Archetype Anarchy - Information V1.0.0
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Welcome to Archetype Anarchy! Archetype Anarchy (AA) is a custom system with Races, Classes, Feats & more!
Information
Level Information
| level | PFB | Archetype Choice | XP Required |
|---|---|---|---|
| 1 | +2 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 500 |
| 2 | +2 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 1,000 |
| 3 | +2 | Gain a Racial Growth & a Mod/Feat of your choice | 3,000 |
| 4 | +2 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 6,000 |
| 5 | +2 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 10,000 |
| 6 | +3 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 15,000 |
| 7 | +3 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 21,000 |
| 8 | +3 | Gain a Racial Growth & a Mod/Feat of your choice | 28,000 |
| 9 | +3 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 36,000 |
| 10 | +3 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 45,000 |
| 11 | +4 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 55,000 |
| 12 | +4 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 66,000 |
| 13 | +4 | Gain a Racial Growth & a Mod/Feat of your choice | 78,000 |
| 14 | +4 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 91,000 |
| 15 | +4 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 105,000 |
| 16 | +5 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 120,000 |
| 17 | +5 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 136,000 |
| 18 | +5 | Gain a Racial Growth & a Mod/Feat of your choice | 153,000 |
| 19 | +5 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 171,000 |
| 20 | +5 | Gain an Archetype, Unlock a new Archetype Ability or Upgrade an Archetype to Advanced | 190,000 |
Additional Level info
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Your PFB increases by 1 after 5 total levels
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XP calculations past 20: XP = L x (L - 1) x 500
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L = The next level & XP = Experience Required
Levels After 20
This system is able to go past level 20 unlike 5th edition! For continuing past 20 you can follow the chart above, just increase the levels shown by 20. The experience required is not listed, but the equation above will be useful for that! The following page contains spell information, after level 20 the amount of spells you can learn does not continue to increase after level 20.
Racial Growth
Once you reach this point your soul & body matures changing it permanently. It can change it in four different ways depending on what you deem best, they are the following:
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If you are a Shifter can become a true Hybrid, unless being a hybrid is impossible.
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You can acquire another racial ability they did not possess at birth.
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You can choose to up one table roll and boost it by one tier.
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You can choose to gain an A.S.I, which is two points towards your attributes however you like up to a max of 20.
Spell Information 1
| Cantrip | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7 | Tier 8 | Tier 9 |
|---|---|---|---|---|---|---|---|---|---|
| 0 MP | 2 MP | 3 MP | 5 MP | 6 MP | 8 MP | 9 MP | 11 MP | 12 MP | 14 MP |
| 3 words | 6 words | 9 words | 12 words | 15 words | 18 words | 21 words | 24 words | 27 words | 30 words |
| 1 Level | 1 Level | 2 Levels | 4 Levels | 6 Levels | 8 Levels | 10 Levels | 12 Levels | 14 Levels | 16 Levels |
| Level | Cantrip | Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | Tier 6 | Tier 7 | Tier 8 | Tier 9 |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | 3 | 3 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 2nd | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 3rd | 3 | 3 | 1 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 4th | 3 | 3 | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 5th | 4 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| 6th | 4 | 4 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
| 7th | 4 | 4 | 3 | 1 | 1 | 0 | 0 | 0 | 0 | 0 |
| 8th | 4 | 4 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 |
| 9th | 4 | 4 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 |
| 10th | 5 | 4 | 3 | 2 | 1 | 1 | 0 | 0 | 0 | 0 |
| 11th | 5 | 4 | 4 | 2 | 2 | 1 | 0 | 0 | 0 | 0 |
| 12th | 5 | 5 | 4 | 3 | 2 | 1 | 1 | 0 | 0 | 0 |
| 13th | 5 | 5 | 4 | 3 | 2 | 1 | 1 | 0 | 0 | 0 |
| 14th | 5 | 5 | 4 | 3 | 2 | 2 | 1 | 0 | 0 | 0 |
| 15th | 5 | 5 | 4 | 3 | 2 | 2 | 1 | 1 | 0 | 0 |
| 16th | 6 | 5 | 5 | 3 | 3 | 2 | 2 | 1 | 0 | 0 |
| 17th | 6 | 5 | 5 | 4 | 3 | 2 | 2 | 1 | 1 | 0 |
| 18th | 6 | 5 | 5 | 4 | 3 | 2 | 2 | 1 | 1 | 0 |
| 19th | 6 | 6 | 5 | 4 | 3 | 3 | 2 | 1 | 1 | 0 |
| 20th | 6 | 6 | 5 | 4 | 3 | 3 | 2 | 2 | 1 | 1 |
Spell Usage
Unlike 5e you can cast spells with attack actions instead of a full action. Certain Archetypes change how spells work so always follow that when applicable.
Spell Level Requirements
Magic is a complicated system & takes lots of practice in order to use it properly. In order to use spells of a higher magnitude you must have enough magical archetypes to make it work. Only having 1 Level into any magical archetype means you can only use up to a max of 1st tier magic. The table above states how many total levels you must have in order to use certain magic.
Upcasting & Upchanting
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Spells can be upcasted up to the highest unlocked magic tier of your level, doing so makes the spell cost the same amount of mana as a spell from that tier.
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Spells can be upchanted to give them a slight boost to either to-hit or spell DC. Chanting a customly written phrase gives either your spells to-hit or the spells DC + Half your PFB rounded up increase. Minimum word count above. It must sound logical & in character or it doesn't give the bonus effect.
Mana Cost
- Mana calculations: MC = T + (T / 2)
- T = Spell Tier & MC = Mana Cost Rounded Up
Spell Information 2
Spell Storage
All spells you obtain through magical classes are stored in your Spell Storage, if you lose your Spell Storage you no longer have access to its spells until you get a new one. At a long rest you can switch to a different spell Storage. During a long rest you can swap out your spells with others from your associated list.
- Spell Books, Arcane Crystals, Runic Inscriptions, Tattoos (Innate Spells), Songs, Technology, Prayers or Grimoires
Spell Foci
All magic casting requires the use of a Spell Focus. In order to use magic you must be holding a Spell Focus in order to be able to cast your magic. Spell Foci can be exchanged at any time for a new one except for Dragonauts due to there special properties.
- Instruments, Trinkets, Wands, Staves, Jewelry, Holy Symbols or Grimoires
General Information
Health
Health is based on the hit die given to you by your race. HP is Max hit die+CON per level.
Mana
Mana is based on your race, every level you gain Mana depending on your race. When making your character you default casting stat is SPR, certain effects may allow you to use a different casting stat, grant a special way to regenerate mana or change the amount of mana you regenerate during a short/long rest.
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After taking a Short Rest you regain mana equal to 1/4 your total Mana capacity.
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After taking a Long Rest you regain mana equal to half your total Mana capacity. Certain magical archetypes may grant a special way to regenerate mana.
Spirit
In Archetype Anarchy we still use the 6 main attributes of D&D, but we also have Spirit (SPR). Spirit represents a character's soul, life force, Luck and magical power. Spirit can be used when rolling for luck & it affects the amount of death saving throws required to die. Arcana & Religion are now based on Spirit instead of being based on Inteligence.
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For every 2 points of your Spirit mod you gain 1 additional chance to make a death save.
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For every -2 points of your Spirit mod you lose 1 chance to make a death save.
Elemental Reduction
Resistance, Vulnerability & Immunity does not work the same as in 5th edition D&D. Resistance is now Elemental Reduction, which is percentage based instead of a flat effect. Elemental reductions can stack when combined together. If you have a Vulnerability, gaining a resistance to that element will lessen the amount of damage you will take.
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Example 1.) If you already have 40% fire reduction & you gain an enchantment for 40% fire reduction you now have a combined total of 80% fire reduction.
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Example 2.) If you are vulnerable to fire & you gain an enchantment for 40% fire reduction you now only take 60% damage rather than 100%.
Converting Resistance to Elemental Reduction
In cases where trying to convert resistance, vulnerability & immunity to Elemental reduction follow the chart:
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Vulnerable to fire damage is the same as saying 100% more damage from fire
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Resistant to fire damage is the same as saying 40% fire reduction
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Immunity to fire damage is the same as saying 100% fire reduction
Stamina
Stamina is based on your resilience and Healthiness, every level you gain Stamina depending on your CON. STP is full CON per level. After taking a Short Rest you regain half Stamina and Long Rest you regain all your stamina.
Nomenclature
This is where shorthand or jargon will be written for use later.
- PFB - Proficiency Bonus
- HP - Health Points
- THP - Temp Health Points
- AC - Armor Class
- SP - Speed
- MP - Mana Points
- STP - Stamina Points
- SPR - Spirit
- COR - Corruption
- LVL - level
- E - Energy
Stat Rolling
Your base stats are 16, 15, 14, 13, 12, 10, 8. After choosing where your base stats are placed you roll 7d8 modifier dice & add them to your stats, then finally you add your racial bonuses to your stats.
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You get to choose which stats the d8 modifiers affect once rolled.
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7d8 Modifier Values:
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8 = +3. 7 = +2, 6 = +1, 5 & 4 = +0, 3 = -1, 2 = -2 & 1 = -3.
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If you roll your 7d8s & get below a total of 28 points you can choose to reroll.
Combat Information
Combat Actions
In combat, you have six different things you can do:
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Action - Your main action, sometimes leading to multiple attack actions, your main casting action, or other interactions during combat such as dashing.
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Bonus Action - Generally used in terms of secondary actions, sometimes allowing for attacks, reloading, or certain spells.
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Movement Action - Movement can be used to traverse the map, and is often divided into 5-6 areas, being Walking, Swimming, Climbing, Flying, Burrowing, and in rare circumstances, instantaneous if speaking of teleportation. When addressing movement, usually the highest movement type is your total movement. Certain movement types can be converted to other movement types. Walking speed specifically can be converted into Swimming and Climbing, although at half speed.
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Reaction - A type of action which is used off of your turn during combat, this can be used if someone else's action is being directed towards you, with specific exceptions. Reactions can be used for dodging, blocking, casting certain spells, or more, but they cannot be used unless those actions are specifically directed to you.
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Skill Checks - You can use 2 skill checks per turn. Skills can be used for a large variety of things, depending on which skill you use. Some skills can be tied to mobility, such as Acrobatics and Athletics, while others can be used to try and de-escalate situations, such as Animal Handling or Persuasion. Skills are more commonly used out of combat, making up the bulk of non-combat rolls, but can help gain advantages in a fight, such as intimidating opponents to have them fear you in combat, or finding weaknesses in a foe with insight, or even summoning divine assistance with Religion.
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Object Interaction - Letting you pick up items or interact with your surroundings in simple ways
Reactions
Anyone can use these as long as they have the weapons to accomplish it
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Shielded Block - (3 STP) Using a reaction you can intercept an attack with your shield. You must make a Strength check vs the Strength score of the creature attacking you, if you succeed you deflect their strike & take no damage.
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Improvised Block - (2 STP) Using a reaction you can intercept an enemy's attack with your weapon. You must make a Strength check vs the enemy Strength score, if you succeed you lessen the blow by 50%.
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Weave - (2 STP) Using a reaction you can weave out of an oncoming attack. You must make a Dexterity saving throw vs the creature's Dexterity score, if you succeed you get to increase your AC for this oncoming attack by your DEX.
Custom Effects
New debuffs or buffs will be written here.
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Bleed = Makes an enemy take damage at the start of their turn until the Bleeding stops. The bleeding is equal to 1/4 the damage that caused the effect. You can stop the bleeding with a Healing Kit, a medicine check above a 14, a potion or any magical healing.
