The Brew 2.0

by LordofBrunch

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The Brew

How to use this Overhaul

  • This Overhaul was designed for our DnD home group after playing 5E for 4 years. It is an attempt to formalize a host of homebrew rules as well as incorporate ideas gathered from a host of different games.
  • I expect this will be useful in two main ways. First, as a source of ideas for DMs to incorporate into their current games or systems. And second, as a full system itself.
  • This overhaul relies heavily on knowledge of D&D 5E. It removes a lot of the prescription of 5E in favor of giving the DM more influence in adjudication over the game. If you are new the game, I would start with running 5E and incorporate elements of the Brew over time.

Design Goals

  • Remove prescription in DnD 5E to favor Rulings over Rules and Cunning over Crunch
    • From 5TD p2: “The game relies on a certain amount of player ingenuity, cleverness, and cunning. You shouldn’t brute force your way through every obstacle because you have a high skill modifier. The game demands a thoughtful approach that minimizes the need to roll”
    • The idea is to give players flexibility and creative freedom with abilities for increased ingenuity
  • Simplify 5E for a faster game
  • Make Magic haphazard and magical again
  • Reward focusing on decision making based on the fiction rather than relying on ability descriptions.
  • Make Class Features about a few exciting abilities rather than a larger number of forgettable ones.

Credit

I have gotten inspiration from a wide variety of sources and people, including Dungeons and Dragons 5E, Five Torches Deep, Dungeon Crawl Classics, NoxAeternus, the Angry GM, Professor Dungeon Master, and 4.5E by Max.

Original art by buuyyoo

Contents

The Core Mechanic

Basic Gameplay

Basic Gameplay mirrors classic DnD, specifically 5E.

  1. The DM describes the environment
  2. Players describe what they want to do (their approach)
  3. DM adjudicates and narrates the results of the adventurer’s actions

The D20

The Brew operates off a classic d20 mechanic, where the d20 is rolled and specific modifiers and bonuses are added to the roll as applies. Difficulty Class is handled slightly differently as outlined below.

Difficulty Class: For a task with an uncertain outcome, the DM sets a Difficulty Class (DC) and will call for a check. If the die plus applicable bonuses meets or exceeds the DC number, the attempted Action is successful.

  • Base DC: The DM assigns a DC depending on the relative difficulty of the task using the table below as a guide
Difficulty DC
Simple 5
Moderate 10
Difficult 15
Very Difficult 20
  • DC Tilt: Depending on the approach of the player’s attempted Action, the DM might say that the attempt becomes Very Easy (-5), Easy (-3), Hard (+3), or Very Hard (+5). This is intended to promote negotiation and flexibility.
  • Negotiating DC: Katey the Rogue wants to climb up a sheer cliff. The DM says that would be a DC 15 Strength check. Katey asks if she uses her climbing gear if it would be Easy. The DM agrees, and the DC is 12.
  • Fail by Five: When a check fails by 5 or more, the DM may impose a more severe consequence.
  • Monster DC: Monsters will generally be Very Bad (-5), Bad (-3), Good (+3), or Very Good (+5) at a particular ability.

Campaigns, Adventures, and Tiers of Play

Play consists of adventures completing a Campaign. Each party defines the goals for the Campaign in working with the DM. The Campaign is composed of a series of Adventures to achieve the goal.

These Adventures are sorted into different Tiers of Play as the players advance, defining how the characters face more difficult challenges as the game progresses. There may be a time skip between different Tiers of Play as the characters advance. The levels this encompasses are listed in parenthesis.

Apprentice (1-2) - Adventurers are often still being mentored and have not come into their defining skills and abilities. Challenges are often harrowing and deadly and not all characters survive. Surviving these challenges drives the adventurers to further hone their skills through training. Think Luke Skywalker in the beginning of A New Hope, where he gets wrecked by Tusken Raiders.

Journeyman (3-5) - Adventurers spend some time training, discover their powers and now seek to test themselves. By the end of this tier, they really come into their own at level 5. Think Luke Skywalker in the beginning of Empire Strikes Back, where he can use the force to summon his lightsaber and free himself from the wampa, and by the end of the movie he is able to hold his own against Darth Vader (for a time).

Veteran (6-8) - Adventurers are done training and are now growing their competence through their own experiences. Think Luke Skywalker at the beginning of Return of the Jedi, where he has come into his full power and is able to competently rescue his friends from Jabba the Hutt using a wide range of skills and abilities.

Champion (9-10) - Adventurers have mastered their abilities and are prepared to face their toughest challenges yet. Think Aang in Last Airbender when he faces off against the Fire Lord.

Epilogue (11-20) - These levels are made available to allow some slack if a Campaign is not ready to be completed and needs additional advancement, so that players can dream about their characters continuing on, or to run a one-off after a time skip to see how characters may have changed and advanced. These levels are not balanced for ongoing challenging play.

Character Generation

To generate a character, your party will roll for Ability Scores, which you will assign. Choose a species, homeland, and class, and any options for starting equipment. From there you’re ready to adventure!

Abilities

Strength

  • Natural athleticism and bodily power
  • Determines attack bonus for most melee weapons
  • Can carry additional weapons equal to your Strength modifier

Constitution

  • Health, stamina, vital force
  • Increases amount of HP per level

Dexterity

  • Physical agility, reflexes, balance, poise
  • Increases bonus to Light Armor
  • Increases bonus to Dodge
  • Determines attack bonus for ranged weapons

Wisdom

  • Awareness, intuition, insight

Intelligence

  • Mental acuity, information recall, analytical skill
  • Increases Skill Points

Charisma

  • Confidence, eloquence, force of personality
  • Used often for social checks

Luck

  • Things work out when they shouldn’t
  • Allows a failed dice roll to be rerolled once a day for each point of Luck.

Determining Ability Scores

Table rolls 3d6 six times to create a standard array for the campaign. All players use those numbers to create their characters.
Luck points are determined by the total number of negative attribute scores before Ability Points are applied. If I have a -1 in Wisdom and -1 in Strength, or -2 in either, I would have 2 points of Luck. If the array has any scores higher than 16, then Luck is 0.
If the total of all scores is 60 or less, the party may roll again one time. If the total is still 60 or less, take the difference between the rolled score and 60 and add it to the lowest score until it reaches 8, then the next lowest, etc.

Ability Scores and Modifiers
Score Modifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20 +5

Ability Points

You have 3 Ability Points you can distribute between your different Ability Scores which represent your natural affinity for certain abilities. You cannot add more than 2 to an individual ability score and you cannot exceed a score of 16.

Ability Checks

The DM may ask for an Ability Check when your character attempts certain actions. For this, roll a d20 and add your Ability modifier.

Defenses

There are four defenses determined using Ability Scores which may not exceed a base static value of 20:

Armor Class (AC)

Represents your ability to use your armor to absorb or deflect attacks against you. This is calculated differently depending on the armor you are wearing.

Fortitude

Represents your ability to shrug off physical duress such as being knocked down, poisoned, or magics that directly affect your life force. Your Fortitude is equal to 10 + STR + CON. If you have a negative modifier, you do not subtract from the score.

Reflex

Represents your ability to evade, avoid and anticipate danger. Your Reflex is equal to 10 + DEX + INT. If you have a negative modifier, you do not subtract from the score.

Willpower

Represents your ability to shrug off mental effects such as charms, mind control, or fear. Your Willpower is equal to 10 + WIS + CHA. If you have a negative modifier, you do not subtract from the score.

Lineage

Human

Naturally Gifted
You are naturally gifted in your particular abilities, and have 2 additional Ability Points to spend. You cannot add more than 2 to an individual Ability Score and you cannot exceed a score of 16.

Dwarf

Darkvision
From years spent in tunnels beneath the earth, you can see in the dark as clearly as in daylight
Dwarven Toughness
You start with three additional SP and gain three additional SP per level which count toward your Recovery. You also gain one addtitional Recovery Point.

High Elf

Arcane Training
You have been taught in the ways of magic since you were a child. You gain the Arcanist talent as well as two Magic talents. Magic talents do not count against qualifying for Master of Might or Uncannily Cunning.

Wood Elf

Elven Accuracy
Life in the forest has honed your reflexes. Whenever you have Advantage on an attack roll using Dexterity, you can reroll one of the dice once.

Half-Elf

Unmatched Versatility
A child of two worlds, you have learned to adapt to diverse circumstances. You start with two additional Skill points and learn one additional skill when you level up to an even numbered level. Your Skill maximum is 20, regardless of your Intelligence score.

Dark Elf

Arcane Ambusher
You grew up in a kill or be killed society. You cannot be Surprised, and you deal one additional damage die from spells when attacking while Hidden or Stealthed.

Halflings

Unassuming
Your small stature makes you seem less of a threat. When targeted by an enemy, you may use this trait to have the enemy attack an ally it can see that is closer to the enemy than you. This trait may fail if you have dealt significant damage during the encounter.

Beast-folk

Choose one of the following traits:

Bestial Speed
You are built for speed, and have a movement speed of 40ft.

Natural Armor
You have a scaly hide or shell. When Unarmored, you have 14 AC.

Flight
You have vestigial wings. You take no damage from falling and can use your wings to jump great distances.

Changeling

Shapechange
You can alter your appearance to look like another humanoid creature you have seen. Your clothes do not change when you do this, only your body, and you cannot grow new body parts as part of the change.

Minotaur

Goring Rush
You charge like a bull. When you move at least 30ft before you attack, you have Advantage on the roll.

Korruk

Savage Attacks
You know how to unleash your full strength when the moment requires it. When you score a Critical Hit, roll one additional damage die.

Half-Blood

Half mortal, half immortal.

Choose one Legacy from below:

Radiant Legacy
Once per day you can transform and display your divine heritage, causing your eyes to glimmer and two luminous, incorporeal wings to sprout from your back. During the transformation, you have a fly speed of 30ft and deal additional radiant damage equal to your level. The transformation lasts for 1 minute.

Infernal Legacy
Hellish fire burns within your blood. You may cast the Hellish Rebuke spell once per battle at one spell level per adventuring tier without expending a spell slot.

Dragonborn

Dragon Breath
You breathe out elemental wrath upon your foes in a 15ft cone as an Action, dealing 1d10 damage per adventuring tier. You choose which element you breathe when you create the character. You start your day able to use this ability once and it recharges when you score a Critical Hit or become Dispirited.

Firbolg

Hidden Shepherd
You are accustomed to staying hidden in the wilderness. Once per battle, you may Hide in plain sight if you are in wilderness terrain. After that, the enemies catch on.

Giant

Better Door than a Window
You are a Large creature and have a bigger base size than normal heroes. Creatures standing behind you have ¾ cover (Very Hard +5 to hit).

Titanic Might
Once per Short Rest, you can leverage your size to give yourself Advantage on a Strength check.

Grisnir

Drives

Your character has certain drives, including a core Motivation and Fears and Flaws.

Motivation

Your Motivation has two parts. A small seed and a big seed. This is designed to provide a starting place for your character’s personality, but also be flexible enough to allow it to be discovered during play.

Small Seed

The first part, the small seed, does not need much detail, and is more for the DM than for you. It’s the vague, general reason why your character is doing what they do right now. It’s what they hope to gain from all the dungeon-delving and monster-slaying and treasure-hoarding. It consists of a verb and a noun. You may choose from the list below or make up your own.

  • Amass wealth
  • Earn glory
  • Gain respect
  • Accrue power
  • Achieve status
  • Earn recognition
  • Obey duty
  • Discover truth
  • Do good
  • Help others
  • Perfect self
  • Gain knowledge
  • Indulge pleasure
  • Fulfill destiny
  • Stave off boredom
  • Satisfy wanderlust
  • Instill chaos
  • Slake anger
  • Mete out justice
  • Spread the faith
  • Take revenge
  • Climb the ranks
  • Build a following
  • Prove mettle
  • Master skill

Big Seed

The other seed – the big seed – is a single, short sentence. A single fact about your character. A single belief your character holds. A single idea. A single memory. A single desire or fear. It doesn’t have to be anything big or fancy or Earth-shattering. In fact, the smaller and simpler it is, the better. It should be short enough to write on the front of an index card in big letters. Or to write across the top of your character sheet. Because that’s what you want to do. You want to write it down big enough that you can read it at a glance.

One player – she was playing a tiefling wild magic sorcerer – wrote, “I hate and fear my uncontrollable magic.” That’s it. Short. Simple. To the point.

Fears and Flaws

During the first adventuring tier (Levels 1-2) choose one fear or flaw below for your character, or feel free to pitch your own to the DM.

Facing your Fears and Flaws

As you face your fears over time and continuously over adventuring tiers, the DM might award a boon of courage. For example, after a check involving your fear, you might gain a temporary point of Luck that lasts until you take a Long Rest.

Fears

You can end the effect of a fear for one round by spending a Luck point and succeeding on a DC 10 Wisdom check. The Luck point grants Advantage on the check.

Acrophobia
You are afraid of heights and feel nauseous and dizzy when you are high off the ground.

Aquaphobia
You cannot swim, and quickly drown in water greater than your height.

Bibliophobia
You are afraid of books and reading.

Entomophobia
You are afraid of insects.

Hemophobia
You can’t stand the sight of blood. You can’t stand the sight of blood. This affects you when a creature has the Bleeding condition.

Ophidiophobia
You are scared of snakes.

Necrophobia
You are afraid of death. This affects you when stabilizing downed companions as well as when facing undead.

Nyctophobia
You are afraid of the dark.

Flaws

Frail
You are weak of body. You might have a wracking cough that kicks in at the wrong time, a leg that goes bad on you, or find overall that exerting yourself is difficult.

Naïve
You are innocent and approach the world with wide eyed wonder. You have trouble assessing danger, generally assuming the best of others despite signs of hostility.

Socially Awkward
You get anxious in social situations. This might cause you to awkwardly stumble through conversations, reveal information you shouldn’t, or generally be indiscreet.


Gullible
You believe almost everything you hear.


Simple
You have only a very elementary education, and have trouble grasping advanced concepts.


Clumsy
You have poor coordination and have trouble staying on your feet.

Runt
You are smaller than most of your kind, and have trouble lifting anything larger than yourself.

Loud
You can’t help making noise.





















Background

Your Background represents what your character was up to before they started their current adventure.

  • When called upon to make a skill check, you may say that the check applies to your Background.
  • Describe to the DM what happened in your background that allows you to have some additional expertise.
  • The check is then Easy (+3).
  • This may stack with your other Skills. /,br/./,br> Your background is described using two words, usually an adjective and a noun. For example:
  • Swashbuckling Pirate
  • Hardened Mercenary
  • Enslaved Gladiator
  • Street Urchin
  • Disinherited Noble
  • Woodland Healer
  • Grove Tender
  • Academy Student
  • Grave Digger
  • Shrewd Merchant
  • Gracious Courtier
  • Shaghorn Shepherd
  • Miasma Miner
  • Wizard’s Apprentice
  • Castle Cook
  • Wandering Scholar
  • Troupe Dancer
  • Self-sufficient Outlander

    Example : You want to swing on a rope across a chasm. The DM asks for a** DC 10** Strength check. Your Background is Swashbuckling Pirate, and you say you’d like to add your Background bonus because you used to climb ropes all the time on your ships, even once during a hurricane. This is plausible to the DM, so you add +3 to your check

Aegis

Defender - Guardian -

Paladin

Aegis

Defender - Guardian - Paladin

As an Aegis, you are driven to protect others, making yourself into their shield.

Bulwark

An Aegis protects their allies by shielding them from damage by forming a Bulwark.

  • You have a number of Bulwark points equal to 5x your level + 5.
  • Whenever you use the Loyal Sacrifice ability, points are first deducted from your Bulwark before they are deducted from your SP and HP.
  • You recover all Bulwark on a Long Rest.
  • When an Aegis Critically Fails on spell roll or attack roll, you experience Dishonor. While Dishonored, you cannot use your Loyal Sacrifice ability until you have successfully landed a Smite.

Aegis Features

Armor is a Second Skin

  • You ignore the Bulky and Cumbersome properties of Heavy Armor

Masterful Defensive Feint

  • When you miss an attack, you may use your Reaction to roll a d6 and add it to your AC until the beginning of your next turn.

Sacred Protector

  • You get the Loyal Sacrifice talent for free
  • Talent Points spent in Thaumaturgy do not disqualify you from Master of Might

Smite

  • You have the ability to Smite your foes.
  • A Smite represents your ability to empower yourself with supernatural strength to wreak havoc on your foes.
  • You might use your Smite to wreathe your weapon in thunder or fire, release a flash of radiant light to blind your foe, or send an enemy flying with a kick to the chest full of divine energy.
  • You declare your intended outcome with the Smite as well as the desired damage type.
  • Prior to an attack roll, you can declare a Smite. For the attack roll, you roll your normal attack die as well as a Smite die determined by the amount of Smite Points being spent.
  • You have a number of Smite Points equal to your Level.
  • The Smite die is 2d10 for one Smite Point, plus 1d10 for each additional Smite Point spent.
  • The Smite die is added to the attack roll and damage roll.
  • The declared Smite does not increase the damage of the attack other than the Smite die, but could have some other combat effect. See the example Smites at the end of this section.
Example Smites
  • Thunderous Smite: Fill your weapon with the force of thunder, sending your opponent flying backward and knocking them prone
  • Staggering Smite: Cripple not only the body but the mind, disorienting your opponent
  • Searing Smite: Ignite your weapon with white fire, lighting your foe and surroundings on fire.
  • Blinding Smite: Release a flash of glaring light to blind your foes.
  • Daring Smite: Fill your body with divine energy, leaping onto a foe’s back and driving your blade into its neck to ride it like a bronco.

Aegis Basics

As an Aegis, you gain the following:

Health


  • Starting SP: 10 + CON (Heavyweight)
  • SP each level up and Recovery: 4 + CON

Starting Talents


Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
Shield Proficiency
Martial Weapon Proficiency
Great Weapon Proficiency
Loyal Sacrifice
One Additional Defensive Specialization
Improved Attack
Athletic
Perceptive




Equipment

You start with the following equipment:

  • a Basic Pack
  • a wooden buckler
  • (a) a martial weapon and a wooden buckler or (b) two martial weapons or (c) great weapon
  • any simple weapon
  • (a) Boiled Leather, (Medium) (b) Guard's Gambeson (Light), or (c) Iron Ring Mail (Heavy)






Aegis
Level Features Bulwark
1st Starting Features 10
2nd Skills 15
3rd 2 Talents, Skills 20
4th +2 to Ability Scores, Skills, 1 Talent 25
5th Improved Attack, 2 Talents 30
6th +2 to Ability Scores, Skills, 1 Talent 35
7th 2 Talents 40
8th +2 to Ability Scores, Skills, 1 Talent 45
9th 2 Talents 50
10th +2 to Ability Scores, Skills, 3 Talents 55
11th 1 Talent 60
12th +1 to Ability Scores, Skills, 1 Talent 65
13th 1 Talent 70
14th +1 to Ability Scores, Skills, 1 Talent 75
15th 1 Talent 80
16th +1 to Ability Scores, Skills, 1 Talent 85
17th 1 Talent 90
18th Skills, 1 Talent 95
19th +1 to Ability Scores, 1 Talent 100
20th Skills, 5 Talents 105

Cleric

Templar - Healer - Ardent

Cleric

Templar - Healer - Ardent

As a Cleric, you wield the magic of Preservation by drawing upon your inner conviction and belief.

Faith

Clerics devote their lives to a path of Faith, usually centered upon a certain deity, which comes with certain abilities and limitations. You must work with your DM to determine the beliefs and deity your character is devoted to.

Vigorous Healing

You excel at healing others. Your Heal spell heals twice as much SP

Combat Medic

  • You must preserve your own life in order to aid others. You start with the Light, Medium, and Heavy Armor Proficiencies and the Martial Weapon Proficiency talents.

Fervently Devoted

  • You must start with the magical Source of Fervor and Conviction, filled with fervor for your chosen deity (See the Magical Talent Tree).
  • You may not have more Magical talents outside the Thaumaturgy tree than you do inside it due to your devotion to your deity.
  • You may only use radiant damage with your Blast ability.

Doubt

  • When you Critically Fail on a spell roll, you experience Doubt. Doubt is a thaumaturgical term that refers to the locking up of magical abilities. You gain one point of Doubt for each Height of the spell that you Critically Failed, and each point of Doubt costs one point of Willpower.
  • You may attempt to reconcile the Doubt through activities such as penance or meditation. When you recover a point of Doubt, you also recover a point of Willpower. You cannot recover more than one point per day.

Relics

  • Clerics increase their power through venerating religious artifacts from famous heroes of faith, called Relics. These can be used to create new talents or spells.

The Book of Common Prayers

  • You can pray for guidance for your allies when they are making a dice roll with your Action, adding a d4 to their roll or an Upgrade if someone (including you) is actively Helping them.

Divine Intervention

  • You can call upon the divine to intervene when your need is great.
  • With your Action, describe the assistance you seek and roll a Wisdom check, applying applicable Skills. Allies may not Help unless they are also a Cleric. This expends all your Willpower.
  • Depending on the request, the DM will set a DC which will not be lower than 20.
  • If the request is denied, you experience Doubt equal to your maximum Willpower.

Cleric Basics

As a Cleric, you gain the following:

Health


  • Starting SP: 8 + CON (Middleweight)
  • SP each level up and Recovery: 3 + CON

Starting Talents


Magic Talent Progression
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
Shield Proficiency
Martial Weapon Proficiency
Innate Magical Talent
Higher Heights
Religious
Insightful





Equipment

You start with the following equipment:

  • a Basic Pack and Spell Pack
  • a wooden buckler
  • (a) a mace or (b) a warhammer
  • (a) Traveling Leathers, (Medium) (b) Acolyte's Gambeson (Light), or (c) Iron Chain Shirt (Heavy Mail)
  • (a) a light crossbow and bolts or (b) any simple weapon






Cleric
Level Features
1st Starting Features, 1 Magic Talent, 1 General Talent
2nd Skills, 1 Magic Talent, 1 General Talent
3rd 1 Magic Talent, 1 General Talent
4th +2 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
5th 1 Magic Talent, 1 General Talent
6th +2 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
7th 1 Magic Talent, 1 General Talent
8th +2 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
9th 1 Magic Talent, 1 General Talent
10th +2 to Ability Scores, Skills, 2 Magic Talents, 1 General Talent
11th 1 Magic Talent, 1 General Talent
12th +1 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
13th 1 Magic Talent, 1 General Talent
14th +1 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
15th 1 Magic Talent, 1 General Talent
16th +1 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
17th 1 Magic Talent, 1 General Talent
18th 1 Magic Talent, 1 General Talent
19th +1 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
20th 3 Magic Talents, 2 General Talents

Fighter

Warrior - Man-at-Arms -

Weapons Master

Fighter

Warrior - Man-at-arms - Weapons Master

Fighters are good at using a wide variety of weapons and martial maneuvers to take down their foes.

Stamina

Fighters use discipline and training to outwit their opponents in battle using their Stamina.

  • You have a certain amount of Stamina equal to your Constitution modifier + your level.
  • Using a Maneuver costs one Stamina point per attack.
  • You recover all Stamina on a Long Rest.
  • When you Critically Fail on an attack roll, you Fumble.
  • You may spend 1 Stamina to double your Movement

War Relics

  • Fighters are students of war, and study military history and theory through War Relics, including unique weapons, armor, and battle accounts.
  • War Relics can be used to upgrade weapons, armor, or other gear, such as giving a weapon an additional weapon ability. They may also be used to learn new talents.

Battle Features

Resilience

  • You can draw on your Stamina to forge onward through difficulty.
  • You can use a Quick Action to spend 1 Stamina, roll 2 Superiority die (see Combat Superiority) and recover that number in Spirit points (SP).

Vicious Pommel Strike

  • When you Pommel Strike, roll a Superiority die and deal the amount rolled in damage.
  • You do not spend Stamina to do this

Limit Break

  • Fighters can push themselves beyond their normal limits for a moment.
  • On your turn you can take one additional Action on top of your regular Action and one possible Quick Action.
  • Once you use this feature, you must finish a short or Long Rest before you can use it again.

Combat Superiority

Maneuvers

  • A Maneuver represents your prowess and ingenuity.
  • You might use your Maneuver to disarm an enemy with the next attack, trip the opponent, or smash them backward to open access to a nearby corridor.
  • Prior to an Action (most commonly the Attack Action), you can declare a Maneuver.
  • For the attack roll, you roll your normal attack die as well as a Combat Superiority die determined by character level.
  • The Superiority die is added to the attack roll and damage roll.
  • The declared Maneuver does not increase the damage of the attack other than the Superiority die, but could have some other combat effect: pushing back an enemy, tripping or entangling him, temporarily blinding him, and so on.

Fighter Basics

As a Fighter, you gain the following:

Health


  • Starting SP: 10 + CON (Heavyweight)
  • SP each level up and Recovery: 4 + CON

Starting Talents


Might Talent Progression
Light Armor Proficiency
Medium Armor Proficiency
Heavy Armor Proficiency
Shield Proficiency
Martial Weapon Proficiency
Great Weapon Proficiency
Improved Attack
Strong Bow
Athlete






Equipment

You start with the following equipment:

  • a Basic Pack
  • (a) Iron Ring Mail (Heavy) or (b) Mercenary's Gambeson (Light), longbow and arrows
  • (a) martial weapon and a wooden buckler or (b) two martial weapons or (c) great weapon
  • (a) a light crossbow and bolts or (b) two handaxes




Fighter
Level Features Superiority Die
1st Starting Features d4
2nd Skills d4
3rd 2 Talents d6
4th +2 to Ability Scores, Skills, 1 Talent d6
5th Improved Attack, 2 Talents d8
6th +2 to Ability Scores, Skills, 1 Talent d8
7th 2 Talents d10
8th +2 to Ability Scores, Skills, 1 Talent d10
9th 2 Talents d12
10th Improved Attack II, +2 to Ability Scores, Skills, 3 Talents d12
11th 1 Talent d12
12th +1 to Ability Scores, Skills, 1 Talent d12
13th 1 Talent d12
14th +1 to Ability Scores, Skills, 1 Talent d12
15th 1 Talent d12
16th +1 to Ability Scores, Skills, 1 Talent d12
17th 1 Talent d12
18th Skills, 1 Talent d12
19th +1 to Ability Scores, 1 Talent d12
20th Improved Attack III, Skills, 5 Talents d20

Fowler

Spell Slayer - Witch Hunter -

Antimage

Fowler

Spell Slayer - Witch Hunter - Antimage

Fowlers are the ultimate mage killer, as magic rolls off you like water off a duck’s back.

Magic Resistance

  • Your Willpower is 20
  • You have Resistance to any damage caused by magic equal to your Level x 5

Severed from the Source

  • You may not put any Talents in the Magic Talent tree.

The Fowler’s Gauntlet

  • Whenever magic occurs or is cast Near you, you may absorb the ambient magic into your Gauntlet.
    • Each time this happens, you gain 1 Charge.
  • Note: For allies, this only counts for the First Height or higher elevations and you gain 1 Charge per Height.
  • Charges deplete after a Long Rest.
  • These Charges can be spent for different benefits outlined below
  • You may spend 1 additional Charge to use an ability as a Reaction

Spell Reflection (Action)

  • You unleash the spell that was cast Near you, dealing either 1d10 damage or recreating one Effect.
  • You may stack this ability a number of times equal to your Level.

Charge Weapon (Quick Action)

  • You charge your weapon with the energy, increasing its damage by 1d6. You may stack this ability a number of times equal to your Level.

Spell Shield (Reaction)

  • You refocus the energy, using it as if casting the Shield spell with no roll required.

Suppress Magic (Reaction)

  • You redirect the absorbed energy into an oncoming spell, reducing its effectiveness (usually Downgrade x2, but the DM decides).

Charge Boots (Quick Action)

  • You channel the energy into your boots, granting you the effects of the Dash Action

Power Boost (Quick Action)

  • You channel the energy into the Gauntlet directly, increasing your strength and power and giving you Advantage on attacks.

Invigorate Ally (Quick Action)

  • You channel the energy into a magic wielding ally, granting them Advantage on their next casting roll.

Resourceful

  • Without magic to rely on, you ingeniously weave any tools you can find to give you an advantage.

Alchemist

  • Vigors have double the effect when you imbibe them
  • Add 1d10 to any Venoms, Explosives, or Enchantments

Artificer

  • Tricks can be used 3x before being consumed
  • You start with all Gadgetcraft Talents

Fowler Basics

As a Fowler, you gain the following:

Health


  • Starting SP: 8 + CON (Middleweight)
  • SP each level up and Recovery: 3 + CON

Starting Talents


  • Cunning Talent Progression
  • Light Armor Proficiency
  • Medium Armor Proficiency
  • Martial Weapon Proficiency
  • Great Weapon Proficiency
  • Improved Attack
  • Quick-Reel Grappling Hook
  • Zipline
  • Arcanist
  • Investigator
  • Perceptive

Equipment

You start with the following equipment:

  • a Basic Pack
  • (a) Fowler's Leathers, (Medium) (b) Fowler's Gambeson (Light)
  • a simple weapon
  • (a) a martial weapon or (b) a great weapon
Fowler
Level Features
1st Starting Features, Talents
2nd Skills, Talents
3rd 2 Talents
4th +2 to Ability Scores, Skills, 1 Talent
5th 2 Talents
6th +2 to Ability Scores, Skills, 1 Talent
7th 2 Talents
8th +2 to Ability Scores, Skills, 1 Talent
9th 2 Talents
10th +2 to Ability Scores, Skills, 3 Talents
11th 1 Talent
12th +1 to Ability Scores, Skills, 1 Talent
13th 1 Talent
14th +1 to Ability Scores, Skills, 1 Talent
15th 1 Talent
16th +1 to Ability Scores, Skills, 1 Talent
17th 1 Talent
18th 1 Talent
19th +1 to Ability Scores, Skills, 1 Talent
20th 5 Talents

Keeper

Wildling - Druid -

Dendrophile

Keeper

Wildling - Druid - Dendrophile

Keepers are sworn defenders of Nature, preserving it from corruption and protecting the flora and fauna of the wilds.

