My Documents
Become a Patron!
# Tales of the Fableheart ## Edge of Destiny
\pagebreak
# Fableheart
Deep in the **Wixenwood**, beyond the fae lands of **Tírean**, I dwell with my sisters. As a weaver seeks the finest thread and a blacksmith the finest metal, we seek the finest legends and tales.
Oft does ancient evil awaken in the mortal lands and malice arise to tempt and take. For mortal hearts know their end is death and their fate is suffering; in vain do they seek power, gold, and glory to delay their doom - and in so doing hasten its arrival.
The **Elves** awoke the Dead and the Damned in seeking to extend their lives with their dark dabbling, infecting the world with creatures of Corruption.
The **Dwarves** bowed to greed, delving into the Deeps and unleashing the Felspawn; goblins, orcs, ogres, and trolls - foul creatures of the dark.
But **Humanity** outshone them all, defying the laws of Tov with the manifold sins of mankind. So great was their evil that daemons were drawn from the Nether, feasting on their sin. And Humanity welcomed them.
Again and again the might of kingdoms and empires falls to doom and despair.
But always a flicker of light springs forth in the dark.
**Hope - and heroes.**
For **Destiny** calls to the unlikely few: ragtag bands of outcasts and vagabonds; misfits. The lost ones, finding their way in the dark.
Yet **Destiny** has an **Edge** - a choice which cuts, a path which forks. Courage must be seized from the dire grip of Fear, and victory purchased through sacrifice.
These are the tales my kind seek - great stories of evil vanquished, wrongs righted, and friendship forged through valor and failure. Legends of people who stand when others kneel and venture forth when others hide. **These are the Tales of the Fableheart.**
~ Prosevine, Fableheart
\pagebreak ## History of Fableheart: EOD - This game was designed as an overhaul of DnD 5e for our home group after playing for 4 years. It was an attempt to formalize a host of homebrew rules. - After two years of playtesting it has evolved into a ttprg something all its own as player feedback collided with original ideas compounding upon themselves. - I can't claim to have had a steady design philosophy or consistent vision. My original ideals and guiding principles have been sacrificed on the altar of my player's enjoyment. If the content herein seems haphazard or contrived at times, it is probably because we all found it more fun. - **This is a labor of love for my dear friends Brandon, Tom, Gabe, Cayleigh, DJ, Ryan, Christopher, and Max, and the love of my life Jessica.** Thank you for joining me on all our adventures across the Memvrani and for giving up so many precious Saturday afternoons to share our imaginations. I hope our times together have meant as much for you as it has for me. - For anyone else reading this, I hope that this ragtag bundle of rules born of our friendship may serve you on your own adventures as raw fuel for stories and imagination. ## Original Design Goals - I've left these here for posterity - Remove prescription in DnD 5E to favor Rulings over Rules and Cunning over Crunch - The idea is to give players flexibility and creative freedom with abilities for increased ingenuity - Simplify 5E for a faster game - Make Magic haphazard and magical again - Reward focusing on decision making based on the fiction rather than relying on ability descriptions. - Make Class Features about a few exciting abilities rather than a larger number of forgettable ones. \columnbreak ## Current Design Principles and focus - Create the game we all thought Dungeons and Dragons would be - to be a hero where your only limit is your imagination and your luck. - Rules ought to be **descriptive** rather than **prescriptive** and open up possibilities rather than limit them - The purpose of the game is to create compelling and evocative storytelling environments within a fantasy setting - "Fantasy is hardly an escape from reality. It's a way of understanding it.” ― Lloyd Alexander, author of *The Black Cauldron* - We play this game because it allows us to explore ourselves and others, and because the courage, empathy, passion, and heroism displayed does not belong to the characters, but to the players. - The Brew is meant to feel like Dungeons and Dragons while unshackling players from arbitrary constraints. Rules are intended to shape and guide the emerging story, with the GM as guardian of versimilitude and tone ## What's Different? - The Core Mechanic is a mashup of DnD 5E and PBTA systems, not succeed/fail but levels of failure - The Class and Talent system gives a basic framework for archetypes but is very open ended relative to classic DnD - The Cinematic Moves system is designed to give players (and GMs) direction and a springboard for imagination as well as a system for different modes of play (Town, Crisis, Campgain, etc.) - The Magic system gives a starting framework but is genuinely open ended while giving GMs and Players tools for reasonable constraints ## Credits I have gotten inspiration from a wide variety of sources and people, including Dungeons and Dragons 5E, Five Torches Deep, Dungeon Crawl Classics, NoxAeternus, the Angry GM, Professor Dungeon Master, PBTA, and 4.5E by Max.
Original art by buuyyoo
Class Banners by Isaak Bandon @isaak-bandon.bsky.social
AI via ChatGPT has been used as a brainstorming tool for generating ideas, particularly with creating certain Moves.
Contents
\pagebreakNum
Contents
- ### [
4
Getting Started
](#thecoremechaniclink2) - [The Core Mechanic](#thecoremechaniclink2) - [Campaigns, Adventures, and Tiers of Play](#campaigntiers) - [Creating a Character](#charconcept) - [Lineage](#Species) - [Background](#background) - [Destiny](#destiny) - [Drives and Motivation](#Drives_and_Motivation) - [Ability Generation](#chargen) - [Ability Scores and Modifiers](#Ability_Scores_and_Modifiers) - [Defenses](#defenses) - ### [
10
Classes
](#Classes) - [**Aegis**](#Paladin) - *Defender - Guardian - Paladin* *(Might)* - [**Cleric**](#Cleric) - *Templar - Healer - Ardent* *(Magic)* - [**Fighter**](#Fighter) - *Warrior - Man-at-Arms - Weapons Master* *(Might)* - [**Fowler**](#Fowler) - *Spell Slayer - Witch Hunter - Antimage* *(Cunning)* - [**Keeper**](#Druid) - *Wildling - Druid - Dendrophile* *(Might)* - [**Magister**](#Magister) - *Wizard - Warlock - Sorcerer* *(Magic)* - [**Pugilist**](#Monk) - *Brawler - Scrapper - Monk* *(Cunning)* - [**Reaver**](#Reaver) - *Berserker - Barbarian - Slayer* *(Might)* - [**Rhapsodist**](#Bard) - *Aesthete - Bard - Skald* *(Cunning)* - [**Rogue**](#Rogue) - *Scoundrel - Assassin - Thief* *(Cunning)* - [**Shifter**](#Shifter) - *Werebeast - Metamorph - Therianthrope* *(Might)* - [**Spellblade**](#Spellblade) - *Battlemage - Arcane Warrior - Eldritch Knight* *(Magic)* - [**Wayfinder**](#Ranger) - *Ranger - Hunter - Stalker* *(Cunning)* - ### [
63
Equipment
](#Equipment) - [Packs](#Equipment) - [Weapons](#Weapons) - [Armor](#Armor) - #### [Goods for Purchase](#Goodsforpurchase) - [Potions](#Potions) - [Toxicity](#Toxicity) - [Area Effects](#Areaeffects) - [Enchantments](#Enchantments) - [Blacksmithing](#Blacksmithing) - [Affluence](#Affluence) \columnbreak - ### [
68
Adventuring
](#Adventuring) - [Venture Forth](#Adventuring) - [Time and Tension Die](#TimeandTensionDie) - [Falling](#Falling) - [Suffocating](#Suffocating) - [Conditions](#Conditions) - [Vision and Light](#VisionandLight) - [Lifting and Carrying](#LiftingandCarrying) - [Rations and Travel](#RationsandTravel) - [Rest](#Rest) - [Forage and Hunt](#ForageandHunt) - [Leveling Up](#Experience) - ### [
73
Combat
](#Combat) * [Combat Overview](#combatoverview) * [Combat Gain an Edge and Complications](#combatedge) * [**Hack and Slash (Melee Combat)**](#slice) * When you engage an enemy in Close Melee combat * [**Let Fly (Ranged Combat)**](#ranged) * When you attack an enemy from a Near or Far distance * [**Display of Daring**](#display) * When you perform a bold or risky maneuver * [**Take Stock**](#take) * When you take a movement to survey and analyze a situation * [**Talk it Out**](#talk) * When you try to diffuse a tense situation, persuade someone, or negotiate using words * [**Use Magic**](#usemagic) * When you unleash a spell - [Initiative](#initiative) - [Hit Points and Endurance](#hp) - [Movement](#movement) - [Upgrading and Downgrading Dice](#upgrading) - [Actions in Combat](#actions) - [Reactions](#reactions) - [Distance, Cover, Damage (Spectacular, Non-Lethal), Shove](#other) - [Stealth](#Stealth) - [Grappling](#Grappling) - [Commanding Companions](#Companions) - [Lingering Injury](#Injury) - [Death](#Death)
Contents
\pagebreakNum
- ### [
79
Skills
](#Skills) - [New Skills](#NewSkills) - [Helping](#help) - [Agility](#Acrobatics) - [Animal Kinship](#AnimalHandling) - [Arcanum](#Arcana) - [Athletics](#Athletics) - [Deception](#Deception) - [Intuition](#Insight) - [Intimidation](#Intimidation) - [Investigation](#Investigation) - [Healing Arts](#Medicine) - [Wilderlore](#Nature) - [Perception](#Perception) - [Theatrics](#Performance) - [Devotion](#Religion) - [Scholarship](#Scholarship) - [Legerdemain](#SleightofHand) - [Stealth](#Stealth) - [Trailblazing](#Survival) - [Crafting](#Crafting) - ### [
87
Talents
](#talents) - #### [Focus Feats](#focusfeats) - #### [Talents of Might](#talentsofmight) - [Offensive Specializations](#offensivespecializations) - [Defensive Specializations](#defensivespecializations) - [Aegis Class Talents](#aegistalents) - [Reaver Class Talents](#reavertalents) - [Fighter Class Talents](#fightertalents) - [Shifter Class Talents](#shiftertalents) - [Keeper Class Talents](#keepertalents) -
- #### [Talents of Cunning](#talentsofcunning) - [Bladework](#bladework) - [Footwork](#footwork) - [Speechcraft](#speechcraft) - [Woodcraft](#woodcraft) - [Shadowcraft](#shadowcraft) - [Gadgetcraft](#gadgetcraft) - [Skill Talents](#skilltalents) - [Free Talent](#freetalent) - [Rhapsodist Class Talents](#rhapsodisttalents) - [Pugilist Class Talents](#pugilisttalents) - [Wayfinder Class Talents](#wayfindertalents) - [Rogue Class Talents](#roguetalents) - [Fowler Class Talents](#fowlertalents) \columnbreak - ### [
87
Magic
](#Magic) - [Magical Ability](#magicalability) - [Source](#source) - [Casting Rolls](#castingrolls) - [Spell Characteristics](#spells) - [The Basics](#thebasics) - [The Heights Characteristics](#theheights) - [Concentration](#Concentration) - ### Magic Talents - #### [General Magic Talents](#magictalents) - #### [Arcane Dungeoneering](#dungeoneering) - #### [Elementalism](#elementalism) - [Pyromancy](#pyromancy) - [Hydromancy and Cryomancy](#handc) - [Geomancy](#geomancy) - [Aeromancy](#aeromancy) - [Chaos](#chaos) - [Transmutation](#transmutation) - #### [Kinemancy](#kinemancy) - [Telekinesis](#telekinesis) - [Physiomancy](#physiomancy) - [Warding](#warding) - [Telepathy](#telepathy) - [Rift Walking](#riftwalking) - [Summoning](#summoning) - #### [The Old Ways](#theoldways) - [Leaf and Vine](#leafandvine) - [Tooth and Claw](#toothandclaw) - [Storm and Sky](#stormandsky) - [Predator and Prey](#predatorandprey) - [Silvertongue](#silvertongue) - [Glamour](#glamour) - #### [Thaumaturgy](#thaumaturgy) - [Healing](#healing) - [Light](#light) - [Sanctity](#sanctity) - [Censure](#censure) - [Blessing](#blessing) - [Pacification](#pacification) - #### [Hexcraft](#hexcraft) - [Shadowmancy](#shadowmancy) - [Necromancy](#necromancy) - [Blights](#blights) - [Curses and Jinxes](#candj) - [Nightmares](#nightmares) - [Daemonology](#daemonology)
Contents
\pagebreakNum
- ### [
Town Moves
](#town) - [**Investigate the Shadows**](#investigate) - When you venture into the hidden and often dangerous parts of a location - [**Seek Local Patrons**](#seek) - When you mingle with the influential or affluent figures of a location - [**Engage in Spiritual Practices**](#spiritual) - When you interact with religious or spiritual sites or figures - [**Show Your Might**](#might) - When you demonstrate your combat skills or prowess, either through sparring or other challenges - [**Pursue Knowledge**](#pursue) - When you seek to unearth valuable information from libraries, sages, or other repositories of knowledge - [**Carouse at the Tavern**](#carouse) - When you linger in a local tavern or inn to collect rumors and tales - [**Broker a Deal**](#broker) - When you engage with merchants, vendors, and traders - [**Walk the Streets**](#walk) - When you explore the streets and alleys, trying to get the feel of the town - [**Delve into the Underbelly**](#delve) - When you deal with thieves, spies, or the criminal underworld - [**Do Good**](#good) - When you actively attempt to make a positive difference in a location, be it by aiding locals, solving community problems, or preventing harm - [**Seek Training**](#training) - When you search for a mentor, trainer, or institution to improve your skills or knowledge in a specific area - [**Make Money**](#money) - When you set out to accumulate wealth through lawful means like commerce, artistic performance, manual work, or other avenues - [**Illegal Activity**](#illegal) - When you engage in underhanded dealings, theft, or other nefarious actions \columnbreak - ### [
Crisis Moves
](#crisis) - [**Close the Gap**](#gap) - When you chase a fleeing enemy or try to close distance rapidly - [**Think Outside the Box**](#think) - When you quickly analyze a situation to find an unconventional solution - [**Rapid Response**](#rapid) - When you make a snap decision to take swift action in a time-sensitive situation - [**Act Heroically**](#hero) - When you attempt a daring or courageous feat in a high-stakes situation - [**Haul Ass**](#haul) - When you and your party need to escape an immediate, life-threatening situation like a collapsing structure or a portal to hell - [**Vertical Ascent**](#ascent) - When you need to scale a vertical surface or wall rapidly - [**Disarm a Trap**](#disarm) - When you attempt to disarm a mechanical or magical trap that has not yet triggered - [**Escape a Trap**](#escape) - When you have triggered a trap and try to disarm it or escape its effects - [**Cross the Chasm**](#chasm) - When you attempt to traverse a dangerous gap or chasm - [**Build a Barricade**](#barricade) - When you need to fortify a position rapidly against oncoming threats - [**Hold the Line**](#hold) - When you and your allies must maintain a defensive position against an advancing enemy without retreating - [**Sway the Crowd**](#sway) - When you use diplomacy or charisma to either diffuse tension or persuade a crowd to take a specific action - [**Salvage the Situation**](#salvage) - When you are dealing with a structural or mechanical failure, such as a leaking vessel or a collapsing building, and are trying to prevent further loss or disaster - [**Rescue Innocents**](#rescue) - When you attempt to rescue innocents from danger - [**Smother the Flames**](#flames) - When you attempt to extinguish a fire that poses an immediate threat - [**Brawl**](#brawl) - When you engage in a brawl to intimidate or drive off undesirables - [**Free the Hostages**](#hostages) - When you attempt to free hostages from captors - [**Sanctify the Unholy**](#unholy) - When you attempt to cleanse or purify an unholy object, location - [**Hunt for Treasure**](#treasure) - When you're searching for valuable items in a perilous environment after spotting something suspicious
Contents
\pagebreakNum
- ### [
Destinies
](#D) - [The Chosen One](#thechosenone) - [The Reluctant Hero](#thechosenone) - [The Fallen Noble](#thechosenone) - [The Lost Heir](#thechosenone) - [The Ex-Con](#excon) - [The Robin Hood](#excon) - [The Master Thief](#excon) - [The Wandering Bard](#excon) - [The Forsaken Mage](#mage) - [Shadow of the Prodigy](#mage) - [The Prodigy](#mage) - [The Protector](#mage) - [The Wanderer](#wand) - [The Shipless Captain](#wand) - [The Scoundrel](#wand) - [The Betrayed](#scho) - [The Scholar](#scho) - [The Rebel Leader](#scho) - [The Sole Survivor](#sole) - [The Retired Blade](#sole) - [The Cursed Legacy](#cursed) - [The Ordersworn](#cursed) - [The Worldly Monk](#monk) - [The Femme Fatale](#monk) - [The Damsel in Distress](#monk) - [The Relic Hunter](#relic) - [The Unstable Adept](#relic) - [The Zealous Crusader](#crazy) - [The Divine Emissary](#crazy) - [The Forsaken Devotee](#crazy) - [The Natural Guardian](#nature) - [The Reformed Villain](#nature) - [The Legacy Seeker](#seeker) - [The Veteran](#seeker) - [The Lone Witness](#witness) - [The Magebane](#witness) - [The Feyborn](#fey) - [The Forest Kin](#fey) - [The Arcane Scholar](#wizard) - [The Innate Channeler](#wizard) - [The Pact-Bound Mystic](#warlock) - [The Thug](#warlock) - [The Aspiring Crimelord](#crime) - [The Monster Slayer](#crime) - [The Chronicler Companion](#crime) - [The Pioneering Tinkerer](#tinker) - [The Experimented](#tinker) - [The Jester](#jester) - [The Flamboyant](#jester)
Contents
\pagebreakNum
# The Core Mechanic ### Basic Gameplay - A Conversation Gameplay in the Brew is a conversation between the GM (Game Master) and the Players and typically follows the following repeating steps: 1. The GM describes the environment and situation 2. Players describe what they want to do and how they want to do it (their approach) 3. GM cooperates and collaborates with the Players to adjudicate and narrate the results of the adventurer’s actions using their reason and judgment given the context of the setting and the responsibility of guarding verisimilitude and tone or asks questions to clarify the player's intended action. ### Overcoming Challenges - The D20 - When the GM is unable to come to a conclusion on how to adjudicate and narrate the outcome (or believes it will be more interesting if they don't) they will call for a roll of the **d20** called a **test** (or check). - Generally this will occur when the players attempt something challenging with an uncertain outcome, or when they're making a specific Move. - The GM will instruct the players on how their particular character's strengths or weaknesses will come into play for the roll, generally by either adding or subtracting a static number such as an Ability Modifier or by rolling with Advantage (rolling two or more d20s and taking the highest value) or Disadvantage (rolling two or more d20s and taking the lowest value) - The result is than compared to the Challenge Table below to help the GM and the players narrate the results. - A natural 20 is always a Critical Success and leads to unexpectedly positive results, while a natural 1 is always a Critical Failure and leads to unexpectedly negative results. **Challenge Table** | Roll Result Range | Narrative Result | |:---:|:-----------:| | 20+ | Incredible Success | | 17 - 19 | Great Success | | 14 - 16 | Success | | 10 - 13 | Partial Success | | 6-9 | Failure | | 1-5 | Utter Failure |
\columnbreak ### Result Tags Mechanically, there are four tags that are applied to each result. This tags can have different meanings for different contexts throughout the game, and help to set expectations for the player and GM to adjudicate results. They are intended to be open ended and can be amended by the GM and Players to best fit the situation at hand and what imagination demands (they aren't carvedin stone). These tags also merit some additional descriptive weight by the GM when they occur, and are an opportunity to elaborate with the descriptions provided for the outcome - make these interesting! #### Exceed Expectations The character accomplishes more than they were hoping for, expanding their success beyond their stated action. *Example:* A fireball spell might be larger than its standard size. #### Gain an Edge The character acquires a strategic edge in the situation. It is a single specific benefit (relative to the broad benefits of Exceed Expectations). *Example:* A character swinging their sword is able to disarm their opponent in addition to striking them. #### Cost or Complication The character's actions had negative unintended consequences.
*Example:* A character shooting a bow might have the string suddenly snap, rendering the bow useless. ### Result Descriptions #### Incredible Success **Exceed Expectations - Gain an Edge**
The character is extraordinarily successful with their action #### Great Success **Gain an Edge**
The character is exceptionally successful and able to press their advantage further than they initially thought. #### Success The character achieves what they were hoping to accomplish #### Partial Success **Cost or Complication**
The character achieves what they were hoping to accomplish, but something goes awry #### Failure **Cost or Complication**
The character fails to achieve what they were hoping for #### Utter Failure **Cost or Complication**
The character fails disastrously, making the situation worse
**certain Moves or Abilities will deviate from above*
Contents
\pagebreakNum ### Resistance - In certain instances were circumstances are exceptionally challenging, **Resistance** may come into play. - **Resistance** is a static number which represents the relative difficulty of the task. The die roll must meet or exceed that number in order for the roll to be fully successful. - **Example**: You are trying to sneak past the king's personal guard to steal from the royal armory. Because of their elite training, the GM imposes resistance of 17 - it will take extreme skill and luck to get past them! - Failing to beat **Resistance** might mean absolute failure, or it might mean partial success depending on the situation and what seems appropriate to the GM. - **Defenses** (Fortitude, Reflex, and Willpower) are a form of **Resistance** that the characters have against the shenanigans of their enemies. - In combat, failing to beat the Resistance turns whatever the result would have been into a Failure. - Meeting the **Resistance** counts as successfully passing the test of the **Resistance**. ### The Upper Hand - You gain one additional damage die for each instance of damage. - Example: I have an enchanted weapon that deals 1d12 normal damage and 1d8 fire damage. I would get an additional 1d12 and 1d8 with the Upper Hand. ### Reprisal - You or an ally are able to make a free **Movement**, **Deal your Damage (Melee)**, or **Stagger** a **Close** enemy. - Certain abilities may allow for other forms of **Reprisal**. ### Always Round Down - If you ever end up with a fraction or decimal, round down. ### Quick Actions - Quick Actions are always just Success or Failure ### Vulnerable/Dampen - Listed as Vulnerable or Dampen with a number in parenthesis, such as Vulnerable(10) or Dampen(5). It means that incoming damage is increased (Vulnerable) or decreased (Dampen) by the amount inside the () for each attack. ### Meets it Beats it - In case this has not been spelled out clearly in other various rules, if the result of a roll to test a skill or ability meets a target number set (such as with **Resistance**) that test is considered successfully passed if the roll meets the number, even if it does not exceed it.
Contents
\pagebreakNum
# Campaigns, Adventures, and Tiers of Play
Play consists of adventures completing a **Campaign**. Each party defines the goals for the **Campaign** in working with the GM. The **Campaign** is composed of a series of **Adventures** to achieve the goal, which is usually completing a **Quest**. These **Adventures** are sorted into different **Tiers of Play** as the players advance, defining how the characters face more difficult challenges as the game progresses. There may be a time skip between different **Tiers of Play** as the characters advance. The levels this encompasses are listed in parenthesis.
### Tier 1 - Apprentice (1-2) Adventurers are often still being mentored and have not come into their defining skills and abilities. Challenges are often harrowing and deadly and not all characters survive. Surviving these challenges drives the adventurers to further hone their skills through training. Think Luke Skywalker in the beginning of A New Hope, where he gets wrecked by Tusken Raiders.
### Tier 2 - Journeyman (3-5) Adventurers spend some time training, discover their powers and now seek to test themselves. By the end of this tier, they really come into their own at level 5. Think Luke Skywalker in the beginning of Empire Strikes Back, where he can use the force to summon his lightsaber and free himself from the wampa, and by the end of the movie he is able to hold his own against Darth Vader (for a time). \columnbreak ### Tier 3 - Veteran (6-8) Adventurers are done training and are now growing their competence through their own experiences. Think Luke Skywalker at the beginning of Return of the Jedi, where he has come into his full power and is able to competently rescue his friends from Jabba the Hutt using a wide range of skills and abilities.
### Tier 4 - Champion (9-10) Adventurers have mastered their abilities and are prepared to face their toughest challenges yet. Think Aang in Last Airbender when he faces off against the Fire Lord.
### Tier 5 - Epilogue These levels are made available to allow some slack if a Campaign is not ready to be completed and needs additional advancement, so that players can dream about their characters continuing on, or to run a one-off after a time skip to see how characters may have changed and advanced. These levels are not balanced for ongoing challenging play.
Contents
\pagebreak # Creating a Character
- Creating a character is one of the most exciting parts of a roleplaying game. You are going to represent this character in the game as a real character, just like characters you might love from books, movies, or video games. - The easiest way to get a jump start on this, especially if you've never done this before, is pick one of your favorite characters from any media and use them as a rough outline. - You don't need to follow this book in order - flip through the different Classes, look at the art, look at the Talents and Skills, and try to picture what this character might be like and what they might be good at. The Table of Contents is hyperlinked so you can jump around, and clicking the Home button will take you back to the beginning. - Once you've got a clear concept it will be a lot easier to figure out the rest. The following pages will walk you through aspects of creating your character. ### Character Generation - The process of figuring out what your character's key Abilities are - these are their basic attributes of Strength, Constitution, Dexterity, Wisdom, Intelligence, and Charisma. - What is your character best at? What are they weak at? Take a look at the Class you're interested in and make sure your character is strong in areas that matter for that class. Might classes focus on Strength and Constitution as they're the front line for the team and good at taking hits as well as dishing them out. Magic classes will focus on Wisdom, Intelligence, or Charisma depending on their magical Source. Cunning classes tend to be more specialized - Rogues focus on Dexterity while Rhapsodists focus more on Charisma. - Make sure to talk to your fellow Players about what kind of characters they're making. **It's your responsibility to make sure your character will fit in with the party.** If you create a power hungry necromancer and the rest of your party is full of goody-two-shoes paladins and clerics, that's not going to mesh well. Make sure your character can get along with everyone else's characters. #### Lineage - This is your character's ancestry. While it gives some benefits, it has a large effect on how your character is received in the world and often their cultural background as well. - Humans, Dwarves, and Elves are the most common lineage found in most worlds, and will generally have the strongest abilities. Other lines and ancestries tend to be less common, and their abilities are more situational. - Don't worry too much about lining up your Lineage with your Class. Pick one that seems cool and that has the vibe that you're looking for. If you're not sure, Human is always a great choice. You know a lot about them already! \columnbreak #### Background - Your Background is what your character did before adventuring. The way the Background mechanic works is it's an additional Skill (skills give you a bonus to certain rolls) you get early on that gives you an opportunity to benefit from your character's previous experience while also creating a space for you to imagine what that experience might have been like for your character. It reinforces the idea of 'play to find out', that we discover and create our characters through play. #### Motivation - A one sentence mission statement that describes your character's *why*. This is here to ground you in who the character is - when it's been a while since you've played, or you're not sure how your character would act, this is your north star to keep your character consistent. It also helps flavor all the actions your character takes and interactions they have, for a coherent theme. #### Drives - These questions are here to support you and help you add dimension to your character. They're a great source of inspiration for creating Boon Points and are excellent source of inspiration for your GM to help bring your character and their history into the current plot. #### Destiny - Your Destiny is where your character is going, and establishes an archetype for your character that helps you and the GM align with how your character is personally progressing. Your character will have their own Destiny, and the party as a whole will decide on a Grand Destiny that they are all striving to achieve. Like with Background, there is a system of Boons and Backlashes that allow you to bring the consequences (good and bad) of your personal destiny into play in the ongoing story. #### Ability Generation - You'll work with your party to generate a set of Ability Scores that are used to set your character's general ability in Strength, Constitution, Dexterity, Wisdom, Intelligence, Charisma, and Luck. These abilities are used as a baseline bonus to help determine the outcome of every action your character takes that requires a dice roll. Think about your character's strengths and weaknesses and line up their ability scores with that concept. Are they a meat-head who's all brawn and no brains? Are they a brilliant wizard with a scrawny body from sitting around reading books? Are they quick and nimble? Street smart or book smart? Make sure you have your highest ability score be what you want your character to excel at and your lowest where you want their weakness to be. You're in a party where your friends can make up for your shortcomings - think about how you'll fit in with your team.
Contents
\pagebreakNum #### Defenses - Your Defenses are determined from your ability scores and represent your ability to naturally resist certain dangers in the world. You don't make an active choice as far as what they look like, they're naturally shaped by your Ability score choices. #### Class - Your Class is your character's combat archetype and defines how they fight and use magic. Think about how you imagine your character fighting - are they an armored knight standing on the front line defending others? A mage sending forth strange spells? A support character who aids and enhances others? Or maybe a nimble scrapper that gets in and out and deals devastating damage? Choose a class that aligns with your concept - this will have a major impact on your character's abilities. Your Class Resources, Will, HP, EP, and Recovery Points are all determined by your Class choice. #### Equipment - Equipment is the stuff your character has. At the end of the Class page it will show your starting equipment. Otherwise it's things you pick up as you adventure. There are rules about how much you can carry in the Adventuring section. Otherwise, think about whether or not it's reasonable for your character to carry or wear an item. If it's not, you can't. For example, you can't wear two pairs of boots at the same time. - Pay special attention to the weapons your character wields and note them on your character sheet. Most weapons use a Strength bonus to determine their effectiveness, but some allow you to use Dexterity. If you aren't proficient in the weapon type (as listed in the Class section toward the end) you don't get to add the Ability bonus. - Your character Armor Points (AP) is determined by the armor they wear, and the armor they wear is determined by what armor they're proficient in (found at the end of the Class page). See the Armor section for how much AP each armor has as well as other potential factors and drawbacks. #### Speed - Your speed is generally going to be 30ft unless something in your Class or Talents lets you change it. If using a grid, each 1" square represents 5ft, which means most characters can move 6 squares or 6". #### Initiative - Rolled at the beginning of combat to determine turn order. Can be used in other moments when the GM needs to determine who's first to act. It's your Dexterity modifier. #### Dodge - Dodge is your character's ability to avoid precise direct attacks and takes your Reaction. It is determined by your Dexterity modifier. \columnbreak #### Skills - The Skills section is after some of the general adventuring rules because there's a long appendix with the full list of Skills. Your Skills are determined by your Intelligence modifier as well as your Class and can be higher if you're a Half-Elf Lineage. You get more Skills every even Level Up, so don't fret too much if you don't have a ton at the beginning. There are Talents that grant more Skills as well, and some are granted by your Class, so make sure to check those to see if you get some extra starting skills from your Class. - Skills give you a bonus to your rolls in addition to your Ability modifier. They represent things your character has trained in, so even if they aren't naturally talented in a certain area (ability) they may have trained themselves to be good at it (skills). - Skills also describe what your character can accomplish. If you have a Skill that directly applies to a situation, you generally don't need to roll for accomplishing it. If it's indirectly helpful, then the bonus applies. - Skills are generally NOT combat focused and not meant to be used in combat, but in non-combat situations. #### Talents - Talents are additional abilities or enhancements that allow you to customize your character to fit your concept. Talents are usually oriented to be helpful in combat or with magic. - Your character starts with some Talents depending on their Class. Magic classes get more Talents to help flesh out what their magic looks like, whereas Cunning and Might classes have less Talents. - Some Classes have restrictions on what Talents they can take, or have directions on which sections Talents must come from. Might and Cunning classes gain a special ability at level 3 if they've only taken Talents within their archetype as well. - Classes also have Talents specific to them that work with their unique abilities. #### You can do it!!! - If at any point you're feeling overwhelmed, reach out to your GM or post on the Brew Discord. We'll be glad to help. - This may seem like a lot, but if you follow the steps and stick to your concept, your character should come together pretty quick.
Contents
\pagebreakNum
# Lineage ### Human **_Naturally Gifted_**
You are naturally gifted in your particular abilities, and have **2** additional **Ability Points** to spend. You cannot add more than **2** to an individual **Ability Score** and you cannot exceed a score of **16** during character creation. ### Dwarf **_Darkvision_**
From years spent in tunnels beneath the earth, you can see in the dark as clearly as in daylight
***Dwarven Toughness***
You start with three additional EP and gain three additional EP per level which count toward your Recovery. You also gain one addtitional Recovery Point. ### High Elf **_Arcane Training_**
You have been taught in the ways of magic since you were a child. You gain the Arcanist talent as well as two Magic talents. Any Magic talents do not count against qualifying for Master of Might or Peerless Cunning. ### Wood Elf **_Elven Accuracy_**
Life in the forest has honed your reflexes. Whenever you have **Advantage** on an attack roll using **Dexterity**, you can reroll one of the dice once. You also have **Advantage** when using **Skills** from the **Animal Kinship**, **Nature**, or **Survival** categories. \columnbreak ### Half-Elf **_Unmatched Versatility_**
A child of two worlds, you have learned to adapt to diverse circumstances. You start with two additional **Skill points** and learn one additional skill when you level up to an even numbered level. Your Skill maximum is 20, regardless of your Intelligence score. ### Dark Elf **_Darkvision_**
From years spent in tunnels beneath the earth, you can see in the dark as clearly as in daylight
**_Arcane Ambusher_**
You grew up in a kill or be killed society. You cannot be **Surprised**, and you deal one additional damage die from spells when attacking while **Hidden** or **Stealthed**. ### Halflings **_Unassuming_**
Your small stature makes you seem less of a threat. When targeted by an enemy, you may use this trait to have the enemy attack an ally it can see that is closer to the enemy than you. This trait may fail if you have dealt significant damage during the encounter.
Contents
\pagebreakNum ### Changeling **_Shapechange_**
You can alter your appearance to look like another humanoid creature you have seen. Your clothes do not change when you do this, only your body, and you cannot grow new body parts as part of the change. ### Minotaur **_Goring Rush_**
You charge like a bull. When you move at least **30ft** before you attack, you have **Advantage** on the roll and **Upgrade** the damage die. ### Korruk (Free Orc) **_Savage Attacks_**
You know how to unleash your full strength when the moment requires it. When you score a **Critical Hit**, roll one additional damage die and **Upgrade** all damage die. Also, when called to **Upgrade** your damage die, **Upgrade** them again. ### Beast-folk Choose one of the following traits:
**_Bestial Speed_**
You are built for speed, and have a base movement speed of **40ft**.
**_Natural Armor_**
You have a scaly hide or shell. You have **15** additional **Armor Points (AP)**.
**_Flight_**
You have vestigial wings. You take no damage from falling and can use your wings to jump great distances. \columnbreak ### Dragonkin **_Dragon Breath_**
You breathe out elemental wrath upon your foes in a 15ft cone as a **Quick Action**, dealing **1d10** damage + **1d10 damage** per adventuring tier (essentially starting at **2d10**). You choose which element you breathe when you create the character and have **Dampen(5)** per adventuring tier for that element. You start your day able to use this ability once and it recharges when you score an **Incredible Success** or become **Fatigued**. ### Firbolg **_Hidden Shepherd_**
You are accustomed to staying hidden in the wilderness. Once per battle, you may **Hide** in plain sight if you are in wilderness terrain. After that, the enemies catch on. ### Giant ***Titanic Might***
**Once** per **Short Rest**, you can leverage your size to give yourself **Advantage** on a **Strength** test. ### Netherborn ***Daemonic Legacy***
Your blood boils with the magic of the Nether. You have **Advantage** when casting **Hexcraft** spells, start with two **Hexcraft Talents** which do not count against qualifying for Master of Might or Peerless Cunning, and each **odd** level you gain an extra **Hexcraft** talent in addition to the normal talents you would get. ### Aeternal ***Radiant Legacy***
Your blood radiates with the divine power of Aeturnus. You have **Advantage** when casting **Thaumaturgy** spells, start with two **Thaumaturgy Talents** which do not count against qualifying for Master of Might or Peerless Cunning, and each **odd** level you gain an extra **Thaumaturgy** talent in addition to the normal talents you would get.
Contents
\pagebreakNum
# Background Your Background represents what your character was up to before they started their current adventure.
Your background is described using two words, usually an adjective and a noun. For example: * Swashbuckling Pirate * Hardened Mercenary * Enslaved Gladiator * Street Urchin * Disinherited Noble * Woodland Healer * Grove Tender * Academy Student * Grave Digger * Shrewd Merchant * Gracious Courtier * Shaghorn Shepherd * Miasma Miner * Wizard’s Apprentice * Castle Cook * Wandering Scholar * Troupe Dancer * Self-sufficient Outlander
* When called upon to make a **Skill test** (see Skills), you may say that the test applies to your **Background**. * **Describe to the GM what happened in your background** that allows you to have some additional expertise. The intention is for you to develop your backstory at the table organically while playing and don't need to have it all figured out ahead of time. * This may stack with your other Skills.
**Example :** You want to swing on a rope across a chasm. The GM asks for a Strength test. Your Background is Swashbuckling Pirate, and you say you’d like to add your Background bonus because you used to climb ropes all the time on your ships, even once during a hurricane. This is plausible to the GM, so you add **+2** to your test
#### Demons What do they hate about themselves that they can’t get away from? #### Passions What do they deeply care about? #### Bonds Who do they deeply care about? #### Fears Who or what do they deeply fear? #### Secrets What do they hope no one will discover? \columnbreak
## Motivation - Your **Motivation** is what drives your character forward - it's their ***why***. - Write one brief sentence to encapsulate your character - make it evocative, something you get excited about and kickstarts your imagination. - Your character's Motivation will change over the course of play, and each time you increase your level you'll reflect on whether or not that drive has changed. **Examples:** - I seek to master my chaotic magic. - I seek treasure and wealth to escape the dark debts and shadows of my past. - I fight to prove my strength to the world - and myself. - I thirst for knowledge about my abilities. - I vow to protect others from harm. - I will bring swift justice to any who harm the innocent. - I demand control over my destiny. - I seek to restore honor to my clan through my deeds in battle - I yearn for discovery beyond my magic. - I strive for redemption through my actions. ## Drives - The drives below help further shape your character and give them dimension. You don't need to fill out all these categories (but you may find that stretching yourself to fill them out brings out your best ideas). You discover who your character is by playing them, and these categories are here to help you reflect on who your character is and who they might be becoming. It's fine if you don't figure it all out up front - but you may have ideas that come up throughout the game. The more you can fit these in with the world you're exploring and co-creating with your GM, the better you will find your character fits into the world and the party, and the more they will feel real.
#### Aspirations Who do they hope to become? What do they hope to accomplish? #### Rivals Who do they despise who stands against them? #### Memories What from their past shapes who they are today? #### Desires Who or what do they want more than anything else? #### Regrets What do they deeply regret?
Contents
\pagebreakNum
# Destiny Choose a Destiny for your character - this is the path your character is pulled toward. #### Boons - This Destiny will offer you benefits, called **Boons,** which you can use to alter the narrative of the game. You need to tell your GM specifically how you want these Boons to play out focusing on the current story. They aren’t a get out of jail free card; they’re sculpting tools to shape the story the way you want it to go. - **Boons** will typically allow you to either have an ally from your past show up, ask the GM a direct question about a topic, or pull off an amazing feat above and beyond your typical skills and abilities. - To gain a **Boon** to cash in, you must provide the GM with a vivid story piece regarding your Destiny that they can use as raw material for the story or for a potential **Backlash**. #### Backlash - Each time you use a **Boon,** the GM gains a **Backlash** - a complication for you and your party regarding your Destiny. - These **Boons** and **Backlashes** will lead you toward your **Ultimate Destiny** - a confrontation with your Destiny that will reshape it in a new way. Depending on the campaign and length this may occur as a series of confrontations ending in one final conclusion. - A **Backlash** can cancel or suppress a **Boon** but a **Boon** cannot be used to cancel or suppress a **Backlash**
- To help with clarity between GM and player, the following rating system can be used to assess the 'power' and therefore consequences of Boons and Backlashes: - The Backlash does not have to be the same type, just degree | Intensity Level | Boon | Backlash | |:---:|:-----------:|:-----:| | 1 | minor narrative consequences | minor narrative consequences | | 2 | overcoming obstacle, narrative consequences | (creating obstacle, narrative consequences) | | 3 | combat consequences, making encounter easy | combat consequences, making encounter more difficult | | 4 | significant combat consequences, circumventing encounter | significant combat consequences, additional encounter | | 5 | major narrative shift, circumventing or ending combat encounter | major narrative shift, deadly combat encounter | \columnbreak #### Be Creative! - You'll find **a list of Destinies at the back of this book**, but **feel free to make your own**! - You can change your Destiny if it’s not working for you and/or your table, but make sure to use the story pieces gathered so far to keep up momentum. - You don’t have to pick a Destiny from those listed, you can make your own, but make sure to work with your GM to do so. Same with Boons, you aren’t limited to only what’s listed as long as the GM is ok with it, but expect an equally potent Backlash. - Once everyone in your party has picked a Destiny, work together to determine a Grand Destiny for your party as well as the Boons that would come with it. ## Example: ### Wayward Son You were the child of nobility but for some reason are now disconnected from your family ties. Maybe you went wild and shamed the family name, were a black sheep and never fit in, or maybe you refused to join the family business you were trained for.
At some point, decide why you became disconnected from your family and gain 1 Boon point. (Each move below costs 1 Boon point and you can only have one at a time)
#### Destiny Boons: ##### Name drop You drop your family name and the NPC you are speaking with recognizes it and is strongly influenced to do as you wish. ##### Ask for money You write home desperately seeking significant money to fund a venture you’re trying to accomplish. #### Ask for a favor Your family has a resource you need and they send it to you, like using the family boat for a trip or a vacation home as a hideout. #### Ultimate Destiny Your Ultimate Destiny is a final confrontation with your family - do you reconcile, reject them forever, or do they get caught up in whatever adventure you’re a part of? #### Typical Backlashes The GM can use their Destiny Backlash to cause complications regarding your Destiny, such as running into a family member, infamy over your family name, being arrested by your family, etc.
Contents
\pagebreakNum # Ability Generation
To generate a character, your party will roll for **Ability Scores**, which you will assign. Choose a species, homeland, and class, and any options for starting equipment. From there you’re ready to adventure! ### Abilities #### Strength - Natural athleticism and bodily power - Determines attack bonus for most melee weapons - Can carry additional weapons equal to your ****Strength**** modifier #### Constitution - Health, stamina, vital force - Increases amount of **HP** per level #### Dexterity - Physical agility, reflexes, balance, poise - Increases bonus to **Light Armor** - Increases bonus to **Dodge** - Determines attack bonus for ranged weapons #### Wisdom - Awareness, intuition, insight #### Intelligence - Mental acuity, information recall, analytical skill - Increases **Skill Points** #### Charisma - Confidence, eloquence, force of personality - Used often for social tests #### Luck - Things work out when they shouldn’t - Allows a failed dice roll to be rerolled once a day for each point of **Luck**. ### Determining Ability Scores Table rolls **3d6** six times to create a standard array for the campaign. All players use those numbers to create their characters.
**Luck points** are determined by the total number of negative attribute scores before **Ability Points** are applied. If I have a -1 in **Wisdom** and -1 in ****Strength****, or -2 in either, I would have 2 points of **Luck**. If the array has any scores higher than 16, then **Luck** is 0.
If the total of all scores is **60** or less, the party may roll again one time. If the total is still 60 or less, take the difference between the rolled score and 60 and add it to the lowest score until it reaches 8, then the next lowest, etc.
If you prefer not to roll you can use the following scores:
**7, 8, 10, 11, 13, 14** \columnbreak
##### Ability Scores and Modifiers | Score | Modifier | |:---:|:-----------:| | 1 | -5| | 2-3 | -4 | | 4-5 | -3 | | 6-7 | -2| | 8-9 | -1 | | 10-11 | 0 | | 12-13 | +1 | | 14-15 | +2 | | 16-17 | +3 | | 18-19 | +4 | | 20 | +5 | ### Ability Points You have 3 **Ability Points** you can distribute between your different **Ability Scores** which represent your natural affinity for certain abilities. You cannot add more than **2** to an individual ability score and you cannot exceed a score of **16** during character creation. ### Ability tests The GM may ask for an **Ability test** when your character attempts certain actions. For this, roll a **d20** and add your Ability modifier.
Contents
\pagebreakNum
## Defenses There are four defenses determined using **Ability Scores** which have a **active Modifier** and **passive Defense**. The same Attributes are added together, but **the passive Defense has +10**. If you have a negative modifier, you do not subtract from the score.
**Example:** My **STR** is **+3** and my **CON** is **-1**. My Fortitude **active Modifier** is **+3** (I ignore the -1 as it is negative) and my **passive Defense** is **13**. #### Fortitude Represents your ability to shrug off physical duress such as being knocked down, poisoned, or magics that directly affect your life force. Your **Fortitude** is calculated with **STR** and ****CON****. #### Reflex Represents your ability to evade, avoid and anticipate danger. Your **Reflex** calculated with **DEX** and **INT**. #### Willpower Represents your ability to shrug off mental effects such as charms, mind control, or fear. Your **Willpower** is calculated with **WIS** and ****CHA****. #### Perception Represents your ability to spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. Your **Perception** is calculated with **WIS** and **INT** \pagebreakNum
# Aegis
#### Defender - Guardian -
#### Paladin
\pagebreakNum
# Aegis ## Defender - Guardian - Paladin
As an Aegis, you are driven to protect others, making yourself into their shield.
### Class Resource - Bulwark An Aegis protects their allies by shielding them from damage by forming a **Bulwark**. * You have a number of **Bulwark** points equal to 5x your level + 5. * Whenever you use the **Loyal Sacrifice** Talent ability, points are first deducted from your **Bulwark** before they are deducted from your AP, EP and HP. * Here is **Loyal Sacrifice** for reference: *You use your Reaction to interpose yourself in front of an ally within 15 feet that has been hit by a melee attack, taking the damage instead.* * You recover all **Bulwark** on a **Long Rest**. * When an Aegis **Critically Fails** on spell roll or attack roll, you experience **Dishonor**. While **Dishonored**, you cannot use your **Loyal Sacrifice** ability until you have successfully landed a **Smite**. ## Aegis Features #### Armor is a Second Skin * You ignore the **Bulky** and **Cumbersome** properties of **Heavy Armor** #### Sacred Protector * You get the **Loyal Sacrifice** talent for free * **Talent Points** spent in **Thaumaturgy** do not disqualify you from **Master of Might** \columnbreak ### Smite * You have the ability to **Smite** your foes. * A **Smite** represents your ability to empower yourself with supernatural strength to wreak havoc on your foes. * Prior to an attack roll, you can declare a **Smite**. For the attack roll, you roll your attack with **Advantage** and a **+2 bonus** in addition to your applicable modifier (**STR** or **DEX**). * You have a number of **Smite Points** equal to your **Level**. * The **Smite** die is **2d10** for one **Smite Point**, plus **1d10** for each additional **Smite Point** spent. * The **Smite** die is added to the damage roll. * When you **Gain an Edge** with a **Smite**, you have additional flexibility in what that **Edge** is above and beyond a normal attack - this is your chance to unleash your imagination and have your character do something heroic and awesome. Options for these have been provided below for guidance. #### Gain an Edge (Aegis Smite) * **Elemental Wrath:** You fill your weapon with elemental wrath such as fire, lightning, or thunder, dealing your Smite damage as elemental damage of that type * **Guardian's Strength:** You move empowered with incredible or supernatural energy, pulling off an amazing feat such as a magnificent leap or propelling your foe away with a divinely empowered kick to the chest * **Shield Surge:** You move in to shield an ally, preventing the next damage dealt to them equal to your Smite die roll as long as you remain within 15ft.
Contents
\pagebreakNum
## Aegis Basics As an Aegis, you gain the following: #### Health ___ - **Starting EP:** 10 + **CON** (Heavyweight) - **EP each level up and Recovery:** 4 + **CON** #### Starting Talents ___
**Might Style**
**Light Armor Proficiency**
**Medium Armor Proficiency**
**Heavy Armor Proficiency**
**Shield Proficiency**
**Martial Weapon Proficiency**
**Great Weapon Proficiency**
**Loyal Sacrifice**
You use your Reaction to interpose yourself in front of an ally within 15 feet that has been hit by a melee attack, taking the damage instead.
**One Additional Defensive Specialization Talent**
Go to Defensive Specializations
**Improved Attack**
Gain automatically at 5th level
**Athletic:** You gain a skill from the Athletics skill category
**Perceptive:** You gain a skill from the Perception skill category
#### Equipment You start with the following equipment: - a Basic Pack - *(a)* a steel martial weapon and a steel buckler or *(b)* two steel martial weapons or *(c)* steel great weapon - any steel simple weapon - *(a)* Patchwork Boiled Leather, (Medium) *(b)* Patchwork Guard's Gambeson (Light), or *(c)* Rusted Iron Ring Mail (Heavy)
## Aegis - Might | Level | Features | Bulwark | |:---:|:---:|:---:|:---:| | 1st | Starting Features | 10 | | 2nd | Skills, EP+, Bulwark+ | 15 | | 3rd | 2 Talents, Skills, **Master of Might** Available, EP+, HP+, Bulwark+ | 20 | | 4th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+, Bulwark+ | 25 | | 5th | Improved Attack, 2 Talents, EP+, HP+, Bulwark+ | 30 | | 6th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+, Bulwark+ | 35 | | 7th | 2 Talents, EP+, HP+, Bulwark+ | 40 | | 8th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+, Bulwark+ | 45| | 9th | 2 Talents, EP+, HP+, Bulwark+ | 50 | | 10th | +2 to **Ability Scores**, Skills, 3 Talents, EP+, HP+, Bulwark+ | 55 | | 11th | 1 Talent, EP+, HP+, Bulwark+ | 60 | | 12th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+, Bulwark+ | 65 | | 13th | 1 Talent, EP+, HP+, Bulwark+ | 70 | | 14th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+, Bulwark+ | 75 | | 15th | 1 Talent, EP+, HP+, Bulwark+ | 80 | | 16th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+, Bulwark+ | 85 | | 17th | 1 Talent, EP+, HP+, Bulwark+ | 90 | | 18th | Skills, 1 Talent, EP+, HP+, Bulwark+ | 95 | | 19th | +1 to **Ability Scores**, 1 Talent, EP+, HP+, Bulwark+ | 100 | | 20th | Skills, 5 Talents, EP+, HP+, Bulwark+ | 105 |
Contents
\pagebreakNum
# Cleric ##### Templar - Healer - Ardent
\pagebreakNum
# Cleric ## Templar - Healer - Ardent As a Cleric, you wield the magic of Preservation by drawing upon your inner conviction and belief. ### Faith Clerics devote their lives to a path of Faith, usually centered upon a certain deity, which comes with certain abilities and limitations. You must work with your GM to determine the beliefs and deity your character is devoted to. #### Vigorous Healing You excel at healing others. Your **Heal** spell heals **twice** as much **EP** #### Combat Medic * You must preserve your own life in order to aid others. You start with the **Light, Medium, and Heavy Armor Proficiencies** and the **Martial Weapon Proficiency** talents. * You ignore the **Bulky** property of **Heavy Armor**. #### Fervently Devoted * You must start with the magical **Source** of **Fervor and Conviction**, filled with fervor for your chosen deity (See the Magical Talent Tree). * You may not have more Magical talents outside the Thaumaturgy tree than you do inside it due to your devotion to your deity. * You may only use radiant damage with your Blast ability. #### Doubt * When you **Critically Fail** on a spell roll, you experience **Doubt**. **Doubt** is a thaumaturgical term that refers to the locking up of magical abilities. You gain one point of **Doubt** for each **Height** of the spell that you **Critically Failed**, and each point of **Doubt** costs one point of **Willpower**. * You may attempt to reconcile the **Doubt** through activities such as penance or meditation. When you recover a point of **Doubt**, you also recover a point of **Willpower**. You cannot recover more than one point per day. #### The Book of Common Prayers * You can pray for guidance for your allies when they are making a dice roll with your **Quick Action**, adding a **+1** to their roll. \columnbreak #### Divine Intervention When you call upon the divine to intervene when your need is great, roll a d20 and add your **Wisdom** modifier and **+1** for each point of **Will** expended **before** the roll and **every three Will** expended **after** the roll. - **On a 20 or higher:** *Incredible Success* - Your deity grants your request in the most favorable way; **Gain an Edge** - **On a 17-19:** *Great Success* - It comes at a **Cost** - **On a 14-16:** *Success* - A **Complication** arises and it comes at a **Cost** - **On a 10-13:** *Partial Success* - A **Complication** arises and it comes at a great **Cost** (pick 2) - **On a 9 or lower:** *Failure* - Your plea goes unheard or is denied - You experience ten points of **Doubt** **Gain an Edge** - Your deity's intervention creates a magical sanctuary, offering temporary protection. - Your deity reveals hidden truths, like an enemy's weakness or a secret path. - Your deity heals you or an ally, restoring lost vitality or curing conditions. - A divine weapon or artifact appears for you to use. - An adversary’s power is thwarted or neutralized by divine will **Complications** - The divine assistance arrives but is too forceful, causing unintended collateral damage. - The deity misunderstands or deliberately misinterprets your request, complicating matters. - Your plea offends your deity, resulting in a temporary loss of divine favor or abilities. **Costs**
Failing to uphold the cost results in a **Backlash**. - Swear a binding vow to uphold a particular tenet of your faith more fervently. - Accept a minor curse or drawback as a trade-off for the divine favor granted. - Convert a certain number of non-believers or perform missionary work. - Undertake a quest to make amends for a past action that may not align with the deity’s teachings. - You are given a divine mission that you cannot refuse and must complete. - Protect a holy site, artifact, or individual for a set period of time. - Accept a temporary weakening of your powers or abilities as a cost for the divine intervention. - Carry out acts of service or devotion, such as fasting, public speaking on the faith, or penning a religious text.