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Papercut = Makes an enemy take 1d4 psychic damage and has a 25% chance to make them start attacking someone else.
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Blood Curdle = Healing magic is only 50% effective, until Blood Curdle is over.
Combat Interactions
Anyone can use these effects in combat
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Cleave - If you kill a target & your attack did more damage then needed to kill it you can target another creature within 5 ft of it. If you hit anything you deal the remaining damage to the target struck as long as their AC is equal or lower then the target you just hit.
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Pierce - If you kill a target with a ranged attack & your attack did more damage then needed to kill it your attack will continue threw the target & hit any creature directly behind it within the weapons range of effectiveness. If you hit anything you deal the remaining damage to the target struck as long as their AC is equal or lower then the target you just hit.
Background Information
Standard Backgrounds
Backgrounds are one of the most crucial parts of your character. Standard backgrounds are less customizable, but are great for those making a character quickly or when a DM doesn't allow custom backgrounds. All standard backgrounds contain four parts:
Features
A background feature is normally an ability or trait that relates back to the central theme of the background. Such as a farmer having magical bonsai parts or a weaver have magical crotchet. Some backgrounds have muliple background features.
Wealth
Backgrounds that focus on a more rugged life style such as poverty or living away from society will normally end up with less starting cash then an aristocratic nobleman or a cheating gambler. The different types of wealth is written out below:
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Wretched starts with 1d4 x 10 GP
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Squalid starts with 2d4 x 10 GP
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Poor starts with 4d6 x 10 GP
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Modest starts with 8d6 x 10 GP
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Comfortable starts with 12d8 x 10 GP
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Wealthy starts with 16d8 x 10 GP
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Aristocratic starts with 20d10 x 10 GP
Skills, Saves & Proficiencies
All backgrounds will give you a special set of profeciences:
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1 to 3 Skills from the background
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1 to 3 Skills of your choice
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1 to 2 Saving Throw from the background
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0 to 1 Saving Throw of your choice
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Possibly 2 Tool, Weapon, language or Armor Proficencies
Suggested Alignment
Alignment is something that most people either ignore or strongly try to follow & abide by. Choose an alignment that fits your character the best in the setting they are in. If you do want to choose an alignment based on your background one will be included for those who want it.
Custom Backgrounds
Custom backgrounds are for those looking for a more customiziable experience. Speak to your DM to see if custom backgrounds are allowed, then do the following:
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1.) Select a standard background to use as your base. The one you choose will determine your background features & Wealth.
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2.) Next decide the four skills, two saving throws & a max of two proficiencies for your custom background should have
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3.) Then decide on your alignment.
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4.) Finally ask your DM to look over your custom background, once approved you can add it to your character sheet.
Backgrounds 1
Arcane Farmer
Suggested Alignment - Neutral Good
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Poor starts with 4d6 x 10 GP
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You gain proficiency with Animal Handling, Nature & two skills of your choice
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You gain proficiency with SPR & CON saving throws
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You are proficient with simple weapons
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Babylonian Bonsai Pots - You gain the ability to make specal pots that can hold miniture farms plots or miniture animals pens equal to your pfb. 1 Bonsai Pot costs 5 GP worth of materials and can be created during a Long rest instead of regenerating mana. These pots hover 5 ft off the ground & follow you,unless you set them down. Growing speeds depend on the plant or aniamls contained inside them consult your DM for more info. You can choose to forsake your mana for the day and instead put it towards your bonsai pots increasing it's growing speed. 25% MP 2 x growth speed, 50% MP 3 x growth speed, 75% MP 4 x growth speed & 100% MP 5 x growth speed.
Charming Woodsman
Suggested Alignment - Lawful Good
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Modest starts with 8d6 x 10 GP
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You gain proficiency with Survival, Nature & two skills of your choice
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You gain proficiency with STR & CHA saving throws
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You are proficient with Handaxes, Battleaxes, Greataxes & Woodcarver’s tools
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A Real Charmer - If you forgo your long rest you can use 30gp worth of wood & your spell mod worth of MP to make an Enchanted Cube that can be chiseled into a charm based off a skill of your choice. This charm gives whoever has it your half your spell mod worth of increase when rolling for a skill check. A person can only hold half their pfb worth of charms at a given time. After the charm is used your SPR mod amount of times it loses it's magic and you must recharge it during a short rest. If made with hardwood (300gp) the charm grants slashing resistance when imbued with magic & an additional charge or if made with magical wood (1500gp) the charm grants slashing resistance & the corresponding elemental immunity as well as two additional charges.
Chef de Gogo
Suggested Alignment - Chaotic Neutral
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Comfortable starts with 12d8 x 10 GP
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You gain proficiency with Sleight of Hand, performance & two skills of your choice
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You gain proficiency with DEX & WIS saving throws
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You are proficient with Cook's Utensils.
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Good Soup - During a Long rest you can whip up some interesting stews for the whole party. One ingredient feeds one person, depending on the ingredient used some interesting effects take place. Having multiple of the same ingredients does not increase the amount of effects gained in the Stew. This Bonus lasts for your SPR mod worth of combats.
Ingredients
| Type | Effect | Amount |
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| Fruit | Additional MP | 1d4+SPR |
| Veg | Additional HP | 1d6+SPR |
| Meat | Additional STP | 1d4+SPR |
| Herbs | Extra movement speed | 5+SPR |
| Grains | Additional AC | Half SPR |
Royalty
Suggested Alignment - Lawful Neutral
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Aristocratic starts with 20d10 x 10 GP
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You gain proficiency with Insight, Persuasion & three skills of your choice
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You gain proficiency with CHA & WIS saving throws
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You are proficient with two languages & two tools of your choice
Backgrounds 2
Healer
Suggested Alignment - Lawful Good
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Comfortable starts with 12d8 x 10 GP
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You gain proficiency with Medicine, Arcana & two skills of your choice
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You gain proficiency with SPR & WIS saving throws
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You are proficient with Alchemist's Supplies
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You start with an Spell Focus of your choice
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Enhanced Healing - All life spells now cost 1 MP less & gives a +2 to all life damage. The additional life damage applies when feeding a potion to a creature, life spells & life damage based abilities. If using life damage to harm a creature you do not use the effects of Enhanced Healing.
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Save the Dying: You can roll a Spell Mod check vs 15 to stabilize a target & the target regains Hit Points equal to your Spell Mod for 2 MP. (Enhanced Healing makes this costs 1 MP)
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Nursing - You can heal 1d8 + Spell Mod when out of combat for 2 MP. (Enhanced Healing makes this do 1d10+Spell Mod & costs 1 MP)
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Amputate - Can only used out of combat, 1d20-Spell Mod slashing damage to the patient for 2 STP.
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Suture - Bonus Action Stops the bleed or blood curdle condition for 1 STP.
Alchemist
Suggested Alignment - Lawful Neutral
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Modest starts with 8d6 x 10 GP
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You gain proficiency with Nature, Medicine & two skills of your choice
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You gain proficiency with SPR & CON saving throws
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You are proficient with Alchemist's Supplies
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Alchemical - As an alchemist you know all the materials benefits and costs. During a lond rest, these items cost 3/4 the price as normal because you instead buy the raw resources. When scavenging for natural ingredients you can make a nature check at advantage.
Leatherworker
Suggested Alignment - Neutral Good
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Modest starts with 8d6 x 10 GP
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You gain proficiency with Survival, Performance & two skills of your choice
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You gain proficiency with INT & WIS saving throws
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You are proficient with Alchemist supplies
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Leather Man - Well trained in tanning hides, punching holes and turning beasts into stylish accessories, You learned the basic understanding of skinning creatures in order to use their hide, when gathering leather from a creature you can use performance at advantage. You can craft leather items during a long rest, these items cost 3/4 the price as normal because you instead buy the raw resources.
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Extra Prefixes - You get to imbue your PFB worth of Armor pieces with an additional Prefix Slot. This does not increase the quality of the armor & it can only be applied to Leather or Hardened Leather armor pieces.
Blacksmith
Suggested Alignment - Lawful Neutral
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Modest starts with 8d6 x 10 GP
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You gain proficiency with Smithing Tools two skills of your choice
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You gain proficiency with CON saving throws. Then choose either DEX or STR saving throws.
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You are proficient with simple weapons & Tinker's Tools
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Repairman - After Taking a long rest your armor and tools are repaired and gain a +1 non magical bonus, this bonus goes away after 3 combats encounters.
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Craftsman - You can craft Weapons, Armor & ammo during a long rest, these items cost 3/4 the price as normal because you instead buy the raw resources.
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Extra Prefixes - You get to imbue your PFB worth of equipment with an additional Prefix Slot. This does not increase the quality of the equipment & it can only be applied to Metal equipment pieces, armor & weapons included.
Backgrounds 3
Gladiator
Suggested Alignment - Lawful Neutral
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Poor starts with 4d6 x 10 GP
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You gain proficiency with intimidation & either Acrobatics or Athletics
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You gain proficiency with CON & either STR or DEX saving throws
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You are proficient with Medium Armor & either Simple or Martial weapons
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Wake Up Routine - After waking up in the morning you train for about 30 minutes during these 30 minutes you train you str/con/dex for the day, gaining a temporary +2 to the stat trained for said day.
Commander
Suggested Alignment - Lawful Neutral
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Comfortable starts with 12d8 x 10 GP
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You gain proficiency with Intimidation, Persuasion & two skills of your choice
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You gain proficiency with WIS & INT saving throws
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Commanding Voice - As a commander you have taken steps towards leading your troops, meaning you can naturally give them advice or orders. Once per turn give an ally an additional action or give them advantage to an attack they make, this cannot be used on ones self.
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Tactical Movement - You & any ally within 60 ft of you are no longer effected by rough terrain as you guide your team through it with ease.
Trickster
Suggested Alignment - Chaotic Neutral
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Poor starts with 4d6 x 10 GP
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You gain proficiency with Sleight of Hand & Performance
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You gain proficiency with DEX & SPR saving throws
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You are proficient Thieves Tools
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Thief's Grace - You can activate Thief's Grace an amount of time equal to your PFB. Thief's Grace allows you to gain advantage on sleight of hand rolls against a target of your choice for an amount of hourse equal to half your PFB.
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Always Watching - Because of your practice, you gain advantage at noticing if someone is stealing from or attempting to con you in a similar fashion.
Tracker
Suggested Alignment - Neutral
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Poor starts with 4d6 x 10 GP
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You gain proficiency with Survival, Stealth, Perception, Nature
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You gain proficiency with DEX & WIS saving throws
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You are proficient with Medium Armor & either Simple or Martial weapons
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Track The Tracks - Creatures you are tracking can't escape from you as you learn how to read the signs of their path. Additionally when making stealth checks against being tracked gain advantage.
Backgrounds 4
Royal Guard
Suggested Alignment - Lawful Neutral
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Wealthy starts with 16d8 x 10 GP
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You gain proficiency with Insight & either Acrobatics or Athletics
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You gain proficiency with CON & WIS saving throws
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You are proficient with an Armor Type & Weapon of your choice
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Suspicion Sense - As a Royal Guard you can no longer be surprised, gain your PFB to initiative & surprise attacks do not work on you & your take your turn as normally during that turn.
Weaver
Suggested Alignment - Neutral
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Poor starts with 4d6 x 10 GP
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You gain proficiency with Sleight of Hand, Arcana & two skills of your choice
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You gain proficiency with SPR & DEX saving throws
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You are proficient with Weaver’s tools.
