Shortbow, composite
|75 gp|1d8 Longbow, composite
|125 gp|1d10 x3|Brutal, heavy, limit(not mounted), slow, strength(13), two-handed, volley, wounding
|
\columnbreak
##### Simple Crossbows
| Name | Cost | Damage | Weight | Range | Crit | Properties |
|:----:|:---:|:----:|:----:|:----:|:-:|:--:|
|Hand, standard|75 gp|1d6
##### Medieval Firearms
All Medieval Firearms have the **Misfire(2)** and **Sundering(3)** properties in addition to those listed below.
| Name | Cost | Damage | Weight | Range | Crit | Properties |
|:----|:---:|:----:|:----:|:----:|:-:|:--|
|Handgonne|240 gp|2d12
|7 lb.|150/600|x4|Loading(4), two-handed|
|Two-Faced Gonne|370 gp|2d12
|11 lb.|150/600|x4|Loading(8), heavy, mag(2), two-handed|
|Ten-Eyed Gonne|920 gp|2d12
|27 lb.|15/45| x4 |Buckshot(5), heavy, loading(40), mag(2), two-handed|
##### Renaissance Firearms
All Renaissance Firearms have the **Misfire(1)** and **Velocity** properties in addition to those listed below.
| Name | Cost |Damage| Weight | Range |Crit | Properties |
|:----:|:---|:----:|:----:|:----:|:---:|:------:|
|Wheellock Pistol|400 gp|1d10
|3 lb.|200/800|x3|Light, loading(3), point blank|
|Pocket Pistol|380 gp|1d8
|½ lb.|80/320|x3|Concealed, light, loading(3), point blank|
|Flintlock Pistol|400 gp|2d10
|3 lb.|200/800|x3|Light, loading(2), point blank|
|Duck's Foot Pistol|550 gp|1d8
|2 lb.|30/90|x3|Buckshot(4), light, loading(12)|
|Snaphaunce Pistol|250 gp|1d8
|1 lb.|125/500|x3|Light, loading(3), point blank|
|Tantsutsu|350 gp|1d12
|5 lb.|125/500|x3|Light, loading(7), point blank|
|Arquebus|300 gp|2d10
|10 lb.|200/800|x3|Loading(9), two-handed|
|Caliver|270 gp|2d10
|7 lb.|250/1000|x3|Caliber(1), loading(9), two-handed|
|Carbine|580 gp|2d12
|7 lb.|250/1000|x3|Caliber(1), loading(6), two-handed|
|Flintlock Carbine|490 gp|2d12
|4 lb.|200/800|x3|Loading(6), two-handed|
|Fusil Ordinaire|300 gp|2d12
|7 lb.|200/800|x3|Caliber(1), loading(6), two-handed|
|Matchlock Musket|350 gp|2d12
|21 lb.|300/1000|x3|Caliber(2), loading(9), two-handed|
|Flintlock Musket|400 gp|2d12
|13 lb.|300/1000|x3|Caliber(2), loading(3), two-handed|
|Puckle Gun|3600 gp|2d12
|90 lb.|150/600|x3|Limited(tripod), loading(14), mag(9), two-handed|
|Teppo|340 gp|1d10
|9 lb.|150/600|x3|Loading(9), two-handed|
|Wall Gun|850 gp|2d12
|28 lb.|300/1000|x3|Caliber(3), limited(tripod), loading(6), two-handed|
|Winged Tiger Gun|440 gp|2d10
|7 lb.|150/600|x3|Loading(27), mag(3), two-handed|
|Breechloading Carbine|540 gp|2d10
|9 lb.|150/1500|x3|Loading(1), two-handed|
|Jäger Rifle|600 gp|2d10
|11 lb.|200/2000|x3|Caliber(1), loading(9), two-handed|
|Jäger Rifle, Double|1000 gp|2d10
|20 lb.|200/2000|x3|Caliber(1), loading(18), mag(2), two-handed|
|Blunderbuss|330 gp|2d8
|11 lb.|30/90|x3|Buckshot(3), loading(2), two-handed|
|Fowling Piece, Single|270 gp|1d6
|10 lb.|30/90|x3|Buckshot(5), loading(6), two-handed|
|Fowling Piece, Double|340 gp|1d6
|17 lb.|30/90|x3|Buckshot(5), loading(12), mag(2), two-handed|
\pagebreakNum
##### Industrial Firearms
All Industrial Firearms have the **Velocity** property in addition to those listed below.
| Name | Cost | Damage | Weight | Range | Crit | Properties |
|:----|:---|:----:|:----:|:----:|:-:|:--:|
|Derringer|400 gp|1d10
|½ lb.|200/2000|19-20/x3|Concealed, loading(1), light, mag(2), point blank|
|Revolver|600 gp|2d8
|2½ lb.|400/4000|19-20/x3|Loading(2), light, mag(6), point blank|
|Rifle-Musket|600 gp|2d10
|9 lb.|2000/6000|19-20/x3|Caliber(2), loading(2), two-handed|
|Cartridge Rifle|800 gp|2d10
|6 lb.|2000/6000|19-20/x3|Caliber(3), loading, two-handed|
|Lever-Action Carbine|2400 gp|2d8
|7 lb.|1500/9000|19-20/x3|Caliber(3), loading(3), mag(7), two-handed|
|Double-Barreled Shotgun|1800 gp|2d8
|10 lb.|30/90|19-20/x3|Buckshot(5), heavy, loading(1), mag(2), two-handed|
## Weapon Options: Ranged
#### Ammunition (Ammo)
Uses an item die based on ammo storage available.
