that foe gains 1 level of exhaustion and you may make one additional attack when you take the Attack action against that creature on the first round of combat.

If you spend three days, the foe gains two levels of exhaustion and you may make one additional attack against that creature and gain a +1 bonus to attack and damage rolls when you take the Attack action against that creature on the first round of combat.

If you spend a week, the foe suffers three levels of exhaustion and you may make one additional attack against that creature and gain a +2 bonus to attack and damage rolls when you take the Attack action against that creature on the first round of combat.

Exhaustion gained in this way can be reduced by if the creature spends entire turn doing nothing but catching their breath. This reduces the creatures exhaustion by 1.

Mark Prey

At 3rd level you learn to read your prey, allowing you to strike deeper and truer. As a bonus action on your turn, you can choose a creature you can see within 60 feet of you and mark it as your prey. You can maintain this mark for a number of hours equal to half your Wanderer level. You deal an extra 1d6 damage of the weapon's type to the marked target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check you make to find it.

This effect ends if you fall unconscious, use it on another creature, or dismiss it as a bonus action.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.

Deadly Mark

Starting at 6th level, weapon attacks you make against creatures marked by your Marked Prey feature are a critical hit on a roll of 19-20.

Hunter's Respite

Starting at 9th level, the thrill of the hunt comes to an end when the prey falls. When the thrill leaves, a calm takes it's place. When you bring down (kill or incapacitate) a creature you have marked with Mark Prey you can choose to regain any number of Stamina Die up to your Wisdom modifier (minimum of 1).

Once you've used this ability, you cannot do so again until you've finished a long rest.

Nomad

Nomads are people who have chosen to travel the world, wandering endlessly though never lost. Many Nomads travel with caravans, but some travel in much smaller groups or alone. There are many reasons for someone to become a Nomad, though all share an unshakable wanderlust.

Longstrider

Starting at 1st level, the many journeys you have undertaken have quickened your steps. Your movement speed increases by 5 feet and increases by 5 feet again at 3rd, 6th, and 9th level.

Mentor of the Road

Also at 1st level, you know that long travels are made shorter by sharing the knowledge of the land and how to best traverse it. Over the course of a short rest you can give a number of allies equal to your Wisdom modifier the benefits of your Wanderer class feature. The benefits last until you take a short or long rest.

Starting at 2nd level you can spend a long rest tutoring one of your allies in your more specialized talents. After doing so, choose one Ranging Talent that you know, the chosen ally gains that Ranging Talent until you take another long rest.

Momentum Transfer

Nomads know that when embarking upon a journey one should only stop for respite as necessary. For often the momentum of travel can carry one further if left unhindered. You know well that this knowledge can also be applied in combat. Starting at 3rd level, for each 10 feet you move on your turn, you gain a +1 bonus to either your attack or damage rolls (your choice per activation of this feature) until the start of your next turn.

Fast Travel

Starting at 6th level, you have traveled many paths and always know the best route to safe harbor. While you are the Navigator, if you are traveling to a place that you have previously spent at least a short rest in, you can reach this destination in half the usual time if the group you travel with consists of a number of creatures no greater than your Wanderer level + your proficiency bonus.

Home on the Road

For a Nomad, whose only home is the road, it is easy for them find respite despite the often grueling journeys they undertake. Starting at 9th level, if you travel for a week without entering combat you are considered to have taken a long rest and your allies a short rest.

Outlaw

There are few crimes that are punished by outcast, and fewer still that result in outlawry. Those branded Outlaw are marked for death. For any free man that comes across a Outlaw can and must kill them. So they wander aimlessly; their only purpose is survival. No refuge, no rights, only hardships and a probable violent death await them.

Rugged Survival

Used to living rough in the woods, you have become adept at sleeping with one eye open and with your gear on you. Starting at 1st level, while sleeping you remain aware of your surroundings and you do not suffer any penalties from resting in armour or going 24 hours without taking a short rest.

False Identity

Also at 1st level, you have managed to build a false identity that allows you to enter settlements and interact with other folk without fear of execution. You have advantage on Charisma (Deception) checks made to hide your true identity.

Hidden Blade

Starting at 3rd level, you keep hidden from those who would harm you and strike against them should they find you. When you hit a creature from which you are hidden with a weapon attack, you can add your Wisdom modifier + Wanderer level to the damage of the attack.

Additionally you can attempt to hide when only lightly obscured by natural phenomena.

Paranoid Fugitive

Starting at 6th level, your violent lifestyle affects you in ways you haven't anticipated, causing you to constantly be on edge for potential threats. You gain the following traits:

  • You can't be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
  • You have advantage on all saving throws you make in the first round of combat.

Woodland Stalker

So long have you spent hiding that you can become near undetectable to those who would seek you out. Starting at 9th level, while in dim light or darkness, like the shade of a forested area, you can use your bonus action to become undetectable to those trying to find you. You are considered invisible to any creature that tries to perceive you. This effect lasts for 1 minute or until you make an attack or move into bright light.

Scout

Swift explorers that trek through hostile territory, Scouts observe and gather information about the terrain, threats, fortifications and the movements of enemy forces. They have chosen the life in the wilderness as a profession. Many Scouts employ skirmishing and ambush tactics to harry enemy forces.

Keen Eye

Starting at 1st level, you gain proficiency in the Wisdom (Perception) skill. Your proficiency bonus is doubled for any ability check you make that uses the Wisdom (Perception) skill.

Go Ahead

As a Scout you know when to advance and when to hang back. Also at 1st level, after Initiative is rolled but before the first round begins, you can swap places in Initiative with another willing creature of your choice as long as they can hear you and you are not incapacitated.

Read the Earth

At 3rd level you have learned to read signs of recent events in the terrain. After you spend 1 minute studying an area you identify some of the following events that occurred here in the past 24 hours. Choose a number of questions equal to your Proficiency Bonus to be answered by the GM:

  • What the type and number of creatures that passed through here?
  • What were the lowest and the highest exhaustion levels of all creatures that passed through here?
  • What was the heaviest armor type worn by creatures that passed through here?
  • In what directions did creatures travel after passing through here?
  • What were the weather conditions?

After using this ability you cannot use it again until you complete a short or long rest.

Ambusher

Starting at 6th level, you excel at leading ambushes and avoiding unnecessary fights. If you surprise your enemies, you grant each ally who can see you a bonus to their initiative rolls equal to your Wisdom Modifier.

Additionally, allies gain a bonus to damage rolls against surprised creatures during a surprise round equal to your Wisdom Modifier.

Alternatively, should you successfully scout the enemy ahead of time and choose to hide or flee instead, you automatically succeed in doing so without requiring the rest of your company to roll for Dexterity (Stealth) check.

Pathfinder

Starting at 9th level, you have honed your skills of observation so sharply that you can read the terrain and form a rough map of its features in your mind. While aboveground, outdoors, and not in heavily obscured (or worse) conditions you may spend 1 minute observing the surrounding area from a vantage point. You gain a mental map of all aboveground pathways and water features within 1 mile that are not concealed. You may apply your passive Wisdom (Perception) as a check to discover hidden ways and secret doors within the same area as if you were standing near the hidden feature.

Once you use this ability you cannot use it again until you complete a short rest.

Additionally, you gain an extra use of your Read the Earth feature per short or long rest.

Quartermaster

Quartermasters are responsible for administering barracks, laying out the camp, and most importantly looking after supplies. They manage the stockpiles and equipment of merchant caravans, pirate crews, and warbands. While mostly found managing traveling conveys, many find work in towns plying their trade on a larger scale.

Equipment Maintenance

Starting at 1st level, you know the importance of maintaining equipment. You gain proficiency in Smiths Tools and Leatherworker's Tools.

Additionally, over the course of a short rest you can repair an additional number of weapons or pieces of armour per 2 hour period equal to your Wisdom Modifier (minimum of +0).

Efficient Packer

Also at 1st level, by distributing weight and using space efficiently, your carrying capacity is doubled. When you finish a long rest you can extend this benefit to a number of other creatures equal to your Proficiency bonus by packing their things for them.

Supply Manager

Quartermasters make note of every supply in their stockpile, meticulously maintaining and rationing out resources to their caravan or group. Starting at 3rd level, when your group rolls on the Supply Event Table while traveling, you can choose to roll twice and take the higher result. You can only use this feature before any rolls are made.

Once you use this feature, you cannot use it again until you have completed the journey you are on and have taken a short or long rest. You gain an additional use per journey at 5th and 7th level.

Additionally, should you fail the Wisdom (Insight) check while you are the Stockpiler you loose a d4 Supply instead of a d6.

Finally, 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.

Deep Pockets

Starting at 6th level, your pack always seems to contain exactly the tool you need for the task in front of you. By using your action to reach into your pack you can produce any entirely generic item (subject to GM approval). The item must be able to fit into your pack. Though it functions perfectly, the item is so battered by its time in the recesses of your pack that merchants and traders will consider it valueless.

This ability cannot recharge until the item produced has been entirely used, discarded, or returned to your backpack (where you cannot find it again without expending another use of Deep Pockets).

Once the item has been expended or returned you cannot produce another item using this feature until you finish a short rest.

Flawless Maintenance

Starting at 9th level, your ability to maintain equipment is unparalleled. Over the course of a short rest you can maintain one piece of armour or weapon. Preforming maintenance on a piece of armour gives it the Resistant (1) property or increases it the value of it's Resistant property by 1. Preforming maintenance on a weapon gives it a +1 bonus to attack and damage rolls.

The chosen piece of armour or weapon maintains this bonus until you take short rest.

Warrior

“A Warrior is not one who always wins. A Warrior is one who always fights, no matter the odds against them.”

—An old Proverb

In many places it is law that a man carries a weapon with them, and it is common for peasants to have combat experience from defending their lands from bandits and wolf raids. All the while knights make a living as professional soldiers and the lords wage wars small and large. Though when the gore spilling starts, these combatants cannot compare to the martial might of a Warrior.

Trained in the axe, sword, spear and bow, Warriors are at home within the thick of battle.

Masters of Arms

Whether they are questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, or bandit kings, as Warriors they all share a thorough knowledge of the skills of combat and an unparalleled mastery with weapons and armor.

Every Warrior can swing an axe, wield a sword or spear, and use a bow with some skill. Likewise, a Warrior is adept with shields and every form of armour. Beyond this basic degree of familiarity, each Warrior specializes in a certain style of combat. This combination of broad general ability and extensive specialization makes Warrior dangerous combatants on the battlefield.

A Bloody Tradition

Over countless generations the grim art of war has been honed to a keen edge. This grand tradition of warfare and widow-making is carried and honoured by every Warrior in some capacity. Warriors are well acquainted with death, both meting it out and staring it defiantly in the face.

The skill of a Warrior can be attributed to a degree of natural talent, though even the most gifted of fighters will have been taught something from someone. The bloody lessons of battle often teach themselves, however the more deadly lessons can be learnt beforehand though a more experienced Warrior. Battle hardened commanders, old soldiers turned trainers, and long-gazed raiders from distant shores all have tales to tell of battles fought and lost. Each tale carries a warning of what can save a Warrior’s life and what can end it.

The Warrior
Level Proficiency Bonus Features Martial Skill
1 +2 Second Wind, Warrior Archetype -
2 +2 Action Surge, Martial Skill 1
3 +2 Warrior Archetype Feature 2
4 +3 Character Improvement 3
5 +3 Extra Attack 4
6 +3 Warrior Archetype Feature 5
7 +4 Indomitable 6
8 +4 Character Improvement 7
9 +4 Warrior Archetype Feature 8
10 +5 Art of War 9

Class Features

As a Warrior, you gain the following features.

Stamina

  • Stamina Dice: 1d8 per Warrior level
  • Stamina at 1st Level: 8 + your Constitution modifier
  • Stamina at Higher Levels: 2 + your Constitution modifier per Warrior level after 1st

Proficiencies

  • Armour: All armour, Shields
  • Weapons: All weapons
  • Tools: None
  • Saving Throws: Strength & Constitution
  • Skills: Choose any two from; Acrobatics, Animal Handling, Athletics, Grit, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) ring mail or (b) leather, light crossbow and 20 bolts
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • A spangenhelm

Second Wind

Hours of practice in formation, of wearing armour, of marching, and of fighting have taught you how to bring forth a well of strength when you need it most. Starting at 1st level, you can use a bonus action on your turn to gain an amount of temporary hit points equal to 1d8 + your Warrior level. These temporary hit points last until the end the current encounter.

Once you use this feature, you must finish a short or long rest before you can use it again.

Warrior Archetype

At 1st level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose either Battlelord, Bulwark, Reaver, Dog of War, Strongarm, or Weapon Master all detailed at the end of the class description.

This choice grants you features at 1st level and again at 3rd, 6th, and 9th level.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Starting at 10th level, you can use it twice before a rest, but only once on the same turn.

Martial Skill

What sets a Warrior apart from the masses of spear wielding farmers? Or from the knights of a lords army? The first is courage in the face of all adversity, be it within or without the battlefield. The second, without a doubt, is skill in battle.

At 2nd level you gain a Martial Skill, a unique maneuver, combat technique, or fighting style that marks you as an expert warrior. The Martial Skills you can choose from are detailed at the end of the class description. Many Martial Skills require you to fight under certain circumstances in order to gain their benefits, or reward you for taking control of a fight in order to create those circumstances.

You gain an additional Martial Skill for every level you take in the Warrior class after this one. Each time you learn a new Martial Skill, you can also replace one Martial Skill you know with a different one.

Some Martial Skills require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:

Martial Skill save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Character Improvement

When you reach 4th level, and again at 8th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Alternatively you can take a Feat.

As normal, you cannot increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 10th level in this class.

Indomitable

A Warrior stands tall and fights on when other warriors would fall. Beginning at 7th level, you can choose to reroll a saving throw that you would have failed with advantage. You can choose to do so before or after the roll, but before any effects of the roll are applied.

Once you use this feature, you must finish a long rest before you can use it again.

Art of War

Starting at 10th level, once per turn whenever you make an attack roll that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

You can do this a number of times equal to your Strength or Dexterity modifier (your choice) per short rest.

Warrior Archetypes

Different Warrior choose different approaches to perfecting their fighting prowess. The Warrior Archetype you choose to emulate reflects your approach.

Warriors are categorised into the following archetypes: Battlelord, Bulwark, Dog of War, Reaver, Strongarm, and Weapon Master.

Battlelord

Battlelords have learnt well the lessons of combat. They wage war on their own terms, controlling the fight with well-practiced manoeuvres and combat techniques.

Student of War

Starting at 1st level, you know that pain is the greatest teacher. You are therefore quick to learn from your mistakes. Whenever you miss a creature with a weapon attack the next attack roll you make against that creature gains a +1 bonus. This effect stacks up to a maximum of +3. Once you hit that creature the bonus is lost. If you attack another creature the bonus is also lost.

Battle Ward

Also at 1st level, you leave no openings for your foes to take advantage of. Creatures have disadvantage on checks made to Flank you. Additionally, if you are Flanked and are attacked by a creature you are not Facing you can use your reaction to Face them instead, negating their advantage.

Superior Martial Skill

Starting at 3rd level, your ability adapt your Martial Skill to match any fight exceeds that of most other Warriors. You gain an extra Martial Skill of your choice.

Additionally, over the course of a long rest you can choose one Martial Skill you know and replace it with another if you spend a period of Downtime each day training.

Know Your Enemy

Starting at 6th level, you know that only half a war is fought with steel. The other half is fought with the mind. If you use an action while observing or interacting with another creature, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to a number of the following characteristics of your choice equal to your Intelligence modifier + 2 (minimum of 1):

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current Health and Stamina
  • Current Stress
  • Total class levels (if any)

Once you use this feature against a creature, you cannot do so again until you finish a long rest.

Master of War

Starting at 9th level, the student has become the master. The bonus from Student of war now also applies to your damage rolls against the creature. Additionally, the bonus is no longer lost upon hitting the creature with an attack.

Bulwark

The backbone of any army, the Bulwark stands tall against all adversity. Where others retreat, the Bulwark stands. Where others fall, the Bulwark holds the line.

Pillar of the Wall

Starting at 1st level, you are the strong foundation upon which the warband is built. While you are wielding a shield, you give any ally within 5 feet of you that is also wielding a shield a +1 bonus to their AC.

Additionally, while wielding a shield you reduce all damage dealt to you, except psychic damage, by an amount equal to the number of allies within 5 feet of you that are also wielding a shield.

Iron Wall

Starting at 3rd level, you can brace yourself against incoming blows. As an action, you can enter a defensive stance that resists the damage of attackers. While in this stance you reduce any bludgeoning, piercing, or slashing damage you take by 3. However, while in this stance your attack and damage rolls do not add your Strength or Dexterity modifiers, your movement speed is reduced to 5 feet and you have disadvantage on Dexterity checks and saving throws.

You exit this stance if you are knocked prone, incapacitated, or you choose to exit the stance as a bonus action.

Builder and Breaker

One should be weary of the builder, for what they build they know how to break. Starting at 6th level, when you critically hit someone with a melee weapon attack you can force the target to either Splinter their shield or Scuff their armour. The target gains no benefit from doing so in this manner.

You can do this a number of times equal to your Constitution modifier (minimum of once). You regain all spent uses once you complete a long rest.

Steel Fortress

Starting at 9th level, when you hunker down you become unmovable. The damage reduced while using your Iron Wall feature increases to 5 and you have advantage on checks to resist being shoved.

Dog of War

Where others would grimace at the carnage brought by war, a Dog of War rejoices. Dogs of War are the unwashed masses of fighters who join a warband for the sake of taking from those not strong enough to defend themselves or their property. They embolden themselves and their allies as the blood of their enemies makes mud from the upturned dirt of the battlefield.

Cry Havoc

Dogs of War are emboldened when the bloodshed starts. Starting at 1st level, whenever you or an ally rolls a critical hit against a hostile creature or reduces a hostile creature to 0 health you can use your reaction to give you and all allies within 30 feet of you that can hear you a +1 bonus to attack and damage rolls until the end of their next turn. If you use this feature again during the same combat encounter, the bonus increases by +1 each time.

You can use this trait a number of times equal to your Warrior level. You regain all spent uses after you finish a short or long rest.

Carrion Looter

Also at 1st level, you have a morbid knack for sniffing out valuables and useful resources from the dead and dying. You have advantage on checks made to loot corpses or find hidden material wealth.

Amidst Battle

Starting at 3rd level, you have become fully accustomed to the harrowing environment of the battlefield, able to trample over the half dead bodies of the freshly fallen and push through crowds of bloodcrazed warriors lost in blood lust to end your foe. While in combat you gain the following benefits:

  • Your movement speed is not impacted by difficult terrain caused by battlefield conditions, such as the spilled guts of a fallen combatant.
  • Whenever you successfully Overrun a creature you deal bludgeoning damage to that creature equal to your Strength modifier (minimum of 1) and do not provoke opportunity attacks from it as a result of moving out of its reach until the start of your next turn.
  • You have advantage on checks made to Flank a creature.

Sellsword's Brutality

You don't fight your foes - you butcher them. Starting at 6th level, when a melee attack you make reduces a creature's health or stamina to less than or equal to your proficiency bonus, it is instead reduced to 0 health or stamina respectively.

War Wolf

Starting at 9th level, you become lost in the bloodshed like a wolf on the hunt, your attacks fueled by murderous intent. Whenever you hit a creature with an attack while under the effects of Cry Havoc with a bonus of at least +3, you can choose to turn that hit into a critical hit. Creatures critically hit in this way add the current bonus of your Cry Havoc feature to the Severity of their Gritty Injury roll. After doing so you gain 1 Stress.

You must complete a short rest before you can use this feature again.

Reaver

Reavers are found in the thick of combat, the first in the fight and the last to leave. Their favourite song is the bite of the blade and their chosen gown is gore drenched mail. Put a Reaver in front of an enemy and they won't stop swinging until everything in sight is lying in pieces and their tunic hangs heavy, soaked in blood.

Bloody Flail

Starting at 1st level, you strike rapidly with fury, your weapon flailing against the battered defences of your foe. While wielding a melee weapon in one hand you can use an action to make three separate melee weapon attacks with the weapon against a creature. On a hit you deal damage to the target equal to your weapons damage modifier (minimum of 1). For every attack that hits, the target's AC is reduced by 1 until the start of their next turn.

The number of attacks you make when you use your Bloody Flail feature increases to 4 at 6th level, and 5 at 10th level.

You can do this a number of times equal to your Strength or Dexterity modifier (minimum of once) per short rest.

Guts and Glory

Starting at 3rd level, you charge headlong into the fray in spite of your safety, hacking and slashing as you do so. On the first round of combat, after initiative is rolled but before anyone acts, you can take your turn. Doing so gives you advantage on attack rolls until the end of your turn. Additionally, when you roll your weapons damage die you can choose to reroll the die but you must use this new roll, even if the new roll is lower than the first. You cannot use this feature if you are surprised or incapacitated.

After this round, intuitive returns to normal and all attacks against you have advantage until the start of your next turn.

Blood!

Starting at 6th level, your heart beats loudly like the hammering blows of your weapon as crimson life-blood coats your face. Whenever you deal health damage to a creature in combat you regain 1 stamina.

Witness Me!

At 9th level, at the start of your turn you can choose to allow enemies to have advantage on attack rolls against you until the beginning of the next round of combat. At the start of the next round of combat, you gain the benefits of your Guts and Glory feature with the following additional benefits which last until the end of that round:

  • The amount of Stamina healed by your Blood! feature equals half the health damage dealt by an attack, instead of 1.
  • You regain a use of Bloody Flail, or gain an additional use that can be used before the end of the current combat.
  • If you are Bloodied or Broken, you gain resistance to bludgeoning, piercing, and slashing damage.

You must complete a long rest before you can use this feature again. However, on your turn you may spend 4 Stamina die as an action to regain the use of this feature.

Strongarm

In the end, every plan relies on a strong arm and tempered steel. A Strongarm bares raw physical power honed to deadly perfection, using their sheer bulk and muscle to win fights.

Ferocious Athlete

Starting at 1st level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Additionally, you can use your Strength modifier for Charisma (Intimidation) checks instead of your Charisma modifier.

Brute Force

You leverage your brutish strength to hit harder. Also at 1st level, you gain three Brute Die, which are d6s. a Brute Die is expended when you use it. You regain all spent Brute Die when you finish a long rest. Alternatively, you can spend a Stamina Die during a short rest to regain a Brute Die.

When you make a melee attack using Strength you can spend 1 Brute Die and roll it, adding the result to your damage total.

Feats of Strength

Starting at 3rd level, you can become an imposing and overbearing figure on the battlefield. Your especially brutal force put to grim use. You gain the following new ways to spend Brute Die.

  • Big Bastard. At the start of your turn you can roll 1 Brute Die. You gain a number of temporary hit points equal to the result and 1 Stress. While you have these temporary hit points, you gain advantage on Strength (Intimidation) rolls and deal 1d4 extra damage to creatures who's Strength score is lower than yours.
  • Stone Muscle. As a reaction to taking damage you can roll 1 Brute Die. Should the result of the roll be higher than the damage taken, you negate the damage you would have taken.
  • Sundering Impact. Whenever you take the shove action you can roll 1 Brute Die. You add the result to your Strength (Athletics) check to Shove the target. Should the shove attempt be successful, you deal bludgeoning damage to the target equal to the result and the target is pushed back 5 feet and knocked prone.

Improved Brute Die

Starting at 6th level, your Brute Die become d8s. Additionally, you gain an extra Brute Die and another at 9th level.

Overwhelming Threat

Starting at 9th level, your size and strength allows you to enter any fray without worry. You may add your Strength modifier to the result of any Brute Die you roll.

Weapon Master

Weapon Masters possess such skill in weaponry that they are often described as a one man army. They rely on none but themselves, mastering the dreadful killing arts to a degree that other warriors could only dream of. A Weapon Master's skill make them perhaps one of the most dangerous foes one can face on the battlefield.

Master of Arms

Starting at 1st level, you know where to place your cuts, swings, and thrusts so that you foe is sent to the afterlife in pieces. When you make an attack roll with a weapon you score a critical hit on a roll of 19 or 20.

Wolf Among Dogs

Starting at 3rd level, your abilities surpass those of your peers. You gain one of the following features of your choice. You gain another at 7th level.

Advancing. You advance ever forward, your attacks swift and heedless. When you use your Action Surge feature, you gain advantage on any weapon attacks you make until the end of your turn. After doing so you gain 1 Stress.

Menacing. Your battle-shouts fill your foes with dread as you cut into them. When you first hit a creature with a weapon attack on the first round of combat, the target of the attack and must make a Wisdom Saving Throw against your Martial Skill save DC. On a failure they gain an amount of Stress equal to your Resolve, or 1 on a success.

Stalwart. You are as sturdy as you are brave. Your Physical State is always considered to be one higher to determine your Condition Modifier for Gritty Injuries, unless you are incapacitated. Additionally, your Resolve can be calculated by adding your Constitution modifier in place of your Intelligence, Wisdom, or Charisma modifier should it be higher.

Vigorous. No matter your wounds, you are always able to fight. When you use your Second Wind feature you can spend a Stamina Die and roll it, adding the number rolled to the amount of temporary hit points you gain.

Wounder. Your strikes inflict mortal wounds. When you roll a critical hit against an enemy you can choose to not roll damage against their Health and instead add a penalty to their Gritty Injury roll equal to your weapon's damage bonus.

One Against One Hundred

You can stand against a tide of a hundred warriors without fear. Starting at 6th level, when you start your turn adjacent to more than one enemy, you gain a +1 bonus to your AC for each enemy beyond the first up to a maximum equal to your Constitution modifier, as long as there are no conscious allies adjacent to you.

Unparalleled Skill

Starting at 9th level, your skill in battle has become unmatched. Few can hope to face you and live. Whenever you would roll a weapon's damage die, you can instead choose to automatically treat the roll as if you had rolled the maximum number on the weapons damage die.

You can do this a number of times equal to your Strength or Dexterity modifier (your choice) per short rest.

Martial Skill

The list of Martial Skills are organised into three categories: Armour, Technique, and Weapon.

Armour

Name Description
Blow-Turner Reinforce your shields ability to absorb hits.
Behind the Helm Increase the protectiveness and utility of your helmet.
Light on your Feet Favor agility over heavier armours.
Pelt of Steel Your heavy armour becomes like a second layer of skin.
Protection Keep your allies safe with your shield.
Shield Bash Turn a good defense into a good offense.
Tough as Nails Divert attacks using strength in place of dodging or tanking attacks.
Blow-Turner

While wielding a shield, you can use its Splinter property an additional time before the shield breaks.

This additional use of Splinter can be regained by spending 50% of the shields market price on materials to repair it over the course of a long rest. However, if you are proficient with Woodcarver’s tools, you can repair it over a short rest instead.

Behind the Helm

When the Absorb property of a helmet you are wearing is triggered, you negate the Gritty Injury you would have gained instead of gaining -3 to it's Severity. Additionally, you do not suffer the penalty to Wisdom (Perception) skill that wearing a helmet would usually incur.

Light on your Feet

While unarmoured or while you're wearing light armour, standing from prone costs only 5 feet of movement and opportunity attacks made against you take a penalty to their attack roll equal to your Dexterity modifier.

Pelt of Steel

While wearing heavy armour, it's Scuff property reduces the Severity of a gritty injury by 5, instead of 3. Additionally, heavy armour that you are wearing does not count towards your carry capacity.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Shield Bash

While wielding a shield you can use your bonus action each turn to make an attack with the shield. You are considered proficient in this attack. On a hit you deal bludgeoning damage equal to 1d4 + your Strength modifier.

Tough as Nails

While wearing medium armour you can use your Strength modifier, instead of your Dexterity modifier, when calculating your AC. Additionally, you can add more than 2 to your AC if your Strength modifier is 16 or higher.

Technique

Name Description
Disarm Relive your foes of their weaponry.
Draw Attention Pull the focus of an enemy away from an ally.
Fall upon the Enemy Lunge forward towards the foe, punishing those who hunker down.
Halt Momentum Prevent your enemies from advancing.
Leading Striker Command an ally to attack in your place.
Parry Deflect a foe's attack to reduce its damage.
Patient Wolf Let your prey ware themselves out before you strike.
Provoke Cause your enemy to flail about in anger.
Riposte Make use of openings in an enemy's defenses.
Staggering Blows Send your foe to their knees
Strike Fear Instill fear into those who would stand against you.
Take Ground Punish those who would seek to back stab you.
War Snake You're hard to pin down in a fight.
Disarm

When you take the Attack action on your turn, you can forgo one of your attacks to attempt to disarm a creature within range of a weapon you’re wielding, forcing it to drop one item of your choice that it’s holding. The target must make a Dexterity (Slight of Hand) check contested by your attack roll. If it looses this contest, it drops the object you choose. The object lands at its feet.

Draw Attention

When you take the Attack action on your turn, you can forgo one of your attacks to create an opening against a creature within range of a weapon you're wielding. You flourish, distract the target, or in some other way team up to make your ally's attack more effective. If an ally attacks the target before your next turn, their first attack roll is made with advantage.

Fall upon the Enemy

When you take the Attack action on your turn, you can forgo one of your attacks to make a lunging strike. You attack in a line 5 feet wide and as long as your reach. Any creature affected must make a Dexterity saving throw or suffer your normal weapon damage.

Halt Momentum

When a creature within the normal range of a weapon you're wielding moves, you can use a reaction to attempt to slow that creature's movement. It must make a Strength saving throw. On a failed save, it’s remaining movement speed is reduced by a number of feet equal to 5 x your Strength modifier (minimum of 5ft) until the end of its turn.

Leading Striker

When you take the Attack action on your turn, you can forgo one of your attacks and direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack.

Parry

When a creature damages you with a weapon, you can use your reaction to reduce bludgeoning, piercing, and slashing damage dealt to you by an amount equal to 1 + your Dexterity modifier.

Patient Wolf

When you are engaged with a creature and do not take the Attack or Disengage action on your turn, your next attack roll against the creature you are engaged with has advantage.

Provoker

When you take the Attack action on your turn, you can forgo one of your attacks and attempt to goad a creature within range of a weapon you're wielding into attacking you. That creature must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Riposte

When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against that creature with disadvantage.

Staggering Blows

When you hit a creature with a weapon attack, you can attempt to drive the target back. If the target is Large or smaller, you can push the target up to 5 feet away from you.