Wild Move

  • A Wild Move represents your feral instincts, abilities unleashed as you become one with the beast.
  • You might use your Wild Move to pounce on an enemy and knock them down, grip a jugular with vice-like jaws, or lift an enemy into the air with your talons.
  • Prior to an attack roll, a Keeper can declare a Wild Move. For the attack roll, you roll your normal attack die as well as a Wild die determined by your current form. The Wild die is added to the attack and damage rolls.
  • Your original and Quick Flyer forms roll a d4, Hulk rolls ad6, Elemental form rolls a d12, and all others roll a d8
  • The declared Wild Move does not increase the damage of the attack, but could have some other combat effect: pushing back an enemy, tripping or entangling him, temporarily blinding him, and so on.
  • You can Wild Move a number of times a day equal to your Wisdom modifier + 2. This ability is restored on a Long Rest.

Restore Ruin

  • Keepers are tasked by Nature to Restore Ruin they find in the world.
  • Whenever a Druid Restores Ruin, such as driving a blight from a forest, healing an ensorcelled animal, or defeating a villain using unnatural methods, they may learn or create a new talent or spell.

Defender of the Wilds

Shillelagh

  • You can use your Wisdom modifier for attacks with a Quarterstaff.

Natural Attunement

  • Talent points in the Old Ways talents do not disqualify you from achieving Master of Might

Natural Defender

  • You start with the Loyal Sacrifice talent

Wild Shape

  • You can use your Quick Action to magically assume the shape of a beast that you have seen before.
  • You have Keen Senses, giving you Advantage on checks that the animal is good at (smell for a dog, sight for an eagle, etc)
  • You cannot cast spells in this form, but you can communicate telepathically. You continue Concentrating on spells already cast.
  • You must choose one of the Beast Archetypes below that the beast belongs to, and your abilities and attacks are modified by that Archetype.

Beast Archetypes

Tiny Creatures

  • Bugs, rats, and cats are Tiny Creatures, creatures that are hard to detect and blend in with their environment.
  • Tiny Creatures are not suitable for high intensity combat.
  • If you take damage as a Tiny Creature (stepped on, kicked, etc), your survival instincts kick in and shift you back to your human form.
  • If the damage would be negligible to your human form, you take no damage, but if it would cause harm to your human form (stab wound, fireball, etc) then that damage is applied.

Hulk

  • Bears, owlbears, and drakes are Hulks, creatures that are brutally strong and difficult to take down.
  • As a Hulk, you take half damage from all sources, and your AC becomes 11
  • You have a walking and climbing speed of 40ft
  • You use your Wisdom modifier for Strength checks and use your own statistics for all other rolls.
  • Your Fortitude is Very Hard (+5) to hit.
  • Your damage is 1d6 + WIS

Predator

  • Panthers, wolves, and displacer beasts are Predators, creatures that eviscerate foes.
  • As a Predator, your AC becomes 11 + WIS.
  • You have a walking speed of 50ft and climbing speed of 40ft
  • You use your Wisdom modifier for Dexterity checks and use your own statistics for all other rolls.
  • Your Reflex is Very Hard (+5) to hit.
  • Your damage die is 1d8 + WIS, and successful attacks inflict the Bleeding condition, and it is a Finesse weapon
  • You may use the Disengage action as a Quick Action.
  • You have Advantage on Stealth checks

Entangler

  • Giant spiders, snakes, and crocodiles are Entanglers, creatures that can bind and Grab foes.
  • As an Entangler, you have Resistance(2) per adventuring tier to damage from all sources, and your AC becomes 12.
  • You have a walking (and swim if applicable) speed of 40 ft
  • You use your Wisdom modifier for Strength checks and use your own statistics for all other rolls.
  • Your Fortitude and Reflex are Hard (+3) to hit.
  • Your damage die is 1d8 + WIS
  • You have Advantage on Grab, Grapple, and Submission checks. These actions may represent a spider’s web, a toad’s tongue, the bite of a crocodile, etc. and depending on the animal you choose you may be able to Grab creatures Near you. The DM will rule on how to apply Grabbing effects for your chosen creature Example: Creatures grabbed by a spider’s web would likely be able to be left where they are.

Quick Flyer

  • Minimum level 8
    • Hawks, faerie dragons, bats, and owls are Quick Flyers, creatures that soar quick and nimbly through the air.
  • As a Quick Flyer your AC becomes 20.
  • You have a flying speed of 80ft
  • You use your Wisdom modifier for Dexterity checks and use your own statistics for all other rolls.
  • Your Reflex is Very Hard (+5) to hit.
  • Your damage is 1d4 + WIS

Great Flyer

  • Minimum level 8
  • Giant Eagles, Bats, and Dragons are Great Flyers, creatures that rain terror from above.
  • As a Great Flyer, you have Resistance(2) per adventuring tier to damage from all sources, and your AC becomes 14.
  • You have a flying speed of 60 ft
  • You use your Wisdom modifier for Strength checks and use your own statistics for all other rolls.
  • Your Fortitude and Reflex are Hard (+3) to hit.
  • Your damage die is 1d8 + WIS
  • Dive Attack: If you are flying at least 30 ft and hit a creature with your attack, you deal an extra 2d8 damage to the target.
  • Flyby: You do not provoke opportunity attacks when you fly out of an enemy’s reach.

Elemental

  • Minimum level 10
  • Wind, Earth, Vine, and Water Elementals represent the pure fury of Nature’s wrath against those who would upset its balance.
  • As an Elemental, you take half damage from all sources, and your AC becomes 18.
  • You have a walking (and flying/swimming if applicable) speed of 40ft
  • You use your Wisdom modifier for Strength checks and use your own statistics for all other rolls.
  • You may choose if your Fortitude or Reflex is Very Hard (+5) to hit.
  • Your damage die is 2d12 + WIS
  • Elemental Power: Depending on your chosen element, you may want to wield this power in unique ways, such as setting foes on fire, moving through stone, or drowning foes in your own watery essence. * Feel free to be creative - the DM will adjudicate these actions as fairly and consistently as possible.

Keeper Basics

As a Druid, you gain the following:

Health


  • Starting SP: 10 + CON (Heavyweight)
  • SP each level up and Recovery: 4 + CON

Starting Talents


Might Talent Progression
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency
Improved Attack
Shillelagh
Latent Magical Talents
Tooth and Claw
Wild At Heart
Animal Handler






Equipment

You start with the following equipment:

  • a Basic Pack
  • a simple weapon
  • a set of Softbark armor (Medium)
  • (a) a wooden buckler or (b) any simple weapon






Keeper
Level Features
1st Starting Features
2nd Skills
3rd 2 Talents
4th +2 to Ability Scores, Skills, 1 Talent
5th 2 Talents
6th +2 to Ability Scores, Skills, 1 Talent
7th 2 Talents
8th +2 to Ability Scores, Skills, 1 Talent
9th 2 Talents
10th +2 to Ability Scores, Skills, 3 Talents
11th 1 Talent
12th +1 to Ability Scores, Skills, 1 Talent
13th 1 Talent
14th +1 to Ability Scores, Skills, 1 Talent
15th 1 Talent
16th +1 to Ability Scores, Skills, 1 Talent
17th 1 Talent
18th 1 Talent
19th +1 to Ability Scores, Skills, 1 Talent
20th 5 Talents

Magister

Wizard - Warlock -

Sorcerer

Magister

Wizard - Warlock - Sorcerer

Magisters are masters of magic, drawing upon various methods and sources of magical power.

Magical Ability

  • Magisters are highly skilled in their connection with Magic.
  • Rather than having a unique resource for their Class, they are instead defined by their Magical Talents.
  • You must place at least 1 Talent into the Magic Talent tree at each level.

Magister Basics

As a Magister, you gain the following:

Health


  • Starting SP: 6 + CON (Lightweight)
  • SP each level up and Recovery: 2 + CON



Starting Talents


  • Magic Talent Progression
  • Innate Magical Talent
  • Higher Heights
  • Arcanist




Equipment

You start with the following equipment:

  • a Basic Pack and Spell Pack
  • a quarterstaff







Magister
Level Features
1st Starting Features, 1 Magic Talent, 1 General Talent
2nd Skills, 1 Magic Talent, 1 General Talent
3rd 1 Magic Talent, 1 General Talent
4th +2 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
5th 1 Magic Talent, 1 General Talent
6th +2 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
7th 1 Magic Talent, 1 General Talent
8th +2 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
9th 1 Magic Talent, 1 General Talent
10th +2 to Ability Scores, Skills, 2 Magic Talents, 1 General Talent
11th 1 Magic Talent, 1 General Talent
12th +1 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
13th 1 Magic Talent, 1 General Talent
14th +1 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
15th 1 Magic Talent, 1 General Talent
16th +1 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
17th 1 Magic Talent, 1 General Talent
18th 1 Magic Talent, 1 General Talent
19th +1 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
20th 3 Magic Talents, 2 General Talents

Pugilist

Brawler - Scrapper - Monk

Pugilist

Brawler - Scrapper - Monk

As a Pugilist, you draw upon a deep reserve of physical discipline and raw grit to master your foes.

Energy

Pugilists use Energy to empower their attack and defense.

  • You have a certain amount of Energy determined by your level.
  • Using a Form costs one Energy point per attack.
  • You recover all Energy on a Long Rest.
  • When you Critically Fail on an attack roll, you become Distracted; all Forms cost twice as much Energy until you meditate for 1 hour.

Fisticuffs

  • Nothing demonstrates your prowess more than bare knuckle brawling. You may learn new skills and talents by challenging enemies your party deems worthy to a bout.

Pugilist Class Features

Unarmored Defense

  • Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 8 + DEX + WIS
  • Your Reflex is Hard (+3) to hit

Focused Fighting

  • At 1st level, your practice of Focused Fighting gives you mastery of incorporating your whole body in your fighting style, punctuating your attacks with kicks, elbows, and head butts.
  • You can use Dexterity instead of Strength for your attack and damage rolls and add your Dexterity modifier to the damage roll
  • Your damage die for all Simple weapons becomes 1d6 at 1st level, 1d8 at 5th level, and 1d10 at 7th level and 1d12 at 10th level
  • You can make an attack with an Unarmed Strike with a Quick Action, regardless of whether or not the other weapon you attacked with had the Light property
  • Momentum: After you move 15ft, you gain a Quick Action with which you may only Unarmed Strike

Lightning Reflexes

  • Starting at 2nd level, you have two Reactions per round.

Forms

At 2nd level, you can focus your Energy into the following Forms to empower your attacks

Flurry of Blows

  • Immediately after you attack an enemy, you may spend 1 Energy to make two unarmed strikes as a Quick Action

I Am the Weapon

  • You strike precisely at points of weakness. You may expend 1 Energy and add any Weapon Ability from the list to your Unarmed strike.

Step of the Wind

  • You may expend 1 Energy to take the Disengage or Dash Action with your Quick Action, and your jump checks have Advantage.
  • Requires Unarmored

Nimble and Ready

  • You may expend 1 Energy to Scramble with your full movement

Bob and Weave

  • You may expend 1 Energy to use your Reaction again to Dodge or
  • You may expend 1 Energy to Dodge with Advantage
  • Requires Unarmored

Improvised Action

  • You may expend Energy to attempt a physical feat such as leaping across a wide chasm, tripping a foe, or shattering a weapon with your bare hands. The DM will set the DC.
  • Energy spent can make that DC move down a step from Hard to Normal to Easy, etc.

Out of the Frying Pan

  • When you miss an attack, you may use your Reaction to spend 1 Energy to attack.

Dancing Cobra

  • You may spend 1 Energy and move an adjacent opponent to a new location adjacent to you. If this movement would move them into a hazard, roll a DEX check against their Fortitude.

Redirection

At 3rd level, you master the art of redirecting attacks back against your opponents.

Deflect Missiles

  • You have Advantage when using Dodge against missile attacks and thrown weapons.
  • When you successfully Dodge an Attack this way, you can expend 1 Energy to make a Near range attack. This is considered a Simple weapon attack with minimum d4 damage die.

Leaf in the Wind

  • When an enemy misses a melee attack, you may redirect the attack toward an adjacent enemy. The redirected attack does not need to beat the adjacent allies’ AC, and they roll normal damage for the attack.

Improved I Am the Weapon

  • At 5th level, you can expend 2 Energy and double the Weapon Ability effects.

Pugilist Basics

As a Monk, you gain the following:

Health


  • Starting SP: 8 + CON (Middleweight)
  • SP each level up and Recovery: 3 + CON

Starting Talents


Cunning Talent Progression
Improved Attack
Athlete
Acrobat
Fleet of Foot

Equipment

You start with the following equipment:

  • a Basic Pack
  • a simple weapon






Pugilist
Level Features Focused Fighting Energy
1st Unarmored Defense, Focused Fighting d6
2nd Energy, Forms, Lightning Reflexes, Skills d6 4
3rd Redirection, 2 Talents d6 6
4th +2 to Ability Scores, Skills, 1 Talent d6 8
5th Improved I Am the Weapon, Improved Attack, 2 Talents d8 10
6th +2 to Ability Scores, Skills, 1 Talent d8 12
7th 2 Talents d10 14
8th +2 to Ability Scores, Skills, 1 Talent d10 16
9th 2 Talents d10 18
10th +2 to Ability Scores, Skills, 3 Talents d12 20
11th 1 Talent d12 20
12th +1 to Ability Scores, Skills, 1 Talent d12 20
13th 1 Talent d12 20
14th +1 to Ability Scores, Skills, 1 Talent d12 20
15th 1 Talent d12 20
16th +1 to Ability Scores, Skills, 1 Talent d12 20
17th 1 Talent d12 20
18th Skills, 1 Talent d12 20
19th +1 to Ability Scores, 1 Talent d12 20
20th Skills, 5 Talents d12 20

Reaver

Berserker -

Barbarian - Slayer

Reaver

Berserker - Barbarian - Slayer

As a Reaver, you fight with the strength of your passions.

Rage

Reavers use raw muscle and frenzied energy to overpower their opponents with their Rage.

  • You generate two points of Rage each time you take damage, when you kill an enemy, and when you Critically Strike.
  • Using a Power Move costs Rage according to the Rage Die table.
  • Rage makes you Blind to Pain, reducing incoming damage.
  • You keep all points of Rage until you heal, whether from magical healing or that of a Short or Long Rest.
  • When you Critically Fail on an attack roll, you Fumble.
  • Your Rage cannot go higher than your level + 2.
  • While you have at least one point of Rage, you have Advantage on Strength ability checks.
  • If you miss an attack while you have 0 Rage, you gain 1 Rage.
  • You may spend 1 Rage to double your Movement

Power Move

  • A Power Move represents your near superhuman strength and primal fury. You might use your Power Move to shove an enemy into boiling lava, climb on top of a dragon, or send an enemy flying backward into another enemy.
  • Prior to an attack roll, you can declare a Power Move.
  • For the attack roll, you roll your normal attack die as well as a Rage die determined by the amount of Rage points being spent.
  • The Rage die is added to the attack roll and damage roll.
  • The declared Power Move does not increase the damage of the attack other than the Rage die, but could have some other combat effect: pushing back an enemy, tripping or entangling him, temporarily blinding him, and so on.
Rage Die
1 d4
2 d6
3 d8
4 d10
5 d12
10 d20

Blind to Pain

  • As your battle frenzy intensifies, you become increasingly hardened against the strikes of your enemies.
  • You reduce all incoming damage by your current amount of Rage points as if resisting it.

Fury Strike

  • When you Pommel Strike, roll a Rage die and deal that amount in damage.
  • The Rage gained by missing an attack at 0 Rage qualifies for using Fury Strike

Reaver Features

Unarmored Defense

  • While you are not wearing armor, your Armor class is 8 + DEX + CON. You can use a Shield and still gain this benefit.

Danger Sense

  • You have an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
  • Your Dodge bonus is +5 while not wearing Bulky armor and your Fortitude and Reflex are Hard (+3) to hit.

Lean Into It

  • When an enemy misses you with their attack, you can use your Reaction to choose to be hit instead, gaining 1 point of Rage in addition to any normal Rage gained from taking damage.
  • You can then attack them and add a Rage die for the attack and damage bonus without expending Rage.

Reaver Basics

As a Reaver, you gain the following:

Health


  • Starting SP: 12 + CON (Super Heavyweight)
  • SP each level up and Recovery: 5 + CON

Starting Talents


Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency
Great Weapon Proficiency
Reckless Attack
Improved Attack
Athletic
Intimidating






Equipment

You start with the following equipment:

  • a Basic Pack
  • a Great Weapon
  • two handaxes




Reaver
Level Features
1st Starting Class Features
2nd Skills
3rd 2 Talents
4th +2 to Ability Scores, Skills, 1 Talent
5th Improved Attack, 2 Talents
6th +2 to Ability Scores, Skills, 1 Talent
7th 2 Talents
8th +2 to Ability Scores, Skills, 1 Talent
9th 2 Talents
10th +2 to Ability Scores, Skills, 3 Talents
11th 1 Talent
12th +1 to Ability Scores, Skills, 1 Talent
13th 1 Talent
14th +1 to Ability Scores, Skills, 1 Talent
15th 1 Talent
16th +1 to Ability Scores, Skills, 1 Talent
17th 1 Talent
18th Skills, 1 Talent
19th +1 to Ability Scores, 1 Talent
20th Skills, 5 Talents

Rhapsodist

Aesthete - Bard - Skald

Rhapsodist

Aesthete - Bard - Skald

As a Rhapsodist, magic overflows from your creative energy and pursuit of beauty.

Inspiration

Rhapsodists draw upon the intrinsic aesthetic energy of the world, weaving it through their passions and the passions of others to Inspire them to greatness.

  • You have an amount of Inspiration determined by your level. This Inspiration is spent for various Rhapsodist abilities.

Muse

  • Rhapsodists seek aesthetic inspiration called a Muse. This might be a compelling story, a unique instrument, or a wondrous discovery.
  • This may be as simple as a fellow party member sharing a story you’ve never heard from them before, experiencing an unforgettable moment, or finding beauty in the simple and ordinary.
  • Particularly powerful or meaningful Muses may allow you to weave the strength of its story and passion into a new talent or spell.
    • When you Critically Fail on a roll, you Lose your Muse. You are unable to use Inspiration until you find a Muse.

Sagas, Songs and Tales

  • You start with a magical Source of your choosing. Perhaps you took this path due to your Intrinsic Ability for performance. Maybe it took years of Study and Discipline to grow your talent. Or perhaps you're simply a storied soul, filled with Fervor and Conviction for the spread of all that is beautiful. (See the Magical Talent Tree)
  • You also start with the Silvertongue and Glamour magical talents of the Old Ways.

Rhapsodist Class Features

Harmonize

  • In tune with the rhythms of others, you are able to join in with the abilities of your fellow party members. This might include the Fighter’s Maneuver, Magister’s Spellcasting, or Rogue’s Sneak Attack.
  • When an ally uses an ability that requires a dice roll, you can use a free Reaction to declare you are Harmonizing. The ally has Advantage on that roll.
  • On your turn, you must replicate the ability used or spend 1 Inspiration.
  • You must have at least 1 Inspiration to gamble this way in order to use this feature.

    Example : The party’s Rogue hits with a Sneak Attack. You declare you are Harmonizing, and the Rogue rolls his damage die with Advantage. You may now use the Sneak Attack feature on your turn. If you fail to do so, you spend 1 Inspiration.

Dissonance

  • As you Harmonize with your allies, you can cause Dissonance with your enemies, using your wit, flourishes, or musicality to distract them.
  • When an enemy uses an ability that requires a dice roll, you can use a free Reaction to declare you are causing Dissonance. The enemy has Disadvantage on that roll.
  • You may cause Dissonance before an enemy rolls an attack, rolls damage, casts a spell, or other ability check. You must succeed on your own attack, damage roll, or spell in order to retain your gambled Inspiration.
  • On your turn, you must replicate the ability used or spend 1 Inspiration.
  • You must have at least 1 Inspiration to gamble this way in order to use this feature.

    Example: An opponent attacks an ally. You declare you are causing Dissonance, and the opponent rolls his attack with Disadvantage. You attempt to make an attack roll on your turn. If you fail to do so, you spend 1 Inspiration.

Restful Rhapsody

  • You can use soothing music or oration to help revitalize your wounded allies during a Short Rest.
  • Your allies gain 2 additional SP per Recovery Point.
  • Make sure to describe and roleplay how you do this, even in simple detail. It not only adds to the game but also reminds everyone to add the bonus.

Rhapsodist Basics

As a Rhapsodist, you gain the following:

Health


  • Starting SP: 8 + CON (Middleweight)
  • SP each level up and Recovery: 3 + CON

Starting Talents


Cunning Talent Progression
Light Armor Proficiency
Performer
Persuasive
Insightful
Scholar

Equipment

You start with the following equipment:

  • a Basic Pack and a Spell Pack
  • a Traveler's Gambeson (Light Armor)
  • a set of daggers
  • a Simple weapon

Rhapsodist
Level Features Inspiration
1st Starting Features 4
2nd Skills 4
3rd 2 Talents 5
4th +2 to ability scores, Skills, 1 Talent 5
5th 2 Talents 5
6th +2 to ability scores, Skills, 1 Talent 7
7th 2 Talents 7
8th +2 to ability scores, Skills, 1 Talent 7
9th 2 Talents 10
10th +2 to ability scores, Skills, 3 Talents 12
11th 1 Talent 12
12th +1 to ability scores, Skills, 1 Talent 12
13th 1 Talent 12
14th +1 to ability scores, Skills, 1 Talent 12
15th 1 Talent 12
16th +1 to ability scores, Skills, 1 Talent 12
17th 1 Talent 12
18th Skills, 1 Talent 12
19th +1 to ability scores, 1 Talent 12
20th Harmonize gives Advantage on next roll, 5 Talents 15

Rogue

Scoundrel - Assassin -

Thief

Rogue

Scoundrel - Assassin - Thief

As a Rogue, you use your ingenuity, skill, and a bit of luck to outwit and outplay any obstacles.

Cunning

Rogues use skill and training to make their own luck using their Cunning.

  • You have a certain amount of Cunning determined by your level.
  • As a Rogue, you may spend Cunning to tilt the result of a check in your favor.
    Example: The DC is 15 to pick a lock, and the Rogue rolls a 12. She then spends 3 Cunning to make the roll a 15 and succeeds.
  • You may spend 1 Cunning to Dash or Disengage once per turn.
  • You recover all Cunning on a Long Rest.
  • When you Critically Fail on a check, you gain 5 Cunning

Score

  • Rogues seek to advance themselves by using their Skills for (often illicit) gain called a Score. The Score might be stealing a valuable object, fulfilling an assassination contract, or stealing secret plans from an enemy base.
  • The party must challenge you to complete a Score they deem worthy of your skills.
  • You increase your Cunning by 1 for each Score you accomplish.

Roguish Features

Sneak Attack

  • You know how to strike subtly and exploit a foe’s distraction.
  • Once per turn, you can deal extra damage to one creature you hit with an attack if you have Advantage on the attack roll.
  • You don't need Advantage on the Attack roll 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.
  • In addition, Upgrade all damage dice when attacking from Hidden.

Cheap Shot

  • Upgrade all damage dice when attacking a Staggered opponent. This stacks with Sneak Attack.

Cunning Action

  • Your quick thinking and agility allow you to move and act quickly. You may use your Quick Action to take the Dash, Disengage, or Use an Item Action.

Expertise

  • You gain an additional Talent at 3rd, 5th, 7th, 9th, and 10th level.

Second-Story Work

  • You have the ability to climb faster than normal, and Climbing no longer costs extra movement.

Rogue Basics

As a Rogue, you gain the following:

Health


  • Starting SP: 8 + CON (Middleweight)
  • SP each level up and Recovery: 3 + CON

Starting Talents


Light Armor Proficiency
Martial Weapon Proficiency
Improved Attack
Stealthy
Ambush
Assassin
Zipline
Acrobatic
Deceptive
Deft
Sneaky




Equipment

You start with the following equipment:

  • a Basic Pack
  • a Leather Armor (Light)
  • a set of daggers
  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and a quiver of arrows (b) a shortsword







Rogue
Level Features Cunning Sneak Attack
1st Starting Class Features 10 1d6
2nd Skills 10 1d6
3rd 2 Talents 15 2d6
4th +2 to Ability Scores, Skills, 1 Talent 15 2d6
5th 2 Talents 20 3d6
6th +2 to Ability Scores, Skills, 1 Talent 20 3d6
7th 2 Talents 25 4d6
8th +2 to Ability Scores, Skills, 1 Talent 25 4d6
9th 2 Talents 30 5d6
10th +2 to Ability Scores, Skills, 3 Talents 35 6d6
11th 1 Talent 40 6d6
12th +1 to Ability Scores, Skills, 1 Talent 40 6d6
13th 1 Talent 45 7d6
14th +1 to Ability Scores, Skills, 1 Talent 45 7d6
15th 1 Talent 50 8d6
16th +1 to Ability Scores, Skills, 1 Talent 50 8d6
17th 1 Talent 70 9d6
18th Skills, 1 Talent 80 9d6
19th +1 to Ability Scores, 1 Talent 90 10d6
20th Skills, 5 Talents 100 10d6

Shifter

Werebeast - Metamorph -

Therianthrope

Shifter

Werebeast - Metamorph - Therianthrope

As a Shifter, you draw upon the power of the beast within.

Ferocity

You use raw primal fury to ravage your opponents with Ferocity.

  • You generate one point of Ferocity every time you use a Feat of Fury or other certain abilities.
  • Ferocity increases the amount of damage you do and the amount of damage you take by your current Ferocity amount. You add your Ferocity to your damage done, in addition to the relevant attribute modifier, as well as adding it in addition to whatever damage your DM tells you to take.
  • When you Critically Fail on an attack roll, you Fumble.
  • You have a max Ferocity of your level x2. You cannot use abilities that would put you above your maximum Ferocity - you are too frenzied to focus and use those abilities.
  • Your Ferocity returns to 0 after 1 minute of not attacking an enemy

Calm Nerves:

  • (Quick Action, Original Form only) - You pause to cool your emotions and remember your humanity, reducing your Ferocity by 2.

Pummel Strike

  • When you Pommel Strike, **Pummel Strike **instead Roll a Ferocity Die and deal that number in damage. In addition to being Staggered, the foe is also knocked Prone if their Fortitude is less than 15.

Call of the Wild

  • Shifters increase their attunement to their bestial nature by answering the Call of the Wild. This involves hunting down a mighty enemy and eating their heart.
  • Your party must agree that the foe is worthy.
  • Eating a great foe’s heart is a free Action and immediately sets your Ferocity to 10
  • After eating the heart, you are able to use abilities that would put you above 10, but they do not increase your Ferocity level

Feat of Fury

  • A Feat of Fury represents your primal fury.
  • You might use your Feat of Fury to pounce on an enemy and knock them down, grip a jugular with vice-like jaws, or lift an enemy into the air with your talons.
  • Prior to an attack roll, a Shifter can declare a Feat of Fury. For the attack roll, you roll your normal attack die as well as a Savagery die determined by your current form. The Savagery die is added to the attack roll.
  • Original form rolls a d4, Hybrid is d6, Beast is d8
  • The declared Feat of Fury does not increase the damage of the attack, but could have some other combat effect: pushing back an enemy, tripping or entangling him, temporarily blinding him, and so on.

Shifting

  • At 2nd and 3rd level, you gain the ability to shift into your animal avatar with a Quick Action.
  • This might be a bear, wolf, hyena, lion, tiger, dragon, or any other creature.
  • You have two modes - Hybrid and Beast form.
  • Shifting to Hybrid increases Ferocity by one, while shifting to Beast form increases Ferocity by three. Shifting back to your original form reduces Ferocity by the same amount.

Hybrid

  • You become a mix of your original form and your animal avatar.
  • Your speed increases by 10 ft.
  • You have Advantage on Strength ability checks.
  • You gain the weapon Claws
  • Claws: 1d6, 1h, Melee, Bleed, Light, Cleave
  • Your Ferocity damage is doubled against Prone creatures
  • Your Savagery die becomes a d6
  • If an enemy dies within melee range of you, you can use your Reaction to Feed, healing yourself for your current Ferocity.

Beast

  • You take on the full form of your animal avatar.
  • You are unable to use weapons and armor other than the conditions listed below.
  • Your speed increases by 20 ft.
  • You have Advantage on Strength and Dexterity ability checks.
  • Your AC becomes 12 + DEX and is Light Armor
  • You gain the weapons Claws and Bite
  • Claw: 1d6, 1h, Melee, Bleed, Light, Cleave
  • Bite: 1d12, 2h, Melee, Bleed, Grappling
  • Your Ferocity damage is doubled against Prone creatures
  • Your Savagery die becomes a d8
  • If an enemy dies within melee range of you, you can use your Reaction to Feed, healing yourself for your current Ferocity.