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Hooked on a feeling - During a long rest you can make half your pfb rounded down worth of Crochet. Crochet can take many forms such as hats, mittens, gloves, scarfs, etc... While making your Crochet you can imbue your SPR worth of MP into it giving anyone who wears it half your PFB worth of AC & cold resistance. Crotchet is very fragile and if you wear it during combat it will slowly degrade, after your SPR worth of Combats it becomes tattered and no longer gives any buffs until it is mended.
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Extra Prefixes - You get to imbue your PFB worth of Armor pieces with an additional Prefix Slot. This does not increase the quality of the armor & it can only be applied to cloths or woven armor pieces.
Prefixer
Suggested Alignment - Chaotic Neutral
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Poor starts with 4d6 x 10 GP
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You gain proficiency with Insight, Arcana & two skills of your choice
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You gain proficiency with SPR & INT saving throws
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Reroll - You can reroll a negative prefix into a positive prefix during a short rest. You can do this an amount of time equal to your PFB. Negative prefixes are converted to a random lesser prefix.
Mystic (Daith Exclusive Background)
Suggested Alignment - Neutral Good. Born into a race with little magical aptitude, you showed an early talent for sensing the hidden forces that underlie reality. Recognizing this as a sign from the Gods, your tribe trained you in the ancient ways of mysticism. Now, as a Mystic, you are one of the rare few with the power to heal, divine the future, and communicate with the spirits of the land. You are respected and revered, but also sometimes feared, for your abilities are beyond the understanding of most Daith.
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Poor starts with 4d6 x 10 GP
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You gain proficiency with Nature, Medicine & two skills of your choice
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You gain proficiency with SPR & WIS saving throws
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Chosen One - Your mana is changed to Exotic Mana (3 Mana per level, without a limit)
Teacher
Suggested Alignment - Neutral Good
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Poor starts with 4d6 x 10 GP
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You gain proficiency with Insight & three skills of your choice
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You gain proficiency with INT, WIS & 1 saving throw of your choice
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You are proficient with two tools of your choice
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Knowledgeable Teacher - You want to teach others what you know and because of this you can spend a week to teach someone 1 of your skills or saving throws permanently. You can only teach a person an additional saving throw once, but can teach someone as many skills as you have.
Damage Types 1 - Variable & Magical
Crushing - Variable Damage
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A damage type that can be one of the following:
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Non-magical Crushing.
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Silvered Crushing.
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Magical Crushing.
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Opposite Element is Piercing.
Piercing - Variable Damage
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A damage type that can be one of the following:
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Non-magical Piercing.
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Silvered Piercing.
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Magical Piercing.
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Opposite Element is Slashing.
Slashing - Variable Damage
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A damage type that can be one of the following:
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Non-magical Slashing.
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Silvered Slashing.
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Magical Slashing.
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Opposite Element is Crushing.
Dark - Magical Damage
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A magical damage type with an additional effect if you have the associated Magical Mastery Mod:
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If you spend 1 MP when your attack deals dark damage to a target you create a 10 ft sphere of magical darkness centered around the target. This darkness lasts for your PFB worth of rounds.
-
Opposite Element is Light.
Light - Magical Damage
-
A magical damage type with an additional effect if you have the associated Magical Mastery Mod:
-
If you spend 2 MP when your attack deals light damage to a target you can make the target blinded. This blindness lasts for your PFB worth of rounds.
-
Opposite Element is Darkness.
Mind - Magical Damage
-
A magical damage type with an additional effect if you have the associated Magical Mastery Mod:
-
If you spend 3 MP when your attack deals mind damage to a target you can manipulate their mind & make them delirious. While being delirious, damage taken from magical damage is 50% stronger. Also the target has disadvantage on making WIS or CON saving throws. This effect lasts for your PFB worth of rounds.
-
Opposite Element is Primal.
Damage Types 2 - Elemental
Arc - Elemental Damage
-
A elemental damage type with an additional effect if you have the associated Magical Mastery Mod:
-
If you spend 3 MP when your attack deals arc damage to a target you can make them roll a CON saving throw against your spell save dc if they fail they are Paralyzed. The target at the start of their turn can roll a CON saving throw vs your spell save dc to try & become unparalyzed. The target is Paralyzed for a max of your PFB amount of Rounds.
-
Opposite Element is Wind.
Crystal - Elemental Damage
-
A elemental damage type with an additional effect if you have the associated Magical Mastery Mod:
-
Special Effect - Crystal damage counts as silvered damage.
-
If you spend 1 MP when your attack deals crystal damage you can embed crystalline shards into your target causing movement to hurt them. While embed with crystalline shards targets take 1d4 damage for every 10ft they move during their turn. It takes an action to remove the embed effect.
-
Opposite Element is Terra.
Fire - Elemental Damage
-
A elemental damage type with an additional effect if you have the associated Magical Mastery Mod:
-
If you spend 1 MP when your attack deals fire damage to a target you can set them on fire. For 1d4 rounds the target is set on fire and causes them to take 1d6+PFB damage at the start of their turn. The target can put out the flames as an Action or if a water spell is cast on the target.
-
Opposite Element is Frost.
Frost - Elemental Damage
-
A elemental damage type with an additional effect if you have the associated Magical Mastery Mod:
-
If you spend 2 MP when your attack deals frost damage you can lower the target's maximum movement speed by 10. Once a target reaches 0 movement speed they are considered restrained. The target can be unrestrained by having an ally use an action to free them or the target can use their own action to free themselves.
-
Opposite Element is Fire.
Terra - Elemental Damage
-
A elemental damage type with an additional effect if you have the associated Magical Mastery Mod:
-
If you spend 2 MP when your attack deals terra damage you can destroy the battle field causing a PFB x 5ft circle of rough terrain centered around your target. Those caught in the circle of rough terrain are considered Restrained if they fail a DEX save vs your spell DC.
-
Opposite Element is Crystal.
Toxic - Elemental Damage
-
A elemental damage type with an additional effect if you have the associated Magical Mastery Mod:
-
If you spend 3 MP when your attack deals toxic damage you can erode & poison the target. Eroding causes the targets currently held weapon to have it's damage dice lowered 1 tier. This can only be applied to a target's weapon once & it takes a short rest to repair the eroded weapons & the poisoned condition lasts for your PFB worth of rounds.
-
Opposite Element is Water.
Water - Elemental Damage
-
A elemental damage type with an additional effect if you have the associated Magical Mastery Mod:
-
If you spend 3 MP when your attack deals water damage to a target you can drench them. While being drenched, damage taken from fire is reduced by half & damage from frost/arc is 50% stronger. Also if the target is struck by arc damage they lose a reaction until their next turn. It takes a short rest near a fire source to remove Drenched.
-
Opposite Element is Toxic.
Wind - Elemental Damage
-
A elemental damage type with an additional effect if you have the associated Magical Mastery Mod:
-
If you spend 2 MP when your attack deals wind damage you can lower the AC of the target you're attacking by your PFB. This can only be applied to a target once.
-
Opposite Element is Arc.
Damage Types 3 - Fundamental
Decay - Fundamental Damage
-
Decay damage is the most potent form of damage:
-
Decay damage leaves a residue of decay on anything touched by it. When hit with Decay magic a target gain a Decay point. For every 10 Decay points it gains 10% additional damage from all sources.
-
Opposite Element is Life.
Etheric - Fundamental Damage
-
Etheric damage is the source of all Mana damage:
-
Etheric damage deals exclusively mana damage, not health damage.
-
Opposite Element is Zephyr.
Life - Fundamental Damage
-
Life damage is a type of magic that can be used to heal or hurt depending on the casters intent:
-
Life damage's main use is to heal, but that caster can decide to have it deal damage instead. This is most useful when dealing with the undead.
-
Opposite Element is Decay.
Primal - Fundamental Damage
-
Primal damage is the source of all magic:
-
Primal damage always does a little bit of damage no matter what. For every dice of primal damage you deal 1 point of damage if the spell missed the target or the target manages to leave to area of effect.
-
Opposite Element is Mind.
Zephyr - Fundamental Damage
-
Zephyr damage is the source of all Stamina damage:
-
Etheric damage deals exclusively stamina damage, not health damage.
-
Opposite Element is Etheric.
Equipment Slots
Head Slot
Your Head slot is used to wear Head Armor, Hats, Jewelry or Eyewear.
Chest Slot
Your Chest slot is used to wear Chest Armor, Clothes or Cloaks.
Leg Slot
Your Leg slot is used to wear Leg Armor or Clothes
Foot Slot
Your Foot slot is used to wear Foot Armor or Footwear
Weapon Slots
Your total number of weapon slots are equal to the amount of hands your character has. Most Characters have 2 by default.
Accessory Slots
Accessory slots can hold all types of items except head, chest, leg or foot slot specific items, but are mainly meant for holding your magical items or additional armor pieces like gloves, bracers or pauldrons.
Pack Slots
Your Inventory Slot is used to hold backpacks, bags, sacks, weapon straps & more
Attunement Slots
Attunement slots are not physical slots, but certain magical objects require them. Attunement Slots can also be exchanged for a single magi-limb augments without the need for a magi-limb.
Embossment Slots
Embossment slots are not physical slots, they are special & filled by unique boss drops. You gain an additional slot every 10 total levels.
Prefixes, Quality & Uniques
Prefixes
All equipment can be Prefixed granting special effects. Their are four types of prefixes Negative, Lesser, Standard & Greater. Different prefixes require different amounts of prefix slots.
-
If you find a merchant who can prefix enchant the prices are the following: Lesser costs 100 GP, Standard costs 250 GP & Greater costs 500 GP. You can also remove prefixes for 100 GP.
-
Negative Prefixes require 1 prefix slots.
-
Lesser Prefixes require 1 prefix slots.
-
Standard Prefixes require 2 prefix slots.
-
Greater Prefixes require 3 prefix slots.
-
The next pages contains prefixes that weapons & armor. Certain prefix can only be prefixed into certain types of equipment, such as Swift only being able to be inserted into Boots, shoes, pants or Greaves.
Quality
All equipment have different qualities, quality does nothing to increase the strength of armor or weapons. Quality only determines the amount of available prefix slots in a given piece of equipment.
-
Common quality has 0 prefix slots & is the listed price of a given item, unless otherwise stated all items are Common quality.
-
Rare quality has 1 prefix slots & is the listed price of a given item, plus 50 additional GP.
-
Epic quality has 2 prefix slots & is the listed price of a given item, plus 200 additional GP.
-
Legendary quality has 3 prefix slots & is the listed price of a given item, plus 450 additional GP.
-
Unique quality has 4 prefix slots & is the listed price of a given item, plus 950 additional GP.
Uniques
Uniques are special pieces of equipment that have special prefix tasks that once filled will unlock the Unique & convert any equipment that are counting towards the Uniques prefix requirements into a Unique Set. While wearing your Unique Set you gain a special bonus that is not normally possible with any normal prefixes & possibly upgrade the armor pieces into a higher quality.
Negative Weapon Prefixes (9 Total)
Flimsy
Your damage roll is lowered by 1.
- Any Weapon - Lesser Prefix
Clunky
Your attack roll is lowered by 1.
- Any Weapon - Lesser Prefix
"Skill Name" Ignorance
Gives -1 to "Skill Name".
-
"Skill Name" refers to any possible skill.
-
Any Weapon - Lesser Prefix
Unprepared
Gain -1 initiative.
- Any Weapon - Lesser Prefix
Energy Sapped
Your weapon grants you a -3 max E.
- Any Weapon - Lesser Prefix
Health Sapped
Your weapon grants you a -3 max HP.
- Any Weapon - Lesser Prefix
Stamina Sapped
Your weapon grants you a -3 max STP.
- Any Weapon - Lesser Prefix
Mana Sapped
Your weapon grants you a -3 max MP.