Strike Fear

When you hit a creature with a weapon attack, instead of dealing weapon damage you can attempt to frighten the target. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Should the target succeed, you cannot frighten them in this way again until the end of your next turn.

Take Ground

When you take the Give Ground reaction you also make an opportunity attack against the creature trying to flank you. Should this attack hit, the target gains disadvantage on their check to successfully flank you.

War Snake

As long as you are not wearing heavy armour or using a shield, your movement speed increases by 10 feet and you gain a +1 bonus to your AC.

Weapons

Name Description
Bone-Breaker Cause crippling injuries with bludgeoning damage.
Bruiser Inflict pain upon does you hit with blunt weapons
Change Grip Take advantage of different weapon grips.
Dueler Favor fighting with a single weapon.
Fell-Striker Every attack you make is intended to kill.
Flashing Blades Take advantage of lighter weapons to quickly strike your foes.
Fletching-Planter Your arrows strike with deadly efficiency.
Foe-Sticker Impale enemies on the end of your spear.
Footing-Foe Use your spear to trip your foes.
Half-Swording Use raw strength and dexterity to jam your blade into a foe.
Heavy Impact Hit your enemies so hard their friends feel it.
Hew the Enemy Damage multiple foes with a single attack.
Mail-Hacker Tear your enemies defenses asunder with slashing weapons.
Over Many Heads Become a master of thrown weapons.
Steady Aim Increase your accuracy with ranged weapons.
The One-Two Use two-weapon fighting more effectively.
Thirst-Slaker Feed your bloodlust while using a slashing weapon.
Wall Spike Become adept at using long spears while attacking from behind a shield wall.
Wound-Opener Cause deeper wounds with slashing weapons.
Bone-Breaker

When you score a critical hit with an attack that deals bludgeoning damage, you can choose to not add your Strength modifier to your damage roll to instead add it to the result of the gritty injury the target would gain.

Bruiser

Once per turn, when you have advantage on an attack roll and hit while wielding a weapon that deals bludgeoning damage, the target of the attack cannot add their Ability modifier to their attack rolls until the end of their next turn should the lower of the two rolls also have hit.

Change Grip

While wielding a Versatile weapon you gain a +1 bonus to your AC while wielding it with two hands, and a +1 bonus to your attack rolls while with one hand.

Dueler

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Fell-Striker

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Flashing Blades

When you make an attack at disadvantage with a Light weapon and miss but the higher of the two rolls would have hit, the target takes damage equal to your Strength of Dexterity modifier (your choice). The damage type dealt is that of the weapon you're currently wielding

Fletching-Planter

Once per turn, when you have advantage on an attack roll and hit while wielding a ranged weapon, the target of the attack takes an additional 1d4 damage should the lower of the two rolls also have hit. This additional damage ignores the Resistant property of armour.

Foe-Sticker

When you score a critical hit with an attack that deals piercing damage, the target of the attack becomes grappled by your weapon. In order to end this grapple the target must move away from your weapon, or you from the target. However, unless you are no longer holding the grappling weapon, you can only make attacks with that weapon against the grappled target.

Footing-Foe

Once per turn, when you have advantage on an attack roll and hit while wielding a melee weapon that deals piercing damage in two hands, the target of the attack is knocked prone should the lower of the two rolls also have hit.

Mail-Hacker

Once per turn, when you have advantage on an attack roll and hit while wielding a weapon that deals slashing damage in two hands, the target's AC is reduced by 2 until the end of your next turn should the lower of the two rolls also have hit.

Over Many Heads

When you make a ranged weapon attack with a Thrown weapon, you ignore half and three-quarters cover and the AC bonus afforded by shields.

Steady Aim

You gain a +2 bonus to attack rolls you make with ranged weapons.

The One-Two

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Thirst-Slaker

Once per turn, when you have advantage on an attack roll and hit while wielding weapon that deals slashing damage, you gain an amount of temporary hit point equal to your Constitution modifier that last until the end of your next turn should the lower of the two rolls also have hit.

Half-Swording

While wielding a Finesse weapon and have a free hand, you can use your bonus action before taking the Attack action to add both your Strength and Dexterity modifiers to your attack roll.

Heavy Impact

Once per turn, while wielding a Heavy weapon you may add your Strength modifier to your damage roll again should you roll maximum damage with that weapon.

Hew the Enemy

When you hit a creature with a Two-handed melee weapon attack you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to your Strength modifier. The damage is of the same type dealt by the original attack.

Wall Spike

While wielding a weapon with Reach, should an ally be between you and a target within range you can ignore any cover bonus your ally is affording the target and gain an additional +2 bonus to your attack roll as you strike unexpectedly from behind your ally.

Wound-Opener

When you score a critical hit with an attack that deals slashing damage, the target takes an additional 1d4 necrotic damage to their Stamina. Should the attack reduce the target to 0 Stamina, the extra necrotic damage is dealt to Health instead.

Gritty Injury Tables

Arrow

Head

Severity Injury
1 The arrow nicks the target's ear, giving them a -3 penalty to attack rolls and on Wisdom (Perception) checks that rely on hearing until the end of their next turn.
2 The arrow grazes the target's neck, causing them to flinch and suffer disadvantage on attack rolls until the end of their next turn.
3 The arrow grazes the target's cheek, slicing open a wound that bleeds far more freely than expected. The target cannot attack or make opportunity attacks on its next turn as they clasp one hand to their face.
4 The arrow slashes across the target's ear, almost entirely severing the top third. The target is Winded until the end of its next turn. In addition the flapping of the detached portion will be very distracting, giving the target a -3 penalty to attack rolls and Wisdom (Perception) checks that rely on hearing checks. After the battle a DC 13 Wisdom (Medicine) check can be attempted to try to stitch the two parts of the ear back together. On a success the ear is successfully reattached, on a failure it is not. Regardless, the penalty is removed.
5 The arrow grazes the target's scalp, causing blood to flow into their eyes. The target is Staggered until the end of its next turn. In addition the target has a -5 penalty to attack rolls and Wisdom (Perception) checks that rely on sight. After the battle a DC 13 Wisdom (Medicine) check can be attempted to try to stitch the wound closed. The penalty is removed on a success. This leaves a Minor Scar.

Severity Injury
6 The arrow tears a furrow along the target's jaw, exposing white bone and teeth. The target is Stunned until the end of their next turn. At the end of each of their subsequent turns they must make a DC 10 Constitution (Grit) check, removing the Stunned condition on a success. The scarring will be unattractive, though not enough to deter people from speaking with the target. This leaves a Minor Scar.
7 The arrow enters through the target's cheek, knocks out a couple of teeth, lacerates the tongue and sticks out through the opposite cheek. The target will be Staggered and suffer disadvantage on attack rolls and social skill checks until the arrow is removed, requiring a free hand and a successful DC 10 Wisdom (Medicine) check. Failure simply means the arrow remains. After the arrow is removed, the target will spit blood and teeth but suffer only a –3 penalty to attack rolls and social skill checks for the duration of the battle due to pain and the blood trickling down their throat. The tongue and the holes in their cheeks will heal naturally although significant scarring will remain. This leaves a Horrible Scar.
8 The arrow enters the target's neck, burying itself to the fletching. Surprisingly, there is very little blood, the arrow apparently having missed the major arteries and veins. The target is Incapacitated until the end of their next turn. Until the arrow is removed the target has disadvantage on attack rolls and Strength, Dexterity, and Constitution skill checks and saving throws. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check. On a failure an artery is nicked during the removal process, giving the target an Open Wound. A DC 18 Wisdom (Medicine) check will be required to save them from automatically bleeding to death within 2d6 turns. Regardless, they are left with a Painful Scar.
9 The arrow enters the target's cheek near the nose and drives on into their nasal cavity, crumpling the thin walls to the nearby sinus. The target will be Winded and Staggered for the remainder of the battle due to blood and bone fragments filling their mouth and nose. The target is also Stunned for 1d4 turns and must make a DC 15 Intelligence save or gain 2 Stress due to the horrifying experience of seeing an arrow sticking from their face. Removing the arrow is pretty straightforward, requiring only an action to do so. This leaves a Horrible Scar.
10 The arrow enters through the target's cheek, shattering a couple of upper molars and lodging in the mandibular joint between the upper and lower jaw. The target can no longer open or close their mouth properly and will suffer disadvantage on attack rolls, skill checks, and saving throws until the arrow is removed, due to extreme pain and the blood filling their mouth. Additionally, the target will have a permanent -3 penalty to social skill checks that rely on speech. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is not removed and the target gains a Festering Wound as pus seeps from around the wound. A success removes the arrow and leaves a Painful Scar.
11 The arrow punctures one of the target's eyeballs, lodging in the bony orbit and causing a clear gelatinous substance to run down their face. The target is Stunned until the end of the battle as they rythe in pain, clutching their face. No amount of healing can restore the eye. The target permanently suffers disadvantage on all Wisdom (Perception) checks that rely on sight and on ranged weapon attack rolls.
12 The arrow pierces the target's forehead, penetrating the skull by about an inch or two and damaging one frontal lobe of the brain. The target is Stunned for 1d6 turns, after which they must succeed on a DC 20 Constitution (Grit) check or fall unconscious for 2d4 turns. If they succeed they will be Winded and have disadvantage on skill checks until the end of the battle. Then the target must pass a DC 15 Constitution saving throw or suffer a lethal Infection, caused by a Festering Wound, making them delirious and helpless within one day and killing him within 1d4 weeks. If the target survives the infection they will suffer a random Severity 1 Insanity due to the personality changes caused by brain damage.
13 The arrow slams into the target, going in through the throat and severing a carotid artery in a gush of blood before coming out through the back of their neck, turning them into a gruesome sight indeed. The target falls to the ground and gurgles blood. The target is immediately reduced to 0 health. Death is inevitable within 2d4 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with an Open Wound and a Painful Scar.
14 The arrow enters through one eye, penetrating into the brain and reducing the target to 0 health. Death is inevitable within 1d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives the arrow will have to be removed. Removing the arrow requires a free hand and a DC 20 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is removed poorly and they suffer a random Severity 1 Insanity due to further damage to the brain. Regardless, the head of the arrow will remain inside the target's skull. The target will suffer a permanent -1 penalty to their Intelligence, Wisdom, and Charisma scores for the rest of their life due to brain damage. Additionally, the target's eye is destroyed, permanently giving them disadvantage on all Wisdom (Perception) checks that rely on sight and on ranged weapon attack rolls.
15 The arrow spits the target's head like an apple, killing them instantly. Although their body will continue to twitch for 1d10 turns.

Torso

Severity Injury
1 The arrow grazes the target's side, causing them to flinch and suffer a -3 penalty to their attack rolls until the end of their next turn.
2 The arrow slices along one rib, slicing the skin to the bone. The target has disadvantage on attack rolls until the end of its next turn.
3 The arrow clips the target's shoulder, knocking them to their knees, prone, as pain shoots through their body.
4 The arrow pierces the target's flank just beneath the skin, the arrow sticking in the wound. The target disadvantage on attack rolls until the end of its next turn, after which the target will have a -3 penalty to attack rolls and Strength (Athletics) checks until the arrow is removed. Removing the arrow requires an action.
5 The arrow lodges under a rib, causing the target intense pain every time they move. The target has disadvantage on attack rolls and their movement speed is reduced by 10 feet until the arrow is removed. Removing the arrow requires a free hand and a DC 13 Wisdom (Medicine) check to pull the arrow out, done either by the target or someone else. On a failure the arrow is removed poorly as the shaft breaks, leaving the arrowhead lodged in the target's ribcage. The DC of the Wisdom (Medicine) check to remove the arrow then increases to 15. A success removes the arrow, and leaves a Minor Scar.

Severity Injury
6 The arrow pierces the target's side, penetrating the wall of muscle and entering their abdominal cavity but missing any internal organs. The target is Winded until the arrow is removed. Removing the arrow requires a free hand and a DC 13 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is removed poorly and additional damage was caused, delaying healing. The target cannot regain health during their next long rest. Additionally, the target must make a DC 15 Constitution saving throw or gain a Festering Wound. Removing the arrow leaves a Minor Scar.
7 The arrow sinks into the target's shoulder (roll 1d4: 1-2 right, 3-4 left) near the neck, barely missing the top of the lung. Due to the discomfort of having an arrow sticking out of their body, the target suffers disadvantage on attack rolls that use that arm, until the projectile is removed. Unfortunately, the point is lodged deep underneath the collarbone, requiring a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else, to avoid puncturing the lung while removing the arrow. On a failure, the target gains a Punctured Lung. Removing the arrow leaves a Painful Scar.
8 The arrow sinks into the target's belly, forcing them to the ground prone. The projectile has lacerated the intestines, spilling faecal matter into the abdominal cavity. The target is Stunned until the end of their next turn. Until the arrow is removed, they are Staggered. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done by either the target or someone else. On a failure, the arrow tears a chunk of abdominal muscle out with it, causing severe bleeding as the target gains an Open Wound. Additionally, at the end of battle the target must pass a DC 13 Constitution save or suffer a lethal Infection, caused by a Festering Wound made as the fecal matter seeped into the wound, making them delirious and helpless within one day and killing them within 1d4 weeks.
9 The arrow sinks deep into the target's stomach just beneath the ribs on their left side and damages the spleen, causing internal bleeding. Fortunately, the bleeding will be brought to a halt by the tough membranous covering of the spleen, containing the damage before the target can die from blood loss. The target is Stunned until the end of their next turn and will begin Bleeding Out (Open Wound). Additionally, at the end of battle the target must pass a DC 15 Constitution save or suffer a lethal Infection, caused by the Open Wound, making them delirious and helpless within one day and killing them within 1d4 weeks.
10 The arrow splits the target's breastbone but loses momentum before piercing their heart. The intense pain renders the target Stunned and prone until they can pass a DC 18 Constitution (Grit) check, reducing the penalty to just Incapacitated, then requiring another DC 13 Constitution (Grit) check to recover from that. They can start rolling for those saves at the beginning of their next turn. Additionally until the arrow is removed the target has disadvantage on Strength and Constitution checks and saves. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. Removing the arrow leaves a Painful Scar.
11 The arrow penetrates between the target's lower ribs, damaging a kidney. The massive bleeding causes the target to begin Bleeding Out (Open Wound). After falling unconscious, death is inevitable within 3d4 rounds unless by some miracle they are healed up to their Health maximum before then. Until the arrow is removed the target is Winded. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is removed poorly and additional damage is caused, delaying healing. The target cannot regain health during their next rest. Removing the arrow leaves a Painful Scar.
12 The arrow penetrates the target's chest, collapsing one lung. The target gains one Punctured Lung. They must pass an immediate DC 20 Constitution (Grit) check to resist shock or fall unconscious for 1d4 hours on a failure. On a success the target has disadvantage on all attack rolls and on Strength, Dexterity, and Constitution checks and saving throws. Additionally, until they are healed up to their Health maximum, the target must roll a d12 at the end of each of their turns, dropping to 0 health on a roll of a 1. Removing the arrow requires an action and leaves a Painful Scar.
13 The arrow tears through the target's chest, damaging the aorta where it connects to the heart. The massive loss of blood causes the target to begin Bleeding Out (Open Wound). At the end of each of its turns the target must roll a d10 at the end of each of their turns, dropping to 0 health on a roll of a 1 as their heart futilely empties their system of blood. When the target is reduced to 0 health, death is inevitable within 2d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with a Painful Scar.
14 The arrow tears out through the target's back, lacerating their liver, severing their abdominal aorta, damaging the spinal cord and forcing them helplessly to the ground, coughing up blood and bilious fluid. The target is reduced to 0 health. Death is inevitable within 2d4 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with an Open Wound and a Painful Scar.
15 The arrow transfixes the target's heart, killing them instantly.

Arms

Severity Injury
1 The arrow grazes the target, forcing them to make a DC 10 Constitution (Grit) check or drop what they are holding in that hand.
2 The arrow nicks the target's wrist, causing a small but vicious wound. Due to the pain, they'll suffer disadvantage on attacks until the end of its next turn.
3 The arrow slices the target's skin, exposing red, glistening muscle tissue. The target suffers disadvantage on attack rolls and ability checks until the end of its next turn. This leaves a Minor Scar.
4 The arrow glances off the target's elbow, sending an electric shock of pain down their arm, making them drop anything they are holding in that hand. The arm is numb and Useless for d4 turns.
5 The arrow penetrates the target, the arrow remaining in the wound with the point sticking out the other side. The target must pass a DC 15 Constitution (Grit) check to avoid dropping whatever they are holding. The arm becomes numb and Useless until the arrow is removed, which requires an action either by them or someone else, as they grit their teeth against the pain. This leaves a Minor Scar.
6 The arrow slices the back of the target's hand, severing tendons and nicking the metacarpal bones between the wrist and fingers. They can still flex their fingers, so they don't drop their weapon, but the distracting sight of twitching tendons and white bone causes the target to duffer disadvantage on attack rolls until the end of its next turn. The target will suffer a permanent -5 penalty to any Dexterity (Sleight of Hand) checks made with that hand due to decreased manual dexterity from not being able to open their hand properly. This leaves a Minor Scar.
7 The arrow transfixes the target's hand, passing between the metacarpal bones between wrist and fingers, and nailing it to any shield they might be holding in that hand or to any wall they are standing next to. Until the arrow is removed, requiring an action, the hand is Useless. The target also becomes Winded until the end of its next turn. Additionally, The target will suffer a permanent -3 penalty to any Dexterity (Sleight of Hand) checks made with that hand due to nerve damage to their middle finger. This leaves a Minor Scar.
8 The arrow imbeds into the target's wrist, barely missing an artery. Until the arrow is removed, requiring an action, the hand is Useless. The target also becomes Staggered until the end of its next turn, at which point they must make a DC 13 Constitution saving throw. On a failure, the target suffers a permanent -3 penalty to any Dexterity (Sleight of Hand) checks made with that hand due to decreased manual dexterity from not being able to open their hand properly. This leaves a Minor Scar.
9 The arrow penetrates the target's forearm, the point lodging in one of the long bones of the forearm. The target is Stunned for 1 turn. The arm is Useless until the arrow is withdrawn, which is very difficult due to the head being firmly embedded in the bone. Removing the arrow requires a free hand and a DC 13 Wisdom (Medicine) check to pull the arrow out, done either by the target or someone else. This leaves a Painful Scar.
10 The arrow lodges in the target's elbow, severing the head of one of the long bones of the forearm and jamming the joint at a 90-degree angle. The target is Stunned by blinding pain for 1d4+1 turns and the arm is Useless until the target is healed until they are Uninjured. Also the head of the arrow will have to be withdrawn. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is removed poorly and the target gains an Open Wound as the head nicks an artery. Regardless, the target is left with a Painful Scar.
11 The arrow lacerates the target's biceps muscle, also severing the large artery in the arm. Due to the spurting arterial spray, they will begin Bleeding Out (Open Wound). The arrow will have to be withdrawn, requiring a free hand and a DC 10 Wisdom (Medicine) check to pull the arrow out. This leaves a Painful Scar.
12 The arrow pierces the meaty part of the target's shoulder near the neck, damaging the brachial plexus, the large bundle of nerves supplying the arm. The target must pass a DC 20 Constitution (Grit) check throw to avoid dropping whatever they are holding in the other hand to grasp the injured shoulder, which becomes numb and Useless. The target is also Winded for 1d6 turns. Unless healed to their health maximum within a day, the paralysis will be permanent, rendering the arm limp and Useless. Also the head of the arrow will have to be withdrawn. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is removed poorly and the target gains an Open Wound as the head nicks an artery. Regardless, the target is left with a Painful Scar.
13 The arrow shatters the target's shoulder-blade and severs the large artery branching off from the aorta to the arm and neck, causing massive internal bleeding. An immediate DC 20 Constitution (Grit) check is required to avoid falling Unconscious for 1d2 minutes. On a success they are instead Staggered for 1d2 minutes. They will also begin Bleeding Out (Festering Wound). If the target wakes up the arrow will have to be withdrawn. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is removed poorly and the target gains an Open Wound as the head nicks an artery. Regardless, the target is left with a Painful Scar.
14 The arrow enters the target's shoulder at an angle and exits through his neck in a spray of blood. The target sways uncertainty for a moment before their legs buckle and they collapse to the ground, Unconscious. The target is immediately reduced to 0 health. Death is inevitable within 2d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with a Painful Scar.
15 The arrow enters the target's chest cavity through their armpit. The target crumples to the ground, gasping and gurgling for a moment while a soft, sucking noise emanates from the wound, before everything is still. The target dies instantly.

Legs

Severity Injury
1 The arrow grazes the target's foot, causing a small but painful wound, giving them a -3 penalty to attack rolls until the end of their next turn.
2 The arrow grazes the target's ankle, causing them to stumble. The target has a -5 penalty to their attack rolls and Dexterity saving throws until the end of its next turn as they flail their arms trying to keep their balance.
3 The arrow glances off the target's shin. For the next 1d4 turns they are Staggered as they limp and gasp from the pain.
4 The arrow slams into the target's kneecap, penetrating about half an inch before tearing out again as the shaft whips around, sending the arrow spinning crazily through the air. The target is Winded until the end of its next turn and must pass a DC 10 Constitution (Grit) check or drop prone.
5 The arrow slices a furrow along the target's hip. Distracted by the pain and forced to guard their injured side, the target suffers a -5 penalty to their attack rolls and Strength, Dexterity, and Constitution checks for 1d6 turns. This leaves a Minor Scar.
6 The arrow slices across the back of the target's foot, severing tendons to the toes. The target is Winded and Staggered until the end of their next turn. Then until the end of the battle, the target's AC is reduced by 1, their movement speed is halved and they cannot take the Dodge action, as their toes won't obey them properly which makes finding footing awkward. Unless they are healed up to their Health maximum within 2d4 days, their movement speed will be permanently reduced by 5 feet.
7 The arrow transfixes the target's foot, pinning it to the ground. Until the arrow is removed, the target is Restrained by the arrow and it cannot take the Dodge action. Removing the arrow requires a free hand and a DC 12 Wisdom (Medicine) check, done either by the target or someone else. This leaves a Minor Scar.
8 The arrow transfixes the target's calf, fracturing the outer of the two bones of the lower leg. Until the end of battle the target is Staggered and has disadvantage on Strength, Dexterity, and Constitution checks due to the blinding pain. In addition, until the target's health is healed up to their Health maximum, their movement speed is halved and they cannot take the Dodge action. Removing the arrow requires a DC 15 Wisdom (Medicine) check. On a failure, the arrow is removed poorly, dragging out a fragment of bone with the arrow. As a result, the target's movement speed is permanently reduced by 5 feet. Regardless this leaves a Minor Scar.
9 The arrow slams through the target's knee as the point tears out the back of the joint. The target is Stunned until the end of its next turn by the pain. Until the arrow has been removed from the jammed knee, the target's movement speed is reduced to 5 feet and they cannot take the Dodge action. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure the knee is damaged further so that whenever the target attempts to take the Dodge action in combat, they must make a DC 10 Constitution saving throw beforehand. On a failed save, they become Winded until the start of their next turn instead. Regardless, fragments of bone left inside the shattered joint causes the knee to stiffen up and lock itself at inopportune moments, permanently reducing the target's movement speed by 5 feet. This leaves a Painful Scar.
10 The arrow shatters the target's shinbone, knocking them to the ground, prone as they writhe in pain. They are Stunned for 1d4 turns and are unable to support themselves on that foot, which is considered Useless, until the fracture has healed after someone sets the bone with a DC 13 Wisdom (Medicine) check and the target rests for six weeks. If the check is not successfully performed within 2d4 days the target's movement speed is permanently reduced by 10 feet as the bones fail to heal properly. This leaves a Minor Scar.
11 The arrow shatters the target's kneecap, knocking them to the ground prone. They are Stunned from the pain for 1d6 turns. They are unable to support themselves on that leg, which is considered Useless, until the fracture has healed after someone sets the bone with a DC 15 Wisdom (Medicine) check and the target rests for six weeks. However the target's knee is so damaged that whenever they attempt to take the Dodge action in combat, they must make a DC 10 Constitution saving throw beforehand. On a failed save, they become Winded until the start of their next turn instead. This leaves a Painful Scar.
12 The arrow sinks deep into the target's thigh, cracking the thigh-bone. The target falls to the ground, prone, clasping their leg in agony. The target is Stunned until the arrow is removed, then afterwards they become Winded and suffer disadvantage on Strength, Dexterity, and Constitution checks and saving throws for the duration of the battle due to the agonizing pain. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check, done either by the target or someone else. On a failure, the arrow is removed poorly and the target gains an Open Wound as the arrowhead lacerates muscle on its way out. A success removes the arrow and leaves a Painful Scar. The target is unable to support themself on that leg, which is considered Useless, until the fracture has healed after someone sets the bone with a DC 13 Wisdom (Medicine) check and the target rests for six weeks.
13 The arrow sinks into the target's thigh, nicking the large femoral artery. The target is Staggered for the rest of the encounter and massive bleeding causes the target to begin Bleeding Out (Open Wound). After falling unconscious, death is inevitable within 2d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, the arrow will need to be removed. Removing the arrow requires a free hand and a DC 15 Wisdom (Medicine) check. On a failure, the arrow is poorly removed, leaving a Painful Scar.
14 The arrow slams into the target's hip, shattering bone and lacerating nerves and major blood vessels inside the pelvis. The target is immediately reduced to 0 health. Death is inevitable within 2d4 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they gain an Open Wound and a Painful Scar.
15 The arrow shatters the femur and lays open the femoral artery causing the target to fall the ground, dying inevitably in 1d4 turns in a bright pumping spray of arterial blood. No amount of healing can save them.

Bludgeoning

Head

Severity Injury
1 The weapon glances off the side of the target's head. The target has a -3 penalty to their next attack roll.
2 The blow glances off the target's cheekbone, giving them a black eye. The target cannot attack or make opportunity attacks on its next turn.
3 The weapon glances off the bridge of the target's nose, making them see bright flashes as their eyes water. The target takes a -3 penalty to attack rolls for 1d4+1 turns.
4 The weapon smashes into the meat of the target's neck, straining the large neck muscles. The target takes a -5 penalty to attack rolls for 1d4+1 turns.
5 The weapon lands a solid blow on the side of the target's head, bursting the eardrum as a small rivulet of blood runs down their neck. The target is Winded until the end of their next turn and will suffer a -5 penalty to all Wisdom (Perception) checks that rely on hearing until the eardrum has sealed itself in 1d2 weeks.

Severity Injury
6 The blow connects to the target's head with a sickening thud. Concussed, they fall to the ground prone and Staggered until they succeed a DC 10 Constitution saving throw at the start of their turn to regain full consciousness, re-rolling each turn until they succeed. For the rest of this battle they will suffer a -3 penalty to their attack rolls and skill checks due to dizziness and nausea. Additionally, the target must also make a DC 10 Intelligence save or suffer short-term amnesia, not remembering a thing about the battle or how they ended up in it.
7 The weapon fractures the target's nose, Stunning them until the end of their next turn as they spit blood. On their next turn after that they are considered Winded and must make a DC 10 Constitution (Grit) check at the start of their turn to recover, re-rolling each turn until they succeed. The target's nose is smashed, giving the target disadvantage on Wisdom (Perception) checks that rely on smell and a -3 penalty on Charisma (Persuasion) checks. A successful DC 13 Wisdom (Medicine) check removes the penalties. This leaves a Minor Scar.
8 The blow crashes into the target's skull, fracturing it on impact. The target is Stunned until the end of their next turn, at which point they can make a DC 10 Constitution saving throw on each of its subsequent turns to end the effect. The blow has caused a splinter of bone to press into the target's brain, starting a slow bleeding between the brain and the skull that will keep expanding, eventually killing them unless pressure is relieved. The target will lose 1 health every hour, falling into a coma when their health reaches 0 and dying within another 1d8 days. The only effective cure is a procedure called trepanation, which involves removing a piece of the skull by drilling or boring into it, thus relieving the pressure and allowing access to remove the splinter. This requires someone else to make a DC 15 Wisdom (Medicine) check and one hour to perform the operation. If successful, a metal plate of some kind, usually a silver coin that has been hammered flat and polished, is used to cover the hole, nailed directly to the surrounding bone and then covered with a flap of the scalp. If already in a coma, the target will then wake up in another 1d6 days. Failure will still relieve the pressure but causes brain damage, causing the target to gain a Severity 1 Insanity. Regardless of outcome, the target must make a DC 13 Constitution saving throw immediately after the surgery or contract a Festering Wound.
9 The weapon breaks the target's jaw, sending blood and teeth flying. The target is Stunned until the end of their next turn and Winded for 1d6 turns afterwards. Additionally, the target has disadvantage on attack rolls and skill checks for the remainder of the battle due to the pain. The jaw will have to be wired or otherwise tightly shut until healed in 2 weeks, making talking and eating difficult. Until the jaw is healed the target has disadvantage on social skill checks that require talking and must eat through a straw. This leaves a Horrible Scar.
10 The weapon crashes into the target's larynx at the top of the windpipe, causing a spasmed airway. The target is Stunned for 1d4 turns. As they gasp for breath their stamina decreases by 5 at the beginning of their turn until the succeed a DC 13 Constitution save at the end of their turn. If the target is reduced to 0 stamina, they fall unconscious from lack of air. The DC for the save increases to 15 when this occurs. The target will die from lack of air in 1d6 +1 turns if they do not make the save before then.
11 The weapon crushed the bony orbit surrounding the target's eyeball, causing a blow-out fracture, pushing bone splinters into the sinus and trapping some of the muscles controlling eye movement. The target is Stunned until the end of their next turn, at which point they can make a DC 10 Constitution (Grit) check on each of its subsequent turns to end the effect. Unless healed up to their Health maximum within 1d4 days, the eye will be lost. If this occurs the target will permanently have disadvantage on all Wisdom (Perception) checks that rely on sight and on ranged weapon attacks. This leaves a Minor Scar.
12 The blow tears loose the target's jaw. They must make an immediate DC 15 Constitution save or fall unconscious. If successful, they can only stumble around and try to hold their dangling jaw in place, Stunned for the duration of the battle. If they survive, a DC 15 Wisdom (Medicine) check is needed to reattach the jaw. It must be done within 1d6 days, otherwise necessitating amputation of the whole lower jaw. If this happens, the target is left looking absolutely hideous, gaining a Horrible Scar, and forces them to feed only on liquids. They also lose the ability to speak. Regardless the target is left with a Painful Scar.
13 The weapon smashes into the junction between the head and neck, breaking the target's spine. They fall unconscious and will die within 1d6 hours from loss of air due to damage to the breathing centre in the upper part of the spinal cord. If by some miracle the target is healed up to their Health maximum before then, their life can be saved. However unless the wound is treated properly with a DC 20 Wisdom (Medicine) check the target will be paralysed from the neck down. A success leaves them paralyzed from the waist down. Regardless they will gain 2 Stress due to the horrible experience of being paralysed and helpless while slowly suffocating to death.
14 The weapon hits the target in the forehead and shatters their skull like an eggshell. The target is reduced to 0 health. Death is inevitable within 2d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with an Open Wound, Horrible Scar, and a Painful Scar in addition to a Severity 1 Insanity due to brain damage.
15 The weapon smashes into the target's head and bursts it like a melon, spattering the attacker with blood and grey matter. The target's death is immediate.