    You gain the following abilities:

  • Fury Swipe: Immediately after you take the Attack Action, make an additional Claw attack, then gain one Ferocity point.
  • Feeding Frenzy: When you use your Reaction to Feed, heal for double your current Ferocity and then gain two Ferocity.

Shifter Basics

As a Shifter, you gain the following:

Health


  • Starting SP: 12 + CON (Super Heavyweight)
  • SP each level up and Recovery: 5 + CON

Starting Talents


Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency
Martial Weapon Proficiency
Great Weapon Proficiency
Improved Attack
Animal Handler






Equipment

You start with the following equipment:

  • a Basic Pack
  • a Great Weapon
  • two handaxes
  • (a) Patchwork Hide (Medium) or (b) Traveler's Gambeson (Light)




Shifter
Level Features Max Ferocity
1st Starting Class Features 2
2nd Hybrid Mode, Skills 4
3rd Beast Mode, 2 Talents 6
4th +2 to Ability Scores, Skills, 1 Talent 8
5th Improved Attack, 2 Talents 10
6th +2 to Ability Scores, Skills, 1 Talent 12
7th 2 Talents 14
8th +2 to Ability Scores, Skills, 1 Talent 16
9th 2 Talents 18
10th +2 to Ability Scores, Skills, 3 Talents 20
11th 1 Talent 22
12th +1 to Ability Scores, Skills, 1 Talent 24
13th 1 Talent 26
14th +1 to Ability Scores, Skills, 1 Talent 28
15th 1 Talent 30
16th +1 to Ability Scores, Skills, 1 Talent 32
17th 1 Talent 34
18th Skills, 1 Talent 36
19th +1 to Ability Scores, 1 Talent 38
20th Skills, 5 Talents 40

Spellblade

Battlemage - Arcane Warrior -

Eldritch Knight

Spellblade

Battlemage - Arcane Warrior - Eldritch Knight

Spellblades expertly weave their skill in magic and blade, using magic to enhance their fighting abilities.

Arcane Strike

  • You may cast spells with a Quick Action rather than an Action if you also make a Melee attack that turn.
  • Use the same d20 roll for the magic check and the attack roll.
  • When you cast spells this way, use a d6 when you are otherwise instructed to use a d10.

Martial and Magic Discipline

  • You must put an equal number of Talents outside the Magic Talent tree as you do inside it.

Spellblade Basics

As a Magister, you gain the following:

Health


  • Starting SP: 8 + CON (Middleweight)
  • SP each level up and Recovery: 3 + CON

Starting Talents


  • Magic Talent Progression
  • Innate Magical Talent
  • Higher Heights
  • Light Armor Proficiency
  • Medium Armor Proficiency
  • Heavy Armor Proficiency
  • Shield Proficiency
  • Martial Weapon Proficiency
  • Great Weapon Proficiency
  • Improved Attack
  • Arcanist

Equipment

You start with the following equipment:

  • a Basic Pack and Spell Pack
  • (a) Traveling Leathers, (Medium) (b) Gambeson (Light), or (c) Iron Chain Shirt (Heavy Mail)
  • a simple weapon
  • (a) a martial weapon or (b) a great weapon
Spellblade
Level Features
1st Starting Features, 1 Magic Talent, 1 General Talent
2nd Skills, 1 Magic Talent, 1 General Talent
3rd 1 Magic Talent, 1 General Talent
4th +2 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
5th 1 Magic Talent, 1 General Talent
6th +2 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
7th 1 Magic Talent, 1 General Talent
8th +2 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
9th 1 Magic Talent, 1 General Talent
10th +2 to Ability Scores, Skills, 2 Magic Talents, 1 General Talent
11th 1 Magic Talent, 1 General Talent
12th +1 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
13th 1 Magic Talent, 1 General Talent
14th +1 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
15th 1 Magic Talent, 1 General Talent
16th +1 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
17th 1 Magic Talent, 1 General Talent
18th 1 Magic Talent, 1 General Talent
19th +1 to Ability Scores, Skills, 1 Magic Talent, 1 General Talent
20th 3 Magic Talents, 2 General Talents

Wayfinder

Ranger - Hunter - Stalker

Wayfinder

Ranger - Hunter - Stalker

As a Wayfinder, your experience with wild and exotic lands has honed your hunter's instincts.

Trick Arrows

  • You have a number of Trick Arrows equal to twice your level.
  • You have modified these arrows with various techniques learned from your travels.
  • A Trick Arrow modifies an Attack with a Longbow or Shortbow. If the Attack misses, the Trick Shot misses, although if it affects an area the area is still affected. If the Attack hits, the Trick Shot is successful.
  • You recover all Trick Arrows on a Long Rest.
  • You cannot Trick Shot and Multishot at the same time.

Elemental Arrows

  • You tie a small piece of an elemental stone to your arrow, either Brimstone, Boltstone, Glacierstone, or Tremorstone, imbuing it with an elemental effect.
  • These Trick Arrows deal an additional 1d10 damage of their respective elemental as well as an additional effect.

Fire/Brimstone

1d10 fire damage and sets enemy On Fire

Ice/Glacierstone

1d10 ice damage and enemy is Slowed

Earth/Tremorstone

1d10 quake damage and enemy is knocked Prone and Staggered

Lightning/Boltstone

1d10 lightning damage and enemy is Dazed

Hornthistle Arrows

  • You craft arrows from hornthistle, a carnivorous plant with creeper fines that attacks creatures with living vines and viciously sharp thorns. You can achieve the following effects with these arrows:

Ensnaring Arrow

  • When the arrow impacts your foe, a writhing mass of thorny vines appears at the point of impact, Restraining the creature.

  • While Restrained by this ability, the target takes 1d10 damage on its turns; it or an ally can use Action to escape with Fortitude against the spell save DC.

Hail of Thorns

  • When the arrow impacts your foe, a rain of thorns erupts on contact, dealing an additional 1d10 damage to the target as well as any creatures adjacent to it.

Improvised Arrow

  • You think on the fly, making a unique shot the situation requires. You might pin their foot to the ground, strike their hand and cause them to drop their weapon, or knock them back over a precipice. For this shot, you may add your Insightful Fighter die to the damage.

Insightful Fighter

  • The more you fight a particular foe, the better you read its strengths and weaknesses and learn to exploit them.
  • On your turn, you mark a type of enemy. For each attack you make after the first against that enemy type, roll an additional die and add the results to your attack roll.
  • This die begins as a d4 and increases to a d6, d8, d10, and d12 on each successful hit.

Distracting Shot

  • When you miss an attack, you may use your Reaction to make an additional attack, rolling your Insightful Fighter die. That first shot was just a distraction, of course.
  • The Insightful Fighter die rolled is added to the attack roll and you roll the appropriate damage die for your weapon, adding your modifier as normal.
  • You cannot use this ability to Multishot or after a Multishot

Multishot

  • At 2nd level, you gain the ability to shoot a number of arrows equal to your DEX modifier with your attack Action.
  • You have a -2 penalty to your Attack roll for each additional arrow shot
  • You make one attack roll for all of the arrows
  • You do not add your Dexterity modifier for damage
  • This does not benefit from Improved Attack
  • Each damage die represents one arrow, and you can allocate the damage die among targets or stack them on to one target

Field Dressing

  • Wayfinders are able to harvest parts of creatures they have slain to help them better face their foes.
  • These resources can be used to increase the level of Insightful Fighter at the beginning of a battle or Upgrade a Trick Arrow. For example, you might coat your blade in dragon’s bile to sear the skin of a frost giant.

Natural Attunement

  • Talent points in the Old Ways talents do not disqualify you from achieving Master of Might

Wayfinder Basics

As a Ranger, you gain the following:

Health


  • Starting SP: 10 + CON (Heavyweight)
  • SP each level up and Recovery: 4 + CON

Starting Talents


Light Armor Proficiency
Medium Armor Proficiency
Martial Weapon Proficiency
Stealthy
Friend of the Forest
Natural Explorer
Fleet of Foot
Wild at Heart
Survivalist
Animal Handler
Investigator
Improved Attack






Equipment

You start with the following equipment:

  • a Basic Pack
  • a longbow and quiver of arrows
  • (a) two shortswords or (b) two simple melee weapons
  • (a) Patchwork Hide (Medium) or (b) Wild Leathers (Light)






Wayfinder
Level Features Trick Arrows
1st Starting Class Features 2
2nd Multishot, Skills 4
3rd 2 Talents 6
4th +2 to Ability Scores, Skills, 1 Talent 8
5th Improved Attack, 2 Talents 10
6th +2 to Ability Scores, Skills, 1 Talent 12
7th 2 Talents 14
8th +2 to Ability Scores, Skills, 1 Talent 16
9th 2 Talents 18
10th +2 to Ability Scores, Skills, 3 Talents 20
11th 1 Talent 22
12th +1 to Ability Scores, Skills, 1 Talent 24
13th 1 Talent 26
14th +1 to Ability Scores, Skills, 1 Talent 28
15th 1 Talent 30
16th +1 to Ability Scores, Skills, 1 Talent 32
17th 1 Talent 34
18th 1 Talent, Skills 36
19th +1 to Ability Scores, 1 Talent 38
20th Skills, 5 Talents 40

Equipment

Packs

  • Each character must carry a Basic Pack. A Healer’s Pack must be carried by at least one character for the party to be able to Short Rest.
  • The DM may assign an overhead cost for each pack that is carried




Pack Name Items Inside
Basic Pack rations, waterskins, mess kit, bedroll, tinderbox
Healer’s Pack bandages, antiseptic herbs, reviving salts, etc.
Climbing Pack rope, hammer, pitons, crowbar
Torch Pack torches
Smith’s Pack hammers, tongs, charcoal, rags, and a whetstone
Thieve’s Pack a small file, a set of lock picks, a small mirror mounted on a metal handle, a pair of pliers
Alchemy Pack a mortar and pestle, glass vials, basic solutions
Spell Pack various spell components, spellbook

Weapons

General

Skilled - You may only add your Strength or Dexterity modifier to weapons you are Skilled with.

Dual Wielding - To dual wield one handed weapons, roll the damage die for both and take the higher number. All weapon abilities apply, but they do not stack.

Conditional Effects - Certain weapon effects are conditional. Damage for the conditional effect is shown as base damage/conditional damage.

Improvised Weapons - If you have Simple weapon Skill, use a d4. If you have Martial weapon Skill, use a d6. You may suggest a weapon ability that make sense, such as a hot poker having the Blazing property.

Changing Weapons - You may change weapons at the beginning of your turn or with a Quick Action if the weapon is one handed.

This means that if you make a Ranged attack with a two handed bow, you are going to be wielding the bow at the end of your turn, and attacks against you will have Advantage

Range - Each weapon shows its Ranges.

  • When attacking a target outside its listed ranges, you have Disadvantage on the attack roll.
  • Attacks against a creature wielding a weapon that does not have the Melee Range have Advantage.
  • Making an Attack with a Range of Near or Far has Disadvantage and provokes attacks of opportunity.


Throwing any and all weapons - This means all weapons can be thrown, but melee weapons are thrown with Disadvantage.

In the bushes - Thrown weapons with a Near range can be recovered after the battle unless their attack misses.

Attribute bonuses - A weapon with a range of Melee uses the Strength modifier for attack and damage, while weapons with only a range of Near or Far use Dexterity.

Weapon Abilities

Reach - Adds 5 feet to your Melee attack range

Opportunistic - Can make an Opportunity Attack immediately when an enemy comes into range

Ammunition - This weapon requires access to ammunition; bolts, arrows, etc.

Loading - Because of the time required to load this weapon, you must use your Reaction to load another piece of ammunition

Cleave - If an attack meets the AC of two creatures within 15ft of each other, you may apply the damage to each of them.

Parry - When facing an attacker with a weapon, you may use your Reaction to roll a contested Attack against the creature attacking you. You may do this after you know what their Attack roll is. If you win the contest, the attack fails and the creature is Staggered.

Defensive - Gives +1 to AC

Bleed - After a successful hit, the target takes 2 damage per adventuring tier at the end of each of its turns (Bleeding condition) until it takes some Action to staunch the bleeding. Does not work on creatures that do not bleed. Does not stack.

Blazing - After a successful hit, the creature is On Fire

Charge - (Conditional) Deals extra damage if you moved 10ft in straight line before attack

Ambushing - (Conditional) Deals extra damage while Stealthed and in certain cases may kill outright

Versatile - (Conditional) Can be used 1h or 2h

Dueling - Adds +3 (Easy) to attack rolls if no other creatures are adjacent to you or your opponent

Finesse - When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and damage rolls. You must use the same modifier for both rolls.

Bludgeoning - Makes it Very Easy (+5 bonus to attack rolls) to hit targets in Heavy Armor. Damage is doubled against certain brittle materials such as wood, clay, or bone.

Shield breaker - If your attack beats the target's Fortitude, the shield is bashed and the enemy is Staggered. On a Critical Hit, destroys shield, does full Critical Damage, and the opponent is Dazed and Staggered.

Two-handed - do I really need to write a definition?

Light - When you take the Attack Action and Attack with a Light melee weapon that you’re holding in one hand, you can use a Quick Action to Attack with a different Light melee weapon that you’re holding in the other hand.

  • You don’t add your ability modifier to the damage of the bonus Attack, unless that modifier is negative.
  • The Quick Action attack does not receive the benefits of Improved Attack
  • If either weapon has the Thrown property, you can throw the weapon, instead of making a melee Attack with it.

Ensnaring - On a hit, target movement drops to 0. Can escape with an Action. While a weapon is Ensnaring a target, it cannot be used to attack.

Grabbing - On a hit, the target is Grabbed.

Tripping - On a hit with an Opportunity Attack, the target is knocked Prone.

Silencing - On a hit from Stealthed, the target creature becomes Grabbed and cannot make sounds until it escapes the Grab.

Incapacitating - On a hit from Stealthed, if the Attack roll is greater than the creature’s Fortitude, the creature is Incapacitated.

Spellcasting - This weapon can be used to cast 1h or 2h spells if it is wielded as 1h or 2h.

Simple Weapons

Weapon Damage 1h or 2h Range Abilities
Unarmed 1d4 1h Melee Light
Club 1d6 1h Melee Bludgeoning
Dagger 1d4/(2d12) 1h Melee, Near Light, Finesse, Ambushing, Bleed
Hatchet 1d6 1h Melee Light
Javelin 1d6/(1d10) 1h Melee, Near Charge
Throwing Hammer 1d4 1h Melee, Near Light, Bludgeoning
Mace 1d6 1h Melee Bludgeoning
Quarterstaff 1d6/(1d8) 1h/2h Melee, Reach Defensive(2h), Spellcasting, Versatile
Sickle 1d4 1h Melee Light, Bleed
Spear 1d6/(1d8) 1h/2h Melee, Near, Reach Versatile
Shortbow 1d6 2h Near, Far Ammunition
Garrote 0/(1d12) 2h Melee Ambushing, Silencing, Finesse
Bola 1d4 1h Near Ensnaring
Blackjack 1d6/(1d12) 1h Melee Ambushing, Incapacitating
Torch 1d4 1h Melee, Near Blazing

Martial Weapons

Weapon Damage 1h or 2h Range Abilities
Battleaxe 1d8/(1d10) 1h/2h Melee Cleave
Flail 1d8 1h Melee Bludgeoning, Shield Breaker, Silencing
Glaive 1d10 2h Melee, Reach Opportunistic, Tripping
Scythe 1d10 2h Melee, Reach Bleed
Lance 1d12/(2d12) 2h Reach Charge (while Mounted)
Longsword 1d8/(1d10) 1h/2h Melee Versatile, Parry
Morningstar 1d8 1h Melee Bludgeoning, Bleed
Rapier 1d8 1h Melee Finesse, Dueling
Scimitar 1d6 1h Melee Finesse, Light, Bleed
Shortsword 1d6 1h Melee Finesse, Light, Parry
Trident 1d6/(1d8)/(1d12)* 1h/2h Melee, Near Reach, Charge*
Warhammer 1d8/(1d12) 1h/2h Melee Bludgeoning, Versatile
Whip 1d8 1h Melee, Reach Finesse, Opportunistic, Ensnaring
Crossbow 1d10 2h Near, Far Ammunition, Loading
Hand Crossbow 1d6 1h Near Ammunition, Loading, Light
Longbow 1d8 2h Near, Far Ammunition

Great Weapons

Weapon Damage 1h or 2h Range Abilities
Greataxe 1d12 2h Melee Cleave, Bleed, Reach
Greatsword 1d12 2h Melee Parry, Cleave, Reach
Maul 1d12 2h Melee Bludgeoning, Shield Breaker, Cleave, Reach

Armor

Unarmored

If you are not wearing armor, your AC is 8 + DEX.

Light

  • Made from supple and thin materials such as cloth or leather, Light Armor favors agile adventurers since it offers some protection without sacrificing mobility.
  • Your AC is 10 + DEX while wearing Light armor.
  • Supple: This armor provides cushion to allow for more near misses. Your Dodge bonus is +5 while wearing this armor.
  • Spellcasting is Hard(-3) unless you are Proficient as specified in your class description.

Medium

  • Made from thick armor like hide or boiled leather.
  • Your AC is 12 while wearing Medium armor.
  • Spellcasting is Hard(-3) unless you are Proficient as specified in your class description.

Heavy Mail

  • Made from interwoven rings like chain mail or banded mail.
  • Your AC is 14 while wearing Heavy Mail.
  • Noisy: You have Disadvantage on Stealth checks while wearing this armor.
  • Bulky: You do not add your DEX modifier to your Dodge rolls.
  • Spellcasting is Very Hard(-5) unless you are Proficient as specified in your class description.

Heavy Plate

  • Full body armor made of interlocking plates, the classic knight style.
  • Your AC is 16 while wearing Heavy Mail*.
  • Noisy: You have Disadvantage on Stealth checks while wearing this armor.
  • Bulky: You do not add your DEX modifier to your Dodge rolls
  • Cumbersome: You automatically fail attacks against Reflex and have Disadvantage on Dexterity checks in this armor.
  • Block: Incoming damage is reduced by your Strength modifier.
  • Spellcasting is Very Hard(-5) unless you are Proficient as specified in your class description

Shields

  • Held in one hand, give a +2 bonus to AC.
  • Sacrifice Shield: Can sacrifice your shield to reduce incoming damage to 0, destroying the Shield in the process.

Armor Characteristics

Proficiency - If you are not Proficient in armor as listed in your class description, your speed is reduced by 5ft and the armor has the Bulky and Cumbersome properties applied.

Block - Incoming damage is reduced by your Strength modifier.

Bulky - You do not add your DEX modifier to your Dodge rolls.

Cumbersome - You automatically fail attacks against Reflex and have Disadvantage on Dexterity checks in this armor.

Noisy - Disadvantage on Stealth checks.

Projectile Blocking - You are Very Hard(+5) to hit with projectile attacks.

Resist - Incoming damage of the type listed is reduced by the amount in parenthesis.

Supple - This armor moves with you easily, making your Dodge bonus +5.

Vulnerable - Incoming damage of the type listed is increased by the amount in parenthesis.

Durable - This armor is especially well made and has a certain number of Durability charges. Each charge can be spent to reduce 5 points of damage. Charges can be repaired by a blacksmith for a price.

Reinforced - This armor is specially crafted to withstand blows and impact. Add +3 to Fortitude.

Sacrificial Sunder - Applies to all armor. You may reduce the damage of one incoming attack by AC x 2 damage, but the Sundered condition applies to the armor until it is repaired. This may only be applied to physical damage.

Adventuring

Time and Tension Die

When needed, the DM will provide a reasonable estimate of time passed from a specific activity. In certain circumstances, time is tracked more carefully.

  • Combat: For gameplay, combat takes place in terms of rounds and turns, with each round taking 6 - 10 seconds.
  • Note: This is a helpful abstraction, but in the fiction of the game this time represents more of an average and may actually be longer or shorter.
  • Tension: When hostile or dangerous forces are in play, the DM may use Tension Die to keep track of time. Each Tension Die represents ten minutes of time. When six Tension Die have been added to the pool, an hour has passed, and the DM rolls all the die. If any of the die shows up as a 1, an adverse circumstance affects the party.

Environment

Falling

  • When a character falls they take 1d6 damage for every 10ft of distance they fall.
  • The character lands Prone unless they make a Dexterity check greater than the height of the fall adding any applicable skills.
  • If the damage taken is higher than the character’s Fortitude, they are reduced to 0 hit points and become Unconscious and Dying.
  • If the damage taken exceeds twice the Fortitude, the character dies instantly.
  • You can use your Reaction to attempt to grab a ledge or for ally to attempt to catch. On this Reaction an ally may plummet to attempt the catch, streamlining their body to fall faster (perhaps they have a rope tied around them or are flying).

Suffocating

  • A creature can hold its breath for a number of minutes equal to 2 + its Constitution modifier. This is Concentration - any damage causes the air to be expelled and the creature begins suffocating.
  • A creature that is forced underwater does not have the opportunity for a deep breath and begins suffocating.
  • When a creature runs out of breath or is choking, it can survive for a number of rounds equal to 2 + its Constitution modifier. After that time at the start of its turn it drops to 0 hit points and is dying and can’t regain hit points or be stabilized until it can breathe again.

Vision and Light

  • There are three levels of light - Bright, Dim, and Darkness
  • Bright light is a normal light condition, such as daylight.
  • Dim light is filled with shadows, or the soft light of dusk, dawn, moonlight, or torchlight. It also applies when vision is lightly obscured, such as with a light fog.
  • It makes Stealth Easy (-3) and checks to see things Hard (+3).
  • Ranged attacks and Dodging ranged attacks both have Disadvantage.
  • Darkness is pitch black. It also applies when vision is heavily obscured, such as with thick smoke or fog.
  • It makes Stealth Very Easy (-5)
  • Creatures without Darkvision are effectively Blinded (Disadvantage on attacks and attacks against have Advantage)
  • Most monsters have Darkvision

Perception

  • Perception allows you to spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses.
  • Your Perception modifier is your Wisdom + Intelligence modifiers

Torches

  • Torches last 1 hour and cast Bright light around the torch bearer in the area Near them and Dim light for another 20 ft farther.
  • Your party can carry enough torches for short trips, but the DM may impose a limit on the number of torches you have for longer treks in dark areas. An example calculation would be that a character has their Strength score worth of torches with them.
  • The DM may also choose to call for a Wisdom check to see how many torches remain if the party has been traveling for an unexpectedly long time. The base DC is 10 (can be adjusted). On a success, 1d8 + WIS torches remain. On a failure, 1d4 + WIS torches remain.

Lifting and Carrying

  • Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry.
Carrying Capacity
  • Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it.
  • You can carry two weapons (two Light weapons count as one set) and additional weapons equal to your Strength modifier. You can carry a reasonable amount of supplies with you. The DM may call for Strength checks in situations where you are exerting yourself while carrying a heavy load, or may impose a slower speed if you are carrying a great weight.
Push, Drag, or Lift
  • You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
Size and Strength
  • Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature's carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.

Rations

  • Rations represent the Food and Water needs of creatures.
  • Creatures who don’t consume a ration for a day must make a Constitution check or suffer a point of Exhaustion. The check is 10 + the number of days gone by without consuming a Ration.
  • You can generally carry 10 days worth of Rations with you in a backpack.

Foraging

  • You can spend an hour in a region and forage for rations. You make a Wisdom check with a DC set by the DM depending on how hard food is to find. On a success, roll a d6 and add your Wisdom modifier to determine the amount of Rations discovered. You can forage once per day at Steady pace and twice per day at Slow.

Overland Travel

  • When travelling overland, PCs must choose a speed from the table below.
  • For simplicity, distance is abstracted. The DM will tell the party the time it will take to arrive at the destination for each speed (Two days at a steady pace, one if you really push it, and three if you’re cautious and cover your tracks).
  • When you Push it, at the end of the travel day (8 hours), each character must make a Constitution check to see if the journey tired them. If they fail the check, they take three levels of Exhaustion.
  • Depending on the choices made during the day, the DM may rule that the DC is Easier or Harder.
Speed CON DC Speed Effect
Push it 12 4 mph Perception -5
Steady - 3 mph -
Slow - 2 mph Able to Stealth

Carts and Caravans

  • Carts and Caravans are assumed to have ample supplies packed for the planned journey.
  • If the journey is extended or adverse circumstances cause supplies to be lost, the DM will give the remaining supply in terms of the number of days remaining.
  • If the party needs to refresh their supplies at the Cart or Caravan, it reduces that time frame.
  • Example: After travelling through the Misty Mountains, the party gets sidetracked after they're ambushed and captured by goblins. When they get back to their caravan, they refresh their supplies, reducing their supply duration by one travel day.
  • The party may want to set up a base camp outside a dungeon in the case they need to resupply.

Rolling to Return

  • For the sake of fun, the DM may call for a Roll to Return to camp from a dangerous point in the dungeon rather than playing it out scene by scene.
  • Each PC uses their highest modifier for the check, with the DM setting the DC based on the danger state of the dungeon, starting at 10 and adding 1 for each hour it takes to return to camp, and being adjusted to be Easy (-3) or Hard (+3) based on previous actions in the dungeon.
  • The DM decides if it is Dangerous or Arduous.
  • Dangerous: 1d6 damage per 1 under DC
  • Arduous: lose 1 load of equipment per 1 under the DC
  • If a character is reduced to 0 SP, they roll on the ** Lingering Injury** table but still have their HP (damage is applied all at once). If a character is reduced to 0 HP, they die or are left unconscious.
  • The DM picks what load is dropped, starting with less valuable and less secure items.

Disposition

  • The DM may occasionally roll a Disposition check to see how NPCs or Monsters react to the party.
  • To do this, the DM rolls a check behind the screen using the party’s total Charisma modifier as a bonus to the check.
  • This will tend to favor larger parties - after all, it’s not wise to be hostile when you’re outnumbered.
Result Disposition
1-12 Hostile
13-17 Unfriendly
18-22 Neutral
23+ Friendly

Rest

There are two types of rest - Short Rests and Long Rests.

Short

  • A period of downtime in which characters do nothing more strenuous than eating, drinking, reading, and tending to wounds.
  • You have a number of Recovery Points equal to your level which represent your deepest reserves of endurance.
  • When you rest you may spend these Recovery Points and heal SP equal to your Recovery (the SP you gain when you level up).
  • If one member of your party has a Healer's Kit, they may make a Wisdom check to heal HP instead where the DC is the amount of HP being healed.
  • You may spend one Recovery Point for every 20 minutes of rest.
  • You recover all Recovery Points on a Long Rest.

Long

  • A period of extended downtime in a safe location, such as an inn in a town, which includes sleeping and eating lasting 8 hours.
  • If you have spent more than 6 hours traveling that day, you cannot benefit from a Long Rest.
  • All HP, SP, and Recovery Points are restored to full.

Experience Points

For each encounter an adventuring party experiences, they may earn Experience Points. Experience Points are used to level up.

  • An adventuring party earns Experience Points for accomplishing goals, whether that is completing a combat or a task.
  • The party does not have to kill all enemies - successfully negotiating a truce with a hostile force still results in Experience Points.
  • Experience Points are not awarded for failed goals (a key enemy escapes from combat, combats that are narrowly won at high cost, or tasks that are not completed)
XP Reward Combat Difficulty Task Importance
100xp Medium/Hard Encounter Basic
200xp Life Threatening Significant
300xp Climactic/Boss Battle Epic
Adventuring Tier XP needed per level
Apprentice (1-2) 1,000
Journeyman (3-5) 3,000
Veteran (6-8) 3,000
Champion (9-10) 2,000
Epilogue (11-20) 2,000

Conditions

Bleeding

You take 3 damage per adventuring tier at the end of every turn. To staunch the bleeding you can use an Action make a DC 10 Wisdom check, use a Healer’s Kit, or receive magical healing.

Blinded

You can’t see. Attack rolls against you have Advantage and you attack with Disadvantage.

Bloodied

You are at half your health.

Burned

Your Max SP is reduced by 5 per Adventuring Tier

Charmed

You don’t believe the charmer is hostile. You can’t harm the charmer and the charmer has Advantage on social checks against the charmed.

Dazed

You are disoriented, and must choose between Move, Action, or Quick Action. You cannot take reactions or free actions.

Dispirited

Your Fighting Spirit is broken. You have Disadvantage on Attack rolls and offensive spells which target enemy creatures.

Deafened

You can’t hear

Ensnared

You’re tied up with something. Your Movement is 0, and you can escape with an Action.

Exhausted

You are very tired. There are multiple levels of Exhaustion and effects stack. Reduced by 1 level after a Long Rest with food and drink.

Each level of Exhaustion reduces checks by 1 and speed by 5ft.

Frightened

You are scared of something. You have Disadvantage on ability checks and attack rolls while you can see what you’re scared of and you won’t move closer to it because it’s too scary.

Slowed

Your movement is slow and sluggish. Your movement speed is halved and you cannot take Quick Actions or Reactions.

Grabbed

You have a grasp on someone, holding them in place. The Grabbed creature’s speed becomes 0.