At the end of combat, you can recover half of your expended Ammunition by taking a minute to search the battlefield. This does not apply to bullets and pellets.
#### Buckshot
The ranged weapon spreads multiple fragments in a scatter cone in short range. Both the weapon and the ammunition used must have the Buckshot property.
If the target is within the normal range increment you can select a number of secondary targets within 5 feet of the primary target up to the value in parenthesis. The primary target cannot be selected as secondary target. Secondary targets behind the primary target or behind another secondary target cannot be selected. Make one attack and damage roll to apply to all targets.
If the target is within 5 feet reach instead of selecting secondary targets, the primary target takes additional damage. Roll additional damage dice equal to the value in parenthesis.
Buckshot attacks with this weapon do not add your ability modifier to damage unless the modifier is negative.
#### Caliber
Ranged weapons with the Caliber property deal additional damage when you shoot from an advantageous position. The following conditions allow you to add extra damage dice of the same damage type up to the value shown in parenthesis.
* If your target is within 15 feet of you, the attack deals 1 additional damage die
* For each 3 points by which you beat the target's AC, the attack deals 1 additional damage die.
#### Limit
Check the *Limit* ranged weapon property on ()
\columnbreak
##### Ammunition
| Name | Cost (20x) | Weight | Weapon | Properties |
|:----:|:---|:----|:----:|:----:|
|Stone Pellet|–|1 lb.|Sling|can find 10 for free when searching for 1 hour.|
|Sling Pellet|1 sp|½ lb.|Sling|double the Near range of the sling or pellet weapon|
|Blowgun needle|1 sp|½ lb.|Blowgun|–|
|Quarrel|1 gp|1 lb.|Crossbow|–|
|Arrow|1 gp|1 lb.|Bow|–|
|Bodkin arrow|4 gp|1 lb.|Bow|Sundering(1)|
|Broadhead arrow|4 gp|1 lb.|Bow|Wounding|
|Greatbow arrow|10 gp|2 lbs.|Bow|Required by Greatbow|
|Bullet|5 gp|1 lb.|Gun|–|
|Buckshot shells|20 gp|1 lb.|Gun|Used by ranged weapons with Buckshot property|
#### Loading
Some weapons take longer to reload and you must spend a number of actions to reload equal to the value in parenthesis.
#### Mag
When you reload a ranged weapon with the Mag property, an amount of Ammunition is placed in it ready to be fired. You must have the ammunition in a quiver, case or another container. As long as there is ammunition in the weapon, you can ignore the Loading property of the weapon.
\pagebreakNum
#### Misfire
Whenever you make an attack roll with a ranged weapon with the Misfire property and the attack roll is equal to or lower than the weapon’s Misfire value, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and clean or repair it.
To repair a firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + Misfire score). If your check fails, the weapon is unusable until the end of combat and may need to be mended out of combat at a quarter of the cost of the firearm (DM's discretion). Creatures who use a firearm without being proficient increase the weapon’s Misfire score by 1.
#### Pellets
This weapon uses free ammunition intended for a sling, even if it's weapon type is not a sling. Pellets do not leave a trace of the direction they were shot from unless the victim is alive to notice, or the wound is inspected with a DC 15 Intelligence (Investigation) check, or the environment is searched with a DC 20 Wisdom (Perception) check.
#### Point Blank
##### Shields
For description of the *Bashing, Cover, Free-Handed, Nonlethal* and *Worn* properties, see Melee Weapon Properties ().
| Name | Cost | +AC | Strength | Weight | Properties |
|:----|:---:|:----:|:----:|:--|:--|
|Buckler|5 gp|+1
|—|5 lb.|Bashing(1d4 bludgeoning), free-handed, light, nonlethal, worn|
|Shield, light|3 gp|+1
|—|5 lb.|Bashing(1d4 bludgeoning), light, nonlethal|
|Shield|10 gp|+2
|—|6 lb.|Bashing(1d6 bludgeoning), nonlethal|
|Shield, spiked|17 gp|+2
|—|11 lb.|Bashing(1d6 piercing)|
|Tower Shield|30 gp|+4
|13|45 lb.|Bulky, cover, heavy|
## Armor Layers
Medieval armor consists of protective layers that combined provide the Armor Class as well as additional qualities to the wearer. You may wear one armor component on each of the three layers, and one supplemental component on your Head, Hands and Vitals. Your Armor Class is equal to 10 plus the AC bonus provided by each worn armor component.