Contents
\pagebreakNum
## Cleric Basics As a Cleric, you gain the following: #### Health ___ - **Starting EP:** 8 + ****CON**** (Middleweight) - **EP each level up and Recovery:** 3 + ****CON**** #### Starting Talents ___
**Magic Style**
**Light Armor Proficiency**
**Medium Armor Proficiency**
**Heavy Armor Proficiency**
**Shield Proficiency**
**Martial Weapon Proficiency**
**Innate Magical Talent**
**Heigher Heights**
**Acolyte:** You gain a skill from the Devotion skill category
**Intuitive:** You gain a skill from the Intuition skill category
#### Equipment You start with the following equipment: - a Basic Pack and Spell Pack - a wooden buckler - *(a)* a steel mace or *(b)* a steel warhammer - *(a)* Patchwork Traveling Leathers, (Medium) *(b)* Patchwork Acolyte's Gambeson (Light), or *(c)* Rusted Iron Chain Shirt (Heavy) - *(a)* a crossbow and bolts or *(b)* any simple weapon
## Cleric - Magic | Level | Features | Will | |:---:|:---:|:---:|:---:| | 1st | Starting Features, Choose Source of Magic, 1 Magic Talent, 1 General Talent, First Height | 3 | | 2nd | Skills, 1 Magic Talent, 1 General Talent, EP+ HP+ | 6 | | 3rd | 1 Magic Talent, 1 General Talent, EP+, HP+, Second Height | 9 | | 4th | +2 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+ HP+| 12 | | 5th | 1 Magic Talent, 1 General Talent, EP+, HP+, Third Height | 15 | | 6th | +2 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+ HP+| 18 | | 7th | 1 Magic Talent, 1 General Talent, EP+, HP+, Fourth Height | 21 | | 8th | +2 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+ HP+ | 24 | | 9th | 1 Magic Talent, 1 General Talent, EP+ HP+ | 27 | | 10th | +2 to **Ability Scores**, Skills, 2 Magic Talents, 1 General Talent, EP+, HP+, Fifth Height | 30 | | 11th | 1 Magic Talent, 1 General Talent, EP+ HP+ | 33 | | 12th | +1 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+ HP+ | 36 | | 13th | 1 Magic Talent, 1 General Talent, EP+ HP+ | 39 | | 14th | +1 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+ HP+ | 42 | | 15th | 1 Magic Talent, 1 General Talent, EP+ HP+ | 45 | | 16th | +1 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+ HP+ | 48 | | 17th | 1 Magic Talent, 1 General Talent, EP+ HP+ | 51 | | 18th | 1 Magic Talent, 1 General Talent, EP+ HP+ | 54 | | 19th | +1 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+ HP+ | 57 | | 20th | 3 Magic Talents, 2 General Talents, EP+ HP+ | 60 |
Contents
\pagebreakNum
# Fighter #### Warrior - Man-at-Arms -
#### Weapons Master
\pagebreakNum # Fighter ## Warrior - Man-at-arms - Weapons Master Fighters are good at using a wide variety of weapons and martial maneuvers to take down their foes.
### Class Resource - Stamina Fighters use discipline and training to outwit their opponents in battle using their **Stamina**. * You have a certain amount of **Stamina** equal to your **Constitution** modifier + your **Level**. * Using a **Maneuver** costs one **Stamina** point per attack. * You recover all **Stamina** on a **Long Rest**. * You recover one point of **Stamina** when you have an **Incredible Success** with an attack roll. You cannot exceed your maximum when you gain a point this way. * When you **Critically Fail** on an attack roll, you Fumble. * You may spend 1 **Stamina** to double your Movement ### Battle Features #### Resilience * You can draw on your **Stamina** to forge onward through difficulty. * You can use a **Quick Action** to spend 1 **Stamina**, roll your **Superiority die** (see **Combat Superiority**) and recover that number in Endurance points (**EP**). #### Limit Break * Fighters can push themselves beyond their normal limits for a moment. * On your turn you can take one additional **Action** on top of your regular **Action** and one possible **Quick Action**. * Once you use this feature, you must finish a **Short** or **Long Rest** before you can use it again. \columnbreak ## Combat Superiority ### Maneuvers * A **Maneuver** represents your prowess and ingenuity. * You might use your **Maneuver** to **disarm** an enemy with the next attack, **trip** the opponent, or **smash them backward** to open access to a nearby corridor. * Prior to an attack roll, you can declare a **Manuever**. For the attack roll, you roll your attack with **Advantage** and a **+2 bonus** in addition to your applicable modifier (**STR** or **DEX**). * For the damage roll, you **roll your normal damage die as well as a Combat Superiority die** determined by character level. * When you **Gain an Edge** with a **Manuever**, you have additional flexibility in what that **Edge** is above and beyond a normal attack - this is your chance to unleash your imagination and have your character do something heroic and awesome. Options for these have been provided below for guidance. #### Gain an Edge (Fighter Manuever) * **Master Strike:** You exploit a flaw in your opponent's defense, dealing damage directly to EP or HP * **Champion's Might:** You pull off a physical feat of valor and daring, positioning yourself in a way to best lay waste to your foes. * **Strategic Savant:** You may ask the DM about a glaring weakness of the enemy and use this Action to position yourself or your team to take advantage of it.
Contents
\pagebreakNum ## Fighter Basics As a Fighter, you gain the following: #### Health ___ - **Starting EP:** 10 + ****CON**** (Heavyweight) - **EP each level up and Recovery:** 4 + ****CON**** #### Starting Talents ___
**Might Style**
**Light Armor Proficiency**
**Medium Armor Proficiency**
**Heavy Armor Proficiency**
**Shield Proficiency**
**Martial Weapon Proficiency**
**Great Weapon Proficiency**
**Improved Attack**
Gain automatically at 5th level
**Strong Bow**
You may use your Strength ability modifier for attack and damage rolls when using a Short Bow.
**Athletic:** You gain a skill from the Athletics skill category
___
#### Equipment You start with the following equipment: - a Basic Pack - *(a)* Rusted Iron Ring Mail (Heavy) or *(b)* Patchwork Mercenary's Gambeson (Light), longbow and arrows - *(a)* steel martial weapon and a wooden buckler or *(b)* two steel martial weapons or *(c)* steel great weapon - *(a)* crossbow and bolts or *(b)* two steel hatchets
## Fighter - Might | Level | Features | Superiority Die | |:---:|:---:|:---:|:---:|:---:| | 1st | Starting Features | 2d4| | 2nd | Skills, EP+, Stamina+ | 2d4 | | 3rd | 2 Talents, **Master of Might** Available, EP+, HP+, Stamina+ | 2d6 | | 4th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+, Stamina+| 2d6 | | 5th | Improved Attack, 2 Talents, EP+, HP+, Stamina+ | 2d8 | | 6th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+, Stamina+ | 2d8 | | 7th | 2 Talents, EP+, HP+, Stamina+ | 2d10 | | 8th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+, Stamina+ | 2d10 | | 9th | 2 Talents, EP+, HP+, Stamina+ | 2d12 | | 10th | +2 to **Ability Scores**, Skills, 3 Talents, EP+, HP+, Stamina+ | 2d12 | | 11th | 1 Talent, EP+, HP+, Stamina+ | 2d12 | | 12th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+, Stamina+ | 2d12 | | 13th | 1 Talent, EP+, HP+, Stamina+ | 2d12 | | 14th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+, Stamina+ | 2d12 | | 15th | 1 Talent, EP+, HP+, Stamina+ | 2d12 | | 16th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+, Stamina+ | 2d12 | | 17th | 1 Talent, EP+, HP+, Stamina+ | 2d12| | 18th | Skills, 1 Talent, EP+, HP+, Stamina+ | 2d12 | | 19th | +1 to **Ability Scores**, 1 Talent, EP+, HP+, Stamina+ | 2d12 | | 20th | Skills, 5 Talents, EP+, HP+, Stamina+ | 2d20 |
Contents
\pagebreakNum
# Fowler #### Spell Slayer - Witch Hunter -
#### Antimage
\pagebreakNum
# Fowler ## Spell Slayer - Witch Hunter - Antimage Fowlers are the ultimate mage killer, as magic rolls off you like water off a duck’s back. #### Magical Dampening * You gain **+10 to Willpower** * You **Dampen** any damage caused by magic equal to 10x your Level #### Severed from the Source * You may not put any Talents in the Magic Talent tree. ### The Fowler’s Gauntlet #### Class Resource - Charges * Whenever magic occurs or is cast within **100ft** of you, you may absorb the ambient magic into your **Gauntlet**. * Each time this happens, you gain 1 **Charge**. * You can hold a number of **Charges** equal to **3x your Level**. * Magic occurs when a supernatural force is called upon - while effects such as a dragon's breath may seem magical to us, that is a natural ability of the dragon, and would not generate a charge. Any other use of magic should generate 1 **Charge**. * Note: For allies, this only counts for the **First Height** or higher elevations and you gain 1 **Charge** per **Height**. * Charges deplete after a Long Rest. * These Charges can be spent for different benefits outlined below * You may spend 1 additional Charge to use an ability as a Reaction #### Spell Reflection (Action) - You unleash the spell that was cast Near you, dealing either **1d10 damage** or recreating one **Effect**. - You may stack this ability a number of times equal to your Level. #### Charge Weapon (Quick Action) - You charge your weapon with the energy, increasing its damage by 1d6. You may stack this ability a number of times equal to your Level. #### Spell Shield (Reaction) - You refocus the energy, using it as if casting the Shield spell with no roll required. - Each additional Charge spent allows the spell to be cast as if at a higher height. #### Suppress Magic (Reaction) - You redirect the absorbed energy into an oncoming spell, reducing its effectiveness (usually Downgrade x2, but the GM decides). Costs one charge per height. #### Charge Boots (Quick Action) - You channel the energy into your boots, granting you the effects of the Dash Action \columnbreak #### Power Boost (Quick Action) - You channel the energy into the Gauntlet directly, increasing your strength and power and giving you Advantage on attacks. #### Invigorate Ally (Quick Action) - You channel the energy into a magic wielding ally, granting them Advantage on their next casting roll. #### Reactive Reservoir - You channel the energy stored to Push Yourself (extra Reaction), spending a charge instead of EP. ### Resourceful - Without magic to rely on, you ingeniously weave any tools you can find to give you an advantage. - Each time you **Venture Forth**, you have **100g x your Level** worth of Potions, Poisons, Catalytics, Explosives, or Tricks you may have prepared yourself without spending gold on them (you've foraged and found your own materials). These cannot be sold due their homemade nature. #### Alchemist - Vigors have double the effect when you imbibe them - Add 1d10 to any Venoms, Explosives, or Enchantments #### Artificer - Tricks can be used 3x before being consumed - You start with all Gadgetcraft Talents
Contents
\pagebreakNum
## Fowler Basics As a Fowler, you gain the following: #### Health ___ - **Starting EP:** 8 + **CON** (Middleweight) - **EP each level up and Recovery:** 3 + **CON** #### Starting Talents ___
**Cunning Style**
**Light Armor Proficiency**
**Medium Armor Proficiency**
**Martial Weapon Proficiency**
**Great Weapon Proficiency**
**Improved Attack**
Gain automatically at 5th level
**Quick-Reel Grappling Hook**
Shot from a device at the wrist to pierce and lock into a surface. Magically reels the bearer to the location. Dexterity test to aim. May also be used to reel in creatures with Fortitude less than 15. Range is Near.
**Zipline**
You can slide down or across rope, or make a line with a Quick Action, traveling to its end. If you drop down on top of any enemies along the way, you have Advantage on the Attack roll. If you succeed on the Attack, they are knocked Prone and Staggered.
#### Equipment You start with the following equipment: - a Basic Pack - *(a)* Patchwork Fowler's Leathers, (Medium) *(b)* Patchwork Fowler's Gambeson (Light) - a steel simple weapon - *(a)* a steel martial weapon or *(b)* a steel great weapon
**Arcanist:** You gain a skill from the Arcanum skill category
**Investigator:** You gain a skill from the Investigation skill category
**Perceptive:** You gain a skill from the Perception skill category
## Fowler - Cunning | Level | Features | Magical Dampening | Max Charges | |:---:|:---:|:---:|:---:| | 1st | Starting Features, Talents, EP+ HP+ | 10 | 3 | | 2nd | Skills, Talents, EP+, HP+ | 20 | 6 | | 3rd | 2 Talents, EP+, HP+ | 30 | 9 | | 4th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 40 | 12 | | 5th | 2 Talents, EP+, HP+ | 50 | 15 | | 6th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 60 | 18 | | 7th | 2 Talents, EP+, HP+ | 70 | 21 | | 8th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 80 | 24 | | 9th | 2 Talents, EP+, HP+ | 90 | 27 | | 10th | +2 to **Ability Scores**, Skills, 3 Talents, EP+, HP+ | 100 | 30 | | 11th | 1 Talent, EP+, HP+ | 110 | 33 | | 12th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 120 | 36 | | 13th | 1 Talent, EP+, HP+ | 130 | 39 | | 14th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 140 | 42 | | 15th | 1 Talent, EP+, HP+ | 150 | 45 | | 16th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 160 | 48 | | 17th | 1 Talent, EP+, HP+ | 170 | 51 | | 18th | 1 Talent, EP+, HP+ | 180 | 54 | | 19th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 190 | 57 | | 20th | 5 Talents, EP+, HP+ | 1000 | 60
Contents
\pagebreakNum
# Keeper #### Wildling - Druid -
#### Dendrophile
\pagebreakNum
# Keeper ### Wildling - Druid - Dendrophile Keepers are sworn defenders of Nature, preserving it from corruption and protecting the flora and fauna of the wilds. #### Class Resource - Wild Move * A **Wild Move** represents your feral instincts, abilities unleashed as you become one with the beast. * You might use your **Wild Move** to pounce on an enemy and knock them down, grip a jugular with vice-like jaws, or lift an enemy into the air with your talons. * Prior to an attack roll, a Keeper can declare a **Wild Move**. For the attack roll, you roll your normal attack die with **Advantage** and a **+2 bonus** in addition to your applicable modifier (**STR** or **DEX**) as well as a **Wild** die determined by your current form. * The **Wild** die is added to the **damage** roll. * Your original and Quick Flyer forms roll a **d4**, Hulk rolls a**d6**, Elemental form rolls a **d12**, and all others roll a **d8** * When you **Gain an Edge** with a **Wild Move**, you have additional flexibility in what that **Edge** is above and beyond a normal attack - this is your chance to unleash your imagination and have your character do something heroic and awesome. Options for these have been provided below for guidance. * You can **Wild Move** a number of times a day equal to your **Wisdom** modifier **+ 2**. This ability is restored on a **Long Rest**. #### Gain an Edge (Keeper Wild Move) * **Pounce:** You leap atop an enemy, knocking them to the ground * **Go for the Throat:** You grasp an enemy by the jugular with a death grip. * **Howl:** You unleash a beastial howl or roar to frighten, intimidate or terrify your foes. ### Defender of the Wilds #### Shillelagh * You can use your **Wisdom** modifier for attacks with a Quarterstaff. #### Natural Attunement * Talent points in the Old Ways talents do not disqualify you from achieving Master of Might #### Natural Defender * You start with the **Loyal Sacrifice** talent \columnbreak ### Shapeshift * You can use your **Quick Action** to magically assume the shape of a beast that you have seen before. * You have **Keen Senses**, giving you **Advantage** on tests that the animal is good at (smell for a dog, sight for an eagle, etc) * You cannot cast spells in this form, but you can communicate telepathically. You continue **Concentrating** on spells already cast. * You must choose one of the **Beast Archetypes** below that the beast belongs to, and your abilities and attacks are modified by that **Archetype**. * You have the general abilities of the creature you shift into such as tunneling underground as a bulette or making a duplicate image of yourself as a displacer beast. The GM may require you to Gain an Edge or make certain tests for them to work. * You keep your current AP and EP throughout shifting into various shapes. ### Beast Archetypes #### Tiny Creatures * Bugs, rats, and cats are Tiny Creatures, creatures that are hard to detect and blend in with their environment. * Tiny Creatures are not suitable for high intensity combat. * If you take damage as a Tiny Creature (stepped on, kicked, etc), your survival instincts kick in and shift you back to your human form. * If the damage would be negligible to your human form, you take no damage, but if it would cause harm to your human form (stab wound, fireball, etc) then that damage is applied. #### Hulk * Bears, owlbears, and drakes are Hulks, creatures that are brutally strong and difficult to take down. * As a Hulk, you take **half damage** from all sources, and you have **Resistance 15** against attacks * You have a walking and climbing speed of 40ft * You use your ****Wisdom** modifier** for any test involving **Strength** and use your own statistics for all other rolls. * Your **Fortitude** is **Very Hard (+5)** to hit. * Your damage is **1d6 + WIS** #### Predator * Minimum level 2 * Panthers, wolves, and displacer beasts are Predators, creatures that eviscerate foes. * You have a walking speed of 50ft and climbing speed of 40ft * You use your ****Wisdom** modifier** for any test involving **Dexterity** (including Dodge) and use your own statistics for all other rolls. * You have **Advantage** on **Dodge** rolls and take **half damage** when you fail to Dodge. * Your **Reflex** is **Very Hard (+5)** to hit. * Your damage die is **1d12 + WIS**, and successful attacks inflict the **Bleeding** condition, and it is a Finesse weapon. This increases to **2d12** at **level 5**. * You may use the **Disengage** action as a **Quick Action**. * You have **Advantage** on **Stealth** tests
Contents
\pagebreakNum
#### Entangler * Minimum level 3 * Giant spiders, snakes, and crocodiles are Entanglers, creatures that can bind and **Grab** foes. * As an Entangler, you have **Dampen(3) per adventuring tier** to damage from all sources, and **Resistance 13** to attacks. * You have a walking (and swim if applicable) speed of **40 ft** * You use your ****Wisdom** modifier** for ****Strength** tests** and use your own statistics for all other rolls. * Your **Fortitude** and **Reflex** are **Hard (+3)** to hit. * Your damage die is **1d8 + WIS** * You have **Advantage** on **Grab, Grapple, and Submission** tests. These actions may represent a spider’s web, a toad’s tongue, the bite of a crocodile, etc. and depending on the animal you choose you may be able to **Grab** creatures **Near** you. The GM will rule on how to apply Grabbing effects for your chosen creature * **Example:** *Creatures grabbed by a spider’s web would likely be able to be left where they are.* #### Quick Flyer * Minimum level 5 * Hawks, faerie dragons, bats, and owls are Quick Flyers, creatures that soar quick and nimbly through the air. * As a Quick Flyer for attack rolls against you you have **Resistance 20**. * You have a flying speed of 80ft * You use your ****Wisdom** modifier** for ****Dexterity** tests** and use your own statistics for all other rolls. * Your **Reflex** is **Very Hard (+5)** to hit. * Your damage is **1d4 + WIS** #### Great Flyer * Minimum level 5 * Giant Eagles, Bats, and Dragons are Great Flyers, creatures that rain terror from above. * As a Great Flyer, you have **Dampen(2) per adventuring tier** to damage from all sources. * You have a flying speed of **60 ft** * You use your ****Wisdom** modifier** for ****Strength** tests** and use your own statistics for all other rolls. * Your **Fortitude** and **Reflex** are **Hard (+3)** to hit. * Your damage die is **1d8 + WIS** * **Dive Attack:** If you are flying at least **30 ft** and hit a creature with your attack, you deal an extra **2d8** damage to the target. * **Flyby:** You do not provoke opportunity attacks when you fly out of an enemy’s reach. \columnbreak #### Elemental * Minimum level 8 * Wind, Earth, Vine, and Water Elementals represent the pure fury of **Nature**’s wrath against those who would upset its balance. * As an Elemental, you **take half damage from all sources**, and you have **Resistance 18** against attacks. * You have a walking (and flying/swimming if applicable) speed of 40ft * You use your ****Wisdom** modifier** for ****Strength** tests** and use your own statistics for all other rolls. * You may choose if your **Fortitude** or **Reflex** is **Very Hard (+5)** to hit. * Your damage die is **2d12 + WIS** * **Elemental Power:** Depending on your chosen element, you may want to wield this power in unique ways, such as setting foes on fire, moving through stone, or drowning foes in your own watery essence. * Feel free to be creative - the GM will adjudicate these actions as fairly and consistently as possible.
Contents
\pagebreakNum
## Keeper Basics As a Druid, you gain the following: #### Health ___ - **Starting EP:** 10 + ****CON**** (Heavyweight) - **EP each level up and Recovery:** 4 + ****CON**** #### Starting Talents ___
**Might Style**
**Light Armor Proficiency**
**Medium Armor Proficiency**
**Shield Proficiency**
**Improved Attack**
Gain automatically at 5th level
**Shillelagh**
You can use your Wisdom modifier for attacks with a Quarterstaff.
**Latent Magical Talent**
___
#### Equipment You start with the following equipment: - a Basic Pack - a simple weapon - a set of Patchwork Softbark armor (Medium) - *(a)* a wooden buckler or *(b)* any simple weapon
**Basics of the Tooth and Claw**
You add +1 when using magic that influences beasts and may cast Tooth and Claw spells.
**Loyal Sacrifice**
You use your Reaction to interpose yourself in front of an ally within 15 feet that has been hit by a melee attack, taking the damage instead.
**Wild At Heart:** You gain a skill from the Wilderlore skill category
**Beastkin:** You gain a skill from the Animal Kinship skill category
## Keeper - Might | Level | Features | |:---:|:---:|:---:| | 1st | Starting Features - Hulk | | 2nd | Skills - Predator, EP+, HP+| | 3rd | 2 Talents - Entangler, EP+, HP+ | | 4th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | | 5th | 2 Talents - Quick Flyer and Great Flyer, EP+, HP+ | | 6th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | | 7th | 2 Talents, EP+, HP+ | | 8th | +2 to **Ability Scores**, Skills, 1 Talent - Elemental, EP+, HP+ | | 9th | 2 Talents, EP+, HP+ | | 10th | +2 to **Ability Scores**, Skills, 3 Talents, EP+, HP+ | | 11th | 1 Talent, EP+, HP+ | | 12th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | | 13th | 1 Talent, EP+, HP+ | | 14th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | | 15th | 1 Talent, EP+, HP+ | | 16th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | | 17th | 1 Talent, EP+, HP+ | | 18th | 1 Talent, EP+, HP+ | | 19th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | | 20th | 5 Talents, EP+, HP+ |
Contents
\pagebreakNum
# Magister #### Wizard - Warlock -
#### Sorcerer
\pagebreakNum
# Magister ## Wizard - Warlock - Sorcerer Magisters are masters of magic, drawing upon various methods and sources of magical power. ### Magical Ability * Magisters are highly skilled in their connection with Magic. * Rather than having a unique resource for their Class, they are instead defined by their Magical Talents. * You must place at least **1 Talent** into the **Magic Talent** tree at each level. * Magisters cannot **Utterly Fail** when **Using Magic** and experience a **Failure** instead. ## Magister Basics As a Magister, you gain the following: #### Health ___ - **Starting EP:** 6 + **CON** (Lightweight) - **EP each level up and Recovery:** 2 + **CON**
#### Starting Talents ___
**Magic Style**
**Innate Magical Talent**
**Higher Heights**
**Arcanist**
You gain a skill from the Arcanum skill category
#### Equipment You start with the following equipment: - a Basic Pack and Spell Pack - a quarterstaff
## Magister - Magic | Level | Features | |:---:|:---:|:---:| | 1st | Starting Features, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 2nd | Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 3rd | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 4th | +2 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 5th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 6th | +2 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 7th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 8th | +2 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 9th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 10th | +2 to **Ability Scores**, Skills, 2 Magic Talents, 1 General Talent, EP+, HP+ | | 11th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 12th | +1 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 13th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 14th | +1 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 15th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 16th | +1 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 17th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 18th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 19th | +1 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 20th | 3 Magic Talents, 2 General Talents, EP+, HP+ |
Contents
\pagebreakNum
# Pugilist ##### Brawler - Scrapper - Monk
\pagebreakNum
# Pugilist ## Brawler - Scrapper - Monk As a Pugilist, you draw upon a deep reserve of physical discipline and raw grit to master your foes. ### Class Resource - Energy Pugilists use **Energy** to empower their attack and defense.
* You have a certain amount of **Energy** determined by your level. * Using a Form costs one **Energy** point per attack. * You recover all **Energy** on a **Long Rest**. * When you **Critically Fail** on an attack roll, you become **Distracted**; all Forms cost twice as much **Energy** until you meditate for 1 hour. ## Pugilist Class Features #### Bare Knuckle Guard * Beginning at 1st level, while you are wearing no armor and not wielding a shield, your **AP** is **2x** (**Your Level + DEX + WIS + INT**) * Your **Reflex** is **Hard (+3)** to hit #### Focused Fighting * At 1st level, your practice of **Focused Fighting** gives you mastery of incorporating your whole body in your fighting style, punctuating your attacks with kicks, elbows, and head butts. * You can use **Dexterity** instead of ****Strength**** for your attack and damage rolls and add your Dexterity modifier to the damage roll * Your damage die for all **Simple** weapons becomes **1d6** at 1st level, **1d8** at 5th level, and **1d10** at 7th level and **1d12** at 10th level * You can make an attack with an **Unarmed Strike** with a **Quick Action**, regardless of whether or not the other weapon you attacked with had the **Light** property #### Momentum * After you move **15ft**, you gain a **Quick Action** with which you may only **Unarmed Strike**. You automatically have Success if the target's **Fortitude** is lower than **15**. #### Lightning Reflexes * Starting at 2nd level, you have **two Reactions** per round. ### Forms At 2nd level, you can focus your **Energy** into the following Forms to empower your attacks * You may expend 1 **Energy** to give yourself **Advantage** on any **Cinematic Move** involving a physical feat #### Barrage of Blows * You may spend 1 **Energy** to Deal your Damage **twice** on an **Unarmed Strike** \columnbreak #### I Am the Weapon * You strike precisely at points of weakness. You may expend 1 **Energy** and add any **Weapon Ability** from the list to your **Unarmed strike**. #### Flowing Step * You may expend 1 **Energy** to take the **Disengage** or **Dash** **Action** with your **Quick Action**, and your jump tests have **Advantage**. * Requires Unarmored #### Nimble and Ready * You may expend 1 **Energy** to **Scramble** with your full movement #### Bob and Weave * You may expend 1 **Energy** to use your **Reaction** again to **Dodge** or * You may expend 1 **Energy** to **Dodge** with **Advantage** * Requires Unarmored #### Improvised Action * You may expend **Energy** to attempt a physical feat such as leaping across a wide chasm, tripping a foe, or shattering a weapon with your bare hands. The GM will set the Resistance. * **Energy** spent can make that Resistance lower. #### Dancing Cobra * You may spend 1 **Energy** and move an adjacent opponent to a new location adjacent to you. If this movement would move them into a hazard, roll a DEX test against their Fortitude. ### Redirection At 3rd level, you master the art of redirecting attacks back against your opponents. #### Turning Palm * You have **Advantage** when using **Dodge** against missile attacks and thrown weapons. * When you successfully Dodge an **Attack** this way, you can expend 1 Energy to throw the projectile at an enemy **Near** you, dealing the damage it would have done to you, to them. #### Leaf in the Wind * When an enemy fails or you dodge their melee attack, you may redirect the attack toward an adjacent enemy. They roll normal damage for the attack.
Contents
\pagebreakNum
## Pugilist Basics As a Monk, you gain the following: #### Health ___ - **Starting EP:** 8 + ****CON**** (Middleweight) - **EP each level up and Recovery:** 3 + **CON** #### Starting Talents ___
**Cunning Style**
**Improved Attack**
Gain automatically at 5th level
**Fleet of Foot**
You have an additional 10ft of Movement.
**Athletic:** You gain a skill from the Athletics skill category
**Agile:** You gain a skill from the Agility skill category
#### Equipment You start with the following equipment: - a Basic Pack - a simple weapon
## Pugilist - Cunning | Level | Features | Focused Fighting | Energy | |:---:|:---:|:---:|:---:|:---:| | 1st | Bare Knuckle Guard, Focused Fighting | d6 | ─ | | 2nd | Energy, Forms, Lightning Reflexes, Skills, EP+, HP+ | d6 | 4 | | 3rd | Redirection, 2 Talents, EP+, HP+ | d6 | 6 | | 4th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | d6 | 8 | | 5th | Improved I Am the Weapon, Improved Attack, 2 Talents, EP+, HP+ | d8 | 10 | | 6th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | d8 | 12 | | 7th | 2 Talents, EP+, HP+ | d10 | 14 | | 8th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | d10 | 16 | | 9th | 2 Talents, EP+, HP+ | d10 | 18 | | 10th | +2 to **Ability Scores**, Skills, 3 Talents, EP+, HP+ | d12 | 20 | | 11th | 1 Talent, EP+, HP+ | d12 | 20 | | 12th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | d12 | 20 | | 13th | 1 Talent, EP+, HP+ | d12 | 20 | | 14th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | d12 | 20 | | 15th | 1 Talent, EP+, HP+ | d12 | 20 | | 16th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | d12 | 20 | | 17th | 1 Talent, EP+, HP+ | d12 | 20 | | 18th | Skills, 1 Talent, EP+, HP+ | d12 | 20 | | 19th | +1 to **Ability Scores**, 1 Talent, EP+, HP+ | d12 | 20 | | 20th | Skills, 5 Talents, EP+, HP+ | d12 | 20 |
Contents
\pagebreakNum
# Reaver #### Berserker -
#### Barbarian - Slayer
\pagebreakNum
# Reaver ## Berserker - Barbarian - Slayer As a Reaver, you fight with the strength of your passions. ### Class Resource - Rage Reavers use raw muscle and frenzied energy to overpower their opponents with their **Rage**. * You generate two points of **Rage** each time you take damage, when you kill an enemy, and when you **Critically Strike**. * Using a **Power Move** costs **Rage** according to the **Rage Die** table. * **Rage** makes you Blind to Pain, reducing incoming damage. * You keep all points of **Rage** until you heal, whether from magical healing or that of a Short or **Long Rest**. * Your **Rage** cannot go higher than your level + 2. * While you have at least one point of **Rage**, you have **Advantage** on ****Strength**** ability tests. * If you miss an attack while you have 0 **Rage**, you gain 1 **Rage**. * You may spend 1 **Rage** to double your **Movement** ### Power Move * A **Power Move** represents your near superhuman strength and primal fury. You might use your **Power Move** to shove an enemy into boiling lava, climb on top of a dragon, or send an enemy flying backward into another enemy. * Prior to an attack roll, you can declare a **Power Move**. * For the attack roll, you roll your attack with **Advantage** and a **+2 bonus** in addition to your applicable modifier (**STR** or **DEX**). * The **Rage die** is added to the damage roll. * When you **Gain an Edge** with a **Manuever**, you have additional flexibility in what that **Edge** is above and beyond a normal attack - this is your chance to unleash your imagination and have your character do something heroic and awesome. Options for these have been provided below for guidance. #### Gain an Edge (Reaver Power Move) * **Rampage:** You can move to a **Near** enemy and make another **Attack**, but without the Rage bonuses. * **Berserk:** You leverage your wrath and anger to propel yourself into an amazing physical feat. * **Smash and Bash:** You destroy something in a spectacular fashion \columnbreak #### Rage Table | Rage | Die | |:---:|:-----------:| | 1 | 2d4 | | 2 | 2d6 | | 3 | 2d8 | | 4 | 2d10 | | 5 | 2d12 | | 10 | 2d20| #### Blind to Pain * As your battle frenzy intensifies, you become increasingly hardened against the strikes of your enemies. * You reduce all incoming damage by your current amount of Rage points as if Dampen was applied to it. ### Reaver Features #### Armor is Unnecessary * While you are not wearing armor, your **AP** is **2x** (**Your Level + DEX + STR + CON**). You can use a **Shield** and still gain this benefit. #### Danger Sense * You have an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. * Your **Fortitude** and **Reflex** are **Hard (+3)** to hit. #### Lean Into It * When an enemy misses you with their attack, you can use your **Reaction** to choose to be hit instead, gaining 1 point of **Rage** in addition to any normal **Rage** gained from taking damage. * You can then attack them and add a **Rage die** for the attack and damage bonus without expending Rage.
Contents
\pagebreakNum
## Reaver Basics As a Reaver, you gain the following: #### Health ___ - **Starting EP:** 12 + **CON** (Super Heavyweight) - **EP each level up and Recovery:** 5 + **CON**
#### Starting Talents ___
**Might Style**
**Light Armor Proficiency**
**Medium Armor Proficiency**
**Shield Proficiency**
**Great Weapon Proficiency**
**Furious Attack**
You can throw aside all concern for defense to attack with fierce desperation and attack recklessly. When you do so you have Advantage on melee weapon attack but attack rolls against you have Advantage until your next turn.
**Improved Attack**
Gain automatically at 5th level
**Athletic:** You gain a skill from the Athletics skill category
**Intimidating:** You gain a skill from the Intimidation skill category
___
#### Equipment You start with the following equipment: - a Basic Pack - a greatweapon - two steel hatchets
## Reaver - Might | Level | Features | Total Rage | |:---:|:---:|:---:|:---:|:---:| | 1st | Starting Class Features | 3 | | 2nd | Skills, EP+, HP+ | 4 | | 3rd | 2 Talents, EP+, HP+ | 5 | | 4th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 6 | | 5th | Improved Attack, 2 Talents, EP+, HP+ | 7 | | 6th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 8 | | 7th | 2 Talents, EP+, HP+ | 9 | | 8th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 10 | | 9th | 2 Talents, EP+, HP+ | 11 | | 10th | +2 to **Ability Scores**, Skills, 3 Talents, EP+, HP+ | 12 | | 11th | 1 Talent, EP+, HP+ | 13 | | 12th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 14 | | 13th | 1 Talent, EP+, HP+ | 15 | | 14th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 16 | | 15th | 1 Talent, EP+, HP+ | 17 | | 16th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 18 | | 17th | 1 Talent, EP+, HP+ | 19 | | 18th | Skills, 1 Talent, EP+, HP+ | 20 | | 19th | +1 to **Ability Scores**, 1 Talent, EP+, HP+ | 21 | | 20th | Skills, 5 Talents, EP+, HP+ | 30 |
Contents
\pagebreakNum
# Rhapsodist ##### Aesthete - Bard - Skald
\pagebreakNum
# Rhapsodist ## Aesthete - Bard - Skald As a Rhapsodist, magic overflows from your creative energy and pursuit of beauty. ### Class Resource - Inspiration ### Rhapsodists draw upon the intrinsic aesthetic energy of the world, weaving it through their passions and the passions of others to **Inspire** them to greatness. * You have an amount of **Inspiration** determined by your level. This **Inspiration** is spent for various Rhapsodist abilities. #### Muse #### * Rhapsodists seek aesthetic inspiration called a **Muse**. This might be a compelling story, a unique instrument, or a wondrous discovery. * This may be as simple as a fellow party member sharing a story you’ve never heard from them before, experiencing an unforgettable moment, or finding beauty in the simple and ordinary. * Particularly powerful or meaningful **Muses** may allow you to weave the strength of its story and passion into a new talent or spell. * * When you **Critically Fail** on a roll, you **Lose your Muse**. You are unable to use Inspiration until you find a **Muse**. #### Sagas, Songs and Tales #### * You start with a magical
**Source**
of your choosing. Perhaps you took this path due to your **Intrinsic Ability** for performance. Maybe it took years of **Study and Discipline** to grow your talent. Or perhaps you're simply a storied soul, filled with **Fervor and Conviction** for the spread of all that is beautiful. (See the Magical Talent Tree) * You also start with the **Silvertongue** and **Glamour** magical talents of the Old Ways; these do not count against you qualifying for
**Peerless Cunning**
. \columnbreak ### Rhapsodist Class Features ### #### Harmonize #### * In tune with the rhythms of others, you are able to join in with the abilities of your fellow party members. This might include the Fighter’s **Maneuver**, Magister’s **Spellcasting**, or Rogue’s **Sneak Attack**. * When an ally uses an ability that requires a dice roll, you can use a free ****Reaction**** to declare you are **Harmonizing**. The ally has **Advantage** on that roll. * On your turn, you must replicate the ability used or spend **1** **Inspiration**. * You must have at least **1** **Inspiration** to gamble this way in order to use this feature. * When you **Harmonize** with someone else’s Move during a Cinematic scene, you must successfully replicate that Move before the Cinematic scene is resolved or lose the associated **Inspiration**. * When you **Harmonize** with another caster's **Spellcasting**, you do not need to spend your own **Will** for your spell.
**Example :** *The party’s Rogue hits with a **Sneak Attack**. You declare you are Harmonizing, and the Rogue rolls his damage die with **Advantage**. You may now use the **Sneak Attack** feature on your turn. If you fail to do so, you spend **1** **Inspiration**.*
#### Dissonance * As you **Harmonize** with your allies, you can cause **Dissonance** with your enemies, using your wit, flourishes, or musicality to distract them. * When an enemy uses an ability that requires a dice roll, you can use a free **Reaction** to declare you are causing **Dissonance**. The enemy has ****Disadvantage**** on that roll. * You may cause **Dissonance** before an enemy rolls an attack, rolls damage, casts a spell, or other ability test. You must succeed on your own attack, damage roll, or spell in order to retain your gambled **Inspiration**. * On your turn, you must replicate the ability used or spend **1** **Inspiration**. * You must have at least **1** **Inspiration** to gamble this way in order to use this feature.
**Example:** An opponent attacks an ally. You declare you are causing Dissonance, and the opponent rolls his attack with ****Disadvantage****. You attempt to make an attack roll on your turn. If you fail to do so, you spend **1** **Inspiration**.
#### Restful Rhapsody #### * You can use soothing music or oration to help revitalize your wounded allies during a **Short Rest**. * Your allies gain **2** additional **EP** per **Recovery Point**. * Make sure to describe and roleplay how you do this, even in simple detail. It not only adds to the game but also reminds everyone to add the bonus.
Contents
\pagebreakNum
## Rhapsodist Basics As a Rhapsodist, you gain the following: #### Health ___ - **Starting EP:** 8 + ****CON**** (Middleweight) - **EP each level up and Recovery:** 3 + ****CON**** #### Starting Talents ___
**Cunning Style**
**Light Armor Proficiency**
**Latent Magical Talent**
**Basics of the Silvertongue**
You add +1 when using magic that manipulates the minds of others into believing things that aren't real and may cast Silvertongue spells.
**Basic Glamours**
You add +1 when using magic that manipulates the minds of others into seeing things that aren't real and may cast Glamour spells.
___
#### Equipment You start with the following equipment: - a Basic Pack and a Spell Pack - a Patchwork Traveler's Gambeson (Light Armor) - a set of daggers - a Simple weapon
**Thespian:** You gain a skill from the Theatrics skill category
**Orator:** You gain a skill from the Oration skill category
**Intuitive:** You gain a skill from the Intuition skill category
**Scholar:** You gain a skill from the Scholarship skill category
## Rhapsodist - Cunning | Level | Features | Inspiration | |:---:|:---:|:---:|:---:| | 1st | Starting Features | 4 | | 2nd | Skills, EP+, HP+ | 4 | | 3rd | 2 Talents, EP+, HP+ | 5 | | 4th | +2 to **ability scores**, Skills, 1 Talent, EP+, HP+ | 5 | | 5th | 2 Talents, EP+, HP+ | 5 | | 6th | +2 to **ability scores**, Skills, 1 Talent, EP+, HP+ | 7 | | 7th | 2 Talents, EP+, HP+ | 7 | | 8th | +2 to **ability scores**, Skills, 1 Talent, EP+, HP+ | 7 | | 9th | 2 Talents, EP+, HP+ | 10 | | 10th | +2 to **ability scores**, Skills, 3 Talents, EP+, HP+ | 12 | | 11th | 1 Talent, EP+, HP+ | 12 | | 12th | +1 to **ability scores**, Skills, 1 Talent, EP+, HP+ | 12 | | 13th | 1 Talent, EP+, HP+ | 12 | | 14th | +1 to **ability scores**, Skills, 1 Talent, EP+, HP+ | 12 | | 15th | 1 Talent, EP+, HP+ | 12 | | 16th | +1 to **ability scores**, Skills, 1 Talent, EP+, HP+ | 12 | | 17th | 1 Talent, EP+, HP+ | 12 | | 18th | Skills, 1 Talent, EP+, HP+ | 12 | | 19th | +1 to **ability scores**, 1 Talent, EP+, HP+ | 12 | | 20th | Harmonize gives **Advantage** on next roll, 5 Talents, EP+, HP+ | 15 |
Contents
\pagebreakNum
# Rogue #### Scoundrel - Assassin -
#### Thief
\pagebreakNum
# Rogue ## Scoundrel - Assassin - Thief As a Rogue, you use your ingenuity, skill, and a bit of luck to outwit and outplay any obstacles. ### Class Resource - Cunning Rogues use skill and training to make their own luck using their **Cunning**. * You have a certain amount of **Cunning** determined by your level. * As a Rogue, you may spend **Cunning** to tilt the result of a test in your favor.
**Example:** *The Resistance is 15 to pick a lock, and the Rogue rolls a 12. She then spends 3 **Cunning** to make the roll a 15 and succeeds.* * You may spend 1 **Cunning** to Dash or Disengage once per turn. * You recover all **Cunning** on a **Long Rest**. * When you **Critically Fail** on a test, you gain 5 **Cunning** #### Score * Rogues seek to advance themselves by using their **Skills** for (often illicit) gain called a **Score**. The **Score** might be stealing a valuable object, fulfilling an assassination contract, or stealing secret plans from an enemy base. * The party must challenge you to complete a **Score** they deem worthy of your skills. * You increase your **Cunning** by 1 for each **Score** you accomplish. ### Roguish Features #### Sneak Attack * You know how to strike subtly and exploit a foe’s distraction. * Once per turn, you can deal extra damage to one creature you hit with an attack if you have **Advantage** on the attack roll. * You don't need **Advantage** on the **Attack** roll if another enemy of the target is within 5 feet of it (usually your ally), that enemy isn't Incapacitated, and you don't have **Disadvantage** on the **Attack** roll. * In addition, **Upgrade** all damage dice when attacking from **Hidden**. * During Cinematic scenes, whenever you act when you have an edge you may apply **Sneak Attack**, whether that is an edge you have gained or one granted by the actions of an ally #### Cheap Shot * **Upgrade** all damage dice when attacking a **Staggered** opponent. This stacks with **Sneak Attack**. \columnbreak #### Quick and Cunning * Your quick thinking and agility allow you to move and act quickly. You may use your **Quick Action** to take the **Dash**, **Disengage**, or Use an Item **Action**. #### Expertise * You gain an additional Talent at 3rd, 5th, 7th, 9th, and 10th level (included in table). #### Second-Story Work * You have the ability to climb faster than normal, and **Climbing** no longer costs extra movement. #### Spellthief * You may put talent points into **Silvertongue**, **Glamour**, or any **Hexcraft** or **Kinemancy** talents and not be disqualified from
**Peerless Cunning**
.
Contents
\pagebreakNum
## Rogue Basics As a Rogue, you gain the following: #### Health ___ - **Starting EP:** 8 + **CON** (Middleweight) - **EP each level up and Recovery:** 3 + **CON** #### Starting Talents ___
**Cunning Style**
**Light Armor Proficiency**
**Martial Weapon Proficiency**
**Improved Attack**
Gain automatically at 5th level
**Stealthy**
You are adept at staying silent and hidden. When attempting to Stealth, roll with Advantage. You can Hide as long as you break line of sight and do not need to use a Quick Action.
**Ambush**
You can Hide in the same place twice and still gain the Hidden condition. You also Dash whenever you are coming out of the Hidden condition.
**Assassin**
Any hit you score against a creature that is Surprised is a Critical Hit and you have Advantage on creatures that have not yet acted in combat
___ #### Equipment You start with the following equipment: - a Basic Pack - Patchwork Leather Armor (Light) - a set of daggers - *(a)* a rapier or *(b)* a shortsword - *(a)* a shortbow and a quiver of arrows *(b)* a shortsword - smoke bomb, flash powder, ball bearings, clockwork decoy
**Zipline**
You can slide down or across rope, or make a line with a Quick Action, traveling to its end. If you drop down on top of any enemies along the way, you have Advantage on the Attack roll. If you succeed on the Attack, they are knocked Prone and Staggered.
**Agile:** You gain a skill from the Agility skill category
**Deceptive:** You gain a skill from the Deception skill category
**Charlatan:** You gain a skill from the Legerdemain skill category
**Sneaky:** You gain a skill from the Stealth skill category
## Rogue - Cunning | Level | Features | Cunning | Sneak Attack | |:---:|:---:|:---:|:---:|:---:| | 1st | Starting Class Features | 10 | 1d6 | | 2nd | Skills, EP+, HP+ | 10 | 1d6 | | 3rd | 3 Talents, EP+, HP+ | 15 | 2d6 | | 4th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 15 | 2d6 | | 5th | 3 Talents, EP+, HP+ | 20 | 3d6 | | 6th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 20 | 3d6 | | 7th | 3 Talents, EP+, HP+ | 25 | 4d6 | | 8th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 25 | 4d6 | | 9th | 3 Talents, EP+, HP+ | 30 | 5d6 | | 10th | +2 to **Ability Scores**, Skills, 4 Talents, EP+, HP+ | 35 | 6d6 | | 11th | 1 Talent, EP+, HP+ | 40 | 6d6 | | 12th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 40 | 6d6 | | 13th | 1 Talent, EP+, HP+ | 45 | 7d6 | | 14th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 45 | 7d6 | | 15th | 1 Talent, EP+, HP+ | 50 | 8d6 | | 16th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 50 | 8d6 | | 17th | 1 Talent, EP+, HP+ | 70 | 9d6 | | 18th | Skills, 1 Talent, EP+, HP+ | 80 | 9d6 | | 19th | +1 to **Ability Scores**, 1 Talent, EP+, HP+ | 90 | 10d6 | | 20th | Skills, 5 Talents, EP+, HP+ | 100 | 10d6 |
Contents
\pagebreakNum
# Shifter #### Werebeast - Metamorph - #### Therianthrope
\pagebreakNum
# Shifter ## Werebeast - Metamorph - Therianthrope As a Shifter, you draw upon the power of the beast within. ### Class Resource - Ferocity You use raw primal fury to ravage your opponents with **Ferocity**. * You generate two points of **Ferocity** every time you use a **Feat of Fury** or other certain abilities. * **Ferocity** increases the amount of damage you do and the amount of damage you take by your current **Ferocity** amount. You add your **Ferocity** to your damage done, in addition to the relevant attribute modifier, as well as adding it in addition to whatever damage your GM tells you to take. * You have a max **Ferocity** of your level x2. You cannot use abilities that would put you above your maximum **Ferocity** - you are too frenzied to focus and use those abilities. * Your **Ferocity** returns to 0 after 1 minute of not attacking an enemy #### Calm Nerves: * (**Quick Action**, Original Form only) - You pause to cool your emotions and remember your humanity, reducing your **Ferocity** by 2. \columnbreak ## Feat of Fury * A **Feat of Fury** represents your primal fury. * You might use your **Feat of Fury** to pounce on an enemy and knock them down, grip a jugular with vice-like jaws, or lift an enemy into the air with your talons. * Prior to an attack roll, a Shifter can declare a **Feat of Fury**. * For the attack roll, you roll your attack with **Advantage** and a **+2 bonus** in addition to your applicable modifier (**STR** or **DEX**). * The **Savagery** die is added to the **damage roll**. * Original form rolls **2d4**, Hybrid is **2d6**, Beast is **2d8** * When you **Gain an Edge** with a **Feat of Fury**, you have additional flexibility in what that **Edge** is above and beyond a normal attack - this is your chance to unleash your imagination and have your character do something heroic and awesome. Options for these have been provided below for guidance. #### Gain an Edge (Shifter Feat of Fury) * **Rampage:** You can move to a **Near** enemy and make another **Attack** * **Berserk:** You leverage your wrath and anger to propel yourself into an amazing physical feat. * **Smash and Bash:** You destroy something in a spectacular fashion
\pagebreak
## Shifting * At 2nd and 3rd level, you gain the ability to shift into your animal avatar with a **Quick Action**. * This might be a bear, wolf, bat, hyena, lion, tiger, dragon, or any other creature. * You have two modes - Hybrid and Beast form. * Shifting to **Hybrid increases Ferocity by one**, while shifting to **Beast form increases Ferocity by three**. Shifting back to your original form **reduces Ferocity by the same amount**. ### Hybrid * You become a mix of your original form and your animal avatar. * Your speed increases by **10 ft**. * You have **Advantage** on ****Strength**** ability tests. * You have **Resistance 13** against attacks. * You gain the weapon Claws * **Claws:** 1d6, 1h, Melee, Lacerating, Light, Cleave * Your **Ferocity** damage is **doubled** against **Prone** creatures * Your **Savagery** die becomes a **d6** * If an enemy dies within melee range of you, you can use your **Reaction** to **Feed**, healing yourself for your current **Ferocity**. \columnbreak ### Beast * You take on the full form of your animal avatar. * You are unable to use weapons and armor other than the conditions listed below. * Your speed increases by **20 ft**. * You have **Advantage** on ****Strength**** and **Dexterity** ability tests. * You have **Resistance 15** against attacks. * You gain the weapons Claws and Bite * **Claw:** 1d6, 1h, Melee, Lacerating, Light, Cleave * **Bite:** 1d12, 2h, Melee, Lacerating, Grappling * Your **Ferocity** damage is **doubled** against **Prone** creatures * Your **Savagery** die becomes a d8 * If an enemy dies within melee range of you, you can use your **Reaction** to Feed, healing yourself for your current **Ferocity**.
You gain the following abilities:
* **Fury Swipe:** Immediately after you take the **Attack** **Action**, make an additional Claw attack, then gain one **Ferocity** point. * **Feeding Frenzy:** When you use your **Reaction** to Feed, heal for double your current **Ferocity** and then gain two **Ferocity**.
Contents
\pagebreakNum
## Shifter Basics As a Shifter, you gain the following: #### Health ___ - **Starting EP:** 12 + **CON** (Super Heavyweight) - **EP each level up and Recovery:** 5 + **CON** #### Starting Talents ___
**Might Style**
**Light Armor Proficiency**
**Medium Armor Proficiency**
**Shield Proficiency**
**Martial Weapon Proficiency**
**Great Weapon Proficiency**
**Improved Attack**
Gain automatically at 5th level
**Beastkin:** You gain a skill from the Animal Kinship skill category
#### Equipment You start with the following equipment: - a Basic Pack - a Great Weapon - two steel hatchets - *(a)* Patchwork Hide (Medium) or *(b)* Traveler's Gambeson (Light)
## Shifter - Might | Level | Features | Max Ferocity | |:---:|:---:|:---:| | 1st | Starting Class Features | 2 | | 2nd | Hybrid Mode, Skills, EP+, HP+ | 4 | | 3rd | Beast Mode, 2 Talents, EP+, HP+ | 6 | | 4th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 8 | | 5th | Improved Attack, 2 Talents, EP+, HP+ | 10 | | 6th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 12 | | 7th | 2 Talents, EP+, HP+ | 14 | | 8th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 16 | | 9th | 2 Talents, EP+, HP+ | 18 | | 10th | +2 to **Ability Scores**, Skills, 3 Talents, EP+, HP+ | 20 | | 11th |1 Talent, EP+, HP+ | 22 | | 12th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 24 | | 13th | 1 Talent, EP+, HP+ | 26 | | 14th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 28 | | 15th | 1 Talent, EP+, HP+ | 30 | | 16th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 32 | | 17th | 1 Talent, EP+, HP+ | 34 | | 18th | Skills, 1 Talent, EP+, HP+ | 36 | | 19th | +1 to **Ability Scores**, 1 Talent, EP+, HP+ | 38 | | 20th | Skills, 5 Talents, EP+, HP+ | 40 |
Contents
\pagebreakNum
# Spellblade #### Battlemage - Arcane Warrior -
#### Eldritch Knight
\pagebreakNum
# Spellblade ## Battlemage - Arcane Warrior - Eldritch Knight Spellblades expertly weave their skill in magic and blade, using magic to enhance their fighting abilities. ### Martial and Magic Discipline * You must put an equal number of Talents outside the Magic Talent tree as you do inside it. * You ignore the **Bulky** property of **Heavy Armor** ### Spellweaver's Grace * You do not provoke Opportunity Attacks when using two handed spells ### Arcane Strike * You may cast spells with a Quick Action rather than an Action if you also make a Melee attack that turn. * Use the same d20 roll for the magic test and the attack roll and use your Source attribute as the modifier. * When you cast spells this way, use a d6 when you are otherwise instructed to use a d10 if the spell normally requires an Action to use. Spells cast with a Quick Action do not have their damage reduced.
You also have the following Quick Action spell abilities:
#### Blast - **Time to Cast:** Quick Action - **Range:** Close/Far - **Hands Required:** 1h - **Duration:** Instant A simple blast of magical energy. You may choose the damage type, but it must correspond with a Basic magic school talent you possess (Such as Basic Pyromancy and fire damage). * Damage starts at 1d10 and increases to 2d10 at 5th level, 3d10 at 10th level, and 4d10 at 17th level. #### Soul Strike - **Time to Cast:** Quick Action - **Range:** Close - **Hands Required:** 1h - **Duration:** Instant You channel dark arcane energy into your blade and strike the very life essence of your enemy. You deal 1d6 spirit damage and regain HP or EP equal to the damage dealt. * Damage increases to 2d6 at 5th level, 3d6 at 10th level, 4d6 at 17th level \columnbreak #### Arcane Aegis - **Time to Cast:** Quick Action - **Range:** Self - **Hands Required:** 1h - **Duration:** Instant You may choose to change your declared Quick Action to this one when you Fail or Utterly Fail an attack. You trace a sigil of protection in the air; your enemy does not Deal their Damage when you Fail or Utterly Fail. #### Barrage of Blades - **Time to Cast:** Quick Action - **Range:** Close - **Hands Required:** 1h - **Duration:** Instant You summon three spectral versions of your current weapon and unleash them in a furious barrage of sweeping strikes around you, applying your Weapon damage to all enemies within 15ft of you. If the weapon has the Cleave property, you deal an additional 1d6 spectral damage. * Additional damage if weapon has Cleave increases to 2d6 at 5th level, 3d6 at 10th level, 4d6 at 17th level #### Arcane Echo - **Time to Cast:** Quick Action - **Range:** Self - **Hands Required:** 1h - **Duration:** Instant You summon an echo of yourself which fights at your side. When an enemy Near you attacks you, the echo attacks and you may Deal your Damage. Each incident after the first requires use of your Reaction. #### Arcane Overload - **Time to Cast:** Quick Action - **Range:** Self - **Hands Required:** 1h - **Duration:** Instant When you fail on a combined spell and attack roll and would experience a backfire, you may choose to channel the arcane energy through yourself and your weapon, limiting the backfire damage to yourself and the enemy you are striking.
Look to other Magic talents for ways to gain additional abilities unique to Spellblades.