Grappled

You are tied up with something, wrestling it. You and the creature that is Grappled have Disadvantage on all attacks except unarmed strikes. You must succeed on a Strength check against their Fortitude to move (at half speed because of dragging).

Hidden

Enemies are not sure of your exact location, only your general direction. Enemies tend to target creatures that are not Hidden, unless the Hidden creature has demonstrated themselves to be a serious threat

Invisible

You can’t be seen, but you can still be detected by noise and tracks. Attack rolls against you have Disadvantage, and your attack rolls have Advantage.

On Fire

You take damage at the beginning of your turn, starting at 3 damage and doubling each turn that the fire is not doused. The condition can be ended by dousing the flames with water or using your full movement and dropping prone (stop, drop, and roll).

Paralyzed

You can’t take actions, move, or speak. Attacks against you have Advantage and melee attacks always score a Critical Hit.

Solidifying

You are being turned solid, perhaps into ice or stone. The following effects you at the beginning of your turn (use a d4 to track):

Turn Efect
1 Your movement is halved and you have Disadvantage on attack rolls and ability checks.
2 You are Restrained and Dazed with Disadvantage on ability checks.
3 (Completely Solid) You can’t take actions, speak, or move, weigh a ton and stop aging. Attacks against you have Advantage. You have Resistance(10) to all damage.

Poisoned

You have Disadvantage on all attack rolls and ability checks.

Prone

You are laying on your belly. You can crawl at half speed and stand up for half your Movement. You have Disadvantage on attack rolls and Near and Far attacks have Disadvantage against you.

Restrained

You are stuck fast. You can’t move. Attack rolls against you have Advantage and your attacks have Disadvantage.

Silenced

You can’t speak

Stealthed

Enemies do not know where you are, or that you are even present

Staggered

You have lost your footing and are off balance. Your defenses are now Easy(-3) to hit and you have Vulnerability(5) per adventuring tier to all damage.

Submission

Your pressure points are under pressure. You are Restrained and Grabbed.

Sundered

Your armor has been compromised. Your AC is reduced by 3.

Surprised

You were caught unawares, and unable to act for one round. Attacks against you have Advantage.

Terrified

Your mind is overcome with panic. You are Frightened and must use your movement and Reaction to Dash as far away from the source of the fear as possible.

Unconscious

You are out cold. You can’t take actions, move, or speak and are unaware of your surroundings. You drop what you’re holding and fall prone. Attack rolls against you have Advantage, and any Melee hits are Critical Hits.

Combat

Initiative

  • All creatures engaged in the encounter roll a Dexterity check to determine the order in which they take their turn.
  • You may choose to Wait and take your turn at a later point in the order, but you retain that order for the rest of the combat.

Your Turn

  • On your turn, you can take an Action, Quick Action, and Movement.
  • Before your next turn, you can also take one Reaction. Some actions are free, such as communicating briefly with teammates (combat chatter is expected from characters) at DM discretion.

Hit Points and Fighting Spirit

  • Instead of traditional hit points as in 5E, you now have two pools to represent your health.
  • The first is your Fighting Spirit (SP or Spirit), which operates like traditional hit points, and represents your guard, glancing blows, and endurance in battle.
  • Once your Fighting Spirit reaches zero, you have a number of Hit Points (HP) equal to 5 + your level.
  • Damaging hit points represents being cut, stabbed, crushed, etc.
  • During combat, damage dealt to SP does not spill over into HP. For example, if a character takes 10 damage and they have 3 SP, they take 3 SP and now only have their HP remaining.
  • When you take any damage to your hit points, roll on the Lingering Injury table to see what injury you have received.
  • When your SP is 0, you have the Dispirited condition. When you are Dispirited, you have Disadvantage on Attack rolls and spells that target enemy creatures (offensive spells). Now that your Fighting Spirit is broken, your focus becomes on self-preservation above all else.
  • If your Hit Points reaches 0, you begin to die (see rules for dying).
  • When you receive healing, the healing may be applied to HP or SP, but not both.

Massive Damage

  • If you have at least 1 Fighting Spirit point and take damage in excess of the combination of your Fighting Spirit and Hit Point maximum, you begin to die.
  • If you have 0 Fighting Spirit (you’re on your Hit Points) and take damage in excess of the combination of your Fighting Spirit and Hit Point maximum, you are instantly killed.

Movement

  • On your turn, you can move your speed and can break up your movement between attacking.
  • Most characters can move 30 feet, or 6 squares of movement.

Difficult Terrain

  • Some terrain is harder to cross. Every foot of movement in difficult terrain costs double movement (it costs 2 squares to move 1 square).

Prone

  • When you are flat on your belly.
  • You can drop prone without using movement.
  • Standing up takes half your speed.
  • To move while prone, you must crawl, which costs double movement (2 squares for one square).

Moving Around Other Creatures

  • You can move through a non hostile creature’s space, but only through a hostile creature’s space if it is significantly larger than you.
  • A hostile creature’s space is difficult terrain.

Flying

  • Flying creatures have greater mobility, but also have the danger of falling.
  • If a creature’s wings or other flying method are hit while flying (generally a Hard (+3) to hit AC) then the creature plummets and suffers falling damage.

Upgrading and Downgrading Dice

  • When directed to Upgrade or Downgrade dice, consider the dice as a chain from d4 -> d6 -> d8 -> d10 -> d12 -> d4 + d12 -> d6 + d12 etc.
  • Upgrading a dice causes it to go up a step on the chain, whereas Downgrading a dice causes it to go down a step on the chain

Actions in Combat

Attack

  • Roll a d20, add the appropriate Ability modifier if you’re Skilled with the weapon, and tell the DM the total. If it beats the Armor Class of the target, it hits.

Cast a Spell

See Spellcasting

Dash

  • Double your movement speed

Disengage

  • Take up a careful guard so that your movement does not provoke opportunity attacks.

Ready

  • You wait for a Trigger to spring an Action with your Reaction.
  • First, describe the Trigger.
  • Second, describe your Action if the Trigger occurs.
  • When you Ready a spell this way, you have Concentration XR, where X is equal to your Constitution modifier.

Use an Object

  • Interact with an object or part of the environment.
  • Exception: When you drink a potion, it is a Quick Action. If you feed a potion to a downed party member, it takes an Action.

Reactions

Dodge

  • As a Reaction to an attack against AC or Reflex, after a successful hit and damage is rolled, you can attempt to Dodge the attack.
  • Roll a Dexterity check contested against the creature’s attack roll. If it succeeds, against AC you take no damage and against Reflex you take half damage.

Combo

  • As a Reaction to another player’s Action, you may Combo with them, working with them such as a fastball special or combining spells for even greater effects
  • The players describe to the DM how they are working together and the DM adjudicates the best way to resolve their intentions. This may be making certain skill checks, rolling for spells, attacks, etc.
  • Generally a Combo will result in an Upgrade of one or more steps for the damage dice involved and may also inflict additional Conditions onto affected enemies

Opportunity Attack

  • You can make an Opportunity Attack when a creature moves out of your reach or makes a Ranged attack (Near or Far).
  • When making an Opportunity Attack as a Reaction to a Ranged attack, you go after the creature making the Ranged attack.
  • Certain classes have abilities like Disengage or teleports that do not provoke an Opportunity Attack.
  • You also do not provoke if you are forced to move without using your movement (like an explosion or falling past an enemy).

Scramble

  • You may Move up to your Speed. If you do so, you may not also Move on your turn.
  • Interception: You may use this Reaction to Intercept an enemy's Movement. To determine the intercept point, count 5ft of Movement at a time for you and the enemy until you are adjacent. If the enemy continues their movement, you may make an Attack of Opportunity against them.

Pommel Strike

  • When you Miss a Melee attack, you may use your Reaction to strike your opponent with the blunt end of your weapon, Staggering them. The enemy must have a Fortitude less than 15.

Defensive Feint

  • When you Miss a Melee attack, you may use your Reaction to feint, giving yourself space to maneuver. Roll a d4 and add it to your AC until the start of your next turn.

Miscellaneous

Distance

  • There are ultimately three distances that matter for DM adjudication - Close, Near, Far, or Out of Range.
  • Close is within 5ft (adjacent).
  • Near is generally within 30ft (6 squares).
  • Far is beyond that, generally out to about 60ft.
  • For speed of play, and to avoid the slow and painful counting of squares, the DM may call out the current range regardless of actual square distance.
  • The DM may also declare that a described Action is outside reasonable range.

Cover

  • Depending on how much Cover there is, the DM will say the target is Hard (+3) or Very Hard (+5) to hit, generally corresponding to 1/2 cover or 3/4 cover.

Damage

  • Unless otherwise specified, all damage is physical damage.

Spectacular Damage

  • If an Action in combat uses the environment or terrain effectively or cleverly exploits the weakness of a foe, especially in a cinematic and particularly awesome way, the DM may grant Spectacular Damage.
  • This adds 1d12 per adventuring tier damage to whatever damage is dealt or environmental effect occurs.

Non-lethal blows

  • To make a non-lethal blow against an enemy, make a check using the ability modifier of the attack that dropped the foe to 0 HP with the damage dealt as the DC.

Retreat

  • At any point in combat, the party may unanimously decide to Retreat.
  • When they do, turns are no longer tracked by Initiative; the DM will narrate events and the party will declare their intended actions from there.

Stealth and Hiding

Stealthed and Hidden are two different Conditions.

  • Stealthed means that enemies do not know where you are or that you are even present
  • Hidden means that enemies do not know where you are, but know your general direction.
  • Enemies tend to target creatures that are not Hidden, unless the Hidden creature has demonstrated themselves to be a serious threat.

Stealth

  • In order to become Stealthed from enemies, a creature must make a Dexterity check, with a DC based on the encounter and the terrain being crossed.
  • Plush carpet might be Very Easy (-5) to cross, stone would be the encounter DC, while crunchy leaves or gravel would be Very Hard (+5).
  • The DM can always adjust the DC depending on conditions (such as a good distraction), and in certain circumstances may say that hiding is impossible (wide open areas).
  • Attacks while Stealthed have Advantage.
  • Creatures with special senses (blindsight, keen smell) may be able to detect a Stealthed enemy even if a check is successful, causing them to become Hidden (see below).

SNAP goes a twig

  • If the players notice the DM roll a die (and behind the screen it is for Stealthed enemies) their character’s hackles are raised, and their intuition may tell them something is about, even if they don’t know where or what direction it might be coming from.
First Failure: Searching
  • The first Stealth check that fails alerts enemy creatures that someone is in the vicinity (a twig snaps from being stepped on, a flicker of shadow is noticed).
Second Failure: Found
  • At this point, the player must declare their next Action (try to escape, find a new hiding place, cause a distraction) and roll the next Stealth check with Disadvantage.
  • If the attempt fails again, the player becomes Hidden.

Hiding

  • Creatures may use their Quick Action to Hide, becoming Hidden if no enemy creatures have line of sight.
  • If creatures regain line of sight (either you attacked or they moved to find you) you are no longer Hidden and you cannot Hide in the same place again; you must move to a new hiding spot.
  • When you lose the Hidden condition, you have Advantage on your next Attack Action
  • If you start combat and no enemies have line of sight of you, you are Hidden
  • The order in which you Hide and Attack matters.

    Example 1: You run up to some crates, slide down behind them and Hide, then pop out of the right hand side and Attack with your Crossbow with Advantage. At the end of your turn, you are no longer Hidden, but may have Cover from the crates, because you are still sticking out from them.

    Example 2: You Attack with your Crossbow, then run behind some crates and Hide. On your next turn, you Attack with Advantage, then run behind another set of crates and Hide again.

Grappling

Grab

  • A Grab involves grasping your target with a free hand so that they are unable to move freely.
  • In order to Grab a creature, you must use a Quick Action to make a Strength check; it chooses its Reflex or Fortitude, although Fortitude is Very Hard(+/-5) (you need only be slightly fast to dodge a Grab, but very strong to shrug it off). You must have a free hand to do so.
  • On a success, the target is Grabbed (speed reduced to 0).
  • The creature can escape the Grab by using its Quick Action to make a Fortitude/Strength check; it chooses its Reflex or Fortitude, although Fortitude is Very Hard(+/-5). You must have a free hand to do so.

Grapple

  • A Grapple involves entangling yourself with your opponent so that they cannot attack freely. This may look like a wrestling tie up, trapping their weapon with yours, etc.
  • In order to Grapple a creature, you must use a Quick Action to make a Strength check; it chooses its Reflex or Fortitude, although Fortitude is Very Hard(+/-5) (you need only be slightly fast to dodge a Grapple, but very strong to shrug it off)
  • This check is Very Easy (+5) if the target is Grabbed.
  • On a success, you and the target are Grappled (attacks other than Unarmed with Disadvantage, Fortitude/Strength check to move).
  • The creature can escape the Grapple by using its Quick Action to make a Fortitude/Strength check against your Fortitude.
  • Attempts to Grapple a creature larger than you may be Hard (+3) or Very Hard (+5) depending on its size.
  • Grapple does not require a free hand.

Submission

  • You can perform a technique on a Grabbed and Grappled creature to manipulate pressure points so that you have full control over it, called a Submission.
  • You must use your Action to make a Fortitude/Strength check against its Fortitude defense to do so.
  • On a Success, the target is Restrained and Grabbed and you no longer have the Grappled condition.
  • The creature can escape the Submission with a Very Hard (+5) Fortitude check against your Strength class.

Choking

  • A choke is a specific type of Submission.
  • When using this type of Submission, the Fortitude/Strength check for the Submission roll is Hard (+3).
  • If the roll is a success, the target is under Submission and begins Suffocating as long as it is under the Submission condition.

Companions

  • A Companion is a creature who is inclined to obey your commands.
  • Sentient Companions require a Basic Pack to supply.

Loyalty Levels

  • A Companion has a Loyalty Level and has a unique bond with one player character.
  • Loyalty Levels represent the strength of the bond between the creature and the player character and its overall loyalty to them. They are awarded by the DM as this bond deepens and grows.
  • Loyalty Level is used as a bonus modifier to any checks the creature may make.
  • Damage dealt by the creature is equal to its Loyalty Level
  • The creature has HP equal to its Loyalty Level but only takes 1 damage at a time (no need to roll damage on attacks against.)
  • If the DM thinks that damage would be large enough to kill a Companion outright, they may roll damage and see if it exceeds 10x Loyalty Level.
  • Companions have AC based on their armor type. Light armor or Unarmored may add their Loyalty Level to AC up to a max of 5.

Commanding Companions

  • You may Command your Companion with a Quick Action which allows them to Move their speed and change their stance from Attacking to Defending
  • If a Companion is Attacking, they attack the nearest reasonable target determined by the DM.
  • If a Companion is Defending, they can add +2 to either their AC or an adjacent ally's AC.
  • In combat, the Companion hits if the character they are bonded with is successful with their Action (hits, casts a spell etc.), as they are inspired by their battle prowess. They miss if the character they are bonded with misses.
  • You can Command a number of Companions equal to your Charisma modifier or 1, whichever is higher.

Lingering Injury

Lingering Injuries are acquired when a character takes damage to their HP.

  • When the injury is received after rolling on the table below, the player must describe the nature of the injury.
  • After the injury is healed, it is recorded as a Scar to be remembered in glory.
  • Injuries can be magically healed with a Healed Spell and the Mend Injury talent, but afflict the body with Exhaustion due to the toll the spell takes on it.
  • Whether the injury is healed by magic or traditional medicine, the specified level of Exhaustion is applied unless otherwise specified.

    On the table below, roll a d8+d12. This creates a bell curve of results where the middle results are more likely, so very high and very low results are bad.
d20 result Injury
2 Lose an Eye - You have Disadvantage on Wisdom checks that rely on sight and on ranged attack rolls. A Heal spell of the Fifth Height can restore the lost eye and afflicts 5 levels of Exhaustion. If you have no eyes left after sustaining this injury, you’re Blinded.
3 Lose an Arm or a Hand - You can no longer hold anything with two hands, and you can hold only a single object at a time. A Heal spell of the Fifth Height can restore the lost appendage and afflicts 5 levels of Exhaustion.
4 Broken Jaw - You can’t speak. Spellcasting is not possible. A Heal spell of the Third Height mends the injury and afflicts 3 levels of Exhaustion.
5 Broken Arm - You can no longer hold anything with two hands, and you can hold only a single object at a time. You have Disadvantage on Strength checks. A Heal spell of the Third Height mends the injury and afflicts 3 levels of Exhaustion.
6 Sprained Wrist - You can no longer hold anything with two hands, and you can hold only a single object at a time. You have Disadvantage on Strength checks. The sprained wrist will go away after a Short or Long Rest. A Heal spell of the Second Height mends the injury and afflicts 2 levels of Exhaustion.
7 Concussion - You are Dazed, and any Ranged attacks or Spells have Disadvantage as you find it difficult to focus. The concussion will go away after a Short or Long Rest. A Heal spell of the First Height mends the injury and afflicts 1 level of Exhaustion.
8-12 Memorable Scar - A nasty scar to impress your friends!
13 Concussion - You are Dazed, and any Ranged attacks or Spells have Disadvantage as you find it difficult to focus. The concussion will go away after a Short or Long Rest. A Heal spell of the First Height mends the injury and afflicts 1 level of Exhaustion.
14 Limp - Your speed on foot is reduced by 10 feet. You must make a DC 10 Dexterity check after using the Dash Action. If you fail the save, you fall prone. A Heal spell of the Second Height mends the injury and afflicts 2 levels of Exhaustion.
15 Broken Ribs - Whenever you attempt an Action in combat, you must make a DC 10 Constitution check. On a failed save, you lose your Action and can’t use Reactions until the start of your next turn. The injury heals if you spend ten days doing nothing but resting. A Heal spell of the Second Height mends the injury and afflicts 2 levels of Exhaustion.
16 Sprained Ankle - Your walking speed is halved and You fall prone after using the Dash Action. You have Disadvantage on Dexterity checks made to balance and your Dexterity Class is Easy(-3) to hit. The sprained ankle will go away after a Short or Long Rest. A Heal spell of the Second Height mends the injury and afflicts 2 levels of Exhaustion.
17 Festering Wound - Your hit point maximum is permanently reduced by 2 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. Someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals. A Heal spell of the Fourth Height mends the injury and afflicts 4 levels of Exhaustion.
18 Broken Leg - Your walking speed is halved and you must use a cane or crutch to move. You fall prone after using the Dash Action. You have Disadvantage on Dexterity checks made to balance and your Reflex is Very Easy (-5) to hit. A Heal spell of the Fourth Height mends the injury and afflicts 4 levels of Exhaustion.
19 Horrible Scar - You are disfigured to the extent that the wound can’t be easily concealed. Charisma checks to charm or persuade someone are Hard (+3), while checks to intimidate or frighten them are Easy (-3). A Heal spell of the Fifth Height can remove the scar.
20 Lose a Foot or Leg - Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash Action. You have Disadvantage on Dexterity checks made to balance. A Heal spell of the Fifth Height restore the appendage and afflicts 5 levels of Exhaustion.

Death

Upon taking damage that would reduce a player character below 1 hp, that player must make a choice to either fall and be Downed or go to Death’s Door.

Downed

  • If a player decides to be Downed they become Unconscious and are helpless, unable to take any actions
  • The player must make a Death Check each turn, throwing the die behind the DM screen so that they cannot see the result.
  • A death check is 1d20 where 10 or above is a success. On a 20 the player stands up with one hp. If a player accumulates 3 failures they die. If a player accumulates 3 successes they no longer accumulate failures.
  • The player accrues one point of Exhaustion for each failed death check.
  • If the player fails the death check by 5 or more, they take an additional Lingering Injury.

Death’s Door

  • If a player goes to death’s door they immediately roll 1d20. On a 1 they die.
  • Every time after that the player takes damage while at 0 hp, the player rolls a smaller die by one die size and on a 1 they die.
  • The die size to be rolled resets on a Long Rest.
  • At the end of Death’s Door, the player accrues one point of Exhaustion for each time they rolled a die.
  • While at Death’s Door, you do not have the Dispirited condition

Misc. Rules

  • In either case if a given player takes their full Spirit Points in damage while at Death’s Door or Unconscious, the player dies.
  • Any healing received in either case first sets the player’s health to 0 and then applies the healing.
  • Once a given player has taken fatal damage and gone to death’s door or gone unconscious if they take damage that would reduce the player character below 1 hp again within the same encounter, they do not choose again, and instead take whatever option they took last.

Death Penalty

  • When you die, your new character comes back at the lowest level of the current adventuring tier.
  • This is to give the player time to get used to the new character’s abilities and provide a player penalty for death.
  • The new character earns experience at twice the normal rate until they catch up to the same level as the party, and then they continue with the party’s progression.

Skills

How to use Skills

  • The Skills below are designed to be used in a wide variety of creative and ingenious ways.
  • Always assume the Skill applies to more situations than are listed, and feel free to stretch the category as far as you can make an argument for the GM to allow
  • The player can propose an application of the Skill and the GM adjudicates resolution
  • The player can ask if a Skill applies after an ability check has been called for, and the GM can decide impact on the difficulty
  • The GM may decide certain Skills passively allow the players to discover information
  • When you apply a skill training to any ability check you gain a +2 bonus to your roll. If multiple skill trainings apply to a given check, this effect stacks.
  • You may take any skill training up to twice. If you take a skill training twice you are considered an expert in that skill and add a +4.

Learning New Skills

  • You can use Skill Points to gain new Skills.
  • You have a number of Skill Points equal to 1 + Intelligence Modifier to use each time you level up to an even numbered level (minimum one).
  • You can have a total number of Skills equal to your Intelligence Score.
  • You start with a number of Skills equal to 1 + your Intelligence Modifier (minimum one).
  • Your DM may allow you to spend an extended period of downtime to learn a new skill.

Helping and Cooperation

  • When a fellow party member attempts to do something, you may choose to Help them and cooperate in the action
  • When you do this, you must describe how you are specifically contributing the action, then hand the player you are helping a d4 from your dice pile
  • If you have relevant skills that would apply, Upgrade the d4
  • If other party members Help as well, Upgrade the d4

Acrobatics

CONTORTIONIST

You are skilled at bending and twisting your body in unusual ways. You can fit yourself into compact spaces and are unbothered by most uncomfortable confines.

BALANCE

You are adept at controlling the centerpoint of your body. You have little trouble keeping your footing or remaining steady.

ESCAPE ARTIST

You are adept in escaping trappings and confines. You have practice in removing constraints meant to hold you. You tend to think one step ahead in how to escape a bad situation.

GYMNAST

You are skilled in exercises developing or displaying physical agility and coordination. You are able to use bars, springboards, trampolines and other similar equipment to propel yourself at great speeds.

ROPEWORK

You are skilled in the use of ropes to swing, hang, acend, and descend. You move quickly when using ropes to traverse, and are able to control your weight easily on ropes.

PARKOUR

You are adept at traversing urban environments using your hands as well as your feet. You are deft in spotting paths through environments available only to those who are agile.

TUMBLE

You are skilled in acrobatic jumps, twists and flips. When using your own momentum you are able to perform back handsprings, somersaults, cartwheels, and other such feats.

Animal Handling

ANIMAL BEHAVIORIST

You are adept in reading the underlying emotions of animals. After working with beasts you begin to pick up on the tells of their inner motivations and feelings.

ANIMAL MIMICRY

You are able to accurately mimic animals you know well. You are able to replicate the smells, sounds and tracks of animals from memory with little practice or supplies.

BEAST HEALER

You are skilled in the application of first aid when it comes to animals’ burns, bleeding, and sicknesses. Discerning ailments, applying bandages and poultices, and setting broken wings, legs, and tails are all within your training.

BEAST TAMER

You are easily able to train small willing beasts to follow simple verbal or motion commands. Fetch, stay, guard, attack, and others are all commands you are able to instill upon simple beasts with practice and repetition.

MONSTER AFFINITY

When you choose this skill training choose a type of monster (which must be approved by your DM).. You are able to apply all of your animal handling skill training to that monster type as though it were a beast.

Arcana

ARCANE SENSE

You have an acute sense of magical energies in the world around you. You are able to sense what types of magical auras suffuse an area or creature, and are sometimes able to interpret the purpose of magical effects you can sense.

COUNTERMAGIC

You are adept at disrupting arcane effects you are aware of. You know certain countercurses, cancelling rituals, and disruptive runes that are intended to end magical effects or set up wards against magic.

IMPROVISED ARCANUM

You are talented at using magic or magical devices in novel and unexpected ways with novel and unexpected consequences. You might turn your fireball into a firework, conjure acid to melt a lock, or turn an arcane crystal into a pipe bomb.

MENTAL EXERCISES

You constantly hone and exercise your mind to be prepared for deceptive magic. You are adept in identifying the use of deceptive magic and resisting its effects.

SPELLCRAFT (Knowledge)

You have studied magic of various forms comprehensively. You are familiar with magical theory, spell construction, and the spell casting style of great magic users of old.

ELDRITCH AFFINITY

You have an affinity for creatures from beyond the material plane and enjoy studying them and interacting with them. This includes elementals, aberrations, and anything especially odd and arcane.

RUNECRAFT (Knowledge)

You are familiar with arcane runes, their application and uses. You know their functions and how to disrupt their working.

ARCANE ENGINEERING

You have an understanding of how magic is infused into structures and mechanisms. This might help you theorize, dissemble, or create magical traps, portals, or devices.

ARCANE THEORY

You have a comprehensive understanding of the fundamental principles of magic. This allows you to intuit how magical effects or rituals might work and how to slow them down or speed them up.

Athletics

BOULDERING

You are an adept climber. Climbs that others would find daunting come easy to you. Unusual surfaces, great heights, even climbing overhangs are within your wheelhouse. Your climbing speed is equal to your walking speed.

BRUTE FORCE

Given a moment to access an object, you know the best ways to destroy or force it open. You are particularly good at breaking down doors, bending bars out of shape, and forcing your way into containers.

SPRINTER

Your skills are honed for short distance bursts of speed. You are trained to keep up your maximum speed for as long as possible, and to recover quickly from such sprints. You can Dash as a Quick Action.

MAD HOPS

You are adept at making insanely high and long jumps. You can easily clear hurdles, reach tall ledges and jump across ravines that others would find forbidding. Your jump height and length is doubled.

POWER LIFTER

You are capable of lifting incredible amounts of weight. You know how to leverage your body to lift and carry what others would find impossible. Your carrying capacity is doubled.

FISH

You are skilled at aquatic endeavors. There are few challenges in the water you dare not undertake. You can swim against strong currents, stay afloat while weighted down and dive deeper waters than most would. You can hold your breath twice as long before suffocating. Your swimming speed is equal to your walking speed.

Deception

SUGARCOAT

You are talented at making bad things sound far less horrible than they are in reality. This includes finding the silver lining, distracting with good news, or raw optimism.

IDENTITY THEFT

You are skilled at taking on the persona of another. This might include masquerading as a guard, pretending to be a guild member, or creating a fictitious character that fits the situation.

POKER FACE

You are talented at hiding what you are really thinking or feeling. You know how to hide your tells, keep a straight face, and manage body posture.

FAST TALK

You are good at rapid conversation that sounds good but is full of fluff. This rapid discourse is meant to confuse and overwhelm your audience, making them more susceptible to your suggestions.

OBFUSCATION

You are good at setting up a situation to hide the reality. This may involve hiding evidence, planting evidence to point to someone else, and otherwise suggesting a scenario through manipulation of a scene.

Insight

MOTIVATION

You are talented at guessing and understanding the motives of others. These motives may be beyond the conscious awareness of the creature you’re engaging with.

EMPATHY

You are talented at identifying the emotions of others. You notice subtle facial twitches and body language and easily connect with those emotions.

HUNCH

You are good at noticing when something is off about a creature, and can inuit a theory as to why without evidence. This includes catching lies, avoided topics, or hidden interests.

PROFILE

You are a student of human behavior and why people do the things they do. This is especially helpful when trying to find suspects or understanding where someone might be or what they might do next.

GRACIOUS

You are talented at noticing when you are making an error or faux pas and backing your way out of it. You read body language and demeanor to know when someone does not like what you’re saying.

MINDFUL

You are keenly aware of your own thoughts and emotions. You are talented at picking up on when someone is attempting to influence you; magically, psionically, or otherwise.

Intimidation

BULLY

You are familiar with the basic arts of cruelty and malice. You know how to break someone’s confidence and fill them with fear through physical intimidation, name calling, embarrassment, and peer pressure.

HECKLER

You know how to make humor hurt. Your insults and mockery are especially piercing.

SNOBBERY

You know how to make people feel inferior. You are especially talented at navigating jeers and underhanded put downs while maintaining an air of superiority.

INTERROGATE

You are talented at methodologically questioning creatures to extract information. This includes when and how to apply leverage and strategies such as good cop bad cop.

TORTURE

You are familiar with the tools of torture. You know how to inflict pain to make people talk, and when someone is close to breaking, as well as how to endure torture yourself.

MAGICAL MALICE

You are talented with the use of magic to inspire fear and undermine confidence. This may involve a display of spell power, a magical artifact, or the use of alchemical reagents to intimidate others.

THICK SKINNED

You know how to take a slight against you without being shaken. This often takes others off guard, and intimidates them with your steel demeanor.

Investigation

DEDUCTION

You are talented at deductive reasoning and determining whether or not information is relevant. You are good at identifying clues and when the facts don’t fit together.