Torso

Severity Injury
1 The weapon punches the target in the belly, momentarily winding them. The target cannot take bonus actions or reactions on their next turn.
2 The weapon contuses one of the target's ribs. The target suffers a -3 penalty to their attack rolls until the end of their next turn.
3 The weapon connects solidly and squarely with the target's solar plexus, driving the breath from their body. The target is Winded and cannot take reactions until the end of their next turn.
4 The blow glances the target's groin, forcing them to make a DC 13 Constitution (Grit) check to avoid spending their next turn puking their guts out, Stunned. On a success the target is Winded instead.
5 The blow contuses several of the ribs underneath the target's arm. The target suffers a -5 penalty to their attack rolls for 1d4+1 rounds.
6 The weapon crashes into the target's side, damaging their spleen. This causes slow internal bleeding as the organ's tough membranous covering tries to contain the steady leakage of blood. The target is Stunned until the end of its next turn, but otherwise suffer no more ill effects for the rest of the battle. Afterwards however the target will lose 1 health every hour. If the target is healed up to their Health maximum before they are reduced to 0 health then the bleeding stops, otherwise they will fall unconscious and die within the next 2d10 hours. A surgical operation to remove the damaged spleen is possible, although it will require a successful DC 20 Wisdom (Medicine) check. Failure will result in the death of the target. If successful, the target will have to pass a DC 15 Constitution check or gain a Festering Wound. Without a spleen, the target's immune system will have been weakened, giving them a -3 penalty to saving throws to resist disease or poison.
7 The blow fractures several ribs, Stunning the target until the end of their next turn. The target is Staggered and will suffer disadvantage on Constitution checks and saving throws until they are healed up to their Health maximum as they gasp for breath and guard their ribs. This leaves a Minor Scar.
8 The blow connects solidly with the target's hip, fracturing one wing of the pelvis-bone. They fall immediately to the ground, prone, and are Stunned from the pain until they succeed on a DC 13 Constitution save at the end of their turns. The target will then suffer a -3 penalty to attack rolls for the remainder of the battle. Until healed up to their Health maximum, the target's movement speed is reduced by 10 feet and they cannot take the Dodge action. This leaves a Minor Scar.
9 The weapon crashes into the target's sternum, temporarily causing paralysis of their breathing musculature and cardiac arrhythmia as their heart starts beating irregularly. They are Stunned until the end of their next turn and will then have to pass a DC 8 Constitution save or their heart will simply stop, killing them instantly. If the target passes the save they will be Winded for 1d6 turns before recovering their breath and normal heartbeat.
10 The blow shatters ribs, pushing splinters into internal organs, causing internal bleeding as the target gains an Open Wound. The target must then roll a d10. On a result of 5 or lower the shards drive into their chest cavity, giving them a Punctured Lung. Regardless the target will suffer a -3 penalty to all Strength, Dexterity, and Constitution checks and saves until their ribcage has healed naturally in four weeks.
11 The blow shatters the target's shoulder-blade, giving them disadvantage on attack rolls and on Strength, Dexterity, and Constitution checks and saves until they are healed up to their Health maximum. The target must then roll a d10. On a result of 3 or lower the blow also glanced into the target's spine, causing spinal injury and total paralysis from the waist down. The target can make a DC 13 Constitution (Grit) check to try and mitigate this, a success meaning that the paralysis was caused only by swelling from a cracked vertebra, recovering from this paralysis in 1d2 weeks.
12 The target is hit squarely between their shoulder-blades as they twist to avoid the blow, fracturing their spine. They fall immediately to the ground, prone and paralysed from the waist down. At the end of the target's turns it must make a DC 10 Constitution save to remain conscious, falling unconscious on a failure. After falling unconscious the target must make another DC 10 Constitution save or die before regaining consciousness. If they survive they will remain paralysed, as no healing can restore them. This leaves a Painful Scar.
13 The blow hits the target's breastbone with a mighty crack, fracturing and compressing it against the heart. This Stuns the target until the end of their next turn and causes the target to begin Bleeding Out (Open Wound) as their heart can no longer beat properly. After falling unconscious, death is inevitable within 3d6 rounds unless by some miracle they are healed up to their Health maximum before then.
14 The blow drives pieces of the target's breastbone and ribs into their lungs, causing frothy blood to erupt from his mouth as they stagger backward and collapse. The target is reduced to 0 health. Death is inevitable within 3d4 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they gain a Punctured Lung, and are left with a Festering Wound and a Painful Scar.
15 The blow smashes the attacking weapon straight through the front of the target's rib cage, caving it in and killing them instantly. On the attacker's next turn they must use their bonus action to withdraw the weapon from the fallen foe's chest cavity.

Arms

Severity Injury
1 The weapon smashes into the target's fingers, numbing them. They suffer a -3 penalty to their attack rolls until the end of their next turn.
2 The weapon smashes into the target's hand, forcing them to make a DC 10 Constitution Saving Throw to avoid dropping what they are holding in that hand.
3 The weapon smashes into the target's elbow, sending a shock of pain down their arm, forcing them to make a DC 13 Constitution (Grit) check to avoid dropping what they are holding in that hand. In addition, the target cannot add its Strength or Dexterity modifier to the damage of weapon attacks that use that arm for two turns.
4 The weapon smashes into the target's biceps muscle, bruising it to the bone, forcing them to make a DC 15 Constitution (Grit) check to avoid dropping what they are holding in that hand. In addition the arm is rendered numb and Useless for 1d6 turns.
5 The weapon smashes into the target's shoulder, bruising it badly. Anything held in that hand is dropped. Additionally, the target cannot add its Strength or Dexterity modifier to the damage of weapon attacks that use that arm and suffers a -3 penalty to their attack rolls made by that arm for the duration of the battle.
6 The blow smashes the target's hand, fracturing some of the bones between wrist and fingers. The hand is Useless until the bones have healed in 2 weeks. A DC 10 Wisdom (Medicine) check is required sometime during the first week to make a cast. On a failure, the target will suffer a permanent -3 penalty to Dexterity (Sleight of Hand) checks performed by that hand due to improperly set bones. This leaves a Minor Scar.
7 The weapon fractures the target's wrist, making the hand hang loosely at an odd angle. The target must make a DC 15 Constitution (Grit) check or become Winded by the pain for 1d6 turns. The hand is Useless until the bones have healed in 3 weeks. A DC 13 Wisdom (Medicine) check is required sometime during the first week in order to make a cast. On a failure, the target will suffer a permanent -3 penalty to Dexterity (Sleight of Hand) checks and on Strength (Athletics) checks performed with that hand due to improperly set bones.
8 The weapon smashes into the target's forearm, fracturing the bones with a satisfying snap. The target is Stunned until the end of its next turn and Winded for 1d6 turns afterwards by the intense pain. The arm is Useless until the target is healed up to their Health maximum and after 6 weeks of rest. A DC 15 Wisdom (Medicine) check is required sometime during the first week in order to make a cast. On a failure, the target will suffer a permanent -3 penalty to Dexterity (Sleight of Hand) checks and on Strength (Athletics) checks performed with that hand due to improperly set bones.
9 The blow smashes into the target's shoulder, fracturing the collarbone and dislocating the arm from its socket. The target is Stunned for 1d4 turns and must make a DC 15 Constitution (Grit) check to remain standing, falling prone on a failure. The target is Staggered until the end of the battle due to excruciating pain. The arm is Useless until popped back into place by a successful DC 15 Wisdom (Medicine) check but the target will still suffer a -5 penalty to attack rolls and Strength (Athletics) checks made using that arm until it has healed naturally in 6 weeks. This leaves a Minor Scar.
10 The weapon crushes the target's elbow, smashing the joint and leaving the lower arm hanging from it with a disturbing amount of mobility. The target is Stunned with pain for 1d6 turns and drops whatever they are holding to clutch their mangled arm in pain for the duration. The arm is Useless until the bones have healed in 6 weeks. DC 15 Wisdom (Medicine) check is required sometime during the first week in order to make a cast. A success leaves the target with a permanent -1 penalty to Strength (Athletics) and Dexterity (Sleight of Hand) checks in which the wounded arm is used due to stiffness and damaged nerves. If the damage is left unattended by failing the check, the badly healed joint raises the penalty to a -3. Regardless, this leaves a Painful Scar.
11 The bone of the target's upper arm breaks into several pieces with a loud crack that echoes across the battlefield. They fall prone from pain and are Stunned for 1d8 turns. Nerves and an artery are damaged by the sharp fragments, rendering the arm Useless and giving the target a Festering Wound. After the battle DC 20 Wisdom (Medicine) check is required to stabilize the arm. On a success the arm then requires 6 weeks of rest to heal properly in a cast, leaving a Painful Scar. On a failure, the arm will have to be amputated or suffer gangrene within 1d4 days, suffering an Infection from the Festering Wound. This will be fatal within another 1d4 weeks unless the arm is amputated.
12 The blow smashes into the target's shoulder, tearing and crushing the nerves that supply the arm. No amount of healing can restore function, leaving the arm hanging Useless and paralysed from the shoulder by atrophying muscles and shredded tendons. The target must make a DC 15 Constitution (Grit) check or fall unconscious from the shock for 1d10 turns. Regardless of whether they make the save, the target is Winded and Staggered for the duration of the battle. This leaves a Festering Wound.
13 The weapon practically tears the target's arm from its socket, leaving it dangling by torn muscles and tendons, bleeding heavily. The target is reduced to 0 health from shock and dies within 3d8 turns from blood loss and massive traumatic shock unless by some miracle they are healed up to their Health maximum before then, still leaving the arm Useless and paralysed. Amputation may be required. A successful DC 15 Wisdom (Medicine) check postpones death for 1 round.
14 The weapon shatters the target's shoulder from the side, driving shards of bone into the ribcage, piercing the lung and nicking the heart. the target coughs up bright arterial blood before he slumps to the ground. The target is immediately reduced to 0 health. Death is inevitable within 3d4 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with 3 levels of exhaustion and a Punchered Lung.
15 The weapon completely demolishes the target's shoulder before driving on and shattering the ribcage. The target is hurled sideways and crumples to the ground, twitches once and never moves again.

Legs

Severity Injury
1 The weapon glances off the target's knee, sending them off balance. They suffer a -3 penalty to their attack rolls until the end of their next turn.
2 The weapon glances off the target's hip, forcing them to make a DC 10 Constitution (Grit) check to avoid falling unceremoniously on their arse, prone.
3 The weapon strikes the side of the target's knee, twisting it inward. They suffer a -3 penalty to their attack rolls and Dexterity saving throws until the end of their next turn as they try to avoid putting any weight on that leg.
4 The weapon glances off the target's shin, forcing them to make a DC 13 Constitution (Grit) check or drop everything and become Staggered until the end of their next turn as they jump around, grasping the injured leg with both hands. A success will result in the target suffering a -5 to their attack rolls until the end of their next turn as they stagger and gasp from the pain.
5 The blow badly bruises the target's thigh, driving them to their knees, prone. The target's movement speed is reduced by 5 feet and they cannot take the Dodge action until the end of the battle.
6 The blow crashes into the target's hip, chipping one wing of the pelvis and forcing them to the ground, prone. Due to the pain the target will suffer a -3 penalty to their attack rolls and is unable to rise from prone for 1d4 turns.
7 The weapon smashes the target's great toe, squashing it almost flat. All attack rolls and Dexterity checks and saving throws have a -3 penalty until the end of the battle. Additionally, their movement speed is reduced by 5 feet and they cannot take the Dodge action until the toe has healed in two weeks. This leaves a Minor Scar.
8 The blow crushes the target's foot, fracturing several of the bones between ankle and toes. They fall to the ground, prone, and will be unable to put any weight on that foot, and thus to rise from prone, for the duration of the battle. The target's foot is effectively Useless until the bones have healed in four weeks. During that time the target must make a DC 10 Constitution Saving Throw or permanently reduce their movement speed by 5 feet due to the bones not setting properly.
9 The blow shatters the target's ankle, forcing them to the ground, prone, and making the foot jut out from the lower leg at a strange angle. The target is Stunned and will be screaming for 1d4 turns. The target can make a DC 13 Constitution (Grit) check to not cry out in pain. They'll be unable to put any weight on the foot until it has healed in four weeks. The foot considered Useless until then. Unless the ankle is set correctly by a successful DC 13 Wisdom (Medicine) check, it'll heal crooked, causing the target's movement speed to be permanently reduced by 5 feet and forcing them to make a DC 10 Constitution saving throw whenever they take the Dodge action, becoming Winded until the start of their next turn instead on a failure.
10 The blow smashes the target's shin, shattering the shinbone into several fragments and breaking the fibula, the outer of the two long bones in the lower leg, sending fragments piercing through the skin. The target falls to the ground, prone and Stunned from the blinding pain for 2d4 turns, then becoming Winded and Staggered until they are healed up to their Health maximum. The leg is ruined and Useless, developing a Festering Wound after the battle ends. A successful DC 20 Wisdom (Medicine) check can be performed on the leg to try and mend the mess of bone shards, damaged nerves and mangled blood vessels. On a success the leg will regain function after 6 weeks of rest. This leaves a Painful Scar.
11 The blow shatters the target's kneecap. They fall helpless to the ground, prone and Stunned, clutching their injury as a throaty scream echoes across the battlefield for 2d4 turns. The target will be unable to rise from prone and will be Staggered for the remainder of the battle. Unless a DC 15 Wisdom (Medicine) check is made immediately after the battle to stabilize the broken knee, the target will permanently have a Useless leg for the rest of their life due to a bad limp and stiffness of the joint. On a success the penalties are mitigated after 6 weeks of rest, the target's movement speed only permanently reduced by 5 feet. Regardless, this leaves a Painful Scar.
12 The blow connects solidly with the middle of the target's leg. With an audible popping sound, the knee bends the wrong way as large ligaments in the knee are severed. The target falls to the ground, prone and Stunned by the pain for the rest of the battle. The target must make a DC 14 Constitution Saving Throw at the beginning of each of their turns or fall unconscious. If by some miracle the target is healed up to their Health maximum before they fall unconscious, function will be restored to the otherwise Useless leg, only incurring a permanent 5 feet reduction to their movement speed and forcing them to make a DC 10 Constitution Saving Throw whenever they take the Dodge action or become Winded until the start of their next turn instead on a failure. Otherwise, their leg will be permanently Useless for the rest of their life due to a seriously unstable knee joint.
13 The weapon smashes into the target's thigh, fracturing the thigh bone and lacerating the femoral artery. The target falls unconscious in an undignified heap on the ground as his leg visibly swells up and goes purple before the attackers eyes. The target gains an Open Wound. Death will occur unless tourniquet is performed within 2d10 rounds, though even that will not save the leg which will have to be amputated. Failure to do so will cause the target to die from massive gangrene in the bloodless leg within 1d2 weeks, regardless of any healing. The target regains consciousness once the battle ends.
14 The weapon smashes into the target's hip, breaking the thigh bone near the joint. The sharp end of the bone tears out from the skin as the target falls, a white spear of bone sticking out from their hip. The target is reduced to 0 health and gains an Open Wound. Death is inevitable within 2d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, the leg will have to be amputated.
15 The weapon smashes the target's pelvis, causing major trauma to nerves and major arteries. They crumple to the ground in a moaning heap and die inevitably from shock and bleeding within one turn.

Piercing

Head

Severity Injury
1 The point of the weapon splits the tip of the target's nose. The target gains a -3 penalty to their attack rolls until the end of their next turn.
2 The attack glances along the target's jaw and clips their ear. The target gains a -5 penalty to their attack rolls until the end of their next turn.
3 The weapon makes a thin red line across the target's chin, causing a sharp pain. They cannot attack or take reactions on their next turn as they clutch their hand to their chin.
4 The weapon glances over the target's scalp, catching on and flicking away any helmet or hat they might be wearing. In addition, the target is Winded until the end of their next turn due to pain and the sudden flow of blood into their face.
5 The tip of the weapon slams into the target's forehead as they duck to avoid having an eye taken out. They are Staggered until the end of their next turn. In addition, blood will flow from the wound into their eyes giving them a -5 penalty to attack rolls and Wisdom (Perception) checks until they use a bonus action to wipe it away. Each turn after the target must roll a d10. On a roll of 3 or lower more blood will flow down, causing the target to gain the penalty again. After the battle a DC 10 Wisdom (Medicine) check can be made to bandage the wound. This leaves a Minor Scar.
6 The weapon slices into the muscles on the side of the target's neck, barely missing any large blood vessels. The target must make a DC 13 Constitution (Grit) check or be Winded until the end of their next turn. Additionally, the target now has problems holding their head up and turning it quickly, unable to take the Dodge action or reactions for the duration of the battle. Finally, the recurrent laryngeal nerve controlling their vocal cords is damaged, causing them to speak hoarsely from now on. This leaves a Minor Scar.
7 The weapon slams into the side of the target's face close to the angle of the lower jaw, splitting and fracturing it near the hinge of the mouth, causing them to be Staggered for 1d4 turns. Until the jaw has healed in four weeks they'll have to bind it tightly, severely reducing their ability to speak and to eat solid food until then. The target has a -5 penalty to social skill checks that rely on speaking until their jaw is healed. This leaves a Minor Scar.
8 The weapon pierces the cartilage of the target's larynx at the upper part of the windpipe, making air whistle out of the hole as they breathe or talk. They must pass a DC 15 Constitution (Grit) check or drop everything they are holding and grasp at their throat as they gasps and sputters helplessly, Incapacitated, for 1d8 turns. If they succeeds the target is only Incapacitated until the end of their next turn and doesn't drop anything. Either way they will be Staggered for the duration of the battle due to the trickles of blood trying to run down their airways, causing them to cough up blood constantly. This leaves a Painful Scar.
9 The weapon stabs into the target's face, crumbling the cheekbone and piercing the sinus behind it, opening up their face gruesomely. The target is Stunned for 2d4 turns and Winded for another 1d4 turns. In addition, the target must pass a DC 13 Constitution Saving Throw after 24 hours or develop a Festering Wound. The target is left with a Horrible Scar.
10 The weapon jams into the target's ear, destroying their hearing on that side, permanently giving them disadvantage on all Wisdom (Perception) checks that rely on hearing. They are Stunned for 1d10 turns, dropping everything they are holding to clap their hands to their ear. Due to the blade cracking the base of the skull, the target must pass a DC 13 Constitution Saving Throw after 24 hours or develop a Festering Wound.
11 The weapon pierces one of the target's eyes. They are Stunned from pain until they can pass a DC 13 Constitution (Grit) check at the end of their turn. After that the target will be Winded for the duration of the battle. Additionally, the target permanently gains disadvantage on all Wisdom (Perception) checks that rely on sight and on ranged weapon attacks. This leaves a Minor Scar.
12 The weapon slams into the target's cheek, piercing the sinus and ripping into the bony orbit around one eye, destroying it, permanently gaining disadvantage on all Wisdom (Perception) checks that rely on sight and on ranged weapon attacks. The target is Stunned from pain until they can pass a DC 15 Constitution (Grit) check at the end of their turn, after which they are Staggered for the duration of the combat. The target must also make a DC 15 Constitution Saving Throw after 24 hours or develop a Festering Wound from the broken cheekbone. The target is left with a Horrible Scar.
13 The weapon pierces the target's throat, severing an artery in a great fan of blood as the attacker rips their weapon loose. The target is Stunned until the end of their next turn, after which they become Staggered and Winded until the end of combat, and will begin Bleeding Out (Open Wound). After falling unconscious, death is inevitable within 2d4 turns unless by some miracle they are healed up to their Health maximum before then.
14 The weapon slams into the target, going in through the throat and severing a carotid artery in a gush of blood before coming out through the back of their neck. The target falls to the ground and gurgles blood. The target is immediately reduced to 0 health. Death is inevitable within 1d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with an Open Wound and a Painful Scar.
15 The weapon goes in through the target's mouth, shattering teeth, severing the tongue and finally exiting through the back of their neck. They fall to the ground, dying with a horrible gurgling noise as their final breath escapes through the gore filling their mouth. The attacker will need to use a bonus action to remove their weapon from the target's spinal column.

Torso

Severity Injury
1 The weapon digs into a shoulder and nicks the target's collarbone, forcing them to make a DC 10 Constitution (Grit) check or drop whatever they're holding.
2 The point of the weapon scores a line across the target's chest, causing them to stumble backward. The target cannot take bonus actions or reactions on their next turn.
3 The weapon punches into the target's chest, sinking in a fraction of an inch, not managing to penetrate their chest wall into the lung. The target gains a -3 penalty to their attack rolls until the end of their next turn.
4 The weapon punches into the target's belly, not quite managing to penetrate into their abdominal cavity but causing a painful wound and knocking their breath out. The target must make a DC 13 Constitution (Grit) check or be Winded until the end of their next turn. Regardless, the target cannot take the Dodge action for the rest of the battle due to the ducking and weaving straining belly muscles that pull painfully at the wound.
5 The weapon punches into the target's belly, only slashing skin and fatty tissue but catching on their clothes or armour, forcing them off balance, becoming Staggered and unable to take reactions until the end of their next turn as they wave their arms to maintain balance. If the target is not wearing clothes or armour, they will also take a -5 penalty to their attack rolls until the end of their next turn due to having their belly button suddenly widened by a large red slash, leaving a Minor Scar.

Severity Injury
6 The weapon drives into the target's left side, driving upward and penetrating through the flesh and muscle into their abdominal cavity, nicking their gallbladder. The target must make a DC 13 Constitution (Grit) check or be Incapacitated for 1d4 turns. In addition, the target gains a Festering Wound. After the battle, the target must make a DC 15 Constitution Saving Throw or suffer a lethal Infection, caused by the Festering Wound. The target will die within 1d4 weeks unless a very risky surgical procedure is performed, digging deep into the abdomen, stitching up the holes and cleaning out any foul substances within. Doing so requires a successful DC 20 Wisdom (Medicine) check. The target must be unconscious for the procedure, and on a success the target awakens within 1d4 days with a Painful Scar. Failure means the target dies during the operation.
7 The weapon tears a wide red trench across the target's hip, leaving gleaming white bone visible. The target is knocked to the ground, prone and Stunned until the end of their next turn. The target must then pass a DC 13 Constitution (Grit) check at the start of their next turn or be Staggered due to the pain of torn muscles. This effect lasts until the target is healed up to their Health maximum. This leaves a Minor Scar.
8 The weapon punches deeply into the target's belly, puncturing the bladder. With a faint odour of ammonia, urine spills from the wound and onto the attacker's weapon. The target is Winded until the end of its next turn and will suffer a -3 penalty to attack rolls, skill checks, and saving throws for the rest of the battle. Fortunately, urine is more or less sterile, meaning the target will only have to make a DC 10 Constitution Saving Throw after the battle to avoid contracting a Festering Wound. After 24 hours the target must then make a DC 15 Constitution Saving Throw or become prone to leakage and constantly reek of urine, permanently gaining a -3 penalty to all social skill checks with civilized folk.
9 The weapon drives into the target's groin. They scream like a newborn and become Stunned for 2d4 turns, having to pass a DC 15 Constitution Saving Throw or be rendered permanently sterile. This leaves a Painful Scar.
10 The weapon pierces the target's chest, puncturing and collapsing one lung. The target gains a Punchered Lung. Luckily for them the wound closes quickly and tightly, preventing a much deadlier tension pneumothorax that would leak air into their chest like a one-way valve until the lungs could no longer inflate and the heart no longer beat due to the pressure. The target's current Stamina and Stamina maximum is halved as they gasp for breath. These effects last until the air in the pleural sack has drained spontaneously in 1d6 weeks. However, the target will also have to pass a DC 13 Constitution Saving Throw or contract pneumonia within 1d10 days, then having to make a second save or die within another 1d10 days. On a success the target is just bedridden and delirious for the same amount of time on a success. Regardless, the target is left with a Minor Scar.
11 The tip of the weapon slams into the target's chest, penetrating between the ribs before being withdrawn in a brief spray of blood. Unknown to the target, the blade has nicked their heart, each beat pumping as much blood into their chest cavity as into their arteries. They will begin Bleeding Out (Open Wound). After falling to 0 health, death is inevitable within 3d6 turns unless by some miracle they are healed up to their Health maximum before then. If the target survives they will be bedridden for 1d4 weeks as their body replenishes the massive amount of blood lost.
12 The attacker slices open the target's belly, cruelly twisting the blade in the wound before withdrawing it, spilling red ruin at their feet. Death will occur within 3d4 turns unless a successful DC 18 Wisdom (Medicine) check is performed, followed by some miracle that heals the target up to their Health maximum before then. Until that time the target can do nothing except futilely try to stuff their entrails back into their ruined abdomen, rendered Stunned and prone. If the target survives this ordeal, they will be left with a Painful Scar and will gain 4 Stress from witnessing their organs spill from their body. Afterwards, the target must rest for at least 3 weeks to fully recover.
13 The point of the weapon punches up underneath the lower ribs, slashing the target's heart. They can only stare at the attacker in shock as they crumble to the ground, immediately reduced to 0 health, dying inevitably within 3d6 turns unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with an Open Wound and a Painful Scar.
14 The attacker rams their weapon into the target's solar plexus, rupturing the diaphragm muscles they breathe with. The target begins to Bleed Out (Festering Wound) and once unconscious will die inevitably in a widening pool of blood in 2d6 turns. Until then the target is Winded and Staggered. Unless by some miracle that heals the target up to their Health maximum before then, they will perish. If the target survives they are unconscious and gain a permanent -2 penalty to their Constitution score due to reduced breathing capacity. They will awake within 1d4 days. This leaves a Painful Scar.
15 The weapon splits the target's sternum and drives on into their spine, killing them instantly. The attacker must use their bonus action to withdraw their embedded weapon.

Arms

Severity Injury
1 The weapon's tip slashes across the back of the target's hand causing them to flinch, which forces them to make a DC 10 Constitution (Grit) check or drop one thing they are holding.
2 The weapon's tip slashes across the target's forearm, slitting the skin open in a wide gash and causing them to suffer a -5 penalty to their attack rolls until the end of their next turn.
3 The weapon pricks the target's biceps muscle. They cannot attack or take reactions on their next turn.
4 The weapon stabs into the target's shoulder, driving into the large deltoid muscle, forcing them to make a DC 13 Constitution (Grit) check or drop whatever they are holding in that hand. Also, for the duration of the battle, they will suffer a -1 penalty to attack and damage rolls made with that arm, due to not being able to put their full strength behind any blow with that arm.
5 The weapon impales the target's hand through the palm, driving in between the bones between the wrist and fingers, but not serving any major tendons, blood vessels or nerves. The target drops anything held in that hand and will suffer a -3 penalty to all attack rolls and Strength, Dexterity, and Constitution checks until the weapon is withdrawn from the targets hand, which requires a bonus action either by the attacker, to pull it out, or the target, to yank their hand off the blade. Letting go of the weapon counts as having withdrawn it.
6 The weapon deeply pierces the target's upper arm, opening a gaping wound. The target drops anything held in that hand. Additionally, for the duration of the battle, the target suffers a -3 penalty to attack and damage rolls made with that arm. This leaves a Minor Scar.
7 The weapon impales the target's forearm, lodging between the radius and ulna, the long bones of the forearm, lacerating the muscles controlling several fingers as the attacker yanks it out in preparation for their next blow. Anything held in that hand is dropped and the target is Winded until the end of its next turn. The arm is limp and Useless until the target is healed up to their Health maximum. Unless a successful DC 13 Wisdom (Medicine) check outside of combat is made the target will suffer a permanent -3 penalty to Dexterity (Sleight of Hand) checks due to not being able to flex their fingers properly. This leaves a Minor Scar.
8 The weapon drives into the soft tissues at the inside of the target's elbow, severing the major blood vessels. Anything held in that hand is dropped as blood gushes forth, forcing the target to grab their elbow with the opposite hand in an attempt to arrest the flow of blood. The target is Staggered until the end of their next turn and gains an Open Wound. The arm will become Useless until the target is healed up to their Health maximum. This leaves a Minor Scar.
9 The point of the weapon enters the target's upper arm near the elbow, scraping along the bone as it tears upward toward the shoulder, badly slicing the large muscles and opening up a long, gaping wound. The target screams with pain and horror at the sight of white bone winking at them through the blood, counting as Stunned until the end of their next turn and gaining an Open Wound. The target must then pass a DC 15 Wisdom save or turn and flee from the attackers dripping, gory blade, becoming frightened of them until the battle is over. The target's arm will remain limp and Useless until they are healed up to their Health maximum. This leaves a Painful Scar.
10 The weapon pierces the target's forearm, driving in between the radius and the ulna, the long bones of the forearm, snapping the radius and chipping the ulna as the attacker savagely twists their weapon when withdrawing it. The target drops anything held in that hand and is Stunned until the end of their next turn, at which point they will have to pass a DC 15 Constitution Saving Throw or become Staggered for 1d4 turns. The arm will be Useless until the bones have knit after three weeks. Also, due to damaged nerves and tendons, the target's Hand will be permanently Useless due to not being able to use the injured hand properly. A successful DC 20 Wisdom (Medicine) check will manage to stitch back enough of the muscles and tendons to remove the penalty. Regardless, the target gains a Painful Scar.
11 The weapon drives deep into the target's shoulder joint, damaging the nerves and paralysing the arm, the limb becoming Useless. They will become Incapacitated for 1d6 turns and then be Winded for the remainder of the battle. Afterward they will have to pass a DC 15 Constitution Saving Throw to gradually regain use of his arm after six months. A successful DC 20 Wisdom (Medicine) check restores function in two months. In addition, the target must make a DC 20 Constitution check one day after gaining the wound or gain a Festering Wound from such a deep wound to a major joint. If the wound becomes infected, amputation will be required to save the target's life.
12 The weapon tears through the target's elbow joint, cutting nerves, blood vessels and ligaments. They are Stunned for 2d4 turns as their lower arm dangles by a few scraps of skin and muscle. Due to the gushing blood the target gains an Open Wound. They will have to make a DC 13 Constitution saving throw at the end of each of their turns or fall unconscious from the pain until a successful DC 15 Wisdom (Medicine) check is made on them by someone else, stopping the bleeding with a tourniquet. The arm will have to be amputated.
13 The weapon drives into the target's shoulder, just below the collarbone, piercing the top of one of their lungs, causing it to rapidly collapse. The target begins Bleeding Out (Festering Wound). After falling unconscious, death is inevitable within 2d8 rounds unless by some miracle they are healed up to their Health maximum before then. Additionally if the target survives, they gain a Punctured Lung.
14 The weapon slams into the target's shoulder from the side, penetrating into their chest cavity, piercing and almost splitting the lung. The target coughs up blood and slides off the blade, immediately reduced to 0 health. Death is inevitable within 2d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives, they are left with 3 levels of exhaustion and a Punctured Lung.
15 The weapon enters the target's armpit, slamming deep into their chest and piercing their heart. The target expires immediately, although the attacker will have to use their bonus action on their next turn to extract their weapon from the target's limp corpse.