- Any Weapon - Lesser Prefix
Life Sapped
Your weapon grants you a -3 HP at the start of combat.
- Any Weapon - Lesser Prefix
Negative Armor Prefixes (10 Total)
"Damage Type" Vulnerable - Lesser
You now take 10% additional damage from "Damage type".
-
"Damage Type" refers to any possible damage type.
-
Any Armor Piece - Lesser Prefix
Sluggish - Lesser
-5 additional movement speed.
- Leg or Foot Armor Piece - Lesser Prefix
"Skill Name" Ignorance
Gives -1 to "Skill Name".
-
"Skill Name" refers to any possible skill.
-
Any Armor Piece - Lesser Prefix
Unprepared
Gain -1 initiative.
- Any Armor Piece - Lesser Prefix
Shoddy
Gain -0.5 AC to the Armor Piece.
- Any Armor Piece - Lesser Prefix
Energy Sapped
Your armor grants you a -3 max E.
- Any Armor Piece - Lesser Prefix
Health Sapped
Your armor grants you a -3 max HP.
- Any Armor Piece - Lesser Prefix
Stamina Sapped
Your armor grants you a -3 max STP.
- Any Armor Piece - Lesser Prefix
Mana Sapped
Your armor grants you a -3 max MP.
- Any Armor Piece - Lesser Prefix
Life Sapped
Your armor grants you a -3 HP at the start of combat.
- Any Armor Piece - Lesser Prefix
Positive Armor Prefixes (21 Total)
"Damage type" Infused
Gain 10% reduction to "Damage type".
-
"Damage Type" refers to any possible damage type.
-
Standard is 20% & Greater is 40%
-
Any Armor Piece - Lesser, Standard or Greater Prefix
Swift
5 additional movement speed.
-
Standard is 15 & Greater is 25
-
Leg or Foot Armor Piece - Lesser, Standard or Greater Prefix
"Damage type" Plating
Gain 3 reduction to "Damage Type" damage.
-
"Damage Type" refers to any possible damage type.
-
Standard is 9 & Greater is 15
-
Any Armor Piece - Lesser, Standard or Greater Prefix
Spiked
When you take variable damage you deal 3 of the same variable damage back to the attacker.
-
Standard is 9 & Greater is 15
-
Accessories or Shields - Lesser, Standard or Greater Prefix
"Magical, Elemental or Fundamental" Reflective
When you take "Magical, Elemental or Fundamental" damage you deal 3 damage back to the attacker.
-
Reflective can only apply to either Magical, Elemental or Fundamental damage not all three.
-
Standard is 9 & Greater is 15
-
Accessories or Shields - Lesser, Standard or Greater Prefix
"Skill Name" Novice
Gives +1 to "Skill Name".
-
"Skill Name" refers to any possible skill.
-
Any Armor Piece - Lesser Prefix
"Damage Type" Affinity
When you deal "Damage Type" damage you increase the total damage dealt by 1d4.
-
"Damage Type" refers to any possible damage type.
-
Standard is 3d4 & Greater is 5d4
-
Head Armor Piece - Lesser, Standard or Greater Prefix
Prepared
Gain +1 initiative depending on rarity.
-
Standard is +3
-
Any Armor Piece - Lesser or Standard Prefix
Phoenix
In order to die you must fail an additional death save, increasing the required default death fails from 3 to 4.
-
Phoenix can stack.
-
Any Armor Piece - Greater Prefix
Retrofitted
Changes heavy armor to act as medium armor or medium armor to act as light armor.
- Medium or Heavy Armor Piece - Greater Prefix
Holding
+1 Accessory Slot.
- Chest or Leg Armor Piece - Greater Prefix
Lucky
Lowers your requirement to critically hit by 1.
-
Lucky can stack.
-
Any Armor Piece - Greater Prefix
Energy Boosted
Your armor grants you a +3 max E.
-
Standard is +9 & Greater is +15
-
Any Armor Piece - Lesser, Standard or Greater Prefix
Health Boosted
Your armor grants you a +3 max HP.
-
Standard is +9 & Greater is +15
-
Any Armor Piece - Lesser, Standard or Greater Prefix
Stamina Boosted
Your armor grants you a +3 max STP.
-
Standard is +9 & Greater is +15
-
Any Armor Piece - Lesser, Standard or Greater Prefix
Mana Boosted
Your armor grants you a +3 max MP.
-
Standard is +9 & Greater is +15
-
Any Armor Piece - Lesser, Standard or Greater Prefix
Temporarily Boosted
Your armor grants you a +3 THP at the start of combat.
-
Standard is +9 & Greater is +15
-
Any Armor Piece - Lesser, Standard or Greater Prefix
Positive Armor Prefixes (21 Total)
Quick - Lesser, Standard or Greater
+1 When trying to weave.
-
Standard is +3 & Greater is +5
-
Foot Armor Piece - Lesser, Standard or Greater Prefix
Guard
+1 When trying to use improvised block or shielded block.
-
Standard is +3 & Greater is +5
-
Medium or Heavy Armor Piece - Lesser, Standard or Greater Prefix
Distracting Shine
When purchasing items you gain advantage when trying to haggle & reduce prices by 5% no matter what, but gain a -2 stealth checks.
- Accessories - Standard Prefix
Regeneration - Standard or Greater
At the start of your turn you gain 1 life damage worth of healing. This will only heal you to (1/2) your total HP then will stop regenerating.
-
Greater increases the life damage to 3 & allows you to be healed up to your maximum health before you stop regenerating.
-
Any Armor Piece, except accessories - Lesser or Standard Prefix
Positive Weapon Prefixes ( 20 Total)
"Damage type" Infused
Gain +(1) "Damage type" damage.
-
"Damage Type" refers to any possible damage type.
-
Standard is +3 & Greater is +5
-
Any Weapon or Focus - Lesser, Standard or Greater Prefix
Spiked
When you take variable damage you deal 3 of the same variable damage back to the attacker.
-
Standard is 9 & Greater is 15
-
Any Ranged Weapon, Shield or Focus - Lesser, Standard or Greater Prefix
"Magical, Elemental or Fundamental" Reflective
When you take "Magical, Elemental or Fundamental" damage you deal 3 damage back to the attacker.
-
Reflective can only apply to either Magical, Elemental or Fundamental damage not all three.
-
Standard is 9 & Greater is 15
-
Any Melee Weapon, Shield or Focus - Lesser, Standard or Greater Prefix
"Skill Name" Novice
Gives +1 to "Skill Name".
-
"Skill Name" refers to any possible skill.
-
Any Weapon or Focus - Lesser Prefix
Lucky
Lowers your requirement to critically hit by 1.
-
Lucky can stack.
-
Any Weapon or Focus - Greater Prefix
Prepared
Gain +1 initiative depending on rarity.
-
Standard is +3
-
Any Armor Piece - Lesser or Standard Prefix
Phoenix
In order to die you must fail an additional death save, increasing the required default death fails from 3 to 4.
-
Phoenix can stack.
-
Any Weapon or Focus - Greater Prefix
"Damage Type" Affinity
When you deal "Damage Type" damage you increase the total damage dealt by 1d4.
-
"Damage Type" refers to any possible damage type.
-
Standard is 3d4 & Greater is 5d4
-
Any Weapon or Focus - Lesser, Standard or Greater Prefix
Energy Boosted
Your armor grants you a +3 max E.
-
Standard is +9 & Greater is +15
-
Any Weapon or Focus - Lesser, Standard or Greater Prefix
Health Boosted
Your armor grants you a +3 max HP.
-
Standard is +9 & Greater is +15
-
Any Weapon or Focus - Lesser, Standard or Greater Prefix
Stamina Boosted
Your armor grants you a +3 max STP.
-
Standard is +9 & Greater is +15
-
Any Weapon or Focus - Lesser, Standard or Greater Prefix
Mana Boosted
Your armor grants you a +3 max MP.
-
Standard is +9 & Greater is +15
-
Any Weapon or Focus - Lesser, Standard or Greater Prefix
Temporarily Boosted
Your armor grants you a +3 THP at the start of combat.
-
Standard is +9 & Greater is +15
-
Any Weapon or Focus - Lesser, Standard or Greater Prefix
Guard
+1 When trying to use improvised block or shielded block.
-
Standard is +3 & Greater is +5
-
Any Melee Weapon Armor Piece - Lesser, Standard or Greater Prefix
Accurate
Gain +1 to attack rolls with this weapon.
-
Standard is +3 & Greater is +5
-
Any Weapon - Lesser, Standard or Greater Prefix
Positive Weapon Prefixes ( 20 Total)
Sharpened
Gain +1 to damage rolls with this weapon.
-
Standard is +3 & Greater is +5
-
Any Weapon - Lesser, Standard or Greater Prefix
Silvered
Changes Variable damage into Silvered Variable damage.
- Any Weapon with Variable Damage - Standard Prefix
Magical
Changes Variable damage into Magical Variable damage.
- Any Weapon with Variable Damage - Standard Prefix
Extended
Increases range of a melee weapon by 5 ft
- Any Melee Weapon with Variable Damage - Standard Prefix
Farshot
Doubles the near & far range of a ranged weapon.
- Any Ranged Weapon with Variable Damage - Standard Prefix
Armor & Armor Class
| Name | Cost Per Piece | Armor Per Piece | Min STR | Stealth | Weight Per Piece |
|---|---|---|---|---|---|
| Clothing | |||||
| Cloth | 5 gp | 0 AC | 0 | Advantage | 1 |
| Light Armor | |||||
| Woven | 7.5 gp | 0.25 AC | 8 | - | 2 |
| Leather | 10 gp | 0.50 AC | 10 | - | 3 |
| Medium Armor | |||||
| Hardened Leather | 10 gp | 0.50 AC | 10 | - | 4 |
| Chainmail | 15 gp | 0.75 AC | 12 | Disadvantage | 5 |
| Bronze | 25 gp | 1.00 AC | 13 | - | 6 |
| Heavy Armor | |||||
| Chainplate | 30 gp | 1.00 AC | 14 | Disadvantage | 8 |
| Iron | 45 gp | 1.25 AC | 15 | - | 10 |
| Magi-Steel | 60 gp | 1.50 AC | 16 | - | 12 |
| Shields | |||||
| Buckler | 30 gp | 1.00 AC | 10 | - | 2 |
| Heater | 40 gp | 2.00 AC | 12 | - | 5 |
| Tower | 50 gp | 3.00 AC | 14 | Disadvantage | 10 |
Armor Pieces
Armor Pieces are the only equipment that can grant AC.
- Head Slot - Helmet or Hood (any)
- Chest Slot - Chestplate (medium or heavy) or Shirt (light or clothing)
- Leg Slot - Greaves (medium or heavy) or Pants (light or clothing)
- Foot Slot - Boots (medium or heavy) or Shoes (light or clothing)
- Any Accessories - Bracers or Buckler
- Light Accessories - Gloves
- Medium & Heavy Accessories - Pauldrons
Racial Armor Pieces
All races have the capability to have armor for their Head Slot, Chest Slot, Leg Slot or Foot Slot. Even if races have more arms or legs does not mean they have additional armor slots. Some races may not have the conventional amount of limbs & so armor needs to be fit for them specifically, if you find armor that may not fit you nearly all blacksmith can help fit it to you for a small price.
Armor Class
-
Your innate AC is 8 and half your CON modifier rounded up to a max of 10 (or 2 above your innate AC is). Then depending on the type of armor you are currently wearing follow the chart below:
-
If you’re wearing no armor or light armor add your DEX modifier
-
If you’re wearing Medium armor add your DEX or STR modifier to a max of 2
-
If you're wearing Heavy armor you do not add DEX or STR modifiers to AC.