SLEUTH

You are talented at investing crimes and finding clues at crime scenes. This includes an understanding of criminal behavior, forensics, and knowledge of similar cases.

READ LIPS

If you can see a creature's mouth while it is verbally speaking a language you understand, you can interpret what it's saying by reading its lips.

DUNGEONEERING

You are talented at considering the construction of ruins and dungeons. This helps you anticipate the location of traps, secret doors, and the general layout of these locations.

RESEARCHER

You are skilled at finding information in tomes and checks. You read through material quickly and thoroughly and come away with exceptional understanding.

INVENTIVE

You are curious and like to know how and why things work the way they do. You are good at disassembly and reassembly and theorization on why things work the way they do, how they could be recreated, and how they could be disabled.

Medicine

VIROLOGIST

You are knowledgeable about diseases, how they spread and how to stop them from spreading. You may know how to create a cure or vaccine for a disease or how best to deal with specific symptoms.

FIRST AID

You are trained in basic practices to respond to emergency situations to stabilize the wounded. This includes stopping bleeding, applying bandages, and conducting CPR.

FOLK REMEDIES

You are familiar with the application of wives tales and homeopathic medicine. Examples would be the use of a bezoar to cure illness or honeysuckle to fade freckles.

ANATOMY AND PHYSIOLOGY

You are familiar with the body and its systems. You can identify abnormalities and use your knowledge to theorize about the anatomies of other species.

APOTHECARY

You are familiar with pharmacological materials and drugs and their effects on creatures. This includes stimulants, tranquilizers, antidotes, and poisons.

STITCH

You are apt at improvised medicine. You know how to stitch a wound, set a bone, or otherwise jury-rig a short term solution to keep someone moving in a dangerous situation, although further treatment is often necessary to avoid long term consequences.

SURGEON

You are trained at using medicine with necessary tools and resources. This might include advanced procedures such as extracting poison from blood, removing a parasite, or amputating a limb.

Nature

BOTANIST

You are knowledgeable about plants, fungi and oozes. You know how to care for them, different types and species, and what regions they’re from.

GEOLOGIST

You are knowledgeable about rocks and minerals. You know where they can be found, their uses, and typical geographic formations.

STORMWATCH

You are familiar with weather and meteorological phenomenons. You are adept at predicting what the weather will be like and how to use the weather to your advantage.

CIRCLE OF LIFE

You are familiar with the bestial kingdom, its structure and life cycles. This includes the behavior of predator and prey, habitations, diet, and mating practices.

Perception

KEEN OBSERVER

You are attentive to detail. You are good at noticing small objects or abnormalities that are difficult to see.

LISTEN

You are apt at hearing and noticing sounds. You are good at making out conversation in another room, hearing the hiss of a poisonous vent, or identifying the direction and origin of strange noises.

TOUCH

You have a sensitive touch. You might use this to find an uneven point in the wall hiding a hidden door, identify a material by feel, or find cracks and weaknesses in an object by running your fingers over it.

BLOODHOUND

You have an uncanny sense of smell. You are apt at identifying specific smells as well as what direction they are coming from, and tend to smell even trace amounts well before others.

EAGLE EYE

You are skilled at making out objects that are especially far away. You might notice smoke from fires, troops on the move, or creatures stalking from exceptional distances.

TASTE TESTER

You can use your sense of taste to identify unique properties from even small samples. You might be able to determine where a bit of earth is from, whether or not something is poisoned, or various ingredients inside a potion.

VIBRATION SENSITIVITY

You are sensitive to vibrations and tremors. You might feel the ground shake from approaching horses, walls quiver from mechanisms inside them, or insects swarming inside a sarcophagus.

ATTENTIVE

You are able to pick out details from objects or creatures that are moving quickly. Even catching a glimpse of something is often enough for a good observation.

Performance

STREET PERFORMER

You know how to attract and entertain a crowd of commoners with your talents. You might gather a crowd for tips, trade a stay at an inn for a night of performing, or delight a town for a warmer welcome.

COURT MINSTREL

You are skilled in the music of the court as well as etiquette for being invited to perform and entertain an aristocratic audience. You are able to play for courts, balls, galas, and other events of nobility, and are familiar with music popular with the upper class.

TELLER OF TALES

You are familiar with legends and lore and know how to weave them into a compelling tale. You may recall fables or fairy tales that relate to your present circumstances.

CULTURAL POLYMATH

You are familiar with the arts of many cultures, and are able to understand or infer cultural practices and values from unfamiliar cultures. This makes it easier to adapt new performances as well as understand ancient art found in dungeons or ruins.

ACTOR

You are able to portray believable characters and scenes. This may include impersonating others or using drama to make others believe certain circumstances are real.

CHIVALRY

You know how to conduct yourself with honor, dignity, and grace. This allows you to win over those who share your values, gaining respect and admiration even from foes.

Persuasion

DIPLOMACY

You are familiar with diplomatic protocol and reasoning on matters of law and state. You can create convincing arguments and appeals using this knowledge, as well as conduct yourself in political audiences to avoid faux pas.

CHARMING

You are practiced in making people immediately like you. You use methods such as winning smiles, flattery, and suggestive winks that makes you more well received by a wide variety of people and creatures.

COURTLY GRACES

You are familiar with aristocratic etiquette and find yourself comfortable in noble company. You navigate court conversations, ballroom dance, and respectful manners with confidence.

NEGOTIATOR

You are skilled in tactics that allow you to better position yourself in negotiations. These skills help you find a better bargain or achieve a compromise that weighs more heavily in your favor.

MANIPULATIVE

You are skilled in using the facts of a situation to conjure emotions like fear, guilt, disgust, anger, or injustice to motivate others into doing what you want without them realizing you are doing it. You turn the truth into a weapon and are able to disguise ulterior motives you might have.

SEDUCTIVE

You are skilled at stoking the fires of lust in others and using that desire to get what you want. You can ensnare and enrapture others with your charm, beauty or debonair, and flirtation.

SILVER TONGUE

You are skilled in constructing reasonable arguments with sound logic and evidence. You can use rhetoric and oratory elegance to make your point in an engaging, compelling, and convincing way.

TACTFUL

You are skilled at knowing what not to say. You are able to avoid or cover for offenses for yourself and for allies, and when to interject or sidestep topics that might anger your audience.

Religion

EXORCISM

You are knowledgeable and skilled in the conflict of corruption and purity. You know methods, such as the creation of holy water, that may weaken or dispel creatures of darkness.

FAITH

You have a deep belief in your religion. This belief allows you to remain steadfast in your convictions even when outside forces are pushing you in another direction, as well as find hope when others would despair.

DOCTRINE

You are deeply familiar with the tenets and teachings of your particular religion. You know how to apply these tenets to different situations you might face and whether actions will contradict those teachings.

RITES

You are familiar with the preparation and administration of religious rites. While you’re especially familiar with those of your own culture, this knowledge lets you better understand the practices of foreign cultures.

PRAYER

You are experienced in the spiritual practices of your religion or belief system. You are familiar with various methods of prayer and meditation that help you attune to your god or spiritual reality.

Scholarship

ARCHITECTURAL SCHOLAR

You know how buildings are designed, their potential weak spots, and the functions of their parts.

ANCIENT CIVILIZATIONS SCHOLAR

You know about lost humanoid civilizations and ancient cultures. Additionally you know the habits, behavior, environment, and physiology of these cultures.

ENGINEERING SCHOLAR

You know about mechanical constructions and devices, their design and creation, and potential weak points. Additionally you know the habits, environment, design, and behavior of constructs.

GEOGRAPHY SCHOLAR

You know about physical geography and geology, and the uses of natural resources.

LAW SCHOLAR

You know about laws, legal codes, legal procedures, and various functionaries responsible for enforcing laws.

LINGUISTIC SCHOLAR

You know about the structure and evolution of languages, written or spoken. You also know about runes and their usages. When you take this scholarship you learn two languages of your choice.

MILITARY SCHOLAR

You know about military structure, rank, strategy, and tactics.

OCCULT SCHOLAR

You know about the occult - aberrations, celestials, & fiends - including their habits, environment, physiology, and behavior, or their associated cults.

POLITICAL SCHOLAR

You know about politics, nobility, social class, heraldry, and government organization.

PLANAR SCHOLAR

You know about the planes of existence. Additionally you know the habits, environment, physiology, and behavior of elementals.

RELIGIOUS SCHOLAR

You know about deities, religious orders and sects, as well as religious rites and practices. You also have knowledge of the undead, including their habits, environment, creation, physiology, and behavior.

CRYPTOGRAPHER

You are skilled at creating cyphers that other creatures find all but impossible to understand. Given time, you can encode and decode messages in a cypher you’ve created, as well as teach others how to communicate using them.

RESEARCHER

You know how to navigate and conduct an effective study. You are skilled in reviewing and undertaking research given the proper materials. You find it easy to produce knowledge about topics when either given materials to perform a study, or a knowledge base such as a library or arcanum.

Sleight of Hand

OPERATOR

You are skilled in the operation of mechanical devices that requires alacrity and precision. Loading ballistae, testing trap triggers, and operating complex pulley systems are all easy for your advanced hand eye coordination.

FAST HANDS

You are nimble with your fingers and are able to take deft actions. This makes you good at things like shell games, playing a concealed card, or swapping a golden idol for a bag of sand.

PALM OBJECT

You are skilled at hiding objects on your person. This object would be difficult to find in a pat down, or if the occasion warrants, a strip search.

PICKPOCKET

You are skilled at taking objects from other creatures without their knowing. This might include picking pockets, taking loose weaponry, or loosening bits of armor.

PLANTED OBJECT

You are skilled at placing objects onto creatures or concealing them in places so they won’t be easily found. This might include placing a condemning piece of evidence on an innocent or a gem into a cranny for safekeeping.

Stealth

CROWDSURFER

You are especially skillful at keeping yourself hidden in crowded urban environments. You are able to keep an appropriate distance when tailing a creature as well as create subtle distractions to remove attention from allies.

BURGLAR

You are skilled at breaking and entering into homes or lairs. You have an idea of where guard patrols might be and where keys and treasure might be stored.

ONE WITH THE WOOD

You are skilled at hiding yourself and allies in the wilderness. You notice tracks and signs left by your party, and are able to cover up stray noises and disturbed earth and fauna.

SHADOW’S INSTINCT

You are skilled at knowing when your sneaking efforts are not working and making corrections to your path. You have a sixth sense for when someone is aware of your presence.

STEALTH LEADER

You are skilled at helping allies stay hidden. You are able to consider their strengths, weaknesses, and size and account for those when sneaking together.

Survival

FORAGE

You have the ability to find food, water, and herbs in the wilderness. You also know which of these tend to be harmful or helpful and their different uses.

GUIDE

You are especially good at navigating through wilderness environments. You are able to find game paths and safer highways for passage.

SURVIVALIST

You know how to use resources from your immediate environment to create tools for survival. These might be natural musks to attract or ward off creatures, blinds to hide in, gilly suits to blend in with, or improvised weapons and armor from hide and bone.

TRACKER

You are skilled at following creatures, recognizing their tracks, and finding signs of their passage. You can use your experience tracking various creatures to think about how and why creatures would move and spend their time.

TRAPPER

You are skilled at the creation and placement of traps used in the hunting of game. You are also able to extrapolate this ability into situations against other adversaries such as monsters and intelligent races.

Tools

ALCHEMIST’S SUPPLIES

Alchemist’s supplies enable a character to produce useful concoctions, such as acid or alchemist’s fire. Alchemist‘s supplies include two glass beakers, a metal frame to hold a beaker in place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common alchemical ingredients, including salt, powdered iron, and purified water.

BREWER’S SUPPlES

Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few hours of work. Brewer's supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing.

CALLIGRAPHER’S SUPPLIES

Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing to the eye, using a style that is difficult to forge. Their supplies also give them some ability to examine scripts and determine if they are legitimate, since a calligrapher’s training involves long hours of studying writing and attempting to replicate its style and design. Calligrapher’s supplies include ink, a dozen sheets of parchment, and three quills.

CARPENTER’S TOOLS

Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar items. Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an adze, a plane, and a chisel.

CARTOGRAPHER’S TOOLS

Using cartographer’s tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.

COBBLER’S TOOLS

Although the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons. Cobbler’s tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare leather, and thread.

COOK’S UTENSILS

Adventuring is a hard life. With a cook along on the journey, your meals will be much better than the typical mix of hardtack and dried fruit. Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.

DISGUISE KIT

The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to adopt a false identity. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.

FORGERY KIT

A forgery kit is designed to duplicate documents and to make it easier to copy a person’s seal or signature. A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.

GAMING SET

Skill training with a gaming set applies to one type of game, such as Three-Dragon Ante or games of chance that use dice. A gaming set has all the pieces needed to play a specific game or type of game, such as a complete deck of cards or a board and tokens

GLASSBLOWER’S TOOLS

Someone who is trained with glassblower’s tools has not only the ability to shape glass, but also specialized knowledge of the methods used to produce glass objects. The tools include a blowpipe, a small marver, blocks, and tweezers. You need a source of heat to work glass.

HERBALISM KIT

Skill training with an herbalism kit allows you to identify plants and safely collect their useful elements.An herbalism kit includes pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and several glass jars.

JEWELER’S TOOLS

Training with jeweler’s tools includes the basic techniques needed to beautify gems. it also gives you expertise in identifying precious stones. Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers.

LAND OR WATER VEHICLES

Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along with knowledge of how to repair and maintain them. In addition, a character proficient with water vehicles is knowledgeable about anything a professional sailor would be familiar with, such as information about the sea and islands, tying knots, and assessing weather and sea conditions.

LEATHERWORKER’S TOOLS

Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods. Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps.

MASON’S TOOLS

Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick. Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square.

MUSICAL INSTRUMENTS

Skill training with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument. Each type of musical instrument requires a separate skill training. Additionally Chanter’s may use musical instruments as implements for their magic.

NAVIGATOR’S TOOLS

Proficiency with navigator's tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction. Navigator’s tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill

PAINTER’S SUPPLIES

Proficiency with painter’s supplies represents your ability to paint and draw. You also acquire an understanding of art history, which can aid you in examining works of art. Painter’s supplies include an easel, canvas, paints, brushes, charcoal sticks. and a palette

POISONER'S KIT

A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in skulduggery. It allows you to apply poisons and create them from various materials. Your knowledge of poisons also helps you treat them. A poisoner’s kit includes glass vials, a mortar and pestle, chemicals, and a glass stirring rod.

POTTER’S TOOLS

Potter’s tools are used to create a variety of ceramic objects, most typically pots and similar vessels. Potter’s tools include potter’s needles, ribs, scrapers, a knife, and calipers

SMITH’S TOOLS

Smith’s tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items. Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone.

THIEVES’ TOOLS

Perhaps the most common tools used by adventurers, thieves’ tools are designed for picking locks and foiling traps. Thieves’ tools include a small file, a set of lock picks, a small mirror mounted on a metal handle.

TINKER’S TOOLS

A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail. Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue.

WEAVER’S TOOLS

Weaver‘s tools allow you to create cloth and tailor it into articles of clothing. Weaver’s tools include thread, needles, and scraps of cloth, and scissors. You know how to work a loom, but such equipment is too large to transport.

WOODCARVER’S TOOLS

Woodcarver’s tools allow you to craft intricate objects from wood, such as wooden tokens or arrows. Woodcarver’s tools consist of a knife, a gouge, and a small saw.

Talents

Talent Points

  • You acquire Talent Points based on your class as you level up determined by your Class
  • These Talent Points represent how you specialize with your training
  • These Talent Points can be spent to purchase Talents, unique abilities that you develop over time
  • Talents can only be purchased once unless otherwise specified

Focus Feats

  • You gain a bonus for only putting points into Cunning or Might. This represents the additional training that someone without magic would need to survive a life of adventuring.
  • Talents granted by Class or Species do not disqualify you from your Focus Feat
  • Certain Classes will list exceptions to this rule and you may take Talents that will not disqualify you

Master of Might

  • Qualify by only taking Talents in Might
  • Available at Level Three

Hard Hitting

  • Upgrade all melee damage die
  • You deal maximum damage when you roll a natural 17-20

Uncannily Cunning

  • Qualify by only taking Talents in Cunning
  • Available at Level Three

Uncanny Dodge

  • You have Advantage when you use your Reaction to Dodge.
  • If you fail to Dodge, you take half damage.
  • Your Reflex is Very Hard (+5) to hit.

A Little Lucky

  • If you have no points in the Magic tree, gain one point of Luck. Even someone highly skilled needs a little Luck without magic in this world.

Talents of Might

Offensive Specializations

Martial Weapon Proficiency

  • You have proficiency with Martial Weapons

Great Weapon Proficiency

  • You have proficiency with Great Weapons

Great Weapon Dual Wielding

  • You can dual wield Great Weapons. Roll all damage die and take the highest die rolled.

Dual Wielding Specialist

  • Add your damage modifier to second (Quick Action) attack.

Bludgeoning Specialist

  • When you hit a foe in Heavy armor with a Bludgeoning weapon, you Sunder it.

Opportunist

  • You have Advantage on Attacks of Oppurtunity

Extended Reach

  • You gain an additional 5ft range on Reach weapons

Quick Load

  • You no longer require a Reaction to reload Loading weapons

Strong Bow

  • You may use your Strength ability modifier for attack and damage rolls when using a Short Bow.

Whirling Cleave

  • Cleave weapons can now strike all enemies adjacent to you.

Riposte

  • You may make an Attack of Opportunity after a successful Parry

Charging Terror

  • When you move 10ft before attacking, weapons upgrade their damage die one level and Charge weapons deal maximum damage.

Duelist

  • Bonus for Dueling weapons becomes +5 to attack rolls when no creatures are adjacent to you and your opponent.

Clobber

  • Foes in Heavy Armor are Vulnerable(5) to your Bludgeoning weapons

Reckless Attack

  • You can throw aside all concern for defense to attack with fierce desperation and attack recklessly. When you do so you have Advantage on melee weapon attack but attack rolls against you have Advantage until your next turn.

Brutal Critical

  • Roll one additional weapon die on Critical Hits

Unbreakable Spirit

  • You no longer have Disadvantage on offensive actions while Dispirited.

Grappler

  • You have Advantage on Grab and Grapple checks.

Improved Attack

Requires 5th level

  • When you use your Action to Attack with a weapon you use twice as many damage die for the base weapon damage.
  • This effect does not apply to attacks made with a Quick Action.
  • Overpower: If an Attack kills an enemy, you may apply excess damage to any enemy adjacent to you.
  • If the weapon has the Cleave property, this extends to any enemy within 10ft of you.

Hit Harder

  • You deal +1 damage. You may take this talent multiple times up to a maximum of 5.

Free Talent

Loose Grip

  • You gain +1 to all Attack damage, but when you Critically Fail you Fumble

Defensive Specializations

Light Armor Proficiency

  • You have proficiency with Light Armor.

Medium Armor Proficiency

  • You have proficiency with Medium Armor.

Heavy Armor Proficiency

  • You have proficiency with Heavy Armor.

Shield Proficiency

  • You have proficiency with Shields.

Loyal Sacrifice

  • You use your Reaction to interpose yourself in front of an ally within 5 feet that has been hit by a melee attack, taking the damage instead.

Break the Pain

  • When struck by an attack, you can sacrifice 1 AC of Heavy Armor to Block 3x the normal amount of damage from that attack. You can regain the AC lost this way by repairing the armor in a safe location over a period of four hours.

Throw Shield

  • Using your Reaction, you may use the Sacrifice Shield ability to prevent damage to an ally that is Near you.

Blade Lock

  • You have Advantage on Parry rolls.

Iron Will

  • Your Willpower is Very Hard (+5) to hit. You may use your Reaction to share this bonus with an ally Near you.

Shield Bash

  • You may bash an enemy with an equipped Shield as a Quick Action, rolling Strength for the attack roll and d6+STR for the damage roll.

Taunt

  • Using your Reaction, you draw the ire of enemies who can hear you, changing their target from an ally to you.

Tough

  • Your Fortitude is Very Hard (+5) to hit and you have Resistance to all damage equal to your Constitution modifier.

Hard to Kill

  • You gain +1 Resistance to all damage. You may take this talent multiple times up to a maximum of 5.

Versatility Specializations

Athletic

  • You gain a skill from the Athletics skill category

Acrobatic

  • You gain a skill from the Acrobatics skill category

Intimidating

  • You gain a skill from the Intimidation skill category

Kip Up

  • You can use your Reaction to stand up from Prone instead of using your Movement

Team Carry

  • When you Dash you may carry an ally with you for your full Movement.

Fast Movement

  • Your speed increases by 10ft while you aren’t wearing Heavy Armor

Fearless

  • You are immune to being Frightened or Terrified

Resilient

  • You only experience effects of Exhaustion after you already have two levels.

Loose Grip

  • You gain +1 to all Attack damage, but when you Critically Fail you Fumble. Does not cost a Talent point

Aegis Class Talents

Living Shield

  • When you use the Loyal Sacrifice ability, you may move up to your Movement as part of your Reaction.

Vengeance

  • When you take damage to Bulwark, you may make an Opportunity Attack against the foe that caused the damage.

Broken Upon Stone

  • Striking you is as if striking a stone. Enemies that deal damage to your Bulwark with melee attacks are Staggered and also Dazed if their Fortitude is less than 15.

You Shall Not Pass

  • If a creature attempts to move within 15ft of you you may use your Reaction to Move to them and attempt to Grab them with Advantage.

Hold the Line

  • You may Grapple as many creatures as are within 10ft of you. You do not have Disadvantage on Attacks due to being Grappled.

Bash of Bulwark

  • When you take melee damage to Bulwark you smash back the enemy causing the damage, dealing half of the damage they caused back to them.

Shield Wall

  • When you Are adjacent with two other allies, you all gain +2 AC

Lay on Hands

  • You channel your vigor to a creature you touch, healing 1 SP for 1 Bulwark as a Quick action.

Reaver Class Talents

Extreme Heft

  • You can wield Great Weapons as Light weapons

Vengeance

  • When an ally is hit with an Attack by an enemy Near you, you may use a Power Move to move to that enemy and make an Opportunity Attack with Advantage and add the appropriate Rage die.

Smash

  • When you use a Rage die, you may Push the enemy up to a distance of the Rage die result x5. If they collide with another creature, they are both knocked Prone. Creatures with Fortitude 15 or higher are immune.

Relentless

  • When you drop to 0 SP, as a Reaction you can spend a Rage die and heal SP for the result of the die. If you are adjacent to the creature who dropped you to 0 SP you can make an Opportunity Attack against that creature using the Rage die result you just rolled as part of the Attack.

Enraged Leap

  • When you spend a Rage die for a Power Move you can Jump a distance of 5x the Rage die result as part of the move. This does not detract from your Movement. If your attack succeeds, the target is knocked Prone in addition to other effects. If you are already adjacent to a creature with a Fortitude of 15 or under, you can drag them with you as part of the Leap.

Uppercut

  • When you spend a Rage die for a Power Move you can choose to first knock up an enemy a distance of 5x the Rage die result, some combination of vertically and horizontally.
  • If you knock them completely vertically, popping them up, you can make an Opportunity Attack against them with Disadvantage but adding the Rage die result.
  • If it succeeds, they are knocked away from you at a vertical and horizontal distance of 5x the Rage die like a home run ball.
  • If it fails, they still take the fall damage.
  • Creatures with Fortitude 15 or higher are immune.

War Cry

  • When you spend a Rage die you let out a zealous battle cry, downgrading enemy’s damage die a number of levels equal to the Rage spent for one round. Enemies with Willpower 15 or higher are immune.

Whirling Death

  • When you take this ability, you also gain the Whirling Cleave talent
  • Cleave weapons now strike all enemies within 15ft of you.

Fighter Class Talents

Weapon Master

  • You can discern the correct weapon to use against a specific enemy at any point in time. When you encounter a new enemy, you may ask the DM what their Weapon Weakness is. Write it down. Whenever you use that weapon type against that enemy, Upgrade the damage dice twice.

Swiss Army Knife

  • The amount of weapons you can carry is not limited by your Strength score.

Dig Deep

  • You may spend Stamina to lower the die roll needed for a Critical Hit after you have already made the Attack roll.

Grit

  • You can spend one point of Stamina to re-roll a Superiority die once.

Size Up

  • You are good at sizing up your foe. As a Quick Action, you may ask the DM information about an enemy such as current HP, AC, abilities, or Defense information.

Feint

  • As a Quick Action, you may spend 1 Stamina to Feint to attempt to distract your enemy from your true attack. Make an Attack roll against the enemy’s Willpower.
  • If you succeed, you may use your Action to make an Attack roll assuming the maximum result of your Superiority die is adding to the attack and damage roll.

Exploit Opening

  • You may spend 1 Stamina to make an Opportunity Attack against an enemy that missed you

Warlord

  • You may use a Quick Action and spend 2 Stamina to command an Ally to make an Attack against an enemy with their Reaction.

Shifter Class Talents

Wings of Terror

  • You sprout wings when in your Hybrid and Beast form and can hover 15ft in the air. If you Attack a creature while flying you can move past them without provoking Opportunity Attacks.

Venomous

  • If your Attack roll is higher while in Hybrid or Beast form than a creature’s Fortitude they are Poisoned

Predator’s Gaze

  • If your Attack roll while in Hybrid or Beast form is higher than a creature’s Willpower, they are Frightened.

Stalk the Long Grass

  • When you attack from being Stealthed or Hidden, you may use a Wild Move and add the result to your damage in addition to your Ferocity.

Flay the Fleeing

  • If a creature moves away from you while in Hybrid or Beast form and you use your Reaction to Intercept, you move 10ft for every 5ft they move and may make an Opportunity Attack as soon as you are adjacent to them.

Savage Claws

  • In your Beast form, your Claws use a d8

Cursed One

  • Creatures like werewolves and vampires are Cursed Ones, receiving the gift of transformation as initiation into a hidden circle or an unfortunate accident of a berserking monstrosity.

    In your Hybrid form, you get access to the Fangs weapon. Fangs: 1d10, 2h, Melee, Bleed, Grappling Leech: Attacks with your Bite or Fangs heal you for the Ferocity damage dealt.

Unleash the Beast

Prerequisite: Level 7

  • You harness your Ferocity to ravage your foes.
  • After a successful attack roll, instead of rolling normal weapon damage, roll a number of d8s equal to your current Ferocity.
  • After this attack, your Ferocity drops to 1.

Keeper Class Talents

Enraged Hulk

  • You can take an Attack of Opportunity against the target when using your Loyal Sacrifice ability

Sharpened Claws

  • Your damage die is 1d10 while in Predator form

Prey on the Weak

  • You deal an extra 1d8 to Grabbed creatures in the Entangler form

Thick Hide

  • Your AC is 14 while in Hulk form

Ravaging Predator

Prerequisite: Level 5

  • You use twice as many damage die while you Attack in Predator form

Stop Wriggling

  • The DC for the Choking Submission is Normal instead of Hard (+3)
  • Note: This may represent poison, the constriction of a snake, the vice-like grasp of a crocodile’s jaws, etc.

Pounce

  • If your attack roll while transformed beats the target’s Fortitude, they are knocked Prone and Staggered

Snatching Talons

  • You have Advantage on Grab and Grapple checks while in Great Flyer form. That makes it easier to pick up foes in your talons and drop them from great heights.

Talents of Cunning

Bladework

Martial Weapon Proficiency

  • You have proficiency with Martial Weapons.

Dual Wielding Specialist

  • Add your damage modifier to second (Quick Action) attack.

Opportunist

  • You have Advantage on Attacks of Opportunity

Twice As Nasty

  • When you make a successful Opportunity Attack with a Light weapon you may roll damage die for both all Light weapons you are currently wielding.

Extended Reach

  • You gain an additional 5ft range on Reach weapons.

Quick Load

  • You no longer require a Reaction to reload Loading weapons.

Riposte

  • You may make an Attack of Opportunity after a successful Parry.

Duelist

  • Bonus for Dueling weapons becomes +5 to attack rolls when no creatures are adjacent to you and your opponent.

Reckless Attack

  • You can throw aside all concern for defense to attack with fierce desperation and attack recklessly. When you do so you have Advantage on melee weapon attack but attack rolls against you have Advantage until your next turn.

Unbreakable Spirit

  • You no longer have Disadvantage on offensive actions while Dispirited.

Grappler

  • You have Advantage on Grab and Grapple checks.

Improved Attack

Requires 5th level

  • When you use your Action to Attack with a weapon you use twice as many damage die for the base weapon damage.
  • This effect does not apply to attacks made with a Quick Action.
  • Overpower: If an Attack kills an enemy, you may apply excess damage to any enemy adjacent to you.
  • If the weapon has the Cleave property, this extends to any enemy within 10ft of you.

Footwork and Discipline

Surefooted

  • You know how to land on your feet and reduce fall damage by five times your level.

Evasion

  • When you are subjected to an effect that targets Reflex and succeeds, you may make a free Dodge roll to attempt to evade the attack.

Reposition

  • When you successfully Dodge you can Disengage and move up to 15 ft as part of your Reaction.

Fleet of Foot

  • You have an additional 10ft of Movement.

Fancy Footwork

  • You can slip away without reprisal.
  • If you land a successful melee hit in combat against a creature, that creature can’t take Opportunity Attacks against you for the rest of your turn.