Legs

Severity Injury
1 The tip of the weapon cuts the target's shin, the pain giving them a -3 penalty to attack rolls until the end of their next turn due to the pain.
2 The weapon pricks the large ligament above the target's kneecap. The target's movement speed is reduced by 5 feet and they cannot take the Dodge action for the duration of the battle.
3 The weapon pierces two inches into the meat of the target's thigh, giving them a -3 penalty to attack rolls until the end of their next turn due to the agony. Additionally, the target's movement speed is reduced by 5 feet and they cannot take the Dodge action for the duration of the battle.
4 The weapon pierces the target's calf, lacerating the muscle, forcing them to make a DC 10 Constitution (Grit) check to avoid falling prone. Additionally, the target's movement speed is halved and they cannot take the Dodge action for the duration of the battle. A successful DC 13 Wisdom (Medicine) check, done by either the target or someone else, will reduce the target's movement speed by 5 feet instead of halving it.
5 The weapon hits the target in the groin, causing bleeding and considerable pain. They fall to the ground, Staggered and prone until the end of their next turn. At the end of the following turn they can make a DC 13 Constitution Saving Throw or remain Staggered, as they whimper softly. They may make another save at the end of each turn until they succeed. This leaves a Minor Scar.

Severity Injury
6 The weapon pierces the target's foot, sliding between the metatarsal bones between the ankle and the toes without causing any fractures. The target falls to the ground, prone and unable to take reaction until the end of their next turn. Additionally, the target's movement speed is halved and they cannot take the Dodge action until they are healed up to their Health maximum. A successful DC 13 Wisdom (Medicine) check, done by either the target or someone else, will reduce the target's movement speed by 5 feet instead of halving it.
7 The target's calf is sliced open to the bone, causing a huge gaping wound and an undignified fall to the ground, prone. The target gains an Open Wound. Additionally, will fall unconscious in 2d10 turns due to blood loss unless someone makes a DC 15 Wisdom (Medicine) check to staunch the heavy bleeding. This leaves a Minor Scar.
8 The weapon penetrates deeply into the target's thigh, severing a large nerve, effectively paralysing most of the leg. The leg becomes limp and Useless.The target drops to the ground, prone and, as they try to support themselves on their suddenly numb leg. Only a successful DC 15 Wisdom (Medicine) check will restore function to the leg if performed within 1d10 days, before atrophy of the severed nerve has set in. Otherwise the leg will be permanently Useless.
9 The weapon tears into the inside of the target's thigh, severing a large vein and causing heavy bleeding. They will have to pass a DC 15 Constitution (Grit) check or be Stunned for 1d4 turns. Afterwards, they will begin Bleeding Out (Open Wound). If not Stunned, the target makes a DC 20 Constitution saving throw. On a success, the wound will clot before they bleed out, preventing Bleeding Out (Open Wound) for 2d10 turns. The target is left with a Painful Scar.
10 The weapon slams into the target's knee, splitting the kneecap and severing some of the ligaments connecting the bones of the upper and lower leg. The target falls to the ground, Stunned and prone until the end of their next turn, remaining Stunned until they pass a DC 15 Constitution (Grit) check at the end of their turns. The leg is Useless until the end of the battle. Afterward, the target's movement speed is halved and they cannot take the Dodge action, due to poor balance on a badly unstable knee. Only a successful DC 15 Wisdom (Medicine) check can restore full function, if done within 1d6 days. On a success the target must rest for 3 weeks to remove the negative effects of the injury. The target is left with a Painful Scar.
11 The weapon spears cleanly through the target's calf, chipping the shinbone and fracturing the fibula, the outer of the two long bones in the lower leg, almost severing the leg. Blood vessels and nerves are heavily damaged, numbing the foot. The target falls to the ground, Stunned and prone from pain for 1d8 turns, then having to pass a DC 15 Constitution (Grit) check at the end of each of their turns to stay conscious despite the loss of blood, falling unconscious on a failure. They'll be unable to get up from prone and the lower leg will be permanently paralyzed and Useless and unless a successful DC 15 Wisdom (Medicine) check is performed within 1d10 day, the leg will have to be amputated.
12 The weapon tears into the back of the target's knee, severing tendons and nerves. The target will have to pass a DC 20 Constitution (Grit) check or pass out, unconscious from blinding pain. On a success the target is Staggered for the duration of the encounter. The target gains a Festering Wound and a Painful Scar. The leg is considered Useless and unless a successful DC 20 Wisdom (Medicine) check is made within the next minute to stabilize the injury. A failure necessitates the whole leg will have to be amputated or gangrene will ensue in the nearly bloodless leg within 1d10 days, causing a lethal Infection, death ensuing within 1d4 weeks. A success will only render the foot permanently Useless instead.
13 The point of the weapon lodges in the target's thighbone, cracking it as the attacker wretches their weapon loose. The target is Winded and Staggered for the duration of combat. Additionally, the attacker must roll 1d10. On 1-5 fatty marrow dislodges and travels through the target's bloodstream to their lungs where it becomes stuck on the target's next turn, causing a clot in their lungs. As a result the target is considered to have gained a Punctured Lung. Unfortunately due to breathing difficulties, the target will be reduced to 0 health within 2d8 turns. On 6-10 the thigh bone shatters, the jagged end of it ripping apart an artery as they fall to the ground, causing blood to fountain from the wound. Due to the spurting arterial spray, they will begin Bleeding Out (Open Wound). Regardless of the result, the leg is Useless and will have to be amputated or gangrene will ensue in the nearly bloodless leg within 1d10 days, causing a lethal Infection, death ensuing within 1d4 weeks. In this case a successful DC 18 Wisdom (Medicine) check will save their life but not restore function to the leg.
14 The attacker drives their weapon through the target's thigh, the point coming out the other side before the attacker savagely twists the blade as they withdraw it. Blood spurts in rhythmic jets from the severed artery. Unconsciousness is almost immediate and death will follow in 2d6 turns unless by some miracle they are healed up to their Health maximum before then. If the target survives, the leg will have to be amputated. The target is left with an Open Wound and a Painful Scar.
15 The weapon drives deeply into the target's hip, severing major blood vessels and nerves deep within the pelvis. they fall unconscious almost immediately, dying inevitably 1d4 turns later in a huge pool of blood. The attacker must use a bonus action to withdraw the stuck weapon from the target's twitching body.

Slashing

Head

Severity Injury
1 The flat of the blade clips the target's head. If they are not wearing a helmet they become Winded until the end of their next turn; otherwise the helmet flies off their head and lands 1d6 feet away in a random direction.
2 The weapon slashes the target across the cheek, causing a shallow but painful wound. The target gains a -3 penalty to their attack rolls until the end of their next turn.
3 The weapon slashes the target across the forehead. The flow of blood into their eyes will give them a -3 penalty to attack rolls and Wisdom (Perception) checks until they use a bonus action to wipe it away. Each turn after the target must roll a d10. On a roll of 3 or lower more blood will flow down, causing the target to gain the penalty again. After the battle a DC 10 Wisdom (Medicine) check can be made to bandage the wound.
4 The weapon glances off the target's temple, causing momentary disorientation. The target gains a -5 penalty to their attack rolls until the end of their next turn.
5 The flat of the weapon lands a solid blow to the side of the target's head, Winding them until the end of their next turn. At the start of each of their subsequent turns after the next they must make a DC 10 Constitution (Grit) check to recover from it, after which they can fight normally.

Severity Injury
6 The weapon slices off a large part of one of the target's ears, the pain causing a -5 penalty on attack rolls for 1d4 turns. Additionally, the target gains a permanent -3 penalty to Wisdom (Perception) checks that rely on hearing. This leaves a Minor Scar.
7 The weapon slices off the target's nose as they bend backward in an attempt to dodge the blow. They are Stunned until the end of their next turn and will suffer a permanent -5 penalty to Wisdom (Perception) checks that rely on smell. The target also gains a Horrible Scar.
8 The weapon crashes into the side of the target's head, severing one ear which ruins their hearing on that side. The target is Stunned until the end of their next turn, then becoming Staggered for 1d4 turns. The unsightly scar across that side of their face leaves a Horrible Scar and the hearing loss gives the target disadvantage on all hearing-related Wisdom (Perception) checks.
9 The weapon nicks a major vein in the target's neck, causing heavy bleeding. Until a successful DC 13 Wisdom (Medicine) check is performed to bandage the wound, the target is Staggered and they must, after a number of turns equal to their Constitution modifier, start making a DC 10 Constitution saving throws each turn, falling unconscious for 1d4 turns from loss of blood if they fail. This leaves a Minor Scar.
10 The weapon cuts deep into the target's scalp, chipping the skull. The target must make a DC 15 Constitution (Grit) check or fall unconscious from the blow. If they succeed then they are Stunned for 1d4 turns and must then afterwards at the start of their turns make a DC 13 Constitution Saving Throw to recover or become Winded until they succeed. This leaves a Minor Scar.
11 The weapon slices the target across the eyes. The attacker must roll a d10 twice. For each result that is a 5 or lower, an eye is slashed open and destroyed. If neither eye is destroyed the attack merely nicked their eyelids and the bridge of their nose, causing severe pain and blood in the eyes. The target Stunned until they make a successful DC 13 Constitution (Grit) check, starting their attempts at the end of their next turn, and even after succeeding they suffer a -5 penalty to attack rolls and Wisdom (Perception) checks until they have been properly bandaged after the battle. The bandages need to be kept on, effectively blinding the target, until they have been healed up to their Health maximum. If either eye is destroyed the target is Stunned and blinded as above but also permanently has disadvantage on Wisdom (Perception) checks that rely on sight and on ranged weapon attacks. If both eyes are destroyed the target is totally blind and Stunned as above. Regardless this leaves a Painful Scar.
12 The weapon opens a large gash from the target's forehead to their jaw, cutting across and destroying one eye. The target is Stunned and Staggered until the end of their next turn, after which they can make a DC 15 Constitution (Grit) check at the end of each of their turns, ending the effect on a success. The target also permanently has disadvantage on Wisdom (Perception) checks that rely on sight and on ranged weapon attacks and is left with a Horrible Scar.
13 The weapon slices through the target's lower jaw, causing the loss of several teeth as well as a portion of the tongue. Loss of blood is significant, causing an Open Wound. The target must make an immediate DC 20 Constitution (Grit) check or fall unconscious. If they fail they must make a DC 15 Constitution Saving Throw to avoid drowning in their own blood within 2d6 turns, unless someone else realizes their predicament with a successful DC 13 Wisdom (Medicine) check and uses an action to roll them over onto their side to let the blood and gore drain out of their mouth. If conscious they will be Stunned for one turn and then be Winded due to pain for the duration of the battle. Scarring will leave a Horrible Scar. Additionally, the target has a -3 penalty to any social skill check where they need to be clearly heard due to speech difficulties from the missing piece of tongue.
14 The weapon draws a crimson line across the targets neck as the attacker is drenched in the ensuing, arterial spray of blood. The target futilely clutches at their throat before falling to the ground, reduced to 0 health. Death from blood loss is inevitable within 1d6 turns unless by some miracle they are healed up to their Health maximum before then. A successful DC 20 Wisdom (Medicine) check to apply pressure to the wound will prevent death for one turn. If the target survives they will be left with an Open Wound and a Painful Scar.
15 The weapon cleanly severs the target's head, causing it to fly 1d10 feet in a random direction as twin jets of blood shoot up from the trunk of their neck, the mouth of the head working in a futile attempt to scream as it arcs through the air, death occurring a fraction of a second later.

Torso

Severity Injury
1 A long cut along a rib leaves white bone gleaming through the wound. The shock and pain gives the target a -3 penalty to attack rolls and Constitution saving throws until the end of their next turn.
2 The weapon cuts into the soft tissues over the target's collarbone, chipping the bone. They must make a DC 15 Constitution Saving Throw or drop one thing they are holding.
3 The weapon slashes the target across the chest, rending their clothing or causing an unsightly scrape or laceration across their armour. As the target stumbles backward they will be Winded on their next turn. If they are wearing neither armour nor clothing the blade will slice the skin, causing them to flinch. The target is also unable to take reactions until the end of their next turn.
4 The weapon splits one of the target's ribs. They must make a DC 13 Constitution (Girt) check or become Winded until the end of their next turn as they gasp for breath. Regardless, for the rest of this battle they will be unable to take reactions due to the pain from the damaged chest muscles connecting to their shoulder and upper arm.
5 The weapon slices across the target's chest, splitting open leather or mail links and dislodging any shoulder plates, the target's AC taking a -1 penalty while wearing the damaged armour. If they are not wearing any armour they must make a DC 13 Constitution (Grit) check or become Stunned until the end of their next turn. Regardless, for the rest of this battle they will be unable to take reactions due to shock.

Severity Injury
6 The weapon carves deeply into the target's side, lodging the weapon in the bony portion of their hip. They fall to the ground, writhing in pain, prone and Staggered until the end of their next turn. On the attackers next turn they must make a DC 10 Strength check to dislodge the weapon, whereupon the attacker can take an action as normal. Until the attacker succeeds they will be unable to use the weapon and the target will continue to be counted as Staggered due to the excruciating pain of the attacker wrenching and twisting the weapon in the wound. Letting go of the weapon counts as having dislodged it. The target can try to tear themselves free by passing a DC 13 Strength check, although they will still count as Staggered on that turn, regardless of whether or not they succeed. This leaves a Minor Scar.
7 The weapon drives into the right side of the target's abdomen, just underneath the ribs, penetrating the wall of flesh and muscle into their abdominal cavity and nicking the gallbladder. The target must make a DC 13 Constitution Saving Throw or be Staggered for 1d4 turns. In addition, the target gains a Festering Wound. After the battle, the target must make a DC 15 Constitution Saving Throw or suffer a lethal Infection, caused by the Festering Wound. The target will die within 1d4 weeks unless a very risky surgical procedure is performed, digging deep into the abdomen, stitching up the holes and cleaning out any foul substances within. Doing so requires a successful DC 20 Wisdom (Medicine) check. The target must be unconscious for the procedure, and on a success the target awakens within 1d4 days with a Painful Scar. Failure means the target dies during the operation.
8 The weapon slices into the target's belly and groin, puncturing the bladder. With a faint odour of ammonia, urine spills from the wound and onto the attacker's blade. The target will suffer a -3 penalty to attack rolls, skill checks, and saving throws for the rest of the battle. Fortunately, urine is more or less sterile, meaning the target will only have to make a DC 10 Constitution Saving Throw after the battle to avoid contracting a Festering Wound. After 24 hours the target must then make a DC 15 Constitution Saving Throw or become prone to leakage and therefore constantly reek of urine, permanently gaining a -3 penalty to all social skill checks with civilized folk.
9 The weapon slices into the target's groin, causing dramatic bleeding and rendering them Stunned until the end of your next turn. The target will suffer a -5 penalty to all attack rolls and skill checks for the remainder of the battle due to the pain. In addition, the target must pass a DC 15 Constitution Saving Throw or be rendered permanently sterile. Regardless this leaves a Minor Scar.
10 The weapon cuts through the lower left ribs and drives deep into the abdominal cavity, lacerating the spleen. The heavy internal bleeding resulting from this will cause the target to begin Bleeding Out (Festering Wound). Additionally, for the rest of the battle, the target is Winded. Upon falling unconscious, the target will die within 1d10 hours unless a successful surgery is performed. This surgery requires a successful DC 20 Wisdom (Medicine) check. Failure will result in the death of the target. If successful, the target will then have to pass a DC 15 Constitution check or gain another Festering Wound. Without a spleen, the target's immune system will have been weakened, giving them a -3 penalty to saving throws to resist disease or poison.
11 The weapon deeply penetrates the target's belly, badly lacerating both the small and large intestine, spilling faecal matter into the abdominal cavity. They will have to make an immediate DC 13 Constitution (Grit) check or fall unconscious. If successful they will instead be Staggered from pain and shock for the duration of the combat. Regardless the target is left with a Festering Wound. Such a wound inevitably causes a severe Infection and hardly any amount of healing in the world can repair such damage, the victim dying within 1d4 weeks. Should an attempt be made however, it will require a DC 20 Wisdom (Medicine) check and an hour of uninterrupted time and even if the surgeon is successful the target must still pass a DC 18 Constitution Saving Throw or succumb to infection anyway. If both checks are successful, then the target must rest for at least two weeks before they are fully recovered. If the target survives, they gain a Painful Scar.
12 The weapon opens the target's abdomen, spilling blood and entrails about their feet. Death will occur within 3d6 turns unless a successful DC 20 Wisdom (Medicine) check is performed, followed by some miracle that heals the target up to their Health maximum, before then. Until that time the target can do nothing except futilely try to stuff their entrails back into their ruined abdomen, prone and Stunned. If the target survives this audeal, they will be left with a Painful Scar and will gain 5 Stress from witnessing their organs spill from their body. Afterwards, the target must rest for at least 3 weeks to fully recover.
13 The weapon slices deep into the target, cutting several ribs before logging into the target's spine. As the attacker yanks the weapon loose the target falls down, prone, and must make an immediate DC 16 Constitution (Grit) check or be reduced to 0 health and become crippled for life, paralised from the waist down. If successful, the attack only damaged the vertebrae, instead of the spinal cord. As a result, the target will gain an Open Wound and will be rendered Stunned for the duration of the battle. The target will be unable to stand from prone until a successful DC 20 Wisdom (Medicine) check is performed to brace their spine in place, followed by 8 weeks of rest.
14 The blade draws a long red line down from the targets collar bone to their groin, raking across the rib cage and cutting into the abdominal cavity along the way, the ensuing fountain drenching the attacker in blood. The target looks down to the wound before falling into a bloody heap, reduced to 0 health before they hit the ground. The target gains an Open Wound. Death is inevitable within 2d6 rounds unless by some miracle they are healed up to their Health maximum before then. If the target survives a DC 20 Wisdom (Medicine) check is required to stitch the two halves of their front back together before the target can recover fully within 4 weeks of rest. This leaves a Painful Scar.
15 The weapon cuts deeply into the target's chest, caving in ribs and punctured a lung before splitting the heart and aorta, showering the attacker in a spray of blood. The target spits blood as they slide off the weapon, falling to the ground in two loosely connected pieces, inevitably dying within the next turn.

Arms

Severity Injury
1 The weapon slices across the target's fingers. They must make a DC 10 Constitution (Grit) check or drop whatever they are holding in that hand.
2 The target's arm is nicked, causing some bleeding that makes their grip slippery. They cannot attack or take reactions on their next turn.
3 The weapon drives into the large deltoid muscle of the target's shoulder, sending a shock down the entire arm, causing whatever is held in that hand to be dropped. For the rest of the combat the target suffers a -3 penalty to attack rolls, due to the pain.
4 The weapon bites into the target's biceps muscle. Until they have been healed up to their Health maximum, they suffer a -3 penalty to their attack rolls and Strength (Athletics) skill checks that involve the wounded arm.
5 The weapon slices into the target's forearm, rebounding from the bone. Anything held in that hand is dropped and the arm is Useless until the target is healed up to their Health maximum. This leaves a Minor Scar.

Severity Injury
6 The weapon opens up the target's forearm, slicing open the skin to expose red, twitching, glistening layers of muscle. Anything held in that hand is dropped and the target must pass a DC 13 Constitution (Grit) check or be Winded until the end of their next turn as they stare at the hideous sight. Afterwards, the target must make a DC 10 Constitution (Grit) check or they will be forced to drop anything held in the other hand, grasping at the wound in an attempt to close it, becoming Incapacitated themselves in the process. The target can repeat the save at the beginning of each of their turns, ending the effect on a success.
7 The weapon slices into the target's forearm, damaging muscles and tendons, lodging in the bone for a fraction of a second before being wrenched loose. The target is Staggered until the end of their next turn and the hand is Useless until the target is healed up to their Health maximum. In addition, they will suffer a permanent -3 penalty to Dexterity (Sleight of Hand) checks made with that arm, due to difficulties opening the fingers properly. This leaves a Minor Scar.
8 The weapon severs the target's biceps muscle from its tendinous attachments to the bones in the forearm. The entire arm is Useless and the target is Winded until the target is healed up to their Health maximum. However, a successful DC 15 Wisdom (Medicine) check is needed within 1d10 days to restore full function to the arm; otherwise any attack roll or Strength (Athletics) check made with that arm will suffer a permanent -3 penalty, due to the severed muscle and tendon ends not knitting together properly, making it difficult to flex the arm. This leaves a Minor Scar.
9 The weapon cleanly slices a large chunk of flesh from the meaty part of the target's upper arm and shoulder. Anything held in the hand is dropped and the target becomes Staggered for the duration of the combat due to pain and bleeding. The target's arm becomes Useless until healed up to their Health maximum. They also gain an Open Wound. Finally, the target must also make an immediate DC 15 Constitution Saving Throw or fall to the ground, prone, from the intense pain.
10 The weapon severs 1d5 fingers from the target's hand. A result of 5 means the whole hand has been lopped off. The target must make an immediate DC 15 Constitution (Grit) check or become Stunned until the end of their next turn on a failure, or be Incapacitated instead on a success. If more than two fingers are lost anything in that hand is dropped as well and it can no longer be used to hold any weapons. Any checks requiring fine manipulation performed with that hand in the future suffers a -1 penalty to any such check, per finger lost, with no task at all possible if the whole hand has been lost. If the whole hand has been severed the target will be Winded and Staggered for the remainder of the battle due to shock and bleeding. Regardless, the target is left with a Minor Scar.
11 The target's arm is severed at the elbow. Blood pumps out in bright spurts causing the target to begin Bleeding Out (Open Wound). The target is Stunned for 1d4 turns, then becoming Winded for the rest of combat. Additionally, until a successful DC 15 Wisdom (Medicine) check made by someone else to staunch the worst of the bleeding, which then requires two full turns of bandaging or one turn to cauterise the wound (if the means to do so are available), the target must roll a d12 at the end of each of their turns, falling unconscious from shock on a roll of a 1.
12 The weapon slashes deeply into the target's shoulder, severing the collarbone. The attacker must roll a d10. On a roll of 5 or less the large artery of the shoulder is severed, in which case the target will begin Bleeding Out (Festering Wound). After falling to 0 health, death will occur within 3d6 turns unless the target is stabilized. Even if the target survives the blow the arm will have to be amputated and they will suffer a -5 penalty to all attack rolls and be Winded and Staggered until they are healed up to their Health maximum as the stump heals.
13 The target's arm is severed cleanly at the shoulder, resulting in gouts of blood pouring from the ruined stump, causing death within 3d4 turns unless by some miracle they are healed up to their Health maximum before then. A DC 18 Wisdom (Medicine) check postpones death for one round. The target is immediately reduced to 0 health, falling to the ground in a twitching heap. If the target survives they will have an Open Wound. The arm cannot be recovered.
14 The weapon passes swiftly through the target, and leaves behind a torrent of blood as their arm flies through the air, landing a few feet away from them. The target looks down to the wound, then to their arm, before falling into a heap in a growing pool of blood. The target is reduced to 0 health and will die inevitably within 2d6 turns unless by some miracle they are healed up to their Health maximum before then. If the target survives they will have a Painful Scar and an Open Wound. The arm cannot be recovered.
15 The weapon drives cleanly through the target's shoulder near the junction between body and neck and continues deep into their chest cavity. The surprised target can only stare at the attacker as they slide slowly off the blade and into oblivion, dying inevitably within 1d4 turns.

Legs

Severity Injury
1 The weapon strikes the target's thigh. The target must make a DC 13 Constitution (Grit) check or fall prone.
2 The flat of the blade strikes the target's shin, forcing them to pass a DC 10 Constitution (Grit) check or drop their weapon and spend until the end of their next turn hopping on one leg, swearing and grasping their bruised shin, losing their bonus action while thus occupied.
3 The weapon slashes the target's calf. The target's movement speed is reduced by 5 feet and they cannot take the Dodge action for the duration of the battle.
4 The weapon bites deeply into the large muscles on the target's thigh. They must pass a DC 13 Constitution (Grit) check or be knocked prone. Additionally, the target's movement speed is reduced by 10 feet and they cannot take the Dodge action until they are healed up to their Health maximum.
5 The weapon slices into the inside of the target's thigh, narrowly missing the femoral artery. The gash causes the target great pain and they will have to pass a DC 13 Constitution (Grit) check or drop whatever they are holding in one hand (their weapon-hand if they are using a shield, otherwise they can choose which hand) and clutch at the wound, repeating the save at the end of each subsequent turn in order to let go and perform some other action with that arm. This leaves a Minor Scar.
6 The weapon severs large muscles at the back of the target's thigh. The target falls to the ground, prone, and reduces their movement speed by 10 feet. Additionally, they cannot take the Dodge action. This penalty remains permanently unless someone makes a DC 15 Wisdom (Medicine) check before the target has healed up their Health maximum, because by then the severed ends of the tendons and muscles would have shriveled and contracted so much that successful surgery or healing would be impossible. This leaves a Minor Scar.
7 The weapon chops into the target's thigh lengthwise, causing a great gaping wound and lodging in the thigh bone. The target falls to the ground, prone. The attacker must use a bonus action to dislodge the weapon. The target is prone and Winded until the weapon is dislodged, at which time they must make a DC 13 Constitution (Grit) check to be able to stand up and hobble with half their movement speed. Regardless the target is unable to take the Dodge action due to pain and poor balance. These penalties remain the target is healed up to their health maximum. This leaves a Minor Scar.
8 The weapon severs the target's Achilles tendon at the back of their ankle. They must make an immediate DC 15 Constitution (Grit) check to avoid falling to the ground prone. The target is Winded and Staggered for 1d10 rounds due to the pain. Their movement speed is reduced by 10 feet and whenever they take the Dodge action they must make a DC 10 Constitution (Grit) check or become Winded until the start of their next turn instead on a failure. Two consecutive successes on a DC 13 Wisdom (Medicine) check after the battle can save the leg, only reducing the target's movement speed by 5 feet due to a weakened but functional tendon as a result of some difficult stitching. Regardless, this leaves a Minor Scar.
9 The weapon cleaves the target's kneecap, practically destroying it and knocking them to the ground, prone. They must pass a DC 20 Constitution (Grit) check or spend the next turn grasping at their knee in utmost agony, Stunned. Passing the check only renders the target Incapacitated until the end of their next turn. For the duration of the battle, the target will be Winded due to severe pain. Their movement speed is reduced by 10 feet and whenever they take the Dodge action they must make a DC 10 Constitution (Grit) check or become Winded until the start of their next turn instead on a failure. After the battle, two consecutive DC 14 Wisdom (Medicine) checks can be performed in an attempt to save the knee. With two successes, the target's movement speed is only reduced by 5 feet. Regardless, this leaves a Minor Scar.
10 The weapon cuts into the target's knee, almost driving clean through the leg, severing large ligaments connecting the bones of the upper and lower leg. The target falls to the ground prone and can no longer support themselves on that leg, which is now Useless, forcing them to move with a crutch in the future. The target is Stunned for 1d4 turns from the intense pain. The target's movement speed is reduced by 10 feet and they cannot take the Dodge action. After the battle, three consecutive DC 15 Wisdom (Medicine) checks can be performed in an attempt to save the knee. With three successes, the target's movement speed is only reduced by 5 feet. Regardless, this leaves a Painful Scar.
11 The weapon slices into the target's groin, severing large blood vessels. The target falls to the ground, prone and Stunned from pain and shock for 2d4 turns. Afterwards they will be Staggered for the duration of the battle due to pain and bleeding. The target gains an Open Wound. In addition, the target must make a DC 10 Constitution (Grit) check or become permanently sterile.
12 The weapon slices the target's foot from the ankle, forcing them to the ground screaming, prone and Stunned for 2d6 turns. Until a successful DC 15 Wisdom (Medicine) check can be made to stop the bleeding. Until the check succeeds, the target must make a DC 15 Constitution saving throw at the beginning of each of their turns or fall unconscious from blood loss. If they survive they will need crutches or a prosthetic foot to get around, permanently rendering their foot Useless. This leaves a Minor Scar.
13 The weapon cleanly severs the target's leg at the knee, causing them to fall face first, prone and Stunned for the duration of combat. Due to the bloody wound the target will begin Bleeding Out (Open Wound). If the target survives they will need either crutches or a peg leg to move around as their leg is rendered permanently Useless. This leaves a Minor Scar.
14 The weapon drives deep into the thigh of the target, severing an artery. The target is reduced to 0 health and death will follow in 3d4 turns unless by some miracle they are healed up to their Health maximum before then. If the target survives, the leg will have to be amputated. The target is left with an Open Wound and a Painful Scar.
15 The weapon carves deeply into the target's pelvis, severing the leg near the body and driving into the opposite leg. The target is dead from traumatic shock and massive blood loss before they hit the ground.