Contents
\pagebreakNum
## Spellblade Basics As a Magister, you gain the following: #### Health ___ - **Starting EP:** 8 + **CON** (Middleweight) - **EP each level up and Recovery:** 3 + **CON** #### Starting Talents ___
**Magic Style**
**Innate Magical Talent**
**Higher Heights**
**Light Armor Proficiency**
**Medium Armor Proficiency**
**Heavy Armor Proficiency**
**Shield Proficiency**
**Martial Weapon Proficiency**
**Great Weapon Proficiency**
**Improved Attack**
Gain automatically at 5th level
**Arcanist:** You gain a skill from the Arcanum skill category #### Equipment You start with the following equipment: - a Basic Pack and Spell Pack - *(a)* Patchwork Traveling Leathers, (Medium) *(b)* Patchwork Gambeson (Light), or *(c)* Rusted Iron Chain Shirt (Heavy Mail) - a simple weapon - *(a)* a martial weapon or *(b)* a great weapon
##### Spellblade | Level | Features | |:---:|:---:|:---:| | 1st | Starting Features, 1 Magic Talent, 1 General Talent | | 2nd | Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 3rd | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 4th | +2 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 5th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 6th | +2 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 7th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 8th | +2 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 9th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 10th | +2 to **Ability Scores**, Skills, 2 Magic Talents, 1 General Talent, EP+, HP+ | | 11th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 12th | +1 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 13th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 14th | +1 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 15th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 16th | +1 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 17th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 18th | 1 Magic Talent, 1 General Talent, EP+, HP+ | | 19th | +1 to **Ability Scores**, Skills, 1 Magic Talent, 1 General Talent, EP+, HP+ | | 20th | 3 Magic Talents, 2 General Talents, EP+, HP+ |
Contents
\pagebreakNum
# Wayfinder #### Ranger - Hunter - Stalker
\pagebreakNum
# Wayfinder ## Ranger - Hunter - Stalker As a Wayfinder, your experience with wild and exotic lands has honed your hunter's instincts. ### Class Resource - Trick Arrows * You have a number of **Trick Arrows** equal to **twice your level**. * You have modified these arrows with various techniques learned from your travels. * A **Trick Arrow** modifies an **Attack** with a **Longbow** or **Shortbow**. If the **Attack** misses, the **Trick Shot** misses, although if it affects an area the area is still affected. If the **Attack** hits, the **Trick Shot** is successful. * You recover all **Trick Arrows** on a **Long Rest**. * You cannot **Trick Shot** and **Multishot** at the same time. ### Elemental Arrows * You tie a small piece of an elemental stone to your arrow, either **Brimstone**, **Boltstone**, G**lacierstone**, or **Tremorstone**, imbuing it with an elemental effect. * These **Trick Arrows** deal an additional **1d10** damage of their respective elemental as well as an additional effect. #### Fire/Brimstone **1d10** fire damage and sets enemy **On Fire** #### Ice/Glacierstone **1d10** ice damage and enemy is **Slowed** #### Earth/Tremorstone **1d10** quake damage and enemy is knocked **Prone** and **Staggered** #### Lightning/Boltstone **1d10** lightning damage and enemy is **Dazed** ### Hornthistle Arrows * You craft arrows from **hornthistle**, a carnivorous plant with creeper fines that attacks creatures with living vines and viciously sharp thorns. You can achieve the following effects with these arrows: #### Ensnaring Arrow * When the arrow impacts your foe, a writhing mass of thorny vines appears at the point of impact, **Restraining** the creature. * While **Restrained** by this ability, the target takes **1d10** damage on its turns; it or an ally can use **Action** to escape with a **Fortitude** test. #### Hail of Thorns * When the arrow impacts your foe, a rain of thorns erupts on contact, dealing an additional 1d10 damage to the target as well as any creatures adjacent to it. \columnbreak #### Improvised Arrow * You think on the fly, making a unique shot the situation requires. You might pin their foot to the ground, strike their hand and cause them to drop their weapon, or knock them back over a precipice. For this shot, you may add your **Insightful Fighter die** to the **damage**. ### Insightful Fighter * The more you fight a particular foe, the better you read its strengths and weaknesses and learn to exploit them. * On your turn, you mark a type of enemy. For each attack you make after the first against that enemy type, you gain +1 to your **attack roll**. ### Multishot * At 2nd level, you gain the ability to shoot a number of arrows equal to your **DEX** modifier with your attack **Action**. * You have a **-2** penalty to your **Attack** roll for each additional arrow shot * You make one attack or **Let Fly** roll for all of the arrows * You do not add your **Dexterity** modifier for damage * This does not benefit from **Improved Attack** * Each damage die represents one arrow, and you can allocate the damage die among targets or stack them on to one target #### Natural Attunement * Talent points in the Old Ways talents do not disqualify you from achieving
**Peerless Cunning**
.
Contents
\pagebreakNum
## Wayfinder Basics As a Ranger, you gain the following: #### Health ___ - **Starting EP:** 10 + **CON** (Heavyweight) - **EP each level up and Recovery:** 4 + **CON** #### Starting Talents ___
**Cunning Style**
**Light Armor Proficiency**
**Medium Armor Proficiency**
**Martial Weapon Proficiency**
**Stealthy**
You are adept at staying silent and hidden. When attempting to Stealth, roll with Advantage. You can Hide as long as you break line of sight and do not need to use a Quick Action.
**Friend of the Forest**
You have Advantage on any skill tests that involve plants or animals.
**Natural Explorer**
You have Advantage on the Forage and Hunt move as well as Navigation tests in wilderness environments.
**Fleet of Foot**
You have an additional 10ft of Movement.
___
#### Equipment You start with the following equipment: - a Basic Pack - a longbow and quiver of arrows - *(a)* two shortswords or *(b)* two simple melee weapons - *(a)* Patchwork Hide (Medium) or *(b)* Patchwork Wild Leathers (Light)
**Improved Attack**
Gain automatically at 5th level
**Wild at Heart:** You gain a skill from the Wilderlore skill category
**Trailblazer:** You gain a skill from the Trailblazing skill category
**Beastkin:** You gain a skill from the Animal Kinship skill category
**Investigator:** You gain a skill from the Investigation skill category
## Wayfinder - Cunning | Level | Features | Trick Arrows | |:---:|:---:|:---:|:---:| | 1st | Starting Class Features | 2 | | 2nd | Multishot, Skills, EP+, HP+ | 4 | | 3rd | 2 Talents, EP+, HP+ | 6 | | 4th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 8 | | 5th | Improved Attack, 2 Talents, EP+, HP+ | 10 | | 6th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 12 | | 7th | 2 Talents, EP+, HP+ | 14 | | 8th | +2 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 16 | | 9th | 2 Talents, EP+, HP+ | 18 | | 10th | +2 to **Ability Scores**, Skills, 3 Talents, EP+, HP+ | 20 | | 11th | 1 Talent, EP+, HP+ | 22 | | 12th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 24 | | 13th | 1 Talent, EP+, HP+ | 26 | | 14th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 28 | | 15th | 1 Talent, EP+, HP+ | 30 | | 16th | +1 to **Ability Scores**, Skills, 1 Talent, EP+, HP+ | 32 | | 17th | 1 Talent, EP+, HP+ | 34 | | 18th | 1 Talent, Skills, EP+, HP+ | 36 | | 19th | +1 to **Ability Scores**, 1 Talent, EP+, HP+ | 38 | | 20th | Skills, 5 Talents, EP+, HP+ | 40 |
Contents
\pagebreakNum
# Equipment ## Packs * Each character must carry a **Basic Pack**. A **Healer’s Pack** must be carried by at least one character for the party to be able to **Short Rest**. * You may carry a number of packs equal to your **Strength** modifier **+2** with a minimum of **1**. * Characters may carry packs for each other, but they are presumed to be holding that equipment in the case that the party gets separated. * Packs may also be carried on a Cart, Caravan, or Pack Animal, but are presumed to be in that location and the tools unavailable if the character is not with them. * Packs cost **100g** each time you **Venture Forth** and are presumed to last for one excursion (out from town and back)
| Pack Name | Items Inside | |:-------:|:----:|:-----------:|:---:| | Basic Pack | rations, waterskins, mess kit, bedroll, tinderbox | | Healer’s Pack | bandages, antiseptic herbs, reviving salts, etc. | | Climbing Pack | rope, hammer, pitons, crowbar | | Torch Pack | torches | | Smith’s Pack | hammers, tongs, charcoal, rags, and a whetstone | | Thieve’s Pack | a small file, a set of lock picks, a small mirror mounted on a metal handle, a pair of pliers | | Dungoneer's Pack | sealing wax, iron spikes, wire cutters, spool of wire, stakes | | Alchemy Pack | a mortar and pestle, glass vials, basic solutions | | Spell Pack | various spell components, spellbook | | Leatherworking Pack | needles and thread, awl, leather knife, beveler, beeswax, burnishing tool, stamps/carving tools | | Survival Pack | firestarter, hatchet/machete, water purification kit, fishing kit, snare wire, emergency blanket | | Scholar's Pack | writing tools (ink, pen, paper), blank notebooks, magnifying glass, reference books, language dictionary | | Navigator's Pack | compass, maps, sextant, charts, logbook, timepiece, small telescope | | Seafarer's Pack | repair kit for sails, rope, waterproof cloak, flask of oil, flint | | Arctic Pack | insulated clothing, snowshoes, ice pick, enchanted thermal blanket |
Contents
\pagebreakNum
# Weapons ## General #### Skilled You may only add your ****Strength**** or **Dexterity** modifier to weapons you are **Skilled** with.
#### Dual Wielding To dual wield one handed weapons, roll the damage die for both and take the higher number. All weapon abilities apply, but they do not stack.
#### Conditional Effects Certain weapon effects are conditional. Damage for the conditional effect is shown as base damage/conditional damage.
#### Improvised Weapons If you have **Simple** weapon **Skill**, use a d4. If you have **Martial** weapon **Skill**, use a d6. You may suggest a weapon ability that make sense, such as a hot poker having the Blazing property.
#### Changing Weapons You may change weapons at the beginning of your turn or with a **Quick Action** if the weapon is one handed.
This means that if you make a Ranged attack with a two handed bow, you are going to be wielding the bow at the end of your turn, and attacks against you will have **Advantage**
#### Range Each weapon shows its Ranges. * When attacking a target outside its listed ranges, you have **Disadvantage** on the attack roll. * Attacks against a creature wielding a weapon that does not have the Melee Range have **Advantage**. * Making an **Attack** with a Range of **Near** or **Far** has **Disadvantage** and provokes attacks of opportunity.
***Throwing any and all weapons -*** This means all weapons can be thrown, but melee weapons are thrown with **Disadvantage**.
***In the bushes -*** Thrown weapons with a **Near** range can be recovered after the battle unless their attack misses.
***Attribute bonuses -*** A weapon with a range of Melee uses the ****Strength**** modifier for attack and damage, while weapons with only a range of **Near** or **Far** use **Dexterity**. \columnbreak ## Weapon Abilities #### Reach Adds **5 feet** to your Melee attack range, do not take enemy's damage on a **Hack and Slash** failure if 5ft away #### Loading Because of the time required to load this weapon, you must use your **Reaction** to load another piece of ammunition #### Cleave If an attack is Successful, its damage can be applied to two creatures within **15ft** of each other. #### Parry When an enemy melee attack is **Partially Successful**, you deflect it; the attack fails and the creature is **Staggered**. #### Defensive Gives **+10** to **AP** #### Ambushing *(Conditional)* Deals extra damage while **Stealthed** and in certain cases may kill outright #### Versatile *(Conditional)* Can be used 1h or 2h #### Finesse When Making an **Attack** with a finesse weapon, you use your choice of your **Strength** or **Dexterity** modifier for the **Attack** and damage rolls. You must use the same modifier for both rolls. #### Bludgeoning AP from **Heavy Armor** is Vulnerable(10) to this type of damage. Damage is doubled against certain brittle materials such as wood, clay, or bone.
#### Light When you take the **Attack** **Action** and **Attack** with a **Light** melee weapon that you’re holding in one hand, you can use a **Quick Action** to **Attack** with a different **Light** melee weapon that you’re holding in the other hand. * You don’t add your ability modifier to the damage of the bonus **Attack** * The **Quick Action** attack does not receive the benefits of **Improved Attack** * If either weapon has the **Thrown** property, you can throw the weapon, instead of making a melee **Attack** with it. * If you had Advantage on your first attack, you have Advantage on the Quick action attack. * For the Quick action attack, **Deal your damage** on a **Success**, **deal no damage** on a **Failure**. The Upper Hand, Gain an Edge, and Complications do not apply.
Contents
\pagebreakNum #### Silencing On a hit from **Stealthed**, the target creature becomes **Grabbed** and cannot make sounds until it escapes the **Grab**. #### Incapacitating On a hit from **Stealthed**, if the **Attack** roll is greater than the creature’s **Fortitude**, the creature is **Incapacitated**. Also, if this weapon damages HP directly, the wielder may choose to inflict a Concussion Lingering Injury knock the victim Unconscious rather than killing them. #### Spellcasting This weapon can be used to cast 1h or 2h spells if it is wielded as 1h or 2h. ## Weapon Moves - **Weapon Moves** allow you to use the weapon to customize **Combat Moves** for unique techniques for **Gain an Edge**. - If a weapon is eligible for a Weapon Move, it will have the tag listed in its Characteristics - These are options for **Gain an Edge**, you aren't forced to use them, but they don't stack if you're doing something else. #### Sweeping Strike *Tag - Sweeping*
- You swing your weapon in a broad downward sweep to trip your opponent and knock them off balance. - When you **Gain an Edge**, the enemy is knocked **Prone** and **Staggered**. **Fortitude** acts as **Resistance**. #### Piercing Shot *Tag - Piercing*
- Your shot is fierce and your aim is true, piercing through armor - When you **Gain an Edge**, you may bypass **AP** and damage **EP** directly. #### Lacerating Slash *Tag - Lacerating*
- Your attack tears up your opponent, rending flesh - When you **Gain an Edge**, you inflict the **Bleeding** condition #### Concussive Blow *Tag - Concussive*
- You bring the weight of your weapon to bear mightily, ringing your opponent's bell - When you **Gain an Edge**, you inflict the **Dazed** condition #### Ensnaring Bind *Tag - Ensnaring*
- Your weapon wraps around your target, binding them. - When you **Gain an Edge**, your opponent is **Ensnared** #### Blazing Bash *Tag - Blazing*
- Your weapon is on fire and sets things it touches on fire - When you **Gain an Edge**, your opponent is set **On Fire** \columnbreak #### Improved Weapons * Improved weapons increase damage, not attack rolls. * Example: a +1 weapon would increase damage by 1.
Contents
\pagebreakNum
## Simple Weapons
| Weapon | Damage | 1h or 2h | Range | Characteristics | |:-------:|:----:|:-----------:|:---:|:---| | Unarmed | 1d4 | 1h | Melee | Light | | Club | 1d6 | 1h | Melee | Bludgeoning | | Dagger | 1d4/(2d12) | 1h | Melee, Near | Light, Finesse, Ambushing, Lacerating | | Hatchet | 1d6 | 1h | Melee, Near | Light | | Javelin | 1d6/(1d10) | 1h | Melee, Near | Piercing | | Throwing Hammer | 1d4 | 1h | Melee, Near | Light, Bludgeoning | | Mace | 1d6 | 1h | Melee | Bludgeoning | | Quarterstaff | 1d6/(1d8) | 1h/2h | Melee, Reach | Defensive(2h), Spellcasting, Versatile | | Sickle | 1d4 | 1h | Melee | Light, Lacerating | | Spear | 1d6/(1d8) | 1h/2h | Melee, Near, Reach | Versatile | | Shortbow | 1d6 | 2h | Near, Far | | | Garrote | 0/(1d12) | 2h | Melee | Ambushing, Silencing, Finesse | | Bola | 1d4 | 1h | Near | Ensnaring | | Blackjack | 1d6/(1d12) | 1h | Melee | Ambushing, Incapacitating | | Torch | 1d4 | 1h | Melee, Near | Blazing |
## Martial Weapons
| Weapon | Damage | 1h or 2h | Range | Abilities | |:-------:|:----:|:-----------:|:---:|:---| | Battleaxe | 1d8/(1d10) | 1h/2h | Melee | Cleave, Lacerating | | Flail | 1d8 | 1h | Melee | Bludgeoning, Silencing | | Glaive | 1d10 | 2h | Melee, Reach | Sweeping | | Scythe | 1d10 | 2h | Melee, Reach | Sweeping, Lacerating | | Lance | 1d12/(2d12) | 2h | Reach | Charge (while Mounted) | | Longsword | 1d8/(1d10) | 1h/2h | Melee | Versatile, Parry | | Morningstar | 1d8 | 1h | Melee | Bludgeoning, Lacerating | | Rapier | 1d8 | 1h | Melee | Finesse, Parry | | Scimitar | 1d6 | 1h | Melee | Finesse, Light, Lacerating | | Shortsword | 1d6 | 1h | Melee | Finesse, Light, Parry | | Trident | 1d6/(1d8) | 1h/2h | Melee, Near | Reach | | Warhammer | 1d8/(1d12) | 1h/2h | Melee | Bludgeoning, Concussive, Versatile | | Whip | 1d8 | 1h | Melee, Reach | Finesse, Ensnaring | | Crossbow | 1d10 | 2h | Near, Far | Piercing, Loading | | Hand Crossbow | 1d6 | 1h | Near | Loading, Light | | Longbow | 1d8 | 2h | Near, Far | |
## Great Weapons
| Weapon | Damage | 1h or 2h | Range | Abilities | |:-------:|:----:|:-----------:|:---:|:---| | Greataxe | 1d12 | 2h | Melee | Cleave, Lacerating, Reach | | Greatsword | 1d12 | 2h | Melee | Parry, Cleave, Reach | | Maul | 1d12 | 2h | Melee | Bludgeoning, Concussive, Cleave, Reach |
Contents
\pagebreakNum
# Armor - Your character's **Armor** is the overall style and type of armor they are wearing. - There are three types - **Light**, **Medium**, and **Heavy**. Their unique traits and qualities will be explained next. - Your **Armor** gives you a pool of points which can be used to absorb damage before it is dealt to your Endurance or Health. These points are called **Armor Points (AP)**. - **Armor Points** can only be used to stop **normal** damage (can't stop fire, ice, poison, etc.) - **Armor Points** cannot be healed with magic. - During a **Short Rest**, a character with the requisite Skill and appropriate tools can repair up to half of your total **AP** pool, requiring one minute for each AP repaired across the party. - During a **Long Rest**, a character with the requisite Skill and appropriate tools can completely repair your **AP** pool. - Repairing **AP** costs **1 gold** per **AP** repaired. - If you are not **Proficient** in the armor you are wearing your **AP** is **half** of what it would be if you were. - Damage dealt that brings **AP** to **0** does not spill over into **Endurance**. ### Unarmored If you are not wearing armor, you have **AP** equal to your **DEX + INT + WIS** modifiers. ### Light * Made from supple and thin materials such as cloth or leather, **Light Armor** favors agile adventurers since it offers some protection without sacrificing mobility. * Armor types include Gambeson, Leather, Hide, and Brigadine. * Grants **10 + DEX + INT + WIS AP** ### Medium * The armor of choice for most adventurers which balances protection and mobility. * Armor types include Hardened leather, Chainmail hauberk, Half plate, and Splint armor. * **Somewhat Cumbersome:** **Reflex** is reduced **(-3)** while wearing **Medium** armor. * Grants **15 AP** ### Heavy Armor * Offers the highest level of protection with heavy pieces of metal at the cost of mobility. * **Noisy**: You have **Disadvantage** on **Stealth** tests while wearing this armor. * **Bulky**: Imposes Disadvantage on ranged actions including attacks and spells * **Cumbersome**: **Reflex** is reduced **(-5)** and you do not add your **DEX** modifier to **Dodge** rolls. * AP is **Vulnerable(10)** to Bludgeoning attacks. * Grants **30 AP** \columnbreak ### Shields * Held in one hand, gives a **+5** bonus to **AP** * Allows the **Block** **Reaction** * **Block:** As a **Reaction** to an attack, after the hit and damage is rolled, you can attempt to **Block** the attack. * Roll a **Strength** test contested against the creature’s attack roll. If it succeeds, you take no damage. * You cannot **Block** when you have 0 AP ### Quality Armor has an overall Quality which increases or decreases its base AP. * Patchwork/Rusted +0 * Worn/Tarnished +5 * Standard +10 * Tailored +20 * Superior +30 * Masterwork +50 Certain armors may list a **bonus** at the end of their name, such as **Leather Armor +5**. This bonus refers to **additional AP**. ### Material Below is a list of materials for metal armors. If a metal weapon is used against armor of a higher or lower grade, **Upgrade** or **Downgrade** the damage die for every 2 levels of difference. If a weapon is a **lower grade** than the armor it is attacking, do not add the damage bonus for DEX or STR.
**1** Sanctified Silver/Wood **2** Cold Iron **3** Steel **4** Orichalum **5** Arcanite **6** Elunorum **7** Obsidian **8** Dragonscale **9** Mithril **10** Astrum
Contents
\pagebreakNum # Goods for Purchase
## Alchemy ### Potions
#### Toxicity If you drink more than one potion in a day, you must make a Constitution test of Resistance 5 or become Poisoned until you take a Long Rest. The Resistance goes up by 5 for each additional potion consumed that day. If you fail a test while Poisoned, you become Staggered. If you fail a test while Poisoned and Staggered, you fall Unconscious and take five levels of Exhaustion. #### Vigors Reinvigorate the imbiber but don’t heal injuries. | Vigor Name | Effect (Cost) | |:---:|:-----------:| | Homebrewed Vigor | 5 EP (100g) | | Catalyzed Vigor | 10 EP (200g) | | Alchemist's Vigor | 20 EP (500g) | | Dragonheart Vigor | 30 EP (750g) | #### Stouts Increase EP temporarily. Last one day. Cannot stack | Stout Name | Effect (Cost) | |:---:|:-----------:| | Homebrewed Stout | 5 EP (200g) | | Catalyzed Stout | 10 EP (500g) | | Alchemist's Stout | 20 EP (1500g) | | Dragonheart Stout | 30 EP (2500g) | #### Snap * Focuses the mind restoring Will. * Called Snap because it’s imbibed by snapping a crystal and then inhaling/snorting the dust. * Snap has Toxicity like other potions. | Snap Type | Effect (Cost) | |:---:|:-----------:| | Single Snap | Restores one Will or next roll has Advantage (200g) | | Double Snap | Restores two Will and next roll has Advantage (500g) | | Triple Snap | Restores three Will and next roll has Advantage (750g) | | Mega Snap | Restores five Will or next roll auto crits (2500g) | \columnbreak #### Salves Restores a Condition back to normal. Requires a Quick Action to use. (300g) | Salve Name | Effect (Cost) | |:---:|:-----------:| | Antidote | Stops Poisoned condition (300g) | | Faerie Ointment | Sees through Invisibility and fae Charms for one encounter (300g) | | Smelling Salts | Removes the Unconscious, Charmed, and Dazed conditions (300g) | | Congealed Troll Saliva | Removes the Burned and Bleeding conditions (300g) |
### Poisons #### Venoms Deal additional damage on next strike | Venom Quality | Effect (Cost) | |:---:|:-----------:| | Weak | 2d4 (50g) | | Average | 2d6 (100g) | | Potent | 2d8 (200g) | | Highly Potent | 2d10 (750g) | | Deadly | 2d12 (500g) | #### Neurotoxins Cause disorientation
Strength determines the Resistance for the Fortitude roll to end. No Resistance assumes regular challenge table (10) | Neruotoxin Name | Effect (Cost) | |:---:|:-----------:| | Skullcrusher | Dazed | | Heartbreak | Staggered | | Quivering Caress | Poisoned | | Acquiescence | Charmed | | Eyebite | Blinded | | Stolen Sound | Deafened | | Red River | Bleeding (anticoagulent) | | Slaver's Slumber | Paralyzed (+500g) | | Veritalis | Truth serum (+500g) | | Neruotoxin Quality | Effect (Cost) | |:---:|:-----------:| | Weak | (100g) | | Average | Resist 13 (200g) | | Potent | Resist 15 (300g) | | Highly Potent | Resist 18 (500g) | | Deadly | Resist 20 (750g) |
Contents
\pagebreakNum
### Catalytics Catalyze with either another solution or air to cause some effect **(300g)** ##### Drowse * A powder that when exposed to air creates feelings of heavy drowsiness and sleep. * Effects can be shaken off with Constitution tests. * Fort 10 Fall asleep * Fort 13 Staggered and Dazed * Fort 15 Staggered ##### Screamer * Milky white extract from the Horrorbell flower of the Wixenwood. * When exposed to air (cracked vial) emits a blood curdling scream. ##### Fool’s Fire * Ignites when exposed to water. * Often laced into a regular fire to make adding water grow the flames. * Can be recognized by a purple tinge in the flames. ##### Breath Bandit * Asphyxiate - causes choking/suffocation in a 60ft area until dissipated by a breeze ##### Thundercracker * Creates a loud thunderous boom when exposed to the air, usually bottled in a device which cracks when thrown. ##### Blazeberry Juice * A red juice that when exposed to air creates a blinding flash of light. ##### Whispering Dust * A fine white powder that when exposed to air creates a hushed silence. ##### Frostbite Salve * A blue salve that when exposed to air creates a freezing cold sensation. ##### Siren's Call * A clear liquid distilled from siren saliva that when exposed to air creates a hypnotic sound and a feeling of insatiable curiosity and longing. \columnbreak ### Explosives **(20ft radius) (500g)** ##### Bottled Banshee’s Breath (Concussive) * Explodes and knocks back from center up to 20ft and knocks Prone. * Enemies thrown this way take 1d10 per 5ft moved. ##### Dragonfire * Explodes in flame dealing 3d10 fire damage and setting those afflicted On Fire ##### Frostfire * Endothermic explosion sucking all heat from the area, dealing 2d10 ice damage and afflicting those affected with the Slowed condition. ##### Eel Oil * Harvested from the Great Eels of Sköldur, explodes in lightning dealing 3d10 lightning damage and the Staggered and Dazed condition. ##### Vilestrand * Catalyzed webs from Vilespinner spiders, spreads out and hardens, causing all affected to be Restrained. * Resistance 15 Strength test to escape, uses Action. * Can also be melted. ##### Tempest Sphere * Creates a swirling vortex of wind and lightning, dealing 2d10 lightning damage and pushing enemies up to 10ft away.
Contents
\pagebreakNum ### Tricks **(30ft radius)** ##### Ball bearings (100g) * Creates a 30ft radius area covered in small metal balls. * Moving through the area requires a Dexterity test or fall Prone ##### Caltrops (100g) * Creates a 30ft radius area covered in spiky metal bits. * Moving through the area requires a Dexterity test or Slowed and Staggered. ##### Smoke bomb (300g) * Emits smoke in a 30ft radius, obscuring vision ##### Flash powder (300g) * Causes the Blinded condition to the unprepared who can see it and are Near ##### Flamethrower (300g) * Launched from wristguard, device cracks the brimstone which releases the flame. * 3d10 damage in a 15ft cone. * Consumes Brimstone. ##### Nemestrike (300g) * Launched from wristguard, device cracks the Nemestone and attacks all Near enemies for 1d10 damage. ##### Net Launcher (200g) * Launched from a wrist-mounted device, it fires a net up to 30ft away. * If it hits, the target is Restrained and must make a DC 15 Strength test to break free. ##### Mimic’s Mucilage (200g) * A small bead of mimic mucous that is highly sticky and adhesive, can be launched from a wrist launcher. ##### Clockwork Decoy (200g) * A small, collapsible clockwork figure that, when activated, creates a distraction by mimicking the appearance and sounds of the user for 1 minute. \columnbreak
## Enchantments * Enchanted stones for weapon sockets * Enchantments last for an excursion before they must be recharged * Weapons have a number of Sockets which is how many gemstones they can hold | Name | Effect | |:---:|:-----------:| | Bloodstone | Vampiric - health restored equal to extra damage dealt | | Boltstone | Thunder (Lightning) | | Brimstone | Fire | | Glacierstone | Ice | | Brightstone | Light | | Gloomstone | Blight | | Shadestone | Shadowflame | | Nemestone | Enemies | | Bedlamstone | Chaos | | Tremorstone | Earth | | Sunstone | Sunlight | | Nullstone | Antimagic | | Fogstone | a stone that has absorbed the essence of fog - fragile, and when shattered erupts into a fog cloud with a 20 ft radius | | Moonstone | Moonlight - deals extra damage to undead creatures and lycanthropes. | | Zephyrstone | Wind | | Bedlamstone | Chaos | | Tremorstone | Earth | | Sunstone | Sunlight | | Tonguestone| Understand/Speak All Languages | | Whisperstone | Hear sound through stones with same Signature | #### Damage Enchantments Roll an extra die alongside regular damage and deal damage of a specific type. Purchase cost is double Recharge Cost. | Quality | Damage Die | Recharge Cost | |:---:|:--------:|:-------:| | Chipped | d4 | 300g | | Flawed | d6 | 400g | | Normal | d8 | 500g | | Flawless | d10 | 600g | | Perfect | d12 | 700g | #### Whisperstone Can be linked by
**Spell Signature**
so that bearers of a stone can hear sounds Near the other linked stones. A stone may be split a number of times equal to half the damage die used in the table above.
Contents
\pagebreakNum
## Blacksmithing Services ### Weapons #### Base weapon costs The cost of a weapon is material + the type | Weapon Type | Cost | |:---:|:-----------:| | Simple | 100g | | Martial | 300g | | Greatweapon | 500g | | Material | Cost | |:---:|:-----------:| | Sanctified Silver | 200g | | Wood | 10g | | Cold Iron | 50g | | Steel | 50g | | Orichalum | 150g | | Elunorum | 200g | | Dragonbone | 400g | | Mithril | 800g | | Astrum | 1500g | #### Improved Weapons * Improved weapons **increase damage**, not attack rolls. * Costs **250g** per point improvement. * So a +1 weapon would increase damage by 1 and cost 250g, while a +2 weapon would increase damage by 2 and cost 750g total (250g for +1 and 500g for +2) #### Weapon Sharpening * Weapons can be sharpened, adding +1 to damage. * Lasts for an adventure. * Costs 300g. ### Material Descriptions ##### Sanctified Silver Useful against the undead, but soft and expensive ##### Cold Iron Pure wrought iron, cold forged, bulky and cumbersome but the bane of the Fey ##### Leather Used as a basic material for Light or Medium Armor ##### Orichalum Used by Orcs to corrupt weapons or Korruks to forge pure weapons ##### Elunorum Moonstone, used by the ancient elves \columnbreak ### Armor The cost of armor is the material + the quality. **Shields** are half the cost. | Material | Cost | |:---:|:-----------:| | Sanctified Silver | 500g | | Wood | 10g | | Cold Iron | 100g | | Leather | 200g | | Steel | 300g | | Orichalum | 500g | | Elunorum | 750g | | Dragonscale | 1500g | | Mithril | 4000g | | Astrum | 7000g | | Quality | AP bonus (Cost) | |:---:|:-----------:| | Patchwork | +0 (100g) | | Worn/Tarnished | +5 (200g) | | Standard | +10 (500g) | | Tailored | +20 (700g) | | Superior | +30 (1500g) | | Masterwork | +50 (3000g) | #### Reinforce Armor * Reinforce armor for +5 AP, can be done up to three times (double, triple reinforced) by very skilled blacksmiths. * Costs 100g per reinforcement #### Armor Repair * AP repaired x 10g
##### Dragonscale/Dragonbone Hard to work and harvest (1500g) ##### Obsidian Black metal of the deeps, mined by the dwarves. Used more for weapons but can be used as an alloy for armor ##### Mithril Lightweight and very hard, silvery, used by the dwarves for chain mail as it’s rare ##### Astrum Also called star metal or sky metal, fell to the realms from the firmament
Contents
\pagebreakNum
# Affluence These purchases affect how you are seen and responded to by the other characters of the world. ### Clothes | Quality | Cost | |:---:|:-----------:| | Slovenly | Free | | Peasant | 100g | | Well Dressed | 500g | | Finery | 1000g | | Aristocratic | 2500g | | Courtly | 3500g | | Regal | 5000g | ### Food (per excursion) | Quality | Cost | |:-------:|:-----------:| | Starvation | Free | | Slops and scraps | 10g | | Rations | 100g (included in Basic Pack) | | Eating Well | 300g (+2 Fortitude) | | Feasting | 500g (+2 Fortitude and one CON reroll) | ### Shelter | Quality | Cost | |:-------:|:-----------:| | Under the stars | Free | | Camping out | 100g (included in Basic Pack) | | At a humble Inn | 50g per week/stay | | At a fancy Inn | 100g per week/stay (+2 Willpower for the day after a Long Rest) | | At a five star Inn with attending servants | 500g per week/stay (+2 Willpower after a Long Rest and one WIS reroll) | ### Transportation | Quality | Cost | |:-------:|:-----------:| | On foot | Free | | Donkey or mule | 100g | | Horse | 300g | | Cart | 100g | | Wagon | 200g | | Wagon Driver | 300g | | Caravan | 500g | | Ship | 10,000g | ## Buy a Boon Can spend 10,000 gold for a backlash free Boon, throwing your wealth around to accomplish your goals
Contents
\pagebreakNum
# Adventuring
## Venture Forth * Each time your party leaves the safety of civilization to go off questing and adventuring they **Venture Forth**. Gold is required to purchase at least a Basic Pack with essential rations and other supplies. If your party cannot afford to do so, they must borrow the funds (most likely from an organization of ill repute guilty of usury). ## Time and Tension Die When needed, the GM will provide a reasonable estimate of time passed from a specific activity. In certain circumstances, time is tracked more carefully. * **Combat:** For gameplay, combat takes place in terms of rounds and turns, with each round taking 6 - 10 seconds. * Note: This is a helpful abstraction, but in the fiction of the game this time represents more of an average and may actually be longer or shorter. * **Tension:** When hostile or dangerous forces are in play, the GM may use **Tension Die** to keep track of time. Each **Tension Die** represents ten minutes of time. When six **Tension Die** have been added to the pool, an hour has passed, and the GM rolls all the die. If any of the die shows up as a 1, an adverse circumstance affects the party. ## Environment
#### Falling * When a character falls they take **1d6 damage to EP** for every **10ft** of distance they fall. If the damage is higher than their total **EP**, it is applied to **HP** (rather than stopping as it typically would) and a **Lingering Injury** roll must be made, with a scar being re-rolled once. * The character lands Prone unless they make a **Dexterity test** with Resistance of the height of the fall adding any applicable skills. * If the damage taken is higher than the character’s **Fortitude**, they are reduced to 0 hit points and become **Unconscious** and **Dying**. This prompts a **Lingering Injury** roll. * If the damage taken exceeds twice their **Fortitude**, the character dies instantly. * You can use your **Reaction** to make a **Reflex test** to attempt to grab a ledge or for ally to attempt to catch. On this **Reaction** an ally may plummet to attempt the catch, streamlining their body to fall faster (perhaps they have a rope tied around them or are flying). * You fall 30ft the moment you no longer have solid ground under you and plummet up to 500ft at the end of your next turn.
#### Suffocating * A creature can hold its breath for a number of minutes equal to **2** + its **Constitution** modifier. This is **Concentration** - any damage causes the air to be expelled and the creature begins suffocating. * A creature that is forced underwater does not have the opportunity for a deep breath and begins suffocating. * When a creature runs out of breath or is choking, it can survive for a number of rounds equal to **2** + its **Constitution** modifier. After that time at the start of its turn it drops to 0 hit points and is dying and can’t regain hit points or be stabilized until it can breathe again.
#### Vision and Light * There are three levels of light - **Bright**, **Dim**, and **Darkness** * **Bright** light is a normal light condition, such as daylight. * **Dim** light is filled with shadows, or the soft light of dusk, dawn, moonlight, or torchlight. It also applies when vision is lightly obscured, such as with a light fog. * **Ranged** attacks and **Dodging** ranged attacks both have **Disadvantage**. * **Darkness** is pitch black. It also applies when vision is heavily obscured, such as with thick smoke or fog. * Creatures without **Darkvision** are effectively **Blinded** (**Disadvantage** on attacks and attacks against have **Advantage**) * Most monsters have **Darkvision** #### Torches * Torches last **1 hour** and cast **Bright** light around the torch bearer in the area **Near** them and **Dim** light for another **20 ft** farther. * The GM may choose to call for a **Wisdom** test from the character with the highest **Wisdom** to see how many torches remain if the party has been traveling for an unexpectedly long time. * **Incredible Success:** 1d12 + WIS torches remain * **Great Success:** 1d10 + WIS torches remain * **Success:** 1d8 + WIS torches remain * **Partial Success:** 1d6 + WIS torches remain * **Failure:** 1d4 + WIS torches remain * **Utter Failure:** WIS torches remain
#### Lifting and Carrying * Your **Strength** score determines the amount of weight you can bear. The following terms define what you can lift or carry. ##### Carrying Capacity * Your carrying capacity is your **Strength** score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don't usually have to worry about it. * You can carry two weapons (two **Light** weapons count as one set) and additional weapons equal to your **Strength** modifier. You can carry a reasonable amount of supplies with you. The GM may call for **Strength** tests in situations where you are exerting yourself while carrying a heavy load, or may impose a slower speed if you are carrying a great weight. ##### Push, Drag, or Lift * You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your **Strength** score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet.
Contents
\pagebreakNum
#### Rations * Rations represent the Food and Water needs of creatures. * Creatures who don’t consume a ration for a day must make a **Constitution** test or suffer a point of Exhaustion. The Resistance is **10** + the number of days gone by without consuming a Ration. * You can generally carry **10 days** worth of **Rations** with you in a backpack. * You can **Forage and Hunt** for more **Rations** - see the **Move** on the next page. #### Overland Travel * When travelling overland, PCs must choose a speed from the table below. * For simplicity, distance is abstracted. The GM will tell the party the time it will take to arrive at the destination for each speed (Two days at a steady pace, one if you really push it, and three if you’re cautious and cover your tracks). * When you **Push it**, at the end of the travel day (8 hours), each character must make a **Constitution** test to see if the journey tired them. * **Partial Success:** One level of Exhaustion * **Failure:** Two levels of Exhaustion * **Utter Failure:** Three levels of Exhaustion | Speed | **CON** test | Speed | Effect | |:---:|:-----------:|:-----:|:-----:| | Swift | Yes | 4 mph | Perception -5 | | Steady | - | 3 mph | - | | Stealthy | - | 2 mph | Able to **Stealth** | #### Carts and Caravans * Carts and Caravans are assumed to have ample supplies packed for the planned journey. * If the journey is extended or adverse circumstances cause supplies to be lost, the GM will give the remaining supply in terms of the number of days remaining. * If the party needs to refresh their supplies at the Cart or Caravan, it reduces that time frame. * **Example:** After travelling through the Misty Mountains, the party gets sidetracked after they're ambushed and captured by goblins. When they get back to their caravan, they refresh their supplies, reducing their supply duration by one travel day. * The party may want to set up a base camp outside a dungeon in the case they need to resupply. \columnbreak #### Disposition * The GM may occasionally roll a Disposition test to see how NPCs or Monsters react to the party. * To do this, the GM rolls a test behind the screen using the party’s total **Charisma** modifier as a bonus to the test. * This will tend to favor larger parties - after all, it’s not wise to be hostile when you’re outnumbered. | Result | Disposition | |:---:|:-----------:| | Incredible Success | Friendly | | Great Success | Neutral | | Success | Cautious | | Partial Success | Unfriendly | | Failure | Hostile | | Utter Failure | Very Hostile |
## Rest There are two types of rest - **Short Rests** and **Long Rests**. #### Short * A period of downtime in which characters do nothing more strenuous than eating, drinking, reading, and tending to wounds. * You have a number of **Recovery Points** equal to your level which represent your deepest reserves of endurance. * When you rest you may spend these **Recovery Points** and heal **EP** equal to your **Recovery** (the **EP** you gain when you level up). * If one member of your party has a **Healer's Kit**, they may make a **Wisdom** test to heal **HP** instead where the Resistance is the amount of HP being healed. * You may spend one **Recovery Point** for every 20 minutes of rest. * You are only considered to have taken a **Short Rest** if you spend at least one **Recovery Point**. * You recover all **Recovery Points** on a **Long Rest**. #### Long * A period of extended downtime in a safe location, such as an inn in a town, which includes sleeping and eating lasting 8 hours. * If you have spent more than 6 hours traveling that day, you cannot benefit from a **Long Rest**. * All **HP**, **EP**, and **Recovery Points** are restored to full.
Contents
\pagebreakNum
### Forage and Hunt When your party ventures into the environment, searching for food, materials, or other natural resources, each member describes their method or target, then rolls a d20, adding any relevant modifiers. The GM may group party members together for when they Gain an Edge or when Complications arise. **Results:** * **Incredible Success:** * **3 rations** and you **Gain an Edge** * **Great Success:** * **2 rations** and you **Gain an Edge** * **Success:** * **1 ration** * **Partial Success:** * **1 ration** and a **Complication** arises * **Failure:** * A **Complication** arises * **Utter Failure:** * A disastrous **Complication** arises **Gain an Edge:** - You come to the rescue in a fellow party member's Complication - You discover a hidden cache, grove, or other extraordinary point of interest. - You recognize a rare plant, herb, animal, or other natural resource that can provide unique benefits. - During your foraging or hunting, you find additional materials useful for crafting or trade. - You find a place of safety and rest **Complications:** - Wildlife, like a territorial animal or guardian entity, confronts the group during their forage or hunt. - Environmental conditions, like rain, wind, or sudden temperature shifts, hinder the group's efforts. - Mistaking a plant or animal, you gather or hunt something potentially toxic or dangerous. - An external event, like a natural disaster or another group's activities, disrupts the foraging or hunting process. - While focused on the task, the group becomes temporarily lost or disoriented.
Contents
\pagebreakNum
## Experience Points * Experience Points represent the wisdom (lowercase w) that characters gain as they adventure through the world in pursuit of their goals. * Once a character has accrued enough Experience Points (see the table below) they Level Up. * At the end of each session, the GM will ask a series of reflective questions about what happened during the session. If the answer to the question is Yes, the party receives the Experience Points in parentheses. * The GM may customize these questions for their campaign * XP does not carry over to the next level * In order to use new Talents and Skills, the party must spend some time in Training, a dedicated period of time (determined by GM and pace of campaign) where the characters focus solely on their development. #### Reflective Questions - Was something new revealed about one of the party members during play? (100xp per party member) - Did we make progress toward completing our current quest? (100xp) - Did we finish our current quest? (300xp) - Did we learn something new and significant about the world? (100xp) - Did we advance our Grand Destiny? (100xp) - Did we discover treasure? (100xp) - Did we do something heroic? (100xp) - Did we leave someone better off because of our actions? (100xp) - Did we handle a situation with cleverness, creativity, and guile? (200xp) - Did we fight enemies? (100xp) - Did we defeat a noteworthy enemy? (200xp) - Does the GM think we deserve bonus XP for anything exceptional? (100-300XP) - Do we think we deserve bonus XP for anything exceptional? (100XP) \columnbreak | Adventuring Tier | XP needed per level | |:---:|:-----------:| | Tier 1 - Apprentice (1-2) | 2,000 | | Tier 2 - Journeyman (3-5) | 5,000 | | Tier 3 - Veteran (6-8) | 5,000 | | Tier 4 - Champion (9-10) | 5,000 | | Tier 5 - Epilogue (11-20) | 7,000 |
Contents
\pagebreakNum
# Conditions #### Bleeding Damage against you is **Upgraded**. This Condition can stack multiple times and damage is **Upgraded** for each stack. To staunch the bleeding you can use an **Action** make a **Wisdom** test, use a **Healer’s Kit**, or receive magical healing. #### Blinded You can’t see. **Attack** rolls against you have **Advantage** and you attack with **Disadvantage**. #### Bloodied You are at half your health. #### Burned Your Max EP is reduced by **5** per **Adventuring Tier** #### Charmed You don’t believe the charmer is hostile. You can’t harm the charmer and the charmer has **Advantage** on social tests against the charmed. #### Dazed You are disoriented, and must choose between Move, **Action**, or **Quick Action**. You cannot take reactions or other actions even if they have no action cost. #### Deafened You can’t hear #### Disarmed You are stripped of your weapon. Attacks against you have **Advantage** and you must make **Attacks of Opportunity Unarmed**. Pugilist class is immune. #### Ensnared You’re tied up with something. Your **Movement** is 0, and you can escape with an **Action**. #### Exhausted You are very tired. There are multiple levels of **Exhaustion** and effects stack. Reduced by 1 level after a **Long Rest** with food and drink. Each level of Exhaustion reduces tests by 1 and speed by 5ft. You die at 10 levels. #### Fatigued Your **Endurance** is exhausted. You have **Disadvantage** on **Attack** rolls and offensive spells which target enemy creatures. #### Frightened You are scared of something. You have **Disadvantage** on ability tests and attack rolls while you can see what you’re scared of and you won’t move closer to it because it’s too scary. #### Slowed Your movement is slow and sluggish. Your movement speed is halved and you cannot take **Quick Actions** or **Reactions**. \columnbreak #### Grabbed You have a grasp on someone, holding them in place. The **Grabbed** creature’s speed becomes 0. #### Grappled You are tied up with something, wrestling it. You and the creature that is **Grappled** have **Disadvantage** on all attacks except unarmed strikes. You must succeed on a **Strength** test against their **Fortitude** to move (at half speed because of dragging). #### Hidden Enemies are not sure of your exact location, only your general direction. Enemies tend to target creatures that are not **Hidden**, unless the **Hidden** creature has demonstrated themselves to be a serious threat #### Invisible You can’t be seen, but you can still be detected by noise and tracks. **Attack** rolls against you have **Disadvantage**, and your attack rolls have **Advantage**. #### On Fire You take damage at the beginning of your turn, **starting at X fire damage and doubling** each turn that the fire is not doused where X is your current Level. The condition can be ended by dousing the flames with water or using your full movement and dropping prone (stop, drop, and roll). #### Paralyzed You can’t take actions, move, or speak. Attacks against you have **Advantage** and melee attacks always score a **Critical Hit**. #### Possessed Your will is not your own - you move and act on your enemy's turn against your will, but are able to briefly regain control on your own turn and are still able to use your full Movement, Action, and Quick Action, but not Reaction. #### Solidifying You are being turned solid, perhaps into ice or stone. The following effects you at the beginning of your turn (use a d4 to track): | Turn | Efect | |:---:|:-----------:| | 1 | Your movement is halved and you have **Disadvantage** on attack rolls and ability tests. | | 2 | You are Restrained and Dazed with **Disadvantage** on ability tests. | | 3 | (Completely Solid) You can’t take actions, speak, or move, weigh a ton and stop aging. Attacks against you have **Advantage**. You have **Dampen(10)** to all damage. |
Contents
\pagebreakNum #### Poisoned You have **Disadvantage** on all attack rolls and ability tests. #### Prone * You are laying on your belly. You can crawl at half speed and stand up for half your Movement. * You have **Disadvantage** on attack rolls and **Near** and **Far** attacks have **Disadvantage** against you. * You are **Vulnerable(5)** to **Melee** (Close) attacks. #### Restrained You are stuck fast. You can’t move. **Attack** rolls against you have **Advantage** and your attacks have **Disadvantage**. #### Silenced You can’t speak #### Stealthed Enemies do not know where you are, or that you are even present #### Staggered You have lost your footing and are off balance. * You have **-5** to your **Fortitude**, **Reflex**, and **Willpower** * You have **Vulnerability(5) per adventuring tier** to all damage * Your rolls are all treated as one level higher (Partial Success is a Success, Success is a Great Success, etc.) \columnbreak #### Submission Your pressure points are under pressure. You are **Restrained** and **Grabbed**. #### Sundered Your armor has been compromised; you have 0 AP. #### Surprised You were caught unawares, and unable to act for one round. Attacks against you have **Advantage**. #### Terrified Your mind is overcome with panic. You are **Frightened** and must use your movement and **Reaction** to **Dash** as far away from the source of the fear as possible. #### Unconscious You are out cold. You can’t take actions, move, or speak and are unaware of your surroundings. You drop what you’re holding and fall prone. **Attack** rolls against you have **Advantage**, and any Melee hits are **Critical Hits**.
Contents
\pagebreakNum
# Combat
## Cinematic and Tactical Combat - There are two types of combat - **Cinematic** and **Tactical**. - **Cinematic** combat is sometimes called 'theatre of the mind' because it takes place primarily in the imagination. The focus of this style of combat is on action and narrative accompanied by a sense of momentum. It's handy for fights that are tough to deal with on a grid, when the party is split up, or for minor combats that don't need as much time and attention. - **Tactical** combat is classic grid based combat with miniatures and terrain. The focus of this style of combat is strategy and guile, when the odds are close and exact positioning and decision making matter. Having a visual representation of the battlefield can be very helpful when there's a lot of combatants and the fight is going to be tense, but it takes a longer period of time. - Your GM will determine which type of combat will work best in each situation. There's some minor nuances and differences between the two, but you should feel free to use all of your abilities across both types. ## Combat Moves - **Combat Moves** are **Actions** you can take during combat. - Different results have different consequences based on the Move. - For example, when you fail a **Hack and Slash** roll you receive damage from the enemy as well as dealing damage to them - melee combat is dangerous, and your mistimed attack allowed the enemey a counter attack. - In contrast, when you fail a **Let Fly** roll the enemy gets a **Reprisal** - the glancing nature of the strike gave them room to maneuver and advance. - There's a list of combat options for **Gain an Edge** and **Complications**. These are intended to be starting points - feel free to work with your GM and use your imagine to make them epic, exciting, and customized for the current situation.
## Gain an Edge - You take advantage of an opening and **Stagger** or **Daze** your enemy - You strike a critical or vulnerable area, allowing one damage die to **bypass AP** or cause **Bleeding** - You use the surrounding environment to your advantage (e.g., hitting a lantern that starts a fire). - You hit what you're aiming for, a specific point or area - You disarm your enemy making them drop a weapon, shield, or item. \columnbreak
### Hack and Slash (Melee Combat) When you engage in **Close Melee** combat, roll a **d20** and add, if **Skilled** with the weapon you're using, your **STR** modifier (or with Finesse weapons **DEX**). * **Incredible Success (20+)** * You strike true and Get the **Upper Hand**; **Gain an Edge**; Deal your **Damage** * **Great Success (17-19)** * **Gain an Edge**; Deal your **Damage** * **Success (14-16)** * Deal your **Damage** * **Partial Success (10-13)** * A **Complication** arises; Deal your **Damage** * **Failure (6-9)** * You misstep and create an opening; Deal **half** your **Damage**; Your enemy Deals their **Damage** * **Utter Failure (1-5)** * A **Complication** arises; Deal **half** your **Damage**; Your enemy Deals their **Damage**
### Let Fly (Ranged Combat) When you attack an enemy from a Near or Far distance, roll a d20 and add any relevant modifiers (generally **DEX**). * **Incredible Success (20+)** * Your aim is perfect and you Get the **Upper Hand**; **Gain an Edge**; Deal your **Damage** * **Great Success (17-19)** * **Gain an Edge**; Deal your **Damage** * **Success (14-16)** * Deal your **Damage** * **Partial Success (10-13)** * A **Complication** arises; Deal your **Damage** * **Failure (6-9)** * Your glancing shot creates an opening for the enemy; Deal **half** your **Damage**; Enemy **Reprisal** * **Utter Failure (1-5)** * A **Complication** arises; You miss; Enemy **Reprisal**
## Complications - Things go from bad to worse - An opening allows your enemy to **Gain an Edge** - You are **Staggered** - The environment reacts unpredictably or becomes more unstable (e.g., a rope snaps, ground crumbles, a ledge starts to fall). - Your adversary may automatically **Grab**, **Grapple** or **Shove** with no action cost - Your adversary may **Disengage** and **Move** with no action cost - You accidentally damage something important - A piece of equipment or item is damaged, broken, or lost - Your weapon gets stuck or entangled and you are **Disarmed**
Contents
\pagebreakNum
### Display of Daring When you perform a bold or risky maneuver roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * All goes according to plan and you Get the **Upper Hand**; **Gain an Edge**; Potential **Spectacular Damage** (GM discretion) * **Great Success (17-19)** * **Gain an Edge**; Potential **Spectacular Damage** (GM discretion) * **Success (14-16)** * Potential **Spectacular Damage** (GM discretion) * **Partial Success (10-13)** * A **Complication** arises; Potential **Spectacular Damage** (GM discretion) * **Failure (6-9)** or **Utter Failure (1-5)** * Your move backfires, placing you in a dangerous or compromised position; A **Complication** arises
### Take Stock When you take a movement to survey and analyze a situation, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * Ask the GM three questions about the scene * **Great Success (17-19)** * Ask the GM two questions about the scene * **Success (14-16)** * Ask the GM one question about the scene * **Partial Success (10-13)** * Ask the GM one question about the scene but you hesitate and **Complication** arises * **Failure (6-9)** or **Utter Failure (1-5)** * You hesitate and a **Complication** arises
### Talk it Out When you try to diffuse a tense situation, persuade someone, or negotiate using words, roll a d20 and add any relevant modifiers. (GM may impose Resistance) * **Incredible Success (20+)** * They agree to your terms or are swayed by your words and choose 1: * They offer more than you expected * You gain insight into their motivations or plans * They reveal a secret or vulnerability, giving you potential leverage in the future * They propose a truce, favor, or alliance that goes beyond the immediate discussion * **Great Success (17-19)** * They agree to your terms or are swayed by your words * **Success (14-16)** * They parley and will hear you out * **Partial Success (10-13)** * They parley and will hear you out but want something in return * **Failure (6-9)** or **Utter Failure (1-5)** * Your words fall on deaf ears or you inadvertently make the situation worse
\columnbreak ### Use Magic When you unleash a spell, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * The spell is especially powerful and well controlled, causing an effect beyond what it typically does; **Gain an Edge** * **Great Success (17-19)** * **Gain an Edge**; The spell takes effect as intended * **Success (14-16)** * The spell takes effect as intended * **Partial Success (10-13)** * The spell takes effect as intended but you lose control a bit and a **Complication** arises * **Failure (6-9)** * The spell falters, backfires, or has unforeseen consequences and a **Complication** arises * **Utter Failure (1-5)** * The spell backfires and creates an opening for the enemy; a **Complication** arises; Enemy **Reprisal** - **Use the spell to Gain an Edge** - You describe how your spell gives you an edge and have Advantage when you or allies incorporate that edge into your next move - The spell affects a greater area than it usually does - Your spell affects the environment in a way that benefits allies or hinders enemies - The spell is more potent, Upgrade the damage dice a number of times equal to the spell height - Collaborate with the GM - **Spell Complications** - The spell has an unpredictable side effect chosen by you or the GM. The GM may force this choice especially if they have a good idea. - The spell is more powerful than intended, dealing 1d10 damage per spell height to nearby allies or bystanders - The spell is less powerful than intended, use a d6 for the damage dice or reduce the overall effect - The spell backfires, dealing 1d10 damage to you and knocking you back 5ft and Prone
Contents
\pagebreakNum
## Initiative - **Initiative** is called for by the GM when clear and specific order of turns needs to take place. - It's not always necessary and depends on the size of the party and the complexity of the encounter. * When called for, all creatures engaged in the encounter roll a **Dexterity** test to determine the order in which they take their turn. * When not called for, the GM and the players collaborate on who acts next. Generally, when the players fail or partially succeed on a roll, the enemies will get to move against them and vice versa. #### Your Turn * On your turn, you can take an **Action**, **Quick Action**, and **Movement**. * Before your next turn, you can also take one **Reaction**. Some actions are free, such as communicating briefly with teammates (combat chatter is expected from characters) at GM discretion.