Wall Running

  • You can run on walls, and have Advantage on your attack and Upgrade your damage die if you leap off a wall to make it. If you do not end your turn on solid ground, you fall.

Stillness of Mind

  • You can use your Quick Action to end one psychological effect on yourself that is causing you to be Charmed, Frightened, Terrified, etc.

Mind of Steel

  • You have gained greater mental strength. Your Willpower is Very Hard (+5) to hit.

Sixth Sense

  • You have learned to see without sight and extend your senses beyond yourself. You gain Blindsight within 30 feet of you and do not have Disadvantage against creatures you can’t see.

Fearless

  • You are immune to being Frightened or Terrified.

Slippery

  • You cannot be Grabbed or Grappled.

Light Armor Proficiency

  • You are proficient with Light Armor.

Medium Armor Proficiency

  • You are proficient with Medium Armor.

Speechcraft

Jack of All Trades

  • You gain the skill Jack of All Trades

  • This Skill allows you to ‘fake it ‘til you make it’ and attempt to do something you normally wouldn’t do. You must give a brief justification of why your vast experiences might allow you to apply the skill in this circumstance.

  • The justification is encouraged to be outlandish bravado and fictional at best where appropriate.

Vicious Mockery

  • 1h, Near, Action. You unleash a string of insults, dealing 1d6+CHA emotional damage and causing Disadvantage on the creature’s next attack.

  • When you do this, as a player you must verbally say the insult your character says.

  • Roll Charisma against Willpower. The creature must be able to understand what you’re saying.

Woodcraft

Friend of the Forest

  • You have advantage on any skill checks that involve plants or animals.

Natural Explorer

  • You have Advantage on Forage and Navigation checks in wilderness environments.

Beast Master

Requires 3rd level

  • You choose an animal that you develop a unique bond with. It follows one of the archetypes below; the list of creatures is meant to be inspirational and by no means exhaustive.
  • The creature is a Companion and follows the rules outlined in that section and starts with a Loyalty Level of 1.
  • When your animal companion's HP drops to 0, it begins to make Death Checks using your Wisdom modifier as a bonus to the roll. After three failed rolls, the creature dies.
  • The animal has one Reaction.
Hulk
  • Bears, owlbears, and drakes are Hulks, creatures that are brutally strong and difficult to take down.
  • Medium Armor
  • It has a walking speed of 40ft and climbing speed of 30ft
  • Its HP is equal to 2x its Loyalty Level.
  • Loyal Sacrifice: It may use its Reaction to move up to 15ft and interpose itself in front of an ally within 5 feet that has been hit by a melee attack, taking the damage instead.

Flyer
  • Hawks, faerie dragons, bats, and owls are Flyers, creatures that soar quick and nimbly through the air.
  • AC is 20
  • It has a flying speed of 40ft
  • It can take the Dodge Reaction
  • When you roll a natural 18-20 and the Flyer is Attacking, the creature they are Attacking is Blinded.

Predator
  • Panthers, wolves, and displacer beasts are Predators, creatures that eviscerate foes.
  • Light Armor
  • It has a walking speed of 50ft and climbing speed of 30ft
  • It deals damage equal to 2x its Loyalty Level
  • When you roll a natural 18-20 and the Predator is Attacking, the creature they are Attacking starts Bleeding.
  • If you and your Predator both meet conditions to Hide (neither of you have line of sight to enemies) then you may Command your Predator and Hide with the same Quick Action.
  • Predator can Hide without using a Quick Action
  • It has Advantage on Stealth checks

Shadowcraft

Stealthy

  • You are adept at staying silent and hidden. When attempting to Stealth, roll with Advantage. You can Hide as long as you break line of sight and do not need to use a Quick Action.

Ambush

  • You can Hide in the same place twice and still gain the Hidden condition. You also Dash whenever you are coming out of the Hidden condition.

Assassin

  • Any hit you score against a creature that is Surprised is a Critical Hit.
  • You have Advantage on creatures that have not yet acted in combat

Toxicologist

  • You always deal max damage with Venoms.

Mithradatism

  • You have consumed small bits of poison over time to build immunity. You are Immune to Poison damage.

Gadgetcraft

Quick-reel Grappling Hook

  • Shot from a device at the wrist to pierce and lock into a surface. Magically reels the bearer to the location. DC 10 Dexterity check to aim, difficulty increases based on the target. May also be used to reel in creatures with Fortitude less than 15. Range is Near.

Zipline

  • You can slide down or across rope, or make a line with a Quick Action, travelling to its end. If you drop down on top of any enemies along the way, you have Advantage on the Attack roll. If you succeed on the Attack, they are knocked Prone and Staggered.

Fast Hands

  • Once per turn, you may use an item as a Free Action.

Skill Talents

You may take these talents multiple times.

Athletic

  • You gain a skill from the Athletics skill category

Acrobatic

  • You gain a skill from the Acrobatics skill category

Animal Handler

  • You gain a skill from the Animal Handling skill category

Arcanist

  • You gain a skill from the Arcana skill category

Deceptive

  • You gain a skill from the Deception skill category

Insightful

  • You gain a skill from the Insight skill category

Intimidating

  • You gain a skill from the Intimidation skill category

Investigator

  • You gain a skill from the Investigation skill category

Physician

  • You gain a skill from the Medicine skill category

Wild at Heart

  • You gain a skill from the Nature skill category

Perceptive

  • You gain a skill from the Perception skill category

Performer

  • You gain a skill from the Performance skill category

Persuasive

  • You gain a skill from the Persuasion skill category

Religious

  • You gain a skill from the Religion skill category

Scholar

  • You gain a skill from the Scholarship skill category

Deft

  • You gain a skill from the Sleight of Hands skill category

Sneaky

  • You gain a skill from the Stealth skill category

Survivalist

  • You gain a skill from the Survival skill category

Craftsman

  • You gain a skill from the Tools skill category

Free Talent

Loose Grip

  • You gain +1 to all Attack damage, but when you Critically Fail you Fumble

Rhapsodist Class Talents

Maestro

  • You gain an additional Reaction that may only be used for Harmonizing.

Warsong

  • You may play one of the following songs during battle. Requires a Quick Action to begin and Concentration, lasts for two rounds. You are Staggered while you are playing. Costs 1 Inspiration.
Song of Defiance
  • All allies who can hear you gain Resistance to all damage equal to your Charisma modifier
Song of Hope
  • All allies who are or become Dispirited heal 5 SP
Song of Victory
  • All allies deal additional damage equal to your Charisma modifier.

Forte

  • You channel your Muse to vigorously encourage an ally to the heights of their strength. You or an ally near you may upgrade all damage die for their turn. Costs 1 Inspiration, may spend up to two additional Inspiration for up to two additional upgrades. Quick Action.

Pianissimo

  • You channel your Muse to inspire despondency in an enemy. You downgrade all their damage die for their turn. Costs 1 Inspiration, may spend up to two additional Inspiration for up to two additional downgrades. Quick Action.

Incisive Insults

If you take this Talent, you also gain the Vicious Mockery Talent.

  • When you use Vicious Mockery, use a d12 instead of a d6. On a success, the target not only has Disadvantage but is Staggered.

Disparaging Taunt

  • As a Reaction, you attempt to distract a creature to be aggressive toward you with vicious insults and indignities. Make a Charisma check (if they are attacking an ally the DC is the attack roll) and the DM may grant Advantage if you come up with a particularly clever wordplay. If you succeed, the creature stops what it is doing and directs its attention toward you. It has Disadvantage on all attacks against you and is Slowed and Staggered. It does not need to understand what you’re saying. Costs 1 Inspiration.

This Rhymes of the Tale

  • You recall a Tale that reminds you of your current predicament, and give a short recounting of that tale including its Ending (make it up, it doesn’t have to be amazing). Make a Charisma check against a DC set by the DM based on how outlandish the Ending is and how much rhyming was used in your story. You may spend a point of Inspiration for Advantage. If you succeed, the Ending occurs in a somewhat similar fashion. Takes an Action and costs 3 Inspiration.

  • Example: Orcs surround you and your party at the base of a cliff. You say, “This Rhymes of the Tale of Pliny the Older, an old lucky knight with a chip on his shoulder, they say that one time when he fought a beholder, the monster was struck by a runaway boulder.” The Ending here is ‘the monster was struck by a runaway boulder. If the check is successful, the DM may have boulders roll down from above, crushing the orcs or blocking their way.

Bladedancer

  • Bladedancers entertain through daring feats of weapon prowess. They perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.
Double or Nothing
  • When you Harmonize with a Fighter’s Maneuver, Barbarian’s Power Move, Paladin’s Smite, Ranger’s Insightful Fighter, or Shifter’s Wild Move, you can gamble additional Inspiration. For each Inspiration gambled over 1, if the attack hits, you roll that many additional damage die. If the attack misses, you lose all the Inspiration.

  • Example: You Harmonize with the Fighter’s Maneuver and wager 3 Inspiration. On your turn, you roll the Fighter’s Combat Superiority die and add it to your attack. If the attack hits, you roll three weapon die (3d8 for a Rapier) and add your damage bonus once, spending no Inspiration. If the attack misses, you lose all the wagered Inspiration.

Pugilist Class Talents

Intuitive Learner

  • You have honed your mind for constant intuitive learning.
  • From this level onward, use WIS instead of INT to determine your Skill Points.

Intuitive Fighter

Prerequisite: Level 5

  • You add your WIS modifier to damage dealt in addition to STR or DEX.

Know Thine Enemy

  • You have honed your martial discipline to observe and exploit your enemy's patterns. For any enemy you attacked during a previous round you may use the next highest Focused Fighting die (d4->d6->d8 etc)

Manipulate Momentum

  • When an enemy misses, you have Advantage on your next attack against that enemy

Close Quarters Specialist

  • You have Advantage on Unarmed Attacks while Grappled and deal maximum damage.

Brutal Blows

  • When you use Flurry of Blows, Upgrade the damage die (d6->d8 etc.)

Parting Gift

  • After you use Leaf in the Wind to redirect an Attack, you may make an Opportunity Attack against that enemy. If it succeeds, they are Staggered.

Punching Bag

  • You have Resistance(5) to all damage when you are adjacent to more enemies than allies.

Wayfinder Class Talents

Elemental Arrowheads

  • You no longer simply attach the elemental stones to the arrow, but fashion the stones themselves into arrowheads. You deal an additional 1d10 damage with Elemental Arrows.

Venomous Hornthistle

  • You find a unique species of Hornthistle with venom encrusted thorns. Foes hit by your Hornthistle arrows take an additional 1d10 damage and are Poisoned.

Armor Piercing Arrows

  • You reinforce your bowstring, giving your arrows the Bludgeoning property

Bloodstone Arrows

  • You fashion arrowheads from the vampiric bloodstone. These Trick Arrows deal 1d10 additional damage and heal you for the amount of additional damage done.

Bow Mastery

  • Your damage die with a Longbow is a d10

  • The Shortbow gains the Light property, allowing you to attack with your Quick Action but not add your modifier.

Insightful Defense

  • Your Insightful Fighter die applies to your Dodge as well, and successful Dodges increase the die used.

Exploit Weakness

  • If you roll a 4 or higher on your Insightful Fighter die and successfully hit, add that number to your damage roll.

Fey Step

  • You can pass through the Feywild on your way to foes. If your Insightful Fighter die is 4 or higher, you can teleport up to 10 feet before or after you attack and make one additional attack.

  • If you attack at least two different creatures with the Action, you can teleport up to 10 ft and make one additional attack with it against a third creature.

Tricky Multishot

  • You can Multishot and Trick Shot at the same time. You spend one Trick Shot arrow for each arrow that is being Multishot. If the attack misses, all the arrows are spent.

Rogue Class Talents

Rakish Audacity

  • You gain an additional way to use your Sneak Attack; you don’t need Advantage on the Attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have Disadvantage on the Attack roll.
  • All the other rules for Sneak Attack still apply to you.

Fight Dirty

  • You never fight fair. You have Advantage against a Staggered opponent.

Throw Sand

  • You may use your Quick Action to throw sand in the eyes of an enemy. They are Blinded and Staggered until your next turn. Enemies with Fortitude 15 and above are immune. Costs 1 point of Cunning

Below the Belt

  • You may use your Quick Action to strike an enemy below the belt. They are Dazed and Staggered until your next turn. Enemies with Fortitude 15 and above are immune. Costs 1 point of Cunning.

Sucker Punch

  • You deal maximum damage when attacking after being Hidden. Costs 5 points of Cunning.

Wardrobe Malfunction

  • You may use your Quick Action to mess with an enemy’s garments, such as tying their shoelaces together or undoing their belt. They are Staggered and Slowed until your next turn and have Disadvantage on their next Attack. Enemy must be wearing clothing.

What are Friends For

  • You can make an Opportunity Attack when an ally makes an Attack against an enemy you are both adjacent to or an enemy makes an Attack against an ally you are both adjacent to.

Distracting Flourish

  • You move with a dance and strike with words.
  • You may use your Quick Action to distract an opponent, making a Charisma check against their Willpower.
  • If you succeed, the target is Dazed and has Disadvantage on their next attack.
  • If you use Cunning to make the check successful, they are also Staggered and take additional damage equal to the Cunning spent toward the success.

Fowler Only

Enhanced Weapon Charging

  • Upgrade the damage die used for Your Charge Weapon ability. You may take this talent multiple times.

Extend Shield

  • You may use your Spell Shield ability on allies

Augmented Reflections

  • You deal an additional 1d10 damage when using the Spell Reflection ability

Hexfinder

  • You have a knack for finding magical people and energy sources. You have Advantage on any checks related to doing so and may ask the DM if you have a Hunch when you are trying to find one. A Hunch is information related to the tracking of these people or energy sources and helps you gain an advantage when trying to move against them.

Witch Hunter

  • You deal maximum damage against creatures who used magic since your last turn.

Curse Breaker

  • You can use Suppress Magic on an ally affected by ongoing magical effects to stop those effects. Requires 1 Charge per Effect.

Boot Boosters

  • When you use Charge Boots you may also jump 20ft vertically. If you Attack an enemy mid air you have Advantage on the roll and knock them Prone if you succeed.

Take Cover

  • As a Reaction, you may move half your Movement to an ally and take the damage and magical effects for both you and the ally upon yourself. Each instance is considered separate when factoring in Resistance.

Magic

Magical Ability

  • Not all creatures can draw upon the forces of magic in the world. Some excel at this talent, while others develop the ability later on.
  • Magisters, Spellblades, and Clerics have Innate Magical Talent, while others develop Latent Magical Talents

Innate Magical Talent

You have always had an affinity for magic. Choose a Source for your magic. You have 3x your level in Will and can cast at the First Height.

Latent Magical Talents

You have developed magical abilities later in life. Choose a Source for your magic. You gain 1 Will point per level and can cast at the First Height.

Source

The origin of your magical abilities. A magical Source allows you to cast the Basics.

Intrinsic Ability

Your magic comes from the spirit of your very being. You use Charisma for spellcasting, reflecting that your magic is part of the full force of your personality.

Study and Discipline

Your magic comes from the honing of your mind, often through study and meditation. You use Intelligence for spellcasting, reflecting that your magic is strengthened by the strength of your mind.

Fervor and Conviction

Your magic comes from your dedication and devotion to your cause. You use Wisdom for spellcasting, reflecting that your magic flows from the depths of your soul.

Will

  • Will represents your ability to focus and command magic.
  • One point of Will is used for each elevation of Height used for the magic working.

The Heights of Power

The Heights are a way to measure the level of attention, focus, and mental energy required to achieve a magical effect that borders the extraordinary. The more the effects of a dispel diverge from what is realistically possible, the greater the effort required.

What is the First Height?

For example, if I want to use telekinesis to pull a goblet of water across the room toward me it would not even require the First Height, because I could just as easily walk across the room, pick up the goblet and set it where I’d like it to be. However, if I would like to transmute the goblet into a hare, it would likely take the Third Height, as the difference between the objects is substantial and there is not a physical way to transform the goblet.

The Height required varies from person to person and day to day. An experienced spellcaster may be able to accomplish amazing feats with even just the Second Height, while the next day the weave of the Memvrani might require the Third or Fourth Height for the same action. (DMs are encouraged to rule as consistently as possible on the Height required for different actions, but this explains why there may be variance session to session and allows for flexibility).

Casting Rolls

  • When you use magic, roll a d20 and add your ability modifier (determined by Source) to the result. This may be called a spell check, casting check, or spellcasting check.
  • You must roll higher than 10 + Casting Height to successfully cast the spell.
  • If you roll a natural 1, the spell goes wild and the DM determines the detrimental effect.
  • If you roll a natural 20, the spell goes critical and the effect is doubled.
  • The DM may rule that in certain situations, casting a specific spell is affected by DC Tilt (Easy (-3), Hard (+3), etc) which would increase or decrease the DC by the respective modifier.
  • You must be able to speak and move your hands in order to wield magic.

Spells

  • While aptitude in various disciplines of magic allow for general manipulation, Spells are certain workings of magic designed for repetition and consistency.
  • Spells are described in an open way to encourage creative use and play. Work with your DM to interpret your spell and its effects based on your roll.

Range

  • The Range of a spell is listed in its description. You cannot cast Spells on creatures you cannot see, but you may attempt Cantrips.

Higher Spell Height Damage and Healing

  • Spell Heights are a standardized way to measure the magical energy of different spells. When casting a spell at higher Heights, increase the damage die by 1 for each additional spell level, and the fixed amount of healing is multiplied by the spell level. (5 at 1 is 10 at 2 and 15 at 3).

Rituals

  • Spells do not require a casting check or cost Will if the caster takes 10 minutes to cast the spell

Target Defenses

  • If a spell lists a target defense, the casting roll must also beat that defense to be fully effective, otherwise it fails.

Concentration

  • You can only have one Concentration spell in effect at a time.
  • If the attack damage you receive is higher than your Fortitude, Concentration is broken and the spell ends.

Situational

  • This spell is very likely to be modified by DC Tilt

Spell Save DC

  • This number is always 10 + 2 per adventuring tier, and is often used for ongoing effects and traps

MOD

  • Spellcasting modifier determined by class (Intelligence, Charisma, Wisdom)

Spell Tapping

  • If you are out of your class resource to cast spells, you may draw upon your own strength. It costs 5 SP and 1 level of Exhaustion per spell Height.

Arcane Cascade

  • When you fail a spellcasting roll your next casting check has Advantage. This effect stacks.

Altering or Improvising Spells

  • If you’d like to do something with a spell that you feel is outside it’s description, describe to the DM your intended spell effect. The DM will set an appropriate DC for the spell with the described effects. From there, proceed with spellcasting as normal.

Freely

  • Does not require an elevated Height to include this effect. This does mean that the Effect itself can be achieved without the First Height.

Creating a new Spell

  • You can create your own Spells if you have the resources to do so. Some classes specify the resources needed, such as the Cleric's Relic, but the DM can offer other alternatives to you.
  • First, describe what your spell will do with one sentence.
  • Spells must be practiced to become effective, and there is no experience like the field.
  • The First time you attempt to cast a spell, it will be with Disadvantage and Very Hard (+5 to spellcasting DC). Furthermore, the spell will not be able to be Recalled - any failure will be considered a Critical Failure.
  • The Second attempt will be Hard (+3 to spellcasting DC) and still at Disadvantage and all failures are critical.
  • The Third attempt will be a normal spell cast but still at Disadvantage and all failures are critical.
  • The Fourth attempt is a normal cast but all failures are critical.
  • The Fifth attempt is a normal cast. At this point, the spell is considered mastered and may continue to be used normally.

The Basics

Sense Magic

You can sense the presence of magic and enchantments and gain an understanding of their purpose. Takes a moment of pause and quiet meditation.

Blast

  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant
  • Defense: Reflex A simple blast of magical energy. You may choose the damage type, but it must correspond with a Basic magic school talent you possess (Such as Basic Pyromancy and fire damage). Damage starts at 1d10 and increases to 2d10 at 5th level, 3d10 at 10th level, and 4d10 at 17th level.

Magelight

  • Time to Cast: Action
  • Range: Self
  • Hands Required: 1h
  • Duration: Infinite
  • Concentration: Yes Create light of the color of your choice from your hand that illuminates everything Near you.

Counterspell

  • You can counteract magical effects by using your own magic in a way that is antithetical.
  • For example, using water to quench fire, metal to ground a lightning attack, light to counter darkness, etc. The DM will tell you the height required.

The Heights in Practice

  • When it comes to game mechanics, each Height is an upgrade of the Basic Attack (Blast). Spells described in the disciplines will be listed at the First Height. It's Spell Factors here are included for future spellcrafting, and represent the maximum increase for each Factor per Height.
  • Using magic in combat beyond the Basics requires the First Height to get the speed and timing required to be effective.

Spell Factors

Damage

  • Generally an elevated Height will multiply the damage of the Basic Attack. For example, the First Height doubles the damage, and 1d10 generally becomes 2d10. The Second Height would move that to 3d10.

Effect

  • The First Height may add an Effect (listed below) to the Basic Attack. It can also trade up the basic damage (1d10) to have two Effects. Elevated Heights can add one additional Effect per Height. Effects can be Minor or Major - Major Effects require the Third Height.

Area

  • While the Basic Attack has a single target, each Height generally increases the affected area by 15ft.

Combinations

Spell Factors can be combined in the following ways:

  • Double Damage
  • Damage/Effect
  • Damage/Area
  • Effect/Area
  • Double Effect

Basic Attack

  • 1d10 damage
  • Single target

First Height

  • Damage x2
  • Area - 15ft
  • Minor Effect

Second Height

  • Damage x3
  • Area 30ft
  • Minor Effect x2

Third Height

  • Damage x4
  • Area 45 ft
  • Major Effect

Fourth Height

  • Damage x5
  • Area 60ft
  • Major Effect x2

Fifth Height

  • The Fifth Height is the greatest Height measured or achieved. Results of these spells border the miraculous.

Minor Effects (Require the First Height)

  • Resistance (5)
  • Push 15ft
  • Pull 15ft
  • Target a specific Defense
  • Heal (5)
  • Shield (5)
  • Bleeding
  • Blinded
  • Dazed
  • Deafened
  • Ensnared
  • Frightened
  • Slowed
  • On Fire
  • Poisoned
  • Prone
  • Staggered
  • Sundered

Major Effects (Require the Third Height)

  • Invisible
  • Charmed
  • Paralyzed
  • Restrained
  • Terrified
  • 30ft Vertical Flight

Magic Talents

General Talents

Innate Magical Talent

You have always had an affinity for magic. Choose a Source for your magic. You have 3x your level in Will and can cast at the First Height.

Latent Magical Talents

You have developed magical abilities later in life. Choose a Source for your magic. You gain 1 Will point per level and can cast at the First Height.

Higher Heights

  • You increase your max casting Height by one for each point put into this talent
  • The Second Height - Requires 3rd Level
  • The Third Height - Requires 5th Level
  • The Fourth Height - Requires 7th Level
  • The Fifth Height - Requires 10th Level

Elementalism

Pyromancy

The manipulation and control of fire and heat

Pyromancy Talents

Basic Pyromancy (Required)

  • You add +3 when using magic that involves fire and heat and may cast Pyromancy spells.

Conflagration

  • Your Pyromancy magic applies the On Fire Effect freely

Controlled Burn

  • Your Pyromancy spells do not affect allies in the affected area

Resourceful

  • You have Advantage when using nearby fire with your Pyromancy rather than conjuring it

Flame Resistant

  • You gain Resist(5) fire damage per point

Intense Flames

Requires 5th level

  • Add an additional d10 when using Pyromancy magic.

Focused Fire

Requires 5th level

  • You add +5 when using Pyromancy magic instead of +3.

Deadly Flames

Requires 5th level

  • When you roll a natural 17-20 you deal maximum damage.

Pyromancy Spells

Heat Object


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Concentration
  • Duration: 1 minute

You cause an object less than 5ft in size to glow red hot, dealing 1d10 fire damage to creatures in contact with the object.

  • The spellcasting roll has Advantage if the object is made of metal.
  • You can use your Quick Action to flare the heat and cause the damage again on later turns.
  • If the creature is touching the object and cannot drop or disengage from it, they have Disadvantage on attack rolls and ability checks.
  • Elevated Height increases size by 5ft.

Fireball


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant

You hurl a ball of fire which blossoms with a low roar into an explosion of flame the size of a 10ft radius sphere and dealing 2d10 fire damage and sets everything in the area On Fire.

  • The fireball will generally conform to the shape of the room it is cast in (watch out casting in tight spaces).
  • Elevated Height increases size by 5ft.

Flame Blade


  • Time to Cast: Quick
  • Range: Self
  • Hands Required: 1h
  • Duration: 10 minutes

You evoke a fiery blade in your hand. You can use your Action to make a Melee Spell Attack (use spellcasting modifier) against Reflex with the blade, dealing 1d10 fire damage.

Hydromancy and Cryomancy

The manipulation and control of ice and water

Hydromancy and Cryomancy Talents

Basic Hydromancy and Cyromancy (Required)

  • You add +3 when using magic that involves water and ice and may cast Hydromancy and Cryomancy spells.

Frostbite

  • Your Cryomancy magic applies the Slowed Effect freely

Resourceful

  • You have Advantage when using nearby water with your Hydromancy and Cryomancy rather than conjuring it

Cold Resistant

  • You gain Resist(5) frost damage per point

Blades of Ice

  • Both the initial and explosion damage scale with spell height does the Ice Spike spell.

Deep Freeze

Requires 5th level

  • Add an additional d10 when using Cryomancy and Hydromancy magic

Focused Frost

Requires 5th level

  • You add +5 when using Cryomancy and Hydromancy instead of +3

Hoarfrost

Requires 5th level

  • When you roll a natural 17-20 you deal maximum damage

Hydromancy and Cryomancy Spells

Ice Slick


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant

You freeze the ground in a 15ft square area, making it slick and slippery.

  • Creatures in the area must make a Fortitude/Strength check where the DC is the number of feet attempting to move or fall Prone and are Staggered while standing on the patch.
  • Elevated Height increases size by 15ft

Ice Spike


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant
  • Defense: Reflex

You create a glacial shard of ice which impacts a target and then explodes, dealing 2d10 damage to the target from the impact and 1d10 again to the target and adjacent creatures for the explosion.

  • Only the explosion damage scales with Elevated Height.

Shiver


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant
  • Defense: Fortitude
  • Concentration

You cause a sharp decrease in temperature in a target.

  • If your spell roll beats their Fortitude, they have the Solidifying condition and the Staggered condition until they are completely solid.
  • If it does not, they have the Slowed and Staggered conditions.
  • If you lose Concentration, they thaw and their conditions end.
  • Elevated Height allows for an additional target.

Geomancy

The manipulation and control of earth and stone

Geomancy Talents

Basic Geomancy (Required)

  • You add +3 when using magic that involves earth and stone and may cast Geomancy spells.

Steady as Stone

  • You gain +3 to Fortitude and you cannot be knocked Prone.

Rock Tumbler

  • Your Geomancy magic applies the Staggered and Prone Effect freely

Out Stone Cold

  • If you roll a natural 17-20 against a single creature with Fortitude less than 15, they are knocked Unconscious.

Quake

  • The Tremor spell lasts for a number of rounds equal to the spell height and causes enemies in the affected area to be Staggered and Dazed.

Earthen Accuracy

Requires 5th level

  • You add +5 when using Geomancy instead of +3

Bedrock

Requires 5th level

  • Add additional d10 when using Geomancy magic

Deadly Stone

Requires 5th level

  • When you roll a natural 17-20 you deal maximum damage

Geomancy Spells

Stonefist


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 1h
  • Duration: Instant
  • Situational: Bludgeoning (+5 against Heavy Armor)

You form a fist from the earth that goes careening toward a target dealing 2d10 damage.

  • If the spellcasting roll beats their Fortitude, they are knocked Prone and Dazed.

Stoneskin


  • Time to Cast: Quick Action
  • Range: Self
  • Hands Required: 1h
  • Duration: 10 minutes
  • Concentration

You turn your skin to stone.

  • Your AC becomes 16 and you cannot fail Fortitude tests, but your Movement is halved and you automatically fail Reflex tests and cannot Dodge.
  • At the Second Height your Movement is no longer halved
  • At the Third you can still Dodge
  • At the Fourth you no longer auto fail Reflex
  • At the Fifth AC becomes 18

Tremor


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 2h
  • Duration: Instant

The earth around you shakes with tremors and fractures.

  • Creatures within 10 feet of the epicenter are knocked Prone and take 1d10 damage, and the area becomes Difficult Terrain.
  • Elevated height increases the affected area by 10ft as well as the damage.

Aeromancy

The manipulation and control of air and lightning

Aeromancy Talents

Basic Aeromancy (Required)

  • You add +3 when using magic that involves air and lightning and may cast Aeromancy spells.

Tempestuous Winds

  • You can use a Quick Action to cause whirling gusts of elemental air to briefly surround you. Doing so allows you to fly up to 15 feet without provoking opportunity attacks.

Nasty Shock

  • If you roll a natural 17-20 on a spell that deals Lightning damage, any affected target is Dazed and Staggered.