Death Saving Throws

Severity Injury
1 Carbon dioxide poisoning builds up in the target's lungs, rendering them poisoned until the end of their next turn.
2 The target's injuries are worse than they thought, any Minor Scars they received in this combat or the last combat within a week is turned into a Painful Scar and any Festering Wounds are turned into Open Wounds. If the target has not received any, then they are unaffected.
3 A sudden involuntary twitch worsens the target's injuries, cracking a rib. Whenever the target attempts an action in combat, they must make a DC 15 Constitution saving throw. On a failed save, they lose their action and can't use reactions until the start of their next turn. The injury heals if the target is healed up to their Health maximum and then spends ten days doing nothing but resting.
4 A previously superficial injury becomes partially infected. The target gains a Festering Wound.
5 The target has not been breathing properly whilst unconscious. If they recover they will have disadvantage on all ability checks, saving throws and attack rolls until they are healed up to their Health maximum.
6 The target begins to convulse and seize, biting their tongue severely. The target's speech is slurred, giving them disadvantage on any Charisma check involving speech.
7 The target begins to vomit blood and stomach acid as their body struggles for breath, leaving them with an internal scarring that makes it painful to swallow, and causes food and drink to taste vaguely rotten. The target also has disadvantage on Constitution saving throws against ingested poisons and diseases.
8 A previously superficial injury begins to bleed out. The target gains an Open Wound.
9 Physical trauma has taken its toll. The target must roll 1d2 three times and deduct the result in order from their Strength, Dexterity, and Constitution scores.
10 There's a lack of oxygen to the target's brain. The target must roll 1d2 three times and deduct the result in order from their Intelligence, Wisdom and Charisma scores.

Stress Fallout Tables

Affliction Table

d12 Affliction
1 Abusive. You lash out at your allies in frustration. Whenever an ally within 20 feet of you that can hear you fails an attack roll or ability check you give them 1 Stress.
2 Anxious. You feel uneasy about every decision you make. You can only reduce Stress while taking a long rest and you have disadvantage on rolls to resist mind altering conditions or the influence of others
3 Fearful. You are clenched tightly in the grip of fear. You gain the Frightened condition against any perceived danger, which lasts until the threat leaves or is dealt with. This particular condition can be staved off for 1d4 rounds by succeeding a DC 12 Charisma check, on a failure however you gain 1 Stress.
4 Hopeless. You can see no hope in this hell, none at all. You gain a -2 penalty to all attack rolls, ability checks, and saving throws.
5 Irrational. You refuse to accept reality. You gain 1 Stress whenever you choose to act in such a way that confirms the reality of your current situation, such as retreating when loosing a fight.
6 Dependant. You cling to your allies, unable to function without them. You gain disadvantage on attack rolls and skill checks if there are no conscious allies within 5 feet of you and you gain 1 Stress whenever you see an ally take health damage.
7 Masochistic. You now covet the pain inflicted upon you. You cannot take the Disengage or Dodge action and you increase the Severity of Gritty Injuries you gain by +3.
8 Panicked. You cannot think straight as your mind pulls you in several directions at once. You have disadvantage on Wisdom and Charisma saving throws and cannot take reactions.
9 Paranoid. You put the blame on others, seeing conspiracy in the shadows. You cannot benefit from the Help action and you have disadvantage on attack rolls and ability checks when an ally is within 10 feet of you.
10 Selfish. You choose self preservation over everything else. You cannot help allies in a way that impedes or harms you and you gain 1 Stress whenever you preform a selfless act.
11-12 The Personal Affliction chosen at character creation.

Trauma Table

d6 Trauma
1 Dissociation. You dissociate from the world around you. You do not add any positive modifiers to Wisdom based rolls, your passive perception and initiative is considered to be 0 and you cannot take reactions.
2 Emotional Detachment. You become cut off from the people around you. You do not add any positive modifiers to Charisma based rolls, you are unable to take or benefit from the Help action, and you automatically fail any socially orientated skill check.
3 Flashbacks. You suffer visions of the thing that first traumatised you. You do not add any positive modifiers to Dexterity based rolls, at the beginning of each of your turns you must succeed a DC 10 Wisdom saving throw or become Staggered until the end of your turn, and you become Incapacitated if you gain the Frightened condition.
4 Nightmares. You cannot sleep at night, unless you wish to relive your trauma. You do not add any positive modifiers to Constitution based rolls, when taking a short rest you must make a DC 15 Wisdom Saving Throw or be considered to have not slept for determining Stress gain, and you have disadvantage on saving throws against the Frightened condition.
5 Panic Attacks. You are thrown into a panic. You do not add any positive modifiers to Strength based rolls, at the beginning of each of your turns you must succeed a DC 10 Wisdom saving throw of become Winded and have your speed reduced to 5 feet until the end of your turn, and if you are damaged on the first round of combat you become Incapacitated until the end of your next turn.
6 Repressed Memory. You begin to forget this experience. You do not add any positive modifiers to Intelligence based rolls, you automatically fail any check made to recall events that took place while you were suffering from this trauma, you cannot maintain concentration on abilities or features, and whenever someone brings up events from when you were suffering from this trauma you gain 1 Stress.

Ruin Table

d4 Ruin
1 Succumb. You fall to the ground and curl up into the fetal position. You rock back and forth waiting for this nightmare to end.
2 Final Words. You turn to a companion, uttering some last words before they fade from your mind.
3 Rage Against. You seek to violently end the thing that took your mind from you. You make every effort to kill or destroy the thing that caused you to gain this Ruin, until either you or it are dead. You incoherently scream while you do so.
4 Finish This. If you are to loose yourself, you resolve to at least finish the task at hand. You make every effort to complete the last immediate goal you had before you gained this Ruin. You cannot deviate from this goal, nor think about anything other than its completion.

Insanity Tables

Severity 1 Table

d100 Insanity
1-3 Delusions of Grandeur. Every failed skill check you make inflicts 1d2 Stress.
4-6 Cowardice. You always seek out the weakest foe in every encounter. Failure to do so or being attacked by the most powerful foe in an encounter inflicts 1 Stress. Additionally, the duration of fear effects are doubled for you.
7-9 Agoraphobia. Fear of being outdoors. You must make every effort to remain or move indoors. Failure to do so inflicts 1 Stress per day. This Stress is acquired after being outdoors for more than 4 hours.
10-12 Anxiety. Every missed attack roll in combat inflicts a -1 penalty to future attack rolls during the encounter. If the total penalty reaches -3, you also suffer 1 Stress per miss. Once the encounter is completed, the penalties are removed, but not the Stress.
13-15 Fear of Death. Whenever you are in the presence of the dead, you suffer disadvantage on attack rolls and ability checks. Whenever you see a dead body, suffer 1 Stress.
16-18 Indecisive. At the start of every combat encounter, you must make a DC 4 + your current amount of Stress Intelligence saving throw. On a failed save, each round, you randomly lose either your Action, Move, Reaction or Bonus Action for that round, determined by a d4 roll.
19-21 Lack of Confidence. Before every encounter or skill check, you must make a DC 4 + your current amount of Stress Intelligence saving throw to determine if you are overwrought with failing confidence. On a failed save you have disadvantage on attack rolls and ability checks until the encounter or check is completed.
22-24 Visions. Whenever you gain Stress you must make a DC 4 + your current amount of Stress Intelligence saving throw to determine if you are having visions. On a failed save, your speed is halved and you have disadvantage on attack rolls and ability checks for 1d4 rounds.
25-27 Monophobia. Fear of being alone. During an encounter if you end your turn with no allies next to you suffer 1 Stress.
28-30 Superiority Complex. Whenever your allies don't follow your lead/suggestions, you suffer 2 Stress.
31-33 Fear of the Dark. Whenever you are in an area with no light, you suffer disadvantage on attack rolls and ability checks and gain 1 Stress when you first enter the darkness and every minute thereafter.
34-36 Night Terrors. Every night you must make a DC 4 + your current amount of Stress Intelligence saving throw to determine if you have night terrors while sleeping. A failed save will inflict 1 Stress on you and negate the benefits of a short rest.
37-39 Nervous. Every day you must make a DC 10 Intelligence saving throw to determine if you are Stressed. A failed save inflicts 1d2
40-44 Alcoholism. Addiction to alcohol. You must make every effort to consume alcohol on a daily basis. Failure to do so inflicts 1d4 Stress per day. This Stress is acquired after failing to consume alcohol after 8 hours.
45-48 The Shakes. Whenever you have at least 3 Stress, your Dexterity Score is reduced by an amount equal to your current Stress.
49-52 Trepidation. Your initiative checks are reduced by an amount equal to your current Stress.
d100 Insanity
53-56 Disgusting Habit. You develop a socially repulsive habit. You suffer disadvantage on all socially oriented skill checks.
57-60 Fear of Water. Whenever you are in or on water that is deeper than your waist, you suffer 1 Stress when you first go onto/into the water and every minute thereafter.
61-64 Claustrophobia. Fear of enclosed spaces. You must make every effort to remain or move outdoors. Failure to do so inflicts 1d2 Stress per day. This Stress is acquired after being indoors or underground for more than 4 hours.
65-68 Xenophobia. When dealing with a member of a different culture you must make a DC 4 + your current amount of Stress Intelligence saving throw to determine if you gain Stress. On a failed save, you immediately gain 2d4 Stress.
69-72 Insatiable Greed. In every situation where gold/riches are at stake, you must make every effort to acquire more than each of your allies. Failure to do so inflicts 1d4 Stress.
73-76 Reclusive. You prefer to be alone. Whenever you begin or end your turn adjacent to an ally during combat, you immediately suffer 1 Stress.
77-80 Fear of Fire. Whenever you are in the presence of a fire larger than a torch, you suffer disadvantage on attack rolls and ability checks. Whenever you are damaged by fire suffer 1 Stress.
81-84 Hypochondriac. You have a fear of illness and disease. If any of your allies become diseased, you immediately suffer 1 Stress. If you become diseased, you immediately suffer 2d4 Stress.
85-88 Fear of Heights. Whenever you are in an exposed area more than 20' above the ground, you suffer 1d4 Stress.
89-92 Fear of Beasts. Whenever you are in the presence of a beast of Medium size or larger, you suffer disadvantage on attack rolls and ability checks. Whenever you are damaged by such a beast's attack, suffer 1 Stress.
93-96 Fear of Vermin. Whenever you are in the presence of vermin (beasts of Small size or smaller), you suffer disadvantage on attack rolls and ability checks. Whenever you are damaged by a vermin's attack, suffer 1 Stress.
97-100 Brief Bouts. Whenever you finish a short rest you must roll on the Affliction table and suffer from the rolled Affliction until you take a short rest. The Affliction gained in this way cannot be removed if you have 0 Stress.

Severity 2 Table

d100 Insanity
1-5 Homicidal. At the beginning of every round of combat, you must make a DC 5 + your current amount of Stress Intelligence saving throw. On a failed save, you must attack the nearest foe or ally in the most effective manner available to you.
6-10 Depression. Every day you must make a DC 10 Charisma saving throw to determine your level of depression. On a failed save, for that day, you are unable to perform anything beyond simple tasks. You will have disadvantage on skill checks and attack rolls for the entire day.
11-15 Fear of Blood. Whenever you are in the sight of blood you become nauseated and panicked. Once per combat encounter you must make a DC 5 + your current amount of Stress Intelligence saving throw. On a failed save, you gain 2d6 Stress.
16-20 Paranoia. You have an inherent distrust of your allies. Once per day, you and your allies must make a DC 10 Intelligence saving throw or suffer 1d4 Stress.
21-25 Obsessed. Until you accomplish your party's ultimate goal for the adventure, you suffer 1 Stress per day.
26-30 Masochist. In the first round of every combat encounter, you allow yourself to be struck for damage.
31-35 Weak-Minded. You have disadvantage on all skill checks and saving throws that rely on Intelligence, Wisdom, or Charisma.
36-40 Hallucinations. Whenever you gain Stress you must make a DC 5 + your current amount of Stress Intelligence saving throw to determine if you are having hallucinations. On a failed save, your speed is halved and you have disadvantage on attack rolls and skill checks for 1d4+2 rounds.
41-45 Fragile Nerves. Every day you must make a DC 14 Intelligence saving throw to determine if you are mentally stable. A failed save inflicts 2d6 Stress.
46-50 Panic Attacks. At the beginning of every combat encounter, you must make a DC 5 + your current amount of Stress Intelligence saving throw. On a failed save, you suffer disadvantage on attack rolls and skill checks until the end of the encounter.
51-55 Solipsism. You're no longer certain that anything besides yourself truly exists. Whenever you take an action or perform a skill that could potentially beneficially affect one of your allies, you do so with disadvantage.
56-60 Warped Self-Image. Every day, you must make a DC 14 Intelligence saving throw. On a failed save, you gain 1 Stress and cannot use your stamina dice for that entire day.
61-65 Pyromaniac. You are compelled to burn things. You must make every effort to burn buildings or structures once per week or you will suffer 2d4 Stress each day until you do so.
66-70 Lunatic. Every month for the 3 days of the full moon, you suffer a different random Insanity from the Severity 2 table. These are not cumulative and disappear after the full moon ends.
71-75 Sadist. If you don't successfully damage a foe in a combat encounter, you suffer 2d6+1 Stress.
76-80 Cravings. You have an overwhelming desire to taste and eat things not normally meant for “human” consumption. You suffer a -4 penalty to your Charisma score until this insanity is removed.
81-90 Tension. Whenever you have Stress over your Resolve, your Strength score is reduced by the amount of Stress over your Resolve.
91-95 Forgetful. Whenever you have Stress over your Resolve, your Intelligence score is reduced by the amount of Stress over your Resolve.
96-100 Unstable. Whenever you finish a short rest you must roll on the Trauma table and suffer from the rolled Trauma until you take a short rest. The Trauma gained in this way cannot be removed separately from this Insanity.

Severity 3 Table

d100 Insanity
1-10 Amnesia. You forget everything about yourself; your skills, abilities and your stats become those of a commoner.
11-20 Catatonia. You retreat into yourself, shutting out the outside world. Whenever your Stress surpasses your Resolve, you must make DC 3 + your current amount of Stress Intelligence saving throw. On a failed save you become helpless for 1d4 days, after which you return to normal unless your insanity is removed prior to that.
21-30 Suicidal. At the beginning of every combat encounter, you must make a DC 3 + your current amount of Stress Intelligence saving throw. On a failed save you will allow yourself to be struck for damage for the entire encounter and will take no other actions.
31-40 Manic. You believe you are unstoppable. Every day, you must make a DC 14 Intelligence saving throw. On a failed save, you cannot benefit from short or long rests as you remain awake. Everyday you are manic in this way you gain a level of exhaustion.
41-50 Psychopath. At the beginning of every combat encounter, you must make a DC 3 + your current amount of Stress Intelligence saving throw. On a failed save, you must attack the nearest foe or ally in the most effective manner available to you and continue to do so until they are dead.
51-60 Fragile State. You always have disadvantage on attack rolls and skill checks. In addition, your ability checks and attack rolls have a penalty to the roll equal to the amount of Stress you currently have.
61-70 Unhinged. You are afflicted with two severity 2 insanities.
71-80 Extreme Condition. Roll on the Severity 1 table. You acquire the rolled insanity but with double the negative effects (such as Stress gain or duration). GM adjudication may be required for more specific mechanics.
81-90 Delusional. You believe you have the abilities of a class that you are not. Each encounter you must make a DC 3 + your current amount of Stress Intelligence saving throw. On a failed save you must role-play as a random class for the duration of the encounter. You have disadvantage on attack rolls and skill checks for the duration of the encounter.
91-100 Hysteria. Whenever you gain Stress, you become Stunned until the end of your next turn and Frightened of everything for 1 minute.

Foe Statblocks

Changes

This ruleset necessitates several changes to the standard Statblocks of base Dungeons & Dragons. These changes are detailed below:

Alignment. This ruleset does not use creature Alignment.

Health and Stamina. In place of Hit Points, each creature has Health and Stamina. These are used to determine the characters current Physical State (see below) and if they are currently alive or dead.

Sanity and Resolve. Intelligent creatures have a Sanity and Resolve score. This is used to determine how much Stress they can gain before suffering Fallout. Unintelligent creatures, such as animals, do not have Sanity or Resolve and thus are unaffected by mechanical Stress. Animals are far more likely to just flee if should they become stressed.

Physical and Mental States. The Physical States are used to determine the Severity Modifier of add to Gritty Injuries the creature receives and the Mental States are used to determine what Fallout the creature gets when they gain a certain amount of Stress. These numbers are based on a creatures Stamina, Health, and Sanity.

Personal Affliction. Each creature has a Personal Affliction that they gain should they roll a 11-12 on the Affliction table. For simplicity's sake, if a creature would gain an Affliction the GM can simply choose to have the creature suffer from their Personal Affliction instead of rolling.

Challenge Rating. This rulseset assumes that player progression is done through Milestone Leveling. As a result a creatures Challenge Rating is not listed on their Statblock. GMs using XP leveling should reference the Dungeon Masters Guide for tips on assigning Challenge Ratings to the following creatures.

Template


Foe Name

[size] [creature type]


  • Armor Class
  • Speed
  • Senses

  • Health (con score + # of stamina die)

  • Stamina (xdy +z)

  • Sanity (int score + # of stamina die)

  • Resolve (1/2/3/4 + int/wis/cha mod)

Physical State H/S
Bruised (S) S max -1
Battered (S) half S max
Bloodied (H) H max -1
Broken (H) half H
Mental State Stress
Distressed resolve +1
Tormented resolve + half sanity max
On the Brink resolve + sanity max

STR DEX CON INT WIS CHA
x (+/-y) x (+/-y) x (+/-y) x (+/-y) x (+/-y) x (+/-y)

  • Saving Throws
  • Skills
  • Languages
  • Personal Affliction

General Feature Description.

Actions

Multiattack. The [Creature Name] makes [Number] and [Type] of attacks

Ability Description. [melee/ranged] Weapon Attack: +x to hit, reach [x]ft., one target. Hit: x (xdx+x) - damage.

General Ability Description. General Attack Description

Deadly Beasts

Bears



Brown Bear

Large Beast


  • Armor Class 13
  • Speed 40 ft., climb 30 ft.
  • Senses passive perception 14

  • Health 24 (16+3+5)

  • Stamina 28 (4d8+12)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 27
Battered (S) 14
Bloodied (H) 23
Broken (H) 12
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
19(+4) 10(+0) 16(+3) 5(-3) 12(+1) 7(-2)

  • Skills Athletics +7, Grit +6, Perception +4

Thick Pelt. The Brown Bear adds it's Constitution modifier to it's AC instead of it's Dexterity modifier.

Keen Smell. The Brown Bear has advantage on Wisdom (Perception) checks that rely on smell.

Maul. If the Brown Bear hits a Prone creature with a Claws attack, that creature takes an additional 2d4 bludgeoning damage.

Actions

Multiattack. The Bear makes two attacks: one with its Claws, and one with its Bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d8+4) slashing damage and the target must succeed on either a DC 15 Strength or Dexterity Saving Throw or be knocked Prone.


Mother Bear

Large Beast


  • Armor Class 13
  • Speed 40 ft., climb 30 ft.
  • Senses passive perception 14

  • Health 24 (16+3+5)

  • Stamina 28 (4d8+12)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 27
Battered (S) 14
Bloodied (H) 23
Broken (H) 12
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
19(+4) 10(+0) 16(+3) 5(-3) 12(+1) 7(-2)

  • Skills Athletics +7, Grit +6, Perception +4

Thick Pelt. The Mother Bear adds it's Constitution modifier to it's AC instead of it's Dexterity modifier.

Keen Smell. The Mother Bear has advantage on Wisdom (Perception) checks that rely on smell.

Maul. If the Mother Bear hits a Prone creature with a Claws attack, that creature takes an additional 2d4 bludgeoning damage.

Motherly Instinct. Whenever the Mother Bear sees a Bear Cub ally being targeted with an attack, the Mother Bear gains advantage in attack rolls against the attacking creature until the end of it's next turn.

Actions

Multiattack. The Bear makes two attacks: one with its Claws, and one with its Bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6+4) piercing damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage and the target must succeed on either a DC 15 Strength or Dexterity Saving Throw or be knocked Prone.

Reactions

Protect Young. As a reaction, when a Bear Cub ally of the Mother Bear is attacked by an enemy within reach, the Mother Bear can make a Claws attack against that enemy.


Bear Cub

Medium Beast


  • Armor Class 10
  • Speed 30 ft., climb 20 ft.
  • Senses passive perception 12

  • Health 15 (14+1)

  • Stamina 8 (1d6+2)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 7
Battered (S) 4
Bloodied (H) 14
Broken (H) 7
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
14(+2) 10(+0) 14(+2) 5(-3) 10(+0) 7(-2)

  • Skills Perception +2

Keen Smell. The Bear Cub has advantage on Wisdom (Perception) checks that rely on smell.

Death Cry. When the Bear Cub dies, it lets out one last cry for it's mother. Until the end of their next turn, any allies of the Bear Cub may add 1d4 to any attack rolls, damage rolls, ability checks, and saving throws they make.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) slashing damage and the target must succeed on either a DC 12 Strength or Dexterity Saving Throw or be knocked Prone.



Polar Bear

Large Beast


  • Armor Class 14
  • Speed 40 ft., swim 30 ft.
  • Senses passive perception 14

  • Health 27 (18+4+5)

  • Stamina 40 (5d8+20)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 39
Battered (S) 20
Bloodied (H) 26
Broken (H) 13
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
22(+6) 10(+0) 18(+4) 5(-3) 12(+1) 7(-2)

  • Skills Athletics +9, Grit +7, Perception +4

Thick Pelt. The Polar Bear adds it's Constitution modifier to it's AC instead of it's Dexterity modifier.

Keen Smell. The Polar Bear has advantage on Wisdom (Perception) checks that rely on smell.

Maul. If the Polar Bear hits a Prone creature with a Claws attack, that creature takes an additional 2d6 bludgeoning damage.

Snow Camouflage. The Polar Bear has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.

Arctic Native. The Polar Bear is naturally adapted to cold climates (as described in the Dungeon Masters Guide). However, it automatically fails any check made to resist the effects of hot climates.

Ambush Predator. Whenever the Polar Bear hits a creature it has surprised with a Bite or Claw attack, it can roll one of it's attacks damage dice one additional time and add it to the damage of the attack.

Overexertion. The Polar Bear can only take the Dash action 5 times per short or long rest.

Actions

Multiattack. The Bear makes two attacks: one with its Claws, and one with its Bite.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8+6) piercing damage.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d10+6) slashing damage and the target must succeed on either a DC 17 Strength or Dexterity Saving Throw or be knocked Prone.



Cave Bear (Ursus spelaeus)

Large Beast


  • Armor Class 15
  • Speed 40 ft.
  • Senses passive perception 14

  • Health 32 (21+6+5)

  • Stamina 48 (6d8+30)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 47
Battered (S) 24
Bloodied (H) 31
Broken (H) 16
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
25(+7) 10(+0) 21(+5) 5(-3) 12(+1) 7(-2)

  • Saving Throws Strength +10
  • Skills Athletics +10, Grit +8, Perception +4

Thick Pelt. The Cave Bear adds it's Constitution modifier to it's AC instead of it's Dexterity modifier.

Keen Smell. The Cave Bear has advantage on Wisdom (Perception) checks that rely on smell.

Maul. If the Cave Bear hits a Prone creature with a Claws attack, that creature takes an additional 2d8 bludgeoning damage.

Imposing Visage. Any creature that ends it's turn within 15 feet of the Cave Bear and can see it must make a DC 16 Wisdom saving throw or become Frightened of the Cave Bear until the end of their next turn. On a success the creature is immune to the Cave Bear's Imposing Visage for the next 24 hours.

Actions

Multiattack. The Cave Bear makes two attacks: one with its Claws, and one with its Bite.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d8+7) piercing damage.

Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (1d12+7) slashing damage and the target must succeed on either a DC 18 Strength or Dexterity Saving Throw or be knocked Prone.

Boars


Boar

Medium Beast


  • Armor Class 11
  • Speed 40 ft.
  • Senses passive perception 9

  • Health 17 (15+2)

  • Stamina 10 (2d6+4)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 9
Battered (S) 5
Bloodied (H) 16
Broken (H) 8
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
14(+2) 12(+1) 15(+2) 3(-4) 9(-1) 5(-3)

  • Skills Grit +3

Goring Charge. If the Boar moves at least 20 feet straight toward a creature and then successfully hits it with a Tusk attack on the same turn, the creature takes an extra 3 (1d6) piercing damage and must succeed on a DC 12 Strength Saving Throw or be knocked Prone.

Bristles. The boar reduces any bludgeoning, piercing, or slashing damage dealt to it by 1.

Relentless (1/short rest). If the Boar takes non-critical damage that would reduce it to 0 health, it is reduced to 1 health instead.

Keen Smell, Poor Eyesight. The Boar has advantage on Wisdom (Perception) Checks that rely on smell but disadvantage on Wisdom (Perception) Checks that rely on sight.

Actions

Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.


Boar Scar Veteran

Medium Beast


  • Armor Class 13
  • Speed 40 ft.
  • Senses passive perception 11

  • Health 21 (17+4)

  • Stamina 24 (4d6+12)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 23
Battered (S) 12
Bloodied (H) 20
Broken (H) 10
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
16(+3) 12(+1) 17(+3) 3(-4) 12(+1) 5(-3)

  • Skills Grit +6

Goring Charge. If the Boar Scar Veteran moves at least 20 feet straight toward a creature and then successfully hits it with a Tusk or Gore attack on the same turn, the creature takes an extra 6 (2d6) piercing damage and must succeed on a DC 14 Strength Saving Throw or be knocked Prone.

Thick Bristles. The Boar Scar Veteran reduces any bludgeoning, piercing, or slashing damage dealt to it by 1. Additionally, the Boar Scar Veteran adds it's Constitution modifier to it's AC instead of it's Dexterity modifier.

Relentless (1/short rest). If the Boar Scar Veteran takes non-critical damage that would reduce it to 0 health, it is reduced to 1 health instead.

Keen Smell, Poor Eyesight. The Boar Scar Veteran has advantage on Wisdom (Perception) Checks that rely on smell but disadvantage on Wisdom (Perception) Checks that rely on sight.

Actions

Multiattack. The Boar Scar Veteran can make two attacks: one with its Tusk and one with Gore.

Tusk. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If Prone, the target takes an additional 3 (1d6) slashing damage.



Hell Pig (Entelodont)

Large Beast


  • Armor Class 14
  • Speed 40 ft.
  • Senses passive perception 12

  • Health 29 (19+5+5)

  • Stamina 40 (5d8+20)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 39
Battered (S) 20
Bloodied (H) 28
Broken (H) 14
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
21(+5) 10(+0) 19(+4) 2(-4) 9(-1) 3(-4)

  • Skills Athletics +8, Grit +8, Perception +2

Charge. If the Hell Pig moves at least 20 feet straight toward a creature and then successfully hits it with a Bite or Slam attack on the same turn, the creature takes an extra 6 (3d4) bludgeoning damage and must succeed on a DC 16 Strength Saving Throw or be knocked Prone.

Thick Bristles. The Hell Pig reduces any bludgeoning, piercing, or slashing damage dealt to it by 1. Additionally, the Hell Pig adds it's Constitution modifier to it's AC instead of it's Dexterity modifier.

Relentless (1/short rest). If the Hell Pig takes non-critical damage that would reduce it to 0 health, it is reduced to 1 health instead.

Keen Smell. The Hell Pig has advantage on Wisdom (Perception) Checks that rely on smell.

Actions

Multiattack. The Hell Pig makes two attacks: one Bite and one Slam.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d8 + 5) piercing damage. The target is grappled if it is a Huge or smaller creature and the Hell Pig doesn't have another creature grappled. Until this grapple ends, the Hell Pig cannot make a Bite attack against another creature.

Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage. The Hell Pig can use a bonus action to attempt to Shove the target.

Crunch. The Hell Pig forces one creature it is grappling to make a DC 16 Constitution (Grit) check as it bites down. On a failure the target takes 9 (2d8+5) piercing damage + 5 (1d10) bludgeoning damage, or half as much on a success.

Deer


Deer

Medium Beast


  • Armor Class 13
  • Speed 50 ft.
  • Senses passive perception 12

  • Health 11 (10+1)

  • Stamina 4 (1d4)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 3
Battered (S) 2
Bloodied (H) 10
Broken (H) 5
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 10 (+0) 2 (-4) 14 (+2) 5 (-3)

Charge (Buck Only). If the Buck moves at least 20 feet straight toward a creature and then successfully hits it with a Antler attack on the same turn, the creature takes an extra 3 (1d6) bludgeoning damage.

Leap. The Deer can High Jump up to 8 feet with a running start.

Shocked. If the Deer is surprised, it's movement speed is halved and it cannot take the Dash action until the end of it's next turn.

Actions

Antler (Buck Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Hoof Kick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1+3) bludgeoning damage.



Elk

Large Beast


  • Armor Class 11
  • Speed 50 ft.
  • Senses passive perception 12

  • Health 13 (11+2)

  • Stamina 10 (2d6+2)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 9
Battered (S) 5
Bloodied (H) 12
Broken (H) 6
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (-4) 10 (+0) 7 (-2)

  • Skills Perception +2

Charge. If the Elk moves at least 20 ft. straight toward a target and then hits it with an Antler or Ram attack on the same turn, that target takes an extra 6 (2d6) Bludgeoning damage and must succeed on a DC 13 Strength Saving Throw or be knocked Prone.

Keen Smell. The Elk has advantage on Wisdom (Perception) checks that rely on smell.

Thick Pelt. The Elk adds it's Constitution modifier to it's AC instead of it's Dexterity modifier.

Trample. Whenever the Elk Overruns or hits a prone creature smaller than itself with a Hooves attack, the creature takes 4 (2d4) bludgeoning damage.

Actions

Antler (Bull Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) bludgeoning damage.

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft. Hit: 6 (1d6+3) bludgeoning damage.



Moose

Large Beast


  • Armor Class 10
  • Speed 50 ft., swim 30 ft.
  • Senses passive perception 10

  • Health 17(14+3)

  • Stamina 20 (3d8+6)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 19
Battered (S) 10
Bloodied (H) 16
Broken (H) 8
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 14 (+2) 2 (-4) 11 (+0) 8 (-1)

  • Saving Throws Strength +6, Constitution +4
  • Skills Athletics +6, Grit +4, Intimidation +3, Stealth +2

Charge. If the Moose moves at least 20 ft. straight toward a target and then hits it with an Antler or Ram attack on the same turn, that target takes an extra 9 (3d6) bludgeoning damage and must succeed on a DC 14 Strength Saving Throw or be knocked Prone and pushed 5 feet away.