## Hit Points and Endurance * Instead of traditional hit points as in 5E, you now have three pools to represent your health: Armor, Endurance, and Hit Points. Armor is covered in the Armor section. * Your **Endurance** (**EP**), operates like traditional hit points, and represents your guard, glancing blows, and endurance in battle. * Once your **Endurance** reaches zero, you have a number of **Hit Points** (**HP**) equal to **5** + your **level**. * Damaging hit points represents being cut, stabbed, crushed, etc. * During combat, damage dealt to **EP** does not spill over into **HP**. For example, if a character takes 10 damage and they have 3 **EP**, they take 3 **EP** and now only have their **HP** remaining. * When you take any damage to your hit points, roll on the **Lingering Injury** table to see what injury you have received. * When your **EP** is 0, you have the **Fatigued** condition. When you are **Fatigued**, you have **Disadvantage** on **Attack** rolls and spells that target enemy creatures (offensive spells). Now that your **Endurance** is exhausted, your focus becomes on self-preservation above all else. * If your **Hit Points** reaches 0, you begin to die (see rules for dying). * When you receive healing, the healing may be applied to HP or **EP**, but not both. * Damage with a **keyword** (fire, frost, poison, etc.) is dealt directly to **EP** rather than **AP** #### Massive Damage * If you have at least 1 **Endurance** point and take damage in excess of the combination of your **Endurance** and **Hit Point** maximum, you begin to die. * If you have 0 **Endurance** (you’re on your **Hit Points**) and take damage in excess of the combination of your **Endurance** and **Hit Point** maximum, you are instantly killed. \columnbreak
## Movement * On your turn, you can move your speed and can break up your movement between attacking. * Most characters can move 30 feet, or 6 squares of movement. * During Cinematic Combat, only distances of Near and Far matter, and you can move to any Near enemies on your turn. #### Difficult Terrain * Some terrain is harder to cross. Every foot of movement in difficult terrain costs double movement (it costs 2 squares to move 1 square). #### Prone * When you are flat on your belly. * You can drop prone without using movement. * Standing up takes 15ft of Movement. * To move while prone, you must crawl, which costs double movement (2 squares for one square). #### Moving Around Other Creatures * You can move through a non hostile creature’s space, but only through a hostile creature’s space if it is significantly larger than you. * A hostile creature’s space is difficult terrain. #### Flying * Flying creatures have greater mobility, but also have the danger of falling. * If a creature’s wings or other flying method are hit while flying (the attacker Gains an Edge) then the creature plummets and suffers falling damage.
### Upgrading and Downgrading Dice * When directed to Upgrade or Downgrade dice, consider the dice as a chain from d4 -> d6 -> d8 -> d10 -> d12 -> d4 + d12 -> d6 + d12 etc. * Upgrading a dice causes it to go up a step on the chain, whereas Downgrading a dice causes it to go down a step on the chain * Downgrading may drop to 0 #### The High Ground * You have **Advantage** and **Upgrade** all damage die when you are attacking an opponent from above them.
Contents
\pagebreakNum
### Actions in Combat #### Combat Moves - Make a Combat Move #### Dash * Double your movement speed. Dash does not stack. #### Disengage * Take up a careful guard so that your movement does not provoke opportunity attacks. #### Ready * You wait for a **Trigger** to spring an **Action** with your **Reaction**. * First, describe the **Trigger**. * Second, describe your **Action** if the **Trigger** occurs. * When you **Ready** a spell this way, you have **Concentration** XR, where X is equal to your **Constitution** modifier. #### Use an Object * Interact with an object or part of the environment. * **Exception:** When you drink a potion, it is a **Quick Action**. If you feed a potion to a downed party member, it takes an **Action**. \columnbreak
### Reactions #### Dodge, Duck, Dip, Dive, and Dodge * As a **Reaction** to an attack, after a successful hit and damage is rolled, you can attempt to **Dodge** the attack. * Roll a **Dexterity** test contested against the creature’s attack roll. If it succeeds, you take no damage. * As a **Reaction** to a danger, roll adding relevant modifiers on the Challenge Table. #### Combo * As a **Reaction** to another player’s **Action**, you may **Combo** with them, working with them such as a fastball special or combining spells for even greater effects * The players describe to the GM how they are working together and the GM adjudicates the best way to resolve their intentions. This may be making certain skill tests, rolling for spells, attacks, etc. * Generally a Combo will result in an **Upgrade** of one or more steps for the damage dice involved and may also inflict additional Conditions onto affected enemies #### Opportunity Attack * You can make an **Opportunity Attack** when a creature moves out of your reach or makes a **Ranged** attack (**Near** or **Far**). * **Deal your damage** on a **Success**, **deal no damage** on a **Failure**. The Upper Hand, Gain an Edge, and Complications do not apply. * When making an **Opportunity Attack** as a **Reaction** to a **Ranged** attack, you go after the creature making the **Ranged** attack. * Certain classes have abilities like **Disengage** or teleports that do not provoke an **Opportunity Attack**. * You also do not provoke if you are forced to move without using your movement (like an explosion or falling past an enemy). #### Scramble * You may Move up to your Speed. If you do so, you may not also Move on your turn. #### Push Yourself * You may spend **EP** to gain an additional **Reaction**. It costs 5 **EP** for each additional **Reaction**. * EX: 1st extra **Reaction** is 5 **EP**, second is 10 **EP**, third is 15 **EP** #### Chained Reaction * Applies to certain Talents. It means this Reaction may be used at the same time as another Reaction but only counts as one Reaction.
Contents
\pagebreakNum
### Miscellaneous and Quick Actions #### Distance * There are ultimately three distances that matter for GM adjudication - **Close**, **Near**, **Far**, or **Out of Range**. * **Close** is within **5ft** (adjacent). * **Near** is generally within **30ft** (6 squares). * **Far** is beyond that, generally out to about **60ft**. * For speed of play, and to avoid the slow and painful counting of squares, the GM may call out the current range regardless of actual square distance. * The GM may also declare that a described **Action** is outside reasonable range. #### Cover * **Partial cover** (1/2 of body blocked or less) grants **Resistance 15** * **Heavy cover** (3/4 of body blocked or less) grants **Resistance 18** * **Total cover** (can't be seen) can't be targeted directly by an attack or spell (no line of sight) but may be indirectly affected by an area attack #### Damage * Unless otherwise specified, all damage is normal physical damage. * Normal physical damage is dealt to AP first and then to EP and then to HP * Damage with a keyword (barring GM exceptions) such as fire, frost, etc. deals damage directly to EP #### Spectacular Damage * If an **Action** in combat uses the environment or terrain effectively or cleverly exploits the weakness of a foe, especially in a cinematic and particularly awesome way, the GM may grant **Spectacular Damage**. * Deals **1d12 + 1d12 per adventuring tier** damage to whatever damage is dealt or environmental effect occurs. The DM may decide to add additional d12s when appropriate as well as re-roll the result once if it's not spectacular enough. #### Non-lethal blows * To make a non-lethal blow against an enemy, make a test using the ability modifier of the attack that dropped the foe to 0 **HP** with the damage dealt as the Resistance. #### Shove * As a Quick action make a **Strength** test against the target's **Fortitude** - you may shove them a distance of **5x** your **Strength modifier**. **Gain an Edge** to knock **Prone**. #### Retreat * At any point in combat, the party may unanimously decide to **Retreat**. * When they do, turns are no longer tracked by **Initiative**; the GM will narrate events and the party will declare their intended actions from there. #### Skills * You may use one **Skill** and its bonus during your Turn, and but cannot use it again for that combat.
Contents
\pagebreakNum
## Stealth and Hiding **Stealthed** and **Hidden** are two different Conditions. * **Stealthed** means that enemies do not know where you are or that you are even present * **Hidden** means that enemies do not know where you are, but know your general direction. * Enemies tend to target creatures that are not **Hidden**, unless the **Hidden** creature has demonstrated themselves to be a serious threat. ### Stealth * In order to become **Stealthed** from enemies, a creature must make a **Dexterity** test against the Challenge Table * The GM can impose Resistance based on the terrain being crossed and who might be on the lookout. Stealthing over crunchy leaves past elite wood elf guards might impose a higher level of **Resistance** and in certain circumstances stealth may be impossible. * Attacks while **Stealthed** have **Advantage**. * Creatures with special senses (blindsight, keen smell) may be able to detect a **Stealthed** enemy even if a test is successful, causing them to become **Hidden** (see below). * On a failed or partially successful **Stealth** test, the player is not necessarily immediately found. It may been that now the enemies are actively searching for the player and they have an opportunity to adjust their tactics. If they fail again, they become **Hidden**. #### *SNAP* goes a twig * If the players notice the GM roll a die (and behind the screen it is for **Stealthed** enemies) their character’s hackles are raised, and their intuition may tell them something is about, even if they don’t know where or what direction it might be coming from. \columnbreak ### Hiding * Creatures may use their **Quick Action** to **Hide**, becoming **Hidden** if no enemy creatures have line of sight. * If creatures regain line of sight (either you attacked or they moved to find you) you are no longer **Hidden** and you cannot **Hide** in the same place again; you must move to a new hiding spot. * You can only **Hide** once per turn * When you lose the **Hidden** condition, you have **Advantage** on your next **Offensive Combat Move** (Talk it out and Take stock don't count). * If you start combat and no enemies have line of sight of you, you are **Hidden** * The order in which you **Hide** and **Attack** matters.
**Example 1:** You run up to some crates, slide down behind them and **Hide**, then pop out of the right hand side and **Attack** with your Crossbow with **Advantage**. At the end of your turn, you are no longer **Hidden**, but may have Cover from the crates, because you are still sticking out from them.
**Example 2:** You **Attack** with your Crossbow, then run behind some crates and **Hide**. On your next turn, you **Attack** with **Advantage**, then run behind another set of crates and **Hide** again.
Contents
\pagebreakNum
## Grappling #### Grab * A **Grab** involves grasping your target with a free hand so that they are unable to move freely. * In order to **Grab** a creature, you must use a **Quick Action** to make a **Strength** test; it chooses its **Reflex** or **Fortitude** as **Resistance**. You must have a free hand to do so. * On a success, the target is **Grabbed** (speed reduced to 0). * The creature can escape the **Grab** by using its **Quick Action** to make a **Fortitude**/**Strength** test against the Grabbing creature's **Fortitude** as **Resistance**. #### Grapple * A **Grapple** involves entangling yourself with your opponent so that they cannot attack freely. This may look like a wrestling tie up, trapping their weapon with yours, etc. * In order to **Grapple** a creature, you must use a **Quick Action** to make a **Strength** test; it chooses its **Reflex** or **Fortitude** as **Resistance**. * **Resistance** is **reduced by 5** if the target is **Grabbed**. * On a success, you and the target are **Grappled** (attacks other than **Unarmed** with **Disadvantage**, **Fortitude**/**Strength** test against other creature's **Fortitude** as **Resistance** to Move). * The creature can escape the **Grapple** by using its **Quick Action** to make a **Fortitude**/**Strength** test against your **Fortitude**. * Attempts to **Grapple** a creature larger than you may increase **Resistance** depending on its size. * **Grapple** does not require a free hand. #### Submission * You can perform a technique on a **Grabbed** and **Grappled** creature to manipulate pressure points so that you have full control over it, called a **Submission**. * You must use your **Action** to make a **Fortitude**/**Strength** test against its **Fortitude** defense to do so. * On a Success, the target is **Restrained** and **Grabbed** and you no longer have the **Grappled** condition. * The creature can escape the **Submission** with a **Fortitude/Strength** test against your **Fortitude**. #### Choking * A choke is a specific type of optional **Submission** when the **Submission** roll triggers **Gain an Edge**. * The target is under **Submission** and begins **Suffocating** as long as it is under the **Submission** condition. \columnbreak
## Companions * A **Companion** is a creature who is inclined to obey your commands. * Sentient **Companions** require a Basic Pack to supply. #### Loyalty Levels * A **Companion** has a **Loyalty Level** and has a unique bond with one player character. * **Loyalty Levels** represent the strength of the bond between the creature and the player character and its overall loyalty to them. They are awarded by the GM as this bond deepens and grows up to 5. * **Loyalty Level** is used as a bonus modifier to any tests the creature may make. * Damage dealt by the creature is equal to its **Loyalty Level** multiplied by your Level. * The creature has **HP** equal to its **Loyalty Level** but only takes 1 damage at a time (no need to roll damage on attacks against.) * If the GM thinks that damage would be large enough to kill a Companion outright, they may roll damage and see if it exceeds 10x **Loyalty Level**. #### Commanding Companions * You may **Command** your **Companion** with a **Quick Action** which allows them to Move their speed and change their stance from Attacking to Defending * If a **Companion** is Attacking, they attack the nearest reasonable target determined by the GM. * If a **Companion** is Defending, they have **Resistance 10 + Loyalty Level** to hit them or an adjacent ally. * In combat, the **Companion** hits if the character they are bonded with is successful with their Action (hits, casts a spell etc.), as they are inspired by their battle prowess. They miss if the character they are bonded with fails. * You can Command a number of Companions equal to your Charisma modifier or 1, whichever is higher.
Contents
\pagebreakNum
## Lingering Injury **Lingering Injuries** are acquired when a character takes damage to their HP. * When the injury is received after rolling on the table below, the player must describe the nature of the injury. * After the injury is healed, it is recorded as a **Scar** to be remembered in glory. * Injuries can be magically healed with a Healed Spell and the Mend Injury talent, but afflict the body with Exhaustion due to the toll the spell takes on it. * Whether the injury is healed by magic or traditional medicine, the specified level of Exhaustion is applied unless otherwise specified.
On the table below, roll a **d8+d12**. This creates a bell curve of results where the middle results are more likely, so very high and very low results are bad.
| **d20** result | Injury | |:---:|:-----------:| | 2 | ***Lose an Eye -*** You have **Disadvantage** on **Wisdom** tests that rely on sight and on ranged attack rolls. A Heal spell of the **Fifth Height** can restore the lost eye and afflicts **5** levels of **Exhaustion**. If you have no eyes left after sustaining this injury, you’re Blinded. | | 3 | ***Lose an Arm or a Hand -*** You can no longer hold anything with two hands, and you can hold only a single object at a time. A Heal spell of the **Fifth Height** can restore the lost appendage and afflicts **5** levels of **Exhaustion**. | | 4 | ***Broken Jaw -*** You can’t speak. Spellcasting is not possible. A Heal spell of the **Third Height** mends the injury and afflicts **3** levels of **Exhaustion**.| | 5 | ***Broken Arm -*** You can no longer hold anything with two hands, and you can hold only a single object at a time. You have **Disadvantage** on **Strength** tests. A Heal spell of the **Third Height** mends the injury and afflicts **3** levels of **Exhaustion**. | | 6 | ***Sprained Wrist -*** You can no longer hold anything with two hands, and you can hold only a single object at a time. You have **Disadvantage** on **Strength** tests. The sprained wrist will go away after a **Short or Long Rest**. A Heal spell of the **Second Height** mends the injury and afflicts **2** levels of **Exhaustion**. | | 7 | ***Concussion -*** You are **Dazed**, and any Ranged attacks or Spells have **Disadvantage** as you find it difficult to focus. The concussion will go away after a **Short or Long Rest**. A Heal spell of the **First Height** mends the injury and afflicts **1** level of **Exhaustion**. | | 8-12 | ***Memorable Scar -*** A nasty scar to impress your friends! | | 13 | ***Concussion -*** You are **Dazed**, and any Ranged attacks or Spells have **Disadvantage** as you find it difficult to focus. The concussion will go away after a **Short or Long Rest**. A Heal spell of the **First Height** mends the injury and afflicts **1** level of **Exhaustion**. | | 14 | ***Limp -*** Your speed on foot is reduced by 10 feet. You must make a Resistance 15 **Dexterity** test after using the **Dash** **Action**. If you fail the save, you fall prone. A Heal spell of the **Second Height** mends the injury and afflicts **2** levels of **Exhaustion**. | | 15 | ***Broken Ribs -*** Whenever you attempt an **Action** in combat, you must make a Resistance 15 **Constitution** test. On a failed save, you lose your **Action** and can’t use Reactions until the start of your next turn. The injury heals if you spend ten days doing nothing but resting. A Heal spell of the **Second Height** mends the injury and afflicts **2** levels of **Exhaustion**. | | 16 | ***Sprained Ankle -*** Your walking speed is halved and You fall prone after using the **Dash** **Action**. You have **Disadvantage** on **Dexterity** tests made to balance and your **Reflex** does not provide **Resistance**. The sprained ankle will go away after a **Short or Long Rest**. A Heal spell of the **Second Height** mends the injury and afflicts **2** levels of **Exhaustion**. | | 17 | ***Festering Wound -*** Your hit point maximum is permanently reduced by 2 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. Someone can tend to the wound and make a Resistance 15 **Wisdom** (Medicine) test once every 24 hours. After ten successes, the wound heals. A Heal spell of the **Fourth Height** mends the injury and afflicts **4** levels of **Exhaustion**. | | 18 | ***Broken Leg -*** Your walking speed is halved and you must use a cane or crutch to move. You fall prone after using the **Dash** **Action**. You have **Disadvantage** on **Dexterity** tests made to balance and your **Reflex** does not provide **Resistance**. A Heal spell of the **Fourth Height** mends the injury and afflicts **4** levels of **Exhaustion**. | | 19 | ***Horrible Scar -*** You are disfigured to the extent that the wound can’t be easily concealed. **Charisma** tests to charm or persuade someone have **Resistance 15**, while tests to intimidate or frighten them have Advantage. A Heal spell of the **Fifth Height** can remove the scar. | | 20 | ***Lose a Foot or Leg -*** Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the **Dash** **Action**. You have **Disadvantage** on **Dexterity** tests made to balance. A Heal spell of the **Fifth Height** restore the appendage and afflicts **5** levels of **Exhaustion**. |
Contents
\pagebreakNum
## Death Upon taking damage that would reduce a player character below 1 hp, that player must make a choice to either fall and be Downed or go to Death’s Door. ### Downed * If a player decides to be Downed they become Unconscious and are helpless, unable to take any actions * The player must make a **Death test** each turn, throwing the die behind the GM screen so that they cannot see the result. * A death test is **1d20** where 10 or above is a success. On a 20 the player stands up with one hp. If a player accumulates 3 failures they die. If a player accumulates 3 successes they no longer accumulate failures. * The player accrues one point of Exhaustion for each failed death test. * If the player fails the death test by 5 or more, they take an additional **Lingering Injury**. ### Death’s Door * If a player goes to death’s door they immediately roll **1d20**. On a 1 they die. * Every time after that the player takes damage while at 0 hp, the player rolls a smaller die by one die size and on a 1 they die. * The die size to be rolled resets on a **Long Rest**. * At the end of **Death’s Door**, the player accrues one point of **Exhaustion** for each time they rolled a die. * While at **Death’s Door**, you do not have the **Fatigued** condition ### Misc. Rules * In either case if a given player takes their full **Endurance Points** in damage while at **Death’s Door** or **Unconscious**, the player dies. * Any healing received in either case first sets the player’s health to 0 and then applies the healing. * Once a given player has taken fatal damage and gone to death’s door or gone unconscious if they take damage that would reduce the player character below 1 hp again within the same encounter, they do not choose again, and instead take whatever option they took last.
Contents
\pagebreakNum
# Skills ## How to use Skills * The **Skills** below are designed to be used in a wide variety of creative and ingenious ways. * Always assume the **Skill** applies to more situations than are listed, and feel free to stretch the category as far as you can make an argument for the GM to allow * The player can propose an application of the **Skill** and the GM adjudicates resolution * The player can ask if a **Skill** applies after an ability test has been called for, and the GM can decide impact on the difficulty * The GM may decide certain **Skills** passively allow the players to discover information * When you apply a skill training to any ability test you gain a **+1** bonus to your roll. If multiple skill trainings apply to a given test, this effect stacks. * You may take any skill training up to twice. If you take a skill training twice you are considered an expert in that skill and add a **+2**.
## Learning New Skills * You can use **Skill Points** to gain new **Skills**. * You have a number of **Skill Points** equal to **1** + **Intelligence Modifier** to use each time you level up to an even numbered level (minimum one). * You can have a total number of **Skills** equal to your **Intelligence Score**. * You start with a number of **Skills** equal to **1** + your **Intelligence Modifier** (minimum one). * Your GM may allow you to spend an extended period of downtime to learn a new skill.
## Helping and Cooperation * When a fellow party member attempts to do something, you may choose to Help them and cooperate in the action * When you do this, you must describe how you are specifically contributing the action, then roll, adding any applicable **Skills**. * If you **Succeed** on your roll, they may add **+1** to their roll result and if you **Gain an Edge** they may add **+2**. \columnbreak ## Agility
#### CONTORTIONIST You are skilled at bending and twisting your body in unusual ways. You can fit yourself into compact spaces and are unbothered by most uncomfortable confines. #### BALANCE You are adept at controlling the centerpoint of your body. You have little trouble keeping your footing or remaining steady. #### ESCAPE ARTIST You are adept in escaping trappings and confines. You have practice in removing constraints meant to hold you. You tend to think one step ahead in how to escape a bad situation. #### GYMNAST You are skilled in exercises developing or displaying physical agility and coordination. You are able to use bars, springboards, trampolines and other similar equipment to propel yourself at great speeds. #### ROPEWORK You are skilled in the use of ropes to swing, hang, acend, and descend. You move quickly when using ropes to traverse, and are able to control your weight easily on ropes. #### PARKOUR You are adept at traversing urban environments using your hands as well as your feet. You are deft in spotting paths through environments available only to those who are agile. #### TUMBLE You are skilled in acrobatic jumps, twists and flips. When using your own momentum you are able to perform back handsprings, somersaults, cartwheels, and other such feats. #### RHYTHMIST You have excellent rhythm and timing, able to act to line up perfect moments. #### ACROBAT You excel and propelling yourself through the air and doing flips and stunts
Contents
\pagebreakNum ## Animal Kinship
#### ANIMAL BEHAVIORIST You are adept in reading the underlying emotions of animals. After working with beasts you begin to pick up on the tells of their inner motivations and feelings. #### ANIMAL MIMICRY You are able to accurately mimic animals you know well. You are able to replicate the smells, sounds and tracks of animals from memory with little practice or supplies. #### BEAST HEALER You are skilled in the application of first aid when it comes to animals’ burns, bleeding, and sicknesses. Discerning ailments, applying bandages and poultices, and setting broken wings, legs, and tails are all within your training. #### BEAST TAMER You are easily able to train small willing beasts to follow simple verbal or motion commands. Fetch, stay, guard, attack, and others are all commands you are able to instill upon simple beasts with practice and repetition. #### BEAST RIDER You are talented at riding beasts. You are able to masterfully guide animals who are trained to bear a rider and figure out how to ride other animals which are not. #### MONSTER AFFINITY When you choose this skill training choose a type of monster (which must be approved by your GM).. You are able to apply all of your animal kinship skill training to that monster type as though it were a beast. #### ENTOMOLOGIST You are knowledgeable about insects, their habitats, patterns, and behaviors, and know how to influence them to your benefit. #### AVIAN EXPERT You are skilled at working with birds, and know their habitats, patterns, and behaviors, and know how to influence them to your benefit. #### AQUATIC CREATURES EXPERT You are skilled at working with aquatic creatures, and know their habitats, patterns, and behaviors, and know how to influence them to your benefit. #### LIZARD LOVER You are skilled at working with reptiles and amphibians, and know their habitats, patterns, and behaviors, and know how to influence them to your benefit. #### CUDDLE BEAR You are skilled at working with fuzzy and adorable animals, and know their habitats, patterns, and behaviors, and know how to influence them to your benefit. \columnbreak #### ANIMAL HUSBANDRY You are skilled at working with livestock, and know their habitats, patterns, and behaviors, and know how to influence them to your benefit. You're also familiar with the economics of what they produce and can relate to those in the industry. #### PACK LEADER You know how dominance works within animal hierarchy, how to emulate it and be accepted as the pack alpha. You can intimidate and influence animals using these behaviors. ## Arcanum
#### COUNTERMAGIC You are adept at disrupting arcane effects you are aware of. You know certain countercurses, cancelling rituals, and disruptive runes that are intended to end magical effects or set up wards against magic. #### IMPROVISED ARCANUM You are talented at using magic or magical devices in novel and unexpected ways with novel and unexpected consequences. You might turn your fireball into a firework, conjure acid to melt a lock, or turn an arcane crystal into a pipe bomb. #### MENTAL EXERCISES You constantly hone and exercise your mind to be prepared for deceptive magic. You are adept in identifying the use of deceptive magic and resisting its effects. #### SPELLCRAFT You have studied magic of various forms comprehensively. You are familiar with magical theory, spell construction, and the spell casting style of great magic users of old. #### ELDRITCH AFFINITY You have an affinity for creatures from beyond the material plane and enjoy studying them and interacting with them. This includes elementals, aberrations, and anything especially odd and arcane. #### RUNECRAFT You are familiar with arcane runes, their application and uses. You know their functions and how to disrupt their working. #### ARCANE ENGINEERING You have an understanding of how magic is infused into structures and mechanisms. This might help you theorize, dissemble, or create magical traps, portals, or devices. #### ARCANE THEORY You have a comprehensive understanding of the fundamental principles of magic. This allows you to intuit how magical effects or rituals might work and how to slow them down or speed them up. #### ARCANE HISTORIAN You are familiar with the history of how magic has been used and evolved over time, of significant magisters and their influences, and how that affects modern day practitioning.
Contents
\pagebreakNum #### DIVINATION You are familiar with various methods of looking into or predicting the future, examining portents and omens, and fortune telling. #### THE SIGHT You are able to open the third eye to true reality in all of its existential terror. This helps you see through various illusions or glamours as well as through some kinds of barriers. #### ALCHEMY You are familiar with the ways of alchemy and how various reagents interact when laced with magic to create or transmute objects but also to understand the workings of objects you find. #### SPECIALIST *Requires Basic Magic Talent*. You not only know how to use this magic but have also studied its origins, history, and methods. ## Athletics
#### BOULDERING You are an adept climber. Climbs that others would find daunting come easy to you. Unusual surfaces, great heights, even climbing overhangs are within your wheelhouse. Your climbing speed is equal to your walking speed. #### BRUTE FORCE Given a moment to access an object, you know the best ways to destroy or force it open. You are particularly good at breaking down doors, bending bars out of shape, and forcing your way into containers. #### SPRINTER Your skills are honed for short distance bursts of speed. You are trained to keep up your maximum speed for as long as possible, and to recover quickly from such sprints. You can Dash as a Quick Action. #### MAD HOPS You are adept at making insanely high and long jumps. You can easily clear hurdles, reach tall ledges and jump across ravines that others would find forbidding. Your jump height and length is doubled. #### POWER LIFTER You are capable of lifting incredible amounts of weight. You know how to leverage your body to lift and carry what others would find impossible. Your carrying capacity is doubled. #### FISH You are skilled at aquatic endeavors. There are few challenges in the water you dare not undertake. You can swim against strong currents, stay afloat while weighted down and dive deeper waters than most would. You can hold your breath twice as long before suffocating. Your swimming speed is equal to your walking speed. \columnbreak #### PITCHER You are skilled at throwing objects and creatures with power and precision. ## Deception
#### SUGARCOAT You are talented at making bad things sound far less horrible than they are in reality. This includes finding the silver lining, distracting with good news, or raw optimism. #### IDENTITY THEFT You are skilled at taking on the persona of another. This might include masquerading as a guard, pretending to be a guild member, or creating a fictitious character that fits the situation. #### POKER FACE You are talented at hiding what you are really thinking or feeling. You know how to hide your tells, keep a straight face, and manage body posture. #### FAST TALK You are good at rapid conversation that sounds good but is full of fluff. This rapid discourse is meant to confuse and overwhelm your audience, making them more susceptible to your suggestions. #### OBFUSCATION You are good at setting up a situation to hide the reality. This may involve hiding evidence, planting evidence to point to someone else, and otherwise suggesting a scenario through manipulation of a scene. #### DISTRACTION You are great at causing and taking advantage of believable distractions in pursuit of your goals. #### CHILDLIKE INNOCENCE You have an aura of childlike innocence, making it difficult for others to believe that you could or would be up to anything nefarious to oppose them. #### SOCIAL CHAMELEON You can blend into any social setting, making yourself seem like a native and part of the "in" group. #### DEBT COLLECTOR You know how to take advantage of bad bargains and unconscionable contracts, feigning generosity for what is actually leverage and unpaid favors. #### LIAR You are skilled in the art of lies and bending the truth, in both noticing them and telling them. #### DOUBLESPEAK You're proficient in saying one thing while meaning another, allowing you to maintain plausible deniability or send coded messages in plain sight.
Contents
\pagebreakNum #### CONDESCENDING You know how to belittle others, making yourself seem smart and superior and them to feel small and dumb. #### SMOOTH TALKER You know how to weave charisma, charm, and redirection together to avoid and distract while stringing your target along. ## Intuition
#### MOTIVATION You are talented at guessing and understanding the motives of others. These motives may be beyond the conscious awareness of the creature you’re engaging with. #### EMPATHY You are talented at identifying the emotions of others. You notice subtle facial twitches and body language and easily connect with those emotions. #### HUNCH You are good at noticing when something is off about a creature, and can inuit a theory as to why without evidence. This includes catching lies, avoided topics, or hidden interests. #### PROFILE You are a student of human behavior and why people do the things they do. This is especially helpful when trying to find suspects or understanding where someone might be or what they might do next. #### GRACIOUS You are talented at noticing when you are making an error or faux pas and backing your way out of it. You read body language and demeanor to know when someone does not like what you’re saying. #### LIE DETECTOR You are skilled at identifying gaps between what someone is saying and the truth, noticing micoexpressions and shifts in body language and tone that betray their falsehoods. #### INFERENCE You are skilled at taking small pieces of information such as scars, posture, fashion, how they carry themselves, and infer about a person's background and history. #### SOCIAL CUES You are skilled at picking up on subtle social cues, whether cultural or from body language, to judge another's intent and emotions. #### WALK A MILE You are adept at imaginging the lives of others, what their lives might be like and what they might be thinking or feeling, able to put yourself in their situation and then extrapolate on how they might respond or react. \columnbreak #### GUT CHECK You have a strong intuition and can 'trust your gut'. This skill allows you to have clarity on your internal feelings about a matter. #### MINDFUL You are keenly aware of your own thoughts and emotions. You are talented at picking up on when someone is attempting to influence you; magically, psionically, or otherwise. #### EXPERIENCED You have had a wide variety of experience that allow you to better understand the thoughts and plans of others, including the next steps they might take. ## Intimidation
#### BULLY You are familiar with the basic arts of cruelty and malice. You know how to break someone’s confidence and fill them with fear through physical intimidation, name calling, embarrassment, and peer pressure. #### HECKLER You know how to make humor hurt. Your insults and mockery are especially piercing. #### SNOBBERY You know how to make people feel inferior. You are especially talented at navigating jeers and underhanded put downs while maintaining an air of superiority. #### INTERROGATE You are talented at methodologically questioning creatures to extract information. This includes when and how to apply leverage and strategies such as good cop bad cop. #### TORTURE You are familiar with the tools of torture. You know how to inflict pain to make people talk, and when someone is close to breaking, as well as how to endure torture yourself. #### MAGICAL MALICE You are talented with the use of magic to inspire fear and undermine confidence. This may involve a display of spell power, a magical artifact, or the use of alchemical reagents to intimidate others. #### THICK SKINNED You know how to take a slight against you without being shaken. This often takes others off guard, and intimidates them with your steel demeanor. #### DARK REPUTATION You have a fearsome reputation that precedes you, whether earned or fabricated. Your very name can elicit fear and compliance from those who have heard the tales of your deeds, real or exaggerated.
Contents
\pagebreakNum #### UNSETTLING PRESENCE Your mere presence instills unease. You have mastered the art of non-verbal intimidation, using your posture, gaze, and aura to unsettle others without saying a word. #### COLD BLOODED Your ability to remain calm and detached, even in violent or tense situations, unnerves others. This detachment, especially when making threats, makes you seem more dangerous. #### WARLORD'S GAZE Your battlefield experience gives you a penetrating gaze that can make even the hardiest warriors second-guess themselves, sensing the depth of violence you are capable of. #### IRON RESOLVE Your unyielding stance and refusal to show any sign of weakness or doubt can intimidate others by showcasing your indomitable spirit and determination. #### MENACING INTELLECT You use your intelligence to intimidate, crafting threats that are not only terrifying but also plausible, demonstrating that you have the means and the intellect to carry them out. #### OTHERWORLDLY Your presence reeks of dread domains beyond. You speak to unholy allies and sanity breaking scenarios, unnerving the folk of the common realm. ## Investigation
#### DEDUCTION You are talented at deductive reasoning and determining whether or not information is relevant. You are good at identifying clues and when the facts don’t fit together. #### SLEUTH You are talented at investing crimes and finding clues at crime scenes. This includes an understanding of criminal behavior, forensics, and knowledge of similar cases. #### READ LIPS If you can see a creature's mouth while it is verbally speaking a language you understand, you can interpret what it's saying by reading its lips. #### DUNGEONEERING You are talented at considering the construction of ruins and dungeons. This helps you anticipate the location of traps, secret doors, and the general layout of these locations. #### RESEARCHER You are skilled at finding information in tomes and books. You read through material quickly and thoroughly and come away with exceptional understanding. #### INVENTIVE You are curious and like to know how and why things work the way they do. You are good at disassembly and reassembly and theorization on why things work the way they do, how they could be recreated, and how they could be disabled. #### CODEBREAKER You excel at deciphering codes, ciphers, and encrypted messages. Your knack for pattern recognition allows you to unlock secrets hidden in plain sight or in complex documents. #### FORENSIC ANALYST You have a keen eye for detail, enabling you to analyze evidence thoroughly. This includes determining the cause of damage, identifying substances, and understanding the implications of physical findings. #### MAGICAL FORENSICS You possess the ability to analyze magical residues and auras, identifying the types of spells used, their potential casters, and the effects they had on their targets. #### SURVEILLANCE You are skilled in the art of surveillance, able to follow suspects or observe locations discreetly, gathering information without being detected. #### SCENE RECONSTRUCTION You can mentally reconstruct crime scenes or events from the evidence and descriptions available, visualizing what likely occurred and identifying inconsistencies or missing pieces. ## Healing Arts
#### VIROLOGIST You are knowledgeable about diseases, how they spread and how to stop them from spreading. You may know how to create a cure or vaccine for a disease or how best to deal with specific symptoms. #### FIRST AID You are trained in basic practices to respond to emergency situations to stabilize the wounded. This includes stopping bleeding, applying bandages, and conducting CPR. #### FOLK REMEDIES You are familiar with the application of wives tales and homeopathic medicine. Examples would be the use of a bezoar to cure illness or honeysuckle to fade freckles. #### ANATOMY AND PHYSIOLOGY You are familiar with the body and its systems. You can identify abnormalities and use your knowledge to theorize about the anatomies of other species. #### APOTHECARY You are familiar with pharmacological materials and drugs and their effects on creatures. This includes stimulants, tranquilizers, antidotes, and poisons. #### STITCH You are apt at improvised medicine. You know how to stitch a wound, set a bone, or otherwise jury-rig a short term solution to keep someone moving in a dangerous situation, although further treatment is often necessary to avoid long term consequences. \pagebreak #### SURGEON You are trained at using medicine with necessary tools and resources. This might include advanced procedures such as extracting poison from blood, removing a parasite, or amputating a limb. #### HERBALIST You possess extensive knowledge of plants, herbs, and fungi with medicinal properties. You can craft poultices, salves, and potions to treat a variety of ailments, from wounds to disease. #### CHIROPRACTOR You specialize in the manipulation of the body's alignment, particularly the spine, to relieve pain, improve function, and support the body's natural ability to heal itself. #### ENCHANTED PHARMACOLOGY You can imbue medicines with magical properties, enhancing their efficacy or granting them additional effects, such as accelerated healing or temporary immunity to disease. #### GURU You practice aligning and balancing the body's mystical energies and chakras, using methods like acupuncture or ley line therapy to promote health and vitality. ## Wilderlore
#### BOTANIST You are knowledgeable about plants, fungi and oozes. You know how to care for them, different types and species, and what regions they’re from. #### GEOLOGIST You are knowledgeable about rocks and minerals. You know where they can be found, their uses, and typical geographic formations. #### STORMWATCH You are familiar with weather and meteorological phenomenons. You are adept at predicting what the weather will be like and how to use the weather to your advantage. #### CIRCLE OF LIFE You are familiar with the bestial kingdom, its structure and life cycles. This includes the behavior of predator and prey, habitations, diet, and mating practices. #### ECOLOGIST You understand the relationships between organisms and their environments. This allows you to recognize natural imbalances and predict ecological changes or disasters. #### TOXICOLOGIST You have in-depth knowledge of natural toxins and venoms, enabling you to identify dangerous plants and creatures, as well as to craft antidotes and counteragents. #### NATURE'S WARDEN You are attuned to protecting natural sanctuaries and sacred sites, capable of detecting and undoing harm caused by unnatural forces or pollution. #### MYCOLOGIST Your expertise lies specifically in the study of fungi, including their ecological roles, uses in potion-making, and identifying those that are edible or poisonous. #### CONSERVATIONIST You are dedicated to preserving natural habitats and species, understanding how to nurture and restore damaged ecosystems back to health. #### ASTRAL OBSERVER Your skills extend to the celestial, using the stars and planetary movements for navigation, predicting seasons, and understanding their influence on the natural world. ## Perception
#### KEEN OBSERVER You are attentive to detail. You are good at noticing small objects or abnormalities that are difficult to see. #### LISTEN You are apt at hearing and noticing sounds. You are good at making out conversation in another room, hearing the hiss of a poisonous vent, or identifying the direction and origin of strange noises. #### TOUCH You have a sensitive touch. You might use this to find an uneven point in the wall hiding a hidden door, identify a material by feel, or find cracks and weaknesses in an object by running your fingers over it. #### BLOODHOUND You have an uncanny sense of smell. You are apt at identifying specific smells as well as what direction they are coming from, and tend to smell even trace amounts well before others. #### EAGLE EYE You are skilled at making out objects that are especially far away. You might notice smoke from fires, troops on the move, or creatures stalking from exceptional distances. #### TASTE TESTER You can use your sense of taste to identify unique properties from even small samples. You might be able to determine where a bit of earth is from, whether or not something is poisoned, or various ingredients inside a potion. #### VIBRATION SENSITIVITY You are sensitive to vibrations and tremors. You might feel the ground shake from approaching horses, walls quiver from mechanisms inside them, or insects swarming inside a sarcophagus. #### ATTENTIVE You are able to pick out details from objects or creatures that are moving quickly. Even catching a glimpse of something is often enough for a good observation.
Contents
\pagebreakNum #### APOPHENIA You excel at noticing patterns and anomalies within those patterns, whether in behavior, environmental changes, or strategic layouts, which can clue you into hidden dangers or secrets. #### FOREBODING You experience a heightened awareness of impending shifts or ominous signs within your environment, allowing you to anticipate betrayals, ambushes, or strategic changes before they manifest. #### SITUATIONAL AWARENESS You are hyper-aware of the dynamics in any given situation, enabling you to act with foresight in social, political, or combat scenarios by recognizing underlying tensions or alliances. ## Theatrics
#### STREET PERFORMER You know how to attract and entertain a crowd of commoners with your talents. You might gather a crowd for tips, trade a stay at an inn for a night of performing, or delight a town for a warmer welcome. #### COURT MINSTREL You are skilled in the music of the court as well as etiquette for being invited to perform and entertain an aristocratic audience. You are able to play for courts, balls, galas, and other events of nobility, and are familiar with music popular with the upper class. #### TELLER OF TALES You are familiar with legends and lore and know how to weave them into a compelling tale. You may recall fables or fairy tales that relate to your present circumstances. #### CULTURAL POLYMATH You are familiar with the arts of many cultures, and are able to understand or infer cultural practices and values from unfamiliar cultures. This makes it easier to adapt new performances as well as understand ancient art found in dungeons or ruins. #### ACTOR You are able to portray believable characters and scenes. This may include impersonating others or using drama to make others believe certain circumstances are real. #### CHIVALRY You know how to conduct yourself with honor, dignity, and grace. This allows you to win over those who share your values, gaining respect and admiration even from foes. #### IMPROVISATION You excel in thinking on your feet, able to create or adapt performances on the spot. Whether dealing with an unexpected audience reaction or filling in for a missing performer, you handle it with aplomb. \columnbreak #### TERPSICHOREAN You are an exceptional dancer, capable of expressing complex narratives or emotions through movement. Your performances can tell stories, seduce, or even communicate secret messages. #### VIRTUOSO You possess extraordinary talent with one or more musical instruments, enabling you to perform complex pieces that can evoke a wide range of emotions, from joy to sorrow, or even summon magical effects. #### COMIC WIT Your quick wit and sense of humor allow you to entertain with jokes, puns, and comedic sketches. You can defuse tension, cheer up despondent allies, or mock opponents to throw them off balance. #### PUPPETEER You are skilled in the art of puppetry, able to bring inanimate objects to life with your performance. #### PYROMANIAC Your performance incorporates the mesmerizing play of flames, be it through fire breathing, fire eating, dancing with fire, or pyrotechnics. #### POET Your mastery of verse allows you to craft poems and sonnets that can capture hearts, stir emotions, or encapsulate the beauty and tragedy of the moment. #### DRAMATURGE You have a deep understanding of drama and stagecraft, allowing you to write, direct, and produce plays that can sway public opinion, spread propaganda, or simply entertain. ## Oration
#### DIPLOMACY You are familiar with diplomatic protocol and reasoning on matters of law and state. You can create convincing arguments and appeals using this knowledge, as well as conduct yourself in political audiences to avoid faux pas. #### CHARMING You are practiced in making people immediately like you. You use methods such as winning smiles, flattery, and suggestive winks that makes you more well received by a wide variety of people and creatures. #### COURTLY GRACES You are familiar with aristocratic etiquette and find yourself comfortable in noble company. You navigate court conversations, ballroom dance, and respectful manners with confidence. #### NEGOTIATOR You are skilled in tactics that allow you to better position yourself in negotiations. These skills help you find a better bargain or achieve a compromise that weighs more heavily in your favor. #### PERSUASIVE You are skilled at influencing others to come to your side or believe you.
Contents
\pagebreakNum #### MANIPULATIVE You are skilled in using the facts of a situation to conjure emotions like fear, guilt, disgust, anger, or injustice to motivate others into doing what you want without them realizing you are doing it. You turn the truth into a weapon and are able to disguise ulterior motives you might have. #### SEDUCTIVE You are skilled at stoking the fires of lust in others and using that desire to get what you want. You can ensnare and enrapture others with your charm, beauty or debonair, and flirtation. #### SILVER TONGUE You are skilled in constructing reasonable arguments with sound logic and evidence. You can use rhetoric and oratory elegance to make your point in an engaging, compelling, and convincing way. #### TACTFUL You are skilled at knowing what not to say. You are able to avoid or cover for offenses for yourself and for allies, and when to interject or sidestep topics that might anger your audience. #### FLATTERY You employ flattery not as mere praise but as a strategic tool, carefully crafted to open doors, lower defenses, and gain the favor of influential figures. #### SPEECH You are skilled at giving evocative speeches ## Devotion
#### EXORCISM You are knowledgeable and skilled in the conflict of corruption and purity. You know methods, such as the creation of holy water, that may weaken or dispel creatures of darkness. #### FAITH You have a deep belief in your religion. This belief allows you to remain steadfast in your convictions even when outside forces are pushing you in another direction, as well as find hope when others would despair. #### DOCTRINE You are deeply familiar with the tenets and teachings of your particular religion. You know how to apply these tenets to different situations you might face and whether actions will contradict those teachings. #### RITES You are familiar with the preparation and administration of religious rites. While you’re especially familiar with those of your own culture, this knowledge lets you better understand the practices of foreign cultures. #### PRAYER You are experienced in the spiritual practices of your religion or belief system. You are familiar with various methods of prayer and meditation that help you attune to your god or spiritual reality. \columnbreak #### ORACLE You have the ability to interpret divine signs, dreams, and omens, providing guidance and insight based on your understanding of your deity's will and the teachings of your faith. #### PILGRIMAGE You have embarked on spiritual journeys to sacred sites, gaining insights and blessings from these holy places. This has given you broad exposure to the world and you can draw upon that experience for wisdom. #### MEDIUM You possess the ability to communicate with celestial beings or spirits, acting as a medium between the divine realm and the mortal world, receiving messages, guidance, or warnings to relay to others. #### INQUISITOR You can identify and challenge false idols, heresies, and corrupt practices within and outside your faith, working to purify and defend the true teachings against distortion and misuse. #### CEREMONY You are adept in the use of holy rites and ceremonies that invoke the divine presence and blessings, providing tangible benefits or protections to those who partake in them faithfully. ## Scholarship
#### ARCHITECTURAL SCHOLAR You know how buildings are designed, their potential weak spots, and the functions of their parts. #### ANCIENT CIVILIZATIONS SCHOLAR You know about lost humanoid civilizations and ancient cultures. Additionally you know the habits, behavior, environment, and physiology of these cultures. #### ENGINEERING SCHOLAR You know about mechanical constructions and devices, their design and creation, and potential weak points. Additionally you know the habits, environment, design, and behavior of constructs. #### GEOGRAPHY SCHOLAR You know about physical geography and geology, and the uses of natural resources. #### LAW SCHOLAR You know about laws, legal codes, legal procedures, and various functionaries responsible for enforcing laws. #### LINGUISTIC SCHOLAR You know about the structure and evolution of languages, written or spoken. You also know about runes and their usages. When you take this scholarship you learn two languages of your choice.
Contents
\pagebreakNum #### MILITARY SCHOLAR You know about military structure, rank, strategy, and tactics. #### OCCULT SCHOLAR You know about the occult - aberrations, celestials, & fiends - including their habits, environment, physiology, and behavior, or their associated cults. #### POLITICAL SCHOLAR You know about politics, nobility, social class, heraldry, and government organization. #### PLANAR SCHOLAR You know about the planes of existence. Additionally you know the habits, environment, physiology, and behavior of elementals. #### RELIGIOUS SCHOLAR You know about deities, religious orders and sects, as well as religious rites and practices. You also have knowledge of the undead, including their habits, environment, creation, physiology, and behavior. #### CRYPTOGRAPHER You are skilled at creating cyphers that other creatures find all but impossible to understand. Given time, you can encode and decode messages in a cypher you’ve created, as well as teach others how to communicate using them. #### RESEARCHER You know how to navigate and conduct an effective study. You are skilled in reviewing and undertaking research given the proper materials. You find it easy to produce knowledge about topics when either given materials to perform a study, or a knowledge base such as a library or arcanum. #### MYTHOLOGY EXPERT You possess deep knowledge of myths, legends, and folklore from various cultures. This allows you to draw parallels, understand ancient warnings, and uncover truths hidden in mythic tales. #### HISTORIAN You specialize in the preservation and interpretation of historical documents and artifacts. Your expertise can unearth forgotten knowledge, validate or debunk historical claims, and trace lineages or treaties. #### CULTURAL ANTHROPOLOGIST You study the customs, social structures, and beliefs of different races and societies. This knowledge aids in diplomatic relations, understanding cultural artifacts, and navigating social taboos. #### ECONOMIST You understand market forces, trade dynamics, and the principles of wealth accumulation and distribution. This skill can influence economic strategies, trade negotiations, and the development of prosperous communities. \columnbreak #### ART HISTORIAN Your scholarship extends to the study of art, including painting, sculpture, and magical artifacts. You can appraise art, understand its historical significance, and uncover clues within artistic works. ## Legerdemain
#### OPERATOR You are skilled in the operation of mechanical devices that requires alacrity and precision. Loading ballistae, testing trap triggers, and operating complex pulley systems are all easy for your advanced hand eye coordination. #### FAST HANDS You are nimble with your fingers and are able to take deft actions. This makes you good at things like shell games, playing a concealed card, or swapping a golden idol for a bag of sand. #### PALM OBJECT You are skilled at hiding objects on your person. This object would be difficult to find in a pat down, or if the occasion warrants, a strip search. #### PICKPOCKET You are skilled at taking objects from other creatures without their knowing. This might include picking pockets, taking loose weaponry, or loosening bits of armor. #### PLANTED OBJECT You are skilled at placing objects onto creatures or concealing them in places so they won’t be easily found. This might include placing a condemning piece of evidence on an innocent or a gem into a cranny for safekeeping. #### THREE CARD MONTE You are skilled at street tricks, able to captivate and befuddle an audience. #### LOCKPICKING Your dexterity extends to the manipulation of locks and latches without the need for keys. #### TRICK SHOT You have the ability to throw small objects with incredible accuracy. Whether it's tossing a coin into a narrow slot from across the room or knocking a small object out of someone's hand, your aim is unerring. #### JUGGLER Beyond simple entertainment, your juggling can be used to distract and keep multiple items in motion and out of other's reach. #### GAMBLER'S GUILE Your expertise isn't just in playing the game but in subtly influencing its outcome. Be it palming a die, stacking the deck, or marking cards, you know all the tricks to ensure the odds are in your favor, as long as you're not caught.
Contents
\pagebreakNum ## Stealth
#### CROWDSURFER You are especially skillful at keeping yourself hidden in crowded urban environments. You are able to keep an appropriate distance when tailing a creature as well as create subtle distractions to remove attention from allies. #### BURGLAR You are skilled at breaking and entering into homes or lairs. You have an idea of where guard patrols might be and where keys and treasure might be stored. #### ONE WITH THE WOOD You are skilled at hiding yourself and allies in the wilderness. You notice tracks and signs left by your party, and are able to cover up stray noises and disturbed earth and fauna. #### SHADOW’S INSTINCT You are skilled at knowing when your sneaking efforts are not working and making corrections to your path. You have a sixth sense for when someone is aware of your presence. #### STEALTH LEADER You are skilled at helping allies stay hidden. You are able to consider their strengths, weaknesses, and size and account for those when sneaking together. ## Trailblazing
#### FORAGE You have the ability to find food, water, and herbs in the wilderness. You also know which of these tend to be harmful or helpful and their different uses. #### GUIDE You are especially good at navigating through wilderness environments. You are able to find game paths and safer highways for passage. #### SURVIVALIST You know how to use resources from your immediate environment to create tools for survival. These might be natural musks to attract or ward off creatures, blinds to hide in, gilly suits to blend in with, or improvised weapons and armor from hide and bone. #### TRACKER You are skilled at following creatures, recognizing their tracks, and finding signs of their passage. You can use your experience tracking various creatures to think about how and why creatures would move and spend their time. #### TRAPPER You are skilled at the creation and placement of traps used in the hunting of game. You are also able to extrapolate this ability into situations against other adversaries such as monsters and intelligent races. \columnbreak #### WEATHERWISE You have an intuitive understanding of weather patterns and can predict changes in the weather, helping you prepare for storms, heatwaves, or cold snaps, ensuring your survival and comfort in the wild. #### SHELTERCRAFT You are adept at constructing shelters from available materials, ensuring they are sturdy, weatherproof, and camouflaged. Your shelters provide safety and comfort, whether for a single night or for extended stays. #### FIRECRAFT Your skill in creating and managing fire under any conditions is unparalleled. You can start a fire with minimal tools and materials, and you understand how to use fire for warmth, cooking, signaling, and protection. ## Crafting
#### BLACKSMITHING You can make and repair Heavy metal armor with the right materials and tools. - During an adventure you may take a Short Rest and repair AP up to half of the total points for you and any of your party members. It takes 1 minute per AP restored this way. If you also spend Recovery, you must spend the requisite standard 20 minutes in addition to the time used for repair. Blacksmithing involves loud clanging and can attract nearby creatures or sentries. - You may provide blacksmithing services to your party at half the cost listed under the section in Goods for Purchase. Armor created this way must be sold for the price it was created for. This includes services such as Sharpening, Reinforcing, and Improving Armor. #### LEATHERWORKING You can make and repair Light and Medium leather armor with the right materials and tools. - During an adventure you may take a Short Rest and repair AP up to half of the total points for you and any of your party members. It takes 1 minute per AP restored this way. If you also spend Recovery, you must spend the requisite standard 20 minutes in addition to the time used for repair. - You may provide blacksmithing services to your party at half the cost listed under the section in Goods for Purchase. Armor created this way must be sold for the price it was created for. This includes services such as Sharpening, Reinforcing, and Improving Armor. #### ALCHEMY You can make potions, poisons, and other concoctions with the right reagents and tools.
Contents
\pagebreakNum # Talents
## Talent Points * You acquire Talent Points based on your class as you level up determined by your Class * These Talent Points represent how you specialize with your training * These Talent Points can be spent to purchase Talents, unique abilities that you develop over time * Talents can only be purchased once unless otherwise specified ## Focus Feats * You gain a bonus for only putting points into Cunning or Might. This represents the additional training that someone without magic would need to survive a life of adventuring. * Talents granted by Class or Species do not disqualify you from your Focus Feat * Certain Classes will list exceptions to this rule and you may take Talents that will not disqualify you ## Master of Might * Qualify by only taking Talents in Might * Available at Level Three #### Hard Hitting * **Upgrade** all **melee** damage die * You deal maximum damage when you roll a natural 17-20 ## Peerless Cunning * Qualify by only taking Talents in Cunning * Available at Level Three #### Evasive Instinct * You have Advantage when you use your Reaction to Dodge. * If you fail to Dodge, you take half damage. * You gain +5 to Reflex. ## A Little Lucky * If you have no points in the Magic tree, gain one point of Luck. Even someone highly skilled needs a little Luck without magic in this world.