Donning & Doffing Armor
-
Don - This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor.
-
Doff - This is the time it takes to take off armor. If you have help, reduce this time by half.
| Category | Don | Doff |
|---|---|---|
| Light Armor | 1 Min | 1 Min |
| Medium Armor | 5 Min | 5 Min |
| Heavy Armor | 10 Min | 10 Min |
| Buckler | 1 Bonus Action | 1 Bonus Action |
| Heater | 1 Action/Attack Action | 1 Action/Attack Action |
| Tower | 1 Action | 1 Action |
Weapon information
Ammunition
You can only use a weapon that has the Ammunition type to make an attack only if you have Ammunition to fire from the weapon. Each time you Attack with the weapon, you expend one piece of Ammunition.
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. When attacking against a target with a shield you have advantage to-hit.
Heavy
Tiny & Small Creatures have disadvantage on Attack rolls with heavy Weapons.
Light
A light weapon is small and easy to handle, making you able to wield multiple light weapons for fighting.
Loading
Because of the time required to load this weapon, you can fire only one piece of Ammunition from it when you use an Action or bonus Action to fire it.
-
Light & Hand Crossbows require a Bonus Action to reload.
-
Heavy Crossbows require an Action to reload.
-
Firearms require an Action to reload unless upgraded.
Range
The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s Long Range. When Attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s Long Range.
Reach
This weapon adds 5 feet to your reach when you Attack with it.
Special
A weapon with the special property has unusual rules governing its use.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon.
Two-Handed
This weapon requires two hands when you Attack with it.
Versatile
This weapon can be used with one or two hands. Depending on the amount of hands used to wield the weapon damage changes.
Mecha
Mecha-Weapons will not function without energy, having magi-limbs, being an Android, having cybernetics, or Mecha-Installers. Out of combat & during a long rest you can forgo charging your batteries & you can hook up to a generator allowing you to modify, enchant or upgrade your currently unlocked Mecha-Weapons.
Silvering
Some Monsters that have immunity or Resistance to nonmagical Weapons are susceptible to silver Weapons, so cautious Adventurers invest extra coin to plate their Weapons with silver. You can silver a single weapon or ten pieces of Ammunition for 100 gp.
Ammo Recovery
-
Arrows - For every arrow used roll 1d2, on 1 you don't recover the arrow.
-
Bolts - For every bolt used roll 1d4, on a 1 you don't recover the bolt.
-
Blow darts & Firearms do not have recoverable ammo.
Weapon Hybrids
A weapon hybrid is a special weapon that can be found, made or bought that combines multiple weapons into one. The following describes more about weapon Hybrids:
-
Weapon hybrids cost the same as both weapons combined total x the amount of weapons in the hybrid.
-
Weapon hybrids weigh the same as both weapons combined.
-
Weapon hybrids require the user to be proficient in both weapon types in order to use either mode proficiently.
-
Weapon hybrids can only be made of weapons that share atleast one common weapon type.
-
Weapon hybrid can at max be made of three different weapons.
-
Weapon hybrid as a Bonus Action can change the state of a hybrid weapon changing it into one of it's alternative modes. Not all weapon hybrid change shape.
Simple Melee Weapons - Click for part 2
Club - 1sp - 2lb
Light & Simple - 1d4 crushing - Can be Mastered
- Bonk - If proficient with light weapons, hitting a target that has casting capabilities causes them to be unable to cast cantrip tier magic on their following turn.
Dagger - 2gp - 1lb
Finesse, Light, Thrown & Simple (Range 20/60) - 1d4 piercing - Can be Mastered
-
Quick Jab - If proficient with Finesse weapons & before you roll to hit a target you can use a bonus action to add an additional dice to your damage roll, but no modifier to the attack.
-
Quick blade - If proficient with light weapons you can make an additional attack with your bonus action.
-
Deribbing - If proficient with Thrown weapons the first target you successfully hit during your turn takes a critical hit.
Greatclub - 2sp - 10lbs
Two-Handed & Simple - 1d8 crushing - Can be Mastered
- Concussive Bonk - If proficient with a greatclub hitting a target that has casting capabilities causes them to be unable to cast (9 - Half your PFB)th tier magic & higher on their following turn.
Handaxe - 5gp - 2lbs
Light, Thrown & Simple (Range 20/60) - 1d6 slashing - Can be Mastered
-
Climbing Axe - If proficient with light weapons & wielding two handaxes you can use them to climb giving you climbing speed equal to your walking speed.
-
Repetitive Strike - If proficient with Thrown weapons & while hitting the same target consecutively without changing to a different target you increase damage dealt per additional time hit. (1d6+DEX or STR) + (Half your PFB x Previous Hits)
Buckler Shield- 25gp - 2lbs
Light & Simple - +1 to damage with Shield Bash, Shield Strike or Shield Thrown - Can be Mastered
- Buckler Master - Mastery with Buckler Shields now grant +PFB additional damage instead of +1
Heater Shield- 50gp - 6lbs
Simple & Special - +1d4 to damage with Shield Bash or Shield Strike - Can be Mastered
- Heater Master - Mastery with Heater Shields now grant PDFd4 additional damage instead of 1d4.
Tower Shield- 200gp - 6lbs
Heavy, Simple & Special - +1d4 to damage with Shield Bash or Shield Strike - Can be Mastered
- Tower Master - Mastery with Tower Shields now grant PFBd4+PFB additional damage instead of 1d4+1.
Javelin - 5sp - 2lbs
Thrown (Range 30/120) & Simple - 1d6 piercing - Can be Mastered
- Pincushion - If proficient with Thrown weapons every successful throw with a javelin gives you advantage on your next javelin throw.
Light Hammer - 2gp - 2lbs
Light, Thrown (Range 20/60) & Simple - 1d4 crushing - Can be Mastered
-
Pound - If proficient with light weapons you can spend 2 STP & instead do thunder damage.
-
Ricochet - If proficient with Thrown weapons & you successfully hit a target the light hammer will ricochet off your original target & hit an additional target within 10 ft of the original target. This can repeat until you miss or run out of targets & for each target hit the next target has a -2 to-hit.
Simple Melee Weapons 2 - Click here for part 1
Mace - 5gp - 4lbs
Heavy & Simple - 1d6 crushing - Can be Mastered
- Kneel to the King - If proficient with heavy weapons hitting a target causes them to be Frightened & Prone. At the end of the target's turn they can make a WIS save vs your spell save DC if they fail they continue to be feared, but the save lowers by 1 every round after. After a target is Frightened they cannot be Frighted again for the rest of the combat.
Quarterstaff - 2sp - 4lbs
Versatile (1d8) & Simple - 1d6 crushing - Can be Mastered
- Halfstaff - If proficient with versatile weapons you gain +5 reach to attacks with Quarterstaffs.
Knuckledusters & Guantlets 5gp - 5lbs
Light, Special & Simple - 1d4 crushing - Can be Mastered
-
Special Effect - This does not require Weapon Mastery. Knuckledusters are treated as unarmed strikes.
-
Nucklebusting - If proficient with light weapons whenever you get a natural 20 you can decide to break the target's arms or legs. Breaking a target's arm cuts their damage in half until their arm is fixed. Breaking a target's legs cuts their walking speed in half until their leg is fixed.
Sickle - 1gp -2lbs
Light & Simple - 1d4 slashing - Can be Mastered
- Bountiful Harvest - If proficient with light weapons when looting a target while wielding sickles you gain advantage.
Spear - 1gp - 3lbs
Thrown (range 20/60), Versatile (1d8), Reach & Simple - 1d6 piercing - Can be Mastered
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Porcupine - If proficient with thrown weapons successfully throwing your spear into an enemy causes the enemy to take a PFB worth of damage for every 5 ft of distance traveled. Removing the spear is a bonus action & taking it out deals your PFB worth of damage.
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Diverting Strike - If proficient with versatile weapons when you are hit you can now use a reaction to attack the target who just striked you with a spear.
Scythe - 20gp - 6lbs
Two-Handed, Reach, Finesse & Simple - 1d6 slashing - Can be Mastered
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Special Effect - This does not require the Weapon Mastery Mod. Depending on what armor the target is wearing you get to add the following to your to-hit roll. No armor or light armor you add nothing, medium armor you add half your PFB & finally heavy armor you add your entire PFB.
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Pull Back - If proficient with reach weapons using an attack action you reach out and hook around an enemy up to 10ft away from you & drag them to your side.
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Swing Around - If proficient with finesse weapons using an attack action you can hook onto an enemy and swing yourself around in a 10ft radius of the creature and move around to a different spot on the circle's diameter.
Simple Ranged Weapons
Light Crossbow - 25gp - 5lbs
Ammunition (range 80/320), Loading, Two-Handed & Simple - 1d8 piercing - Can be Mastered
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Bonus Action reload: Ammo used is bolts
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Hollow Point - If proficient with crossbows you can spend 2 STP & instead do force damage. When empowered your attack goes through THP & magical spells that would counter the ranged attack.
Dart - 5cp - 1/4lb
Finesse, Thrown & Simple (range 20/60) - 1d4 piercing - Can be Mastered
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Pressure points - If proficient with finesse weapons & you hit a target with an attack from your dart they stick into the target & you lower their modifier on their damage rolls by 2 until they reach 0. It takes an action for the target to remove the darts from themselves.
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Mutidart - If proficient with thrown weapons you can now throw a PFB amount of darts as an action.
Shortbow - 25gp - 2lbs
Ammunition (range 80/320), Two-Handed & Simple - 1d6 piercing - Can be Mastered
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Ammo used is arrows
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Quick Draw - If proficient with shortbows while taking a dash action you now can also make a shot with your shortbow.
Sling - 1sp - 1/4lb
Ammunition (range 30/120) & Simple - 1d4 crushing - Can be Mastered
- Grapeshot - If proficient with slings you can change any to-hit attack into a DC dex save vs 8+DEX+PFB. This new attack has the same damage, but the range is now only a 10 ft cone. If the targets succeed the save they take half damage.
Martial Melee Weapons 1 - Click for part 2
Battleaxe - 10gp - 4lbs
Versatile (1d10) & Martial - 1d8 slashing - Can be Mastered
- Hack and Slash - If proficient with versatile weapons for each hit you took in the previous round you add plus 1 damage to your attacks for the current round. The limit is your PFB.
Flail - 10gp - 2lbs
Heavy & Martial - 1d8 crushing - Can be Mastered
- Wind-up - If proficient with heavy weapons you can spend an attack action to add an additional damage dice to your next attack with your flail. This can persist between turns & continues to build to a max equal to your PFB amount of additional dice. Whenever you are hit you must make a concentration check or wind-up ends.
Glaive - 20gp - 6lbs
Heavy, Reach, Two-Handed & Martial - 1d10 slashing - Can be Mastered
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Hefty Swing - If proficient with heavy weapons you can add your PBF to your damage, if you change slashing to bludgeoning.
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Circle Swing - If proficient with reach weapons as an action you swing your glaive in a circle & deal damage to all creatures in your glaive range of you. Targets in range must make a DC DEX save against 8+STR+PFB. On a success they take half damage.
Greataxe - 30gp - 7lbs
Heavy, Two-Handed & Martial - 1d12 slashing - Can be Mastered
- Butcher - If proficient with heavy weapons when you Crit, you can cut off an appendage of the target.
Greatsword - 50gp - 6lbs
Heavy, Two-Handed & Martial - 2d6 slashing - Can be Mastered
- Cleave - If proficient with heavy weapons enemies in a 10 ft cone also take half damage from the original target.