Keen Smell. The Moose has advantage on Wisdom (Perception) checks that rely on smell.

Relentless (1/short rest). If the Moose takes non-critical damage that would reduce it to 0 health, it is reduced to 1 health instead.

Beast of Burden. The Moose is considered to be a Huge animal for the purpose of determining it's Carrying Capacity.

Trample. Whenever the Moose Overruns or hits a prone creature smaller than itself with a Hooves attack, the creature takes 9 (3d4) bludgeoning damage.

Overexertion. The Moose can only take the Dash action 5 times per short or long rest.

Blindspot. The Moose considers anything directly in front of itself to be lightly obscured.

Actions

Antler (Bull Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) piercing damage.

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 8 (1d8+4) bludgeoning damage.



Giant Deer (Megaloceros Giganteus)

Medium Beast


  • Armor Class 11
  • Speed 70 ft.
  • Senses passive perception 13

  • Health 17 (15+3)

  • Stamina 21 (3d10+6)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 20
Battered (S) 10
Bloodied (H) 16
Broken (H) 8
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 15 (+2) 2 (-4) 12 (+1) 8 (-1)

  • Saving Throws Dex +3
  • Skills Intimidation +1, Perception +3, Survival +3

Mighty Charge (Buck Only). If the Buck moves at least 20 ft. straight toward a target and then hits it with an Antler or Ram attack on the same turn, that target takes an extra 12 (4d6) bludgeoning damage and must succeed on a DC 14 Strength Saving Throw or be knocked Prone and pushed 10 feet away. On a success the creature is only knocked 5 feet away.

Charge (Doe Only). If the Doe moves at least 20 ft. straight toward a target and then hits it with an Ram attack on the same turn, that target takes an extra 9 (3d6) bludgeoning damage and must succeed on a DC 14 Strength Saving Throw or be knocked Prone.

Leap. The Giant Deer can High Jump up to 10 feet with a running start.

Trample. Whenever the Giant Deer Overruns or hits a prone creature smaller than itself with a Hooves attack, the creature takes 9 (3d4) bludgeoning damage.

Colossal Antlers (Buck Only). The Buck cannot fit in any space that cannot contain a Huge or larger creature.

Blindspot. The Giant Deer considers anything directly in front of itself to be lightly obscured.

Actions

Multiattack. The Giant Deer can make one Antler, Ram, or Hooves attack and then take one Menacing Display action (should it be able to).

Antler (Buck Only). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (1d12+4) piercing damage.

Ram. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft. Hit: 9 (1d10+4) bludgeoning damage.

Menacing Display (Buck Only). The Buck moves its huge antlers in a threat display. Each creature in front of the Giant Deer that can see it must make a DC 14 Wisdom saving throw or become Frightened of the Giant Deer. They can attempt the saving throw again at the end of their turns. On a success a creature is immune to the Giant Deer's Menacing Display for 1 hour.

Horses


Rouncey

Large Beast


  • Armor Class 10
  • Speed 45 ft.
  • Senses passive perception 13

  • Health 15 (13+2)

  • Stamina 10 (2d8+2)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 9
Battered (S) 5
Bloodied (H) 14
Broken (H) 7
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3

Charge. If the Rouncey moves at least 20 feet straight toward a target and then hits it with an Hoof attack on the same turn, that target takes an extra 3 (1d6) bludgeoning damage.

Trample. Whenever the Rouncey Overruns a creature or hits a prone creature smaller than itself with a Hooves attack, the creature takes 2 (1d4) bludgeoning damage.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.


Sumpter

Large Beast


  • Armor Class 10
  • Speed 40 ft.
  • Senses passive perception 12

  • Health 15 (12+3)

  • Stamina 15 (3d8+3)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 14
Battered (S) 7
Bloodied (H) 14
Broken (H) 7
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

  • Skills Grit +3, Perception +2

Charge. If the Sumpter moves at least 20 feet straight toward a target and then hits it with an Hoof attack on the same turn, that target takes an extra 3 (1d6) bludgeoning damage.

Trample. Whenever the Sumpter Overruns a creature or hits a prone creature smaller than itself with a Hooves attack, the creature takes 2 (1d4) bludgeoning damage.

Beast of Burden. The Sumpter is considered to be a Huge animal for the purpose of determining it's Carrying Capacity.

Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.


Palfrey

Large Beast


  • Armor Class 10
  • Speed 50 ft.
  • Senses passive perception 12

  • Health 14 (11+3)

  • Stamina 12 (3d8+0)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 11
Battered (S) 6
Bloodied (H) 13
Broken (H) 7
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 11 (+0) 2 (-4) 11 (+0) 7 (-2)

  • Skills Athletics +5, Perception +2

Charge. If the Palfrey moves at least 20 feet straight toward a target and then hits it with an Hoof attack on the same turn, that target takes an extra 6 (2d6) bludgeoning damage.

Trample. Whenever the Palfrey Overruns a creature or hits a prone creature smaller than itself with a Hooves attack, the creature takes 2 (1d4) bludgeoning damage.

Gallop. The Palfrey has advantage on Constitution saving throws against exhaustion when running long distances and on forced marches.

Actions

Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.


Courser

Large Beast


  • Armor Class 11
  • Speed 40 ft.
  • Senses passive perception 14

  • Health 17 (13+4)

  • Stamina 20 (4d8+4)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 19
Battered (S) 10
Bloodied (H) 16
Broken (H) 8
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Athletics +7, Grit +4, Perception +4

Trampling Charge. If the Courser moves at least 20 feet straight toward a target and then hits it with a Hooves or Crash attack on the same turn, that target takes an extra 9 (3d6) bludgeoning damage and must succeed on a DC 15 Strength Saving Throw or be knocked Prone and pushed 5 feet away.

Trample. Whenever the Courser Overruns a creature or hits a prone creature smaller than itself with a Hooves attack, the creature takes 4 (2d4) bludgeoning damage.

Loyal Steed. The Courser has advantage on saving throws against the frightened condition as long as its rider is alive.

Actions

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage.

Reactions

Crash. As a reaction to the Courser's rider attacking a creature within 5 feet of it, the Courser can slam their body into their rider's target. The creature must succeed on a DC 15 Strength of Dexterity saving throw or take 6 (1d4+4) bludgeoning damage and fall prone.



Destrier

Large Beast


  • Armor Class 11
  • Speed 40 ft.
  • Senses passive perception 14

  • Health 20 (15+5)

  • Stamina 24 (5d8+4)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 23
Battered (S) 12
Bloodied (H) 19
Broken (H) 10
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
20 (+5) 13 (+1) 15 (+2) 2 (-4) 13 (+1) 7 (-2)

  • Saving Throws Strength +8, Dexterity +4
  • Skills Athletics +8, Grit +6, Perception +4

Thundering Charge. If the Destrier moves at least 20 feet straight toward a target and then hits it with a Hooves or Crash attack on the same turn, that target takes an extra 12 (4d6) bludgeoning damage and must succeed on a DC 16 Strength Saving Throw or be knocked Prone and pushed 10 feet away. On a success the creature is only knocked 5 feet away.

Stampede. The Destrier automatically succeeds on the contest to Overrun a creature if the Destrier's Strength score is higher then the creatures.

Trample. Whenever the Destrier Overruns a creature or hits a prone creature smaller than itself with a Hooves attack, the creature takes 6 (3d4) bludgeoning damage.

Loyal Steed. The Destrier has advantage on saving throws against the frightened condition as long as its rider is alive.

Actions

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10+4) bludgeoning damage.

Reactions

Crash. As a reaction to the Destrier's rider attacking a creature within 5 feet of it, the Courser can slam their body into their rider's target. The creature must succeed on a DC 16 Strength of Dexterity saving throw or take 6 (1d6+4) bludgeoning damage and fall prone.

Wolves


Wolf

Medium Beast


  • Armor Class 12
  • Speed 40 ft.
  • Senses darkvision 60ft., passive perception 14

  • Health 13 (12+1)

  • Stamina 5 (1d4+1)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 4
Battered (S) 2
Bloodied (H) 12
Broken (H) 6
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 12 (+1) 4 (-3) 14 (+2) 7 (-2)

  • Skills Perception +4, Stealth +4, Survival +4

Pack Tactics. The Wolf has advantage on attack rolls against a creature if at least one of the Wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the Wolf moves at least 20 feet straight toward a creature and then hits it with a Bite attack on the same turn, the creature must make a DC 11 Strength Saving Throw or be knocked Prone.

Savage. The Wolf can make a Bite attack as a bonus action against Prone creatures.

Keen Hearing and Smell. The Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) piercing damage.


Wolf Hunter

Medium Beast


  • Armor Class 13
  • Speed 40 ft.
  • Senses darkvision 60ft., passive perception 14

  • Health 15 (13+2)

  • Stamina 8 (2d4+2)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 7
Battered (S) 4
Bloodied (H) 14
Broken (H) 7
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 13 (+1) 4 (-3) 15 (+2) 7 (-2)

  • Skills Athletics +3, Perception +4, Stealth +5, Survival +4

Pack Tactics. The Wolf Hunter has advantage on attack rolls against a creature if at least one of the Wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the Wolf Hunter moves at least 20 feet straight toward a creature and then hits it with a Bite attack on the same turn, the creature must make a DC 13 Strength Saving Throw or be knocked Prone.

Savage. The Wolf Hunter can make a Bite attack as a bonus action against Prone creatures.

Keen Hearing and Smell. The Wolf Hunter has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pursuit Predator. As a bonus action, the Wolf Hunter can move up to it's speed toward a hostile creature that it can see.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage. The target is grappled if it is a Large or smaller creature and the Wolf Hunter doesn't have another creature grappled. Until this grapple ends, the Wolf Hunter cannot make a Bite attack against another creature.


Wolf Packmaster

Medium Beast


  • Armor Class 13
  • Speed 40 ft.
  • Senses darkvision 60ft., passive perception 15

  • Health 17 (14+3)

  • Stamina 14 (3d4+6)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 13
Battered (S) 7
Bloodied (H) 16
Broken (H) 8
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 6 (-2) 16 (+3) 8 (-1)

  • Skills Animal Handling +5, Perception +5, Stealth +4, Survival +5

Pack Tactics. The Wolf Packmaster has advantage on attack rolls against a creature if at least one of the Wolf Packmaster's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the Wolf Packmaster moves at least 20 feet straight toward a Large or smaller creature and then hits it with a Bite attack on the same turn, the creature must make a DC 11 Strength Saving Throw or be knocked Prone.

Savage. The Wolf Packmaster can make a Bite attack as a bonus action against Prone creatures.

Keen Hearing and Smell. The Wolf Packmaster has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) piercing damage.

Strength of the Pack (Recharge 6). The Wolf Packmaster howls as it calls it's pack to the hunt. All allies of the Wolf Packmaster within 30 feet of it that can hear it may use their reaction to make a single Bite attack.



Dire Wolf (Canis dirus)

Medium Beast


  • Armor Class 13 (natural armour)
  • Speed 40 ft.
  • Senses darkvision 60ft., passive perception 15

  • Health 18 (14+4)

  • Stamina 18 (4d4+8)

  • Sanity -

  • Resolve -

Physical State H/S
Bruised (S) 17-
Battered (S) 9
Bloodied (H) 17
Broken (H) 9
Mental State Stress
Distressed -
Tormented -
On the Brink -

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 4 (-3) 14 (+2) 8 (-1)

  • Skills Athletics +6, Perception +5, Stealth +5, Survival +5

Pack Tactics. The Dire Wolf has advantage on attack rolls against a creature if at least one of the Wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.

Pounce. If the Dire Wolf moves at least 20 feet straight toward a creature and then hits it with a Bite attack on the same turn, the creature must make a DC 16 Strength Saving Throw or be knocked Prone.

Savage. The Dire Wolf can make a Bite attack as a bonus action against Prone creatures.

Keen Hearing and Smell. The Dire Wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Multiattack. The Dire Wolf makes two attacks: two with its Bite or one with its Bite and one Growl.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage. The target is grappled if it is a Large or smaller creature and the Dire Wolf doesn't have another creature grappled. Until this grapple ends, the Dire Wolf cannot make a Bite attack against another creature.

Growl. The Dire Wolf flashes it's teeth as it lets out a low, intimidating growl. All creatures of the Dire Wolf's choice within 10 feet of it that can see and/or hear it must make a DC 12 Wisdom saving throw or gain 1d4 Stress. On a success the creature is immune to the Dire Wolf's Growl for the next 1 hour.

Class Statblocks

Brigands



Brigand

Medium Human


  • Armor Class 13 (leather)
  • Speed 30ft.
  • Senses passive perception 11

  • Health 13 (12+1)

  • Stamina 7 (1d6+1)

  • Sanity 10 (9+1)

  • Resolve 2 (1+1)

Physical State H/S
Bruised (S) 6
Battered (S) 3
Bloodied (H) 12
Broken (H) 6
Mental State Stress
Distressed 3
Tormented 6
On the Brink 12

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 9 (-1) 12 (+1) 10 (+0)

  • Skills Deception +2, Slight of Hand +4, Stealth +4
  • Languages the common language of their homeland
  • Personal Affliction Panicked.

Underhanded Assault. When the Brigand hits a creature with a light, finesse, or ranged weapon attack with advantage, they can trigger one of their Underhanded Assault reactions (seen below). The Brigand does not need advantage as long as one conscious ally is within 5 feet of the creature.

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 +2) slashing damage

Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 +2) piercing damage

Reactions

Close and Personal (Underhanded Assault). The Brigand can attempt to Grapple the creature. If successful, the Brigand deals 2 bludgeoning damage to the creature. This reaction can only be used if the triggering attack was a melee attack.

Eye Thief (Underhanded Assault). The Brigand can attempt to blind the creature. The Brigand and the creature make a contested Dexterity check. Creatures wearing helmets have advantage on this contest. Should the Brigand succeed, then the creature is Blinded for one round. The creature can make a DC 12 Constitution (Grit) check as a bonus action on their turn to end the effect early.

Shin Sweep (Underhanded Assault). The Brigand can force the creature to make a DC 12 Constitution (Grit) check or fall Prone.

Visceral Attack (Underhanded Assault). The Brigand can force the creature to make a DC 12 Dexterity Saving throw, taking 1d6 damage on a failure or half on a success.



Highwayman

Medium Human


  • Armor Class 15 (studded leather)
  • Speed 30ft.
  • Senses passive perception 11

  • Health 17 (13+4)

  • Stamina 13 (4d6+4)

  • Sanity 13 (9+4)

  • Resolve 3 (2+1)

Physical State H/S
Bruised (S) 12
Battered (S) 6
Bloodied (H) 16
Broken (H) 8
Mental State Stress
Distressed 4
Tormented 9
On the Brink 16

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 9 (-1) 12 (+1) 11 (+0)

  • Skills Deception +6, Intimidation +3, Slight of Hand +6, Stealth +9
  • Languages the common language of their homeland
  • Personal Affliction Panicked.

Underhanded Assault. When the Highwayman hits a creature with a light, finesse, or ranged weapon attack with advantage, they can trigger one of their Underhanded Assault reactions (seen below). The Highwayman does not need advantage as long as one conscious ally is within 5 feet of the creature.

Cunning Action. The Highwayman can use a bonus action on it's turn to take the Dash, Disengage or Hide actions.

Actions

Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 6 (1d6 +3) slashing damage

Dagger. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d4 +3) piercing damage

Reactions

Close and Personal (Underhanded Assault). The Highwayman can attempt to Grapple the creature. If successful, the Highwayman deals 4 bludgeoning damage to the creature. This reaction can only be used if the triggering attack was a melee attack.

Eye Thief (Underhanded Assault). The Highwayman can attempt to blind the creature. The Highwayman and the creature make a contested Dexterity check. Creatures wearing helmets have advantage on this contest. Should the Highwayman succeed, then the creature is Blinded for two rounds. The creature can make a DC 14 Constitution (Grit) check as a bonus action on their turn to end the effect early.

Shin Sweep (Underhanded Assault). The Highwayman can force the creature to make a DC 14 Constitution (Grit) check or fall Prone.

Visceral Attack (Underhanded Assault). The Highwayman can force the creature to make a DC 14 Dexterity Saving throw, taking 2d6 damage on a failure or half on a success.



Outlaw

Medium Human


  • Armor Class 16 (studded leather)
  • Speed 30ft.
  • Senses passive perception 15

  • Health 22 (14+8)

  • Stamina 29 (8d6+16)

  • Sanity 17 (11+8)

  • Resolve 4 (3+1)

Physical State H/S
Bruised (S) 28
Battered (S) 14
Bloodied (H) 21
Broken (H) 11
Mental State Stress
Distressed 5
Tormented 12
On the Brink 21

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 12 (+1)

  • Skills Deception +9, Intimidation +5, Perception +5, Slight of Hand +8, Stealth +12
  • Languages the common language of their homeland
  • Personal Affliction Panicked.

Underhanded Assault. When the Outlaw hits a creature with a light, finesse, or ranged weapon attack with advantage, they can trigger one of their Underhanded Assault reactions (seen below). The Outlaw does not need advantage as long as one conscious ally is within 5 feet of the creature.

Cunning Action. The Outlaw can use a bonus action on it's turn to take the Dash, Disengage or Hide actions.

Actions

Multiattack. The Outlaw makes one Rapier attack and one Dagger attack.

Rapier. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 8 (1d8 +4) piercing damage

Dagger. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 6 (1d4 +4) piercing damage

Reactions

Close and Personal (Underhanded Assault). The Outlaw can attempt to Grapple the creature. If successful, the Outlaw deals 6 bludgeoning damage to the creature. This reaction can only be used if the triggering attack was a melee attack.

Eye Thief (Underhanded Assault). The Outlaw can attempt to blind the creature. The Outlaw and the creature make a contested Dexterity check. Creatures wearing helmets have advantage on this contest. Should the Outlaw succeed, then the creature is Blinded for three rounds. The creature can make a DC 16 Constitution (Grit) check as a bonus action on their turn to end the effect early.

Shin Sweep (Underhanded Assault). The Outlaw can force the creature to make a DC 16 Constitution (Grit) check or fall Prone.

Visceral Attack (Underhanded Assault). The Outlaw can force the creature to make a DC 16 Dexterity Saving throw, taking 3d6 damage on a failure or half on a success.

Nose Cracker (Underhanded Assault). The Outlaw can force the creature to make a DC 16 Constitution (Grit) check with a -3 penalty or become Staggered until the end of their next turn. This reaction can only be used if the triggering attack was a melee attack.

Uncanny Dodge (Underhanded Assault). The Outlaw reduces the damage of the creatures next attack against them by 4. This effect ends at the beginning of the Outlaws next turn.

Wind 'em (Underhanded Assault). The Outlaw can force the creature to make a DC 16 Dexterity saving throw, becoming Winded for four rounds on a failure. The creature can make a DC 16 Constitution (Grit) check at the end of their turn to end the effect early.

Cruel Twist (Underhanded Assault). The Outlaw can force the creature to make a DC 16 Constitution saving throw. On a failure, the creature takes 4 necrotic damage at the end of each of their turns. Either the creature or someone else can end this effect with a successful DC 16 Wisdom (Medicine) check.

Low Blow (Underhanded Assault). The Outlaw can make an additional attack roll against the creature. On a hit, the creature gains a level of exhaustion. This level of exhaustion can be removed if the creature uses their action and all their movement to catch their breath. A creature cannot gain more then 4 levels of exhaustion from this source. This reaction can only be used if the triggering attack was a melee attack.

Marshals


Marshal

Medium Human


  • Armor Class 16 (scale mail, shield)
  • Speed 30ft.
  • Senses passive perception 8

  • Health 13 (12+1)

  • Stamina 7 (1d6+1)

  • Sanity 11 (10+1)

  • Resolve 3 (1+2)

Physical State H/S
Bruised (S) 6
Battered (S) 3
Bloodied (H) 12
Broken (H) 6
Mental State Stress
Distressed 4
Tormented 8
On the Brink 14

STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 12 (+1) 10 (+0) 12 (+1) 14 (+2)

  • Skills Insight +2, Intimidation +4, Persuasion +4
  • Languages the common language of their homeland, another of their choice
  • Personal Affliction Irrational.

Spangenhelm. The Marshal has Absorb 2 and a -3 to its Wisdom (Perception) Skill.

Actions

Spear. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 6 (1d6 +0) piercing damage

Attack! The Marshal selects one ally that can see or hear them. That ally can use their reaction to make a single weapon attack with a +1 bonus to its damage roll.

Rally! The Marshal selects one ally within 15 feet of them that can hear them. That ally regains 1d4+1 stamina. A creature can only benefit from this action once per short rest.



Officer

Medium Human


  • Armor Class 16 (scale mail, shield)
  • Speed 30ft.
  • Senses passive perception 8

  • Health 17 (13+4)

  • Stamina 16 (4d6+4)

  • Sanity 16 (12+4)

  • Resolve 5 (2+3)

Physical State H/S
Bruised (S) 15
Battered (S) 8
Bloodied (H) 16
Broken (H) 8
Mental State Stress
Distressed 6
Tormented 13
On the Brink 21

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 13 (+1) 12 (+1) 12 (+1) 16 (+3)

  • Skills Insight +3, Intimidation +6, Persuasion +6
  • Languages the common language of their homeland, another of their choice
  • Personal Affliction Irrational.

Spangenhelm. The Officer has Absorb 2 and a -3 to its Wisdom (Perception) Skill.

Shoulder to Shoulder. All allies within 30 feet of the Officer that stand within 5 feet of another ally who isn't incapacitated gain a +1 bonus to their AC.

Stand As One. All allies within 30 feet of the Officer that can see and hear them reduce bludgeoning, piercing, and slashing damage inflicted on them by 2.

Actions

Spear. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 +1) piercing damage

Attack! The Officer selects one ally that can see or hear them. That ally can use their reaction to make a single weapon attack with a +4 bonus to its damage roll.

Rally! The Officer selects one ally within 15 feet of them that can hear them. That ally regains 1d4+4 stamina. A creature can only benefit from this action once per short rest.

Fight On! The Officer selects one ally that can see or hear them. For 1 minute, whenever the ally makes an attack roll or a saving throw, the ally can roll a d4 and add the number rolled to the roll. This effect requires the ally to maintain concentration. Only one ally can benefit from this Order at once.

Hold the Line! The Officer selects one ally that can see or hear them. That ally may use its reaction to take the Dodge action.

Commands (1/long rest). As an action, the Officer can give one of these Commands:

Back to Back. For 1 minute, all allies within 30 feet that stand within 5 feet of another ally do not provoke opportunity attacks.

Together We Stand. All allies that are within 10 feet of the Officer at the end of their next turn gain 7 temporary hit points, which last until combat ends.

Ironclad. For 1 minute, all allies within 30 feet that can see and hear the Officer reduce bludgeoning, piercing, and slashing damage inflicted on them by 4, instead of 2. This Command requires the Officer to maintain Concentration.

Get Up. The Officer chooses an ally within 30 feet that can hear them and has gained a Gritty Injury during the current encounter. That ally ignores any effects from the injury for 4 rounds, after which they are subjected to the effect as per normal. This cannot negate the penalties of Bleeding Out or Useless Limbs.

Reactions

Vengeance! As a reaction to the Officer or one of their allies being critically hit, the Officer can select one ally that can see or hear them. That ally can use their reaction to make a single attack against the creature inflicted the critical hit with advantage.



Captain

Medium Human


  • Armor Class 16 (scale mail, shield)
  • Speed 30ft.
  • Senses passive perception 9

  • Health 22 (14+8)

  • Stamina 38 (8d6+4)

  • Sanity 20 (12+8)

  • Resolve 7 (3+4)

Physical State H/S
Bruised (S) 37
Battered (S) 19
Bloodied (H) 21
Broken (H) 11
Mental State Stress
Distressed 8
Tormented 17
On the Brink 27

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 12 (+1) 14 (+2) 18 (+4)

  • Skills Insight +6, Intimidation +8, Persuasion +8
  • Languages the common language of their homeland, another of their choice
  • Personal Affliction Irrational.

Spangenhelm. The Captain has Absorb 2 and a -3 to its Wisdom (Perception) Skill.

Cull the Weak. All enemies within 30 feet of the Captain that receive a critical hit gain a +4 penalty to their Gritty Injury roll.

Morale Breaker. All human enemies within 30 feet that can see the Captain must spend 2 feet of movement for every 1 foot they move towards them.

Shoulder to Shoulder. All allies within 30 feet of the Captain that stand within 5 feet of another ally who isn't incapacitated gain a +1 bonus to their AC.

Stand As One. All allies within 30 feet of the Captain that can see and hear them reduce bludgeoning, piercing, and slashing damage inflicted on them by 2.

Actions

Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d8 +1) slashing damage

Attack! The Captain selects one ally that can see or hear them. That ally can use their reaction to make a single weapon attack with a +8 bonus to its damage roll.

Rally! The Captain selects one ally within 15 feet of them that can hear them. That ally regains 1d4+8 stamina. A creature can only benefit from this action once per short rest.

Fight On! The Captain selects one ally that can see or hear them. For 1 minute, whenever the ally makes an attack roll or a saving throw, the ally can roll a d4 and add the number rolled to the roll. This effect requires the ally to maintain concentration. Only one ally can benefit from this Order at once.

Hold the Line! The Captain selects one ally that can see or hear them. That ally may use its reaction to take the Dodge action.

Commands (3/long rest). As an action, the Captain can give one of these Commands:

Back to Back. For 1 minute, all allies within 30 feet that stand within 5 feet of another ally do not provoke opportunity attacks.

Together We Stand. All allies that are within 10 feet of the Captain at the end of their next turn gain 12 temporary hit points, which last until combat ends.

Ironclad. For 1 minute, all allies within 30 feet that can see and hear the Captain reduce bludgeoning, piercing, and slashing damage inflicted on them by 4, instead of 2. This Command requires the Captain to maintain Concentration.

Get Up. The Captain chooses an ally within 30 feet that can hear them and has gained a Gritty Injury during the current encounter. That ally ignores any effects from the injury for 5 rounds, after which they are subjected to the effect as per normal. This cannot negate the penalties of Bleeding Out or Useless Limbs.

Feed the Worms. For 1 minute, whenever an ally within 30 feet that can see and hear the Captain scores a critical hit against a creature, they add +8 to the damage of the attack. This Command requires the Captain to maintain Concentration.

Death. Until the beginning of the Captain's next turn all allies in range that can see them can make an additional attack when they take the Attack action on their turn.

Intimidation Tactics. For 1 minute, all enemies within 30 feet that can see and hear the Captain gain a -4 penalty to their attack rolls and Wisdom saving throws. This Command requires the Captain to maintain Concentration.

Menacing Gaze. The Captain select up to 4 enemies within 30 feet. The chosen enemies must succeed on a DC 16 Wisdom saving throw or become frightened of the Captain until the end of their next turn, at which point they can use a bonus action on their turn to attempt the saving throw again, ending the effect on a success.

Reactions

Vengeance! As a reaction to the Captain or one of their allies being critically hit, the Captain can select one ally that can see or hear them. That ally can use their reaction to make a single attack against the creature inflicted the critical hit with advantage.

Scholars


Scholar

Medium Human


  • Armor Class 11
  • Speed 30ft.
  • Senses passive perception 10

  • Health 11 (10+1)

  • Stamina 4 (1d4+0)

  • Sanity 15 (14+1)

  • Resolve 3 (1+2)

Physical State H/S
Bruised (S) 3
Battered (S) 2
Bloodied (H) 10
Broken (H) 5
Mental State Stress
Distressed 4
Tormented 10
On the Brink 18

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 10 (+0) 14 (+2) 11 (+0) 10 (+0)

  • Skills History +6, Medicine +4, Occultism +4, Religion +4
  • Languages the common language of their homeland, another of their choice
  • Personal Affliction Anxious.

Literate. Unlike the unwashed masses, the Scholar can read and write in any language they know.

Actions

Dagger. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d4 +1) piercing damage

Reactions

Academic Analysis (3/short rest). As a reaction to a creature within 60 feet of you who can hear and understand you making an attack roll, ability check, or saving throw, the Scholar can give that creature a +1 bonus to the roll.



Researcher

Medium Human


  • Armor Class 11
  • Speed 30ft.
  • Senses passive perception 11

  • Health 16 (12+4)

  • Stamina 11 (4d4+4)

  • Sanity 20 (16+4)

  • Resolve 5 (2+3)

Physical State H/S
Bruised (S) 10
Battered (S) 5
Bloodied (H) 15
Broken (H) 8
Mental State Stress
Distressed 6
Tormented 15
On the Brink 25

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 10 (+0)

  • Skills History +9, Medicine +7, Occultism +6, Religion +6
  • Languages the common language of their homeland, another of their choice
  • Personal Affliction Anxious.

Literate. Unlike the unwashed masses, the Scholar can read and write in any language they know.

Field Research. If the Researcher spends at least 1 minute observing or interacting with another creature outside of combat, it learns information about its capabilities. The Researcher chooses a different creature to reference the studied creatures strength against. After doing so, the Researcher knows if the creature it are researching is equal, superior, or inferior to the reference creature in regard to two of the following characteristics: Strength score, Dexterity score, Constitution score, Intelligence score, Armor Class, Maximum stamina, Total class levels (if any).

Good Listener. If the Researcher has been in a town more than 1 hour they can find and identify shops, political power houses, bad sections of town, the prevalent families and their rivalries, and messenger services if any.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 3 (1d4 +1) piercing damage

Reactions

Academic Analysis (4/short rest). As a reaction to a creature within 60 feet of you who can hear and understand you making an attack roll, ability check, or saving throw, the Researcher can give that creature a +3 bonus to the roll.



Polymath

Medium Human


  • Armor Class 12
  • Speed 30ft.
  • Senses passive perception 12

  • Health 20 (12+8)

  • Stamina 19 (8d4+8)

  • Sanity 26 (18+8)

  • Resolve 7 (3+4)

Physical State H/S
Bruised (S) 18
Battered (S) 9
Bloodied (H) 19
Broken (H) 9
Mental State Stress
Distressed 8
Tormented 20
On the Brink 33

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 18 (+4) 14 (+2) 10 (+0)

  • Skills History +12, Medicine +10, Occultism +8, Religion +8
  • Languages the common language of their homeland, another two of their choice
  • Personal Affliction Anxious.