Contents
\pagebreakNum
# Talents of Might ### Offensive Specializations
#### Martial Weapon Proficiency * You have proficiency with Martial Weapons #### Great Weapon Proficiency * You have proficiency with Great Weapons #### Great Weapon Dual Wielding * You can dual wield Great Weapons. Roll all damage die and take the highest die rolled. #### Dual Wielding Specialist * Add your damage modifier to second (Quick Action) attack. #### Clobber * **Clobbering Blows**
*Tag - Bludgeoning* - You relentlessly bludgeon your opponent to a bloody pulp. - When you **Gain an Edge**, you roll an extra damage die and inflict the **Staggered** condition. - Upgrade all damage die if your roll is higher than their Fortitude. - This may stack with **Concussive Blow**. #### Opportunist * You have Advantage on Attacks of Oppurtunity #### Extended Reach * You gain an additional 5ft range on Reach weapons #### Whirling Cleave * Cleave weapons can now strike all enemies adjacent to you. #### Riposte - You may make an Attack of Opportunity when you Parry #### Punishing Parry - As a Reaction, make an Attack roll contested with the enemy’s Attack roll, intercepting their attack with your own. If you Succeed, they deal no damage and you deal your damage. This does not spend your Reaction if you Parry (Partial Success). #### Reverse Momentum - When you successfully Parry, Block, or make an Opportunity Attack, the target is also knocked Prone. #### Counter - When you Parry or succeed on a Block or Dodge roll you may make an Opportunity Attack using the result of the roll. This stacks with Riposte. Chained Reaction. #### Coup de grâce - This is a special attack against a Prone enemy. If you Gain an Edge, the attack is considered a Critical Hit. \columnbreak #### Battle of the Wills - You may use your Willpower Modifier to attack against the enemy’s Willpower. If you succeed, you deal your damage and they are Staggered; if you fail, they do their damage and you are Staggered. This may only be used on each enemy once per encounter. #### Battle Cry - At the beginning of an encounter, make a Charisma test. Other players may substitute this roll for one of their character’s rolls or an enemy’s roll. Cannot be used on enemies with Willpower of 15 or higher. #### Relentless Assault - You may use your Fortitude Modifier to attack against the enemy’s Fortitude. If you succeed, you deal your damage and they are Staggered; if you fail, they do their damage and you are Staggered. This may only be used on each enemy once per encounter. #### Terrifying Roar - As a Quick Action once per encounter, make a Charisma test against the Willpower of all Near enemies. On a Success, they are Frightened. If you Gain an Edge, they are Terrified. #### Outsmart - Make an Attack roll with your Intelligence modifier and choose whether to target the enemy’s Fortitude, Reflex, or Willpower. If you choose their lowest score, attack with Advantage and Upgrade all damage dice. This may only be used on each enemy once per encounter. #### Jabs and Jibes - Make an Attack roll with your Charisma modifier and make a cutting remark against the enemy you’re striking. If your Attack beats their Willpower, Upgrade all damage dice and they experience a Complication. #### Grappler - You have Advantage on Grab and Grapple tests.
#### Improved Attack *Requires 5th level* * When you use your Action to Attack with a weapon you use twice as many damage die for the base weapon damage. * This effect does not apply to attacks made with a Quick Action. * **Overpower:** If an Attack kills an enemy, you may apply excess damage to any enemy adjacent to you. * If the weapon has the Cleave property, this extends to any enemy within 10ft of you. #### Hit Harder - You deal +1 damage. You may take this talent multiple times up to a maximum of 5.
Contents
\pagebreakNum #### Quick Load * You no longer require a Reaction to reload Loading weapons #### Strong Bow * You may use your Strength ability modifier for attack and damage rolls when using a Short Bow. #### Trip - As a Quick Action or Reaction you may make a Strength test against the enemy’s Fortitude or a Dexterity test against the enemy’s Reflex. If you succeed, the enemy is knocked Prone. Chained Reaction. Range Close. #### Rain of Blows - After a Successful Attack, you may choose to double the damage dice, but the damage only counts if the result is higher than the median of the dice (ie for a D12 only damage rolls of 7 or higher would count, d8 only 5 or higher). #### Successive Strikes - When you make at least a Partially Successful Attack you may choose to make another attack. If the subsequent attack roll is equal to or lower than the first, they both fail. If the subsequent attack roll is higher than the first you may choose to deal damage for all the attacks or attempt another Successive Strike. Any initial Advantage applies to all subsequent rolls. Damage modifier is only applied once (subsequent attacks increase total damage dice rolled). #### Duelist - You gain +1 to attack rolls and Upgrade all damage die when no creatures are adjacent to you and your opponent. #### Bull Rush - When you move 10ft before attacking, weapons Upgrade their damage die one level. #### Intercept - When a Near ally is attacked, you may use a Reaction to preemptively strike the enemy. If your attack is successful, deal your damage and impose Disadvantage on the enemy. (This may be done after the enemy’s initial roll). If your Attack roll beats their Attack roll, they deal no damage. Chained Reaction (likely with Scramble). #### Tactical Assault - When you Scramble you may make an Opportunity Attack. Chained Reaction. #### Unbreakable Spirit - You no longer have Disadvantage on offensive actions while Fatigued. #### Vigilance - You can use your Reaction to make an Opportunity Attack against enemies who enter into the range of your melee weapon. This is affected by Reach and Extended Reach. \columnbreak #### Feign and Punish - On your turn you allow your opponent to make an Opportunity Attack with Disadvantage against your Reflex. If they fail, you Attack with Advantage and Upgrade all damage. If they succeed, you Attack with Disadvantage. This may only be used on each enemy once per encounter. You may use this as a Reaction when an enemy makes an Opportunity Attack against you in the normal course of combat, but you also make an Opportunity Attack in kind (no Gain an Edge, etc.) #### Bait and Switch - Declare this ability before you make an Attack roll. If you Fail, the enemy does not deal their damage and you have an Incredible Success. If you Utterly Fail, you also Critically Hit. If you have any kind of Success, you deal no Damage. You may subtract your Intelligence or Wisdom modifier from the roll. Once per enemy per encounter. #### Furious Attack - You can throw aside all concern for defense to attack with fierce desperation and attack recklessly. When you do so you have Advantage on melee weapon attack but attack rolls against you have Advantage until your next turn. #### Wild Swing - Give yourself Disadvantage on your Attack roll; Upgrade all damage dice and rolling a natural 17-20 is a Critical Hit. This can be used in combination with other abilities. #### Brutal Critical - Roll one additional weapon die per adventuring tier on Critical Hits #### Precision - You may roll as many weapon dice as you want to, but if your total goes over your Attack roll you deal no damage. (Example: I roll a 17 for my Attack and normally roll 1d6+3 for my weapon roll. I can roll as many d6s as I want, one by one, like the card game Blackjack, but if they go over 17 I ‘bust’. If I roll a 6 and then a 3, I add my modifier for 12 damage, which is under 17. If I roll another dice and roll a 6, I hit 18 and ‘bust’, dealing 0 damage.) #### Peerless Precision: *Requires Precision* - You may add or subtract your Intelligence and/or Wisdom modifier from your Attack or Damage rolls when using Precision at any point before you roll another weapon damage die. #### Disarm - When you Gain an Edge you may declare that you are attempting to Disarm and you and the enemy become Grappled; if the enemy fails their next attack or you Gain an Edge on your next attack against them they are disarmed and their weapon goes flying out of reach. Your attack against them while Grappled may be a regular weapon attack without Disadvantage (rather than the typical rule of only Unarmed).
Contents
\pagebreakNum #### Battle Coordination - As a Quick Action or Reaction choose an ally to grant a Reprisal (Move, Deal your Damage or Staggered). Once per ally per encounter from anyone. #### Executioner’s Edge - You may declare this ability before you roll, when you do so also declare an appendage you are targeting other than the head; if you Gain an Edge you may dismember that appendage, and if you Critically strike you may choose decapitation. The enemy’s Fortitude or Reflex acts as Resistance for the roll, whichever is higher (if you roll under Fort/Reflex you do not Deal your Damage). Roll with Disadvantage against Bosses and Elites. ### Defensive Specializations
#### Light Armor Proficiency - You have proficiency with Light Armor. #### Medium Armor Proficiency - You have proficiency with Medium Armor. #### Heavy Armor Proficiency - You have proficiency with Heavy Armor. #### Shield Proficiency - You have proficiency with Shields and can Block with them. #### Loyal Sacrifice - You use your Reaction to interpose yourself in front of an ally within 15 feet that has been hit by a melee attack, taking the damage instead. #### Throw Shield - Using your Reaction, you may throw your shield as a Block to prevent damage to an ally that is Near you. You must retrieve the shield before being able to do so again. #### Blade Lock - When you are the target of a Successful attack while wielding a Parry weapon, you may use your Reaction to lock blades with your opponent; no damage is dealt to you and you are both Grappled. #### Iron Will - You gain +5 to Willpower. You may use your Reaction to share this bonus with an ally Near you. #### Shield Bash - You may bash an enemy with an equipped Shield as a Quick Action, rolling Strength for the attack roll and d6+STR for the damage roll. You also deal this damage when you Gain an Edge with a Block. #### Impregnable - When you successfully Block an attack, the attacker is Staggered \columnbreak #### Taunt - Using your Reaction, you draw the ire of enemies who can hear you, changing their target from an ally to you. #### Tough - You gain +5 to Fortitude and you have Dampen(X) to all damage where X is equal to your Constitution modifier. #### Hard to Kill - You gain Dampen(1) to all damage. You may take this talent multiple times up to a maximum of 5 and each time it increases the amount of Dampen by +1. - ### Versatility Specializations #### Athletic - You gain a skill from the Athletics skill category #### Agile - You gain a skill from the Agility skill category #### Intimidating - You gain a skill from the Intimidation skill category #### Kip Up - You can use your Reaction to stand up from Prone instead of using your Movement #### Team Carry - When you Dash you may carry an ally with you for your full Movement. #### Fast Movement - Your speed increases by 10ft while you aren’t wearing Heavy Armor #### Fearless - You are immune to being Frightened or Terrified #### Resilient - You only experience effects of Exhaustion after you already have two levels. ## Free Talent
#### Loose Grip - You gain +1 to all Attack damage, but when you Critically Fail you Fumble
Contents
\pagebreakNum ## Aegis Class Talents
#### Living Shield - When you use the Loyal Sacrifice ability, you may move up to your Movement in addition to the 15ft of Loyal Sacrifice as part of your Reaction. #### Vengeance - When you take damage to Bulwark, you may make an Opportunity Attack against the foe that caused the damage. #### Broken Upon Stone - Striking you is as if striking a stone. Enemies that deal damage to your Bulwark with melee attacks are Staggered and Dazed. #### You Shall Not Pass - If a creature attempts to move within 15ft of you you may use your Reaction to Move to them and attempt to Grab them with Advantage. #### Hold the Line - You may Grapple as many creatures as are within 10ft of you. You do not have Disadvantage on Attacks due to being Grappled. #### Bash of Bulwark - When you take melee damage to Bulwark you smash back the enemy causing the damage, dealing half of the damage they caused back to them. #### Shield Wall - When you are adjacent with two other allies, you do not take damage on an enemy's Partial Success or when any of you roll a Failure. #### Lay on Hands - You channel your vigor to a creature you touch, healing 1 EP for 1 Bulwark as a Quick action.
Contents
\pagebreakNum ## Reaver Class Talents
#### Extreme Heft - You can wield Great Weapons as Light weapons #### Vengeance - When an ally is hit with an Attack by an enemy Near you, you may use a Power Move to move to that enemy and make an Opportunity Attack with Advantage and add the appropriate Rage die. #### Smash - When you use a Rage die, you may Push the enemy up to a distance of the Rage die result x5. If they collide with another creature, they are both knocked Prone. Creatures with Fortitude 15 or higher are immune. #### Relentless - When you drop to 0 EP, as a Reaction you can spend a Rage die and heal EP for the result of the die. If you are adjacent to the creature who dropped you to 0 EP you can make an Opportunity Attack against that creature using the Rage die result you just rolled as part of the Attack. #### Enraged Leap - When you spend a Rage die for a Power Move you can Jump a distance of 5x the Rage die result as part of the move. This does not detract from your Movement. If your attack succeeds, the target is knocked Prone in addition to other effects. If you are already adjacent to a creature with a Fortitude of 15 or under, you can drag them with you as part of the Leap. #### Uppercut - When you spend a Rage die for a Power Move you can choose to first knock up an enemy a distance of 5x the Rage die result, some combination of vertically and horizontally. - If you knock them completely vertically, popping them up, you can make an Opportunity Attack against them with Disadvantage but adding the Rage die result. - If it succeeds, they are knocked away from you at a vertical and horizontal distance of 5x the Rage die like a home run ball. - If it fails, they still take the fall damage. - Creatures with Fortitude 15 or higher are immune. \columnbreak #### War Cry - When you spend a Rage die you let out a zealous battle cry, downgrading enemy’s damage die a number of levels equal to the Rage spent for one round. Enemies with Willpower 15 or higher are immune. #### Whirling Death - When you take this ability, you also gain the Whirling Cleave talent - Cleave weapons now strike all enemies within 15ft of you.
Contents
\pagebreakNum ## Fighter Class Talents
#### Weapon Master - You can discern the correct weapon to use against a specific enemy at any point in time. When you encounter a new enemy, you may ask the GM what their Weapon Weakness is. Write it down. Whenever you use that weapon type against that enemy, Upgrade the damage dice twice. #### Swiss Army Knife - The amount of weapons you can carry is not limited by your Strength score. #### Dig Deep - You may spend Stamina to lower the die roll needed for a Critical Hit after you have already made the Attack roll. #### Grit - You can re-roll one of your Superiority die once. #### Size Up - You are good at sizing up your foe. As a Quick Action, you may ask the GM information about an enemy such as current HP, AC, abilities, or Defense information. #### Feint - As a Quick Action, you may spend 1 Stamina to Feint to attempt to distract your enemy from your true attack. - Make an Attack roll with the enemy's Willpower as Resistance. - If you succeed and beat their Willpower, Upgrade all damage die and assume max damage on the Superiority die. #### Exploit Opening - You may spend 1 Stamina to make an Opportunity Attack against an enemy that had a failure or partial success on their attack roll. This attack does not consume your Reaction. #### Warlord - You may use a Quick Action and spend 2 Stamina to command an Ally to make an Attack against an enemy with their Reaction. #### Back from the Brink - You may use a Reaction to use Resilience
Contents
\pagebreakNum ## Shifter Class Talents
#### Wings of Terror - You sprout wings when in your Hybrid and Beast form and can hover 15ft in the air. If you Attack a creature while flying you can move past them without provoking Opportunity Attacks. #### Venomous - If your Attack roll is higher while in Hybrid or Beast form than a creature’s Fortitude they are Poisoned #### Predator’s Gaze - If your Attack roll while in Hybrid or Beast form is higher than a creature’s Willpower, they are Frightened. #### Stalk the Long Grass - When you attack from being Stealthed or Hidden, you may use a Wild Move and add the result to your damage in addition to your Ferocity. #### Flay the Fleeing - If a creature moves away from you while in Hybrid or Beast form you may use your Reaction to intercept them; you move 10ft for every 5ft they move and may make an Opportunity Attack as soon as you are adjacent to them. #### Savage Claws - In your Beast form, your Claws use a d8 #### Cursed One - Creatures like werewolves and vampires are Cursed Ones, receiving the gift of transformation as initiation into a hidden circle or an unfortunate accident of a berserking monstrosity.
In your Hybrid form, you get access to the Fangs weapon. Fangs: 1d10, 2h, Melee, Lacerating, Grappling Leech: Attacks with your Bite or Fangs heal you for the Ferocity damage dealt. #### Unleash the Beast *Prerequisite: Level 7* - You harness your Ferocity to ravage your foes. - After a successful attack roll, instead of rolling normal weapon damage, roll a number of d8s equal to your current Ferocity. - After this attack, your Ferocity drops to 1.
Contents
\pagebreakNum ## Keeper Class Talents
#### Enraged Hulk - You can take an Attack of Opportunity against the target when using your Loyal Sacrifice ability #### Sharpened Claws - Your damage die is 1d10 while in Predator form #### Prey on the Weak - You deal an extra 1d8 to Grabbed creatures in the Entangler form #### Thick Hide - You gain 15 AP while in Hulk form #### Ravaging Predator *Prerequisite: Level 5* - You use twice as many damage die while you Attack in Predator form #### Stop Wriggling - You may choose Choking when you attempt a Submission rather than needing to Gain an Edge. - Note: This may represent poison, the constriction of a snake, the vice-like grasp of a crocodile’s jaws, etc. #### Pounce - If your attack roll while transformed beats the target’s Fortitude, they are knocked Prone and Staggered #### Snatching Talons - You have Advantage on Grab and Grapple tests while in Great Flyer form. That makes it easier to pick up foes in your talons and drop them from great heights.
Contents
\pagebreakNum # Talents of Cunning
### Bladework
#### Martial Weapon Proficiency - You have proficiency with Martial Weapons. #### Dual Wielding Specialist * Add your damage modifier to second (Quick Action) attack. #### Opportunist - You have Advantage on Attacks of Opportunity #### Twice As Nasty - When you make a successful Opportunity Attack with a Light weapon you may roll damage die for both Light weapons you are currently wielding. #### Extended Reach - You gain an additional 5ft range on Reach weapons. #### Quick Load - You no longer require a Reaction to reload Loading weapons. #### Duelist - You gain +1 to attack rolls and Upgrade all damage die when no creatures are adjacent to you and your opponent. #### Furious Attack - You can throw aside all concern for defense to attack with fierce desperation and attack recklessly. When you do so you have Advantage on melee weapon attack but attack rolls against you have Advantage until your next turn. #### Unbreakable Spirit - You no longer have Disadvantage on offensive actions while Fatigued. #### Grappler - You have Advantage on Grab and Grapple tests. #### Improved Attack *Requires 5th level* - When you use your Action to Attack with a weapon you use twice as many damage die for the base weapon damage. - This effect does not apply to attacks made with a Quick Action. - Overpower: If an Attack kills an enemy, you may apply excess damage to any enemy adjacent to you. - If the weapon has the Cleave property, this extends to any enemy within 10ft of you. \columnbreak #### Riposte - You may make an Attack of Opportunity when you Parry #### Punishing Parry - As a Reaction, make an Attack roll contested with the enemy’s Attack roll, intercepting their attack with your own. If you Succeed, they deal no damage and you deal your damage. This does not spend your Reaction if you Parry (Partial Success). #### Reverse Momentum - When you successfully Parry, Block, or make an Opportunity Attack, the target is also knocked Prone. #### Coup de grâce - This is a special attack against a Prone enemy. If you Gain an Edge, the attack is considered a Critical Hit. #### Counter - When you Parry or succeed on a Block or Dodge roll you may make an Opportunity Attack using the result of the roll. This stacks with Riposte. Chained Reaction. #### Rain of Blows - After a Successful Attack, you may choose to double the damage dice, but the damage only counts if the result is higher than the median of the dice (ie for a D12 only damage rolls of 7 or higher would count, d8 only 5 or higher). #### Successive Strikes - When you make at least a Partially Successful Attack you may choose to make another attack. If the subsequent attack roll is equal to or lower than the first, they both fail. If the subsequent attack roll is higher than the first you may choose to deal damage for all the attacks or attempt another Successive Strike. Any initial Advantage applies to all subsequent rolls. Damage modifier is only applied once (subsequent attacks increase total damage dice rolled). #### Wild Swing - Give yourself Disadvantage on your Attack roll; Upgrade all damage dice and rolling a natural 17-20 is a Critical Hit. This can be used in combination with other abilities. #### Vigilance - You can use your Reaction to make an Opportunity Attack against enemies who enter into the range of your melee weapon. This is affected by Reach and Extended Reach.
Contents
\pagebreakNum #### Precision - You may roll as many weapon dice as you want to, but if your total goes over your Attack roll you deal no damage. (Example: I roll a 17 for my Attack and normally roll 1d6+3 for my weapon roll. I can roll as many d6s as I want, one by one, like the card game Blackjack, but if they go over 17 I ‘bust’. If I roll a 6 and then a 3, I add my modifier for 12 damage, which is under 17. If I roll another dice and roll a 6, I hit 18 and ‘bust’, dealing 0 damage.) #### Peerless Precision *Requires Precision*. - You may add or subtract your Intelligence and/or Wisdom modifier from your Attack or Damage rolls when using Precision at any point before you roll another weapon damage die. #### Executioner’s Edge - You may declare this ability before you roll, when you do so also declare an appendage you are targeting other than the head; if you Gain an Edge you may dismember that appendage, and if you Critically strike you may choose decapitation. The enemy’s Fortitude or Reflex acts as Resistance for the roll, whichever is higher (if you roll under Fort/Reflex you do not Deal your Damage). Roll with Disadvantage against Bosses and Elites. #### Disarm - When you Gain an Edge you may declare that you are attempting to Disarm and you and the enemy become Grappled; if the enemy fails their next attack or you Gain an Edge on your next attack against them they are disarmed and their weapon goes flying out of reach. Your attack against them while Grappled may be a regular weapon attack without Disadvantage (rather than the typical rule of only Unarmed).
Contents
\pagebreakNum ### Footwork and Discipline
#### Surefooted - You know how to land on your feet and reduce fall damage by five times your level. #### Evasion - When you are subjected to an effect that tests your Reflex and the effect succeeds, you may make a free Dodge roll to attempt to evade the attack. #### Reposition - When you successfully Dodge you can Disengage and move up to 15 ft as part of your Reaction. #### Fleet of Foot - You have an additional 10ft of Movement. #### Fancy Footwork - You can slip away without reprisal. - If you land a successful melee hit in combat against a creature, that creature can’t take Opportunity Attacks against you for the rest of your turn. #### Wall Running - You can run on walls, and have Advantage on your attack and Upgrade your damage die if you leap off a wall to make it. If you do not end your turn on solid ground, you fall. #### Stillness of Mind - You can use your Quick Action to end one psychological effect on yourself that is causing you to be Charmed, Frightened, Terrified, etc. #### Mind of Steel - You have gained greater mental strength. You gain +5 to Willpower. #### Sixth Sense - You have learned to see without sight and extend your senses beyond yourself. You gain Blindsight within 30 feet of you and do not have Disadvantage against creatures you can’t see. #### Fearless - You are immune to being Frightened or Terrified. #### Slippery - You cannot be Grabbed or Grappled. #### Light Armor Proficiency - You are proficient with Light Armor. #### Medium Armor Proficiency - You are proficient with Medium Armor. \columnbreak #### Battle of the Wills - You may use your Willpower Modifier to attack against the enemy’s Willpower. If you succeed, you deal your damage and they are Staggered; if you fail, they do their damage and you are Staggered. This may only be used on each enemy once per encounter. #### Trip - As a Quick Action or Reaction you may make a Dexterity test against the enemy’s Fortitude or a Dexterity test against the enemy’s Reflex. If you succeed, the enemy is knocked Prone. Chained Reaction. Range Close. #### Intercept - When a Near ally is attacked, you may use a Reaction to preemptively strike the enemy. If your attack is successful, deal your damage and impose Disadvantage on the enemy. (This may be done after the enemy’s initial roll). If your Attack roll beats their Attack roll, they deal no damage. Chained Reaction (likely with Scramble). #### Tactical Assault - When you Scramble you may make an Opportunity Attack. Chained Reaction. #### Outsmart - Make an Attack roll with your Intelligence modifier and choose whether to target the enemy’s Fortitude, Reflex, or Willpower. If you choose their lowest score, attack with Advantage and Upgrade all damage dice. This may only be used on each enemy once per encounter. #### Feign and Punish - On your turn you allow your opponent to make an Opportunity Attack with Disadvantage against your Reflex. If they fail, you Attack with Advantage and Upgrade all damage. If they succeed, you Attack with Disadvantage. This may only be used on each enemy once per encounter. You may use this as a Reaction when an enemy makes an Opportunity Attack against you in the normal course of combat, but you also make an Opportunity Attack in kind (no Gain an Edge, etc.) #### Bait and Switch - Declare this ability before you make an Attack roll. If you Fail, the enemy does not deal their damage and you have an Incredible Success. If you Utterly Fail, you also Critically Hit. You may subtract your Intelligence or Wisdom modifier from the roll. Once per enemy per encounter. #### Battle Coordination - As a Quick Action or Reaction choose an ally to grant a Reprisal (Move, Deal your Damage or Staggered). Once per ally per encounter from anyone.
Contents
\pagebreakNum ### Speechcraft
#### Jack of All Trades - You gain the skill Jack of All Trades - This Skill allows you to ‘fake it ‘til you make it’ and attempt to do something you normally wouldn’t do. You must give a brief justification of why your vast experiences might allow you to apply the skill in this circumstance. - The justification is encouraged to be outlandish bravado and fictional at best where appropriate. #### Vicious Mockery - 1h, Near, Action. You unleash a string of insults, dealing 1d6+CHA emotional damage and causing Disadvantage on the creature’s next attack. - When you do this, as a player you must verbally say the insult your character says. - Roll Charisma against Willpower. The creature must be able to understand what you’re saying. #### Jabs and Jibes - Make an Attack roll with your Charisma modifier and make a cutting remark against the enemy you’re striking. If your Attack beats their Willpower, Upgrade all damage dice and they experience a Complication. #### Battle Cry - At the beginning of an encounter, make a Charisma test. Other players may substitute this roll for one of their character’s rolls or an enemy’s roll. Cannot be used on enemies with Willpower of 15 or higher. ### Woodcraft
#### Friend of the Forest - You have Advantage on any skill tests that involve plants or animals. #### Natural Explorer - You have Advantage on the Forage and Hunt move as well as Navigation tests in wilderness environments. \columnbreak #### Beast Master *Requires 3rd level* * You choose an animal that you develop a unique bond with. It follows one of the archetypes below; the list of creatures is meant to be inspirational and by no means exhaustive. * The creature is a Companion and follows the rules outlined in that section and starts with a Loyalty Level of 1. * When your animal companion's HP drops to 0, it begins to make **Death tests** using your Wisdom modifier as a bonus to the roll. After three failed rolls, the creature dies. * The animal has one Reaction. ##### Hulk * Bears, owlbears, and drakes are Hulks, creatures that are brutally strong and difficult to take down. * It has a walking speed of **40ft** and climbing speed of **30ft** * Its HP is equal to 2x its Loyalty Level. * **Loyal Sacrifice:** It may use its **Reaction** to move up to 15ft and interpose itself in front of an ally within 5 feet that has been hit by a melee attack, taking the damage instead.
##### Flyer * Hawks, faerie dragons, bats, and owls are Flyers, creatures that soar quick and nimbly through the air. * AC is 20 * It has a flying speed of 40ft * It can take the Dodge Reaction * When you Gain an Edge and the Flyer is Attacking, the creature they are Attacking is Blinded.
##### Predator * Panthers, wolves, and displacer beasts are Predators, creatures that eviscerate foes. * It has a walking speed of 50ft and climbing speed of 30ft * It deals damage equal to 2x its Loyalty Level * When you Gain an Edge and the Predator is Attacking, the creature they are Attacking starts Bleeding. * If you and your Predator both meet conditions to **Hide** (neither of you have line of sight to enemies) then you may **Command** your Predator and **Hide** with the same **Quick Action**. * Predator can **Hide** without using a **Quick Action** * It has **Advantage** on **Stealth** tests
Contents
\pagebreakNum ### Shadowcraft
#### Stealthy - You are adept at staying silent and hidden. When attempting to Stealth, roll with Advantage. You can Hide as long as you break line of sight and do not need to use a Quick Action. #### Ambush - You can Hide in the same place twice and still gain the Hidden condition. You also Dash whenever you are coming out of the Hidden condition. #### Assassin - Any hit you score against a creature that is Surprised is a Critical Hit. - You have Advantage on creatures that have not yet acted in combat #### Toxicologist - You always deal max damage with Venoms. #### Mithradatism - You have consumed small bits of poison over time to build immunity. You are Immune to Poison damage. ### Gadgetcraft
#### Quick-reel Grappling Hook - Shot from a device at the wrist to pierce and lock into a surface. Magically reels the bearer to the location. Dexterity test to aim. May also be used to reel in creatures with Fortitude less than 15. Range is Near. #### Zipline - You can slide down or across rope, or make a line with a Quick Action, traveling to its end. If you drop down on top of any enemies along the way, you have Advantage on the Attack roll. If you succeed on the Attack, they are knocked Prone and Staggered. #### Fast Hands - Once per turn, you may use an item with no action cost. ### Skill Talents
You may take these talents multiple times. #### Athletic - You gain a skill from the Athletics skill category #### Agile - You gain a skill from the Agility skill category #### Beastkin - You gain a skill from the Animal Kinship skill category #### Arcanist - You gain a skill from the Arcanum skill category #### Deceptive - You gain a skill from the Deception skill category \columnbreak #### Intuitive - You gain a skill from the Intuition skill category #### Intimidating - You gain a skill from the Intimidation skill category #### Investigator - You gain a skill from the Investigation skill category #### Physician - You gain a skill from the Healing Arts skill category #### Wild at Heart - You gain a skill from the Wilderlore skill category #### Perceptive - You gain a skill from the Perception skill category #### Thespian - You gain a skill from the Theatrics skill category #### Orator - You gain a skill from the Oration skill category #### Acolyte - You gain a skill from the Devotion skill category #### Scholar - You gain a skill from the Scholarship skill category #### Charlatan - You gain a skill from the Legerdemain skill category #### Sneaky - You gain a skill from the Stealth skill category #### Trailblazer - You gain a skill from the Trailblazing skill category #### Craftsman - You gain a skill from the Tools skill category ## Free Talent
#### Loose Grip - You gain +1 to all Attack damage, but when you Critically Fail you Fumble
Contents
\pagebreakNum ## Rhapsodist Class Talents
#### Maestro - You gain an additional Reaction that may only be used for Harmonizing. #### Warsong - You may play one of the following songs during battle. Requires a Quick Action to begin and Concentration, lasts for two rounds. You are Staggered while you are playing. Costs 1 Inspiration. ##### Song of Defiance - All allies who can hear you gain Resistance to all damage equal to your Charisma modifier ##### Song of Hope - All allies who are or become Fatigued heal 5 EP ##### Song of Victory - All allies deal additional damage equal to your Charisma modifier. #### Forte - You channel your Muse to vigorously encourage an ally to the heights of their strength. You or an ally near you may upgrade all damage die for their turn. Costs 1 Inspiration, may spend up to two additional Inspiration for up to two additional upgrades. Quick Action. #### Pianissimo - You channel your Muse to inspire despondency in an enemy. You downgrade all their damage die for their turn. Costs 1 Inspiration, may spend up to two additional Inspiration for up to two additional downgrades. Quick Action. #### Incisive Insults *If you take this Talent, you also gain the Vicious Mockery Talent.* - When you use Vicious Mockery, use a d12 instead of a d6. On a success, the target not only has Disadvantage but is Staggered. #### Disparaging Taunt - As a Reaction, you attempt to distract a creature to be aggressive toward you with vicious insults and indignities. Make a Charisma test (if they are attacking an ally the Resistance is the attack roll) and the GM may grant Advantage if you come up with a particularly clever wordplay. If you succeed, the creature stops what it is doing and directs its attention toward you. It has Disadvantage on all attacks against you and is Slowed and Staggered. It does not need to understand what you’re saying. Costs 1 Inspiration. \columnbreak #### This Rhymes of the Tale - You recall a Tale that reminds you of your current predicament, and give a short recounting of that tale including its Ending (make it up, it doesn’t have to be amazing). Make a Charisma test against a Resistance set by the GM based on how outlandish the Ending is and how much rhyming was used in your story. You may spend a point of Inspiration for Advantage. If you succeed, the Ending occurs in a somewhat similar fashion. Takes an Action and costs 3 Inspiration. - Example: Orcs surround you and your party at the base of a cliff. You say, “This Rhymes of the Tale of Pliny the Older, an old lucky knight with a chip on his shoulder, they say that one time when he fought a beholder, the monster was struck by a runaway boulder.” The Ending here is ‘the monster was struck by a runaway boulder. If the test is successful, the GM may have boulders roll down from above, crushing the orcs or blocking their way. #### Bladedancer - Bladedancers entertain through daring feats of weapon prowess. They perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right. ##### Double or Nothing - When you Harmonize with a Fighter’s Maneuver, Barbarian’s Power Move, Paladin’s Smite, Ranger’s Insightful Fighter, or Shifter’s Wild Move, you can gamble additional Inspiration. For each Inspiration gambled over 1, if the attack hits, you roll that many additional damage die. If the attack misses, you lose all the Inspiration. - Example: You Harmonize with the Fighter’s Maneuver and wager 3 Inspiration. On your turn, you roll the Fighter’s Combat Superiority die and add it to your attack. If the attack hits, you roll three weapon die (3d8 for a Rapier) and add your damage bonus once, spending no Inspiration. If the attack misses, you lose all the wagered Inspiration.
Contents
\pagebreakNum ## Pugilist Class Talents
#### Intuitive Learner - You have honed your mind for constant intuitive learning. - From this level onward, use WIS instead of INT to determine your Skill Points. #### Intuitive Fighter *Prerequisite: Level 5* - You add your WIS modifier to damage dealt in addition to STR or DEX. #### Know Thine Enemy - You have honed your martial discipline to observe and exploit your enemy's patterns. For any enemy you attacked during a previous round you may use the next highest Focused Fighting die (d4->d6->d8 etc) #### Manipulate Momentum - When an enemy fails their attack roll, you have Advantage on your next attack against that enemy #### Close Quarters Specialist - You have Advantage on Unarmed Attacks while Grappled and deal maximum damage. #### Brutal Blows - When you use Flurry of Blows, Upgrade the damage die (d6->d8 etc.) #### Parting Gift - After you use Leaf in the Wind to redirect an Attack, you may make an Opportunity Attack against that enemy. If it succeeds, they are Staggered. #### Punching Bag - You have Dampen(5) to all damage when you are adjacent to more enemies than allies.
Contents
\pagebreakNum ## Wayfinder Class Talents
#### Elemental Arrowheads - You no longer simply attach the elemental stones to the arrow, but fashion the stones themselves into arrowheads. You deal an additional 1d10 damage with Elemental Arrows. #### Venomous Hornthistle - You find a unique species of Hornthistle with venom encrusted thorns. Foes hit by your Hornthistle arrows take an additional 1d10 damage and are Poisoned. #### Armor Piercing Arrows - You reinforce your bowstring, giving your arrows the Bludgeoning property #### Bloodstone Arrows - You fashion arrowheads from the vampiric bloodstone. These Trick Arrows deal 1d10 additional damage and heal you for the amount of additional damage done. #### Bow Mastery - Your damage die with a Longbow is a d10 - The Shortbow gains the Light property, allowing you to attack with your Quick Action but not add your modifier. #### Insightful Defense - Your Insightful Fighter bonus applies to your Dodge as well, and successful Dodges increase your bonus. #### Exploit Weakness - Add your Insightful Fighter bonus to your damage roll. #### Fey Step - You can pass through the Feywild on your way to foes. When you Gain an Edge, you can teleport up to 10 feet before or after you attack and make one additional attack. #### Tricky Multishot - You can Multishot and Trick Shot at the same time. You spend one Trick Shot arrow for each arrow that is being Multishot. If the attack misses, all the arrows are spent.
Contents
\pagebreakNum ## Rogue Class Talents
#### Rakish Audacity - You gain an additional way to use your Sneak Attack; you don’t need Advantage on the Attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have Disadvantage on the Attack roll. - All the other rules for Sneak Attack still apply to you. #### Fight Dirty - You never fight fair. You have Advantage against a Staggered opponent. #### Throw Sand - You may use your Quick Action to throw sand in the eyes of an enemy. They are Blinded and Staggered until your next turn. Enemies with Fortitude 15 and above are immune. Costs 1 point of Cunning #### Below the Belt - You may use your Quick Action to strike an enemy below the belt. They are Dazed and Staggered until your next turn. Enemies with Fortitude 15 and above are immune. Costs 1 point of Cunning. #### Sucker Punch - You deal maximum damage when attacking after being Hidden. Costs 5 points of Cunning. #### Wardrobe Malfunction - You may use your Quick Action to mess with an enemy’s garments, such as tying their shoelaces together or undoing their belt. They are Staggered and Slowed until your next turn and have Disadvantage on their next Attack. Enemy must be wearing clothing. #### What are Friends For - You can make an Opportunity Attack when an ally makes an Attack against an enemy you are both adjacent to or an enemy makes an Attack against an ally you are both adjacent to. #### Distracting Flourish - You move with a dance and strike with words. - You may use your Quick Action to distract an opponent, making a Charisma test against their Willpower. - If you succeed, the target is Dazed and has Disadvantage on their next attack. - If you use Cunning to make the test successful, they are also Staggered and take additional damage equal to the Cunning spent toward the success.
Contents
\pagebreakNum ## Fowler Class Talents
#### Enhanced Weapon Charging - Upgrade the damage die used for Your Charge Weapon ability. You may take this talent multiple times. #### Extend Shield - You may use your Spell Shield ability on allies #### Augmented Reflections - You deal an additional 1d10 damage when using the Spell Reflection ability #### Hexfinder - You have a knack for finding magical people and energy sources. You have Advantage on any tests related to doing so and may ask the GM if you have a Hunch when you are trying to find one. A Hunch is information related to the tracking of these people or energy sources and helps you gain an advantage when trying to move against them. #### Witch Hunter - You deal maximum damage against creatures who used magic since your last turn. #### Curse Breaker - You can use Suppress Magic on an ally affected by ongoing magical effects to stop those effects. Requires 1 Charge per Effect. #### Boot Boosters - When you use Charge Boots you may also jump 20ft vertically. If you Attack an enemy mid air you have Advantage on the roll and knock them Prone if you succeed. #### Take Cover - As a Reaction, you may move half your Movement to an ally and take the damage and magical effects for both you and the ally upon yourself. Each instance is considered separate when factoring in Dampen.
Contents
\pagebreakNum # Magic ## Magical Ability
* Not all creatures can draw upon the forces of magic in the world. Some excel at this talent, while others develop the ability later on. * **Magisters**, **Spellblades**, and **Clerics** have **Innate Magical Talent**, while others develop **Latent Magical Talents** #### Innate Magical Talent You have always had an affinity for magic. Choose a **Source** for your magic. You have **3x** your level in **Will** and can cast at the **First Height.** #### Latent Magical Talents You have developed magical abilities later in life. Choose a **Source** for your magic. You gain **1 Will** point **per level** and can cast at the **First Height**. ## Source
The origin of your magical abilities. A magical **Source** allows you to cast the **Basics**. #### Intrinsic Ability Your magic comes from the spirit of your very being. You use Charisma for spellcasting, reflecting that your magic is part of the full force of your personality. #### Study and Discipline Your magic comes from the honing of your mind, often through study and meditation. You use Intelligence for spellcasting, reflecting that your magic is strengthened by the strength of your mind. #### Fervor and Conviction Your magic comes from your dedication and devotion to your cause. You use Wisdom for spellcasting, reflecting that your magic flows from the depths of your soul. ## Will * **Will** represents your ability to focus and command magic. * One point of Will is used for each elevation of Height used for the magic working. \columnbreak ## Casting Rolls
* When you use magic, roll a **d20** and add your ability modifier (determined by Source) to the result. This may be called a spell test, casting test, or spellcasting test. * You must be able to speak and move your hands in order to wield magic. * See below on how the outcome is resolved (Same as the **Use Magic** Combat move) ### Use Magic When you unleash a spell, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * The spell is especially powerful and well controlled, causing an effect beyond what it typically does; **Gain an Edge** * **Great Success (17-19)** * **Gain an Edge**; The spell takes effect as intended * **Success (14-16)** * The spell takes effect as intended * **Partial Success (10-13)** * The spell takes effect as intended but you lose control a bit and a **Complication** arises * **Failure (6-9)** * The spell falters, backfires, or has unforeseen consequences and a **Complication** arises * **Utter Failure (1-5)** * The spell backfires and creates an opening for the enemy; a **Complication** arises; Enemy **Reprisal** - **Use the spell to Gain an Edge** - You describe how your spell gives you an edge and have Advantage when you or allies incorporate that edge into your next move - The spell affects a greater area than it usually does - Your spell affects the environment in a way that benefits allies or hinders enemies - The spell is more potent, Upgrade the damage dice a number of times equal to the spell height - Collaborate with the GM - **Spell Complications** - The spell has an unpredictable side effect chosen by you or the GM. The GM may force this choice especially if they have a good idea. - The spell is more powerful than intended, dealing 1d10 damage per spell height to nearby allies or bystanders - The spell is less powerful than intended, use a d6 for the damage dice or reduce the overall effect - The spell backfires, dealing 1d10 damage to you and knocking you back 5ft and Prone
Contents
\pagebreakNum ## Spells
* While aptitude in various disciplines of magic allow for general manipulation, **Spells** are certain workings of magic designed for repetition and consistency. * Spells are described in an open way to encourage creative use and play. Work with your GM to interpret your spell and its effects based on your roll. #### Range * The Range of a spell is listed in its description. You cannot cast Spells on creatures you cannot see. #### Higher Spell Height Damage and Healing * Spell Heights are a standardized way to measure the magical energy of different spells. When casting a spell at higher Heights, increase the damage die by 1 for each additional spell level, and the fixed amount of healing is multiplied by the spell level. (5 at 1 is 10 at 2 and 15 at 3). #### Rituals * Spells do not require a casting test or cost Will if the caster takes 10 minutes to cast the spell #### Resistance * If a spell lists a target defense, the casting roll must also beat that defense to be fully effective. #### Concentration
* You can only have one **Concentration** spell in effect at a time. * If the attack damage you receive is higher than your **Fortitude**, **Concentration** is broken and the spell ends. #### Situational * This spell is very likely to be modified by Resistance #### MOD * Spellcasting modifier determined by class (**Intelligence**, **Charisma**, **Wisdom**) #### Spell Tapping * If you are out of your class resource to cast spells, you may draw upon your own strength. It costs **5 EP** per **spell Height** and and **1 level** of **Exhaustion** per instance. * You may also use this ability to change a Failure or Partial Success into a Success. #### Arcane Cascade * When you fail a spellcasting roll your next casting test has Advantage. This effect stacks. #### Altering or Improvising Spells * If you’d like to do something with a spell that you feel is outside it’s description, describe to the GM your intended spell effect. The GM will set an appropriate Resistance for the spell with the described effects. From there, proceed with spellcasting as normal. \columnbreak #### Freely * Does not require an elevated Height to include this effect. This does mean that the Effect itself can be achieved without the First Height. #### Creating a new Spell * You can create your own Spells * First, describe what your spell will do with one sentence * Next, describe what it does at the **First Height** following the guide on the next page, and note anything unique about casting it at Higher Heights. * Spells must be practiced to become effective, and there is no experience like the field. * You must cast the spell at **Disadvantage**, with any failure considered a **Critical Failure**. * Once you have cast the spell with **Incredible Success**, you no longer have to cast at **Disadvantage**. ## The Basics
#### Sense Magic You can sense the presence of magic and enchantments and gain an understanding of their purpose. Takes a moment of pause and quiet meditation. #### Blast - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant A simple blast of magical energy. You may choose the damage type, but it must correspond with a Basic magic school talent you possess (Such as Basic Pyromancy and fire damage). * Damage starts at 1d10 and increases to 2d10 at 5th level, 3d10 at 10th level, and 4d10 at 17th level. #### Magelight - **Time to Cast:** Action - **Range:** Self - **Hands Required:** 1h - **Duration:** Infinite - **Concentration:** Yes Create light of the color of your choice from your hand that illuminates everything Near you. #### Counterspell - You can counteract magical effects by using your own magic in a way that is antithetical using your Reaction and spending Will. - For example, using water to quench fire, metal to ground a lightning attack, light to counter darkness, etc. The GM will tell you the height required.
Contents
\pagebreakNum ## The Heights of Power The Heights are a way to measure the level of attention, focus, and mental energy required to achieve a magical effect that borders the extraordinary. The more the effects of a dispel diverge from what is realistically possible, the greater the effort required.
#### What is the First Height? For example, if I want to use telekinesis to pull a goblet of water across the room toward me it would not even require the First Height, because I could just as easily walk across the room, pick up the goblet and set it where I’d like it to be. However, if I would like to transmute the goblet into a hare, it would likely take the Third Height, as the difference between the objects is substantial and there is not a physical way to transform the goblet. ## The Heights in Practice
* When it comes to game mechanics, each **Height** is an upgrade of the **Basic Attack** (**Blast**). **Spells** described in the disciplines will be listed at the **First Height**. It's **Spell Factors** here are included for future spellcrafting, and represent the maximum increase for each **Factor** per **Height**. * Using magic in combat beyond the **Basics** requires the **First Height** to get the speed and timing required to be effective. ### Spell Factors #### Damage * Generally an elevated Height will multiply the damage of the Basic Attack. For example, the First Height doubles the damage, and 1d10 generally becomes 2d10. The Second Height would move that to 3d10. #### Effect * The **First Height** may add an **Effect** (listed below) to the **Basic Attack**. It can also trade up the basic damage (1d10) to have two Effects. Elevated Heights can add one additional **Effect** per **Height**. **Effects** can be **Minor** or **Major** - **Major Effects** require the **Third Height**. #### Area * While the **Basic Attack** has a single target, each **Height** generally increases the affected area by **15ft.** #### Combinations **Spell Factors** can be combined in the following ways: * **Double Damage** * **Damage/Effect** * **Damage/Area** * **Effect/Area** * **Double Effect** \columnbreak ### Basic Attack * 1d10 damage * Single target ### First Height * Damage x2 * Area - 15ft * Minor Effect ### Second Height * Damage x3 * Area 30ft * Minor Effect x2 ### Third Height * Damage x4 * Area 45 ft * Major Effect ### Fourth Height * Damage x5 * Area 60ft * Major Effect x2 ### Fifth Height * The Fifth Height is the greatest Height measured or achieved. Results of these spells border the miraculous. #### Minor Effects (Require the First Height) * Dampen (5) * Push 15ft * Pull 15ft * Target a specific Defense * Heal (5) * Shield (5) * Bleeding * Blinded * Dazed * Deafened * Ensnared * Frightened * Slowed * On Fire * Poisoned * Prone * Staggered * Sundered #### Major Effects (Require the Third Height) * Invisible * Charmed * Paralyzed * Restrained * Terrified * 30ft Vertical Flight
Contents
\pagebreakNum # Magic Talents
## General Talents #### Innate Magical Talent *Only available through Class Starting Talents*
You have always had an affinity for magic. Choose a **Source** for your magic. You have **3x** your level in **Will** and can cast at the **First Height.** #### Latent Magical Talents You have developed magical abilities later in life - if not part of Class Starting Talents, this Talent may be taken to allow any Class to use magic. Choose a **Source** for your magic. You gain **1 Will** point **per level** and can cast at the **First Height**. Casting at higher heights requries the following Talent: #### Higher Heights * You increase your max casting Height by one for each point put into this talent. Innate Magical Talents progress at the required levels without spending a talent point. * **The Second Height** - Requires 3rd Level * **The Third Height** - Requires 5th Level * **The Fourth Height** - Requires 7th Level * **The Fifth Height** - Requires 10th Level #### Spellbook You have a spellbook which you use for reference and for capturing spell signatures. Once per encounter, when you observe an enemy casting a spell, you may use your Reaction to capture the spell signature and write that spell into your spellbook. You may keep a number of spells learned this way equal to your Intelligence score in the book, and can erase spells to make room as you wish. #### Ancestral Magic Magic runs deep in your family line. When you use Spell Tapping during an encounter you do not gain levels of Exhaustion, but you cannot be healed until the encounter ends. #### Wild Magic Your magic is untamed and erratic. When you use your Luck points on a Failed Use Magic roll, you get an automatic Incredible Success, but you must roll on a wild magic table and suffer its effects. #### Essence Extractor (Witch) You know how to take the remains of a creature such as the fang of a basilisk, eye of a salamander, or heart of a dragon, and utilize its magical essence in crucial moments. You can harvest an Essence from a slain creature. This Essence allows you to convey one of its Gain an Edge abilities to yourself or an ally when you use a Reaction (your GM will share with you the options). \columnbreak #### Artificer You know how to harness magical energy to power arcane engineering. You have a number of charges equal to your Spellcasting Modifier + your Level. These charges can be used to power Arcane Devices that you create (with the GM’s guidance) and can be used by your or allies, and you can have a number of Arcane Devices equal to your Spellcasting Modifier. You may create one device per day during a long rest. These devices can recreate the effects of any traditional spells or spells that you create. These devices are used with a Challenge Table roll using the wielder’s Intelligence modifier. However, on a Failure, the device melts down and is no longer usable, and on an Utter Failure, it explodes, dealing Spectacular Damage to the wielder. #### Alchemist You know how to combine magic with reagents to create powerful effects. You can spend 300g per height to create a Potion that recreates a spell effect or spend 1 Will per 200g to recreate the effects of any objects in the Alchemy section of Goods for Purchase in the moment. #### Balefire Blast *Level 5 required*
Each d10 of your Blast represents a separate attack (still only make one roll) that may be split across multiple targets and you can add your Spellcasting Modifier to each instance. One target for each d10 able to be rolled (targets increase at level 10 and 17).
Contents
\pagebreakNum
# Arcane Dungeoneering In the **Tales of the Fableheart**, magic breaks the rules of the physical, material world; but it breaks those rules in a logical way. Thus many Magisters exploring the ruins and dungeons of the Deep have taken time to catalogue the various behaviors of Arcane Engineering present therein.
Because of this, there are more solutions to magical problems than magic alone - enchanted Living Locks with tumblers animated to motion can be dealt with by a Rogue with enough Cunning; a door that has been Sealed can still be broken through at the center with enough force.
Sometimes, though, magic is the best choice. But just as there are intricacies and variables with each magical spell, there are myriad methods of counterspelling these as well. Sure, an adept wizard can melt a lock with Pyromancy, but they can just as easily pick it themselves with Telekinesis or Transmute the lock into sand.
Hereafter are described the various means and methods recorded by various Dungoneers througout the ages compiled for your convenience. ## Helpful Hints #### Traps that cast Spells Spells must be cast by living entities. If a trap shoots a fireball spell that isn’t made from oil and a launch mechanism but is genuinely just magic, it needs to have a fire elemental bound to it that is doing the casting. #### Aetherstone A magical stone used to empower enchantments so they last longer. Cannot be moved or the enchantment breaks. A perfect Aetherstone could tether an enchantment for millenia. The table below describes the different qualities of Aetherstone, the proximity within which they can power a device, and the duration for which they can power that device for. This information can be helpful as lower quality stones must be regularly maintained and replaced and therefore are likely more easily accessed and near the device that's being powered, while higher quality stones can be farther away, and one stone may power an entire area. Unlike other stones, they can be recharged with a spell of the appropriate height (which also reveals the relative strength of the Magister keeping them going). | Quality | Proximity | Duration | Cost | |:---:|:------:|:----:|:----:| | Chipped | 10ft | One year per Height | 100g | | Flawed | 30ft | 10 years per Height | 300g | | Normal | 500ft | 50 years per Height | 700g | | Flawless | 1 mile | 500 years per Height | 1000g | | Perfect | 100 miles | 1,000 years per Height | 10,000g | #### Scrying Stone An Aetherstone shaped like a marble-sized sphere like a blinking eye which can be rolled or placed discreetly. \columnbreak #### Spell Signature A unique code that is given to parts of a spell which can function as a lock and key, but could be used to create something like an amulet which would allow one to pass through a doorway without triggering a trap. Certain spells coming up may reference **Spell Signatures** as part of their inner workings. #### Spellweaving Enchantments may be woven with other spells of the same **Spell Signature**. This includes Glamours, which can be applied to certain aspects of a device to hide visible components. ## Dungeoneering Talent Dungeoneering is unique in that there is only one Talent available which unlocks more than the typical 3 spells. If this is your first time looking at magical Talents, I'd suggest you skip ahead to get a better feel for what they usually look like. This Talent exists so that if someone really wanted to they could take it, but also represents the ability of magisters in the world of the game to create these devices and for you as a player to be able to study to better understand how these things work.
Note that some spells outlined may reference another school of magic - if you have the Basics of that school, the bonus for both Basic Dungeoneering and the Basics of that school would apply. #### Basic Dungeoneering * You add +1 when using magic that involves creating or disabling locks, traps, and triggers and may cast Dungeoneering spells. ## Arcane Dungeoneering Spells #### Living Lock - First Height (Summoning) ___ - **Time to Cast:** 10 minutes - **Range:** Near - **Hands Required:** 2h - **Duration:** Until next dawn (may be extended with Aetherstone in proximity) The tumblers of the lock actively fight against any object that does not bear the same **Spell Signature**. Imposes **Double Disadvantage** on attempts to lockpick. #### Seal Shut - Second Height (Transmutation) ___ - **Time to Cast:** 10 minutes - **Range:** Near - **Hands Required:** 2h - **Duration:** Until next dawn (may be extended with Aetherstone in proximity) Magically fuses an object closed as if magnetically Sealed. **Resistance 22** against attempts to open or move the object, but only the seam of the object is sealed (other aspects of the object are NOT reinforced and do not have Resistance applied).