**Underlay** is the worn protection directly in contact with the body. It is usually soft and thick clothing that protects the skin from weapon materials. These components are easy to conceal under civil clothing and soak damage from powerful hits that manage to penetrate your external armor.
**Mesolay** is the worn protection on top of the *underlay* that is used to mitigate much of the damage from a blow that penetrates the Overlay. These components provide solid damage reduction to specific types of melee damage and are considered a secondary layer of a warrior's suit of armor.
**Overlay** is the worn protection on the outside, what a mere layman with no training would call armor. An *overlay* serves as an impenetrable carapace that stops much of the strength of the blow. The overlay is the main source of Armor Class.
**Cloaks** is a supplementary layer that covers the body and protects from environmental hazards such as rain or snow, or provides concealment for the facial features, clothing (including light armor) and hands movement.
**Head, Hands and Vitals** components are intended to protect your exposed head and limbs, or any gaps in the armor. Each provides a tiny bit of coverage that helps to protect from called shots and suffering open wounds.
## Armor Frame
An armor’s frame determines its core materials and how the wearer's mobility is impacted. When wearing multiple armor components from different frames, the rules regarding the most rigid frame apply to your Dexterity bonus to armor.
**Jack:** Requires Light Armor proficiency. This armor is flexible and easy to move in. Most are made of canvas or leather, often stiffened and reinforced in places. When you only wear a jack, add your Dexterity modifier to your AC.
**Hauberk:** Requires Medium Armor proficiency. A hauberk is a shirt of armor that is still flexible enough to dodge blows, but restricts the wearer’s agility. The most common hauberk is made of interlocking links of steel or iron chain. When you wear a hauberk, your Dexterity bonus to armor is limited to +2 even if your Dexterity modifier is higher.
**Cuirass:** Requires Heavy Armor proficiency. Formidable armour built around a rigid carapace protecting the wearer’s vital organs. The armor is uncomfortable when worn bare and needs an underlay to avoid chafing. When you wear a cuirass, do not add your Dexterity bonus to armor. You must deduct your Dexterity penalty if your Dexterity is below 10.
Cuirass armor parts have a restrictive design tailored to specific body proportions, such as height and bulk. Typically, fitted armor is made by special order and requires an armor smith to make it usable for other wearers. There are three distinctive body shapes and the armor fitting depends on its previous wearer or is decided by rolling a 1d6: lean (1-2), stout (3-4), and athletic (5-6). If the wearer and armor's fit differ, the wearer takes disadvantage to Dexterity checks and saving throws.
>##### Magical Armors
>
>When you wear multiple armor components with magical enhancement bonus, each layer of armor to applies enhancement bonus to its signature armor property:
>
>* **Underlay armor.** Soak prevents +1, +2 or +3 more damage for each 10 points of weapon damage.
>* **Mesolay armor.** Damage Reduction prevents +1, +2 or +3 more damage of its associated type.
>* **Overlay armor.** Armor Class improves with +1, +2 or +3, as stated in the *Player's Handbook*.
\pagebreakNum
## Armor Properties
#### Beatdown Check *beatdown* weapon property on (). #### Bulky Bulky armor is usually exposed and may draw attention or even intimidate others, or provoke the use of a *Heat Metal* spell from hostile spell-casters if made of metal. Bulky armor cannot be hidden from plain sight and you cannot benefit from the Concealed armor property while wearing any Bulky armor component. Bulky armor has a Strength score requirement of 9 or more. If your Strength score is less than the requirement, your are considered to carry Medium Load () until you doff the armor. Bulky armor imposes disadvantage on **Strength (Athletics)** and **Dexterity (Acrobatics)** checks to swim, climb, run, and similar activities. These penalties can be avoided if your Strength score is at least 2 points higher than the armor's Strength requirement. Bulky armor impedes your initiative in combat. When you roll for Initiative, subtract 2 for each Bulky armor component you wear. Bulky armor also impedes your movement when standing from Prone. Add +1 to the Standing from Prone DC for each Bulky armor component you wear. #### Concealed This armor consists of protective reinforcement that can be inconspicuously worn under ordinary looking clothing. When only such armor is worn under clothes, the wearer appears unarmored unless an observer succeeds on a DC 15 **Sense (Perception)** check. If the observer has physical contact with the wearer, this check is made with advantage. #### Coverage When rolling to confirm Wound Risk at the end of combat turn, add the total Coverage bonus from all worn armor components to your Wound Confirmation roll. #### Cumbersome Armors with the Cumbersome property do not distribute their weight across the whole torso. Wearing such armors for more than 8 hours results in prolonged shoulder and back fatigue, and you gain 1 level of Exhaustion. Armors made of mithral lose the Cumbersome property.