Blast of Wind

  • Your Aeromancy magic applies the Push or Pull effect freely

Shock Resistant

  • You gain Resist(5) shock damage per point

Supercharge

Requires 5th level

  • Add additional d10 when using Aeromancy magic

Focused Zephyr

Requires 5th level

  • You add +5 when using Aeromancy instead of +3

Deadly Strike

Requires 5th level

  • When you roll a natural 17-20 you deal maximum damage

Aeromancy Spells

Lightning Bolt


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant

A stroke of lightning 5ft wide and 100ft long blasts out from you, dealing 2d10 lightning damage to any creature in its path and rebounding off any solid surfaces it comes in contact with.

Whirlwind


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 10 minutes - Concentration

You create a gust of strong wind.

  • This may be used to blast creatures in a line 40 feet long and 5 feet wide, pushing them 15 feet away, and causing them to spend 2 feet of movement for every 1 foot it moves when moving closer to the point of origin.
  • You can change the direction with a Quick action.
  • Elevated Height increases length by 20ft and width by 5ft

Chain Lightning


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant

A web of lightning erupts from your fingertips toward a target dealing 1d10 lightning damage.

  • The lightning jumps to any creature or metallic object within 5ft and deals 1d10 lightning damage to them as well and continues on.
  • Elevated Height increases jump distance by 5ft as well as damage.

Chaos

Unleashing the raw power of magic

Chaos Talents

Basic Chaos Magic (Required)

  • You add +3 when unleashing the raw power of Chaos and may cast Chaos spells.

Elemental Malleability

  • You can change the element used in your magic and spells to a different one of your choice, such as changing Fireball to an endothermic ice explosion. You still apply any talent tree benefits you have acquired.

Tides of Chaos

  • You give yourself Advantage on your next magic check, but roll on a random magical effects table chosen by your DM.

Spell Trap

  • You can ward an area or object with an invisible glyph which releases a spell you have stored inside it upon a trigger you specify.

Imbued Chaos

  • You tap into the raw chaos of the Memvrani for your spellcasting. All of your magic does an additional 1d10 damage, but every time you fail a casting check you have a Magical Mishap.

Unrelenting Chaos

  • Both the initial and subsequent damage of Chaos Bolt scale with spell height. If any of the damage dice are even, the spell jumps to another Near target and continues.

Chaos Control

Requires 5th level

  • You add +5 when using Chaos magic instead of +3

Maximum Chaos

Requires 5th level

  • When you roll a natural 17-20 when using Chaos magic you deal maximum damage

Chaos Spells

Chaos Bolt


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant You hurl an undulating, warbling mass of chaotic energy at a target, dealing 2d10 damage.
  • If either of the damage dice are even, the spell jumps to another Near target and deals 1d10 damage.
  • If the damage die roll is even, the spell jumps to another target and deals 1d10 damage.
  • This continues until an odd die is rolled and targets may not be repeated.
  • Higher levels target one additional initial creature per spell level. Only the initial damage scales with spell height.

Elemental Orb


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant You hurl a sphere of your choice of elemental energy (fire, ice, acid, etc.), dealing 3d10 damage of that element.

Unleash Chaos


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant You unleash raw magical chaos.
  • You may describe what outcome you would like, but your DM ultimately chooses the effect, most likely from a random effects table.
  • The effect does not necessarily benefit you.

Transmutation

The ability to transform materials of one substance into another.

The Three Laws of Transmutation

  • Because these spells so thoroughly bend reality, they start at a DC of 15 and go up to 18 and 20 for Hard and Very Hard uses.

The Law of Balance

Transmutation is simpler which preserves the laws of metaphysics (freeze water by transferring the heat to light a fire, shrink something by growing something else, speed something up by slowing something down)

The Law of Rarity

The rarer the reagent, the simpler the spell (air, water, and earth are very common, but gold is much less so)

The Law of Reference

Transmutation is simpler which draws upon reality (creating gills is easier when you can copy them from a fish)

Transmutation Talents

Basic Transmutation (Required)

  • You understand the Three Laws of Transmutation and add +3 per Law applied when using magic to transform materials and may cast Transmutation spells.

Guinea Pig

  • You can use the Alter Self spell on allies, with elevated heights allowing it to affect an additional target.

Rapid Reactions

  • You can use your Reaction to use Transmutation magic to accomplish feats such as turning an arrow into water or cooling off a fireball.

Metallurgist

  • By using an ingot of metal as a focus, you can temporarily transform other metals into that type. For example, you might transform an allies’ steel into obsidian, or vice versa for an enemy. You are also able to sharpen weapons, adding +1 per spell height to weapons for one hour.

Fortify Armor

  • You can manipulate the structural makeup of armor to make it harder and grant +1 to AC per spell height for one hour.

Petrification

Requires Geomancy

  • You can use an Action to Petrify an enemy with a casting roll above their Fortitude. Requires Concentration.

Alter Enemies

Requires 5th level

  • You can cast the Alter Self spell on enemies, physically altering their bodies to slow them down, turn their armor to dust, or transform them into a chicken. Be mindful of the Three Laws as the more intricate the transformation the higher the DC.

Embiggen or Shrink

Requires 5th level

  • You can change the size of a creature to be much bigger or much smaller. If you make a creature larger, they deal an additional 1d12 damage per spell height. Affected creatures take one level of Exhaustion for each 10 minutes spent this way.

Transmutation Spells

Alter Self


  • Time to Cast: Action
  • Range: Self
  • Hands Required: 2h
  • Duration: 1 hour
  • Concentration

You physically alter your body, such as sprouting gills, changing your appearance, or giving yourself spines or claws.

  • If you use the spell to create a natural weapon, you may use your magic modifier for the attack roll and damage bonus and use one Weapon Ability from the list.
  • At the First Height natural weapon damage is a d8.
  • Elevated Heights increases damage die to d12, 2d8, 2d12, 3d12

Dragon's Breath


  • Time to Cast: Quick
  • Range: Touch
  • Hands Required: 1h
  • Duration: 1 minute
  • Concentration

You imbue a creature with the power to spew fire from its mouth in a 15-foot cone, dealing 2d10 fire damage.

  • This uses the creature’s action, and they use your spellcasting modifier on the roll.

Grease


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant

You create a pool of thick flammable grease which covers the ground in a 10ft square area (Difficult Terrain).

  • Creatures entering and in the area are covered in grease and must check Reflex against spell save DC or be knocked Prone.
  • These creatures are Vulnerable(5) per spell level to fire damage and gain the On Fire condition after taking fire damage.
  • Elevated Heights increase area by 10ft

Kinemancy

Telekinesis

The ability to move objects through space with only mental effort

Basic Telekinesis (Required)

  • You add +3 when using magic that manipulates physical reality and can exert force up to 5lbs (lifting, pushing, pulling). Elevated Height add 100lbs of force. You may also cast Kinemancy spells.

Epicenter

  • You double your Push effects when the creature or object is adjacent to you.

Uppercut

  • You excel at adding verticality to your Push and Pull Effects. Enemies take fall damage (1d6) for every 10ft moved.

Bring in for the Kill

  • If you Pull an enemy into Melee range of yourself or an ally, you or that ally may use your Reaction to make an Opportunity Attack with Advantage.

Choke

Requires 5th level

  • You may choose to perform the Choking Submission on creatures affected by your Levitate spell.

Focused Force

Requires 5th level

  • Add additional d10 when using Telekinetic magic

Precision

Requires 5th level

  • You add +5 when using Telekinetic magic instead of +3

Concussive Blasts

Requires 5th level

  • When you roll a natural 17-20 you deal maximum damage

Telekinesis Spells

Blast of Force


  • Time to Cast: Action
  • Range: Melee
  • Hands Required: 1h
  • Duration: Instant

A burst of force sweeps out to strike all creatures within 10ft of you, dealing 2d10 force damage.

  • If your roll beats their Fortitude, they get pushed back 10ft.
  • Elevated Height increases push distance by 10ft as well as damage

Launch


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 2h
  • Situational: DC may change based on object being launched

You telekinetically push, pull, or generally hurl an object or creature 15ft, usually dealing 2d10 damage if it collides into something else.

  • Elevated Height doubles distance (15-30-60 etc) and increases damage

Levitate


  • Time to Cast: Action or Reaction
  • Range: Far
  • Hands Required: 2h -** Duration:** 10 minutes
  • Concentration

One creature or loose object of your choice rises vertically, up to 10 feet, and remains suspended there for the duration.

  • You can move the target horizontally up to 10ft with a Quick action.
  • Very heavy creatures may make the spell Hard or Very Hard.
  • If you target yourself, you can move up or down as part of your Movement.
  • This can be used as a Reaction to slow a sudden descent.
  • Elevated Height increases vertical and horizontal distances by 10ft.

Physiomancy

The ability to enhance or debilitate the physical bodies of creatures through magic.

Basic Physiomancy (Required)

  • You add +3 when using magic that enhances or debilitates the physical bodies of creatures through magic and may cast Physiomancy spells.

Expanded Efficacy

  • Increase the number of affected targets by 2 for each point in this talent

Burst of Speed

  • You can magically enhance the speed of a creature you touch so they can Dash as a Quick Action for 1 minute.

Reinforced Blows

  • You can magically enhance the melee attacks of a creature you touch, using magic to drive them faster and harder. When you do this, the attacks have Disadvantage but they do maximum damage when they hit. This ability requires Concentration.

Kinematic Leap

  • You are able to accelerate yourself to higher heights, jumping vertical feet equal to the result of your casting check with an Action. During combat, you can use half your Movement to leap into the air or over a foe, giving yourself Advantage on your next attack.

Expand Mind

Requires 5th level

  • You can concentrate on multiple Physiomancy spells and magical effects at the same time.

Elevated Acuity

Requires 5th level

  • Creatures affected by your Focus and Haste spells have Advantage on all attacks and casting rolls.

Time Stop

Requires 9th level

  • You can increase a creature’s perception of time to such a degree that it seems as if time has stopped when using the Haste spell. They immediately take a turn and automatically crit on all Actions. From there, initiative resumes as normal. Requires the Fifth Height.

Physiomancy Spells

Focus


  • Time to Cast: Quick
  • Range: Near
  • Hands Required: 1h
  • Duration: 1 minute
  • Concentration

You accelerate the target’s mental acuity to the degree that they perceive that time has slowed down.

  • Add +1 to Attack, Damage, and Reflex.
  • Elevated Height increases the bonus by 1

Haste


  • Time to Cast: Quick
  • Range: Near
  • Hands Required: 1h
  • Duration: 1 minute
  • Concentration

You imbue a creature with incredible speed, agility, and reaction time.

  • The target’s speed is doubled, it gains +3 to AC and Reflex, has Advantage on Dodge rolls, and it gains an additional Action on each of its turns.
  • Recovery: When the spell ends, the creature is Staggered and Slowed for 8 hours as it is hit by a wave of lethargy.
  • Elevated Height reduces the Recovery time (8hrs-1hr-1min-1R-0)

Slow


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 1 minute
  • Concentration

You slow a creature or object down, making it move sluggishly.

  • Affected creatures are Staggered, Slowed, and have Disadvantage on Attack rolls.
  • Elevated Height increases affected targets by 2

Warding

The ability to create magical barriers and defensive traps

Basic Warding (Required)

  • You add +3 when using magic to create magical barriers and defensive traps and may cast Warding spells.

Ward of Warning

You can ward a perimeter, setting an audible or mental alarm against unwanted intrusion. Requires Concentration.

Ward of Protection

You surround a creature with a protective repulsion field, deflecting incoming attacks. The target’s AC becomes 10 + DEX. The repulsion field is disrupted by wearing armor. You can only create one at a time.

Guardian

You can cast the Shield Ward and Redirection Wars spells on others. One target per Height.

Boosted Bulwark

Your Shield Ward now gives +5 to AC and your Redirection Ward starts at Resistance(10)

Ward of Fortitude

Your Shield spell also gives +5 to Fortitude.

Ward of Reflexes

Your Shield spell also gives +5 to Reflex

Ward of Will

Your Shield spell also gives +5 to Willpower

Warding Spells

Redirection Ward


  • Time to Cast: Reaction
  • Range: Self
  • Hands Required: 1h
  • Duration: Instant

You capture incoming energy and redirect it into your next attack.

  • Resistance(5) on damage from that damage type until start of turn and add 2d10 of that damage type to your next attack.
  • Elevated height doubles Resistance as well as increasing damage

Shield Ward


  • Time to Cast: Reaction
  • Range: Self
  • Hands Required: 1h
  • Duration: Instant

A shimmering barrier of force appears and protects you, adding +3 to AC, including against the triggering attack, until the start of your next turn.

  • Elevated height increases number of effective rounds by 1

Glyph of Warding


  • Time to Cast: Action
  • Range: Touch
  • Hands Required: 2h
  • Concentration

You ward an area or object with an invisible glyph which explodes upon a trigger you specify, dealing 2d10 force damage to all creatures within a 10 ft radius sphere.

  • Elevated height increases radius by 10ft as well as increasing damage

Telepathy

The ability to connect with or damage the minds of others directly

Basic Telepathy (Required)

  • You add +3 when using magic that connects with or damages the minds of others directly and may cast Telepathy spells.

Whispermind

  • You can send messages via thought to someone you have seen that day

Sympathetic Lexicon

  • You can understand languages you are not fluent in with a cursory mind probe

Empath

  • You can magically sense the emotions of others

Rewind

  • You cause a creature to forget the last 10 seconds they experienced. Especially useful during conversations. Requires casting check.

Subtle Probe

  • If the target’s Willpower is less than 15, they are unaware of your mental probes regardless of your casting roll.

Erase Memories

Requires 5th level

  • You cause a creature to forget an event within the last week. Requires a spellcasting check where the DC is the number of minutes you’d like them to forget divided by 10.
  • Example: Forgetting 60 minutes would be a DC 6 casting.

Telepathy Spells

Mind Read


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 2h
  • Duration: 1 minute
  • Concentration

You read a creature’s mind, detecting their thoughts, starting with those at the surface and able to probe deeper with additional spellcasting checks.

  • If your casting roll does not beat their Willpower, they are aware of the probe.

Mind Spike


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h

You strike the mind of a creature directly, filling its mind with agonizing pain, dealing 2d10 psychic damage and causing it to become Dazed and Staggered.

  • It can end these conditions with a Willpower save against the spell save DC.

Sleep


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 1 minute
  • Concentration
  • Defense: Willpower

You relax the minds of creatures in an area, lulling them into enchanted sleep.

  • Roll 4d10; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose are affected in ascending order of their current hit points, starting with the lowest. They are Unconscious unless they take damage or are slapped awake.
  • When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.

Rift Walking

The ability to open rifts through the Memvrani to move through physical space

Basic Rift Walking (Required)

  • You add +3 when using magic that opens rifts through the Memravni to move through physical space and may cast Rift Walking spells.

Defensive Portal

  • You can cast the Portal spell as a Reaction. If it succeeds (beats Fort) incoming attacks miss.

The Long Way

  • You can choose for things to take the long way through your portal, staying inside for a number of rounds equal to the spell height.

Astral Ambush

  • You and your allies have Advantage on Attacks and casting rolls on enemies after you Rift Walk.

Travel with Friends

  • You can bring along allies you Touch when you Blink or Rift Walk.

Bigger Portals

Requires 5th level

  • You can choose for elevated height to double the circumference of your portals.

Sanctum

Requires 5th level

  • You can spend an hour conducting an anchoring ritual in a safe place so that it becomes your Sanctum. When you cast the Portal spell, you can choose for the second linked portal to show up in your Sanctum.

Anywhere

Requires 9th level

  • When you cast the Portal spell, you can choose for the second linked portal to link to anywhere you have already been. Requires the Fifth Height.

Rift Walking Spells

Rift Walk


  • Time to Cast: Quick
  • Range: Self
  • Hands Required: 2h
  • Duration: Instant

You create a rift through reality and teleport up to 30 ft.

Portal


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 1 minute
  • Concentration
  • Defense: Fortitude

You create two linked portals through reality at a place you can see.

  • The portals must be Near each other and pull in anything within 5ft and eject it out 10ft. They have a 5ft circumference.
  • You specify which direction the portals are facing.
  • Whatever goes in one portal comes out the other portal.
  • Elevated Height increases the pull/eject area by 10ft

Summoning

The ability to summon arcane allies to your aid.

Basic Summoning (Required)

  • You add +3 when using magic that summons arcane allies to your aid and may cast Summoning spells.

Friendly Familiar

  • Your familiar is not just a servant, but a friend. Multiply its Loyalty Level by 2.

Elemental Aptitude

  • When casting the Assemble Elemental spell, Loyalty Level is 4x spell height.

Watch my back

  • Companions from Summoning spells give +3 to AC instead of +2 when in the Defensive stance.

Tactics

  • You and your allies have Advantage on attacks against enemies your Summoned Companion is adjacent to

Goliath

  • When you cast Animate Objects you can elevate spell height to increase the area by 5ft and animate a single much larger object. This larger object can perform a Submission on Grappled enemies and deals damage equal to 5x spell height.

Sacrifice Summon

Requires 5th level

  • You can use your Reaction to have your summons jump in front of you, taking the damage for an attack that would otherwise strike you. When it does this, it takes full damage, rather than having it reduced to 1.

Elemental Foci

Requires 5th level

  • You have Advantage on casting rolls while you have a Summoned Companion of the same element that you’re casting

Summoning Spells

Find Familiar


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 2h
  • Duration: One day (must be recast to maintain)

You gain the service of a familiar, a spirit that takes an animal form you choose.

  • It is a Companion with a Loyalty Level equal to the Spell Height and is Unarmored.
  • You can communicate with it telepathically and see through your familiar's eyes and hear what it hears. During this time, you are deaf and blind with regard to your own senses.
  • You may only have one familiar at a time.

Assemble Elemental


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 2h
  • Duration: 1 hour
  • Concentration

You create an elemental under your command from a nearby source such as a bonfire, nearby stream, or out of the earth.

  • The elemental is a Companion with a Loyalty Level equal to 3x the Spell Height, is Unarmored with bonuses depending on the element used, and has ranged and melee attacks.
  • Fire: Attacks set the target On Fire
  • Water: Attacks make the target Solidifying
  • Earth: Has 18 AC
  • Air: Melee attacks Grab enemies

Animate Objects


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 2h
  • Duration: 1 minute
  • Concentration

You give a set of objects within a 5ft area the semblance of life, using objects like forks and knives, suits of armor, or broomsticks to fight at your side.

  • The animated objects follow the rules for Companions but do not have a Loyalty Level. Instead they follow these rules:
  • The animated objects cannot be destroyed
  • Animated objects Grapple any enemy they hit, and can release the Grapple at any time
  • If the object has a sharp edge or point, it deals 5 damage
  • If the object is heavy (hammer, large stones, etc) then it also Staggers on hit in addition to the damage above.
  • Elevated height increases the number of sets of objects able to be animated

The Old Ways

Leaf and Vine

The ability to influence plants

Basics of the Leaf and Vine (Required)

  • You add +3 when using magic that influences plants and may cast Leaf and Vine spells.

Surge of Growth

  • You can accelerate plant growth, causing months of growth within minutes

Poison Ivy

  • Your Leaf and Vine magic applies the Poisoned Effect freely

Resourceful

  • You have Advantage when using nearby plants in the area to power your magic

Plant Talk

  • You can communicate with plants

Thorn Whip

  • When you make a Basic Attack, you can choose to create a long, vine-like whip covered in thorns that lashes out, dealing 1d10 damage and pulling the creature 10ft closer to you.

Strangling Vines

  • Creatures Restrained by the Entangle spell are instead under a Choking Submission and begin Suffocating.

Sharp Thorns

Requires 5th level

  • Add additional d10 when using Leaf and Vine magic

Spells of the Leaf and Vine


Entangle


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 10 minutes
  • Concentration

Grasping weeds and vines sprout from the ground in a 20-foot square area (4x4), turning it into Difficult Terrain and Restraining creatures.

  • Action to escape with Fortitude against spell save DC.
  • Elevated height increases affected area by 10ft

Spiked Growth


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 10 minutes
  • Concentration

The ground in a 10ft radius area twists and sprouts hard spikes and thorns, making it Difficult Terrain and causing 1d10 damage to creatures for each 5ft moved within the area.

  • Elevated height increases affected area by 10ft as well as increasing damage

Bulwark of Bark


  • Time to Cast: Quick Action
  • Range: Self
  • Hands Required: 2h
  • Duration: 1 hour
  • Concentration

You touch a creature and parts of its body are covered in a rough, bark-like appearance like a pseudo suit of armor.

  • The target's AC can't be less than 16, regardless of what kind of armor it is wearing.
  • Elevated height adds Resistance(5) per height

Tooth and Claw

The ability to influence beasts

Basics of the Tooth and Claw (Required)

  • You add +3 when using magic that influences beasts and may cast Tooth and Claw spells.

Beast Speech

  • You can communicate with beasts.

Animal Messenger

  • You can use a small animal such as a squirrel, blue jay, or bat to deliver a short written message.

Beast Sense

  • You touch a beast and are able to see what it sees and hear what it hears for 10 minutes. Concentration.

Alpha

  • When you use the Befriend Beast spell, the affected beast (or beasts) recognize you as the new alpha and will turn against your enemies. It is considered a Companion with a Loyalty Level based on the creature with a baseline of 3.

Lord of the Flies

  • When you use the Swarm spell, you can choose to call upon poisonous insects. Affected foes are also Poisoned.

Sharp Claws

  • Attacks by beasts affected by your Tooth and Claw magic cause Bleeding

Pounce

  • When a beast affected by your Tooth and Claw magic is issued a Command (Quick Action) to move Close to an enemy it can knock a foe Prone and make it Staggered

Spells of the Tooth and Claw

Befriend Beast


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 1h
  • **Duration: **10 minutes
  • Concentration

You magically soothe a beast, convincing it you are an ally and mean it no harm.

  • It is considered to be Charmed.
  • Elevated height increases the number of targets by 2

Call of the Wild


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Until the next dawn

Summon a beast from the terrain type that you’re in to aid you in battle.

  • They’re a Companion with a Loyalty Level of 4x the spell height with an AC of 12 and speed of 50ft.
  • It takes 10 minutes to arrive from the wilds.

Swarm


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 1 minute
  • Concentration

You summon a swarm of creatures from the area to descend upon foes in a 10ft area such as a murder of crows, a mischief of rats, or a swarm of bees.

  • It deals 1d10 damage on your turn and the foe it is attacking is Dazed and Grappled.
  • Elevated height increases area by 10ft.

Storm and Sky

The ability to manifest weather and natural disasters

Basics of the Storm and Sky (Required)

  • You add a +3 when using magic that manifests the weather and natural disasters and may cast Storm and Sky spells.

Stoke the Storm

  • You have Advantage when drawing upon an existing storm for your magic

Forecast

  • You can learn the weather for the next week and influence it with a casting check

Fog Cloud

  • You can summon clouds of fog to obscure an area, making it hard to see

Blizzard

  • Your Summon Storm spell can become bitterly cold, full of sleet and hail. It deals 2d10 ice damage increasing with spell height and creatures within are Solidifying. Soft ground is Slick instead of Mired when you do this.

Storm Sculpting

  • Your Storm and Sky spells are accompanied by strong gusts of wind you control.
  • You can choose to move creatures caught in Tornado along with the twister when you move it.
  • You can choose a direction the wind is blowing when casting Summon Storm, causing creatures within the affected area to spend 2 feet of movement for every 1 foot it moves when moving against the wind.

Wrath of the Tempest

Requires 5th level

  • You deal an additional 1d10 damage when using Storm and Sky magic

Master Squaller

Requires 5th level

  • When you roll a natural 17-20 on casting rolls for Storm and Sky magic you deal maximum damage

Storm and Sky spells

Summon Storm

  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 1 hour

You target a group of clouds and condense them, causing rain to fall over a 30ft radius area.

  • This makes hard ground Slick and soft ground Mired and makes the ground wet with puddles of water.
  • Slick: Moving requires a Dexterity/Reflex check where the DC is the distance moved, fall Prone on failure. Staggered while in the area.
  • Mired: ground is considered Difficult Terrain. Moving requires a Strength/Fortitude check where the DC is the distance moved, Restrained from sinking into mud on failure until next turn.
  • Elevated height increases affected area by 20ft

Call Lightning

  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 10 minutes
  • Concentration

You summon a thundercloud in the skies above and call down lightning to smite your foes.

  • All creatures within 5ft of the lightning strike take 1d10 lightning damage. On subsequent turns, you can use your Action to call lightning again. If you wait to call the lightning, the number of dice rolled doubles for each turn that passes before the lightning strikes.
  • Creatures on wet ground take an additional 1d10 damage. Count this when doubling the die rolled for waiting.
  • Elevated height increases area around strike by 5ft as well as increasing damage

Tornado

  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 1 minute
  • Concentration

You call forth a twister that touches down upon a 10ft area.

  • Creatures in the area are Restrained.
  • If your casting roll beats the creature’s Fortitude, they are also lifted 10ft into the air.
  • You can move the twister with a Quick Action to a Near (30ft) location.
  • Creatures suspended in the air drop once the twister is moved.
  • Reminder: Creatures take 1d6 fall damage per 10ft fallen. If the damage is higher than their Fortitude, they are knocked Unconscious, and damage of double Fortitude kills outright.
  • Elevated height increases affected area and height lifted by 10ft.

Predator and Prey

Magic pertaining to the hunting of foes and the killer instinct

Basics of the Predator and the Prey (Required)

  • You add +3 when using magic pertaining to the hunting of foes and the killer instinct and may cast Predator and Prey spells.

Shillelagh

  • You can use your Wisdom modifier for attacks with a Quarterstaff.

The Hunt

  • You may mark a foe as your quarry. You move an additional 15ft toward that foe and have Advantage on attacks against them. You have a preternatural ability to track them even through difficult circumstances. Requires Concentration.

Terror of the Predator

  • Your Geomancy magic applies the Frightened or Terrified conditions freely, although Terrified still requires the Third Height.

Nimblefoot

  • Your Movement is not reduced by Difficult Terrain

By the Light of the Moon

  • You have Advantage on all attacks made during the night.

Stalker

Requires 5th level

  • You deal maximum damage when coming out of Stealth or Hidden

Cloak of the Wilds

Requires 5th level

  • You have Advantage on Stealth checks in the wild (remember, Advantage stacks). You gain an additional Advantage when attacking foes from Stealth or Hidden if emerging from natural terrain (rocks, tall grass, etc.)

Predator and Prey Spells

Predatory Pursuit


  • Time to Cast: Quick
  • Range: Self
  • Hands Required: 1h
  • Duration: Instant

You draw upon primal instincts, granting yourself Advantage on your next attack, which deals 1d10 additional damage and Bleeds and your speed increases 30 ft.

  • Elevated height increases speed by 10ft as well as increasing damage

Pass without Trace


  • Time to Cast: Action
  • Range: Self
  • Hands Required: 2h
  • Duration: 1 hour
  • Concentration: Yes

Nature itself cloaks your passing; leaves rustle to cover your step, twigs sweep away your tracks, and beasts distract those who seek you. Each creature Near you has a +10 bonus to Stealth checks and can’t be tracked except by magical means.

Night Vision


  • Time to Cast: Action
  • Range: Touch
  • Hands Required: 2h
  • Duration: 1 hour

You give a creature eyes like a creature of the night; they are able to see in the dark.

  • Elevated height affects one additional target

Silvertongue

The ability to manipulate the minds of others into believing things that aren’t real

Basics of the Silvertongue (Required)

  • You add +3 when using magic that manipulates the minds of others into believing things that aren't real and may cast Silvertongue spells.

Mind Trick

  • You subtly make a creature you’re speaking to more suggestible, granting Advantage on attempts to persuade it to do something.

Subtle Manipulation

  • The targets of your Silvertongue magic with a Willpower less than 15 do not realize you have charmed them

Insidiously Beguiling

  • You can use the Suggestion spell to suggest actions that will be harmful to the target or its allies and the spell does not end if you cause it damage

Halt

  • You can use your Reaction to make a casting roll against an incoming attack. If you meet or exceed the attack roll and their Willpower, you command them to stop, halting them in their tracks before they hit you.

Bargain

  • You have Advantage on Enchantment rolls if you strike a bargain with the target creature. Your enchantment must loosely abide by the wording of the bargain.

Draw upon the Wixen

  • You have Advantage when using Silvertongue magic while in or near the Wixenwood.

Domination

Requires 5th level

  • You are able to directly command targets of the Suggestion spell and they must obey. One target at the Third Height and one additional target at higher heights.

Silvertongue Spells

Charm


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 1h
  • Duration: 10 minutes
  • Concentration
  • Defense: Willpower

You muddle the mind of a humanoid, endearing it to you and your allies (Charmed).

  • The target is aware of any failed attempts, but is Dazed for 1 minute.
  • Elevated height targets one additional creature

Suggestion


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 2h
  • Duration: 10 minutes
  • Defense: Willpower

You suggest a simple and reasonable course of action (about a sentence or two) to a creature, and not an obviously harmful act.

  • The effect ends if you or a party member damages the creature. The target creature may realize they’ve been charmed depending on how much the suggestion varies from their nature.
  • Elevated height targets one additional creature

Enchantment


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Until broken

You cause a target creature to believe something about reality, such as believing they’re a donkey, that they should only care about money, or that their friends are enemies.

  • The casting roll DC for this is 20.
  • The enchantment is broken if the target is harmed, looks in a mirror, touches a four leaf wortroot clover, or hears its true name.
  • Elevated height decreases the spell DC by 2

Glamour

The ability to manipulate the minds of others into seeing things that aren’t real.