Contents
\pagebreakNum #### Passkey - First Height ___ - **Time to Cast:** 1 minute - **Range:** Near - **Hands Required:** 2h - **Duration:** Until next dawn (may be extended with Aetherstone in proximity) This spell creates a **Spell Signature** which can be assigned to any enchantments the caster has made as well as physical objects with at least minor magical properties. The object imbued with the signature is called the **Passkey**. When the **Passkey** comes in **Close** proximity with spells with the same **Signature**, the **Passkey** may **Activate** or **Deactivate** the underlying enchantment. #### Shattermark - First Height ___ - **Time to Cast:** 1 minute - **Range:** Near - **Hands Required:** 2h - **Duration:** Until next dawn (may be extended with Aetherstone in proximity) This spell creates a visible rune with the physical characteristics of *wet ink*. If the rune is broken or shattered, the spell triggers an underlying enchantment. It can extend across surfaces such as the seam of a door or chest and not be considered broken. #### Boundary - First Height ___ - **Time to Cast:** 1 minute - **Range:** Near - **Hands Required:** 2h - **Duration:** Until next dawn (may be extended with Aetherstone in proximity) This spell creates a glowing line on the ground that emits a **15ft tal**l magical field around a defined area with up to a **30ft radius**. The field is disrupted by conductive materials such as living bodies and metals at least as large as a rabbit. When the field is disrupted, it triggers an effect. #### Alarm - First Height ___ - **Time to Cast:** 1 minute - **Range:** Near - **Hands Required:** 2h - **Duration:** Until next dawn (may be extended with Aetherstone in proximity) This spell requires a **Trigger** to be specified, which can be another spell (such as **Boundary**) or a physical effect such as a lock being turned. Once triggered, it emits the sound of clanging bells very loudly. #### Trigger Trap - First Height ___ - **Time to Cast:** 1 minute - **Range:** Near - **Hands Required:** 2h - **Duration:** Until next dawn (may be extended with Aetherstone in proximity) This spell links **Triggers** to **Traps** by specifying a **Trigger** and a **Trap**. For example, the **Trigger** might be stepping on a pressure plate, and the **Trap** might be causing darts to shoot out from a wall. Spells which trigger an effect may be chosen as the **Trigger**. This spell cannot be the cause of the **Trap** (in the example, the darts would need a firing mechanism and this spell is just pulling the trigger but not causing the darts to fly out). \columnbreak #### Backfire - Third Height ___ - **Time to Cast:** 1 minute - **Range:** Near - **Hands Required:** 2h - **Duration:** Until next dawn (may be extended with Aetherstone in proximity) This spell releases an explosive blast when a spell is used with a **Signature** that does not match this spell, including attempts to dispel or counterspell. This spell must be woven with other spells with the same signature. (Example: Fizzle Magic is used by a caster other than the one who cast Backfire; the explosion is triggered.) #### Extended Enchantment - First Height ___ - **Time to Cast:** 1 minute - **Range:** Near - **Hands Required:** 2h - **Duration:** Requires Aetherstone Allows a spell’s duration to be extended by tying its power to an Aetherstone. If the Aetherstone is removed from proximity or destroyed then the enchantment ends. An Aetherstone must share a **Signature** with all spells it is empowering. Only three spells within a 30ft area may be empowered by the same Aetherstone due to arcane interference, but there is no limit to the total number of spells as long as they are 30ft apart and within the Proximity. #### Scry - First Height ___ - **Time to Cast:** 1 minute - **Range:** Touch - **Hands Required:** 2h - **Duration:** 1 minute per height (may be extended with Aetherstone in proximity) * Choose a reflective surface - that surface becomes keyed to a **Signature** and can be used to see as if looking out from the **Signature** or looking down at the **Signature**. * Personal objects such as a lock of hair or blood have the same **Signature** as the person they came from and may be used to key into the host object. * Scrying outside of one day's travel requires the **Third Height**; a week's travel the **Fourth**; a month's the **Fifth** #### Reveal - First Height ___ - **Time to Cast:** 1 minute - **Range:** Close - **Hands Required:** 2h - **Duration:** 1 minute Reveals magically invisible object and disrupts Glamours in a 10ft area for one minute. Higher heights increase area affected by 10ft. #### Reset - First Height ___ - **Time to Cast:** 1 minute - **Range:** Close - **Hands Required:** 2h - **Duration:** 1 minute Resets another spell with the same Spell Signature and Spellweaving after a specified period of time up to 10 minutes. Higher heights increase the time able to be specified where Second Height is 1 hour, Third Height is 1 day, Fourth Height is 1 week, and Fifth Height is 1 year.
Contents
\pagebreakNum #### Animated Orator - First Height (Glamour) ___ - **Time to Cast:** 1 minute - **Range:** Close - **Hands Required:** 2h - **Duration:** 1 minute You animate a mouth to be able to speak upon a specific trigger. The mouth can be made of stone, such as with a statue, or drawn, sewn, etc. and may be that of a strange creature such as a dragon or unicorn but must clearly be a mouth. The trigger may be anything imaginable, such as when the mouth is approached by a sentient creature, or may be Spellwoven such as with the Boundary or Shattermark spells. At the First Height, the number of words of the message is limited to the result of the spellcasting roll.
Higher heights increase the sophistication of the message, where at the Second Height the Orator may be given three truths that it can answer yes or no questions to, at the Third Height it can handle basic conversations around a specific topic, at the Fourth Height it gains memory of its existence and history, and at the Fifth Height may embody the memories and personality of the caster at the time of the casting. #### Geas - First Height ___ - **Time to Cast:** 1 minute - **Range:** Near - **Hands Required:** 2h - **Duration:** Until broken - **Defense:** Willpower Binds an entity with a magical rule usually one sentence long. This rule is usually conditional; if unconditional, the entity must not fulfill the rule exclusively but must prioritize it. The affected creature may attempt to resist/disobey the geas with a Willpower test; on a Failure it takes levels of Exhaustion equal to the Height of the spell. The GM may require a Higher Height depending on the complexity of the rule. Sentient creatures must be able to hear and understand the geas. Elementals that are not already under any kind of command, bond or binding (especially to a specific locale) are especially susceptible to geas and will follow the rule without resistance.
Contents
\pagebreakNum # Elementalism
## Pyromancy
**The manipulation and control of fire and heat** ### Pyromancy Talents #### Basic Pyromancy (Required) * You add **+1** when using magic that involves fire and heat and may cast Pyromancy spells. #### Flame Strike (Comes with the Basics for Spellblade) * As a Quick Action you may empower your weapon with flame and deal an additional 1d12 fire damage if the attack is successful. Damage increases to 2d12 at level 5, 3d12 at level 10, and 4d12 and level 17. Stacks with Conflagration. #### Conflagration * Your Pyromancy magic applies the On Fire Effect freely #### Controlled Burn * Your Pyromancy spells do not affect allies in the affected area #### Resourceful * You have Advantage when using nearby fire with your Pyromancy rather than conjuring it #### Flame Resistant * You gain Dampen(5) fire damage per point #### Intense Flames *Requires 5th level* * Add an additional d10 when using Pyromancy magic. #### Focused Fire *Requires 5th level* * You add +2 when using Pyromancy magic instead of +1. #### Deadly Flames *Requires 7th level* * When you Gain an Edge using Pyromancy magic you deal maximum damage. #### Phoenix Rising *Requires three points in Pyromancy talents, 7th level* * Once per day, if you are reduced to 0 HP but not killed outright, you can choose to drop to 1 HP instead. * Additionally, each creature within 10 feet of you takes 2d10 fire damage, and you heal EP equal to the fire damage dealt. \columnbreak #### Avatar of Flame *Requires five points in Pyromancy talents, 10th level* * Once per day for one minute, you transform into a being of pure flame and inferno. During this time: * You move as a flame and can fly 30ft * You count as a fire source for Resourceful * If you have Flame Resistant then you heal for the damage resisted * If you have Deadly Flames then you deal maximum damage on all Pyromancy spells and when you Gain an Edge you crit. ### Pyromancy Spells #### Calefaction ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Concentration** - **Duration:** 1 minute You cause an object less than 5ft in size to glow red hot, dealing 1d10 fire damage to creatures in contact with the object. * The spellcasting roll has Advantage if the object is made of metal. * You can use your **Quick Action** to flare the heat and cause the damage again on later turns. * If the creature is touching the object and cannot drop or disengage from it, they have Disadvantage on attack rolls and ability tests. * Elevated Height increases size by 5ft. #### Fireball ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant You hurl a ball of fire which blossoms with a low roar into an explosion of flame the size of a 10ft radius sphere and dealing 2d10 fire damage and sets everything in the area On Fire. * The fireball will generally conform to the shape of the room it is cast in (watch out casting in tight spaces). * Elevated Height increases size by 5ft. #### Cinderblade ___ - **Time to Cast:** Quick - **Range:** Self - **Hands Required:** 1h - **Duration:** 10 minutes You evoke a fiery blade in your hand. You can use your Action to make a Melee Spell Attack (use spellcasting modifier) with the blade, dealing 1d10 fire damage.
Contents
\pagebreakNum ## Hydromancy and Cryomancy
**The manipulation and control of ice and water** ### Hydromancy and Cryomancy Talents #### Basic Hydromancy and Cyromancy (Required) * You add **+1** when using magic that involves water and ice and may cast Hydromancy and Cryomancy spells. #### Frost Strike (Comes with the Basics for Spellblade) * As a Quick Action you may empower your weapon with frost and deal an additional 1d12 frost damage if the attack is successful. Damage increases to 2d12 at level 5, 3d12 at level 10, and 4d12 and level 17. Stacks with Frostbite. #### Frostbite * Your Cryomancy magic applies the Slowed Effect freely #### Resourceful * You have Advantage when using nearby water with your Hydromancy and Cryomancy rather than conjuring it #### Cold Resistant * You gain Dampen(5) frost damage per point #### Blades of Ice * Both the initial and explosion damage scale with spell height for the Ice Spike spell. #### Deep Freeze *Requires 5th level* * Add an additional d10 when using Cryomancy and Hydromancy magic #### Focused Frost *Requires 5th level* * You add +2 when using Cryomancy and Hydromancy instead of +1 #### Hoarfrost *Requires 7th level* * When you Gain an Edge using Hydromancy or Cryomancy magic you deal maximum damage #### Ice Block *Requires three points in Hydromancy and Cryomancy talents, 7th level* * Once per day you can encase yourself in a protective block of ice which has AP of 20 per spell height until your next turn, at which point you shatter the ice block, dealing the remaining AP in damage to all Close enemies. \columnbreak #### Avatar of Water and Ice *Requires five points in Pyromancy talents, 10th level* * Once per day for one minute, you transform into a being of pure water and ice. During this time: * You can move fluidly as water or harden yourself into ice * You count as a water source for Resourceful * If you have Cold Resistant then you heal for the damage resisted * If you have Deep Freeze then you deal maximum damage on all Cryomancy spells and when you Gain an Edge you crit. ### Hydromancy and Cryomancy Spells #### Ice Slick ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant You freeze the ground in a 15ft square area, making it slick and slippery. * Creatures in the area must make a Fortitude/Strength test where the Resistance is the number of feet attempting to move or fall Prone and are Staggered while standing on the patch. * Elevated Height increases size by 15ft #### Glacial Shard ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant - **Defense:** Reflex You create a glacial shard of ice which impacts a target and then explodes, dealing 2d10 damage to the target from the impact and 1d10 again to the target and adjacent creatures for the explosion. * Only the explosion damage scales with Elevated Height. #### Shiver ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant - **Defense:** Fortitude - **Concentration** You cause a sharp decrease in temperature in a target. * If your spell roll beats their Fortitude, they have the Solidifying condition and the Staggered condition until they are completely solid. * If it does not, they have the Slowed and Staggered conditions. * If you lose Concentration, they thaw and their conditions end. * Elevated Height allows for an additional target.
Contents
\pagebreakNum ## Geomancy
**The manipulation and control of earth and stone** ### Geomancy Talents #### Basic Geomancy (Required) * You add **+1** when using magic that involves earth and stone and may cast Geomancy spells. #### Stone Strike (Comes with the Basics for Spellblade) * As a Quick Action you may empower your weapon with sharp stones and make it heavier to deal an additional 1d12 earth damage if the attack is successful. Damage increases to 2d12 at level 5, 3d12 at level 10, and 4d12 and level 17. Stacks with Rock Tumbler. #### Steady as Stone - You gain +5 to Fortitude and you cannot be knocked Prone. #### Rock Tumbler - Your Geomancy magic applies the Staggered and Prone Effect freely #### Out Stone Cold - If you Gain an Edge using a Geomancy spell against a single creature with Fortitude less than 15, they are knocked Unconscious. #### Quake - The Tremor spell lasts for a number of rounds equal to the spell height and causes enemies in the affected area to be Staggered and Dazed. #### Earthen Accuracy *Requires 5th level* - You add +2 when using Geomancy instead of +1 #### Bedrock *Requires 5th level* - Add additional d10 when using Geomancy magic #### Deadly Stone *Requires 7th level* - When you Gain an Edge using Geomancy magic you deal maximum damage #### Petrify *Requires three points in Geomancy talents, 7th level* * Once per day, a creature you touch or lock eyes with begins Solidifying. * Its Fortitude must be lower than 15. \columnbreak #### Avatar of Stone *Requires five points in Geomancy talents, 10th level* * Once per day for one minute, you transform into a being of pure rock and stone. During this time: * You can travel through stone, entering in one location and reconstructing yourself from another * You have Advantage on using Geomancy magic * You have Dampen(10) to all damage * If you have Bedrock then you deal maximum damage on all Geomancy spells and when you Gain an Edge you crit. ### Geomancy Spells #### Stonefist ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 1h - **Duration:** Instant - **Situational:** Bludgeoning (+10 damage against Heavy Armor) You form a fist from the earth that goes careening toward a target dealing 2d10 damage. * If the spellcasting roll beats their Fortitude, they are knocked Prone and Dazed. #### Stoneskin ___ - **Time to Cast:** Quick Action - **Range:** Self - **Hands Required:** 1h - **Duration:** 10 minutes - **Concentration** You turn your skin to stone. * You gain 15 AP and Dampen(5) to non-bludgeoning damage and you cannot fail Fortitude tests, but your Movement is halved and you automatically fail Reflex tests and cannot Dodge. * At the Second Height your Movement is no longer halved and now gain 20 AP * At the Third you can still Dodge and now gain 25 AP * At the Fourth you no longer auto fail Reflex and now gain 30 AP * At the Fifth you now gain 40 AP and have Dampen(15) to all damage #### Tremor ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 2h - **Duration:** Instant The earth around you shakes with tremors and fractures. * Creatures within 10 feet of the epicenter are knocked Prone and take 1d10 damage, and the area becomes Difficult Terrain. * Elevated height increases the affected area by 10ft as well as the damage.
Contents
\pagebreakNum ## Aeromancy
**The manipulation and control of air and lightning** ### Aeromancy Talents #### Basic Aeromancy (Required) * You add **+1** when using magic that involves air and lightning and may cast Aeromancy spells. #### Lightning Strike (Comes with the Basics for Spellblade) * As a Quick Action you may empower your weapon with lightning and deal an additional 1d12 lightning damage if the attack is successful. Damage increases to 2d12 at level 5, 3d12 at level 10, and 4d12 and level 17. Stacks with Nasty Shock. #### Fly to the Sky * You can use a **Quick Action** to cause whirling gusts of elemental air to briefly surround you. Doing so allows you to fly up to 15 feet without provoking opportunity attacks. #### Nasty Shock * If you Gain an Edge on a spell that deals Lightning damage, any affected target is Dazed and Staggered. #### Blast of Wind * Your Aeromancy magic applies the Push or Pull effect freely #### Shock Resistant * You gain Dampen(5) shock damage per point #### Supercharge *Requires 5th level* * Add additional d10 when using Aeromancy magic #### Focused Zephyr *Requires 5th level* * You add +2 when using Aeromancy instead of +1 #### Deadly Strike *Requires 7th level* * When you Gain an Edge using Aeromancy magic you deal maximum damage #### Windstream *Requires three points in Aeromancy talents, 7th level* * You can create a windstream under yourself to fly with 10ft of Movement per spell height for one minute. * Requires Concentration \columnbreak #### Avatar of Air *Requires five points in Aeromancy talents, 10th level* * Once per day for one minute, you transform into a being of pure air and electricity. During this time: * You can fly with 50ft of movement and move through anything air can with your gaseous form * You have Advantage on using Aeromancy magic * You are immune to normal damage * If you have Shock Resistant then you heal for the damage resisted * If you have Deadly Strike then you deal maximum damage on all Aeromancy spells and when you Gain an Edge you crit. ### Aeromancy Spells #### Lightning Bolt ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant A stroke of lightning 5ft wide and 100ft long blasts out from you, dealing 2d10 lightning damage to any creature in its path and rebounding off any solid surfaces it comes in contact with. #### Whirlwind ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 10 minutes **- Concentration** You create a gust of strong wind. * This may be used to blast creatures in a line 40 feet long and 5 feet wide, pushing them 15 feet away, and causing them to spend 2 feet of movement for every 1 foot it moves when moving closer to the point of origin. * You can change the direction with a Quick action. * Elevated Height increases length by 20ft and width by 5ft #### Chain Lightning ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant A web of lightning erupts from your fingertips toward a target dealing 1d10 lightning damage. * The lightning jumps to any creature or metallic object within 5ft and deals 1d10 lightning damage to them as well and continues on. * Elevated Height increases jump distance by 5ft as well as damage.
Contents
\pagebreakNum ## Chaos
**Unleashing the raw power of magic** ### Chaos Talents #### Basic Chaos Magic (Required) * You add **+1** when unleashing the raw power of Chaos and may cast Chaos spells. #### Elemental Malleability * You can change the element used in your magic and spells to a different one of your choice, such as changing Fireball to an endothermic ice explosion. You still apply any talent tree benefits you have acquired. #### Tides of Chaos * You give yourself Advantage on your next magic test, but roll on a random magical effects table chosen by your GM. #### Spell Trap * You can ward an area or object with an invisible glyph which releases a spell you have stored inside it upon a trigger you specify. #### Imbued Chaos * You tap into the raw chaos of the Memvrani for your spellcasting. All of your magic does an additional 1d10 damage, but the effects of Complications are doubled. #### Unrelenting Chaos * Both the initial and subsequent damage of Chaos Bolt scale with spell height. If any of the damage dice are even, the spell jumps to another Near target and continues. #### Chaos Control *Requires 5th level* * You add +2 when using Chaos magic instead of +1 #### Maximum Chaos *Requires 7th level* * When you Gain an Edge when using Chaos magic you deal maximum damage #### Rampant Chaos *Requires three points in Chaos talents, 7th level* * Once per day you may short circuit the Memvrani in the area around you for 1 hour. Every spellcaster (including you and allies) experiences a Complication when casting a spell, but you are able to choose which Complication it is. #### Avatar of Chaos *Requires five points in Chaos talents, 10th level* * Once per day for one minute, you transform into a being of pure undulating chaos. During this time: * You can can use magic from any school but must roll randomly for which school each turn. * Roll 1d6 where: 1 - Elementalism 2 - Kinemancy 3 - The Old Ways 4 - Thaumaturgy 5 - Hexcraft 6 - Everything \columnbreak ### Chaos Spells #### Chaos Bolt ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant You hurl an undulating, warbling mass of chaotic energy at a target, dealing 2d10 damage. * If either of the damage dice are even, the spell jumps to another Near target and deals 1d10 damage. * If the damage die roll is even, the spell jumps to another target and deals 1d10 damage. * This continues until an odd die is rolled and targets may not be repeated. * Higher levels target one additional initial creature per spell level. Only the initial damage scales with spell height. #### Elemental Orb ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant You hurl a sphere of your choice of elemental energy (fire, ice, acid, etc.), dealing 3d10 damage of that element. #### Unleash Chaos ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant You unleash raw magical chaos. * You may describe what outcome you would like, but your GM ultimately chooses the effect, most likely from a random effects table. * The effect does not necessarily benefit you.
Contents
\pagebreakNum ## Transmutation
**The ability to transform materials of one substance into another.** ### The Three Laws of Transmutation * Because these spells so thoroughly bend reality, they start at a Resistance of 15 and go up depending on the application. #### The Law of Balance Transmutation is simpler which preserves the laws of metaphysics (freeze water by transferring the heat to light a fire, shrink something by growing something else, speed something up by slowing something down) #### The Law of Rarity The rarer the reagent, the simpler the spell (air, water, and earth are very common, but gold is much less so) #### The Law of Reference Transmutation is simpler which draws upon reality (creating gills is easier when you can copy them from a fish) ### Transmutation Talents #### Basic Transmutation (Required) * You understand the Three Laws of Transmutation and add **+1 per Law applied** when using magic to transform materials and may cast Transmutation spells. #### Guinea Pig * You can use the Alter Self spell on allies, with elevated heights allowing it to affect an additional target. #### Rapid Reactions * You can use your Reaction to use Transmutation magic to accomplish feats such as turning an arrow into water or cooling off a fireball. #### Metallurgist * By using an ingot of metal as a focus, you can temporarily transform other metals into that type. For example, you might transform an allies’ steel into obsidian, or vice versa for an enemy. You are also able to sharpen weapons, adding +1 per spell height to weapons for one hour. #### Fortify Armor * You can manipulate the structural makeup of armor to make it harder and grant +10 AP per spell height for one day. #### Alter Enemies *Requires 5th level* * You can cast the Alter Self spell on enemies, physically altering their bodies to slow them down, turn their armor to dust, or transform them into a chicken. Be mindful of the Three Laws as the more intricate the transformation the higher the Resistance. \columnbreak #### Embiggen or Shrink *Requires 5th level* * You can change the size of a creature to be much bigger or much smaller. If you make a creature larger, they deal an additional 1d12 damage per spell height. Affected creatures take one level of Exhaustion for each 10 minutes spent this way. ### Transmutation Spells #### Metamorph ___ - **Time to Cast:** Action - **Range:** Self - **Hands Required:** 2h - **Duration:** 1 hour - **Concentration** You physically alter your body, such as sprouting gills, changing your appearance, or giving yourself spines or claws. * If you use the spell to create a natural weapon, you may use your magic modifier for the attack roll and damage bonus and use one Weapon Ability or Move from the list. * At the First Height natural weapon damage is a d8. * Elevated Heights increases damage die to d12, 2d8, 2d12, 3d12 #### Dragon's Breath ___ - **Time to Cast:** Quick - **Range:** Touch - **Hands Required:** 1h - **Duration:** 1 minute - **Concentration** You imbue a creature with the power to spew fire from its mouth in a 15-foot cone, dealing 2d10 fire damage. * This uses the creature’s action, and they use your spellcasting modifier on the roll. #### Grease ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant You create a pool of thick flammable grease which covers the ground in a 10ft square area (Difficult Terrain). * Upon entering the pool, creatures with a Reflex under your spell roll are knocked Prone. * Creatures in the area must make a Fortitude/Strength test where the Resistance is the number of feet attempting to move or fall Prone. * These creatures are Vulnerable(5) per spell level to fire damage and gain the On Fire condition after taking fire damage. * Elevated Heights increase area by 10ft
Contents
\pagebreakNum # Kinemancy
## Telekinesis
**The ability to move objects through space with only mental effort** #### Basic Telekinesis (Required) * You add **+1** when using magic that manipulates physical reality and can exert force up to 5lbs (lifting, pushing, pulling). Elevated Height add 100lbs of force. You may also cast Kinemancy spells. #### Boomerang (Comes with the Basics for Spellblade) * As a Quick Action you may return a thrown weapon to your hand and Deal half your Damage to any enemies it passes through. Range Near, 2h. #### Epicenter * You double your Push effects when the creature or object is adjacent to you. #### Uppercut * You excel at adding verticality to your Push and Pull Effects. Enemies take fall damage (1d6) for every 10ft moved. #### Bring in for the Kill * If you Pull an enemy into Melee range of yourself or an ally, you or that ally may use your Reaction to make an Opportunity Attack with Advantage. #### Choke *Requires 5th level* * You may choose to perform the Choking Submission on creatures affected by your Levitate spell. #### Focused Force *Requires 5th level* * Add additional d10 when using Telekinetic magic #### Precision *Requires 5th level* * You add +2 when using Telekinetic magic instead of +1 #### Concussive Blasts *Requires 7th level* * When you Gain an Edge using Telekinetic magic you deal maximum damage \columnbreak #### Gravity Well *Requires three points in Telekinesis talents, 10th level* * You can use your Telekinetic powers to such an intense degree that gravity itself seems to have changed using the Levitate spell. All creatures within 100ft of you in every direction are affected. Requires the Fifth Height. * **Reverse Gravity:** Creatures fall upward, taking fall damage if the distance is sufficient. * **Increase Gravity:** Creatures are Slowed and if Fortitude is under 15 also Restrained and flying creatures are pulled to the ground ### Telekinesis Spells #### Blast of Force ___ - **Time to Cast:** Action - **Range:** Melee - **Hands Required:** 1h - **Duration:** Instant A burst of force sweeps out to strike all creatures within 10ft of you, dealing 2d10 force damage. * If your roll beats their Fortitude, they get pushed back 10ft. * Elevated Height increases push distance by 10ft as well as damage #### Launch ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 2h - **Situational:** Resistance may change based on object being launched You telekinetically push, pull, or generally hurl an object or creature 15ft, usually dealing 2d10 damage if it collides into something else. * Elevated Height doubles distance (15-30-60 etc) and increases damage #### Levitate ___ - **Time to Cast:** Action or Reaction - **Range:** Far - **Hands Required:** 2h - **Duration:** 10 minutes - **Concentration** One creature or loose object of your choice rises vertically, up to 10 feet, and remains suspended there for the duration. * You can move the target horizontally up to 10ft with a Quick action. * Very heavy creatures may impose Resistance on the roll * If you target yourself, you can move up or down as part of your Movement. * This can be used as a Reaction to slow a sudden descent. * Elevated Height increases vertical and horizontal distances by 10ft.
Contents
\pagebreakNum ## Physiomancy
**The ability to enhance or debilitate the physical bodies of creatures through magic.** #### Basic Physiomancy (Required) * You add **+1** when using magic that enhances or debilitates the physical bodies of creatures through magic and may cast Physiomancy spells. #### Blitz (Comes with the Basics for Spellblade) * As a Quick Action you prepare yourself to strike three times faster than the eye can see on your next melee attack. If your attack Succeeds, deal two additional damage die; if it Fails the enemy Deals their full Damage. #### Expanded Efficacy * Increase the number of affected targets by 2 for each point in this talent #### Burst of Speed * You can magically enhance the speed of a creature you touch so they can Dash as a Quick Action for 1 minute (First Height). If they already can Dash as a Quick Action, they move twice as far with that Dash. #### Reinforced Blows * You can magically enhance the melee attacks of a creature you touch, using magic to drive them faster and harder for 1 minute. Upgrade the damage once for each spell Height. This ability requires Concentration. #### Kinematic Leap * You are able to accelerate yourself to higher heights, jumping vertical feet equal to the result of your casting test with an Action. During combat, you can use half your Movement to leap into the air or over a foe, giving yourself Advantage on your next attack. #### Expand Mind *Requires 5th level* * You can concentrate on multiple Physiomancy spells and magical effects at the same time. #### Elevated Acuity *Requires 5th level* * Creatures affected by your Focus and Haste spells have Advantage on all attacks and casting rolls. #### Time Stop *Requires three points in Physiomancy talents, 10th level* * You can increase a creature’s perception of time to such a degree that it seems as if time has stopped when using the Haste spell. They immediately take a turn and automatically crit on all Actions. From there, initiative resumes as normal. Requires the Fifth Height. \columnbreak ### Physiomancy Spells #### Focus ___ - **Time to Cast:** Quick - **Range:** Near - **Hands Required:** 1h - **Duration:** 1 minute - **Concentration** You accelerate the target’s mental acuity to the degree that they perceive that time has slowed down. * Add +1 to Attack, Damage, and Reflex. * Elevated Height increases the bonus by 1 #### Haste ___ - **Time to Cast:** Quick - **Range:** Near - **Hands Required:** 1h - **Duration:** 1 minute - **Concentration** You imbue a creature with incredible speed, agility, and reaction time. * The target’s speed is doubled, it does not take damage on a Hack and Slash failure and has Resistance 15 against enemy attacks, has Advantage on Dodge rolls, and it gains an additional Action on each of its turns. * **Recovery:** When the spell ends, the creature is Staggered and Slowed for 8 hours as it is hit by a wave of lethargy. * Elevated Height reduces the Recovery time (8hrs-1hr-1min-1R-0) #### Slow ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** You slow a creature or object down, making it move sluggishly. * Affected creatures are Staggered, Slowed, and have Disadvantage on Attack rolls. * Elevated Height increases affected targets by 2
Contents
\pagebreakNum ## Warding
**The ability to create magical barriers and defensive traps** ### Basic Warding (Required) * You add **+1** when using magic to create magical barriers and defensive traps and may cast Warding spells. #### Spell Shield (Comes with the Bascis for Spellblade) * You gain a Spell Shield worth 5 AP per adventuring tier and can use the Block Reaction with it #### Ward of Warning * You can ward a perimeter, setting an audible or mental alarm against unwanted intrusion. Requires Concentration. #### Ward of Protection * You surround a creature with a protective repulsion field, deflecting incoming attacks. The target gains 15 AP for one day. You can create one per spell height. May be cast as a Ritual only once per day. #### Guardian * You can cast the Shield Ward and Redirection Wars spells on others. One target per Height. #### Boosted Bulwark * Your Shield Ward now gives double the AP and your Redirection Ward starts at Dampen(10) #### Extended Warding * Your Warding spells last 1 additional turn per Elevated height (Second Height lasts 2 turns, etc.) #### Ward of Fortitude * Your Shield Ward spell also gives +5 to Fortitude. #### Ward of Reflexes * Your Shield Ward spell also gives +5 to Reflex #### Ward of Will * Your Shield Ward spell also gives +5 to Willpower #### Ward of Ancients *Requires five points in Warding talents, 10th level* * You can create a Ward large enough to protect an entire city. * The ward has 10,000 AP * It requires 1 Will per hour to maintain * At the end of each hour, make a spellcasting test Resistance 20. If you fail, you take 1 level of Exhaustion. * You may only use this ability once per month. \columnbreak ### Warding Spells #### Redirection Ward ___ - **Time to Cast:** Reaction - **Range:** Self - **Hands Required:** 1h - **Duration:** Instant You capture incoming energy and redirect it into your next attack. * Dampen(5) on damage from that damage type until start of turn and add 2d10 of that damage type to your next attack. * Elevated height doubles Resistance as well as increasing damage #### Shield Ward ___ - **Time to Cast:** Reaction - **Range:** Self - **Hands Required:** 1h - **Duration:** Instant A shimmering barrier of force appears and protects you which can absorb up to 20 points of damage from any source, including against the triggering attack, until the start of your next turn. * Elevated height increases AP granted by 10 #### Glyph of Warding ___ - **Time to Cast:** Action - **Range:** Touch - **Hands Required:** 2h - **Concentration** You ward an area or object with an invisible glyph which explodes upon a trigger you specify, dealing 2d10 force damage to all creatures within a 10 ft radius sphere. * Elevated height increases radius by 10ft as well as increasing damage
Contents
\pagebreakNum ## Telepathy
**The ability to connect with or damage the minds of others directly** #### Basic Telepathy (Required) * You add **+1** when using magic that connects with or damages the minds of others directly and may cast Telepathy spells. #### Whispermind * You can send messages via thought to someone you have seen that day #### Sympathetic Lexicon * You can understand languages you are not fluent in with a cursory mind probe #### Empath * You can magically sense the emotions of others #### Rewind * You cause a creature to forget the last 10 seconds they experienced. Especially useful during conversations. Requires casting test. #### Subtle Probe * If the target’s Willpower is less than 15, they are unaware of your mental probes regardless of your casting roll. #### Mental Link *Requires 5th level* * You create a mental link with others that lets you send and receive messages with each other by thought. Make a magic casting test where the Resistance is 10 + the number of people being linked. Requires Concentration. #### Erase Memories *Requires 5th level* * You cause a creature to forget an event within the last week. Requires a spellcasting test where the Resistance is the number of minutes you’d like them to forget divided by 10. * Example: Forgetting 60 minutes would be a Resistance 6 casting. #### Mind Control *Requires three points in Telepathy talents, 7th level* * You can use Mind Read to also control the minds of others, inflicting the Possessed condition * When you Gain an Edge they are also Charmed. #### Tabula Rasa *Requires five points in Telepathy talents, 10th level* * You can reset the mind of another, completely erasing their memories and recreating new ones of your own choosing. * Creatures with Willpower of 15 or higher are immune * Requires the Fifth Height \columnbreak ### Telepathy Spells #### Mind Read ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** You read a creature’s mind, detecting their thoughts, starting with those at the surface and able to probe deeper with additional spellcasting tests. * If your casting roll does not beat their Willpower, they are aware of the probe and can resist it. * Elevated height adds +1 to the roll #### Mind Spike ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h You strike the mind of a creature directly, filling its mind with agonizing pain, dealing 2d10 psychic damage and causing it to become Dazed and Staggered. * It can end these conditions with a Willpower save against the spell save Resistance. #### Sleep ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** - **Defense:** Willpower You relax the minds of creatures in an area, lulling them into enchanted sleep. * Roll 4d10; the total is how many hit points/EP of creatures this spell can affect. Creatures Near a point you choose are affected in ascending order of their current hit points, starting with the lowest. They are Unconscious unless they take damage or are slapped awake. * When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st and increase the distance affected by 10ft.
Contents
\pagebreakNum ## Rift Walking
**The ability to open rifts through the Memvrani to move through physical space** #### Basic Rift Walking (Required) * You add **+1** when using magic that opens rifts through the Memravni to move through physical space and may cast Rift Walking spells. #### Void Strike (Comes with the Basics for Spellblade) * When you Gain an Edge on a melee attack, as a Quick Action you may teleport to a Near enemy and Deal your Damage to that enemy as well. #### Defensive Portal * You can cast the Portal spell as a Reaction. If it succeeds (beats Fort) incoming attacks miss. #### The Long Way * You can choose for things to take the long way through your portal, staying inside for a number of rounds equal to the spell height. #### Astral Ambush * You and your allies have Advantage on Attacks and casting rolls on enemies after you Rift Walk. #### Travel with Friends * You can bring along allies you Touch when you Blink or Rift Walk. #### Bigger Portals *Requires 5th level* * You can choose for elevated height to double the circumference of your portals. #### Sanctum *Requires 5th level* * You can spend an hour conducting an anchoring ritual in a safe place so that it becomes your Sanctum. When you cast the Portal spell, you can choose for the second linked portal to show up in your Sanctum. #### Anywhere *Requires three points in Rift Walking talents, 10th level* * When you cast the Portal spell, you can choose for the second linked portal to link to anywhere you have already been. Requires the Fifth Height. \columnbreak ### Rift Walking Spells #### Rift Walk ___ - **Time to Cast:** Quick - **Range:** Self - **Hands Required:** 2h - **Duration:** Instant You create a rift through reality and teleport up to 30 ft. #### Blink ___ - **Time to Cast:** Quick - **Range:** Self - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** You phase between reality and the Memvrani (the space between worlds), using your Quick action to return to reality and your Reaction to return to the Memvrani. #### Portal ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** - **Defense:** Fortitude You create two linked portals through reality at a place you can see. * The portals must be Near each other and pull in anything within 5ft and eject it out 10ft. They have a 5ft circumference. * You specify which direction the portals are facing. * Whatever goes in one portal comes out the other portal. * Elevated Height increases the pull/eject area by 10ft
Contents
\pagebreakNum ## Summoning
**The ability to summon arcane allies to your aid.** #### Basic Summoning (Required) * You add **+1** when using magic that summons arcane allies to your aid and may cast Summoning spells. #### Friendly Familiar * Your familiar is not just a servant, but a friend. It has a Loyalty Level equal to the spell height. #### Elemental Aptitude * Assemble Elemental now lasts for 1 hour. #### Watch my back * Companions from Summoning spells give you Resistance 18 to be hit when in the Defensive stance but still have Resistance 15 for themselves if they are targeted. #### Tactics * You and your allies have Advantage on attacks against enemies your Summoned Companion is adjacent to #### Goliath * When you cast Animate Objects you can elevate spell height to increase the area by 5ft and animate a single much larger object. This larger object can perform a Submission on Grappled enemies and deals damage equal to 5x spell height. #### Sacrifice Summon *Requires 5th level* * You can use your Reaction to have your summons jump in front of you, taking the damage for an attack that would otherwise strike you. #### Elemental Foci *Requires 5th level* * You have Advantage on casting rolls while you have a Summoned Companion of the same element that you’re casting #### Summon Elemental Titan *Requires five points in Summoning talents, 10th level* * You may summon a gigantic elemental Titan forth to the battlefield (Fifth Height) once per month * The Titan has a Loyalty Level of 10 * It costs 2 Will to maintain the Titan for each minute beyond the first \columnbreak ### Summoning Spells #### Find Familiar ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 2h - **Duration:** One day (must be recast to maintain) You gain the service of a familiar, a spirit that takes an animal form you choose. * It is a Companion with a Loyalty Level equal to 1. * You can communicate with it telepathically and see through your familiar's eyes and hear what it hears. During this time, you are deaf and blind with regard to your own senses. * You may only have one familiar at a time. #### Assemble Elemental ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 2h - **Duration:** 10 minutes - **Concentration** You create an elemental under your command from a nearby source such as a bonfire, nearby stream, or out of the earth. * The elemental is a Companion with a Loyalty Level equal to the spell height, has bonuses depending on the element used, and has ranged and melee attacks. * Fire: Attacks set the target On Fire * Water: Attacks make the target Solidifying * Earth: Has HP of Loyalty Level x2 * Air: Melee attacks Grab enemies #### Animate Objects ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** You give a set of objects within a 5ft area the semblance of life, using objects like forks and knives, suits of armor, or broomsticks to fight at your side. * The animated objects follow the rules for Companions but do not have a Loyalty Level. Instead they follow these rules: * The animated objects cannot be destroyed * Animated objects Grapple any enemy they hit, and can release the Grapple at any time * If the object has a sharp edge or point, it deals 5 damage * If the object is heavy (hammer, large stones, etc) then it also Staggers on hit in addition to the damage above. * Elevated height increases the number of sets of objects able to be animated
Contents
\pagebreakNum # The Old Ways
## Leaf and Vine
**The ability to influence plants** #### Basics of the Leaf and Vine (Required) * You add **+1** when using magic that influences plants and may cast Leaf and Vine spells. #### Thorn Whip (Comes with the Basics for Spellblade) * When you make a Basic Attack, you can choose to create a long, vine-like whip covered in thorns that lashes out, dealing 1d10 damage and pulling the creature 10ft closer to you. #### Surge of Growth * You can accelerate plant growth, causing months of growth within minutes #### Poison Ivy * Your Leaf and Vine magic applies the Poisoned Effect freely #### Resourceful * You have Advantage when using nearby plants in the area to power your magic #### Plant Talk * You can communicate with plants #### Strangling Vines * Creatures Restrained by the Entangle spell are instead under a Choking Submission and begin Suffocating. #### Sharp Thorns *Requires 5th level* * Add additional d10 when using Leaf and Vine magic #### Verdant Genesis *Requires five points in Leaf and Vine talents, 10th level* * You are able to effect the plant life of an entire region, causing unprecedented growth, horrible blight, or carnivorous appetites (Fifth Height) once per season. \columnbreak ### Spells of the Leaf and Vine ___ #### Entangle ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 10 minutes - **Concentration** Grasping weeds and vines sprout from the ground in a 20-foot square area (4x4), turning it into Difficult Terrain and Restraining creatures. * Action to escape with Fortitude against spell save Resistance. * Elevated height increases affected area by 10ft #### Briarfield ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 10 minutes - **Concentration** The ground in a 10ft radius area twists and sprouts hard spikes and thorns, making it Difficult Terrain and causing 1d10 damage to creatures for each 5ft moved within the area. * Elevated height increases affected area by 10ft as well as increasing damage #### Bulwark of Bark ___ - **Time to Cast:** Quick Action - **Range:** Self - **Hands Required:** 2h - **Duration:** 1 hour - **Concentration** You touch a creature and parts of its body and its armor are transformed into a tough bark. * The target gains 10 AP and their AP can be healed by spells and potions for the duration. * Elevated height adds 10 AP per height
Contents
\pagebreakNum ## Tooth and Claw
**The ability to influence beasts** #### Basics of the Tooth and Claw (Required) * You add **+1** when using magic that influences beasts and may cast Tooth and Claw spells. #### Savage Strike (Comes with the Basics for Spellblade) * You weave bites and claw slashes into your attacks as a Quick Action, dealing 1d8 damage and inflicting the Bleeding condition. Damage increases to 2d8 at level 5, 3d8 at level 10, and 4d8 at level 17. #### Beast Speech * You can communicate with beasts. #### Animal Messenger * You can use a small animal such as a squirrel, blue jay, or bat to deliver a short written message. #### Beast Sense * You touch a beast and are able to see what it sees and hear what it hears for 10 minutes. Concentration. #### Alpha * When you use the Befriend Beast spell, the affected beast (or beasts) recognize you as the new alpha and will turn against your enemies. It is considered a Companion with a Loyalty Level based on the creature with a baseline of 3. #### Lord of the Flies * When you use the Swarm spell, you can choose to call upon poisonous insects. Affected foes are also Poisoned. #### Sharp Claws * Attacks by beasts affected by your Tooth and Claw magic cause Bleeding #### Pounce * When a beast affected by your Tooth and Claw magic is issued a Command (Quick Action) to move Close to an enemy it can knock a foe Prone and make it Staggered #### Call of the Wild Legion *Requires five points in Tooth and Claw talents, 10th level* * You are able to call an army of vicious beasts to your aid (Fifth Height) once per season. \columnbreak ### Spells of the Tooth and Claw #### Befriend Beast ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 1h - **Duration:** 10 minutes - **Concentration** You magically soothe a beast, convincing it you are an ally and mean it no harm. * It is considered to be Charmed. * Elevated height increases the number of targets by 2 #### Call of the Wild ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Until the next dawn Summon a beast from the terrain type that you’re in to aid you in battle. * They’re a Companion with a Loyalty Level equal to the spell height with a speed of 50ft. * It takes 10 minutes to arrive from the wilds. #### Swarm ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** You summon a swarm of creatures from the area to descend upon foes in a 10ft area such as a murder of crows, a mischief of rats, or a swarm of bees. * It deals 1d10 damage on your turn and the foe it is attacking is Dazed and Grappled. * Elevated height increases area by 10ft.
Contents
\pagebreakNum ## Storm and Sky
**The ability to manifest weather and natural disasters** #### Basics of the Storm and Sky (Required) * You add a **+1** when using magic that manifests the weather and natural disasters and may cast Storm and Sky spells. #### Stoke the Storm * You have Advantage when drawing upon an existing storm for your magic #### Forecast * You can learn the weather for the next week and influence it with a casting test #### Fog Cloud * You can summon clouds of fog to obscure an area, making it hard to see #### Blizzard * Your Summon Storm spell can become bitterly cold, full of sleet and hail. It deals 2d10 ice damage increasing with spell height and creatures within are Solidifying. Soft ground is Slick instead of Mired when you do this. #### Storm Sculpting * Your Storm and Sky spells are accompanied by strong gusts of wind you control. * You can choose to move creatures caught in Tornado along with the twister when you move it. * You can choose a direction the wind is blowing when casting Summon Storm, causing creatures within the affected area to spend 2 feet of movement for every 1 foot it moves when moving against the wind. #### Wrath of the Tempest *Requires 5th level* * You deal an additional 1d10 damage when using Storm and Sky magic #### Master Squaller *Requires 7th level* * When you Gain an Edge on casting rolls for Storm and Sky magic you deal maximum damage #### Ride the Wind *Requires three points in Storm and Sky talents, 7th level* * You have a fly speed of 40ft outside during a storm * Requires Concentration #### Maelstrom *Requires five points in Storm and Sky talents, 10th level* * You are able to summon the ultimate hurricane (Fifth Height) once per season. \columnbreak ### Storm and Sky spells #### Summon Storm - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 1 hour You target a group of clouds and condense them, causing rain to fall over a 30ft radius area. * This makes hard ground Slick and soft ground Mired and makes the ground wet with puddles of water. * **Slick:** Moving requires a Dexterity/Reflex test where the Resistance is the distance moved, fall Prone on failure. Staggered while in the area. * **Mired:** ground is considered Difficult Terrain. Moving requires a Strength/Fortitude test where the Resistance is the distance moved, Restrained from sinking into mud on failure until next turn. * Elevated height increases affected area by 20ft #### Call Lightning - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 10 minutes - **Concentration** You summon a thundercloud in the skies above and call down lightning to smite your foes. * All creatures within 5ft of the lightning strike take 1d10 lightning damage. On subsequent turns, you can use your Action to call lightning again. If you wait to call the lightning, the number of dice rolled doubles for each turn that passes before the lightning strikes. * Creatures on wet ground take an additional 1d10 damage. Count this when doubling the die rolled for waiting. * Elevated height increases area around strike by 5ft as well as increasing damage #### Tornado - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** You call forth a twister that touches down upon a 10ft area. * Creatures in the area are Restrained. * If your casting roll beats the creature’s Fortitude, they are also lifted 10ft into the air. * You can move the twister with a Quick Action to a Near (30ft) location. * Creatures suspended in the air drop once the twister is moved. * **Reminder:** Creatures take 1d6 fall damage per 10ft fallen. If the damage is higher than their Fortitude, they are knocked Unconscious, and damage of double Fortitude kills outright. * Elevated height increases affected area and height lifted by 10ft.
Contents
\pagebreakNum ## Predator and Prey
**Magic pertaining to the hunting of foes and the killer instinct** #### Basics of the Predator and the Prey (Required) * You add **+1** when using magic pertaining to the hunting of foes and the killer instinct and may cast Predator and Prey spells. #### Alpha Strike (Comes with the Basics for Spellblade) * As a Quick Action you assert yourself as the Alpha with the fury of your blows. If your melee attack is successful, deal an additional 1d8 damage and the target is Frightened. if it Fails, the enemy does not Deal their Damage. Damage increases to 2d8 at level 5, 3d8 at level 10, and 4d8 at level 17. #### Shillelagh * You can use your Wisdom modifier for attacks with a Quarterstaff. #### The Hunt * You may mark a foe as your quarry. You move an additional 15ft toward that foe and have Advantage on attacks against them. You have a preternatural ability to track them even through difficult circumstances. Requires Concentration. #### Terror of the Predator * Your Predator and Prey magic applies the Frightened or Terrified conditions freely, although Terrified still requires the Third Height. #### Nimblefoot * Your Movement is not reduced by Difficult Terrain #### By the Light of the Moon * You have Advantage on all attacks made during the night. #### Stalker *Requires 5th level* * You deal maximum damage when coming out of Stealth or Hidden #### Cloak of the Wilds *Requires 5th level* * You have Advantage on Stealth tests in the wild (remember, Advantage stacks). You gain an additional Advantage when attacking foes from Stealth or Hidden if emerging from natural terrain (rocks, tall grass, etc.) #### Wild Hunt *Requires five points in Predator and Prey talents, 10th level* * You are able to call forth a Wild Hunt upon a prey, summoning hunters from across the realm and beyond to track them down relentlessly (Fifth Height) once per season. \columnbreak ### Predator and Prey Spells #### Predatory Pursuit ___ - **Time to Cast:** Quick - **Range:** Self - **Hands Required:** 1h - **Duration:** Instant You draw upon primal instincts, granting yourself Advantage on your next attack, which deals 1d10 additional damage and causes Bleeding and your speed increases 30 ft. * Elevated height increases speed by 10ft as well as increasing damage #### Forest's Embrace ___ - **Time to Cast:** Action - **Range:** Self - **Hands Required:** 2h - **Duration:** 1 hour - **Concentration:** Yes Nature itself cloaks your passing; leaves rustle to cover your step, twigs sweep away your tracks, and beasts distract those who seek you. Each creature Near you has a +2 bonus to Stealth tests and can’t be tracked except by magical means. * Elevated height increases bonus by +1 #### Night Vision ___ - **Time to Cast:** Action - **Range:** Touch - **Hands Required:** 2h - **Duration:** 1 hour You give a creature eyes like a creature of the night; they are able to see in the dark. * Elevated height affects one additional target
Contents
\pagebreakNum ## Silvertongue
**The ability to manipulate the minds of others into believing things that aren’t real** #### Basics of the Silvertongue (Required) * You add **+1** when using magic that manipulates the minds of others into believing things that aren't real and may cast Silvertongue spells. #### Mind Trick * You subtly make a creature you’re speaking to more suggestible, granting Advantage on attempts to persuade it to do something. #### Subtle Manipulation * The targets of your Silvertongue magic with a Willpower less than 15 do not realize you have charmed them #### Insidiously Beguiling * You can use the Suggestion spell to suggest actions that will be harmful to the target or its allies and the spell does not end if you cause it damage #### Halt * You can use your Reaction to make a casting roll against an incoming attack. If you meet or exceed the attack roll and their Willpower, you command them to stop, halting them in their tracks before they hit you. #### Bargain * You have Advantage on Enchantment rolls if you strike a bargain with the target creature. Your enchantment must loosely abide by the wording of the bargain. #### Draw upon the Wixen * You have Advantage when using Silvertongue magic while in or near the Wixenwood. #### Domination *Requires 7th level* * You are able to directly command targets of the Suggestion spell and they must obey. One target at the Third Height and one additional target at higher heights. #### Enthrallment *Requires five points in Silvertongue talents, 10th level* * You are able to completely enthrall a humanoid with a Willpower of 15 or less (Fifth Height) once per season. \columnbreak ### Silvertongue Spells #### Charm ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 1h - **Duration:** 10 minutes - **Concentration** - **Defense:** Willpower You muddle the mind of a humanoid, endearing it to you and your allies (Charmed). * The target is aware of any failed attempts, but is Dazed for 1 minute. * Elevated height targets one additional creature #### Suggestion ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 2h - **Duration:** 10 minutes - **Defense:** Willpower You suggest a simple and reasonable course of action (about a sentence or two) to a creature, and not an obviously harmful act. * The effect ends if you or a party member damages the creature. The target creature may realize they’ve been charmed depending on how much the suggestion varies from their nature. * Elevated height targets one additional creature #### Enchantment ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Until broken You cause a target creature to believe something about reality, such as believing they’re a donkey, that they should only care about money, or that their friends are enemies. * The casting roll Resistance for this is 20. * The enchantment is broken if the target is harmed, looks in a mirror, touches a four leaf wortroot clover, or hears its true name. * Elevated height decreases the spell Resistance by 2
Contents
\pagebreakNum ## Glamour
The ability to manipulate the minds of others into seeing things that aren’t real. #### Basic Glamours (Required) * You add **+1** when using magic that manipulates the minds of others into seeing things that aren't real and may cast Glamour spells. #### Disguise * Create the illusion of a different appearance on a target you touch. Requires Concentration. Elevated height increases affected targets by 2. #### Trick of the Eye * You can create a visual illusion which you can move with lifelike realism, albeit harmless. This image may be no larger than a carriage and physical objects and creatures pass through it. Requires Concentration but stacks with other Tricks. #### Trick of the Ear * You can create an auditory illusion which mimics sounds you have heard before or muffles sounds around an area or person. Requires Concentration but stacks with other Tricks. #### Trick of the Nose * You can create an olfactory illusion which mimics smells you have smelled before. Requires Concentration but stacks with other Tricks. #### Trick of the Tongue * You can create an illusion of taste which mimics tastes you have tasted before. This can be interlaced with food. Requires Concentration but stacks with other Tricks. #### Draw upon the Wixen * You have Advantage when using Silvertongue magic while in or near the Wixenwood. #### Trick of the Touch *Requires 5th level* * You can create a tactile illusion which affects the way things feel, such as rough or smooth or hot or cold. This can be placed atop a Trick of the Eye, but anything other than light pressure passes through the illusion. Requires Concentration but stacks with other Tricks. #### Expanded Image *Requires 5th level* * Your Tricks can affect an area the size of a barn #### Duplicitous Duplicates *Requires 5th level* * You may reroll the first result of the Mirror Image roll that tests to see if you or a duplicate is hit \columnbreak #### Expanded Shroud *Requires 5th level* * Your Invisibility spell no longer ends when the creature attacks or casts spells. #### Master Invisibility *Requires 7th level* * Creatures affected by your Invisibility spell cannot be heard and do not make tracks. They have Double Advantage on Attacks and enemies have Double Disadvantage on attacks against them. Affects one creature at the Fourth Height. ### Glamour spells #### Faerie Fire ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 10 minutes - **Concentration** Used by the Fey to limn slinking creatures of shadow and night in a 10ft area, this spell outlines creatures in fluorescent flames granting Advantage on Attacks. * Elevated height increases affected area by 10ft #### Mirror Image ___ - **Time to Cast:** Action - **Range:** Self - **Hands Required:** 1h - **Duration:** 1 minute - **Concentration** You create an illusory duplicate of yourself which moves with you and mimics your actions, shifting position so it’s impossible to track which one is real. * When hit with an attack, roll a d4. If the result is even, the duplicate is hit and destroyed. If the result is odd, you are hit. * Elevated height creates two additional duplicates per height. At elevated height, roll a dice with sides equal to the number of illusions and you, and on a 1 you are hit. For example, the Second Height would roll a d4, Third rolls a d6, etc. If there are an odd number of duplicates remaining, round up and you are hit on a 1 or 2. #### Invisibility ___ - **Time to Cast:** Action - **Range:** Touch - **Hands Required:** 2h - **Duration:** 10 minutes - **Concentration** You create a shroud which bends the light around a creature you touch to mirror its surroundings, making it effectively invisible. * This shroud is pierced by rapid movements such as those from weapon attacks or spellcasting, causing it to dissipate. * Elevated height increases targets by 2
Contents
\pagebreakNum # Thaumaturgy
## Healing
**Magic pertaining to reinvigorating the body and healing injuries** #### Basic Healing (Required) * You add **+1** when using magic to reinvigorate the body and heal injuries and may cast Healing spells. #### Extended Healing * You extend the range of your healing magic and are able to cast Heal and Restoration with a range of Far. #### Mend Injury * You can use the Heal spell to mend Lingering Injuries. Spell height required is listed in the table. #### Beacon of Hope * You invigorate your allies with hope with the Restoration spell. Creatures affected by the spell are immune to and dispel all psychological Conditions (Fatigued, Frightened, Charmed, etc.), stand up if they are Prone and break free from being Grabbed or Restrained. #### Mass Healing *Requires 5th level* * You are able to spread your healing out. Your Heal spell affects two additional targets per height. Increasing the amount healed and the number of targets requires separate height elevations (Ex: Healing 10 requires the Second Height. Spreading that to two additional targets requires the Third Height.) #### Ranged Revivify *Requires 5th level* * Your Range for the Revivify is now Near. #### Reinvigorated Revivify *Requires 7th level* * When you use Revivify and the target stands up due to the spell, they come back with full HP and half EP and have Advantage on their next attack or casting roll. #### Resurrection *Requires 10th level* * Your Revivify spell can bring back someone who has been dead less than 3 days. When they return to the land of the living, they have 5 levels of Exhaustion. Requires the Fifth Height. \columnbreak ### Healing Spells #### Heal ___ - **Time to Cast:** Quick - **Range:** Touch - **Hands Required:** 2h - **Duration:** Instant You knit back together bone, blood, and flesh, restoring minor scrapes and bruises. Heal 5 HP or EP. * Elevated spell height heals an additional 5 HP or EP. **NOTE**: This spell may not be used as a Ritual #### Restoration ___ - **Time to Cast:** Quick - **Range:** Touch - **Hands Required:** 2h - **Duration:** Instant You touch a creature and end a temporary physical Condition afflicting it such as Blinded, Deafened, Paralyzed, or Poisoned. * Elevated height increases targets by 2 #### Revivify ___ - **Time to Cast:** Quick - **Range:** Touch - **Hands Required:** 2h - **Duration:** Instant You reinvigorate a Downed creature, granting it a successful Death test. * Elevated heights grant one additional successful Death test.