> >##### The Order of Damage Reduction > >* Calculate weapon damage and note its damage type: bludgeoning, piercing or slashing. >* If you have Damage Reduction for the same damage type, subtract it from the damage total. >* If you have Soak for the same damage type, subtract 1 point for each 10 points of damage. >* If you have resistance to the damage type, you only take half of the remaining damage. \columnbreak #### Damage Reduction After damage is calculated and before damage resistance (if any) is applied, reduce the damage taken by the amount of Damage Reduction. If multiple armor components provide Damage Reduction to the same damage type, they stack together. #### Hard The armor is made of large hard plates making it vulnerable to the Sundering weapon property. When taking a long or full rest in Hard armor, you do not recover levels of Exhaustion. #### Noisy This type of armor reduces your ability to move quietly, due to metal components striking against each other. When you wear Noisy armor, you suffer disadvantage on any **Dexterity (Stealth)** checks that you make to move silently. Other situations, such as hiding without movement or magical silence, are up to the DM. #### Soak After damage is calculated and Damage Reduction is applied but before damage resistance (if any) is applied, if the damage is 10 points or more reduce its amount by 1 for each 10 points of damage. #### Stealthy Cloaks with the Stealthy property let you hide your face, shape and the contents of your hands. You benefit from advantage to Dexterity (Stealth) and (Sleight of Hand) checks to hide your identity (but not your presence) or items you are carrying in your hands. As long as you wear no Bulky Armor, you appear unarmored to others. #### Visor Helmets with a protective visor provide additional protection to the face. The visor is optional (unless stated otherwise) and can be raised or lowered as part of a move action. While the visor is lowered, your face is hidden and you benefit from an additional +1 to AC. However the visor limits
the effective field of view. You suffer -2 to AC when attacked by creatures that you are not directly looking at, or did not attack or target with abilities and spells during your last combat turn. You also suffer disadvantage on all Wisdom (Perception) skill checks to notice things out of your direct field of view. \pagebreakNum ## Armor Degradation During the heat of combat, armor is what keeps you alive. When used normally, armor only suffers minimal damage during combat. Cleaning and repairing is part of a long rest. The only way armor can degrade is when not taken care for a long time (such as old leather armor or rusted metal plate) or when Sundered by enemies in combat. ### Armor Conditions ##### Worn Out The armor has not seen care in a long time, or recent repairs have failed. The leather is cracked and prone to tears, and the mail vest or plates are badly bent or barely holding together. When such armor is sundered, it suffers a -4 penalty to AC instead the usual -2 to AC (up to your total Armor Class). Unless the condition is permanent, the armor can be fully repaired using repair parts worth 25% of the armor value, 1 hour of work and a successful DC 12 Leatherworker’s tools or Smith’s tools skill check. Access to a workshop or a smithy lets you double your proficiency modifier with this roll. ##### Sundered The armor has been sundered in combat. Leather or mail is has large lacerations, and plate armor is bent or severed. The armor suffers -2 to AC when used. The armor can be fully repaired using repair parts worth 25% of the armor value, 3 hours of work and a successful DC 15 Leatherworker’s tools or Smith’s tools skill check. Access to a workshop or a smithy lets you double your proficiency modifier with this roll. ### Permanent Armor Damage When you make an attempt to repair a Sundered armor and you fail the check, it becomes Broken and unusable (except for spare parts). However if the armor is not already Worn Out, you can turn the failure in a success but the armor suffers a permanent Worn Out condition that can no longer be removed. If the armor is also magical, you may also choose to permanently decrease its magical enhancement bonus by 1 instead of the armor suffering a permanent Worn Out condition. ### Salvaging Repair Material You can salvage spare parts from armors of the same type. If you are proficient with Leatherworker’s tools or Smith’s tools, you may spend 10 minutes to salvage repair parts worth 50% of armor's nonmagical item value. The salvaged armor is destroyed in the process. ### Armor Materials Armors made of materials such as Mithril or Adamantine are usually harder to sunder. The DM may rule that the sunder damage roll must beat the armor's Hardness by a certain amount (for a steel weapon to sunder mithril armor, the damage roll must beat the armor’s Hardness by 5 or more) or that only weapons made of the same or harder material may sunder it (such as adamantine weapons). \pagebreakNum # Customization \pagebreakNum # Using Ability Scores \pagebreakNum # Adventuring \pagebreakNum # Chapter ?: Combat
To get started you need only a few things:
- Standard size playing cards.
- Plastic sleeves of the same size.
- Pen & Paper
##### Roll For Initiative.: Surprise round
When using an initiative deck you still roll for initiative for what is called the Surprise round. Everyone rolls initiative which is a d20 + wisdom and dexterity modifiers and then goes in order. During this round you can not take reactions until after you have taken your turn. If you attack anyone during this surprise round before they go in initiative it is at advantage. After the surprise round has passed all players will hand the dm a combat card which the dm will shuffle with more cards to create the initiative deck.