Halberd - 20gp - 6lbs
Heavy, Reach, Two-Handed & Martial - 1d10 slashing - Can be Mastered
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Halberdier - If proficient with heavy weapons your Halberd now grants +2 AC & can be used for Shield Blocking.
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Auto-Hit - If proficient with reach weapons you can spend an action to make an attack that ignores AC, but you do not add damage modifiers.
Lance - 10gp - 6lbs
Two-Handed, Reach, Special & Martial - 1d12 piercing - Can be Mastered
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Special Effect - This does not require Weapon Mastery. You have disadvantage when you use a lance to Attack a target within 5 feet of you.
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Unmounted Combatant - If proficient with reach weapons you can now charge forth into battle. Before your attack for every 5ft you moved before you hit you add half your pfb worth of damage.
Longsword - 15gp - 3lbs
Versatile (1d10) & Martial - 1d8 slashing - Can be Mastered
- Prideful - If proficient with versatile weapons while wielding a longsword with both hands the sword grants +2 AC & you gain PFB to damage, but while wielding it with one hand you gain +1 AC & gain +5 range.
Maul - 10gp - 10lbs
Heavy, Two-Handed & Martial - 2d6 crushing - Can be Mastered
- Bone Breaker - If proficient with heavy weapons, critting with this weapon causes horrible pain. When a target is struck from a crit they gain a point of exhaustion.
Morningstar - 15gp - 4lbs
Heavy & Martial - 1d8 piercing - Can be Mastered
- Grazing Spike - If proficient with heavy weapons when striking a target & you miss the target's AC, if you would have hit the target if their AC was lower equal to your PFB you instead hit. The damage you deal from this attack is halved.
Martial Melee Weapons 2 - Click for part 1
Pike - 5gp - 18lbs
Heavy, Reach, Two-Handed & Martial - 1d10 piercing - Can be Mastered
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Skewer - If proficient with heavy weapons when you Crit with this weapon you pierce through your target they are now restrained to your pike, they are now bleeding & all damage dealt with your pike is now bludgeoning to the impaled target. Targets impaled on your pike can make a DC DEX save against 8+STR+PFB at the end of their turn & if succeeded they can remove themselves from your pike.
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Pencil Pusher - If proficient with reach weapons when making an attack you may push a target back 5ft. If you choose to, any ally within 5ft of the pushed target may make a reaction as an opportunity attack against said creature, though without damage modifiers.
Rapier - 25gp - 2lbs
Finesse & Martial - 1d8 piercing - Can be Mastered
- Flicker - If proficient with finesse weapons when you take an action to attack you may use your bonus action to deal additional damage to the target. The damage is the same as your rapier from your attack action but without damage modifiers.
Scimitar - 25gp - 3lbs
Finesse, Light & Martial - 1d6 slashing - Can be Mastered
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Full Moon - If proficient with finesse weapons you can combine all your possible attack actions into 1 action. This action has the same to-hit as the weapon you used, but all the damage of the combined attack actions with a range of 5 ft all around yourself. You only need to roll to-hit once for all targets in range.
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Crescent Strike - If proficient with light weapons instead of using multiple attack actions you can forgo them for a special Action. You get to add your PFB again to your to-hit with this attack & you completely ignore resistances of the target.
Shortsword - 10gp - 2lbs
Finesse, Light & Martial - 1d6 piercing - Can be Mastered
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Short Thrust - If proficient with finesse weapons as an attack action you may lunge 5ft forward then strike the target or backpedal 5 ft backwards away from a target while not provoking opportunity attacks.
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Wild Swing - If proficient with light weapons you can change the amount of dice you roll from a d6+dex or STR to 2d4+(dex or STR)x2.
Trident - 5gp - 4lbs
Thrown (range 20/60), Versatile (1d8) & Martial - 1d6 piercing - Can be Mastered
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Harsh Torrent - If proficient with thrown weapons throwing the trident can pierce through all targets in its path. Each time it hits a target roll to-hit, This continues until the max throwing range is reached or hits a target and fails to pierce.
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Checkmate - If proficient with versatile weapons after making an attack against a creature you can move them 10 ft in any direction of your choice. This movement causes no opportunity attacks.
War Pick - 5gp - 2lbs
Versatile (1d10) & Martial - 1d8 piercing - Can be Mastered
- Mining Away - If proficient with Versatile weapons when striking a target with armor you lower their AC by 1 for each attack dealt to a target. This can only lower them to what their AC would be without armor.
Warhammer - 15gp - 2lbs
Versatile (1d10) & Martial - 1d8 piercing - Can be Mastered
- Knockdown - If proficient with versatile weapons you can knock your target prone after you hit them with your attack action. After attacking with an attack action you can strike again as a bonus action, but for this attack you cannot add your STR to your to-hit roll.
Whip - 15gp - 3lbs
Finesse, Reach & Martial - 1d4 slashing - Can be Mastered
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Disarm - If proficient with finesse weapons after attacking & successfully hitting a target you disarm their weapon from them, knocking it to the ground in a random direction.
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Wrapped - If proficient with reach weapons when making a whip attack you can choose to bind an enemy's arm or leg, while using this ability you can no longer use your whip. Binding an arm will give them disadvantage with attacks they make. Binding a leg you keep your target from going further from you & while attached you can make an attack action to trip the target and cause them to become prone. At the end or their turn or as an action they can escape from your grasp as long as they succeed the Dex save vs 8+DEX+PFB.
Martial Ranged Weapons
Blowgun - 10gp - 1lbs
Ammunition (range 25/100), Loading & Martial - 1d4 piercing - Can be Mastered
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Bonus Action reload: Ammo used is darts
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Strong breath - If proficient with blowguns you can double the range you can shoot with your blow gun & the damage is increased from a d4 to a d6.
Repeat Crossbow - 75gp - 3lbs
Ammunition (range 30/120), Loading (6 shot capacity), Light, Loading, Martial & Special - 1d6 piercing - Can be Mastered
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Bonus Action reload: Ammo used is bolts
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Special Effect - This does not require Weapon Mastery. Repeating Crossbows have a chance to jam if you roll a 1 through 3 when trying to-hit. It requires an Action to fix if stuck.
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Close shot - If proficient with light weapons when you fire a bolt at a target they take 1 additional damage for every 5 ft of range the crossbow could have made without being at disadvantage.
Heavy Crossbow - 50gp - 18lbs
Ammunition (range 100/400), Heavy, Loading, Two-Handed & Martial - 1d10 piercing - Can be Mastered
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Action reload: Ammo used is bolts
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Dragonator - If proficient with heavy weapons you can put your strength into your draw & release the crossbow dealing a guaranteed to-hit. This takes an action not an attack action.
Longbow - 50gp - 2lbs
Ammunition (range 150/600), Heavy, Two-Handed & Martial - 1d8 piercing - Can be Mastered
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Ammo used is arrows
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Long Shot - If proficient with heavy weapons you can take your entire action & you can add Pfb * 20 ft worth of range to your bow as well as adding your PFB to the damage roll.
Net - 1gp - 3lbs
Special, Thrown (range 5/15) & Martial - 1d6 piercing - Can be Mastered
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Special Effect - This does not require Weapon Mastery. A Large or smaller creature hit by a net is Restrained until it is freed. A net has no Effect on Creatures that are formless, or Creatures that are Huge or larger. A creature can use its Action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, Ending the Effect and destroying the net. When you use an Action, bonus Action, or Reaction to Attack with a net, you can make only one Attack regardless of the number of Attacks you can normally make.
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Encapturing Net - If proficient with thrown weapons you can capture more targets then normal. You can now capture as many targets with one net equal to your PFB, the targets must be within 5 ft of each other to be able to be captured.
Spark-Firearms
Spark-Firearms require an Action to fix if broken.
Spark-Fire Pistol - 100gp - 4lbs
Ammunition (range 30/90), Loading (6 shot capacity), Light & Martial - 2d6 piercing. Break Chance 1 - 5.
Spark-Fire Carbine - 125gp - 6lbs
Ammunition (range 25/60), Loading (21 shot capacity, fires 3 round burst [Functionally 7 shot capacity]) Light, Two-handed, Martial - 3d4 piercing. Break Chance 1 - 8.
Spark-Fire Rifle - 150gp - 10lbs
Ammunition (range 60/180), Loading (1 shot capacity), Heavy, Two-Handed & Martial - 1d12 piercing. Break Chance 1 - 5.
Spark-Fire Shotgun - 150gp - 4lbs
Ammunition (range 15 ft cone), Loading (1 shot capacity), Heavy, Two-Handed & Martial - 2d10 crushing. Break Chance 1 - 5.
Spark-Fire Boomer - 200gp - 12lbs
Ammunition (Range 40/120, 10 Foot Radius Sphere]), Loading (6 Shot capacity), Heavy, Two-handed, Martial, 2d8 arc & 2d8 fire. Break Chance 1 - 10.
Spark-Fire Revolver - 200gp - 6lbs
Ammunition (Range 30/90), Loading (6 Shot capacity), Finesse, Martial, 1d8 piercing. Break Chance 1 - 5.
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If you hit your target you may choose to expend additional STP to unload your remaining ammo into the attack.
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For every STP expended you fire an additional bullet increasing the total damage by 1d8 per shot. If you unload the full remaining capacity into the attack it breaks the Spark-Firearm.
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Any effects applied to the first shot fired extend to each additional round fired.
Pistol, Rifle, Carbine & Revolver Ammo Modifiers (1 Max)
- Trapdoor - 150 gp - Bonus Action reload instead of Action.
- Minor Extension - 300 gp - Bonus Action reload instead of Action. Gains 3 additional shots before having to reload. Revolver cannot have this modifier.
- Major Extension - 600 gp - Bonus Action reload instead of Action. Gain 9 additional shots before having to reload. Revolver cannot have this modifier.
Shotgun Ammo Modifiers (1 Max)
- Double Barrel - 200 gp - Gain 1 additional shots before having to reload.
- Lever Action - 400 gp - Gain 4 additional shots before having to reload.
- Pump Action - 400 gp - Bonus Action reload instead of Action. Gain 1 additional shots before having to reload.
Receiver Modifiers (1 Max)
- Silvered Receiver - 125 gp - Your current damage type is now considered silvered. Max break chance increased by 1.
- Runic Receiver - 250 gp - Your current damage type is replaced by an elemental damage type of your choice. Max break chance increased by 3.
- Powerful Receiver - 500 gp - Increases the damage roll by +2. Max break chance increased by 5.
- Dangerous Receiver - 1000 gp - Gain an additional damage dice. Max break chance increased by 3.
Reinforcement Modifiers (Can stack together)
- Basic Reinforcement - 250 gp - Max break chance lowered by 2
- Advanced Reinforcement - 500 gp - Max break chance reduced lowered by 5
- Mastered Reinforcement - 1000 gp - Max break chance reduced lowered by 8
Pistol, Rifle, Carbine & Revolver Modifiers (1 Max)
- Removable Suppressor - 75 gp - Ranged is halved & when fired you have advantage on a stealth rolls after shooting.
- Silencer - 150 gp - Ranged is halved & when fired the weapon is completely silent.
- Extended Barrel - 300 gp - Range is doubled.
- Rifled Barrel - 600 gp - Increases the damage roll by +2. Max break chance increased by 3.
Scopes (1 Max)
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Long Scope - 150 gp - When looking through you can see into the next map over, if line of sight makes sense. You gain a +1 to-hit.
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Night-Vision Scope - 300 gp - When looking through the scope you can see through darkness. You gain a +2 to-hit.
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Blood Sight - 600 gp - When looking through the scope you can no longer see normally, but see the hearts & blood vessels of creatures even through walls or structures. You gain a +3 to-hit.