Contents
\pagebreakNum ## Light
Magic pertaining to the manifestation and manipulation of searing radiant light #### Basic Light (Required) * You add **+1** when using magic to manifest and manipulate searing radiant light and may cast Light spells. #### Radiant Assault (Comes with the Basics for Spellblade) * As a Quick Action you may empower your weapon with searing radiant light to deal an additional 1d12 radiant damage if the attack is successful. If the target is Blinded, the additional damage dealt is maximum damage. Damage increases to 2d12 at level 5, 3d12 at level 10, and 4d12 and level 17. #### Warding Flare * You can cast the spell Flash as a Reaction to an enemy’s attack against you or an ally Near you. If it successfully blinds them, they must reroll and take the lower of the two rolls (effectively a delayed Disadvantage). #### Flashbang * Creatures affected by your Flash spell are Dazed and Staggered. #### Lob Light * The range of Flash is extended to Far. #### Radiance * You do not require Concentration when using Magelight #### Sacred Flame * You can use your Basic Attack to make flame-like radiance descend upon a target, dealing 1d12+MOD radiant damage. #### Wide Beam * You may increase the width of your Lightbeam by 10ft per spell height. #### Incandescence * Your Lightbeam is also burning hot, setting foes On Fire. #### Dawn Strike *Requires 7th level* * Enemies affected by your Daylight spell take 1d10 radiant damage per spell height and if you have Incandescense are also On Fire. \columnbreak #### Radiant Archon *Requires five points in Light talents, 10th level* * Once per day for one minute, you transform into a being of pure light and radiance. During this time: * You can teleport to anywhere you can see that light touches * You have Advantage on using Light magic * You are immune to any kind of necrotic or shadow damage * You deal double radiant damage including On Fire effects ### Light Spells #### Flash ___ - **Time to Cast:** Action - **Range:** Self - **Hands Required:** 1h - **Duration:** Instant Bright light flashes from your hand, blinding those within 10ft around you temporarily (Blinded one turn). * Elevated height increases affected area by 10ft. #### Lightbeam ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant You blast forth a beam of light 30ft, dealing 2d10 radiant damage. The beam damages all creatures in the line. * Elevated height increases the length of the beam by 15ft as well as increasing damage #### Daylight ___ - **Time to Cast:** Action - **Range:** Self - **Hands Required:** 2h - **Duration:** 1 minute Dawn breaks in the darkness and daylight fills the area. This dispels magical darkness. * Creatures with darkvision Near you are Dazed, Blinded, and Staggered. * Elevated height increase affected area by 10ft.
Contents
\pagebreakNum ## Sanctity
**Magic pertaining to purification and protection from defilement** #### Basic Sanctity (Required) * You add **+1** when using magic to purify and protect from defilement and may cast Sanctity spells. #### Sense Evil * The presence of evil and unrighteousness strongly registers on your senses like a noxious odor. Make a casting roll to sense the location or general direction of evil. This is especially effective for finding fiends and undead, but will also work on bandits or an escaped convict. #### Stronger Shield * Shield of Faith now provides +10 AP per spell height #### Staggering Faith * Creatures that attack a creature affected by your Sanctity magic are Staggered. #### Aura of Purification * Creatures of Corruption that are Close to a creature affected by your Sanctity magic takes 1d10 radiance damage per spell height on your turn. #### Spiritual Guardians * Creatures affected by your Sanctity magic (sanctified) are guarded by spiritual beings of a form reflective of your faith. Enemies moving toward and Near the sanctified move as if through difficult terrain and are assaulted by these spiritual beings, taking 1d10 spirit damage per spell height directly to EP or HP. #### Warding Bond * You may choose to create a Warding Bond when casting your Sanctity Spells. When you do so, the affected creature has Dampen(5) per spell height to all damage, but when it takes damage you take damage. #### Gentle Repose * You can use magic to prevent a corpse from decaying. Requires Concentration. #### Greater Aura of Purification *Requires 5th level* * The range of the Aura is extended to Near. \columnbreak #### Hallowed Sanctum *Requires five points in Silvertongue talents, 10th level* * You are able to sanctify a location bound by four walls and a roof against Corruption and evil, preventing such creatures from entering without being vaporized (Fifth Height) * You must be present at the location to do this and can only have one Sanctum at a time. ### Sanctity Spells #### Safeguard ___ - **Time to Cast:** Quick - **Range:** Near - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** You surround a creature with an aura which repels evil creatures. * Creatures of Corruption have Disadvantage on attacks against the warded creature, and the creature cannot be Charmed, Frightened, Terrified, or possessed by them. * If they are already under such an effect, the effect is dispelled. * Elevated height increases targets by 2 #### Sanctuary ___ - **Time to Cast:** Quick - **Range:** Near - **Hands Required:** 1h - **Duration:** 1 minute You craft a magical blessing which causes enemy creatures to find harming the target nauseating. Creatures can attempt to push through with Willpower test with Resistance 15. * Elevated height increases targets by 1 #### Shield of Faith ___ - **Time to Cast:** Quick - **Range:** Far - **Hands Required:** 1h - **Duration:** 1 minute - **Concentration** A shimmering field appears and surrounds a creature of your choice within range, granting it Resistance 15 against attacks for the duration. * Elevated height increases targets by 1
Contents
\pagebreakNum ## Censure
**Magic pertaining to the halting and vanquishing of foes, especially the profane such as undead and demons.** #### Basic Censure (Required) * You add +1 when using magic to halt and vanquish foes, especially the profane such as undead and demons and may cast Censure spells. #### Holy Strike (Comes with the Basics for Spellblade) * As a Quick Action you may empower your weapon with scalding purity to deal an additional 1d12 holy damage if the attack is successful. If the target is a creature of Corruption, the additional damage dealt is maximum damage. Damage increases to 2d12 at level 5, 3d12 at level 10, and 4d12 and level 17. Stacks with Staggering Faith. #### Turn Unholy * You can censure creatures of Corruption with an Action using a casting test, turning away creatures such as devils, demons, and undead. * If your casting test beats the creatures Willpower, they are Terrified. Otherwise they are Frightened. * The creature can make a Willpower test to stop the effect. * Elevated height increases number of creatures targeted by 3 #### Veracity * You can cause creatures in an area (15ft radius sphere) to speak only the truth. Creatures affected are aware of the effect and can be evasive as long as they remain in the boundaries of truth. Concentration. #### Circle of Binding * You can create a 10ft radius circle centered on yourself which binds any ethereal creatures (such as ghosts) to the physical realm. Elevated height increases the radius by 5ft. #### Expert Duelist * Your attacks have Advantage and the target’s attacks have Disadvantage while using Compel Duel. #### Guardian Weapon * Enemies adjacent to your Spiritual Weapon have Disadvantage on attacks against allies. #### Chastisement *Requires 5th level* * You have Advantage against and deal an additional 1d10 damage to creatures of Corruption. #### Zeal *Requires 5th level* * You deal maximum damage when you Gain an Edge for all Attack and Casting rolls against creatures of Corruption. \columnbreak #### Rite of Subjugation *Requires five points in Censure talents, 10th level* * You enter a duel of wills with an entity of Corruption ending either in its destruction, your destruction, or its subjugation (Fifth Height) * On each of your turns you each will make a spellcasting test against the opponent's Willpower, with a failure resulting in one level of Exhaustion for each point that your roll is below the opponent's Willpower. **See next page for Spells**
Contents
\pagebreakNum ### Censure Spells #### Command ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 1h - **Duration:** Instant - **Defense:** Willpower You speak a one-word command to a creature you can see within range which it obeys on its next turn. * The spell fails if your command is directly harmful to it if the creature is not a creature of Corruption.
Here are some example commands, but feel free to use any one word command: * **Approach.** The target moves toward you by the shortest and most direct route. * **Drop.** The target drops whatever it is holding and then ends its turn. * **Flee.** The target spends its turn moving away from you by the fastest available means. * **Grovel.** The target falls prone and then ends its turn. * **Halt.** The target doesn't move and takes no actions. * Elevated height increases affected targets by 1 #### Compel Duel ___ - **Time to Cast:** Quick - **Range:** Near - **Hands Required:** 1h - **Duration:** Instant - **Concentration** - **Defense:** Willpower You demand a duel by the ancient rites, drawing a creature into one on one combat. * You and the creature must act against each other alone, without outside influence. * You gain +1 to Attack and Damage rolls against the creature. * Breaking the ancient rules of honor results in 3d10 radiant damage. * Elevated height increases Attack and Damage roll bonus by 1 as well as increasing the breach of honor damage. #### Spiritual Weapon ___ - **Time to Cast:** Quick - **Range:** Far - **Hands Required:** 1h - **Duration:** 1 minute - **Concentration** You create a floating, spectral weapon with which to smite your enemies. It has the same Weapon Abilities as the weapon you wield. * It is a Companion but it cannot be destroyed and it deals 1d10 damage per spell height.
Contents
\pagebreakNum ## Blessing
**Magic pertaining to strengthening the spirit and zeal of allies** #### Basic Blessings (Required) * You add **+1** when using magic to strengthen the spirit and zeal of allies and may cast Blessing spells. #### Heartfelt Blessing * Your Bless spell gives a +2 instead of +1 #### Zealous Blessing * Your Bless spell causes Attack or Magic rolls of a natural 17 or higher to be a Critical Hit. #### Courageous Blessing * Creatures affected by your Blessing Magic are immune to the Charmed, Dazed, Exhausted, Frightened, Terrified and Surprised Conditions. #### Expanded Inspiration * Elevated height increases affected targets of your Heroism spell by 1. #### Blessed Concentration * You can have Concentration on multiple Blessing spells. #### Extended Blessing *Requires 5th level* * Your Blessing spells last 1 hour. #### Lucky Blessing *Requires 5th level* * When you Gain an Edge on your Blessing magic, affected creatures gain Advantage (remember, Advantage stacks). #### Empowerment *Requires five points in Blessing talents, 10th level* * When you Gain an Edge casting a Blessing spell, the affected creature can accomplish a single physical or magical feat of which they are theoretically capable of but seems statistically impossible (Fifth Height). ### Blessing Spells #### Bless ___ - **Time to Cast:** Quick Action - **Range:** Near - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** You bless up to three creatures, helping them keep calm and focused. * They get a +1 to all tests. * Elevated height targets two additional creatures \columnbreak #### Heroism ___ - **Time to Cast:** Quick Action - **Range:** Near - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** You imbue a creature with bravery, allowing them to achieve heroic deeds. * These deeds mirror the rules for Manuevers and Power Moves, with the creature using 1d4 for adding to Damage rolls. * If the creature already has such a move, they automatically succeed, regardless of the result of the roll. * They may apply this each turn for the duration. * Higher spell levels allow for a higher die (1d6,1d8,1d10,1d12). #### Bless Ability ___ - **Time to Cast:** Quick Action - **Range:** Near - **Hands Required:** 2h - **Duration:** 10 minutes - **Concentration** You bestow one of the following blessings upon a creature:
##### Benediction of Endurance Advantage on Constitution tests, Dampen(5), Fortitude Hard(+3) to hit ##### Benediction of Might Advantage on Strength tests (including Attack rolls), able to lift twice as much and jump twice as far, Fortitude Hard(+3) to hit ##### Benediction of Swiftness Advantage on Dexterity tests (including Attack rolls), +20ft to movement, Reflex Hard(+3) to hit. ##### Benediction of Insight Advantage on Wisdom and Perception tests (including those for casting), no penalties for Dim light, Willpower Hard(+3) to hit ##### Benediction of Sagacity Advantage on Intelligence tests and Stealth rolls (including those for casting), Reflex Hard(+3) to hit ##### Benediction of Majesty Advantage on Charisma tests (including those for casting), looks are greatly enhanced, Willpower Hard(+3) to hit
* Higher levels target an additional creature per spell level.
Contents
\pagebreakNum ## Pacification
**Magic pertaining to calming and soothing the aggression or emotions of others.** #### Basic Pacification (Required) * You add **+1** when using magic to calm and sooth the aggression or emotions of others and may cast Pacification spells. #### Disorienting Silence * Creatures inside your Silence spell are Dazed and Slowed. #### Disheartened * Hostile creatures affected by your Soothe spell have Disadvantage on attacks for one minute. #### Oblivious * Creatures affected by your Soothe spell with Willpower less than 15 forget what they were emotional about until the next dawn. #### Self Defense * You focus on the Defense of yourself and your adjacent allies, granting Advantage on all non-offensive Actions. Requires Concentration. #### Backfire * When you cast Fizzle Magic, you can choose to cause the magical effect to explode, dealing 2d10 damage and an additional 1d10 damage at elevated height. #### Peace or Pain *Requires 5th level* * Creatures affected by the Soothe spell that choose to take hostile actions take 1d10 damage per spell height for each hostile action they take. #### Sever Magic *Requires three points in Pacification talents, 10th level* * If you succeed in a casting roll over a magic user’s Willpower, you can sever their connection with magic for a number of days equal to the result of the roll. A natural 20 can sever the connection indefinitely, requiring extraordinary means to restore it. Requires the Fifth Height. \columnbreak ### Pacification Spells #### Silence ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 10 minutes - **Concentration** You mute all sounds in a 10ft radius sphere, making most spells impossible to cast in that area. * Elevated height increases the radius by 10ft. #### Soothe ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant - **Concentration** You calm strong emotions in a group of creatures occupying a 20ft area. You might use this to stop someone from being Charmed or Frightened, or to cause hostile creatures to be indifferent to you and your allies. * Elevated height doubles the affected area cumulatively (20-40-80, etc) #### Fizzle Magic ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant You dispel one magical effect or spell. * Elevated height allows one additional effect to be dispelled.
Contents
\pagebreakNum # Hexcraft
## Shadowmancy
**The manipulation of shadows and darkness, including creating solid objects from shadow** #### Basic Shadowmancy (Required) * You add **+1** when using magic to manipulate shadows and darkness and may cast Shadowmancy spells. #### Shadow Strike (Comes with the Basics for Spellblade) * As a Quick Action you may empower your weapon with shadow and deal an additional 1d12 shadow damage and you may Disengage if the attack is successful. Damage increases to 2d12 at level 5, 3d12 at level 10, and 4d12 and level 17. #### Tendrils of Darkness * When you cast Shadowmancy spells, you can draw forth their darkness into vengeful tendrils. You can use a Quick Action to batter foes within 10ft of the spell effect with these tendrils, dealing 1d10 damage per spell height and making them Dazed. #### Split Shadow * You can split your Shadow’s Grasp, reaching for one additional target per elevated height. #### Obfuscation * You may freely add the Blinded Effect to your Shadow magic. #### Disorienting Darkness * Enemies inside your Darkness spell are Dazed and Staggered. #### Shadow Toss * You can throw enemies Grabbed by your Shadow’s Grasp 10ft vertically or horizontally per spell height. #### Shadow Walker * You are able to walk through shadows, even the simple shadows cast by the presence of another. * As a Quick Action, you can teleport with a range of Near to any shadow you can see, including the shadow directly behind someone. * When you teleport this way, your next Attack has Advantage. #### Penumbra *Requires 5th level* * You add +2 when using Shadow magic instead of +1 #### Armor of Angst *Requires 7th level* * Gloomguard now starts with 20 AP and Elevated height increases AP by 10 \columnbreak #### Eclipse *Requires three points in Shadowmancy talents, 10th level* * You are able to coat a region in absolute and smothering darkness (Fifth Height) once per year. ### Shadowmancy Spells #### Gloomguard ___ - **Time to Cast:** Quick Action - **Range:** Self - **Hands Required:** 1h - **Duration:** Until dawn - **Concentration** You cloak yourself in a ward of protective shadow. * The ward has 15 AP * Creatures you attack you take damage equal to the AP before their attack (remaining AP) * Elevated height increase AP by 5. #### Darkness ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 10 minutes - **Concentration** You create a 10ft radius sphere of magical darkness that is impenetrable even by creatures with darkvision or magical light. * Elevated height increases the radius by 10ft #### Shadow’s Grasp ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 1h - **Duration:** Instant - **Concentration** You reach forth and from your hand extends a great grasping claw of solidified shadow which deals 2d10 shadow damage and Grabs the enemy. * The claw deals 1d10 shadow damage for each subsequent turn the target is still Grabbed. * Elevated height increases both the initial and subsequent damage
Contents
\pagebreakNum ## Necromancy
**The ability to raise, reanimate, and control the dead** #### Basic Necromancy * You add **+1** when using magic to raise, reanimate, and control the dead and may cast Necromancy spells. #### Grave Strike (Comes with the Basics for Spellblade) * As a Quick Action you may empower your weapon with necrotic energy and deal an additional 1d12 necrotic damage if the attack is successful. Damage increases to 2d12 at level 5, 3d12 at level 10, and 4d12 and level 17. If this attack kills the enemy and they create a corpse, raise it as with Animate Dead. #### Grave Armor * You gain 5 AP per corpse Companion when they are Defending you. #### Zombie Horde * When you use the Animate Dead spell you may choose to raise the corpses as zombies. Double their damage dealt when there is more than one zombie in Attacking stance adjacent to the enemy but reduce their HP to 1. #### Skeleton Horde * When you use the Animate Dead spell you may choose to raise the corpses as skeletons. When skeletons hit, they Stagger the enemy. #### Frightening Visage * Corpses you raise cause enemies they hit to be Frightened of them if their Willpower is less than 15. #### Feign Death * You touch a willing creature and put it into a cataleptic state indistinguishable from death. They remain in this state until you awaken them or they take damage. If they are affected by poison or disease, the harmful effects do not resume until they awaken. #### Rise Again * When corpses raised by the Animate Dead spell are killed, roll a d6. On a 5+ they rise again with 1 HP. #### Grave Rot * Corpses you raise cause enemies they hit to be Dazed if their Fortitude is less than 15. #### Legion of the Dead *Requires five points in Necromancy talents, 10th level* * You are able to raise an army of undead during the full moon which crumbles to dust at dawn (Fifth Height). \columnbreak ### Necromancy Spells #### Animate Dead ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Until the next dawn - **Concentration** You raise a corpse to a foul mimicry of life as your undead servant. * It is a Companion with a Loyalty Level of 2. Requires corpse. * Elevated Height summons additional creatures equal to the Height, effect is cumulative (ie Third Height can raise 6 corpses). They work together under a single Command. #### Expedient Animancy ___ - **Time to Cast:** Reaction - **Range:** Far - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** Using necromantic energy, you steal a creature’s final breath and use its corpse as a weapon against its allies. * When a hostile creature drops to 0 HP, you may raise it to fight for you. * You Command it with an Action and it can use any of the attacks and abilities it had in life. * It has 10 HP per spell height. * Elevated Height may be required by the GM if the creature is especially complex. The Fourth Height and higher extends the Duration to 1 hour. #### Life Transference ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 2h - **Duration:** Instant You sacrifice some of your life essence to invigorate another. * You take 4-30 necrotic damage and an ally heals for twice the damage dealt. * Higher spell levels increase the range by 10 damage.
Contents
\pagebreakNum ## Blights
**Magic which causes sickness and decay** #### Basic Blights * You add **+1** when using magic to cause sickness and decay and may cast Blight spells. #### Blight Blade (Comes with the Basics for Spellblade) * As a Quick Action you may empower your weapon with blight and deal an additional 1d12 blight damage if the attack is successful. Damage increases to 2d12 at level 5, 3d12 at level 10, and 4d12 and level 17. Stacks with Festering. #### Strength Sapping * Foes struck by your Blight spells have -5 Fortitude for 1 minute. #### Extended Atrophy * The effects of your Sickening and Enfeeblement spells are extended to 1 minute #### Festering * You may freely add the Poisoned and Bleeding Effects to your Blight spells. #### Twinned Blights * You can split your Blight spells to affect two targets. #### Noxious Decay *Requires 5th level* * Add an additional d10 when using Blight magic #### Blightmaster *Requires 5th level* * You add +2 when using Blight magic instead of +1 #### Potency *Requires 5th level* * When you Gain an Edge you deal maximum damage #### Plague *Requires three points in Blights talents, 10th level* * You are able to create an infectious plague among a population (Fifth Height). * Beware of Complications - the plague may spread uncontrollably. \columnbreak ### Blight spells #### Inflict Wounds ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 1h - **Duration:** Instant You lacerate a creature with eldritch energy, opening its flesh with seeping wounds and dealing 2d10 damage. * If the spellcasting roll beats their Fortitude, deal an additional 1d10 damage. * Elevated height increases the bonus damage as well as the base damage. #### Sickening ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant You blast a creature with sickening greenish energy, dealing 2d10 poison damage. * If the spellcasting roll beats their Fortitude, they are Poisoned and Dazed until the end of your turn. #### Enfeeblement ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant A black beam of enervating energy springs from your finger toward a creature, dealing 2d10 damage and causing the creature to deal only half damage with physical attacks and is Slowed until the end of your turn.
Contents
\pagebreakNum ## Curses and Jinxes
**Magic which physically debilitates and meddles with foes** #### Basic Curses and Jinxes * You add +1 when using magic which physically debilitates and meddles with foes and may cast Curse and Jinx spells. #### Blade of Bane (Comes with the Basics for Spellblade) * As a Quick Action you may curse your weapon and deal an additional 1d12 curse damage if the attack is successful. Damage increases to 2d12 at level 5, 3d12 at level 10, and 4d12 and level 17. Applies Bane for one round when you Gain an Edge. #### Brutal Bane * Your Bane spell makes afflicted targets roll with -2 #### Curse of Woe * You curse a foe with woe and ill fortune, speaking evil tidings over them. You might curse them to never fall in love, never bear children, their crops to fail, etc. The GM may impose Resistance or require elevated height based on the severity of the curse. #### Hellish Rebuke * You can retaliate against an attack with a Curse or Jinx with a Reaction. In addition to the usual effects, your magic is accompanied by seething vengeful hellish flames, dealing 1d10 fire damage per spell height. #### Devious Creativity * When improvising magic you may add one additional Effect. Additionally, you skip the typical spell creation process if the spell name includes Curse or Jinx. #### Wracking Laughs * Your Hideous Laughter spell also deals 1d10 damage per spell level as the throat and lungs are damaged from the severity of the laughter. #### Sapping Weakness * Your Curse of Weakness spell also causes afflicted creatures to have Disadvantage on attack rolls and ability tests. #### Master of Malice *Requires 5th level* * You add +2 when casting Curses and Jinxes instead of +1 #### Doom *Requires three points in Curses and Jinxes talents, 10th level* * You are able to curse a creature with impending Doom, twisting their fate toward inevitable disaster (Fifth Height). \columnbreak ### Spells that are Curses or Jinxes #### Bane ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 1h - **Duration:** Instant - **Concentration** You whisper insidious tidings over up to three creatures, sowing weakness and doubt. * Their rolls are now all -2. * Higher levels target two additional creatures per spell level #### Hideous Laughter ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 2h - **Duration:** Instant - **Concentration** You strike a creature with irrepressible mirth, wracking them with fits of painful laughter and causing them to fall prone and become Incapacitated, unable to stand. * Action to escape with Willpower test * Higher spell levels target additional creatures. #### Curse of Weakness ___ - **Time to Cast:** Action - **Range:** Touch - **Hands Required:** 1h - **Duration:** 24 hours - **Concentration** You curse a foe with weakness, causing their damage die for all spells and abilities to be a d4 (or 2 for fixed damage). * Elevated height increases affected targets by 1
Contents
\pagebreakNum ## Nightmares
**Magic which mentally overwhelms foes with fears and phantasms** #### Basic Nightmares * You add +1 when using magic which mentally overwhelms foes with fears and phantasms and may cast Nightmare spells. #### Phantom Strike (Comes with the Basics for Spellblade) * As a Quick Action you may make you and your weapon seem as a living nightmare and deal an additional 1d12 psychic damage if the attack is successful. Damage increases to 2d12 at level 5, 3d12 at level 10, and 4d12 and level 17. Enemy is Terrified when you Gain an Edge and their Willpower is under 15. #### Staggering Fear * Creatures affected by your Nightmare spells are Staggered #### Face your Fears * You become immune to the Frightened and Terrified conditions #### Haunting * You can cause a creature to have a recurring nightmare with a successful casting test. The nightmare may be filled with a subliminal message that compels the afflicted to a certain action. You must describe what happens in the nightmare to the GM. Requires Concentration. #### Phobia *Requires 5th level* You can choose for creatures afflicted by your Nightmare magic to take an additional 1d10 psychic damage per elevated height. #### Dreadful Horrors *Requires 5th level* You add +2 when using Nightmare magic instead of +1 #### Paralyzing Fear *Requires 5th level* Creatures affected by your Fear spell are first Paralyzed, then Terrified if they succeed a Will test, then Frightened with another successful will test. #### Worst Nightmare *Requires 5th level* You can ascertain a creature’s deepest fear by holding their gaze and staring into their soul. Requires a successful casting test to beat the target’s Willpower. #### Living Nightmare *Requires three points in Nightmares talents, 10th level* * You entrap a creature in their own mind in a realm of nightmares. They can make a Willpower test to escape, but become more and more convinced of the realm as reality as they fail. \columnbreak ### Nightmare Spells #### Fear ___ - **Time to Cast:** Action - **Range:** Near - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** - **Defense:** Willpower You project an image of a creature’s greatest fears, causing them to drop whatever they are holding and become Terrified. * Creature can make a Will test to become Frightened, and must test again to end the effect entirely. * Elevated height increases affected targets by 2 #### Phantasm ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** You create an illusion so deeply rooted in the mind of your target that they believe it to be real, and rationalize evidence to the contrary. * This might be a creature, a bridge, a pool of lava, or anything else that is smaller than a carriage. * Illusionary effects deal 1d10 psychic damage when the target believes it is harmed. * Creature can end the effect with a Willpower test against the caster's Willpower as Resistance. * Elevated height increases affected targets by 2 as well as increasing the damage of the illusory effects #### Enemies Abound ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** You reach into an enemy’s mind, distorting its ability to distinguish friend from foe. * It attacks a target at random, prioritizing those nearest to it. If it takes damage it makes a Willpower test to see if the spell continues. * Elevated height increases the affected targets by 1
Contents
\pagebreakNum ## Daemonology
**Magic having to do with daemons, including the ability to subdue and command daemons.** #### Basic Daemonology * You add +1 when using magic which has to do with daemons and may cast Daemonology spells. #### Blade of Blood (Comes with the Basics for Spellblade) * As a Quick Action you may empower your weapon with your own life force and deal an additional 1d6 damage to yourself in EP and triple the result of the roll to the enemy. Damage increases to 2d6 at level 5, 3d6 at level 10, and 4d6 and level 17. #### Daemonic Dampening * Daemons affected by your magic are Dazed, Stunned, and Slowed. #### Bind Daemon * You can attempt to bend the will of a daemon with a casting test against their Willpower. If you succeed, you dictate their actions for the next 10 minutes. #### True Name * You know how to wield a daemon’s true name and have full command over it #### Disciplined Pact * You have Resistance(5) to damage from Blood Pact but the spell still does full damage to the enemy. #### Sacrifice Imp * Can cast Blood Pact on a Summoned Imp but it takes all the damage at once #### Extended Pact *Requires 5th level* * Your Blood Pact targets one additional creature per spell height. #### Dark Pact * You can invoke a daemonic patron for help by offering your own vitality as a sacrifice by making a successful casting roll. * Before the roll, reduce an ability score and add the points subtracted to the roll. * If the casting succeeds, the patron will provide a requested boon. If the casting fails, you invoke the patron’s displeasure and they will exact a further cost. * Ability score points sacrificed this way recover at a rate of one per day that Dark Pact is not used. #### Legion of the Damned *Requires five points in Daemonology talents, 10th level* * You are able to open a nexus portal to the Nether and summon an army of daemons during an eclipse (Fifth Height). \columnbreak ### Daemonology Spells #### Summon Imp ___ - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 1 hour - **Concentration** You summon an imp to do your bidding. * The imp is a Companion with a Loyalty Level equal to the Spell Height and can fly. * It can fling a bolt of fire at enemies or attack with its claws. * When the spell ends, the imp explodes in a ball of fire dealing 2d10 fire damage. You may choose when to end the spell. * Elevated height increases the damage of the final explosion. #### Blood Pact - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** Instant You sever your flesh, drawing forth your own blood to power your spell as the daemons do. * You take 1d10 damage and deal triple the result of the roll to an enemy creature. * Elevated height increases the damage you take #### Hungering Expanse - **Time to Cast:** Action - **Range:** Far - **Hands Required:** 2h - **Duration:** 1 minute - **Concentration** You open a gateway to the dark between the stars, a region infested with unknown horrors, in a 20-ft radius sphere of blackness and bitter cold, a void filled with a cacophony of soft whispers and slurping noises. * No light, magical or otherwise, can illuminate the area, and creatures fully within the area are Blinded. * The void creates a warp in the fabric of space, and the area is Difficult Terrain. * Any creature that starts its turn in the area takes 1d10 cold damage. * Any creature that ends its turn in the area takes 1d10 acid damage as milky, otherworldly tentacles rub against it.
Contents
\pagebreakNum
# Town Moves #### Basic Concepts - Town Moves are intended to be ways to open up collaborative world building and allow you as a player to explore and generate the city alongside the DM to make it feel vibrant, alive, and full of possibilities. - The DM is ultimately responsible for tone and verisimilitude and will work with you to make sure that your descriptions and ideas fit into the context and culture of the city you’re in. - Sometimes the DM will have **essential information** that you’ll uncover throughout your exploration - this information is key to the overarching issues your party is facing, such as the main archvillain or a conflict that has arisen from a character’s past. - Sometimes the essential information will align with a topic you can ask about, and sometimes it won’t. If the DM doesn’t have essential information around the question you ask, **this is your opportunity to collaboratively create Assets.** - **Assets** are things you know about the world that you can leverage to help in your current situation. It might be knowledge, allies, allegiances, secrets, or anything else you know about the world that is important for the current situation. - Town Moves will sometimes present the opportunity to uncover facts and other times will give you the opportunity to answer questions. Just because you’re asking a question to the DM doesn’t mean you shouldn’t collaborate in answering, especially if you’ve got an idea of what you’d like that answer to be. - You’re not limited to the options listed in the Move - feel free to ask for something that’s not on the list. - This should be played out in a **vignette** - a quick story scene that gives a sense of the location, what you do in that location to get what you’re after, and how it resolves. Make sure the tell the DM how you’re approaching the move so they can help fill in the rest. - Think about other player characters that would make sense to accompany you on the move - this is a group game after all. - **Discoveries** and **Costs** may be clear or vague/unforeseen depending on the results of the roll. #### Town Move Template * **Incredible Success (20+)** * Two clear Discoveries * **Great Success (17-19)** * One clear Discoveries and Optional clear Discovery at a clear Cost * **Success (14-16)** * Optional clear Discovery at a clear Cost * **Partial Success (10-13)** * Make one clear Discovery at an unforeseen Cost * **Failure (6-9)** * Vague Discovery with an unforeseen Cost * **Utter Failure (1-5)** * Choose a Cost - it is urgent and dire \columnbreak
### Investigate the Shadows When you venture into the hidden and often dangerous parts of a location, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * Two clear Discoveries * **Great Success (17-19)** * One clear Discoveries and Optional clear Discovery at a clear Cost * **Success (14-16)** * Optional clear Discovery at a clear Cost * **Partial Success (10-13)** * Make one clear Discovery at an unforeseen Cost * **Failure (6-9)** * Vague Discovery with an unforeseen Cost * **Utter Failure (1-5)** * Choose a Cost - it is urgent and dire **Success:** Through interviewing, interrogation, or eavesdropping, you uncover crucial information about an impending event or danger. #### Discoveries - Who are the most powerful players in the underworld? - Who is most vulnerable? - What dangers or plots are currently in motion? - Who would one contact for…(theft, assassination, assorted crime, etc.) - What illegal goods and contraband are most commonly traded here, and who controls that trade? - Is there a power struggle or turf war going on? If so, between whom? - What's the word on the street about law enforcement or authority figures in relation to the underworld? - What are the underground's customs, rituals, or unspoken rules that one should be aware of? - Who has recently fallen out of favor or grace, and what led to their downfall? - Are there any upcoming underworld gatherings, meetings, or events that are generating buzz? **Failure:** Your actions draw unwanted attention, and you are now at risk. #### Costs - Owe a dangerous favor to an underworld figure. - Sacrifice a valuable item or piece of equipment. - Offer incriminating information about yourself or your allies. - Act as an intermediary for a shady deal. - Pay a significant amount of money or resources. - Provide inside information on a rival group or faction. - Agree to participate in an upcoming illegal event or heist. - Deliver a package without asking any questions about its contents. - Be forced to make a public stance or action that aligns with an underworld agenda. - Surrender a piece of personal information that could be used for blackmail.
Contents
\pagebreakNum
### Seek Local Patrons When you mingle with the influential or affluent figures of a location, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * Two clear Discoveries * **Great Success (17-19)** * One clear Discoveries and Optional clear Discovery at a clear Cost * **Success (14-16)** * Optional clear Discovery at a clear Cost * **Partial Success (10-13)** * Make one clear Discovery at an unforeseen Cost * **Failure (6-9)** * Vague Discovery with an unforeseen Cost * **Utter Failure (1-5)** * Choose a Cost - it is urgent and dire **Success:** You schmooze like a master. #### Discoveries - You're invited to a private event. - Someone proposes a job or task. - You are introduced to a key figure in the area you’re intrigued by. - You receive a piece of advice or warning. - You're given access to a restricted or private location. - Someone influential vouches for your reputation or skills. - You're invited to join a prestigious club or organization. - You learn about a secret or controversial matter that could be leveraged. - You acquire a special permit or license for an activity normally restricted in the area. - You discover a shortcut or loophole within the local bureaucracy or regulations. - You're offered exclusive information on local competitors or adversaries. **Failure:** You offend someone important or find yourself in an awkward situation. #### Tasks - Retrieve a valuable or sensitive item that has been stolen or misplaced. - Deliver a confidential message or package to a specific individual. - Sabotage a competitor's business or operation discreetly. - Attend a public event and gather intel on a person of interest. - Act as a bodyguard or escort for a patron or their family member for a set period. - Perform a heist to acquire an item of importance for the patron. - Discredit or frame a rival to remove them from a position of power. - Plant or retrieve information from a secure location. - Arrange a meeting between the patron and another elusive or reluctant individual. - Investigate a suspicious activity or person that's a concern to the patron. \columnbreak
### Engage in Spiritual Practices When you interact with religious or spiritual sites or figures, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * Two clear Discoveries * **Great Success (17-19)** * One clear Discoveries and Optional clear Discovery at a clear Cost * **Success (14-16)** * Optional clear Discovery at a clear Cost * **Partial Success (10-13)** * Make one clear Discovery at an unforeseen Cost * **Failure (6-9)** * Vague Discovery with an unforeseen Cost * **Utter Failure (1-5)** * Choose a Cost - it is urgent and dire **Success:** The heavens smile upon you #### Discoveries - You receive a prophetic vision, sign, or omen. - You gain a temporary boon or blessing. - You're informed of a sacred artifact or location. - A devotee offers guidance or counsel. - A divine challenge or quest is presented to you. - You discern an overlooked detail or hidden meaning in a spiritual teaching. - You discover a secret enemy or threat to the spiritual community. - You form a valuable connection with a high-ranking clergy member or spiritual leader. - You're granted temporary sanctuary or asylum in a holy place. - You receive a relic or talisman imbued with spiritual significance. **Failure:** You inadvertently cause offense, leading to complications. #### Offerings - Perform a ritual or sacrifice as dictated by the faith. - Complete a task or pilgrimage of religious significance. - Help resolve a spiritual dilemma or crisis within the community. - Offer up a treasured possession to the spiritual entity or institution. - Defend the spiritual site from a threat, whether physical or metaphysical. - Share the teachings or practices with non-believers to spread the faith. - Aid in the construction or restoration of a sacred site. - Resolve a theological debate or discrepancy. - Contribute a sizable donation or tithing to the spiritual community. - Retrieve a lost or stolen religious artifact.
Contents
\pagebreakNum
### Show Your Might When you demonstrate your combat skills or prowess, either through sparring or other challenges, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * Two clear Discoveries * **Great Success (17-19)** * One clear Discoveries and Optional clear Discovery at a clear Cost * **Success (14-16)** * Optional clear Discovery at a clear Cost * **Partial Success (10-13)** * Make one clear Discovery at an unforeseen Cost * **Failure (6-9)** * Vague Discovery with an unforeseen Cost * **Utter Failure (1-5)** * Choose a Cost - it is urgent and dire **Success:** You dazzle the crowd. #### Discoveries - A prominent local figure extends an offer for a specialized role or job. - You establish a connection with a seasoned warrior or guard in the community. - Information about a looming conflict or formidable opponent reaches your ears. - You earn the admiration and esteem of local fighters. - You catch wind of an upcoming tournament or fighting event. - You're offered advanced training or mentorship in a specific combat skill. - A secret combat technique or weapon is disclosed to you. - You're granted access to a private training facility or armory. - A legendary warrior challenges you to a friendly duel. - Your heroics attract a loyal squire or apprentice eager to learn from you. **Failure:** Your attempt to impress goes awry, putting you in a precarious situation or damaging your reputation. #### Favors - Assist local law enforcement in a high-risk mission or arrest. - Train a group of inexperienced fighters. - Acquire or recover a weapon of importance to the community. - Settle a dispute between rival factions through combat mediation. - Participate in a dangerous hunt or tracking mission. - Help fortify a local stronghold or outpost. - Perform a public demonstration of combat skills for educational or entertainment purposes. - Challenge and defeat a local nuisance or troublemaker. - Donate a portion of your earnings to support local combat training. - Act as a bodyguard for a local dignitary during a high-profile event. \columnbreak
### Pursue Knowledge When you seek to unearth valuable information from libraries, sages, or other repositories of knowledge, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * Two clear Discoveries * **Great Success (17-19)** * One clear Discoveries and Optional clear Discovery at a clear Cost * **Success (14-16)** * Optional clear Discovery at a clear Cost * **Partial Success (10-13)** * Make one clear Discovery at an unforeseen Cost * **Failure (6-9)** * Vague Discovery with an unforeseen Cost * **Utter Failure (1-5)** * Choose a Cost - it is urgent and dire **Success:** A wealth of knowledge is yours. #### Discoveries - You directly ask the DM the answer to your question. - What are the most critical vulnerabilities or weaknesses of a local creature or adversary? - You obtain detailed information about an influential figure or pivotal event. - An erudite scholar or expert offers you their specialized knowledge. - You locate a comprehensive map or guide of the area. - You stumble upon a rumor or tale with potential implications. - You find clues to a long-lost artifact or treasure. - Are there competing theories or schools of thought on a significant issue? If so, who champions them? - What are the most significant threats to the balance of power in the current political landscape? - Who or what is the most formidable foe recently sighted or rumored about? **Failure:** Your investigation leads you astray or leaves you empty-handed. #### Research Tasks - Transcribe or translate an important document for a scholar. - Acquire a rare book or artifact needed for further research. - Assist in a scholarly debate or presentation. - Collect samples or data for an ongoing study or experiment. - Verify or validate an academic theory through fieldwork. - Collaborate on a publication or paper. - Organize or curate a collection of texts or artifacts. - Offer a guest lecture or educational session. - Procure funding or sponsorship for academic endeavors. - Act as an intermediary in a scholarly dispute.
Contents
\pagebreakNum
### Carouse at the Tavern When you linger in a local tavern or inn to collect rumors and tales, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * Two clear Discoveries * **Great Success (17-19)** * One clear Discoveries and Optional clear Discovery at a clear Cost * **Success (14-16)** * Optional clear Discovery at a clear Cost * **Partial Success (10-13)** * Make one clear Discovery at an unforeseen Cost * **Failure (6-9)** * Vague Discovery with an unforeseen Cost * **Utter Failure (1-5)** * Choose a Cost - it is urgent and dire **Success:** The barkeep is your best friend. #### Discoveries - You uncover rumors of a hidden cache or secret haven. - An enigmatic individual discreetly presents you with an intriguing offer or request. - You obtain a thorough account of current happenings or recent events. - You learn about a local character who could be important for your plans. - A storyteller or musician shares a tale that holds deeper meanings or clues. - You discover a lead to a long-standing mystery or unsolved case. - You gain the trust of a local group, guild, or organization. - You're warned about potential dangers or threats in the area. - You learn about an upcoming event that could be advantageous or perilous. - You identify a potential ally or rival among the tavern-goers. **Failure:** You step on toes or start a brawl, drawing unwanted attention. #### Favor Owed - Buy a round of drinks for the tavern. - Help a tavern-goer with a personal problem or quest. - Deliver a message or package to a specific individual. - Provide entertainment or perform for the tavern's patrons. - Defend the tavern against local thugs or ruffians. - Gather ingredients or items for the barkeep or cook. - Spread good word about the tavern to attract more patrons. - Aid in settling a tab or dispute among the tavern-goers. - Find or replace a lost or stolen item belonging to a patron. - Act as a liaison or negotiator between conflicting parties within the tavern. \columnbreak
### Broker a Deal When you engage with merchants, vendors, and traders, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * Two clear Discoveries * **Great Success (17-19)** * One clear Discoveries and Optional clear Discovery at a clear Cost * **Success (14-16)** * Optional clear Discovery at a clear Cost * **Partial Success (10-13)** * Make one clear Discovery at an unforeseen Cost * **Failure (6-9)** * Vague Discovery with an unforeseen Cost * **Utter Failure (1-5)** * Choose a Cost - it is urgent and dire **Success:** You're a master of the deal. #### Discoveries - You acquire an item of rare caliber or mystical properties. - A merchant accidentally reveals details about a recent transaction or customer of note. - You lock in a lucrative business opportunity. - You negotiate excellent terms for essential gear or supplies. - A vendor provides insight into where to locate scarce items. - You gain favorable credit or deferred payment options with a merchant. - You discover a valuable trade route or supply source. - You earn the loyalty or favor of a group of merchants. - You obtain exclusive rights to a particular good or commodity in the market. - You gather rumors about potential shifts in market trends or demands. **Failure:** You're scammed or sold counterfeit items, or a deal goes south. #### Service Required - Source a rare material or ingredient for a merchant. - Act as a mediator between feuding traders. - Recover stolen or misplaced goods for a vendor. - Offer expertise or consultation to improve a business. - Provide security for a high-value trade or shipment. - Vouch for a merchant’s reputation in a different market or community. - Set up a meeting between your contact and a reluctant or elusive third party. - Investigate the validity of a rumor affecting market prices. - Arrange for special transport of sensitive or delicate goods. - Resolve a logistical or regulatory issue impeding a trade deal.
Contents
\pagebreakNum
### Walk the Streets When you explore the streets and alleys, trying to get the feel of the town, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * Two clear Discoveries * **Great Success (17-19)** * One clear Discoveries and Optional clear Discovery at a clear Cost * **Success (14-16)** * Optional clear Discovery at a clear Cost * **Partial Success (10-13)** * Make one clear Discovery at an unforeseen Cost * **Failure (6-9)** * Vague Discovery with an unforeseen Cost * **Utter Failure (1-5)** * Choose a Cost - it is urgent and dire **Success:** The city reveals its secrets. #### Discoveries - You witness an extraordinary event or festival. - What are the key landmarks or places of interest that hold historical or cultural significance? - What are the city's economic strengths and weaknesses, and who controls its major resources? - What are the common hazards or dangers in the area, such as dangerous wildlife or natural phenomena? - You meet a city official or guard who gives advice or warnings. - What are the major guilds or organizations, and how might one gain their favor or membership? - What is the political landscape within the city, including any tensions or alliances? - Are there any unsolved mysteries or pending investigations that the locals are talking about? - You uncover local folklore or urban legends. - How do the different social classes interact, and what are the dynamics between them? **Failure:** You end up lost, or run into troublemakers. #### Favor Owed - Assist a local with a minor problem or chore. - Retrieve an item lost in a less savory part of town. - Help someone in need and distress - Share beneficial information or news with a local contact. - Act as a mediator in a local dispute. - Investigate a rumor or odd occurrence. - Recommend a local business or service to others. - Deliver a message or small item to a specific individual. - Perform a simple service for a local merchant or vendor. - Spend time assisting community members with a public event or project. \columnbreak
### Delve into the Underbelly When you deal with thieves, spies, or the criminal underworld, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * Two clear Discoveries * **Great Success (17-19)** * One clear Discoveries and Optional clear Discovery at a clear Cost * **Success (14-16)** * Optional clear Discovery at a clear Cost * **Partial Success (10-13)** * Make one clear Discovery at an unforeseen Cost * **Failure (6-9)** * Vague Discovery with an unforeseen Cost * **Utter Failure (1-5)** * Choose a Cost - it is urgent and dire **Success:** The underworld opens up to you. #### Discoveries - You're offered an endeavor that promises high stakes and high returns. - An operative shares intelligence on the city's weaknesses or security measures. - You acquire a unique tool or device for covert operations. - You establish rapport with an underworld denizen. - You acquire a new technique beneficial for subterfuge or stealth. - You gain access to an exclusive or secretive meeting or gathering. - You learn the identity of a person who could be coerced or blackmailed. - You receive information on the current power dynamics in the underworld. - You're tipped off about law enforcement's current focus or investigations. - You gain the opportunity to acquire restricted or contraband items. **Failure:** Your meddling incurs a bounty or earns you an enemy in the underworld. #### Asks - Deliver contraband to a specified location. - Gather sensitive information from a guarded facility. - Sabotage a rival's operations discreetly. - Act as an intermediary in a volatile negotiation. - Plant or forge evidence to implicate or exonerate a target. - Aid in the discreet transport of a high-value individual. - Procure rare or restricted items for an underworld contact. - Help plan or execute a complex heist or scam. - Disrupt a law enforcement operation targeting the underworld. - Assist in the settlement of an underworld feud or conflict.
Contents
\pagebreakNum
### Do Good When you actively attempt to make a positive difference in a location, be it by aiding locals, solving community problems, or preventing harm, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * Two clear Discoveries * **Great Success (17-19)** * One clear Discoveries and Optional clear Discovery at a clear Cost * **Success (14-16)** * Optional clear Discovery at a clear Cost * **Partial Success (10-13)** * Make one clear Discovery at an unforeseen Cost * **Failure (6-9)** * Vague Discovery with an unforeseen Cost * **Utter Failure (1-5)** * Choose a Cost - it is urgent and dire **Success:** Virtue triumphs. #### Discoveries - Your noble actions earn you a token or gift from the community. - A well-connected individual becomes a stalwart ally in your endeavors. - Your example kindles a wave of change or activism in the locale. - Several locals show their thankfulness in meaningful ways. - You receive exclusive information beneficial to your cause. - An organization offers you resources or manpower for a future initiative. - You gain permission or licenses that aid in your altruistic goals. - A local expert offers specialized advice or know-how. - You discover a hidden challenge or issue that requires attention. - Your reputation becomes a shield, deterring those who might oppose you. **Failure:** Your efforts go unnoticed, are misunderstood, or even backfire, causing unintended consequences. #### Favors - Aid a local family in a time of need. - Solve a dispute or conflict among community members. - Safeguard a vulnerable location or event. - Act as an emissary for the community to negotiate resources or alliances. - Contribute to a local project or initiative. - Offer a seminar or educational event. - Provide specialized skills or services for the common good. - Help in the organization or execution of a local celebration or event. - Act as a mediator in political or social disputes. - Investigate a local mystery or series of incidents that trouble the community. \columnbreak
### Seek Training When you search for a mentor, trainer, or institution to improve your skills or knowledge in a specific area, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * Two clear Discoveries * **Great Success (17-19)** * One clear Discoveries and Optional clear Discovery at a clear Cost * **Success (14-16)** * Optional clear Discovery at a clear Cost * **Partial Success (10-13)** * Make one clear Discovery at an unforeseen Cost * **Failure (6-9)** * Vague Discovery with an unforeseen Cost * **Utter Failure (1-5)** * Choose a Cost - it is urgent and dire **Success:** You hit the educational jackpot. #### Discoveries - An expert agrees to provide you with intensive instruction. - Training uncovers a latent skill or capability you hadn't realized. - You gain privileged admission to a specialized training ground or library. - You connect with an accomplished colleague or expert in your chosen field. - Your training gains you a temporary boost in related abilities. - You acquire a rare training manual or set of instructional materials. - A famous or well-respected mentor takes interest in your progress. - You are invited to a specialized course or workshop. - You gain a key to a restricted area beneficial to your training. - A guild or professional association offers you provisional membership. **Failure:** Your quest for knowledge ends in a dead end, or the education you receive is subpar. #### Commitments - Assist your trainer in their work or studies. - Commit to a set duration of focused practice or study. - Contribute a rare or valuable item for communal use in the training facility. - Share your newly acquired skills with others in the facility. - Complete a challenging exercise or test to prove your dedication. - Assist in a research project or scholarly endeavor. - Participate in a public demonstration of your skills. - Commit to an ethical or professional code associated with the training. - Produce a scholarly article, document, or manual based on your learning. - Help your trainer solve a problem or challenge they are facing.
Contents
\pagebreakNum
### Make Money When you set out to accumulate wealth through lawful means like commerce, artistic performance, manual work, or other avenues, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * Two clear Discoveries * **Great Success (17-19)** * One clear Discoveries and Optional clear Discovery at a clear Cost * **Success (14-16)** * Optional clear Discovery at a clear Cost * **Partial Success (10-13)** * Make one clear Discovery at an unforeseen Cost * **Failure (6-9)** * Vague Discovery with an unforeseen Cost * **Utter Failure (1-5)** * Choose a Cost - it is urgent and dire **Success:** The stars align in your financial favor. #### Discoveries - You rake in substantial earnings. - You stumble upon a stable and rewarding income avenue. - A well-off benefactor takes an interest and extends more opportunities. - You gain exclusive rights or a license that boosts income. - A gamble or calculated risk pays off handsomely. - You gain a business partner or investor for a venture. - You are invited to a high-profile event with networking potential. - You discover a market gap or consumer need that you can fill. - You acquire a valuable asset that can be leveraged for income. - You receive an insider tip that could lead to substantial gains. **Failure:** Your money-making efforts falter, result in losses, or incur unforeseen costs. #### Investments - Reinvest a portion of your earnings for future gains. - Enter into a partnership or contractual agreement. - Share your success by training or employing others. - Offer a portion of your gains to secure a key relationship or resource. - Make a substantial donation to gain social or commercial influence. - Develop or purchase new tools or skills to enhance earning potential. - Provide exclusive services or products for a limited time. - Market or advertise your services or products extensively. - Engage in market research to better understand consumer needs. - Secure a sought-after location or venue for your enterprise. \columnbreak
### Illegal Activity When you engage in underhanded dealings, theft, or other nefarious actions, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * Two clear Discoveries * **Great Success (17-19)** * One clear Discoveries and Optional clear Discovery at a clear Cost * **Success (14-16)** * Optional clear Discovery at a clear Cost * **Partial Success (10-13)** * Make one clear Discovery at an unforeseen Cost * **Failure (6-9)** * Vague Discovery with an unforeseen Cost * **Utter Failure (1-5)** * Choose a Cost - it is urgent and dire **Success:** You're a ghost in the wind. #### Discoveries - You pull off the job, leaving barely a whisper. - You secure something of worth, either material or information. - You win the allegiance or incur a debt from an underworld big shot. - You find a loophole or weakness in security systems. - You gain an invitation to an exclusive criminal gathering. - You learn of a secret stash or hideout. - You gain insider information on law enforcement or security measures. - You discover a rival or threat within the criminal community. - You unlock access to specialized criminal tools or resources. - You find an opportunity for a more significant heist or operation. **Failure:** Your actions draw unwanted attention, or you're caught red-handed. #### Risks - Take on a hazardous task for a criminal associate. - Leave behind a valuable item or information as a guarantee. - Go against a direct competitor in the underworld. - Offer up a cut of your take to a more powerful criminal. - Risk exposure by trading in high-profile or highly illegal items. - Frame someone else to divert attention from your activities. - Help another criminal in a high-risk venture. - Serve as an intermediary in a dangerous negotiation. - Provide inside information or services to a rival faction. - Bribe or blackmail an official to look the other way.
Contents
\pagebreakNum
# Crisis Moves Crisis Moves come into play when the party is under pressure that doesn't have to do with direct combat. These moves are intended to help shape the narrative by supporting it with potential details. If you and your GM don't need these Moves, don't worry about needing to use one. Just say what you're trying to do and figure the rest out together. But for those moments when you're all at a loss and need some direction, these are handy. #### Misc. Rules - You have Advantage when you use an edge you or an ally have gained in your next move - **Three** failures or successes tend to resolve the event - **Act Heroically**, **Think Outside the Box**, and **Rapid Response** are intended to be ways for you to creatively respond to a situation so that all players aren’t just making the same move as each other and repeatedly - If multiple party members are essentially pursuing the same action, the **Help** rules apply, and the involved player characters collaborate together when they gain an edge or a complication arises. - Your **approach** matters - the DM might consider a worthy idea in and of itself a way to gain an edge or grant Advantage to yourself or an ally, and you cannot roll the dice until you’ve described your approach. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage on your next move and a Complication arises \columnbreak
### Close the Gap When you chase a fleeing enemy or try to close distance rapidly, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage on your next move and a Complication arises #### Gain an Edge - You close the distance, getting within striking or grabbing range. - Your pursuit forces the enemy into a disadvantageous position. - You anticipate their next move - Your speed and agility impress or intimidate onlookers. - You find a shortcut or exploit the terrain to your advantage. - Your determination makes an ally push harder, granting them Advantage in their next move. - You force them to drop something they were carrying. - The enemy reveals a hint of their tactics or strategy as they flee. - You create a diversion that distracts or confuses the enemy. - Your resourcefulness allows you to quickly improvise a useful item or tool. #### Complications - Things go from bad to worse - The chase causes environmental changes that affect the scene (e.g., knocking over a market stall, causing a crowd to scatter). - Another threat comes on to the scene - Your intense focus on the chase makes you miss another immediate threat. - An obstacle or third party intervenes, further impeding your progress. - You lose a valuable resource or item in the pursuit. - The physical exertion leaves you momentarily winded or fatigued. - An ally has to divert their attention to assist you - A sudden change in weather hampers your ability to pursue effectively. - A local denizen becomes hostile towards you due to the disruption.