#### Creating Your Initiative Deck
All you need to do is to sleeve one card per player or use the tear away cards in the book and one card per monster. If you use group initiative for all monsters of the same type you only need one card per monster group. You might also want to sleeve a couple of generic monster cards for random encounters. Another option is to use cards for environmental affects and other variables in combat that you can slip into the deck as the rounds go on.
Now, insert a piece of paper with the character or monster name inside the sleeve on the face-up side of the card. The DM can now collect all cards and put them behind the DM-screen. How much information you add to the note is up to you, AC or resistances for instance might be handy to add.
**The next level.**
But wait, there is more! The DM can also use this system to mark conditions or triggers as a reminder, all that is needed is a wet-marker. Since the cards are sleeved or using the tear away cards because they are glossy the wet-marker comes off easily with the swipe of a finger if the note is no longer relevant.
\columnbreak
#### Using Your Initiative Deck
Once all monsters and players have a card representing their creature you have a created a little **initiative deck**. Once combat initates simply shuffle the deck (face down) so that a random initiative order is established.
Draw the top card from the pile and declare it as the **active player** (or monster) but also declare what card is now showing on the top of the deck, this gives the players information about the next turn too. When a player or monster has taken its turn you put their card in the **discard pile** face down.
Continue drawing cards until the deck is empty, at which point you shuffle the deck again and simply repeat the process, starting a new combat round.
#### Influencing Deck
There are also ways that players and npcs can manipulate the initiative Deck. Some monsters can force their way to the top of a round by howling slowing everyone down. The Astrologian Job Title gives you the ability to use fate cards to manipulate the deck forcing someone up in the deck either makeing them go first or right after the Astrologian.
Some Martial Jobs give the action surge ability and allows them to go first in a round. Using any of these abilities means the dm takes your card out of the deck, shuffles the deck and then puts your card at top making you go first.
\pagebreakNum
#### Grapple {1A}
Combat
You have at least one free hand. Your target cannot be more than one size larger than you.
You attempt to grab an opponent with your free hand. Attempt an Athletics check against their Tenacity DC. You can also Grapple to keep your hold on a creature you already grabbed.
Your opponent is restrained until the end of your next turn unless you move or your opponent Escapes
Your opponent is grabbed until the end of your next turn unless you move or your opponent Escapes.
You fail to grab your opponent. If you already had the opponent grabbed or restrained using a Grapple, those conditions on that creature end.
If you already had the opponent grabbed or restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple action against you, or force you to fall and land prone.
### Flanking To make it more realistic, at the beginning of your turn while being flanked you may choose one of the attackers that are flanking you and deny them the benefit of flanking until the start of your next turn. You can choose a different attacker that is flanking you during each of your turns. ### Disarming When using the Disarm action, the attacker's attack roll is made against a DC equal to 10 + Strength Saving Throw or Dexterity Saving Throw modifier of the target (its choice). The attacker has advantage on their attack roll if they grappled using Opportunity Grapple or with a weapon with the Grappling property or if they are larger than the target. The attacker has disadvantage on their attack roll if the target is holding the item with two or more hands, or if they are smaller than the target. If you succeed, the weapon, shield or item is no longer held by the target. You can use your move action to either kick the weapon into an adjacent area (your choice) or take the item if you have a free hand, otherwise the target may use its move action on their turn to take it back. ___ ### Marking When you use the Mark action, you gain another reaction that can only be used for opportunity attack provoked by your marked target, and only this attack benefits from advantage. However, you cannot perform reactions against any hostile creatures other than your marked target until the end of your next turn. ### Overrun & Tumble As part of a move action, you are able to pass through hostile creatures spaces. Make an Strength (Athletics) or Dexterity (Acrobatics) check against the hostile creatures passive Strength (Athletics) or Dexterity (Acrobatics). If you succeed, you do not provoke an Opportunity Attack when leaving the hostile creature's reach that you passed through. If you fail your check, you may still choose to pass through hostile creature's space. If you choose so, treat the space as difficult terrain and you provoke an Opportunity Attack or a Grapple check from the hostile creature (their choice). If you miss by 5 or more, you are denied this option. If you attempt to move through more than one hostile creature per turn, all checks after the first are made at disadvantage. If you are bigger than the hostile creature you make the first check at advantage and all others as normal. If you are smaller than the hostile creature you make the all checks at disadvantage. ### Attack Action The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee or ranged attack. Certain features, such as **Double-Sided** weapon property or the **Florentine** fighting style allow you to make 2 attacks as a single action. If **Two-weapon fighting** you make your second attack at a -5 to hit and do not apply modifier to damage. \pagebreakNum
## Other Combat Options
___
## Melee Strikes
#### Power Attack {1A} Common Strike
COMMON
Proficiency with a Non Finesse weapon.
A Non Finesse weapon.
You swing recklessly trying to get every ounce of strength out of your attack. Before you make an attack with a Non Finesse melee weapon, you can choose to take a -5 cumulative penalty to the attack roll and attempt to put more of your raw strength behind a powerful blow.
You add proficiency modifier + 2 times your Strength modifier (minimum 1) to the attack's damage.