Literate. Unlike the unwashed masses, the Polymath can read and write in any language they know.

Deep Knowledge (1/long rest). When the Polymath first encounters a person, object, location or event, they lean one fact about the thing of their choice. In addition to the things they learn, the Polymath has advantage on the first ability check they make directly regarding that person, object, location or event.

Mightier than the Sword. If the Polymath does not take the Attack action or otherwise damage or harass a hostile creature during combat, intelligent foes who could benefit from their skills will not attack them.

Field Research. If the Polymath spends at least 1 minute observing or interacting with another creature outside of combat, it learns information about its capabilities. The Polymath chooses a different creature to reference the studied creatures strength against. After doing so, the Polymath knows if the creature it are researching is equal, superior, or inferior to the reference creature in regard to two of the following characteristics: Strength score, Dexterity score, Constitution score, Intelligence score, Armor Class, Maximum stamina, Total class levels (if any).

Good Listener. If the Polymath has been in a town more than 1 hour they can find and identify shops, political power houses, bad sections of town, the prevalent families and their rivalries, and messenger services if any.

Quick Thinking. Whenever the Polymath or a friendly creature within 30 feet of them must make a saving throw, the creature gains a +4 bonus to the saving throw. A creature must be able to see or hear the Polymath to gain this bonus.

Words Most Helpful. Whenever the Polymath takes the Help action, they may help a separate target within 30 feet of them that can hear them as a bonus action.

Actions

Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 +2) piercing damage

Reactions

Academic Analysis (5/short rest). As a reaction to a creature within 60 feet of you who can hear and understand you making an attack roll, ability check, or saving throw, the Polymath can give that creature a +5 bonus to the roll.

Slayers



Slayer

Medium Human


  • Armor Class 15 (scalemail)
  • Speed 30ft.
  • Senses passive perception 9

  • Health 15 (14+1)

  • Stamina 12 (1d10+2)

  • Sanity 11 (10+1)

  • Resolve 1 (1+0)

Physical State H/S
Bruised (S) 11
Battered (S) 6
Bloodied (H) 14
Broken (H) 7
Mental State Stress
Distressed 2
Tormented 6
On the Brink 12

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Skills Athletics +4, Grit +4
  • Languages the common language of their homeland
  • Personal Affliction Fearful

Skullcap. The Slayer has Absorb 1 and a -1 to its Wisdom (Perception) Skill.

Actions

Greataxe. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 8 (1d12 +2) slashing damage.

Thrown Handaxe. Ranged Weapon Attack: +4 to hit, reach 30/60 ft., one target. Hit: 5 (1d6+2) slashing damage.

Battle Trance (1/short rest). As a action the Slayer can whip themself into a Battle Trance. While in the Battle Trance the Slayer gains 4 temporary hit points and has advantage on saving throws against the Frightened condition. The Slayer's Battle Trance ends if they are knocked unconscious or if their turn ends and they haven't attacked a hostile creature for 1 minute or taken damage since then. Alternatively, they can also choose to end their Battle Trance early as a bonus action though doing so inflicts 1 Stress. After their Battle Trance Ends the Slayer gains 1 Stress, a -2 penalty to their AC, and disadvantage on Wisdom (Perception) checks and Wisdom saving throws until they take a short rest.



Barbarian

Medium Human


  • Armor Class 15 (scalemail)
  • Speed 30ft.
  • Senses passive perception 7

  • Health 20 (16+4)

  • Stamina 30 (4d10+12)

  • Sanity 14 (10+4)

  • Resolve 2 (2+0)

Physical State H/S
Bruised (S) 29
Battered (S) 15
Bloodied (H) 19
Broken (H) 9
Mental State Stress
Distressed 3
Tormented 9
On the Brink 16

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 10 (+0) 10 (+0) 11 (+0)

  • Skills Athletics +6, Grit +6
  • Languages the common language of their homeland
  • Personal Affliction Fearful

Spangenhelm. The Barbarian has Absorb 2 and a -3 to its Wisdom (Perception) Skill.

Bloodlust. Whenever the Barbarian hits a creature with a weapon attack in a Battle Trance the next damage roll they make gains a +1 bonus. This effect stacks up to a maximum of +5. If they miss an attack or do not attack a creature during their turn, the bonus is lost.

Heavy Hitter. While wielding a weapon in two hands in a Battle Trance the Barbarian can take the Shove action as a bonus action. Additionally, the Barbarian deals 1d4 bludgeoning damage to any creature they successfully shove.

Actions

Greataxe. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 9 (1d12 +3) slashing damage.

Thrown Handaxe. Ranged Weapon Attack: +6 to hit, reach 30/60 ft., one target. Hit: 6 (1d6+3) slashing damage.

Battle Trance (1/short rest). As a action the Barbarian can whip themself into a Battle Trance. While in the Battle Trance the Barbarian gains 11 temporary hit points and has advantage on saving throws against the Frightened condition. The Barbarian's Battle Trance ends if they are knocked unconscious or if their turn ends and they haven't attacked a hostile creature for 1 minute or taken damage since then. Alternatively, they can also choose to end their Battle Trance early as a bonus action though doing so inflicts 1 Stress. After their Battle Trance Ends the Barbarian gains 1 Stress, a -2 penalty to their AC, and disadvantage on Wisdom (Perception) checks and Wisdom saving throws until they take a short rest.



Warmonger

Medium Human


  • Armor Class 15 (scalemail)
  • Speed 30ft.
  • Senses passive perception 7

  • Health 26 (18+8)

  • Stamina 63 (8d10+32)

  • Sanity 18 (10+8)

  • Resolve 4 (3+1)

Physical State H/S
Bruised (S) 62
Battered (S) 31
Bloodied (H) 25
Broken (H) 13
Mental State Stress
Distressed 5
Tormented 13
On the Brink 22

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 18 (+4) 10 (+0) 10 (+0) 12 (+1)

  • Skills Athletics +8, Grit +8
  • Languages the common language of their homeland
  • Personal Affliction Fearful

Spangenhelm. The Warmonger has Absorb 2 and a -3 to its Wisdom (Perception) Skill.

Bloodlust. Whenever the Warmonger hits a creature with a weapon attack in a Battle Trance the next damage roll they make gains a +1 bonus. This effect stacks up to a maximum of +5. If they miss an attack or do not attack a creature during their turn, the bonus is lost. When this bonus reaches +5 the Warmonger can choose to reset their bonus to 0, in doing so turning the attack that maximizes the bonus into a critical hit.

Heavy Hitter. While wielding a weapon in two hands in a Battle Trance the Warmonger can take the Shove action as a bonus action. Additionally, the Warmonger deals 2d4 bludgeoning damage to any creature they successfully shove.

Resist Death. When the Warmonger are reduced to 0 health while in a Battle Trance but not killed outright, they can choose to instead be reduced to 1 health. After doing so the Warmonger gains 1 Stress. They can do this only once per Battle Trance.

Actions

Multiattack. The Warmonger can make two weapon attacks.

Greataxe. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 10 (1d12 +4) slashing damage.

Thrown Handaxe. Ranged Weapon Attack: +8 to hit, reach 30/60 ft., one target. Hit: 7 (1d6+4) slashing damage.

Battle Trance (2/short rest). As a action the Warmonger can whip themself into a Battle Trance. While in the Battle Trance the Warmonger gains 20 temporary hit points and has advantage on saving throws against the Frightened condition. The Warmonger's Battle Trance ends if they are knocked unconscious or if their turn ends and they haven't attacked a hostile creature for 1 minute or taken damage since then. Alternatively, they can also choose to end their Battle Trance early as a bonus action though doing so inflicts 1 Stress. After their Battle Trance Ends the Warmonger gains 1 Stress, a -2 penalty to their AC, and disadvantage on Wisdom (Perception) checks and Wisdom saving throws until they take a short rest.

Wanderers


Wanderer

Medium Human


  • Armor Class 13 (leather)
  • Speed 30ft.
  • Senses passive perception 10

  • Health 13 (12+1)

  • Stamina 9 (1d8+1)

  • Sanity 11 (10+1)

  • Resolve 2 (1+1)

Physical State H/S
Bruised (S) 8
Battered (S) 4
Bloodied (H) 12
Broken (H) 6
Mental State Stress
Distressed 3
Tormented 7
On the Brink 13

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 10 (+0)

  • Skills Acrobatics +4, Investigation +2, Survival +3
  • Languages the common language of their homeland
  • Personal Affliction Selfish

Skullcap. The Wanderer has Absorb 1 and a -1 to its Wisdom (Perception) Skill.

Traveler. Climbing and swimming doesn't cost the Wanderer extra movement, moving through difficult terrain caused by natural phenomena costs the Wanderer no extra movement, even when the Wanderer is engaged in another activity while traveling they remain alert to danger.

Actions

Longbow. Ranged Weapon Attack: +4 to hit, reach 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 +2) slashing damage.



Drifter

Medium Human


  • Armor Class 14 (leather)
  • Speed 40ft.
  • Senses passive perception 11

  • Health 17 (13+4)

  • Stamina 17 (4d8+4)

  • Sanity 14 (10+4)

  • Resolve 4 (2+2)

Physical State H/S
Bruised (S) 16
Battered (S) 8
Bloodied (H) 16
Broken (H) 8
Mental State Stress
Distressed 5
Tormented 11
On the Brink 18

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 10 (+0) 15 (+2) 10 (+0)

  • Skills Acrobatics +6, Investigation +3, Survival +5
  • Languages the common language of their homeland
  • Personal Affliction Selfish

Skullcap. The Drifter has Absorb 1 and a -1 to its Wisdom (Perception) Skill.

Traveler. Climbing and swimming doesn't cost the Drifter extra movement, moving through difficult terrain caused by natural phenomena costs the Drifter no extra movement, even when the Drifter is engaged in another activity while traveling they remain alert to danger.

Forager. Whenever the Drifter is the Gatherer and succeeds on either the Intelligence (Nature) or Wisdom (Survival) check to find Supply, they can roll a d10 in place of a d6.

Herbal Scavenger. Over the course of a short rest, the Drifter can spend 2 hours scavenging for medicinal herbs. After doing so they can make a DC 12 Wisdom (Medicine) check on 3 allies. On a success the chosen allies regains 2 Stamina.

Strider. The Drifter may move through a space an ally is occupying without expending extra movement.

Wilderness Survivalist. The Drifter gains advantage on checks and saving throws to made resist negative weather or environmental effects. Additionally, the Drifter can choose to reroll a result of 1 or 2 on a Provision Die. They must take the new roll. After doing so they gain 1 Stress.

Actions

Longbow. Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: 6 (1d8+3) piercing damage.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 5 (1d6 +3) slashing damage.



Ranger

Medium Human


  • Armor Class 16 (scalemail)
  • Speed 40ft.
  • Senses passive perception 11

  • Health 22 (14+8)

  • Stamina 38 (8d8+16)

  • Sanity 18 (10+8)

  • Resolve 7 (3+4)

Physical State H/S
Bruised (S) 37
Battered (S) 14
Bloodied (H) 21-
Broken (H) 11
Mental State Stress
Distressed 8
Tormented 16
On the Brink 25

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 10 (+0) 18 (+4) 10 (+0)

  • Skills Acrobatics +7, Investigation +4, Survival +8
  • Languages the common language of their homeland
  • Personal Affliction Selfish

Spangenhelm. The Ranger has Absorb 2 and a -3 to its Wisdom (Perception) Skill.

Traveler. Climbing and swimming doesn't cost the Ranger extra movement, moving through difficult terrain caused by natural phenomena costs the Ranger no extra movement, even when the Ranger is engaged in another activity while traveling they remain alert to danger.

Cartographer. The Ranger can perfectly recall the topography of natural terrain. While traversing routes the Ranger has previously traveled, they have advantage on Intelligence (Investigation) and (Navigator's Tool) checks while they are the Navigator.

Forager. Whenever the Ranger are the Gatherer and succeed on either the Intelligence (Nature) or Wisdom (Survival) check to find Supply, they can roll a d10 in place of a d6.

Herbal Scavenger. Over the course of a short rest, the Ranger can spend 2 hours scavenging for medicinal herbs. After doing so they can make a DC 12 Wisdom (Medicine) check on 3 allies. On a success the chosen allies regains 4 Stamina.

Strider. The Ranger may move through a space an ally is occupying without expending extra movement.

Wilderness Survivalist. The Ranger gains advantage on checks and saving throws to made resist negative weather or environmental effects. Additionally, the Ranger can choose to reroll a result of 1 or 2 on a Provision Die. They must take the new roll. After doing so they gain 1 Stress.

Wilderness Fighter. The Ranger has advantage on initiative rolls.

Unflagging. The Ranger doesn't suffer the effects of Exhaustion, Frostbite, or Heatstroke while they only have one or two levels of it. Exhaustion, Frostbite, and Heatstroke affects them normally while they have three or more levels.

Actions

Multiattack. The Ranger can make two weapon attacks.

Longbow. Ranged Weapon Attack: +7 to hit, reach 150/600 ft., one target. Hit: 6 (1d8+3) piercing damage.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 5 (1d6 +3) slashing damage.

Warriors


Warrior

Medium Human


  • Armor Class 16 (ringmail, shield)
  • Speed 30ft.
  • Senses passive perception 5

  • Health 15 (14+1)

  • Stamina 10 (1d8+2)

  • Sanity 11 (10+1)

  • Resolve 1 (1+0)

Physical State H/S
Bruised (S) 9
Battered (S) 5
Bloodied (H) 14
Broken (H) 7
Mental State Stress
Distressed 2
Tormented 6
On the Brink 12

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 9 (-1)

  • Skills Athletics +4, Grit +4
  • Languages the common language of their homeland
  • Personal Affliction Hopeless

Bassinet. The Warrior has Absorb 3 and a -5 to its Wisdom (Perception) Skill.

Ringmail. The Warrior reduces bludgeoning, piercing, and slashing damage dealt to it by 1.

Second Wind (1/short rest). The Warrior can use a bonus action on its turn to gain 1d8 + 1 temporary hit points. These temporary hit points last until the end the current encounter.

Actions

Battleaxe/Longsword/Warhammer. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 +2) slashing (for Battleaxe and Longsword) or bludgeoning (for Warhammer) damage.

Light Crossbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.



Battler

Medium Human


  • Armor Class 18 (chainmail, shield)
  • Speed 30ft.
  • Senses passive perception 5

  • Health 18 (14+4)

  • Stamina 22 (4d8+8)

  • Sanity 14 (10+4)

  • Resolve 2 (2+0)

Physical State H/S
Bruised (S) 21
Battered (S) 11
Bloodied (H) 17
Broken (H) 9
Mental State Stress
Distressed 3
Tormented 9
On the Brink 16

STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 15 (+2) 10 (+0) 10 (+0) 9 (-1)

  • Skills Athletics +6, Grit +5
  • Languages the common language of their homeland
  • Personal Affliction Hopeless

Bassinet. The Battler has Absorb 3 and a -5 to its Wisdom (Perception) Skill.

Chainmail. The Battler reduces bludgeoning, piercing, and slashing damage dealt to it by 2.

Second Wind (1/short rest). The Battler can use a bonus action on its turn to gain 1d8 + 4 temporary hit points. These temporary hit points last until the end the current encounter.

Action Surge (1/short rest). On their turn, the Battler can take one additional action on top of their regular action and a possible bonus action.

Dueler. When the Battler is wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to damage rolls with that weapon (included in the attack).

Fall upon the Enemy. When the Battler takes the Attack action on their turn, they can forgo one of their melee attacks to make a lunging strike. The Battler attacks in a line 5 feet wide and as long as their reach. Any creature affected must make a DC 14 Dexterity saving throw or suffer their normal weapon damage.

Shield Bash. While wielding a shield the Battler can use their bonus action each turn to make an attack with the shield. This attack has a +6 to hit and deals 5 (1d4 + 3) bludgeoning damage.

Actions

Battleaxe/Longsword/Warhammer. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 9 (1d8 +5) slashing (for Battleaxe and Longsword) or bludgeoning (for Warhammer) damage.

Light Crossbow. Ranged Weapon Attack: +6 to hit, reach 80/320 ft., one target. Hit: 7 (1d8+3) piercing damage.



Champion

Medium Human


  • Armor Class 19 (chainmail, shield, defense)
  • Speed 30ft.
  • Senses passive perception 7

  • Health 24 (16+8)

  • Stamina 46 (8d8+24)

  • Sanity 18 (10+8)

  • Resolve 3 (3+0)

Physical State H/S
Bruised (S) 45
Battered (S) 23
Bloodied (H) 23
Broken (H) 12
Mental State Stress
Distressed 4
Tormented 12
On the Brink 21

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 16 (+3) 10 (+0) 10 (+0) 9 (-1)

  • Skills Athletics +8, Grit +7, Perception +4
  • Languages the common language of their homeland
  • Personal Affliction Hopeless

Great Helm. The Champion has Absorb 4 and a -7 to its Wisdom (Perception) Skill.

Chainmail. The Champion reduces bludgeoning, piercing, and slashing damage dealt to it by 2.

Second Wind (1/short rest). The Champion can use a bonus action on its turn to gain 1d8 + 8 temporary hit points. These temporary hit points last until the end the current encounter.

Action Surge (1/short rest). On their turn, the Champion can take one additional action on top of their regular action and a possible bonus action.

Indomitable (1/long rest). The Champion can choose to reroll a saving throw that they would have failed with advantage. They can choose to do so before or after the roll, but before any effects of the roll are applied.

Dueler. When the Champion is wielding a melee weapon in one hand and no other weapons, they gain a +2 bonus to damage rolls with that weapon (included in the attack).

Fall upon the Enemy. When the Champion takes the Attack action on their turn, they can forgo one of their melee attacks to make a lunging strike. The Champion attacks in a line 5 feet wide and as long as their reach. Any creature affected must make a DC 16 Dexterity saving throw or suffer their normal weapon damage.

Shield Bash. While wielding a shield the Champion can use their bonus action each turn to make an attack with the shield. This attack has a +8 to hit and deals 6 (1d4 + 4) bludgeoning damage.

Defense. The Champion gain a +1 bonus to their AC while wearing armour.

Blow-Turner. The Champion can use the Splinter property of their shield one additional time before their shield breaks.

Change Grip. While wielding a Versatile weapon the Champion gains a +1 bonus to their AC while wielding it with two hands, and a +1 bonus to their attack rolls while with one hand.

Actions

Multiattack. The Champion can make two weapon attacks.

Battleaxe/Longsword/Warhammer. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 10 (1d8 +6) slashing (for Battleaxe and Longsword) or bludgeoning (for Warhammer) damage.

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: 9 (1d10+4) piercing damage.

Reactions

Parry. As a reaction to being damaged by a melee weapon attack that deals bludgeoning, piercing, or slashing damage, the Champion can reduce that damage by 4.

Standard Troops

Support



Commander

Medium Human


  • Armor Class 15 (chain shirt, shield)
  • Speed 30ft.
  • Senses passive perception 9

  • Health 15 (13+2)

  • Stamina 9 (2d6+2)

  • Sanity 13 (11+2)

  • Resolve 3 (1+2)

Physical State H/S
Bruised (S) 8
Battered (S) 4
Bloodied (H) 14
Broken (H) 7
Mental State Stress
Distressed 4
Tormented 9
On the Brink 16

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 13 (+1) 11 (+0) 10 (+0) 14 (+2)

  • Skills Insight +2, Intimidation +4, Perception +2, Persuasion +4
  • Languages the common language of their homeland, another of their choice
  • Personal Affliction Abusive

Spangenhelm. The Commander has Absorb 2 and a -3 to its Wisdom (Perception) Skill.

Inspiring Leader. All allies within 30 feet of the Commander that can see or hear them gain a +2 bonus to saving throws against the charmed and frightened conditions. This ability does not function if the Commander is Distressed or worse.

Actions

Shortsword. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 +1) slashing damage

Bark Order. The Commander gives an order to one of its allies that can see or hear them. This ally may then add a d6 to an attack roll, ability check, or saving throw it makes within the next minute that follows the Commander's given order. A creature can only benefit from one of these bonus d6 at a time.

Reactions

Prepared for Combat. As a reaction to combat starting, the Commander gives all allies within 30 feet of it that can hear it advantage on their initiative roll.

Organized Movement. As a reaction to one of the Commander's allies starting their turn, the Veteran Commander can give them a bonus 10 feet of movement speed until the end their their turn.



Veteran Commander

Medium Human


  • Armor Class 18 (chainmail, shield)
  • Speed 30ft.
  • Senses passive perception 8

  • Health 19 (14+5)

  • Stamina 20 (5d6+10)

  • Sanity 18 (13+5)

  • Resolve 5 (2+3)

Physical State H/S
Bruised (S) 19
Battered (S) 10
Bloodied (H) 18
Broken (H) 9
Mental State Stress
Distressed 6
Tormented 14
On the Brink 23

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 14 (+2) 13 (+1) 10 (+0) 16 (+3)

  • Skills Insight +3, Intimidation +6, Perception +3, Persuasion +6
  • Languages the common language of their homeland, another of their choice
  • Personal Affliction Abusive

Bassinet. The Veteran Commander has Absorb 3 and a -5 to its Wisdom (Perception) Skill.

Chainmail. The Veteran Commander reduces bludgeoning, piercing, and slashing damage dealt to it by 2.

Leader's Presence. All allies within 30 feet of the Veteran Commander that can see or hear them gain a +3 bonus to saving throws against the charmed and frightened conditions. This ability does not function if the Veteran Commander is Distressed or worse.

Actions

Multiattack. The Veteran Commander can take any combination of these three actions on their turn: Bark Command, Demoralize, and Stand Tall.

Longsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d8 +1) slashing damage

Bark Order. The Veteran Commander gives an order to one of its allies that can see or hear them. This ally may then add a d6 to an attack roll, ability check, or saving throw it makes within the next minute that follows the Commander's given order. A creature can only benefit from one of these bonus d6 at a time.

Demoralize (Recharge 5-6). One creature of the Veteran Commander's choice within 10 feet of it that can hear it must make a DC 14 Wisdom saving throw or gain 1d4 Stress. On a success the creature is immune to this action for the next 24 hours.

Stand Tall (3/long rest). Up to 3 allies of the Veteran Commander's choice within 30 feet of them that can see or hear them gain 8 temporary hit points that last until combat ends. The Veteran Commander cannot take this action if they are Distressed or worse.

Reactions

Prepared for Combat. As a reaction to combat starting, the Commander gives all allies within 30 feet of it that can hear it advantage on their initiative roll.

Organized Movement. As a reaction to one of the Veteran Commander's allies starting their turn, the Veteran Commander can give them a bonus 10 feet of movement speed until the end their their turn.


Banner Bearer

Medium Human


  • Armor Class 13 (studded leather)
  • Speed 30ft.
  • Senses passive perception 9

  • Health 14 (12+2)

  • Stamina 9 (2d6+2)

  • Sanity 12 (10+2)

  • Resolve 2 (1+1)

Physical State H/S
Bruised (S) 8
Battered (S) 4
Bloodied (H) 13
Broken (H) 7
Mental State Stress
Distressed 3
Tormented 8
On the Brink 14

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 12 (+1)

  • Saving Throws Wisdom +2
  • Skills Persuasion +3
  • Languages the common language of their homeland
  • Personal Affliction Irrational

Skullcap. The Banner Bearer has Absorb 1 and a -1 to its Wisdom (Perception) Skill.

Symbol of War. While the Banner Bearer is wielding their Banner Spear all allies within 60 feet that can see the Banner spear gain a +2 bonus to Wisdom Saving throws and attack rolls.

Fallen Banner. When the Banner Bearer is reduced to 0 health, all allies within 60 feet that saw the Banner Bearer die gain 1d4 Stress.

Actions

Banner Spear. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 +1) piercing damage


Healer

Medium Human


  • Armor Class 10
  • Speed 30ft.
  • Senses passive perception 13

  • Health 11 (10+1)

  • Stamina 6 (1d6+0)

  • Sanity 13 (12+1)

  • Resolve 4 (1+3)

Physical State H/S
Bruised (S) 5-3
Battered (S) 2-0
Bloodied (H) 11-6
Broken (H) 5-0
Mental State Stress
Distressed 1-5
Tormented 6-12
On the Brink 13

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 10 (+0) 12 (+1) 16 (+3) 10 (+0)

  • Skills Medicine +5
  • Languages the common language of their homeland
  • Personal Affliction Abusive

Literate. Unlike the unwashed masses, the Healer can read and write in any language they know.

Wound Care. Should the Healer spend a use of a healer's kit on a creature during a short rest, that creature regains 3 health per stamina die they spend during that rest. However, that creature does not reduce their Stress from spending stamina die for that rest.

Actions

Dagger. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 2 (1d4 +0) piercing damage

Battlefield Medicine (3/long rest). As an action, the healer can begin binding a creature's wounds and on their subsequent turn use another action to expend a use of a healer’s kit. After taking the initial action, the Healer must concentrate and remain within 5 feet of the target until they take the next action. Additionally, during this time the target creature cannot take actions of any kind, or the Healer's concentration will be broken. Successfully doing so that creature heals 1d4+3 health. The DC to resist breaking concentration for this ability is 13 or the damage of the attack that triggered the saving throw, whichever is higher.

Melee Combatants


Peasant Militia

Medium Human


  • Armor Class 10
  • Speed 30ft.
  • Senses passive perception 9

  • Health 11 (10+1)

  • Stamina 6 (1d6+0)

  • Sanity 11 (10+1)

  • Resolve 1 (1+0)

Physical State H/S
Bruised (S) 5
Battered (S) 3
Bloodied (H) 10
Broken (H) 5
Mental State Stress
Distressed 2
Tormented 6
On the Brink 12

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Languages the common language of their homeland
  • Personal Affliction Dependant

Skullcap. The Peasant Militia has Absorb 1 and a -1 to its Wisdom (Perception) Skill.

Actions

Spear. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit: 4 (1d8 +0) piercing damage


Conscript

Medium Human


  • Armor Class 13 (leather, shield)
  • Speed 30ft.
  • Senses passive perception 9

  • Health 14 (12+2)

  • Stamina 9 (2d6+2)

  • Sanity 12 (10+2)

  • Resolve 1 (1+0)

Physical State H/S
Bruised (S) 8
Battered (S) 4
Bloodied (H) 13
Broken (H) 7
Mental State Stress
Distressed 2
Tormented 8
On the Brink 13

STR DEX CON INT WIS CHA
12 (+1) 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Languages the common language of their homeland
  • Personal Affliction Dependant

Skullcap. The Conscript has Absorb 1 and a -1 to its Wisdom (Perception) Skill.

Formation Fighting. While the Conscript is within 5 feet of an ally it gains a +1 bonus to its damage rolls, up to a maximum of +3.

Actions

Spear. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6 +1) piercing damage



Soldier

Medium Human


  • Armor Class 15 (chain shirt, shield)
  • Speed 30ft.
  • Senses passive perception 7

  • Health 17 (14+3)

  • Stamina 14 (3d6+6)

  • Sanity 13 (10+3)

  • Resolve 2 (2+0)

Physical State H/S
Bruised (S) 13
Battered (S) 7
Bloodied (H) 16
Broken (H) 8
Mental State Stress
Distressed 3
Tormented 8
On the Brink 15

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +4, Grit +4
  • Languages the common language of their homeland
  • Personal Affliction Hopeless

Spangenhelm. The Soldier has Absorb 2 and a -3 to its Wisdom (Perception) Skill.

Formation Fighting. While the Soldier is within 5 feet of an ally it gains a +1 bonus to its damage rolls, up to a maximum of +3.

Actions

Battleaxe/Longsword/Warhammer. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 6 (1d8 +2) slashing (for Battleaxe and Longsword) or bludgeoning (for Warhammer) damage.

Focus (1/long rest). As an action the Solider can catch its breath and steady itself. It regains 5 Stamina. The Solider cannot take this action if it is Distressed or worse.



Veteran Soldier

Medium Human


  • Armor Class 17 (scale mail, shield)
  • Speed 30ft.
  • Senses passive perception 9

  • Health 20 (16+4)

  • Stamina 21 (4d6+12)

  • Sanity 15 (11+4)

  • Resolve 3 (2+1)

Physical State H/S
Bruised (S) 19
Battered (S) 10
Bloodied (H) 20
Broken (H) 10
Mental State Stress
Distressed 4
Tormented 10
On the Brink 18

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0)

  • Skills Athletics +5, Grit +6, Perception +4
  • Languages the common language of their homeland
  • Personal Affliction Masochistic

Bassinet. The Veteran Soldier has Absorb 3 and a -5 to its Wisdom (Perception) Skill.

Formation Fighting. While the Veteran Soldier is within 5 feet of an ally it gains a +1 bonus to its damage rolls, up to a maximum of +3.

Actions

Multiattack. The Veteran Soldier makes two attacks: one weapon attack and a Shield Bash attack.

Battleaxe/Longsword/Warhammer. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d8 +2) slashing (for Battleaxe and Longsword) or bludgeoning (for Warhammer) damage.

Shield Bash. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 4 (1d4 +2) bludgeoning damage. The Veteran Soldier must be wielding a shield in order to make this attack.

Focus (1/long rest). As an action the Veteran Solider can catch its breath and steady itself. It regains 6 Stamina. The Veteran Solider cannot take this action if it is Distressed or worse.

Reactions

Block. The Veteran Soldier can use its reaction to being targeted with an attack to raise its AC by 2, potentially causing the attack to miss. The Veteran Soldier must be wielding a shield in order to take this reaction.



Cavalryman

Medium Human


  • Armor Class 16 (ringmail, shield)
  • Speed 30ft.
  • Senses passive perception 5

  • Health 15 (12+3)

  • Stamina 11 (3d6+3)

  • Sanity 13 (10+3)

  • Resolve 3 (2+1)

Physical State H/S
Bruised (S) 10
Battered (S) 5
Bloodied (H) 14
Broken (H) 7
Mental State Stress
Distressed 4
Tormented 9
On the Brink 16

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 12 (+1) 10 (+0) 13 (+1) 10 (+0)

  • Skills Animal Handling +3
  • Languages the common language of their homeland
  • Personal Affliction Abusive

Bassinet. The Cavalryman has Absorb 3 and a -5 to its Wisdom (Perception) Skill.