Basic Glamours (Required)

  • You add +3 when using magic that manipulates the minds of others into seeing things that aren't real and may cast Glamour spells.

Disguise

  • Create the illusion of a different appearance on a target you touch. Requires Concentration. Elevated height increases affected targets by 2.

Trick of the Eye

  • You can create a visual illusion which you can move with lifelike realism, albeit harmless. This image may be no larger than a carriage and physical objects and creatures pass through it. Requires Concentration but stacks with other Tricks.

Trick of the Ear

  • You can create an auditory illusion which mimics sounds you have heard before or muffles sounds around an area or person. Requires Concentration but stacks with other Tricks.

Trick of the Nose

  • You can create an olfactory illusion which mimics smells you have smelled before. Requires Concentration but stacks with other Tricks.

Trick of the Tongue

  • You can create an illusion of taste which mimics tastes you have tasted before. This can be interlaced with food. Requires Concentration but stacks with other Tricks.

Draw upon the Wixen

  • You have Advantage when using Silvertongue magic while in or near the Wixenwood.

Trick of the Touch

Requires 5th level

  • You can create a tactile illusion which affects the way things feel, such as rough or smooth or hot or cold. This can be placed atop a Trick of the Eye, but anything other than light pressure passes through the illusion. Requires Concentration but stacks with other Tricks.

Expanded Image

Requires 5th level

  • Your Tricks can affect an area the size of a barn

Duplicitous Duplicates

Requires 5th level

  • You may reroll the first result of the Mirror Image roll that checks to see if you or a duplicate is hit

Expanded Shroud

Requires 5th level

  • Your Invisibility spell no longer ends when the creature attacks or casts spells.

Master Invisibility

Requires 7th level

  • Creatures affected by your Invisibility spell cannot be heard and do not make tracks. They have Double Advantage on Attacks and enemies have Double Disadvantage on attacks against them. Affects one creature at the Fourth Height.

Glamour spells

Faerie Fire


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 10 minutes
  • Concentration

Used by the Fey to limn slinking creatures of shadow and night in a 10ft area, this spell outlines creatures in fluorescent flames granting Advantage on Attacks.

  • Elevated height increases affected area by 10ft

Mirror Image


  • Time to Cast: Action
  • Range: Self
  • Hands Required: 1h
  • Duration: 1 minute
  • Concentration

You create an illusory duplicate of yourself which moves with you and mimics your actions, shifting position so it’s impossible to track which one is real.

  • When hit with an attack, roll a d4. If the result is even, the duplicate is hit and destroyed. If the result is odd, you are hit.
  • Elevated height creates two additional duplicates per height. At elevated height, roll a dice with sides equal to the number of illusions and you, and on a 1 you are hit. For example, the Second Height would roll a d4, Third rolls a d6, etc. If there are an odd number of duplicates remaining, round up and you are hit on a 1 or 2.

Invisibility


  • Time to Cast: Action
  • Range: Touch
  • Hands Required: 2h
  • Duration: 1 hour
  • Concentration

You create a shroud which bends the light around a creature you touch to mirror its surroundings, making it effectively invisible.

  • This shroud is pierced by rapid movements such as those from weapon attacks or spellcasting, causing it to dissipate.
  • Elevated height increases targets by 2

Thaumaturgy

Healing

Magic pertaining to reinvigorating the body and healing injuries

Basic Healing (Required)

  • You add +3 when using magic to reinvigorate the body and heal injuries and may cast Healing spells.

Extended Healing

  • You extend the range of your healing magic and are able to cast Heal and Restoration with a range of Far.

Mend Injury

  • You can use the Heal spell to mend Lingering Injuries. Spell height required is listed in the table.

Beacon of Hope

  • You invigorate your allies with hope with the Restoration spell. Creatures affected by the spell are immune to and dispel all psychological Conditions (Dispirited, Frightened, Charmed, etc.), stand up if they are Prone and break free from being Grabbed or Restrained.

Mass Healing

Requires 5th level

  • You are able to spread your healing out. Your Heal spell affects two additional targets per height. Increasing the amount healed and the number of targets requires separate height elevations (Ex: Healing 10 requires the Second Height. Spreading that to two additional targets requires the Third Height.)

Ranged Revivify

Requires 5th level

  • Your Range for the Revivify is now Near.

Reinvigorated Revivify

Requires 7th level

  • When you use Revivify and the target stands up due to the spell, they come back with full HP and half SP and have Advantage on their next attack or casting roll.

Resurrection

Requires 9th level

  • Your Revivify spell can bring back someone who has been dead less than 3 days. When they return to the land of the living, they have 5 levels of Exhaustion. Requires the Fifth Height.

Healing Spells

Heal


  • Time to Cast: Quick
  • Range: Touch
  • Hands Required: 2h
  • Duration: Instant

You knit back together bone, blood, and flesh, restoring minor scrapes and bruises. Heal 5 HP or SP.

  • Elevated spell height heals an additional 5 HP or SP.

Restoration


  • Time to Cast: Quick
  • Range: Touch
  • Hands Required: 2h
  • Duration: Instant

You touch a creature and end a temporary physical Condition afflicting it such as Blinded, Deafened, Paralyzed, or Poisoned.

  • Elevated height increases targets by 2

Revivify


  • Time to Cast: Quick
  • Range: Touch
  • Hands Required: 2h
  • Duration: Instant

You reinvigorate a Downed creature, granting it a successful Death Check.

  • Elevated heights grant one additional successful Death Check.

Light

Magic pertaining to the manifestation and manipulation of searing radiant light

Basic Light (Required)

  • You add +3 when using magic to manifest and manipulate searing radiant light and may cast Light spells.

Warding Flare

  • You can cast the spell Flash as a Reaction to an enemy’s attack against you or an ally Near you. If it successfully blinds them, they must reroll and take the lower of the two rolls (effectively a delayed Disadvantage).

Flashbang

  • Creatures affected by your Flash spell are Dazed and Staggered.

Lob Light

  • The range of Flash is extended to Far.

Radiance

  • You do not require Concentration when using Magelight

Sacred Flame

  • You can use your Basic Attack to make flame-like radiance descend upon a target, dealing 1d12 radiant damage.

Wide Beam

  • You may increase the width of your Lightbeam by 10ft per spel height.

Incandescence

  • Your Lightbeam is also burning hot, setting foes On Fire.

Light Spells

Flash


  • Time to Cast: Action
  • Range: Self
  • Hands Required: 1h
  • Duration: Instant

Bright light flashes from your hand, blinding those within 10ft around you temporarily (Blinded one turn).

  • Elevated height increases affected area by 10ft.

Lightbeam


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant

You blast forth a beam of light 30ft, dealing 2d10 radiant damage. The beam damages all creatures in the line.

  • Elevated height increases the length of the beam by 15ft as well as increasing damage

Daylight


  • Time to Cast: Action
  • Range: Self
  • Hands Required: 2h
  • Duration: 1 minute

Dawn breaks in the darkness and daylight fills the area. This dispels magical darkness.

  • Creatures with darkvision within 20ft of you are Dazed, Blinded, and Staggered.
  • Elevated height increase affected area by 10ft.

Sanctity

Magic pertaining to purification and protection from defilement

Basic Sanctity (Required)

  • You add +3 when using magic to purify and protect from defilement and may cast Sanctity spells.

Sense Evil

  • The presence of evil and unrighteousness strongly registers on your senses like a noxious odor. Make a casting roll to sense the location or general direction of evil. This is especially effective for finding fiends and undead, but will also work on bandits or an escaped convict.

Stronger Shield

  • Shield of Faith now provides a +3 bonus to AC

Staggering Faith

  • Creatures that attack a creature affected by your Sanctity magic are Staggered.

Aura of Purification

  • Creatures of Corruption that are Close to a creature affected by your Sanctity magic takes 1d10 radiance damage per spell height on your turn.

Warding Bond

  • You may choose to create a Warding Bond when casting your Sanctity Spells. When you do so, the affected creature has Resistance(5) per spell height to all damage, but when it takes damage you take damage.

Gentle Repose

  • You can use magic to prevent a corpse from decaying. Requires Concentration.

Greater Aura of Purification

Requires 5th level

  • The range of the Aura is extended to Near.

Sanctity Spells

Safeguard


  • Time to Cast: Quick
  • Range: Near
  • Hands Required: 2h
  • Duration: 10 minutes
  • Concentration

You surround a creature with an aura which repels evil creatures.

  • Creatures of Corruption have Disadvantage on attacks against the warded creature, and the creature cannot be Charmed, Frightened, Terrified, or possessed by them.
  • If they are already under such an effect, the effect is dispelled.
  • Elevated height increases targets by 2

Sanctuary


  • Time to Cast: Quick
  • Range: Near
  • Hands Required: 1h
  • Duration: 1 minute

You craft a magical blessing which causes enemy creatures to find harming the target nauseating. Creatures can attempt to push through with Hard Willpower check against spell save DC.

  • Elevated height increases targets by 1

Shield of Faith


  • Time to Cast: Quick
  • Range: Far
  • Hands Required: 1h
  • Duration: 10 minutes
  • Concentration

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

  • Elevated height increases targets by 1

Censure

Magic pertaining to the halting and vanquishing of foes, especially the profane such as undead and demons.

Basic Censure (Required)

  • You add +3 when using magic to halt and vanquish foes, especially the profane such as undead and demons and may cast Censure spells.

Turn Unholy

  • You can censure creatures of Corruption with an Action using a casting check, turning away creatures such as devils, demons, and undead.
  • If your casting check beats the creatures Willpower, they are Terrified. Otherwise they are Frightened.
  • The creature can make a Willpower save to stop the effect.
  • Elevated height increases number of creatures targeted by 3

Veracity

  • You can cause creatures in an area (15ft radius sphere) to speak only the truth. Creatures affected are aware of the effect and can be evasive as long as they remain in the boundaries of truth. Concentration.

Circle of Binding

  • You can create a 10ft radius circle centered on yourself which binds any ethereal creatures (such as ghosts) to the physical realm. Elevated height increases the radius by 5ft.

Expert Duelist

  • Your attacks have Advantage and the target’s attacks have Disadvantage while using Compel Duel.

Guardian Weapon

  • Enemies adjacent to your Spiritual Weapon have Disadvantage on attacks against allies.

Chastisement

Requires 5th level

  • You have Advantage against and deal an additional 1d10 damage to creatures of Corruption.

Zeal

Requires 5th level

  • You deal maximum damage when you roll a natural 17-20 for all Attack and Casting rolls against creatures of Corruption.

Censure Spells

Command


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 1h
  • Duration: Instant
  • Defense: Willpower

You speak a one-word command to a creature you can see within range which it obeys on its next turn.

  • The spell fails if your command is directly harmful to it if the creature is not a creature of Corruption.

    Here are some example commands, but feel free to use any one word command:

  • Approach. The target moves toward you by the shortest and most direct route.

  • Drop. The target drops whatever it is holding and then ends its turn.

  • Flee. The target spends its turn moving away from you by the fastest available means.

  • Grovel. The target falls prone and then ends its turn.

  • Halt. The target doesn't move and takes no actions.

  • Elevated height increases affected targets by 1

Compel Duel


  • Time to Cast: Quick
  • Range: Near
  • Hands Required: 1h
  • Duration: Instant
  • Concentration
  • Defense: Willpower

You demand a duel by the ancient rites, drawing a creature into one on one combat.

  • You and the creature must act against each other alone, without outside influence.
  • You gain +1 to Attack and Damage rolls against the creature.
  • Breaking the ancient rules of honor results in 3d10 radiant damage.
  • Elevated height increases Attack and Damage roll bonus by 1 as well as increasing the breach of honor damage.

Spiritual Weapon


  • Time to Cast: Quick
  • Range: Far
  • Hands Required: 1h
  • Duration: 1 minute
  • Concentration

You create a floating, spectral weapon with which to smite your enemies. It has the same Weapon Abilities as the weapon you wield.

  • It is a Companion but it cannot be destroyed and it deals 1d10 damage.

Blessing

Magic pertaining to strengthening the spirit and zeal of allies

Basic Blessings (Required)

  • You add +3 when using magic to strengthen the spirit and zeal of allies and may cast Blessing spells.

Heartfelt Blessing

  • Your Bless spell gives a +5 instead of +3

Zealous Blessing

  • Your Bless spell causes Attack or Magic rolls of a natural 17 or higher to be a Critical Hit.

Courageous Blessing

  • Creatures affected by your Blessing Magic are immune to the Charmed, Dazed, Exhausted, Frightened, Terrified and Surprised Conditions.

Expanded Inspiration

  • Elevated height increases affected targets of your Heroism spell by 1.

Blessed Concentration

  • You can have Concentration on multiple Blessing spells.

Extended Blessing

Requires 5th level

  • Your Blessing spells last 1 hour.

Lucky Blessing

Requires 5th level

  • When you roll a natural 17-20 on your Blessing magic, affected creatures gain Advantage (remember, Advantage stacks).

Blessing Spells

Bless


  • Time to Cast: Quick Action
  • Range: Near
  • Hands Required: 2h
  • Duration: 1 minute
  • Concentration

You bless up to three creatures, helping them keep calm and focused.

  • They get a +3 to all checks.
  • Elevated height targets two additional creatures

Heroism


  • Time to Cast: Quick Action
  • Range: Near
  • Hands Required: 2h
  • Duration: 1 minute
  • Concentration

You imbue a creature with bravery, allowing them to achieve heroic deeds.

  • These deeds mirror the rules for Manuevers and Power Moves, with the creature using 1d4 for the roll and adding it to their Attack and Damage rolls.
  • If the creature already has such a move, they automatically succeed, regardless of the result of the roll.
  • They may apply this each turn for the duration.
  • Higher spell levels allow for a higher die (1d6,1d8,1d10,1d12).

Enhance Ability


  • Time to Cast: Quick Action
  • Range: Near
  • Hands Required: 2h
  • Duration: 10 minutes
  • Concentration

You bestow one of the following blessings upon a creature:

Bear's Endurance

Advantage on Constitution checks, Resistance(5), Fortitude Hard(+3) to hit

Bull's Strength

Advantage on Strength checks (including Attack rolls), able to lift twice as much and jump twice as far, Fortitude Hard(+3) to hit

Cat's Grace

Advantage on Dexterity checks (including Attack rolls), no damage from minor fall, Reflex Hard(+3) to hit.

Owl’s Wisdom

Advantage on Wisdom and Perception checks (including those for casting), no penalties for Dim light, Willpower Hard(+3) to hit

Fox’s Cunning

Advantage on Intelligence checks and Stealth rolls (including those for casting), Reflex Hard(+3) to hit

Eagle’s Splendor

Advantage on Charisma checks (including those for casting), looks are greatly enhanced, Willpower Hard(+3) to hit

  • Higher levels target an additional creature per spell level.

Pacification

Magic pertaining to calming and soothing the aggression or emotions of others.

Basic Pacification (Required)

  • You add +3 when using magic to calm and sooth the aggression or emotions of others and may cast Pacification spells.

Disorienting Silence

  • Creatures inside your Silence spell are Dazed and Slowed.

Disheartened

  • Hostile creatures affected by your Soothe spell have Disadvantage on attacks for one minute.

Oblivious

  • Creatures affected by your Soothe spell with Willpower less than 15 forget what they were emotional about until the next dawn.

Self Defense

  • You focus on the Defense of yourself and your adjacent allies, granting Advantage on all non-offensive Actions. Requires Concentration.

Backfire

  • When you cast Fizzle Magic, you can choose to cause the magical effect to explode, dealing 2d10 damage and an additional 1d10 damage at elevated height.

Peace or Pain

Requires 5th level

  • Creatures affected by the Soothe spell that choose to take hostile actions take 1d10 damage per spell height for each hostile action they take.

Sever Magic

Requires 9th level

  • If you succeed in a casting roll over a magic user’s Willpower, you can sever their connection with magic for a number of days equal to the result of the roll. A natural 20 can sever the connection indefinitely, requiring extraordinary means to restore it. Requires the Fifth Height.

Pacification Spells

Silence


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 10 minutes
  • Concentration

You mute all sounds in a 10ft radius sphere, making most spells impossible to cast in that area.

  • Elevated height increases the radius by 10ft.

Soothe


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant
  • Concentration

You calm strong emotions in a group of creatures occupying a 20ft area. You might use this to stop someone from being Charmed or Frightened, or to cause hostile creatures to be indifferent to you and your allies.

  • Elevated height doubles the affected area cumulatively (20-40-80, etc)

Fizzle Magic


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant

You dispel one magical effect or spell.

  • Elevated height allows one additional effect to be dispelled.

Hexcraft

Shadowmancy

The manipulation of shadows and darkness, including creating solid objects from shadow

Basic Shadowmancy (Required)

  • You add +3 when using magic to manipulate shadows and darkness and may cast Shadowmancy spells.

Tendrils of Darkness

  • When you cast Shadowmancy spells, you can draw forth their darkness into vengeful tendrils. You can use a Quick Action to batter foes within 10ft of the spell effect with these tendrils, dealing 1d10 damage per spell height and making them Dazed.

Split Shadow

  • You can split your Shadow’s Grasp, reaching for one additional target per elevated height.

Obfuscation

  • You may freely add the Blinded Effect to your Shadow magic.

Disorienting Darkness

  • Enemies inside your Darkness spell are Dazed and Staggered.

Shadow Toss

  • You can throw enemies Grabbed by your Shadow’s Grasp 10ft vertically or horizontally per spell height.

Shadow Walker

  • You are able to walk through shadows, even the simple shadows cast by the presence of another.
  • As a Quick Action, you can teleport with a range of Near to any shadow you can see, including the shadow directly behind someone.
  • When you teleport this way, your next Attack has Advantage.

Penumbra

Requires 5th level

  • You add +5 when using Shadow magic instead of +3

Shadowmancy Spells

Gloomguard


  • Time to Cast: Quick Action
  • **Range: **Self
  • Hands Required: 1h
  • Duration: Until dawn
  • Concentration

You cloak yourself in a ward of protective shadow.

  • The ward has 5 SP (damage does not spill over to you).
  • When it is out of SP, it is destroyed.
  • Higher spell levels increase SP by 5.

Darkness


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 10 minutes
  • Concentration

You create a 10ft radius sphere of magical darkness that is impenetrable even by creatures with darkvision or magical light.

  • Elevated height increases the radius by 10ft

Shadow’s Grasp


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 1h
  • Duration: Instant
  • Concentration

You reach forth and from your hand extends a great grasping claw of solidified shadow which deals 2d10 shadow damage and Grabs the enemy.

  • The claw deals 1d10 shadow damage for each subsequent turn the target is still Grabbed.
  • Elevated height increases both the initial and subsequent damage

Necromancy

The ability to raise, reanimate, and control the dead

Basic Necromancy

  • You add +3 when using magic to raise, reanimate, and control the dead and may cast Necromancy spells.

Grave Armor

  • Corpses raised by your Animate Dead spell have Medium Armor (12)

Zombie Horde

  • When you use the Animate Dead spell you may choose to raise the corpses as zombies. Double their damage dealt when there is more than one zombie in Attacking stance adjacent to the enemy but reduce their HP to 1.

Skeleton Horde

  • When you use the Animate Dead spell you may choose to raise the corpses as skeletons. When skeletons hit, they Stagger the enemy.

Frightening Visage

  • Corpses you raise cause enemies they hit to be Frightened of them if their Willpower is less than 15.

Feign Death

  • You touch a willing creature and put it into a cataleptic state indistinguishable from death. They remain in this state until you awaken them or they take damage. If they are affected by poison or disease, the harmful effects do not resume until they awaken.

Rise Again

  • When corpses raised by the Animate Dead spell are killed, roll a d6. On a 5+ they rise again with 1 HP.

Grave Rot

  • Corpses you raise cause enemies they hit to be Dazed if their Fortitude is less than 15.

Necromancy Spells

Animate Dead


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Until the next dawn
  • Concentration

You raise a corpse to a foul mimicry of life as your undead servant.

  • It is a Companion with a Loyalty Level of 2 and is Unarmored. Requires corpse.
  • Elevated Height summons additional creatures equal to the Height, effect is cumulative (ie Third Height can raise 6 corpses). They work together under a single Command.

Expedient Animancy


  • Time to Cast: Reaction
  • Range: Far
  • Hands Required: 2h
  • Duration: 1 minute
  • Concentration

Using necromantic energy, you steal a creature’s final breath and use its corpse as a weapon against its allies.

  • When a hostile creature drops to 0 HP, you may raise it to fight for you.
  • You Command it with an Action and it can use any of the attacks and abilities it had in life.
  • It has 10 HP per spell height.
  • Elevated Height may be required by the DM if the creature is especially complex. The Fourth Height and higher extends the Duration to 1 hour.

Life Transference


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 2h
  • Duration: Instant

You sacrifice some of your life essence to invigorate another.

  • You take 4-30 necrotic damage and an ally heals for twice the damage dealt.
  • Higher spell levels increase the range by 10 damage.

Blights

Magic which causes sickness and decay

Basic Blights

  • You add +3 when using magic to cause sickness and decay and may cast Blight spells.

Strength Sapping

  • Foes struck by your Blight spells have -3 Fortitude for 1 minute.

Extended Atrophy

  • The effects of your Sickening and Enfeeblement spells are extended to 1 minute

Festering

  • You may freely add the Poisoned and Bleeding Effects to your Blight spells.

Twinned Blights

  • You can split your Blight spells to affect two targets.

Noxious Decay

Requires 5th level Add an additional d10 when using Blight magic

Blightmaster

Requires 5th level You add +5 when using Blight magic instead of +3

Potency

Requires 5th level When you roll a natural 17-20 you deal maximum damage

Blight spells

Inflict Wounds


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 1h
  • Duration: Instant

You lacerate a creature with eldritch energy, opening its flesh with seeping wounds and dealing 2d10 damage.

  • If the spellcasting roll beats their Fortitude, deal an additional 1d10 damage.
  • Elevated height increases the bonus damage as well as the base damage.

Sickening


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant

You blast a creature with sickening greenish energy, dealing 2d10 poison damage.

  • If the spellcasting roll beats their Fortitude, they are Poisoned and Dazed until the end of your turn.

Enfeeblement


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant

A black beam of enervating energy springs from your finger toward a creature, dealing 2d10 damage and causing the creature to deal only half damage with physical attacks and is Slowed until the end of your turn.

Curses and Jinxes

Magic which physically debilitates and meddles with foes

Basic Curses and Jinxes

  • You add +3 when using magic which physically debilitates and meddles with foes and may cast Curse and Jinx spells.

Brutal Bane

  • Your Bane spell makes afflicted targets rolls Very Hard (-5)

Curse of Woe

  • You curse a foe with woe and ill fortune, speaking evil tidings over them. You might curse them to never fall in love, never bear children, their crops to fail, etc. The DM may make the roll Hard or Very Hard or require elevated height based on the severity of the curse.

Hellish Rebuke

  • You can retaliate against an attack with a Curse or Jinx with a Reaction. In addition to the usual effects, your magic is accompanied by seething vengeful hellish flames, dealing 1d10 fire damage per spell height.

Devious Creativity

  • hen improvising magic you may add one additional Effect. Additionally, you skip the typical spell creation process if the spell name includes Curse or Jinx.

Wracking Laughs

  • Your Hideous Laughter spell also deals 1d10 damage per spell level as the throat and lungs are damaged from the severity of the laughter.

Sapping Weakness

  • Your Curse of Weakness spell also causes afflicted creatures to have Disadvantage on attack rolls and ability checks.

Master of Malice

Requires 5th level

  • You add +5 when casting Curses and Jinxes instead of +3

Spells that are Curses or Jinxes

Bane


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 1h
  • Duration: Instant
  • Concentration

You whisper insidious tidings over up to three creatures, sowing weakness and doubt.

  • Their rolls are now all Hard (-3).
  • Higher levels target two additional creatures per spell level

Hideous Laughter


  • Time to Cast: Action
  • Range: Near
  • Hands Required: 2h
  • Duration: Instant
  • Concentration

You strike a creature with irrepressible mirth, wracking them with fits of painful laughter and causing them to fall prone and become Incapacitated, unable to stand.

  • Action to escape with Willpower against spell save DC.
  • Higher spell levels target additional creatures.

####Curse of Weakness


  • Time to Cast: Action
  • Range: Touch
  • Hands Required: 1h
  • Duration: 24 hours
  • Concentration

You curse a foe with weakness, causing their damage die for all spells and abilities to be a d4 (or 2 for fixed damage).

  • Elevated height increases affected targets by 1

Nightmares

Magic which mentally overwhelms foes with fears and phantasms

Basic Nightmares

  • You add +3 when using magic which mentally overwhelms foes with fears and phantasms and may cast Nightmare spells.

Staggering Fear

  • Creatures affected by your Nightmare spells are Staggered

Face your Fears

  • You become immune to the Frightened and Terrified conditions

Haunting

  • You can cause a creature to have a recurring nightmare with a successful casting check. The nightmare may be filled with a subliminal message that compels the afflicted to a certain action. You must describe what happens in the nightmare to the DM. Requires Concentration.

Phobia

Requires 5th level You can choose for creatures afflicted by your Nightmare magic to take an additional 1d10 psychic damage per elevated height.

Dreadful Horrors

Requires 5th level You add +5 when using Nightmare magic instead of +3

Paralyzing Fear

Requires 5th level Creatures affected by your Fear spell are first Paralyzed, then Terrified if they succeed a Will check, then Frightened with another successful will check.

Worst Nightmare

Requires 5th level You can ascertain a creature’s deepest fear by holding their gaze and staring into their soul. Requires a successful casting check to beat the target’s Willpower.

Nightmare Spells

Fear


  • **Time to Cast: **Action
  • Range: Near
  • Hands Required: 2h
  • Duration: 1 minute
  • Concentration
  • Defense: Willpower

You project an image of a creature’s greatest fears, causing them to drop whatever they are holding and become Terrified.

  • Creature can make a Will save against the spell save DC to become Frightened, and must save again to end the effect entirely.
  • Elevated height increases affected targets by 2

Phantasm


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 1 minute
  • Concentration

You create an illusion so deeply rooted in the mind of your target that they believe it to be real, and rationalize evidence to the contrary.

  • This might be a creature, a bridge, a pool of lava, or anything else that is smaller than a carriage.
  • Illusionary effects deal 1d10 psychic damage when the target believes it is harmed.
  • Creature can end the effect with a Willpower save against the spell save DC.
  • Elevated height increases affected targets by 2 as well as increasing the damage of the illusory effects

Enemies Abound


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 1 minute
  • Concentration

You reach into an enemy’s mind, distorting its ability to distinguish friend from foe.

  • It attacks a target at random, prioritizing those nearest to it. If it takes damage it makes a Willpower check to see if the spell continues.
  • Elevated height increases the affected targets by 1

Daemonology

Magic having to do with daemons, including the ability to subdue and command daemons.

Basic Daemonology

  • You add +3 when using magic which has to do with daemons and may cast Daemonology spells.

Daemonic Dampening

  • Daemons affected by your magic are Dazed, Stunned, and Slowed.

Bind Daemon

  • You can attempt to bend the will of a daemon with a casting check against their Willpower. If you succeed, you dictate their actions for the next 10 minutes.

True Name

  • You know how to wield a daemon’s true name and have full command over it

Disciplined Pact

  • You have Resistance(5) to damage from Blood Pact but the spell still does full damage to the enemy.

Sacrifice Imp

  • Can cast Blood Pact on a Summoned Imp but it takes all the damage at once

Extended Pact

Requires 5th level

  • Your Blood Pact targets one additional creature per spell height.

Dark Pact

  • You can invoke a daemonic patron for help by offering your own vitality as a sacrifice by making a successful casting roll.
  • Before the roll, reduce an ability score and add the points subtracted to the roll.
  • If the casting succeeds, the patron will provide a requested boon. If the casting fails, you invoke the patron’s displeasure and they will exact a further cost.
  • Ability score points sacrificed this way recover at a rate of one per day that Dark Pact is not used.

Daemonology Spells

Summon Imp


  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 1 hour
  • Concentration

You summon an imp to do your bidding.

  • The imp is a Companion with a Loyalty Level equal to 3x the Spell Height and is Unarmored.
  • It can fling a bolt of fire at enemies or attack with its claws.
  • When the spell ends, the imp explodes in a ball of fire dealing 2d10 fire damage. You may choose when to end the spell.
  • Elevated height increases the damage of the final explosion.

Blood Pact

  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: Instant

You sever your flesh, drawing forth your own blood to power your spell as the daemons do.

  • You take 1d10 damage and deal triple the result of the roll to an enemy creature.
  • Elevated height increases the damage you take

Hungering Expanse

  • Time to Cast: Action
  • Range: Far
  • Hands Required: 2h
  • Duration: 1 minute
  • Concentration

You open a gateway to the dark between the stars, a region infested with unknown horrors, in a 20-ft radius sphere of blackness and bitter cold, a void filled with a cacophony of soft whispers and slurping noises.

  • No light, magical or otherwise, can illuminate the area, and creatures fully within the area are Blinded.
  • The void creates a warp in the fabric of space, and the area is Difficult Terrain.
  • Any creature that starts its turn in the area takes 1d10 cold damage.
  • Any creature that ends its turn in the area takes 1d10 acid damage as milky, otherworldly tentacles rub against it.
 

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