You add proficiency modifier + your Strength modifier (minimum 1) to the attack's damage.
Your attack missess as normal.
You swing to hard and become flat footed until your next turn.
#### Feint {1A} Common Strike
COMMON
Proficiency with a Finesse weapon.
A Finesse weapon.
You perform a feint to deceive your target and create an opening in their defenses. Make an attack roll opposed by the opponent's passive insight as well as their ac.
You gain advantage on your next attack against the target before the end of your next turn and the target becomes flat footed until the beginning of their next turn.
You gain advantage on your next attack against the target before the end of your next turn and you deal half damage on this attack.
Your attack misses as normal.
Your attack misses, you become flat footed until the beginning of your next turn and they become immune to your Feint's for the rest of the encounter.
#### Shove/Trip {1A} Common Strike
COMMON
Proficiency with a Finesse weapon.
A Finesse weapon.
You perform a feint to deceive your target and create an opening in their defenses. Make an attack roll opposed by the opponent's passive insight as part of the attack along with a normal attack roll.
While wielding a melee weapon with the **Reach** property, or any **Polearm** weapon, you can use the Shove a Creature action as part of an attack without the need of a free hand. Make an Attack roll instead of a **Strength (Athletics)** check.
#### Stagger
(Bludgeoning)
Before you make a melee attack with a bludgeoning weapon, you can choose to take a -5 penalty to the attack roll and try to disrupt the movement of your target while attacking.
If the target takes damage, the target's movement speed
is reduced by 10 until the end of its next turn. If its speed is reduced to 0 in this way, it immediately drops prone. Until the target recovers its movement speed to full it cannot use the Dash, Disengage and Dodge actions. {0A} {1A} {2A} {3A} {D1} {D2} {D3} {E} {MA} {P} {R} {RP} {F} {M} \pagebreakNum ###### Standin from Prone Rising from a throw or fall is a difficult thing in the heat of battle. It takes training and skill to do so very quickly and even more so when faced with an aggressive adversary. Standing provokes an opportunity attack from all threatening creatures unless you make a **Dexterity (Acrobatics)** or **Strength (Athletics)** skill check at *DC 10 + 2 for each enemy engaged with you*. If any opportunity attack roll beats your AC by 10 or more, you remain prone. Creatures that are knocked prone usually fall in supine position. In order to attempt a **Strength (Athletics)** saving throw to stand up, they must spend an additional 5 ft movement to turn around. If you beat the Stand from Prone DC by 5 or more, you may also choose to tumble 5 feet into unoccupied space not provoking an attack of oppurtunity and standing up there. ## Melee Reactions #### Deflect
When a creature that you can see declares a melee attack against you, you may use your reaction, with a non finesse weapon, to attempt to deflect the attack. You can attempt to deflect only before damage is rolled. Attacks by Flexible weapons (such as flails) cannot be deflected.
If you do and you are proficient with the weapon that you are currently wielding, roll your weapon damage dice without any modifiers. The damage is reduced by that result.
**Riposte.** If your weapon has the Parry property and your Deflect result negates all attack damage, you can follow up with a single melee attack against the same target as part of the same reaction.
#### Counter
(Finesse or Parry)
When a creature misses you with a melee attack by 10 or more, you may use your reaction to perform a single melee attack against that creature. You cannot Counter while using the Dodge action.
#### Raise Shield
If you are wielding a shield and another creature hits you with a melee attack you may use your reaction to interpose your shield between yourself and the attack and increase
your AC by 2 potentially causing the attack to miss you. Your shield is damaged in the process and suffers a -1 penalty to its AC each time you block in this fashion. If your shield's AC reaches 0, it is destroyed. Magical shields self repair AC equal to their enchantment bonus each long rest and may block critical hits that meet the above criteria. \pagebreakNum #### Opportunity Grapple
You use one of your Free Hand(s) to reach out and attempt to grapple an opponent.
Make a Grapple check. If this opportunity grapple is provoked by a movement and you succeed, both you and the opponent move 5 feet in the direction the target tried to move into and the target's speed becomes 0.
#### Give Ground
When you are hit with a melee attack and you haven't moved during your last turn, you can use your reaction to move 5 feet away from the creature, reducing the damage you take by 1d6 points (minimum of 1), as long as your movement speed is greater than 0. This movement does not provoke an opportunity attack from the attacker, and the attacker may immediately follow you into the space you just left as a free action.
You cannot Give Ground while you are grappled by any creature, or knocked prone. You cannot Give Ground if
you are already on, or would walk into difficult terrain. ## Ranged Actions #### Aim
If your target hasn't moved during its previous turn, you can as part of an attack, hold your breath and aim with a ranged weapon. Your ranged attack against that target has advantage.
You can instead choose to spend an action to take the **Aim** action and your next attack against that target will be at advantage and deal +10 damage on hit.
Aiming requires concentration. If you maintain spells requiring Concentration, Aiming causes them to end.