Ringmail. The Cavalryman reduces bludgeoning, piercing, and slashing damage dealt to it by 1.

Saddleborne. The Cavalryman has advantage on saving throws made to avoid falling off their mount. If they do fall off their mount and descend no more than 10 feet, they can land on their feet if they're not incapacitated. Finally, mounting or dismounting a creature costs the Cavalryman only 5 feet of movement, rather than half their speed.

Mounted Charger. While mounted, the Cavalryman benefits from their mount's Charge ability should the mount possess it or a similar ability.

Actions

Lance. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 9 (1d12 +3) piercing damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 +3) slashing damage.



Heavy Cavalryman

Medium Human


  • Armor Class 18 (chainmail, shield)
  • Speed 30ft.
  • Senses passive perception 3

  • Health 19 (14+5)

  • Stamina 21 (5d6+10)

  • Sanity 15 (10+5)

  • Resolve 4 (2+2)

Physical State H/S
Bruised (S) 20
Battered (S) 10
Bloodied (H) 18
Broken (H) 9
Mental State Stress
Distressed 5
Tormented 11
On the Brink 19

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 10 (+0) 14 (+2) 10 (+0)

  • Skills Animal Handling +5, Grit + 5
  • Languages the common language of their homeland
  • Personal Affliction Abusive

Great Helm. The Heavy Cavalryman has Absorb 4 and a -7 to its Wisdom (Perception) Skill.

Chainmail. The Heavy Cavalryman reduces bludgeoning, piercing, and slashing damage dealt to it by 2.

Saddleborne. The Heavy Cavalryman has advantage on saving throws made to avoid falling off their mount. If they do fall off their mount and descend no more than 10 feet, they can land on their feet if they're not incapacitated. Finally, mounting or dismounting a creature costs the Cavalryman only 5 feet of movement, rather than half their speed.

Mounted Charger. While mounted, the Heavy Cavalryman benefits from their mount's Charge ability should the mount possess it or a similar ability.

Actions

Lance. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 9 (1d12 +3) piercing damage.

Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8 +3) slashing damage.

Reactions

Protect Mount. As a reaction to the Heavy Cavalryman's mount being targeted by an attack, the Heavy Cavalryman can choose to become the target of the attack instead.


Axeman

Medium Human


  • Armor Class 14 (studded leather, shield)
  • Speed 30ft.
  • Senses passive perception 8

  • Health 15 (13+2)

  • Stamina 9 (2d6+2)

  • Sanity 12 (10+2)

  • Resolve 2 (1+1)

Physical State H/S
Bruised (S) 8
Battered (S) 4
Bloodied (H) 14
Broken (H) 7
Mental State Stress
Distressed 3
Tormented 8
On the Brink 14

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 10 (+0) 12 (+1) 10 (+0)

  • Skills Athletics +4
  • Languages the common language of their homeland
  • Personal Affliction Irrational

Spangenhelm. The Axeman has Absorb 2 and a -3 to its Wisdom (Perception) Skill.

Hacking Blows. When the Axeman scores a critical hit with an attack that deals slashing damage, the target's Gritty Injury gains +2 Severity.

Actions

Multiattack. The Axeman makes one Handaxe attack and one Hook Shield attack.

Handaxe. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 +2) slashing damage

Hook Shield. The Axeman targets one creature in reach that is wielding a shield and makes a Handaxe attack. On a hit the target takes 2 slashing damage and looses the benefits of its shield until the start of their next turn.


Swordsman

Medium Human


  • Armor Class 16 (scale mail)
  • Speed 30ft.
  • Senses passive perception 7

  • Health 18 (15+3)

  • Stamina 14 (3d6+6)

  • Sanity 13 (10+3)

  • Resolve 2 (2+0)

Physical State H/S
Bruised (S) 13
Battered (S) 7
Bloodied (H) 19
Broken (H) 9
Mental State Stress
Distressed 3
Tormented 8
On the Brink 15

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 11 (+0)

  • Skills Athletics +4, Grit +4, Perception +2
  • Languages the common language of their homeland
  • Personal Affliction Hopeless

Bassinet. The Swordsman has Absorb 3 and a -5 to its Wisdom (Perception) Skill.

Swordmaster. The Swordsman gains a +1 bonus to attack and damage rolls made with a longsword (included in the attack).

Change Grip. While wielding a Versatile weapon the Swordsman gains a +1 bonus to their AC while wielding it with two hands, and a +1 bonus to their attack rolls while with one hand.

Actions

Multiattack. The Swordsman makes two Longsword attacks.

Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 8 (1d10 +3) slashing damage.

Reactions

Parry. The Swordsman can use its reaction to being targeted with an attack to raise its AC by 2, potentially causing the attack to miss. The Swordsman must be wielding a sword in order to take this reaction.


Macer

Medium Human


  • Armor Class 16 (ringmail, shield)
  • Speed 30ft.
  • Senses passive perception 7

  • Health 16 (14+2)

  • Stamina 11 (2d6+4)

  • Sanity 12 (10+2)

  • Resolve 1 (1+0)

Physical State H/S
Bruised (S) 10
Battered (S) 5
Bloodied (H) 15
Broken (H) 8
Mental State Stress
Distressed 2
Tormented 7
On the Brink 13

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 10 (+0) 10 (+0) 10 (+0)

  • Skills Athletics +4, Grit +4
  • Languages the common language of their homeland
  • Personal Affliction Selfish

Spangenhelm. The Macer has Absorb 2 and a -3 to its Wisdom (Perception) Skill.

Ringmail. The Macer reduces bludgeoning, piercing, and slashing damage dealt to it by 1.

Bruiser (1/turn). When the Macer has advantage on an attack roll and hits with its Mace attack, the target of the attack cannot add their Ability modifier to their attack rolls until the end of their next turn should the lower of the two rolls also have hit.

Actions

Mace. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 +2) bludgeoning damage.


Hammerman

Medium Human


  • Armor Class 18 (chainmail, shield)
  • Speed 30ft.
  • Senses passive perception 7

  • Health 20 (16+4)

  • Stamina 21 (4d6+12)

  • Sanity 14 (10+4)

  • Resolve 2 (2+0)

Physical State H/S
Bruised (S) 20
Battered (S) 10
Bloodied (H) 19
Broken (H) 10
Mental State Stress
Distressed 3
Tormented 9
On the Brink 16

STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)

  • Skills Athletics +6, Grit +6
  • Languages the common language of their homeland
  • Personal Affliction Selfish

Bassinet. The Hammerman has Absorb 3 and a -5 to its Wisdom (Perception) Skill.

Chainmail. The Hammerman reduces bludgeoning, piercing, and slashing damage dealt to it by 2.

Bruiser (1/turn). When the Hammerman has advantage on an attack roll and hits with its Warhammer attack, the target of the attack cannot add their Ability modifier to their attack rolls until the end of their next turn should the lower of the two rolls also have hit.

Armour Breaker (1/short rest). On a critical hit, the Hammerman forces the target to either Splinter its shield of Scuff its armour without gaining the usual benefits of doing so.

Actions

Multiattack. The Hammerman makes two Warhammer Attacks.

Warhammer. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d8 +3) bludgeoning damage.



Duel Wielder

Medium Human


  • Armor Class 14 (studded leather)
  • Speed 30 feet.
  • Senses passive perception 9

  • Health 15 (12+3)

  • Stamina 11 (3d6+3)

  • Sanity 13 (10+3)

  • Resolve 2 (2+0)

Physical State H/S
Bruised (S) 10
Battered (S) 5
Bloodied (H) 14
Broken (H) 7
Mental State Stress
Distressed 3
Tormented 8
On the Brink 15

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Skills Acrobatics +4
  • Languages the common language of their homeland
  • Personal Affliction Hopeless

Skullcap. The Duel Wielder has Absorb 1 and a -1 to its Wisdom (Perception) Skill.

Actions

Multiattack. The Duel Wielder makes two Shortsword attacks.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 +2) slashing damage.

Reactions

Backswing. As a reaction to missing a Shortsword attack, the Duel Wielder can make one additional Shortsword attack against the missed target.

Ranged Combatants


Bowman

Medium Human


  • Armor Class 12 (leather)
  • Speed 30 feet.
  • Senses passive perception 13

  • Health 12 (11+1)

  • Stamina 6 (1d6+0)

  • Sanity 11 (10+1)

  • Resolve 2 (1+1)

Physical State H/S
Bruised (S) 5
Battered (S) 3
Bloodied (H) 11
Broken (H) 5
Mental State Stress
Distressed 3
Tormented 7
On the Brink 13

STR DEX CON INT WIS CHA
11 (+0) 13 (+1) 11 (+0) 10 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Languages the common language of their homeland
  • Personal Affliction Fearful

Steady Aim. the Bowman has a +2 bonus to ranged attack rolls (included in the attack).

Puncture (Recharge 6). As a bonus action, the Bowmen can add 1d4 to its next attack or damage roll with a bow.

Actions

Shortbow. Ranged Weapon Attack: +5 to hit, reach 80/320 ft., one target. Hit: 4 (1d6+1) piercing damage.

Dagger. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d4 +1) piercing damage.


Marksman

Medium Human


  • Armor Class 14 (studded leather)
  • Speed 30 feet.
  • Senses passive perception 13

  • Health 14 (11+3)

  • Stamina 8 (3d6+0)

  • Sanity 13 (10+3)

  • Resolve 4 (2+2)

Physical State H/S
Bruised (S) 7
Battered (S) 4
Bloodied (H) 13
Broken (H) 7
Mental State Stress
Distressed 5
Tormented 10
On the Brink 17

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 11 (+0) 10 (+0) 14 (+2) 10 (+0)

  • Skills Perception +4, Stealth +4
  • Languages the common language of their homeland
  • Personal Affliction Fearful

Skullcap. The Marksman has Absorb 1 and a -1 to its Wisdom (Perception) Skill.

Steady Aim. the Marksman has a +2 bonus to ranged attack rolls (included in the attack).

Puncture (Recharge 6). As a bonus action, the Marksmen can add 1d4 to its next attack or damage roll with a bow.

Actions

Longbow. Ranged Weapon Attack: +6 to hit, reach 150/600 ft., one target. Hit: 6 (1d8+2) piercing damage.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d6 +2) slashing damage.

Volley (1/long rest). As an action the Marksmen can fire off a volley of arrows at a 20 feet by 20 feet area within 150 feet of itself. It must have line of sight to this area in order to use this action. Each creature within this area must make a DC 12 Dexterity saving throw or take 6 (1d8+2) piercing damage, or half as much on a successful save. After using this action, the Marksman gains 1 Stress.


Javelin Thrower

Medium Human


  • Armor Class 14 (leather, shield)
  • Speed 30 feet.
  • Senses passive perception 10

  • Health 12 (11+1)

  • Stamina 6 (1d6+0)

  • Sanity 11 (10+1)

  • Resolve 2 (1+1)

Physical State H/S
Bruised (S) 5
Battered (S) 2
Bloodied (H) 11
Broken (H) 5
Mental State Stress
Distressed 3
Tormented 7
On the Brink 13

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (+0) 10 (+0) 12 (+1) 10 (+0)

  • Skills Athletics +4, Perception +3
  • Languages the common language of their homeland
  • Personal Affliction Irrational

Spangenhelm. The Javelin Thrower has Absorb 2 and a -3 to its Wisdom (Perception) Skill.

Over Many Heads. The Javelin Thrower's Javelin attacks ignores half and three-quarters cover and the AC bonus afforded by shields.

Actions

Javelin. Ranged Weapon Attack: +5 to hit, reach 30/120 ft., one target. Hit: 6 (1d6+2) piercing damage.

Javelin Stab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+2) piercing damage.


Pilum Thrower

Medium Human


  • Armor Class 16 (chain shirt, shield)
  • Speed 30 feet.
  • Senses passive perception 10

  • Health 17 (14+3)

  • Stamina 14 (3d6+6)

  • Sanity 13 (10+3)

  • Resolve 2 (1+1)

Physical State H/S
Bruised (S) 13
Battered (S) 7
Bloodied (H) 16
Broken (H) 8
Mental State Stress
Distressed 3
Tormented 8
On the Brink 15

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

  • Skills Athletics +5, Perception +3
  • Languages the common language of their homeland
  • Personal Affliction Irrational

Spangenhelm. The Pilum Thrower has Absorb 2 and a -3 to its Wisdom (Perception) Skill.

Over Many Heads. The Pilum Thrower's Javelin attacks ignores half and three-quarters cover and the AC bonus afforded by shields.

Throwing Expert. After the Pilum Thrower makes a Pilum attack, it can immediately draw another Pilum as apart of the same action.

Actions

Multiattack. The Pilum Thrower makes two attacks.

Pilum. Ranged Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit: 7 (1d8+3) piercing damage.

Pilum Stab. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.


Crossbowman

Medium Human


  • Armor Class 13 (leather)
  • Speed 30 feet.
  • Senses passive perception 12

  • Health 12 (11+1)

  • Stamina 6 (1d6+0)

  • Sanity 11 (10+1)

  • Resolve 2 (1+1)

Physical State H/S
Bruised (S) 5
Battered (S) 3
Bloodied (H) 11
Broken (H) 5
Mental State Stress
Distressed 3
Tormented 7
On the Brink 13

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 10 (+0) 12 (+1) 10 (+0)

  • Skills Perception +3
  • Languages the common language of their homeland
  • Personal Affliction Paranoid

Skullcap. The Crossbowman has Absorb 1 and a -1 to its Wisdom (Perception) Skill.

Firing Squad. When the Crossbowman targets a creature with a Light Crossbow attack it gains a +1 bonus to its attack rolls for each one of its allies that damaged the same target within its last turn (maximum bonus of +3).

Actions

Light Crossbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 6 (1d8+2) piercing damage.

Dagger. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 4 (1d4 +2) piercing damage.


Heavy Crossbowman

Medium Human


  • Armor Class 14 (ringmail)
  • Speed 30 feet.
  • Senses passive perception 10

  • Health 17 (14+3)

  • Stamina 14 (3d6+6)

  • Sanity 13 (10+3)

  • Resolve 2 (1+1)

Physical State H/S
Bruised (S) 13
Battered (S) 7
Bloodied (H) 16
Broken (H) 8
Mental State Stress
Distressed 3
Tormented 8
On the Brink 15

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

  • Skills Grit +4, Perception +3
  • Languages the common language of their homeland
  • Personal Affliction Panicked

Bassinet. The Heavy Crossbowman has Absorb 3 and a -5 to its Wisdom (Perception) Skill.

Ringmail. The Heavy Crossbowman reduces bludgeoning, piercing, and slashing damage dealt to it by 1.

Firing Squad. When the Heavy Crossbowman targets a creature with a Heavy Crossbow attack it gains a +1 bonus to its attack rolls for each one of its allies that damaged the same target within its last turn (maximum bonus of +3).

Actions

Heavy Crossbow. Ranged Weapon Attack: +5 to hit, reach 150/600 ft., one target. Hit: 8 (1d10+3) piercing damage.

Shortsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 +3) slashing damage.

Reactions

Pin. As a reaction to hitting a target with a Heavy Crossbow attack, the Heavy Crossbowman can half the targets movement speed until the end of their next turn.

Specialists


Pikeman

Medium Human


  • Armor Class 13 (chain shirt)
  • Speed 30ft.
  • Senses passive perception 9

  • Health 16 (13+3)

  • Stamina 11 (3d6+3)

  • Sanity 14 (11+3)

  • Resolve 2 (2+0)

Physical State H/S
Bruised (S) 10
Battered (S) 5
Bloodied (H) 15
Broken (H) 8
Mental State Stress
Distressed 3
Tormented 9
On the Brink 16

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 11 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +4
  • Languages the common language of their homeland
  • Personal Affliction Panicked

Spangenhelm. The Pikeman has Absorb 2 and a -3 to its Wisdom (Perception) Skill.

Actions

Pike. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit: 6 (1d10 +2) peircing damage.

Reactions

Receive Charge As a reaction to a creature entering the Pikeman's reach, the Pikeman can make a single Pike attack against them. Should this creature have the Charge ability or a similar ability and have moved far enough to activate it, the Pikeman deals extra damage to the creature equal to any bonus damage described in the target's ability on a hit. Finally, the hit creature cannot benefit from their Charge ability until the start of their next turn. After using this reaction, the Pikeman gains 1 Stress.


Halberdier

Medium Human


  • Armor Class 14 (ringmail)
  • Speed 30ft.
  • Senses passive perception 5

  • Health 18 (14+4)

  • Stamina 17 (4d6+8)

  • Sanity 14 (10+4)

  • Resolve 3 (2+1)

Physical State H/S
Bruised (S) 16
Battered (S) 8
Bloodied (H) 17
Broken (H) 9
Mental State Stress
Distressed 4
Tormented 10
On the Brink 17

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

  • Skills Athletics +6, Grit +5
  • Languages the common language of their homeland
  • Personal Affliction Masochistic

Bassinet. The Halberdier has Absorb 3 and a -5 to its Wisdom (Perception) Skill.

Ringmail. The Halberdier reduces bludgeoning, piercing, and slashing damage dealt to it by 1.

Mail Hacker. When the Halberdier has advantage on an attack roll and hits with their Halberd attack, the target's AC is reduced by 2 until the end of their next turn should the lower of the two rolls also have hit.

Heavy Impact (1/turn). When the Halberdier rolls maximum damage on it's Halberd attack, it may add its Strength modifier to the damage twice instead of once.

Actions

Multiattack. The Halberdier makes two Halberd attacks.

Halberd. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 8 (1d10 +3) slashing damage.



Zweihander

Medium Human


  • Armor Class 16 (chainmail)
  • Speed 30ft.
  • Senses passive perception 8

  • Health 22 (17+5)

  • Stamina 27 (5d6+15)

  • Sanity 15 (10+5)

  • Resolve 2 (2+0)

Physical State H/S
Bruised (S) 26
Battered (S) 13
Bloodied (H) 21
Broken (H) 11
Mental State Stress
Distressed 3
Tormented 9
On the Brink 17

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 10 (+0) 10 (+0) 10 (+0)

  • Skills Athletics +6, Grit +6, Perception +3
  • Languages the common language of their homeland
  • Personal Affliction Masochistic

Bassinet. The Zweihander has Absorb 3 and a -5 to its Wisdom (Perception) Skill.

Chainmail. The Zweihander reduces bludgeoning, piercing, and slashing damage dealt to it by 2.

Lunge. Any greatsword the Zweihander wields gains the Reach property (included in the attack.)

Actions

Multiattack. The Zweihander makes two attacks.

Greatsword. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 9 (2d6 +3) slashing damage.

Cleave (Recharge 5-6). The Zweihander makes a Greatsword attack against a target within 5 feet of itself with disadvantage. If this attack hits, the target takes the Greatsword attack's damage while any other creature within 5 feet of the target takes 1d6+3 slashing damage.


Executioner

Medium Human


  • Armor Class 16 (chainmail)
  • Speed 30ft.
  • Senses passive perception 3

  • Health 21 (16+5)

  • Stamina 27 (5d6+15)

  • Sanity 16 (11+5)

  • Resolve 3 (2+1)

Physical State H/S
Bruised (S) 26
Battered (S) 13
Bloodied (H) 21
Broken (H) 11
Mental State Stress
Distressed 4
Tormented 11
On the Brink 19

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 11 (+0) 12 (+1) 10 (+0)

  • Skills Athletics +6, Grit +6, Intimidation +3
  • Languages the common language of their homeland
  • Personal Affliction Fearful

Great Helm. The Executioner has Absorb 4 and a -7 to its Wisdom (Perception) Skill.

Chainmail. The Executioner reduces bludgeoning, piercing, and slashing damage dealt to it by 2.

Hacking Blows. When the Executioner scores a critical hit with an attack that deals slashing damage, the target's Gritty Injury gains +3 Severity.

Actions

Multiattack. The Executioner makes two Greataxe attacks.

Greataxe. Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit: 9 (1d12 +3) slashing damage.

Off With Their Head (1/short rest). The Executioner marks a target within 30 feet of them for death. The Executioner scores a critical hit on a roll of 19 or 20 against the marked target. This effect lasts until the Executioner or the marked target is reduced to 0 health.


Mauler

Medium Human


  • Armor Class 16 (chainmail)
  • Speed 30ft.
  • Senses passive perception 3

  • Health 21 (16+5)

  • Stamina 33 (5d6+15)

  • Sanity 16 (11+5)

  • Resolve 2 (2+0)

Physical State H/S
Bruised (S) 32
Battered (S) 17
Bloodied (H) 20
Broken (H) 10
Mental State Stress
Distressed 3
Tormented 10
On the Brink 18

STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 16 (+3) 11 (+0) 10 (+0) 10 (+0)

  • Skills Athletics +6, Grit +6, Intimidation +3
  • Languages the common language of their homeland
  • Personal Affliction Abusive

Great Helm. The Mauler has Absorb 4 and a -7 to its Wisdom (Perception) Skill.

Chainmail. The Mauler reduces bludgeoning, piercing, and slashing damage dealt to it by 2.

Bone-Breaker. When the Mauler scores a critical hit with its Maul attack, it can choose to not add +4 to its damage roll and instead add it to the Severity of the Gritty Injury the target would gain.

Heavy Impact (1/turn). When the Mauler rolls maximum damage on it's Maul attack, it may add its Strength modifier to the damage twice instead of once.

Staggering Blows. When the Mauler hits a Medium or smaller creature with a Maul attack, it is pushed 5 feet away from it. Should the creature collide with an object or another creature before completing this movement, it takes 1d6+4 bludgeoning damage.

Actions

Maul. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (2d6 +4) bludgeoning damage.


Flailer

Medium Human


  • Armor Class 18 (chainmail, shield)
  • Speed 30ft.
  • Senses passive perception 7

  • Health 19 (16+3)

  • Stamina 17 (3d6+9)

  • Sanity 14 (11+3)

  • Resolve 1 (1+0)

Physical State H/S
Bruised (S) 16
Battered (S) 8
Bloodied (H) 18
Broken (H) 9
Mental State Stress
Distressed 2
Tormented 8
On the Brink 15

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 16 (+3) 11 (+0) 10 (+0) 10 (+0)

  • Skills Athletics +4, Grit +4, Slight of Hand +2
  • Languages the common language of their homeland
  • Personal Affliction Panicked

Bassinet. The Flailer has Absorb 3 and a -5 to its Wisdom (Perception) Skill.

Chainmail. The Flailer reduces bludgeoning, piercing, and slashing damage dealt to it by 2.

Guard Breaker. The Flailer ignores the AC bonus afforded by shields when it makes an attack roll with its Flail.

Actions

Multiattack. The Flailer can either make two Flail attacks, use Build Momentum twice, or uses Build Momentum once then makes one Flail attack.

Flail. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d8 +2) bludgeoning damage.

Build Momentum. The Flailer spends their turn swinging their fail, slowly building up the momentum of their weapon. Should the next attack they make with their Flail hit, it deals an additional 1d4 damage. This effect can stack up to 4d4 extra damage, but the Flailer must maintain concentration until they make a Flail attack.


Skirmisher

Medium Human


  • Armor Class 15 (studded leather)
  • Speed 30 feet.
  • Senses passive perception 9

  • Health 17 (13+4)

  • Stamina 13 (4d6+4)

  • Sanity 14 (10+4)

  • Resolve 2 (2+0)

Physical State H/S
Bruised (S) 12
Battered (S) 6
Bloodied (H) 16
Broken (H) 8
Mental State Stress
Distressed 3
Tormented 9
On the Brink 16

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Skills Acrobatics +6, Athletics +4
  • Languages the common language of their homeland
  • Personal Affliction Hopeless

Skullcap. The Skirmisher has Absorb 1 and a -1 to its Wisdom (Perception) Skill.

Duel Weapon Master. The Skirmisher can use two-weapon fighting even when the one-handed melee weapons they are wielding aren't light.

Skirmish Tactics. The Skirmisher can take the Dash or Disengage action as a bonus action on its turn.

Actions

Multiattack. The Skirmisher makes two Rapier attacks.

Rapier. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8 +3) piercing damage.

Reactions

Harry (Recharge 5-6). As a reaction to hitting a creature with a melee attack after moving at least 20 feet beforehand, the Skirmisher can add 1d6 to their damage roll.

Character Sheet

This ruleset introdces several new mechanics that players will need to keep track of. As a result, it is recomended that players use the following character sheet when using this ruleset.

Character Sheet

Sheet Overview

This section will outline the process of filling in certain parts of the character sheet not present on the base Dungeons and Dragons character sheet.

Health and Stamina

Follow the instructions at the start of this document to determine your characters Health and Stamina. Then record their maximums and current value in the sections and triangles provided.

Stress, Sanity and Resolve

Follow the instructions in the Madness section to determine your characters Sanity and Resolve. Then record their respective values in the sections provided.

The Stress triangle is were you keep track of how much Stress your character has.

Physical and Mental States

Note down the number of Stamina at which point your character becomes a certain Physical State, and then do the same or Health. The Physical State table can be found on Page 6.

Note down how much Stress your character must have before they become a certain Mental State. The Mental State Table can be found on Page 11.

Survival Conditions

These triangles on the second page are used to record what level of Exhaustion, Frostbite, and Heatstroke your character currently has.

Supply and Provisions

The amount of Supply your character currently has is recorded here. The size of the characters Provision Die (d4, d6, etc.) for each provision they possess is noted in the adjacent triangles.

Worn Gear

The equipment your character is currently wearing or wielding is noted in the left column.

The middle column denotes the current Item Condition of the worn/wielded equipment (Undamaged, Damaged, or Broken).

And finally, the right column is used to list the AC provided by armour and shields as well as the damage of your main and off-hand weapon. The current Absorb of your characters helmet (should they be wearing one) is also recorded in this column.

Inventory

Here is where you list all the items your character is carrying, but does not have on hand at all times. It is recommended that you note down any items weight in Stone in square brackets [] for ease of tracking your total carried Stone (see below).

Encumbrance

This section is used to keep track of your characters carrying capacity. Note down the weight (in Stone) that your character can carry comfortably in the Carry Capacity box. Then record how much Stone your character must carry before they become Encumbered and Heavily Encumbered. Finally, the rightmost triangle is used to keep track of how much Stone your character is currently carrying based on their Worn and Carried equipment.

Rules for determining Encumbrance can be found on page 27.

Injuries and Fallout

Finally, the section on the left of the second page of the character sheet is used to track what Injuries, both physical and mental, your character has gained over their career. These come in the form of Gritty Injuries and Stress Fallouts.

Even after certain Injuries have been cured make sure to keep track of the Minor, Painful, and Horrific Scars your character has gained.

Additionally, note down your character's Personal Affliction chosen at character creation in the box provided.

Image Credits

Main Document Images
  • Front and Back Cover Images: Wallace Monument short film by richard anderson. flaptraps art studio
  • General Rule Changes Image: Inktober - 13 Ash [Battlefield] by AkiaWalker
  • Combat Image: Battle in the Forest by self-replica
  • Madness Image: Stress Icon by Red Hook Studios
  • Equipment Image: Old Swords by AndyHep
  • Travel Image: Inktober - 28 Ride [Wind] by AkiaWalker
  • Image Credits Image: Thane by u/The-Thane
  • Spacer Image 1: Life in the Castle by ashpwright
  • Spacer Image 2: Vikings ink by Alexander Walter
  • Spacer Image 3: Sketch: Dunadan on the prowl by woutart
  • Spacer Image 4: To the Unknown by ashpwright
  • Spacer Image 5: There goes the neighborhood by TuomasMyllyla
  • Spacer Image 6: Blood Eagle - Inktober 2018 Day 11 by VK6
  • Spacer Image 7: Deer sketches by Jan Bexterman
Classes Images
  • Classes Main Image: Crusade Knights by LotharZhou
  • Brigand Image: by sorakara8
  • Marshal Image: The Edain by woutart
  • Scholar Image: The Companion by Wayne O Connor
  • Slayer Image: Resist by Wayne O Connor
  • Wanderer Image: Rogue Archer by ArtofTu
  • Warrior Image: Knight by ArtOfPT
Injury and Madness Table Images
  • Arrow, Head Image: Betrayer by haryarti
  • Arrow, Torso Image: 238/365- A Feast For Crows by snatti89
  • Bludgeoning, Head Image: Aedirnian Mauler - Gwent Card by akreon
  • Piercing, Torso Image: Chivalry II - 2D illustrations by Goodname Studio
  • Piercing, Legs Image: Agincourt Mudbath by EthicallyChallenged
  • Slashing, Head Image: Teutonic knight by ManuLaCanette
  • Slashing, Torso Image: Gutting Slash by Grafit Studio
  • Slashing, Arms Image: Forest Duel by NeilBlade
  • Death Saves Image: Maud of the Prairie by OceanHasAPen
  • Affliction Image: Vestal Afflicted by Red Hook Studios
Foe Images
  • Bear Image: Fight by tvoyded
  • Entelodont Image: Inktober 2018 Part 4 by Jon Bosco
  • Deer Image: Inktober - 26 Stretch [Dead of Winter] by AkiaWalker
  • Horse Image: Quick Horse Ink by Smirtouille
  • Wolf Image: wolves by michalivan
  • Brigand Image: Borcha. by Paper-pulp
  • Marshal Image: Deus vult? by Enrico Serini
  • Scholar Image: Old Sage by Uidu-Artis
  • Slayer Image: Viking Berserker by Wayne O Connor
  • Wanderer Image: The Sentinel by Wayne O Connor
  • Warrior Image: Barrow Wight and Siren by Andrew Mar
  • Peasant Militia Image: Characters II by STIAN DAHLSLETT
  • Duel Wielder Image: Daily Sketches Week 7 by Even Amundsen
  • Zweihander Image: For Honor Highlander ink sketch by MyCKs

Prepare

To Die

When many think of Dungeons & Dragons, they think of a party of supernaturally powerful heroes who travel the world slaying monsters.

But what if player characters were no different from common sellswords? What if they weren't invincible paragons of might and magic, but flawed individuals who had to struggle just to stay alive in a cruel world abundant only in scarcity? But what if, despite the horrifying future that awaited them, those characters chose to adventure anyway?

Using these rules, adventuring and warfare become costly and horrifying endeavors - the repercussions of such activities leaving permanent scars upon those brave or insane enough to undertake them.

This ruleset was made by u/The-Thane. There is a lot to chew through here, so a big thank you to anyone who takes time to read any part of the ruleset. Any and all feedback is appreciated.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.