Exotic Weapons
- An exotic is the remnants of a Kinstals core that is left over as a Kinstal passes away, what's left is a special & magic Artifact that can now take new form becoming an Exotic Weapon.
Spiritual Binding
After making contact with an Exotic gem a connection takes place where you can decide to permanently bind to the Exotic & decides what the form will be or decline the contract putting the Exotic into a inert state. After a day passes the Exotic activates again & you will be given the same prompt until you accept or no longer have the Exotic gem. The process to bind to the Exotic is below:
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During your next racial growth & mod you gain nothing to give the exotic a part of your body.
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Your STR, DEX, CON, INT, WIS, & CHA are lowered by 1 & feed to the Exotic to power it.
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The exotic is permanently attuned & cannot be removed, because it is now a part of your soul.
Bound Effects
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1.) You cannot use any other item as a weapon, if you try you will immediately take 1d6 lightning damage & fail to hit with it no matter what.
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2.) The Exotic will teleport back to you after being removed for a round. It also can be moved around the body and attach without the need of a holster. It feels as if the exotic weighs nothing to you.
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3.) Verbal language is translated so that you comprehend any spoken language & anything you speak can be understand from any other target as long as they understand one language.
Exotic Forms
Your Exotic starts with a standard form, an absorption form & additional empty forms slots equal to your spirit mod with a minimum equal to your PFB. An empty form can be filled by absorbing a certain amount of creature flesh, raw resources, spells or magic, random objects or by directly absorbing a weapon of the same type as your Exotic. The things you can absorb depend on what your DM allows. In order to change forms it requires a Bonus Action & 2 STP or 3 MP
Standard Form
The standard form is the exact same as the choosen weapon of your exotic.
Absorption Form
The absorption form is based off your standard form except you deal siphon damage. You can choose to absorb the amount of damage you dealt to the targets STP into one of your empty form slots. While in absorption form you can use a reaction to absorb a spell or magical effect that would have damaged you, absorbing half the damage you would have taken into an empty slot. If targeted by a magic the doesn't do damage you cannot absorb it. The amount of damage points from Resources & objects depends on what your DM decides.
Empty Form Slot
After absorbing 25 points of damage you unlock a form based off the target. The DM determines what the weapon form is based off what you absorbed to achieve a filled empty form slot. It could be as simple from an additional damage type, possibly a targets attack or a custom built idea. During a long rest you can empty the form slot removing all the things absorbed to create it & allowing you to use it to create a new weapon form.
Misc Goods
Standard Potions
General Healing, Mana & Stamina Potions
- Basic Healing - 1d4+1 - 24GP - 1 lb. - 8 Seks
- Basic Mana - 1d2+1 - 24GP - 1 lb. - 8 Seks
- Basic Stamina - 1d2+1 - 24GP - 1 lb. - 8 Seks
- Healing - 2d4+2 - 75GP - 1 lb. - 25 Seks
- Mana - 2d2+2 - 75GP - 1 lb. - 25 Seks
- Stamina - 2d2+2 - 75GP - 1 lb. - 25 Seks
- Greater Healing - 4d4+4 - 225GP - 1 lb. - 75 Seks
- Greater Mana - 4d2+4 - 225GP - 1 lb. - 75 Seks
- Greater Stamina - 4d2+4 - 225GP - 1 lb. - 75 Seks
- Superior Healing - 8d4+8 - 675GP - 1 lb. - 225 Seks
- Superior Mana - 8d2+8 - 675GP - 1 lb. - 225 Seks
- Superior Stamina - 8d2+8 - 675GP - 1 lb. - 225 Seks
- Supreme Healing - 10d4+20 - 2025GP - 1 lb. - 675 Seks
- Supreme Mana - 10d2+20 - 2025GP - 1 lb. - 675 Seks
- Supreme Stamina - 10d2+20 - 2025GP - 1 lb. - 675 Seks
Flash Bomb - 50g
A Flash Bomb delivers a blinding flash & explosion. All creatures within a 10 ft radius of the bomb must make a DC 12 CON save or be blinded for 1d4 rounds. The bomb deals damage to any creatures within 5 ft. DC 15 DEX save, on a save they take half of 2d4 light damage.
Ammunition
- Arrows (20) - 1GP - 1 lb.
- Crossbow bolts (20) - 2GP - 1½ lb.
- Sling bullets (20) - 2GP - 1½ lb.
- Bullets (30) - 10GP - 1 lb.
Magi-Limbs Click for Upgrades
General Notes
- Missing an eye causes you to half any vision effects.
- Missing all eyes causes you to be blind.
- Missing an arm causes you to only be able to use weapons that do not require two-handed or versitile.
- Missing all arms causes things that requires arms to no longer function.
- Missing a leg causes you to have half your normal movement speed & can no longer sprint or dash.
- Missing all legs causes your walking speed to be 5ft.
- If you have an enchanted & a runestone magileg it functions exactly like the runestone magilimb except dash costs 1 stp to be used now.
- 100 GP to cover any Magi-Limbs in fake skin.
Tier 1 - Wood Magi-Limbs
The most basic replacement parts, normally made of wood & has been carved to resemble the body part looking to be replaced. Grants limited mobility towards walking or holding things.
Wooden Magieye - 25 gp - 1 lbs
You can move the wooden eye, but it doesn't give sight.
Combat Wooden Magiarm - 50 gp - 5 lbs
Carved to resemble & function as any wooden weapon. The arm can be articulated slowly when you concentrate using your mind.
Standard Wooden Magiarm - 75 gp - 5 lbs
Carved to resemble a normal hand, with the ability to move when you concentrate on it. It allows for the use of two-handed & versatile weapons, but any weapon wielded with this Magiarm is at disadvantage.
Wooden Magileg - 50 gp - 15 lbs
Grants stability towards walking, with the ability to move when you concentrate on it. Granting you +10 additional walking speed & you can now dash or sprint, but both cost 3 STP now.
Tier 2 - Enchanted Magiarms
A simple functional replacement part, normally made of enchanted metal & has simplistic runic carving allowing for mobility & usability.
Enchanted Magieyes - 75 gp - 1 lbs
You can move the enchanted magieye & see out of it with 15ft of blindsight.
Combat Enchanted Magiarm - 125 gp - 5 lbs
Carved to resemble any wooden weapon, if you spend 2 MP you can make the next attack act if it was a +1 weapon. The arm can be controlled when you concentrate using your mind.
Standard Enchanted Magiarm - 175 gp - 5 lbs
Carved to resemble a hand that functions like normal. It allows for the use of weapons without any issues. The arm can be controlled when you concentrate using your mind.
Enchanted Magileg - 125 gp - 15 lbs
This Magileg works exactly as your leg use to with your walking speed returned to normal. You can now dash or sprint, but both cost 2 STP now.
Tier 3 - Runestone Magiarms
A complicated functional replacement part, normally made of special carved magical essence & has an intricate runic carving allowing for near perfect mobility & usability.
Runestone Magieyes - 400 gp - 2 lbs
Runestone Magieyes seem to work as if they were your normal eyes. You gain back any effects you lost by missing an eye. Has the capability to accept upgrades.
Combat Runestone Magiarm - 500 gp - 10 lbs
Carved to resemble any weapon of your choice. If you spend 2 MP you can make the next attack act if it was a +1 weapon. Controllable just like your arm normally excpet you don't have a hand it's just a weapon. Can be upgraded only once, requires an Attunement slot.
Standard Runestone Magiarm - 600 gp - 10 lbs
Carved to resemble a normal hand that functions exactly like a normal hand. Can be upgraded with 3 upgrade slots, requires an Attunement slot.
Runestone Magileg - 500 gp - 20 lbs
This Magileg works exactly as your leg use to with your walking speed returned to normal. You can now dash or sprint normally as well. Can be upgraded with 3 upgrade slots, requires an Attunement slot.
Magi-Limb Upgrades 1 - Click for part 2
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Parentheses are different tiers of the upgrade.
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Common is listed below
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Rare is 5 times the base price
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Epic is 10 times the base price
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Legendary is 20 times the base price
500gp - Attunement Addendum
No longer requires an attunement slot to upgraded Magi-Limb. (+1, +2, +3 Attunement slots) (1 per limb)
200 gp - Blade Runners
Bonus Action dash, but -5 walking speed & disadvantage against being prone. (Leg Only) (1 per limb)
200 gp - Brute Busters
Heavy & Simple - To-hit with STR Unarmed Strike that deals 3d6+STR crushing damage. (+1, +2, +3) (Arm Only) (1 per limb) (Can have weapon prefixes)
200 gp - Ripping Blades
Finesse & Martial - To-hit with DEX Unarmed Strike that deals 3d4+DEX piercing damage. Always deals bleed to a struck target. (+1, +2, +3) (Arm Only) (1 per limb) (Can have weapon prefixes)
200 gp - Concealed Shockrope
Finesse, Light, Reach, Two-Handed & Martial - To-hit with DEX or STR Unarmed Strike that deals 2d8+DEX or STR Arc damage. You have advantage when attacking a target from behind & has a lowered crit range 18 through 20. (+1, +2, +3) (Arm Only) (1 per limb) (Can have weapon prefixes)
200 gp - Spark-fire Wristgun
Ammunition (range 30/90), Loading (1 shot capacity), Heavy & Martial - Hit's any target within a 15 ft radius, Dex save of 12+DEX. Saving takes half total damage, Ranged attack that deals 5d6 fire damage. (+1, +2, +3) (Arm Only) (1 per limb) (Can have weapon prefixes)
150 gp - Bouncing Link
Non-magical ranged attacks have a 50% to bounce (1) time & hit an additional target. (2, 3, 4) (Arm Only) (1 per limb)
150 gp - Guiding Link
+(1) to-hit with non-magical ranged attacks. (2, 3, 4) (Arm Only) (1 per limb)
150 gp - Reinforced Ankles
No longer take fall damage. (Leg Only) (1 per limb)
150 gp - Silent Step
+(1) stealth & advantage on stealth. (2, 3, 4) (Leg Only) (1 per limb)
150 gp - Advanced Muscles
Doubles current jump distance & hight. (Leg Only) (1 per limb)
200 gp - Visibility Denier
For 1 round become invisible, (1) time per short rest (2, 3, 4) (1 per body)
200 gp - Elemental Coating
Gain (40%) reduction to an elemental of your choice (60%, 80%, 100%)
200 gp - Reinforced Plating
+(1) AC. (2, 3, 4) (1 per limb) (Can have Armor prefixes)
150 gp - Mythril Bones
Increases carrying capacity as if you were (1) size larger. (2, 3, 4) (Leg Only) (1 per limb)
250 gp - Quickened Action
Gain (1) Bonus Action. (2, 3, 4) (Arm Only) (1 per body)
Magi-Limb Upgrades 2 - Click for part 1
150 gp - Hand Thruster
(5) additional flying speed. (10, 15, 20) (Arm Only) (1 per limb)
150 gp - Leg Thruster
(5) additional flying speed. (10, 15, 20) (Leg Only) (1 per limb)
150 gp - Strength Augment
+(1) to melee damage rolls. (2, 3, 4) (Arm Only) (1 per limb)
150 gp - Quick Nerves
+1 to melee to-hit rolls. (2, 3, 4) (Arm Only) (1 per limb)
250 gp - Quickened Reacting
Gain (1) reaction. (2, 3, 4) (Leg Only) (1 per body)
150 gp - Dodge Assist
+(1) AC when weaving. (2, 3, 4) (Leg Only) (1 per limb)
150 gp - Magi-Limb Linking
Advantage on initiative rolls & you cannot be surprised. (+1, +2, +3 to initiative rolls) (Leg Only) (1 per body)
Weapon Coatings
Weapon Coatings
Weapon coatings are special elixirs that can be applied to Weapons or Ammo causing them to have special effects when they strike a target. When a weapon coating is applied to a melee weapon it lasts for the next 10 hits then would need to be reapplied to continue to have a effect when attacking a target. When a weapon coating is used to coat ammo it can coat 10 pieces of ammo. You can only have 1 coating applied to a weapon or ammo at a time.