## Movement Actions
#### Charge
When you move at least 20 feet towards a target, you may declare a charge attack as an action. You must have a clear path towards your target, and nothing should hinder your path (such as difficult terrain or obstacles). If you finish your movement within reach of your target, you may use your action to follow it with one of these options:
**Strike.** You may make a single melee attack with advantage. The attack deals additional damage equal to the distance you charged divided by 5, up to your Strength or Constitution modifier (your choice, minimum of 1). If you are riding a mounted animal that provides the movement instead of you, you may use its Strength or Constitution instead your own.
**Slam.** You may perform the Shove action with advantage. If you succeed, the creature is shoved twice the normal distance, or shoved as normal then knocked prone. You may choose to move up to five feet in the direction you are shoving your target. If you fail, you provoke an attack of opportunity from your target.
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**Tackle.** You may make a single Grapple attempt with advantage. If the Grapple fails, you provoke an attack of opportunity from your target and are knocked prone. If you succeed, both you and your opponent are knocked prone and your target is subjected to the Grappled condition.
#### Drive Back
Using one of your Attacks, you attempt to force back a standing creature. The target must be no larger than you in size. Make a Charisma (Intimidation) check against DC 10 + the target's Wisdom (Insight) check.
If you win the contest, the target backs away from you by 5 feet. As part of this attack, you can move 5 feet in the direction of the target. If you lose the contest, you provoke an attack of opportunity from the target or it may choose to use its reaction to perform a Drive Back action.
#### Brace
You can use your movement action to move up to half your speed to a solid object and brace yourself for additional support. This requires the use of both hands. For as long as you maintain your grip, any checks to move you or knock you prone are made with disadvantage. Furthermore, saving throws to resist being moved or knocked prone are made with advantage.
Once braced, you can maintain this effect as long as you do not release your grip or use your hands for anything else. If you are moved further than 5 feet away from the braced object, or knocked prone, the effect ends.
#### Lunge
You can make a special melee weapon attack, with a piercing non heavy or light weapon, that extends the reach of your weapon by 5 feet. You provoke opportunity attacks from enemies within 5 feet of you or if you enter someones weapon range.
## Special Actions
#### Dirty Fighting
Dirty fighting is a catch-all name for many socially rejected grappling techniques that exploit the opponent. (Free Hand)
You can change one of your attacks into a dirty move from the list below applying the affect along with an attack. Engage in a contested Grapple check with your target. If you fail, you provoke an attack of opportunity from your opponent. If you succeed, apply the dirty move effect.
**Restrain.** The target is grappled and restrained by you.
**Headlock.** The target is grappled by you and suffocating (*Player's Handbook*, pg. 183) until the grapple is broken.
**Eyejab.** The target is Blinded until the end of its next turn. You may also Shove the creature as part of the Dirty Trick, but at disadvantage.
**Groin shot.** The target is Stunned until the end of its next turn. You may also Shove the creature as part of the Dirty Trick, but at disadvantage.
Once you use a dirty move against a target, you cannot succeed with the same trick again until end of combat.
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#### Sunder
(Heavy or Sundering)
You can spend your action to deliver a series of blows aimed at chinks in a creature's armor or shield. Instead of damage to the target, you attempt to apply the Sundered condition to Heavy Armor (or a component with the Hard property). Flexible armors such as chain mail, and materials such as leather cannot be Sundered.
Make a single melee attack against the target, and you get advantage to that attack. If it hits, roll for damage. For each extra attack you can make in a round, add 2 to the damage. If the target is Grappled or Prone, add 2 to the damage for each condition. If your weapon has the Sundering property, add 5 to the damage.
If the damage total is equal to or higher than the creature's armor Hardness (the hardenss of Iron and Steel is 19), you sunder the armor or shield (your choice). Sundered armor or shields decrease their bonus to AC by 2 until repaired. Sundered armor or shields cannot be sundered again. For optional rules, check Armor Degradation .
You can also sunder smaller items if held in a hand (up to DM's decision) but the Sunder attack roll must be made at disadvantage.
#### Body-Shield
(Restrained Target)
While a creature is Restrained or Pinned () by you, you may as an action make an opposed Grapple check against that creature in order to position it in such a way that it shields you from one or more hostile creatures that you are aware of. If the creature is of your size it provides half cover and +2 AC, or, if the creature is one size larger than you, three-quarters cover and +5 AC.
If the creature you shield yourself with becomes stunned, paralyzed or unconscious, when attacked make a Strength (Athletics) check at DC 15 plus 5 for each size category above yours. On a failure, you do not benefit from the cover.
When using someone as a body shield you can choose to use the **Raise Shield** action with them making them take the damage of the attack whether it blocks or not.
## Stealth Actions
#### Distraction
While you are hidden from a creature, you throw a pebble or make a sound meant to confuse and distract them. You must be aware of the creature's approximate location or direction of movement. Make a Dexterity (Sleight of Hand) or Charisma (Performance) check depending on your distraction method, contested by Sense (Insight) or Mind (Investigation) check (the targets choose the ability to use). If the creatures is alert, Passive Insight or Passive Investigation applies.
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If you succeed, the creature is Distracted until the end of its next turn. Distracted creatures have disadvantage to Sense (Perception) skill checks and cannot use their Passive Perception. You have advantage on attacks and grapple checks against any Distracted creature, and if grappled while Distracted it is Surprised until the end of its next turn.
If you fail, you provoke a Sense (Perception) check with advantage from your targets opposed by your Dexterity (Stealth) skill.
#### Stealth Grapple
While you are hidden from your target, as long as your Stealth check total or Passive Stealth are above the Passive Perception of all nearby targets, you can come out of stealth and perform an opposed Grapple check with advantage. If you succeed, you may use your reaction to follow it with one of the following effects. If you fail, you provoke an attack of opportunity or grapple of opportunity from your target.
The chosen effect applies as long as the stealth grapple is maintained. While maintaining it, creatures other than your target have advantage on attack rolls against you, and you have disadvantage on Dexterity saving throws.
**Gag.** You attempt to gag the target's mouth to prevent it from making any sound. Make another opposed Grapple check with your target. On a success, the target is gagged until the grapple ends. A gagged creature cannot cast spells with verbal components and its speech is muffled and difficult to understand.
**Choke Hold.** You try to grab the creature by the throat and prevent it from breathing. Make another opposed Grapple check with your target. you have disadvantage on your roll. On a success, the target is also gagged and suffocating until the grapple ends.
**Silent Takedown.** If your target is already grappled and gagged, you may attempt to strike it with a weapon with the Finesse or Concealed property. Make an opposed Grapple check to maintain the hold on your target. If you succeed, you can make a single special melee attack. Your target has vulnerability towards the damage dealt by that attack.
#### Stealth Drag
While you are grappling a creature that is unable to speak, you may attempt to return to stealth. The Stealth check is made at disadvantage. On a success,the movement speed penalty from dragging a grappled creature does not apply.
#### Coup de Grace
When you make an attack that qualifies as an automatic critical hit against a defenseless target, roll a regular Attack roll. If you hit the target's AC minus Dexterity modifier, the creature takes damage equal to its current HP and is dying.
If you miss, the creature instead takes damage equal to half its current HP.
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# Spellcasting
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# Spells
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#### Fireball
You gain advantage on your next attack against the target before the end of your next turn and the target becomes flat footed until the beginning of their next turn.
You gain advantage on your next attack against the target before the end of your next turn and you deal half damage on this attack.
Your attack misses as normal.
Your attack misses, you become flat footed until the beginning of your next turn and they become immune to your Feint's for the rest of the encounter.
#### Shove/Trip is reduced by 10 until the end of its next turn. If its speed is reduced to 0 in this way, it immediately drops prone. Until the target recovers its movement speed to full it cannot use the Dash, Disengage and Dodge actions. {0A} {1A} {2A} {3A} {D1} {D2} {D3} {E} {MA} {P} {R} {RP} {F} {M} \pagebreakNum ###### Standin from Prone Rising from a throw or fall is a difficult thing in the heat of battle. It takes training and skill to do so very quickly and even more so when faced with an aggressive adversary. Standing provokes an opportunity attack from all threatening creatures unless you make a **Dexterity (Acrobatics)** or **Strength (Athletics)** skill check at *DC 10 + 2 for each enemy engaged with you*. If any opportunity attack roll beats your AC by 10 or more, you remain prone. Creatures that are knocked prone usually fall in supine position. In order to attempt a **Strength (Athletics)** saving throw to stand up, they must spend an additional 5 ft movement to turn around. If you beat the Stand from Prone DC by 5 or more, you may also choose to tumble 5 feet into unoccupied space not provoking an attack of oppurtunity and standing up there. ## Melee Reactions #### Deflect
your AC by 2 potentially causing the attack to miss you. Your shield is damaged in the process and suffers a -1 penalty to its AC each time you block in this fashion. If your shield's AC reaches 0, it is destroyed. Magical shields self repair AC equal to their enchantment bonus each long rest and may block critical hits that meet the above criteria. \pagebreakNum #### Opportunity Grapple
you are already on, or would walk into difficult terrain. ## Ranged Actions #### Aim
Spell 2
Evocation
Fire
arcane, primal
{2A} somatic, verbal
500 feet
20-foot burst
Dexterity
A roaring blast of fire appears at a spot you designate, dealing 4d6 fire damage. The fire spreads around corners. The fire damages Objects in the area and ignites flammable Objects that aren't being worn or carried.
The spell gains 2d6 in damage per level up cast
If cast at 3rd level or higher you can delay the blast by concentration, up to 1 minute, but detonates early if concentration is broken or if you decide to end it. At the end of your turn if the bead has not detonated the damages increases by a 1d6. If the glowing bead is Touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes.
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# Conditions
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# Gods & Religions
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# Planes of Existence
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# Character Sheet