Close Range Coating
100 gp - 1 lbs - Ammo Coating exclusively
- When a ranged attack is fired with this coating & within 10 ft of the target they will take an additional dice worth of damage.
Power Coating
75 gp - 1 lbs
- While a weapon is coated with this coating & the damage dice is increased 1 tier.
Paralysis Coating
150 gp - 1 lbs
- While a weapon is coated with this coating any attack that hit a target has a 10% chance to inflict Paralysis. If inflicted with Paralysis is lasts until the target makes a CON save of 14 or higher.
Poison Coating
75 gp - 1 lbs
- While a weapon is coated with this coating any attack that hit a target has a 25% chance to inflict Poison. If inflicted with Poison is lasts until the target makes a CON save of 14 or higher.
Sleep Coating
100 gp - 1 lbs
- While a weapon is coated with this coating any attack that hit a target has a 5% chance to inflict Unconscious. If inflicted with Unconscious the target will continue to stay Unconscious until hit.
Blast Coating
200 gp - 1 lbs - Ammo Coating exclusively
- When a ranged attack is fired with this coating upon hitting your target any creature with 10 ft of the point of impact must make a DEX save of 14 or higher. On a fail they 3d6 fire damage, on a save they take half damage. The original target automatically fails the DEX save if the ranged attack hit.
Elemental Coating
100 gp - 1 lbs
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Elemental coatings are only made up of Magical damage types. Variable, Fundamental & True damage cannot be made into elemental coatings.
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While a weapon is coated with this coating & they gain an additional 1d6 magical damage type.
Exhaust Coating
75 gp - 1 lbs
- While a weapon is coated with this coating & you hit your target they lose 1d4 of STP.
Recover Coating
75 gp - 1 lbs - Ammo Coating exclusively
- While a weapon is coated with this coating it no longer deals damage & instead heals for 1d4.
Pierce Coating
75 gp - 1 lbs - Ammo Coating exclusively
- While a weapon is coated with this coating & they treated AC as if they were lowered by 2.
Mods 1 - Click for Part 2
Riding Master (Limit of 1)
You become more adept at riding mounts, your mounts now gain 3 ft more movement for every level you are. Additionally your mount trusts you with their life allowing you to make more drastic commands. Lastly your mounts INT & WIS are increased by your PFB allowing them to be smarter than what would normally be possible.
Opportunist (Limit of 1)
You gain 1 additional reaction & now after a creature makes an attack against you, you can use a reaction to attack back granting your attack a +PFB to hit and to damage.
Cruel Fighter (Limit of 5)
While a creature is under a negative status affect you gain a 10% damage bonus to all attacks dealt to said creature.
The Duelist (Limit of 5)
When fighting a target with no allies within 5 ft of it for you it is treated as surrounded & you deal 10% more damage to it.
Horde Killer (Limit of 1)
You have learned to cleave with your attacks, now when you make a single target attack for an addition of 1 STP you can make it into a cleave attack that deals your half damage to targets within 5 ft of your target.
Merchant Man (Limit of 2)
You get a 25% discount to buying items and a 25% bonus to selling, additionally you can convince customers to be more likely to buy/sell things.
Defensive Build (No Limit)
Choose a damage you are not vulnerable to and gain 60% reduction to it.
Leader (Limit of 1)
This ability gives your allies a boost to their initiative based on your CHA mod, but you are now on the bottom of your teams initiative. You can choose to have this ability activated or not when battle starts.
War Affinity (No Limit)
Choose a weapon you already have proficiency with and gain expertise with it, this can be done with types of magic as well.
Lovers Warmth (Limit of 1)
When you choose this mod, choose who your lover is, whilst within 60 ft of them you gain resistance to charm and fear affects. If you or your lover die's gain double damage and resistance to all damage for the next day. Your love must be pure for these effects to work.
Body Enhancement (Limit of 2)
You now gain 2 additional points of STP per level. You also gain 1 additional MP per level, up to your mana limit.
Master & Servant (Limit of 1)
It no longer takes a bonus action to direct your creatures as you can telepathically communicate to them. A creature of your choice has it's stat increase doubled.
Taunt Strength (Limit of 1)
Using an action you cause all enemies within 30 ft of you to make a wisdom saving throw against your Intimidation or persuasion, creatures that fail the save become infatuated with you and will only target you. The effect lasts 3 rounds during which you take your level less of damage per round.
Limit Breaker (Limit of 2)
At will gain half STP, MP & HP Once per day, gain 2 levels of exhaustion after combat ends.
Memorize (req adv magical, limit of 1)
Each morning choose a spell within your arsenal and memorize down to every word and action, that spell now has a lower casting time. (1 hour -> 1 minute -> 1 action -> 1 B action -> 1 reaction -> instant cast), should it reach an instant cast stage each time the spell is used repeatedly is cost 1 mana more each use.
Restriction (Limit of 1)
After watching a creature use a spell within a 120 ft range of you can then use your reaction to restrict that spell usage as long as they stay with that 120 ft of you, during which it costs that spell's level of mana to seal it away for each round.
Spirit Burn (Limit of 1)
As an Action, using half your level (rounded up) worth of MP & STP then heal double your level worth of HP.
Mods 2 - Click for Part 3
Experienced (Limit of 1)
For every Advanced & Mastered Martial Archetype you have you gain a permanent additional attack action dedicated to attacking with weapons.
Multicast (Limit of 1)
For every Advanced & Mastered Magical Archetype you have you gain a permanent additional attack action dedicated to casting action spells.
Elemental Aura (req immune, Limit of 1)
Using an Bonus Action you can bring forth one of your elemental immunities as an aura that surrounds you. This deals 1d4+Level your element to enemies within a 15ft radius. Additionally any damage that is the same damage type is increased equal to your Level, but any damage of opposite force is lessened equal to your Level. This lasts for as many rounds equal to your PFB. You can dismiss this at will. Click here for Damage Type Info
Slayer (No limit)
Choose a creature category, while fighting creatures of this category gain advantage to saving throws and ability checks against them, additionally add your PFB to your damage against them.
Weaponry Defense (Limit of 1)
As a Action, while Wielding a weapon you can choose to use it as a protective shield adding half of its weapon dice value to your AC for the rest of the round. While wielding the weapon like this you cannot take any other action with said weapon. At the start of next round you unready your weapon.
Spell Cooldown (Limit of 1)
Spells now cost half MP when cast at their regular spell level, in exchange they now a cooldown equal to half the spells level before they can be used again. Cantrips can be casted freely.
Hero's Call (No Limit)
You exude an aura of 100 ft of a hero, allies that are in the aura gain +1 to all checks and saving throws they make. Additionally they have advantage to being feared.
Temporary Growth (No Limit)
After acquiring this mod you gain a temporary 2 stat attribute points, this can be changed once you reach the next racial growth.
Conversion (req hunter, Limit of 1)
As a hunter mana isn't as naturally required for your work, so through ancient practice of merging your mana and stamina veins to become one has created a new energy know as Aether. This energy can be used instead of mana & stamina giving you more options, however this isn't a perfect practice, as you loose a bit of energy naturally. MP + STP = Aether. When gaining either mana or stamina you only gain half of either resource back as aether. If a magical archetype allows you to go over your limit of mana it is limited to half your total Aether in addition. During a short rest you regain 33% of your total Aether capacity or during a long rest you regain 77% of your total Aether capacity back.
Vitality burst (Limit of 1)
At the start of the day you may add your hit dice as temporary Hp that will stay until you long rest. Doing this uses your hit dice for the day. You can do this with as many hit dice as you have, but once used you cannot use them till your next long rest.
Adrenaline Rush (Limit of 1)
After reaching 50% of your max HP you go into an adrenaline rush, during this you gain 50% more movement speed, gain another action, and have advantage on DEX saves. You can do this equal to half your PFB rounded up per day.
Choice Cast (Limit of 1)
You gain the ability to select an additional stat to base your magic off of instead of the default spirit. You can select the standard choices such as INT, WIS, CHA these will function the exact same as normal. Exclusivly through this mod you can select STR, DEX or CON as a casting mod, but they will always be -1 for the purpose of casting.
Overpowering Spirit (Limit of 1)
The strength of your spirit grows & consumes. You gain +2 SPR & can gain aditional SPR at the cost of other ASI. You can exchange 2 points from Either, STR, DEX or CON in order to grow your Spirit. Weakening the body, but strengthen the soul.
Mods 3 - Click for Part 4
Precision Aim (Limit of 1)
You can now use stamina to increase your precision on your ranged attacks. You can use up to 5 STP to increase the damage of your ranged attacks, for each point of STP used you lower your to-hit by 1, but increase your damage by PFB+the amount of stamina used additional damage.
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls if you are using Precision Aim.
Therian Control (req moon curse, limit of 1)
After countless nights spent training control under the gaze of the full moon you've gained a better understanding of Complete Beast Form allowing you to have better control of yourself & actions.
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You no longer worry about the DM Control while in complete beast form unless you reach under half your max HP. You no longer add PFB to DC 8 WIS save & If you regain control it is instead double your PFB amount of turns before needing to make a WIS save again.
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You can now transform half your PFB(Rounded down) worth of time per long rest into your Complete beast Form
Starstruck (limit of 1)
You seem enchanted with how beautiful the sky always seems to be & it seems like now they enchant you. You've now gained a constellation from Astromancy whiteout the need of an attunement slot. You may choose any constellation, but this is a permeant choice. Once chosen you gain all benefits permanently. If you have astromancy you cannot attune to the constellation you have been enchanted with.
Gambler (limit of 1)
You now gain the ability to reduce rolls into a coin flip where tails(1) is a critical fail & heads(2) is a critical success. You can do this an amount of times equal to your Spirit Mod per Long rest.
Arcane Apprentice (Req Basic Arcane, no limit)
Your study of other types of archetypes has lead you to being able to grasp simple spells & use them to empower yourself. You select an Archetype to study from & gain the following effects:
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You gain 3 cantrips, 2 1st tier spells & 1 2nd tier spell.
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You can cast the 1st or 2nd tier spells once per long rest for 0 Mana cost. Any additional uses of the spells require the standard mana cost.
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You gain access to the spellcasting ability score of the associated archetypes.
Daywalker (Req thirst curse, limit of 1)
Your body begins to change shifting some of your more dangerous features to be null & useless, but granting you some familiarities of your old life:
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Your lifespan is reduced from exotic to Insane.
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Flesh of the Night is now replaced with Weakened Flesh - You now take 100% more damage from radiant & water damage. Now when in direct sunlight for more then 5 rounds or 30 seconds you gain disadvantage on any roll made, but by steeping into darkness you can reset this time.
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You no longer have Claw Slash & Draining Bite is reduced to 1d6 damage.
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Thirst for the living is increased to now only require you to feed once a week instead of every 3 days.
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Graceful Movement no longer allows you to walk on ceilings.
Arcane Shield (limit of 1)
You can now use your mana to protect yourself & hopefully shield you from any oncoming attacks. Now as a reaction & 1 STP you can sacrifice mana to increase your AC until the start of your next turn. For ever point of mana sacrificed you gain +1 AC to the incoming attack. The max you can increase your AC is based on your spell mod+PFB.