Contents
\pagebreakNum
### Think Outside the Box When you quickly analyze a situation to find an unconventional solution, describe to the DM a rough sketch of your idea and collaborate on how it would work, then roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage on your next move and a Complication arises #### Gain an Edge - You identify a clever workaround, bypassing an obstacle or enemy. - Your innovative solution resolves or alleviates an immediate problem. - You discover a hidden resource or advantage in the environment. - Your quick thinking instills confidence in your allies, boosting their morale. - You render a threat irrelevant or less severe through foresight. - Your ingenuity enables an ally to capitalize on a new opportunity. - You create an unexpected diversion, disorienting foes. - You find a way to turn an enemy's strength into a weakness. - You construct a makeshift device or tool that aids in your quest. - You discover a subtle pattern or clue that others have overlooked. #### Complications - Your idea backfires, worsening the situation. - Your unconventional method alters the scene unpredictably (e.g., releasing trapped water, breaking support beams). - Your focus on the idea makes you overlook another immediate threat. - Your sudden actions draw unwanted attention. - An ally misunderstands your intent, resulting in unintended consequences. - You use up a valuable resource in the attempt. - Your attempts to think quickly are too hasty, causing you mental fatigue. - The time spent on your idea allows an enemy to regroup or counteract. - Your actions accidentally offend or harm a neutral party. - Your idea requires a difficult moral or ethical choice you hadn't considered. \columnbreak
### Rapid Response When you make a snap decision to take swift action in a time-sensitive situation, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage on your next move and a Complication arises #### Gain an Edge - You move with incredible speed, reaching a key point before anyone else. - Your quick reflexes allow you to dodge an imminent threat. - You seize an object or resource before others have the chance. - Your swift action emboldens allies, giving them renewed energy. - You quickly adapt to a sudden change, maintaining your advantage. - Your prompt decision allows an ally to follow up with a strong move. - You snatch an item from an enemy or disrupt their action. - You spot an escape route and can lead others to it. - Your rapid moves disrupt enemy formations or plans. - You perform a quick repair or patch-up, mitigating some damage. #### Complications - Your rushed action results in minor self-injury or breakage of equipment. - Your speed disrupts the environment, causing unintended side effects (e.g., triggering traps, collapsing structures). - Your tunnel vision on the quick action makes you miss another immediate threat. - Your sudden movements draw unwanted attention to you or your allies. - An ally misinterprets your quick action, causing them to stumble or hesitate. - Your haste exhausts you, causing temporary fatigue. - The quick decision turns out to be a poor judgment, worsening the situation. - You inadvertently create an opening for an enemy's counteraction. - Your rapid actions startle a neutral or undecided party, turning them against you. - You use up or waste a resource in your hurried actions.
Contents
\pagebreakNum
### Act Heroically When you attempt a daring or courageous feat in a high-stakes situation, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage...a Complication arises #### Gain an Edge - Your quick thinking identifies a shortcut or more efficient solution. - Your courageous action inspires those around you, boosting overall morale. - Your daring move eliminates an immediate obstacle or danger. - Your precise timing allows you to seize a crucial item or advantage. - You create a diversion that throws off pursuers or enemies temporarily. - Your efforts reveal previously hidden information or clues. - You manage to secure a precarious situation, like anchoring a failing rope bridge. - Your action gives an ally the opportunity for a crucial follow-up move. - You find an unexpected way to utilize the environment to your advantage. - Your boldness causes adversaries to hesitate or reconsider their actions. #### Complications - Your heroic action unintentionally creates a new obstacle or hazard. - Your focus on your daring act leaves you oblivious to other imminent threats. - Your efforts draw unwanted attention to you or your group. - Your action consumes or damages a valuable resource unexpectedly. - Your daring feat disrupts the immediate environment in an unpredictable way (e.g., collapsing a ledge, breaking a rope). - An ally misinterprets your action, causing a delay or mistake. - Your exertion takes a toll on you, leading to temporary fatigue. - Your courageous act inadvertently benefits an adversary. - Your bold move offends or alienates a neutral or friendly party. - You are faced with an unexpected ethical or moral dilemma as a result of your action. \columnbreak
### Haul Ass When you and your party need to escape an immediate, life-threatening situation like a collapsing structure or a portal to hell, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage on your next move and a Complication arises #### Gain an Edge - You identify a faster route, leading the group to safety more quickly. - You spot a structural weak point and use it to your advantage, slowing down the danger. - Your decisiveness rallies the group, speeding up the escape. - You alert others outside the danger zone, potentially getting outside help. - You stabilize a crumbling passage long enough for everyone to get through. - Your keen senses alert you to a hidden danger, allowing you to avoid it. - You free a trapped or slowed ally, accelerating their escape. - You salvage a critical resource while evacuating. - You leave behind a distraction that slows down the approaching danger. - You find a moment to administer quick first aid to an injured party member. #### Complications - The escape route suddenly becomes impassable. - Your actions accidentally speed up the impending danger (e.g., causing more structural damage). - A new, unforeseen danger emerges during your escape. - You run into hostile creatures or individuals who are also trying to escape. - You become separated from one or more allies. - An ally panics, slowing down their escape and potentially others'. - The exertion takes its toll; you or an ally becomes fatigued or weakened. - Vital equipment or resources are lost during the escape. - A part of the escape route collapses, requiring quick adaptation. - Your actions draw the attention of something you'd rather avoid.
Contents
\pagebreakNum
### Vertical Ascent When you need to scale a vertical surface or wall rapidly, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage on your next move and a Complication arises #### Gain an Edge - You find an ideal handhold, accelerating your ascent. - Your flawless technique impresses or intimidates any onlookers. - Your climbing acumen allows you to scout a shorter, more efficient route up. - Your focus and agility enable you to recover swiftly from a minor slip. - You spot an overhang or ledge, offering a momentary respite or vantage point. - Your climbing inspires an ally to push harder, granting them Advantage in their next move. - You secure a temporary anchor point that helps you or an ally. - You clear away a potential hazard, like a loose rock, that could have been dangerous. - You identify a natural feature that aids your climb, like a vine or a protruding ledge. - You efficiently use climbing equipment, conserving resources for later. #### Complications - The surface becomes unstable, causing rocks or debris to fall. - Your loud movements attract unwanted attention from above or below. - An unexpected critter or creature interferes with your climb. - Your gear malfunctions or slips, complicating the ascent. - You or an ally experiences vertigo or acrophobia, hindering progress. - Handholds crumble or give way under pressure. - Your physical stamina wanes, leaving you fatigued. - You inadvertently trigger a small avalanche or rockslide. - A sudden weather change, like gusting wind or rain, hampers your progress. - You become entangled in vines, ropes, or other obstructions. \columnbreak
### Disarm a Trap When you attempt to disarm a mechanical or magical trap that has not yet triggered, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage...a Complication arises #### Gain an Edge - You disarm the trap and repurpose its components for later use. - Your keen senses identify another hidden trap nearby. - Your flawless disarming technique impresses or reassures your allies. - You gain insights into the trapmaker's design, granting you Advantage on similar traps. - You neutralize the trap so skillfully that it can be rearmed later to your advantage. - Your actions inspire an ally to be more cautious, granting them Advantage in their next move. - You disable the trap with minimal noise, preserving the element of surprise. - You discover a hidden secondary mechanism and disable it too. - You render the trap not just harmless but also visible, making it easier for allies to avoid. - You complete the disarmament more quickly than expected, saving precious time. #### Complications - Your attempts partially trigger the trap, altering nearby enemies. - You miscalculate and damage your tools during the process. - Disarming the trap causes a secondary, lesser trap to activate. - Your focus on the trap causes you to overlook another nearby hazard. - A part of the trap breaks off, becoming a dangerous projectile. - You become temporarily entangled or stuck in the trap mechanism. - The exertion or stress leaves you momentarily fatigued. - An ally’s impatience or distraction interferes with your concentration. - A time-sensitive mechanism accelerates, putting you under pressure. - Your actions make the trap more sensitive to touch, complicating future disarmament attempts.
Contents
\pagebreakNum
### Escape a Trap When you have triggered a trap and try to disarm it or escape its effects, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage...a Complication arises #### Gain an Edge* - Your quick thinking identifies a crucial mechanism, allowing easier disarming. - Your dexterity allows you to evade an immediate hazard from the trap. - You find a way to temporarily neutralize the trap, creating time to escape. - Your analysis reveals that the trap has multiple triggers, helping you avoid further danger. - Your actions give an ally vital information for dealing with similar traps. - You repurpose part of the trap, creating a useful tool or item. - Your efforts reveal previously hidden information or clues about the trap's creators. - Your daring maneuver frees an ally from the trap's effects. - Your boldness startles any enemies watching, causing them to hesitate. - You manage to contain or redirect the trap's secondary effects (e.g., gas, fire). #### Complications - Your action inadvertently re-arms or triggers another mechanism in the trap. - Your focus on the trap leaves you vulnerable to other immediate threats. - Your efforts draw the attention of nearby enemies. - You accidentally damage a vital piece of equipment while dealing with the trap. - Your actions destabilize the surrounding environment (e.g., causing a cave-in). - An ally misinterprets your instructions, worsening the trap's effects. - Your exertion leaves you temporarily fatigued or weakened. - Your actions cause the trap to endanger a neutral or friendly party. - You encounter an unexpected moral or ethical dilemma related to the trap (e.g., it's protecting something important). - Your initial success proves to be a false sense of security, as the trap has a delayed secondary effect. \columnbreak
### Cross the Chasm When you attempt to traverse a dangerous gap or chasm, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage...a Complication arises #### Gain an Edge - You find a hidden path or stable footing, making the crossing easier for everyone. - Your acrobatic skill allows you to scout ahead or place a guide rope. - Your focus and agility inspire your allies, boosting their confidence. - You identify weak points in the chasm's structure that could be exploited. - You create a makeshift bridge or support, making the crossing less perilous. - Your example energizes an ally, granting them Advantage on their next move. - You successfully toss or pass a vital piece of equipment across the chasm. - You find an alternative crossing point that is less dangerous. - You quickly assess the risks and develop a safer method for crossing. - You momentarily secure a crumbling or shifting section, allowing safe passage. #### Complications - Your crossing destabilizes the area, making it riskier for others to follow. - You lose grip on or drop an important piece of equipment into the chasm. - The structure you're using to cross starts to give way. - Your concentration is broken by an external threat or distraction. - A sudden gust of wind or elemental force destabilizes your crossing. - You become momentarily stuck or entangled, slowing down your progress. - The exertion takes its toll, leaving you or an ally fatigued or unsteady. - An ally's fear of heights or panic attacks interfere with the crossing. - You discover the chasm is deeper or more dangerous than initially thought. - Your actions attract unwanted attention from creatures lurking in or around the chasm.
Contents
\pagebreakNum
### Build a Barricade When you need to fortify a position rapidly against oncoming threats, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage on your next move and a Complication arises #### Gain an Edge - Your barricade is extraordinarily sturdy, able to withstand considerable force. - You create murder holes or other defensive features, giving defenders an advantage. - Your rapid construction inspires allies, bolstering their morale. - You ingeniously integrate a trapped mechanism into the barricade. - You salvage valuable materials in the process, strengthening the barricade even further. - Your insight enables you to position the barricade for maximum strategic benefit. - You complete the barricade quickly, allowing time for other preparations. - Your barricade design confounds attackers, making it difficult to dismantle. - You repurpose enemy equipment or material for the barricade. - Your efforts draw positive attention, potentially attracting reinforcements. #### Complications - The barricade unexpectedly collapses or weakens. - Your noisy construction attracts additional threats. - A vital material runs out, compromising the barricade's integrity. - Conflicts arise among allies over the barricade's design or location. - A previously overlooked avenue of attack is discovered. - The exertion leaves you or an ally fatigued, affecting performance. - Your focus on building causes you to miss a critical development in the battle. - An ally has to divert their attention to fix a mistake in the barricade. - Weather conditions (rain, wind) make construction difficult and jeopardize the barricade. - Local inhabitants take offense at your commandeering of materials or space. \columnbreak
### Hold the Line When you and your allies must maintain a defensive position against an advancing enemy without retreating, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage on your next move and a Complication arises #### Gain an Edge - Your leadership galvanizes the troops, boosting their resolve. - You identify a weak point in the enemy line and exploit it. - Your strategic placement of resources bolsters the defense. - You or an ally lands a particularly demoralizing blow on an enemy leader. - Your defenses hold strong, buying valuable time for reinforcements or other strategies. - Your line cleverly funnels the enemy into a kill zone. - You manage to resupply or heal allies while holding the line. - Your tactics force the enemy to reconsider and regroup, slowing their advance. - A momentary breakthrough in enemy ranks allows you to capture valuable intel. - You find a way to communicate a crucial message to allies or commanders not on the line. #### Complications - A heroically defiant stand attracts overwhelming enemy focus. - Critical defensive equipment or fortifications fail at an inopportune moment. - An unexpected flanking maneuver by the enemy puts you at a disadvantage. - The physical and emotional toll starts to show, affecting you or an ally's performance. - A miscommunication or misunderstanding creates a gap in the line. - A vital resource runs out, causing immediate problems. - An ally succumbs to fear or exhaustion, potentially causing a chain reaction. - Your position becomes untenable due to environmental changes, like fire or flood. - A surprise enemy asset (like a siege weapon or spellcaster) suddenly reveals itself. - Your actions unwittingly put non-combatants in the area at risk.
Contents
\pagebreakNum
### Sway the Crowd When you use diplomacy or charisma to either diffuse tension or persuade a crowd to take a specific action, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage and You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed...a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage...a Complication arises #### Gain an Edge - Your words electrify the crowd, consolidating public sentiment in your favor. - You discover a compelling argument that unites differing viewpoints. - Your charisma disarms and pacifies even agitated or hostile individuals. - A key influencer within the crowd openly supports your stance. - You successfully steer the crowd away from a contentious or dangerous subject. - Your quick thinking provides an alternative that satisfies multiple parties. - Your persuasive tactics grant a temporary ceasefire, allowing time for rational discussion. - You address and settle a lesser issue, creating a model for resolving larger conflicts. - Undecided members of the crowd are silently swayed by your arguments, possibly becoming allies. - You pinpoint and neutralize an underlying issue or instigator escalating tensions. #### Complications - Your message is distorted or taken out of context, causing confusion. - A rabble-rouser undermines your efforts, inflaming the crowd's passions. - Your engagement leaves you vulnerable to unexpected hostility or subterfuge. - A key player in the crowd takes offense, exacerbating tensions or resistance. - An unexpected external event reignites hostility or distracts from your goal (e.g., a sudden noise, new arrivals). - Skeptical allies question your methods or intentions, undermining unity. - Your diplomacy is mistaken for weakness or indecisiveness, emboldening opposition. - Your focus on the crowd allows someone to enact a disruptive, covert plan. - An unresolved personal issue resurfaces, complicating your efforts. - Time runs out without resolving the main issue, potentially wasting precious resources or opportunities. \columnbreak
### Salvage the Situation When you are dealing with a structural or mechanical failure, such as a leaking vessel or a collapsing building, and are trying to prevent further loss or disaster, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage on your next move and a Complication arises #### Gain an Edge - Your quick thinking halts the immediate crisis, buying valuable time. - You identify a key weakness and implement a temporary but effective fix. - You rally others to act efficiently, multiplying your efforts. - Your actions fortify an adjacent area, preventing a domino effect of failures. - You repurpose available materials to reinforce or patch the failing structure. - You successfully divert the flow or shift the weight, mitigating further damage. - Your ingenuity enables you to salvage crucial resources or components. - You create a controlled breach to relieve pressure on the structure. - A bystander or team member becomes inspired and aids effectively in the effort. - Your expertise allows you to accurately assess the remaining stability or integrity, guiding further actions. #### Complications - Your temporary fix creates an unforeseen vulnerability. - Your actions inadvertently expedite the rate of failure or leakage. - The stress and haste of the situation result in injuries. - Vital tools or resources break or are rendered useless. - Your efforts reveal a secondary, previously unnoticed problem. - One or more team members become fatigued or demoralized, affecting performance. - A well-intentioned attempt by an ally exacerbates the problem. - The immediate crisis is contained, but at the cost of long-term stability or functionality. - Your concentration on one issue allows another problem to go unnoticed until it's too late. - Rescuing or salvaging one aspect sacrifices another, posing a moral or tactical dilemma.
Contents
\pagebreakNum
### Rescue Innocents When you attempt to rescue innocents from danger, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage...a Complication arises #### Gain an Edge - You manage to evacuate an innocent to a safer location swiftly. - Your actions intimidate or distract the danger, offering a brief respite. - You create a barricade or obstacle that temporarily holds back the threat. - Your bravery inspires the innocents, helping them help themselves. - You utilize the environment to create a diversion, drawing the threat away from the innocents. - Your quick thinking identifies a way to communicate or coordinate with allies more effectively. - You find a way to temporarily neutralize or disable a hazard threatening the innocents. - You grab a crucial item that assists in the rescue (e.g., a first aid kit, a fire extinguisher). - You find a vantage point that allows you to better control the situation. - You successfully triage the situation, prioritizing those in most immediate danger. #### Complications - Your rescue attempt exacerbates the danger or threat. - Rescuing the innocents attracts additional enemies or hazards. - Your attention on the rescue makes you oblivious to another imminent danger. - An unforeseen obstacle or challenge emerges, slowing down the rescue. - A valuable resource is damaged or depleted during the rescue attempt. - Your physical or emotional exertion impacts your performance negatively. - An ally must divert their attention to cover for a mistake you've made. - Your actions inadvertently put another group of innocents at risk. - The stress of the situation leads to indecisiveness or poor judgement. - Your actions cause the innocents to panic, making the situation more chaotic. \columnbreak
### Smother the Flames When you attempt to extinguish a fire that poses an immediate threat, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage on your next move and a Complication arises #### Gain an Edge - You successfully extinguish a critical section of the fire. - You create a firebreak that prevents the flames from spreading further. - Your efforts draw attention and aid from others nearby. - You find or improvise effective firefighting tools or materials. - You identify the fire’s source, allowing for more targeted efforts. - Your quick actions prevent the fire from damaging vital equipment or structures. - You manage to salvage valuable items from the affected area before they burn. - Your teamwork and coordination enable more effective firefighting. - You temporarily suppress smoke or toxic fumes, making the area more navigable. - Your efforts inspire others, boosting the morale of those involved in firefighting. #### Complications - Your actions inadvertently provide the fire with more fuel. - Your focus on one area allows the fire to spread elsewhere. - A change in wind or weather intensifies the fire. - Water or firefighting resources prove to be insufficient or ineffective. - Your physical exertion in fighting the fire leaves you temporarily fatigued. - Your actions cause instability in the environment, like collapsing a structure. - A critical piece of equipment malfunctions or is damaged. - An ally misinterprets your instructions, causing a delay or mistake. - Firefighting efforts disrupt another important activity or draw unwanted attention. - You sustain minor burns or smoke inhalation, affecting your capabilities.
Contents
\pagebreakNum
### Brawl When you engage in a brawl to intimidate or drive off undesirables, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage on your next move and a Complication arises #### Gain an Edge - You land a powerful blow that demoralizes the opposition. - Your actions create an opening that an ally can exploit. - You disarm an opponent, causing them to drop a weapon or item. - Your imposing presence causes some ruffians to back off or flee. - You distract the primary threat, drawing their attention away from your allies. - You pin an opponent, temporarily immobilizing them. - Your verbal taunts or gestures shake the confidence of your enemies. - You use the environment to your advantage, like knocking over a table to create a barrier. - Your actions inspire those around you, boosting overall morale. - Your tactics make the opposition hesitate or reconsider their actions. #### Complications - An unexpected third party intervenes, complicating the situation. - Your actions inadvertently escalate the level of violence or chaos. - A misstep or slip makes you temporarily vulnerable. - Your brawling attracts unwanted attention from authorities or bystanders. - An ally is put in a tricky or exposed situation due to your maneuver or overextension. - Your physical exertion leaves you momentarily staggered or fatigued. - A piece of equipment or item is damaged, broken, or lost. - Your intimidation tactics offend a neutral or friendly party present. - The ruffians gain unexpected reinforcements. - You reveal a tactic or strategy that the opposition can capitalize on. \columnbreak
### Free the Hostages When you attempt to free hostages from captors, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed, making progress, but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage on your next move and a Complication arises #### Gain an Edge - You silently neutralize a captor, reducing the immediate threat. - Your actions create an opening for an ally to exploit. - You find a way to communicate covertly with the hostages. - Your quick thinking identifies an escape route or hiding place. - You distract the captors, drawing their attention away from the hostages. - Your precise timing allows you to seize a crucial item or advantage. - You manage to secure a precarious situation, like disarming a trap. - Your actions give an ally the opportunity for a crucial follow-up move. - You use the environment to your advantage, such as creating a diversion or obstacle. - Your daring move temporarily stuns or confuses the captors. #### Complications - Your action inadvertently alerts more captors or triggers an alarm. - Your maneuver puts a hostage in immediate danger. - An unexpected obstacle or third party complicates the rescue. - Your efforts consume or damage a valuable resource unexpectedly. - Your action draws unwanted attention to you or your group. - A hostage misinterprets your action, causing a delay or mistake. - Your physical or emotional exertion makes you temporarily fatigued or staggered. - A piece of your equipment is damaged, broken, or lost during the rescue. - A captor manages to send a distress signal or call for reinforcements. - You are faced with an unexpected ethical or moral dilemma as a result of your action.
Contents
\pagebreakNum
### Sanctify the Unholy When you attempt to cleanse or purify an unholy object, location, or being, roll a d20 and add any relevant modifiers. * **Incredible Success (20+)** * You gain Advantage on your next move for yourself or an ally * You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed...but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage...a Complication arises #### Gain an Edge - Your divine intervention successfully purifies a section of the unholy area. - Your prayers or rituals disrupt the unholy force's powers temporarily. - An ally gains inspiration or courage from your efforts, granting them Advantage on their next move. - You identify a weak point or flaw in the unholy force's defenses. - Your actions attract the attention of a benevolent entity willing to assist. - Your ritual weakens or nullifies a specific unholy enchantment or curse. - You recover or reclaim a holy artifact that boosts your sanctification efforts. - Your efforts reveal previously hidden clues or information about the unholy force. - You manage to shield an area or person from the unholy force's influence. - Your sanctification partially restores or heals a corrupted object or being. #### Complications - Your ritual backfires, amplifying the unholy force momentarily. - The unholy force lashes out, harming you or an ally. - Your efforts attract malevolent entities opposed to your sanctification. - Your sanctification consumes or damages a valuable resource unexpectedly. - A vulnerable ally or objective is exposed due to your focus on the sanctification. - An important ritual component is lost or damaged during the process. - You or an ally experience spiritual or emotional turmoil due to the sanctification. - The unholy force manages to desecrate or corrupt something else in response. - The immediate environment reacts unpredictably, complicating your efforts (e.g., a sudden storm, the ground shaking). - You are presented with an unexpected ethical or moral dilemma related to your sanctification. \columnbreak
### Search for Treasures When you’re looking for valuables such as hidden treasures in a room, items on a fallen foe, or harvestable monster parts, roll a d20 and add relevant modifiers (likely Perception) * **Incredible Success (20+)** * You gain Advantage and You Gain an Edge * **Great Success (17-19)** * You Gain an Edge * **Success (14-16)** * You succeed, making progress * **Partial Success (10-13)** * You succeed...but a Complication arises * **Failure (6-9)** * You fail, losing progress and a Complication arises * **Utter Failure (1-5)** * You have Disadvantage...a Complication arises #### Gain an Edge - You spot subtle indications, like scuff marks or disturbances, suggesting hidden treasures nearby. - A glint or reflection catches your eye, hinting at something valuable partially concealed. - You loot the body and find something interesting - Among the monster remains, you identify parts that could be valuable if properly harvested. - You decipher an aged document or script revealing past events, suggesting locations of lost valuables nearby. - A series of symbols or patterns indicates a hidden mechanism or switch in the area. - Fragments of a conversation or overheard rumor provide hints about a treasure’s location. - You notice specific arrangements of objects or furniture suggesting a secret hiding place. - Items present have signs of wear or use, hinting at frequent visits to a specific area. - Anomalies in the environment, like mismatched tiles or unusual markings, point towards a concealed treasure. #### Complications - A hidden trap is triggered but not yet sprung (stepped on a pressure plate, tripwire under stress) - Your search disturbs a nest of creatures guarding or unknowingly living near the treasure which begin to seek you out - Sounds or disturbances made while searching attract nearby enemies or guardians. - Your search destabilizes the environment, causing new hazards and making the treasure more challenging to access (e.g., cave-in, flood, fire, ground shifting). - Investigating a specific area causes an unstable structure to crumble, blocking paths or creating hazards. - A seemingly benign item taken during the search bears a hidden curse, but it has not yet been touched with bare skin - The treasure is in a precarious position and could easily fall or break - A dangerous or caustic substance erupts from the dead monster, or scavengers come for the meat - The body isn’t fully dead - A magical effect comes into play barring way to the treasure
Contents
\pagebreakNum
### The Chosen One - **Pop Cultural Reference**: Harry Potter from the "Harry Potter" series, Neo from "The Matrix" - **Description**: Marked by fate or prophecy, this character is destined for great deeds or to confront great evil. - **Boons**: - **Against All Odds**: When it seems all hope is lost, you draw upon hidden unknown power and save the day like the goddamn hero you are. - **Plot Armor**: You can only be killed by the Big Bad Evil Guy. If you are “killed” (rolled a failed death roll) by something that is not the BBEG, the DM may make a Mega Backlash against you, god rest your sorry soul. - **Because I’m the Main Character:** In a circumstance where you have no right to succeed and someone else could do it better, you steal the spotlight and solve the problem. - **Common** **Backlashes**: - Making ugly choices, heroic sacrifice, letting others down, villains attacking those you love, etc. - **Ultimate Destinies**: - **Fulfill the Prophecy**: Achieve the foretold greatness, bringing balance or saving the world. - **Defy the Prophecy**: Reject the foreseen path, carving a new destiny. ### The Reluctant Hero - **Pop Cultural Reference**: Bilbo Baggins from "The Hobbit", Luke Skywalker from "Star Wars". - **Description**: An ordinary individual thrust into extraordinary circumstances, often hesitant to accept their role in the larger tale. - **Boons**: - **Prove them Wrong**: No one thinks you have what it takes, and in this moment you show them what you’re really made of. - **Homespun Wisdom**: Somehow your basic day to day tasks before this adventure have trained you for exactly what’s needed. “*I used to bullseye womp rats in my T-16 back home, they're not much bigger than two meters“* - **Underestimated**: You might avoid capture or avoid being searched as the enemies don’t consider you a threat. - **Common** **Backlashes**: - Reinforcing self-doubt, temptations to abandon the mission, causing mistakes that others blame on your inexperience - **Ultimate Destinies**: - **Never Return**: You’ve changed too much - home isn’t home anymore. - **Return to Normality**: After the adventure, find a peaceful life resembling your old one. \columnbreak ### *The Fallen Noble - **Pop Cultural Reference**: Aragorn from "The Lord of the Rings", Prince Zuko from "Avatar: The Last Airbender". - **Description**: A character of high birth or prestige who has lost their status or turned away from it. - **Boons**: - **Echoes of Glory**: Utilize old connections or influence to secure aid. - **Regal Bearing**: Intimidate or persuade others by recalling your noble past. - **Navigate Authority**: You understand how authority functions and may ask the DM questions about an authority structure that your character otherwise wouldn’t be expected to know. - **Common** **Backlashes**: - Haunted by the past, hunted by rivals, demands of royalty, unwanted recognition - **Ultimate Destinies**: - **Reclaim the Throne**: Ascend to your rightful place, leading your people. - **Renounce Royalty**: Establish a new identity entirely separate from your birthright. ### The Lost Heir - **Pop Cultural Reference**: Simba from "The Lion King", Aegon Targaryen from "A Song of Ice and Fire", Anastasia - **Description**: The rightful heir to a throne or legacy, yet unaware or separated from it. - **Boons**: - **Birthright**: Call upon resources owed to you by nature of your birth - **Uncanny Resemblance**: You use your physical similarities to royalty to your advantage - **Inevitable Ascension**: Fate calls you to the throne - you can circumvent obstacles that impede your way - **Common** **Backlashes**: - Hunted by those who stole your birthright, other heirs compete for the throne, others try to discredit you - **Ultimate Destinies**: - **Reclaimed Throne**: Ascend to your rightful place, uniting a fragmented realm. - **Chosen Exile**: Decide the throne is not for you, seeking a different path.
Contents
\pagebreakNum
### The Ex-Con - **Pop Cultural Reference**: Aladdin from "Aladdin", Han Solo from “Star Wars” - **Description**: Dabbled in a former life of crime that they may or may not have fully left - **Boons**: - **I Know a Guy**: Call in a favor from an Underworld contact to get the job done. - **Get Out of a Jam**: This ain’t the first time things have looked rough - find and unlikely escape from a bad situation. - **Dirty**: You know dirty business, including knowing who might be dirty, or you might have dirt on someone you can leverage. - **Common** **Backlashes**: - A past victim recognizes you, threatening exposure or revenge, there’s still a warrant out for your arrest, etc. - **Ultimate Destinies**: - **I Left that Life Behind Me**: You choose a course of action that will seal away your old life forever - **Once a Con…**: You can never give up the thrill of the take, and return to your old ways. ### The Robin Hood - **Pop Cultural Reference**: **Robin Hood** - **Description**: Steals from the rich to give to the poor **Boons:** - **Merry Men and Women**: Call upon a network of loyal allies or contacts for aid, information, or resources. - **Righteous Theft**: When you give what you steal to the poor, you don’t get caught - **Feats of Legend**: Strike the bullseye through the arrow that’s already there? No sweat. What you’re about to do will be whispered of for ages to come. **Common** **Backlashes:** - Attract the attention of a powerful authority figure or law enforcement, betrayed by the rich, etc. **Ultimate Destinies:** - **Legend of the Forest**: Become a beacon of hope and inspiration, with tales of your deeds becoming legendary, ensuring that your legacy of justice continues for generations. - **King's Pardon**: Be recognized by a higher, more benevolent power (such as a rightful king or queen) and granted amnesty, potentially even being offered a position of legitimate authority. \columnbreak ### The Master Thief - **Pop Cultural Reference**: Locke Lamora from "The Lies of Locke Lamora", Gray Fox from “Elder Scrolls: Oblivion” - **Description**: There is but one true measure of cleverness and cunning, and that is the ultimate heist - **Boons**: - **Master Plan**: You can “flashback” and explain how you already prepared for the issue in front of you - **Know Your Mark**: You may ask the DM questions about your mark without explaining how you might have obtained the information. - **Canvas**: You may ask your DM questions about a location, including it’s inner workings, without explaining how you might have obtained the information. - **Common** **Backlashes**: - Lies or deceptions spiral out of control, things happen you didn’t plan for, etc. - **Ultimate Destinies**: - **Heist of Ages**: Steal something of immense value or power, changing the course of kingdoms. - **Redemption’s Return**: Give up the thieving life, using skills for a noble cause. ### The Wandering Bard - **Pop Cultural Reference**: Kvothe from "The Kingkiller Chronicle", Dandelion from "The Witcher". - **Description**: A storyteller and performer, they witness tales and sometimes become part of them. - **Boons**: - **Sow the Seeds of Legend**: Spread the tales and deeds of your party or the misdeeds of your enemies, increasing their fame or infamy. - **Needs More Drama**: Current circumstances not befitting the epic tale you’d like to make of them? Explain to the DM how you’d like them to change for a better retelling later. - **Stories Find Me:** You always find yourself in the middle of the action; explain how you end up in the right place at the right time for a good story. - **Common** **Backlashes**: - Obsessive fans, unpaid debt collectors, being recognized when you’d rather not be - **Ultimate Destinies**: - **Epic's End**: Become the central figure in a legendary tale sung for generations. - **Muse's Call**: Retreat from the world's stage, composing a magnum opus.
Contents
\pagebreakNum
### The Forsaken Mage - **Pop Cultural Reference**: Elphaba from "Wicked", Morrigan from “Dragon Age” - **Description**: Once part of a powerful magical institution or family, but now cast out or on the run. - **Boons**: - **Rogue Arcana**: Tap into forbidden or lost magic. - **Defy Gravity**: Unleash prodigious magical power to defy the odds and undermine authority and status quo - **Slip the Noose**: You’re used to hiding from those who seek you; escape from what is after you. - **Common** **Backlashes**: - Mage hunters seek you out, lose control of magic, unleash something unexpected when using magic - **Ultimate Destinies**: - **Mage's Redemption**: Regain your rightful place, reforming or leading the institution you were expelled from. - **Succumb to Temptation**: Give in to your lust for power and unleash it upon the world. ### Shadow of the Prodigy - **Pop Cultural Reference**: Simon and River Tam from “Firefly”, Thor and Loki from Marvel. - **Description**: Living in the shadow of a prodigious sibling, seeking to find them or forge your own path. - **Boons**: - **Wind Beneath my Wings**: Growing up with a prodigy taught you a lot; some of their talents rubbed off on you, and you make use of them. - **Overshadowed**: No one expects anything from you; you’re able to avoid suspicion or detection. - **Help me out Bro!**: You call in your sibling for aid and they unleash their talents. - **Common** **Backlashes**: - Enemies of your sibling come for you, guilty by association, unwanted attention for your sibling - **Ultimate Destinies**: - **Surpass the Legend**: Achieve something even the prodigy couldn't, gaining recognition. - **Reunion and Resolution**: Reconnect with your sibling, mending rifts or challenging them. \columnbreak ### The Prodigy - **Pop Cultural Reference**: River Tam from “Firefly”, Ender Wiggin from “Ender’s Game”. - **Description**: You’ve always learned quickly and excelled versus peers, with all the tribulations that come with being amazing. - **Boons**: - **Simply the Best**: You’re kind of the best at everything; you bring your exceptional talent to bear on the current situation. - **Full Potential**: You unleash your full potential, a terrifying display of raw skill or power - **Everyone’s Favorite**: Your parents, mentors, or coaches all adored you; you call upon them to help in the current predicament. - **Common** **Backlashes**: - Enemies try to capture you for your talent, a jealous rival seeks your downfall, etc. - **Ultimate Destinies**: - **Legacy of Genius**: Your works, teachings, or discoveries shape the world, becoming foundational for future generations. - **Burnout or Reclusion**: The weight of your own talents and the pressures of society push you to retreat, isolate, or even renounce your abilities. ### The Protector - **Pop Cultural Reference**: Brienne of Tarth from "Game of Thrones", Samwise Gamgee from "The Lord of the Rings". - **Description**: Driven to safeguard a person, place, or ideal; often putting others before themselves. - **Boons**: - **Guardian's Instinct**: You anticipate danger and help the party avoid it. You can use this Boon after the DM has announced what the danger is or ask the DM what the greatest current threat is. - **Defensive Formation**: You know how to organize forces like a town guard, battalion of soldiers, or townsfolk defending their village. - **I’ll Carry You!**: You stand when others fail, carrying allies to safety when they wouldn’t otherwise make it themselves. - **Backlashes**: - **Blindspot**: Overfocus on your protection duty, leaving vulnerabilities elsewhere. - **Too Protective**: Overbearing nature might lead to tensions or stifling those you're trying to protect. - **Ultimate Destinies**: - **Guardian Legend**: Become a celebrated defender, your tales echoing through time. - **Final Stand**: Make a sacrificial act for the ultimate protection of what you hold dear.
Contents
\pagebreakNum
### The Wanderer - **Pop Cultural Reference**: Caine from "Kung Fu", Geralt from "The Witcher". - **Description**: Never settled in one place for long, always on the move and with stories from a thousand lands. - **Boons**: - **Experienced**: This isn’t the first time you’ve faced this; you draw upon a prior experience with this problem to solve what’s in front of you. - **Diverse Connections**: You wouldn’t call them friends, but you’ve had run ins with many different people, and now it’s time they return the favor. - **Lay of the Land:** You’ve been here before; you share some information about the area (with the DM’s approval) that may be advantageous to you and your party. - **Common** **Backlashes**: - old enemies popping up at in opportune times, being rejected as an outsider by regular folk - **Ultimate Destinies**: - **Final Rest**: Find a place or purpose worth settling down for. - **Endless Horizon**: Embrace the journey forever, becoming a legend of the open road. ### The Shipless Captain - **Pop Culture Reference***:* Captain Jack Sparrow from "Pirates of the Caribbean" - **Description**: Once a revered leader of the waves, the Shipless Captain has endured the grievous loss of their vessel. Whether due to treachery, a devastating tempest, naval conflict, or ensnaring magic, this captain now finds themselves anchored to dry land. This Destiny might cover loss of a sailing ship or something like a mining vessel or trade caravan. - **Boons:** - **Mutiny:** You know how to turn up or turn down feelings of rebelliousness and can turn the tide to reign people in or rile them up. You can “flashback” on ways you may have already done this in the past. - **Loyal Crew:** Even bereft of a ship, the true wealth of a captain is their devoted crew. At pivotal moments, former crewmates may resurface to offer assistance, share crucial intelligence, or pledge allegiance to the captain's renewed mission. - **Swindle:** Having lost your own ship you know how to take things from others. You can rearrange circumstances to cheat, lie, and steal your way to what you want. - **Common Backlashes:** - old rivals or enemies resurface, people cheated by you seek revenge, continued streak of bad luck - **Ultimate Destinies:** - **Reclamation:** The winds of fate guide the captain to a new vessel, potentially even more magnificent than the previous one. While it may not fully replace the void, it heralds a new chapter and a jubilant return to the vast ocean. - **Final Voyage:** Accepting the weight of their loss, the captain embarks on a last, treacherous voyage. Not motivated by riches or vendetta, but by a quest for inner solace, closure, and self-redemption. This journey could be to unearth the remains of their old ship, to face a daunting memory head-on, or to traverse a legendary and perilous maritime passage. ### The Scoundrel - **Pop Cultural Reference**: Han Solo from "Star Wars", Captain Jack Sparrow from "Pirates of the Caribbean". - **Description**: Motivated by greedy gain, seeks to get what they want with cheeky charm but may be hiding a heart of gold. - **Boons**: - **Follow the Money**: You may ask the DM the best way to profit from your current situation. - **Shady Past**: You call upon your past experiences or acquaintances to get out of the current bind. - **Reckless Heroism:** In moments of crisis, your newfound heroism shines, although you’re still kinda new to this hero thing. Somehow, you always manage to pull through. - **Common** **Backlashes**: - Old debts and enemies from the past, lingering temptations of greed or vice, skepticism or mistrust from those who remember your former self. - **Ultimate Destinies**: - **Legend of Redemption**: Your story of transformation becomes an inspiration for countless others, proving people can change. - **Backslide**: Despite your efforts, the pull of your old life becomes too strong, and you revert to your former ways, albeit with greater insight.
Contents
\pagebreakNum
### The Betrayed - **Pop Cultural Reference**: Maximus from "Gladiator", Edmond Dantès from "The Count of Monte Cristo". - **Description**: Wronged, betrayed, and often left for dead, this character rises against all odds, seeking justice or revenge. - **Boons**: - **Relentless**: Nothing will stop you from justice or vengeance. When your path seems impeded, you rise above and make a way through. - **Trail of Bodies**: You’re not the only one hurt by your betrayer; another victim appears to aid you in your current plight. - **Follow the Breadcrumbs**: You may ask the DM how your Betrayer is involved in the current predicament and ask for information that can give you an edge due to your knowledge of them. - **Common** **Backlashes**: - Obsession with revenge clouds judgment, innocents caught in the crossfire, former allies or loved ones stand with the betrayer. - **Ultimate Destinies**: - **Justice Served**: Confront your betrayers, ensuring they face the justice they deserve. - **Cycle Broken**: Realize the price of vengeance, choosing forgiveness and breaking the cycle of violence ### The Scholar - **Pop Cultural Reference**: Belle from "Beauty and the Beast", Hermione Granger from "Harry Potter". - **Description**: A lover of knowledge and reason, this character is torn between the safety of the library and the call to action. There's a tension between their intellect and their instinct. Sometimes it's not enough just to know; one must act on that knowledge. - **Boons**: - **Vast Knowledge:** You may call upon your reading, study, and research to ask the DM detailed questions about a topic. - **Outsmart**: You may ask the DM what they think the best solution to the current problem at hand would be. - **Books are Heavy**: You display an astonishing amount of physical prowess for a nerd. You can use this to take an extra Action in combat, but expect a heavy Backlash. - **Common Backlashes**: - Overconfidence: the DM does not allow you to collaborate with the party and they must follow the plan you say, analysis paralysis on Intelligence rolls, etc. - **Ultimate Destinies**: - **Brains and Brawn**: Become renowned as someone who doesn't just understand the world but also shapes it, inspiring others to move beyond theory into practice. - **Eternal Scholar**: Succumb to the lure of knowledge, choosing a life of contemplation, research, and teaching, leaving action to others. ### The Rebel Leader - **Pop Cultural Reference**: Princess Leia from "Star Wars", Katniss Everdeen from "The Hunger Games". - **Description**: Born from oppression and resistance, this character rises as a beacon of hope against tyrannical powers. With charisma, strategy, and determination, they rally forces, inspiring both allies and civilians to challenge the status quo and seek a better future. - **Boons**: - **Defiance**: When facing oppressive authorities and overwhelming strength you find their cracks and weaknesses. - **Strategist's Insight**: Your time on the front lines and behind closed doors plotting has given you an uncanny ability to anticipate enemy moves and exploit their weaknesses. You may ask the DM what your enemies are up to next. - **Heart of the People**: Your genuine care and connection to the oppressed ensures you a safe haven or assistance in their territories, even in the most unexpected places. - **Common Backlashes**: - assassination attempts, traitors, the oppressive enemy gets the drop on you - **Ultimate Destinies**: - **Liberation Legend**: Lead your people to ultimate victory, overthrowing the oppressors and ensuring a legacy of freedom and justice. - **Martyred Inspiration**: Your sacrifice, whether literal or symbolic, serves as a powerful catalyst, sparking even greater resistance and ensuring your legacy inspires future generations.
Contents
\pagebreakNum
### The Sole Survivor - **Pop Cultural Reference**: Bruce Wayne from "Batman", Ellie from "The Last of Us". - **Description**: Bearing the weight of tragic loss, this character roams through life, not driven by revenge but by a deep-seated yearning to find purpose and meaning amidst the ruins of their past. The shadow of what they've lost looms large, but it's their resilience and capacity for hope that defines them. Their journey is less about righting past wrongs and more about building a new identity and seeking a place or purpose in a world that took everything from them. - **Boons**: - **Echoes of the Past**: Drawing strength from memories, you can momentarily channel skills, knowledge, or traditions from your lost community, even if you hadn’t learned them personally. Feel free to ask your DM for details about these. - **Unbreakable Will**: When things look bleak, your resilience shines. You can draw upon your past traumas to steel yourself against current adversities. - **Empathy's Embrace**: Having suffered deep loss, you have a unique ability to connect with others in pain, enabling you to form deep bonds or soothe troubled souls, and they tend to find you in your darkest hours. - **Common Backlashes**: - haunting memories at the wrong time, becoming isolated from the party - **Ultimate Destinies**: - **Beacon of Hope**: Through your journey, you become a symbol of resilience and hope, inspiring others to find strength in adversity and to move forward, no matter the odds. - **Dark Knight**: You give in to the darkness and find power in your sorrows, becoming a force to be reckoned with. \columnbreak ### The Retired Blade - **Pop Cultural Reference**: Ezio Auditore from "Assassin's Creed", John Wick from the "John Wick" series. - **Description**: Once a shadowy figure who dealt in death, this character has left behind a life of assassination. While they've turned their back on their former profession, the skills and scars from that life remain. They now seek redemption, a quiet life, or perhaps just a way to use their skills for a more noble cause. Yet, the past isn't easy to escape, and there's always the threat of it catching up. - **Boons**: - **Master of Death**: You may ask the DM what the most effective way to kill a target might be. - **Web of Contacts**: Your past life connected you with an underworld of informants, black market traders, and other rogues. You can call upon these connections when needed. - **Already Dead**: When the DM reveals a new potential threat, you can use this Boon to announce you’ve already killed them. The DM can overrule it (as always) and will scale the Backlash with the target killed. - **Common Backlashes**: - Your former targets or employers may recognize you, the DM may feed you incorrect information about threats that aren’t really there - **Ultimate Destinies**: - **Redemption's Path**: Through heroic deeds and self-sacrifice, you cleanse the weight of your past sins, finding inner peace and acceptance among those around you. - **Reluctant Return**: Realizing that sometimes, to protect what you cherish or stand up for a greater good, you might have to briefly return to your old ways – but this time, with a clear conscience and purpose.
Contents
\pagebreakNum
### The Cursed Legacy - **Pop Cultural Reference**: Angel from "Buffy the Vampire Slayer" and "Angel", Remus Lupin from "Harry Potter". - **Description**: Born or transformed into a creature of darkness, this character grapples with a dual nature. Their monstrous side grants them power but at a terrible cost, both morally and in terms of relationships. Struggling to balance their humanity with their curse, they seek redemption, understanding, or perhaps a cure. The world may see them as a threat, but there's a heart and soul battling the beast within. - **Boons**: - **Supernatural Abilities**: Embrace the power of your cursed nature momentarily, gaining heightened senses, strength, or other dark abilities. - **Think like a Monster**: You're well-versed in the occult and the supernatural and monsters, and can ask the DM questions about their potential strategies and how they think. - **Hunting Buddies**: An old ally, maybe now an enemy, suddenly returns and happens to aid you. Best not stay long to get reacquainted. - **Common Backlashes**: - Unleashing the monster within, flashbacks to your old days, hunted by monster hunters - **Ultimate Destinies**: - **Liberation**: Find a way to break your curse, whether through magic, sacrifice, or profound understanding, and regain your full humanity. - **Guardian of the Night**: Embrace your dual nature, using your dark powers to defend the world from even darker threats. In doing so, find a balance and purpose for the beast within. \columnbreak ### The Ordersworn - **Pop Cultural Reference**: Geralt of Rivia from "The Witcher" (as a member of the Witchers' order), Mace Windu from "Star Wars" (as a member of the Jedi Order). - **Description**: Sworn to a guild, order, or organization, this character upholds the principles, codes, and missions of their brethren. Their dedication grants them specialized skills, resources, and allies, but also demands strict adherence to the order's codes, potentially causing internal and external conflicts. Their journey might involve protecting the order's legacy, adapting its traditions to a changing world, or challenging its directives. - **Boons**: - **Guild Techniques**: Harness the specialized training of your order, be it combat moves, magical rites, or esoteric knowledge. - **Brotherhood's Reach**: Call upon the resources, safehouses, or allies of your order for assistance. - **Symbol of the Order**: Brandish your order's emblem or insignia, which may intimidate foes, rally allies, or reveal hidden paths or secrets tied to the order's lore. - **Common Backlashes**: - Enemies of the Order come into play, internal politics, a traitor within - **Ultimate Destinies**: - **Order's Champion**: Rise to become a beacon of hope and exemplar within your order, setting new standards and perhaps even leading it. - **Renegade Path**: Decide that the order's ways are outdated or misguided, and forge a new path, either reforming the order from within or founding a new one based on your ideals.
Contents
\pagebreakNum
### The Worldly Monk - **Pop Cultural Reference**: Maria from "The Sound of Music", Kwai Chang Caine from "Kung Fu". - **Description**: Having spent years, perhaps decades, in a secluded monastery, this character is a paragon of discipline, introspection, and specialized knowledge. However, a call from the outside world—a curiosity, a duty, or a sudden change—has beckoned them out of isolation. As they explore the broader world, they find themselves balancing the serenity of their teachings with the chaos of worldly existence. Their journey is one of self-discovery, understanding the interconnectedness of life, and, perhaps, introducing a touch of monastic wisdom to those they meet. - **Boons**: - **Disciplined Body and Mind**: Draw from years of meditation and training to resist mental and emotional manipulation or to provide clarity in moments of confusion. - **Aid from the Monastery**: You call upon resources or brothers/sisters from your Monastery to aid you in your moment of need. - **Reflective Wisdom**: You may ask the DM a question regarding the true nature of a situation, or paths you may not have considered. - **Common Backlashes**: - monastery comes under attack, karma must be balanced - **Ultimate Destinies**: - **Bridge Between Two Worlds**: Become a renowned figure who brings together the wisdom of monastic life with the practicalities of the outside world, potentially founding a new philosophical or spiritual movement. - **Return to Solitude**: After experiencing and learning from the world, decide to return to the monastery, but this time as a leader or sage, enriched by your worldly experiences. ### The Femme Fatale - **Pop Cultural Reference**: Irene Adler from "Sherlock Holmes", Catwoman from "Batman", Vesper Lynd from "Casino Royale". - **Description**: Mysterious, seductive, and intelligent, the Femme Fatale is a master of manipulation and charm. Often, she navigates a world dominated by powerful individuals, using her wits and allure as her primary weapons. However, beneath the surface, there may be hidden vulnerabilities, motives, or traumas that drive her actions. She's not just a one-dimensional temptress; there's depth, strength, and complexity to her character. - **Boons**: - **Irresistible Charm**: Use your charisma to influence, distract, or gain the trust of others. - **Spider’s Web**: Having ensnared many in your charm, you have a vast network of contacts and informants that can provide valuable information or favors. - **Master of Desire**: You may ask the DM what an NPC really wants. - **Common Backlashes**: - NPCs hesitant to trust they’re not being manipulated by you, former relationships come back to haunt you, spurned lovers want revenge - **Ultimate Destinies**: - **Redemption's Embrace**: Acknowledge past manipulations and seek genuine connections, striving to make amends and find personal redemption. - **Queen of Shadows**: Rise to a position of power, becoming a formidable and influential figure in the shadows of the world, respected and feared in equal measure. ### The Damsel in Distress - **Pop Cultural Reference**: Princess Peach from the "Super Mario" series, Elizabeth Swann from "Pirates of the Caribbean", Marion Ravenwood from "Indiana Jones". - **Description**: Traditionally perceived as vulnerable and often caught in precarious situations, the Damsel in Distress is more than meets the eye. While they might initially seem helpless, their journey often involves discovering their inner strength, resilience, and cunning. These characters may start in situations where they rely on others for rescue but eventually learn to save themselves and sometimes even turn the tables to become the savior. - **Boons**: - **Get Captured**: You are captured by the enemies but manage to escape or find key information before you are rescued. Your party knows how to find you by the breadcrumbs you leave. - **Dazzle**: Your natural charisma charms and distracts the current threat, allowing the rest of your party to maneuver into position. - **Unexpected Resourcefulness**: In tight spots, you come up with surprising and clever ways to defend yourself or escape and can use this Boon to deal maximum critical damage with opportunity attacks (expect a heavy Backlash) - **Common Backlashes**: - getting captured but not having any of the Boon advantages, enemies being obsessed with your capture, embarrassed minions wanting to recapture you - **Ultimate Destinies**: - **Empowered Savior**: Shift from being the one constantly saved to being a beacon of hope and strength for others, leading and rescuing those in peril. - **Return Stronger**: Leave the risks of the adventuring life behind, but no longer helpless, instead strengthened and determined.
Contents
\pagebreakNum
### The Relic Hunter - **Pop Cultural Reference**: Indiana Jones from the "Indiana Jones" series, Lara Croft from "Tomb Raider", Nathan Drake from "Uncharted". - **Description**: Armed with a blend of academia and adventure, the Relic Hunter is driven by a thirst for discovery. Whether it's recovering ancient artifacts, solving age-old mysteries, or preserving historical truths from those who'd exploit them, this character is as comfortable in a dusty library as they are in a trap-infested temple. Their motivations might vary—some seek knowledge for knowledge's sake, while others might be chasing fortune and glory—but they all know that "it belongs in a museum!" - **Boons**: - **Scholarly Acumen**: You can draw upon your vast knowledge of history, languages, and archaeology to decipher puzzles, translate ancient texts, or understand forgotten cultures. Ask the DM a direct question about these topics. - **Feat of Daring**: Years in the field have honed your physical prowess. Whether it's dodging a dart trap or making a daring escape, you've got the moves to get out of tight spots. You may ask the DM where the greatest sources of danger might be nearby or use this Boon to perform a feat of daring. - **Expert in the Field**: You know experts, research contacts, and friendly locals who could come to your aid and sweep you out of danger. - **Common Backlashes**: - rivals also seeking your treasure, artifacts with curses, moral dilemmas about the rightful place of artifacts - **Ultimate Destinies**: - **Guardian of History**: Establish a renowned institution or academy dedicated to the preservation of history, archaeology, and artifacts, ensuring they're studied and appreciated by generations to come. - **Legendary Discovery**: Unearth a discovery so profound it reshapes our understanding of history, culture, or the human story, cementing your legacy among the great explorers of time. - **Get Rich:** Sell the artifact and retire in luxury. \columnbreak ### The Unstable Adept - **Pop Cultural Reference**: Elsa from "Frozen", Jean Grey from "X-Men", Eleven from "Stranger Things". - **Description**: Blessed – or perhaps cursed – with an overwhelming magical potency, the Unstable Adept is a beacon of untamed power. Their magic might manifest in unpredictable surges, sometimes a boon, other times a hazard. These characters are often on a journey of self-discovery and control, seeking to harness their gift without letting it define or consume them. - **Boons**: - **Overpowering Burst**: In moments of high emotion or stress, you can harness a surge of magic far beyond your usual limits, albeit with unpredictable results. - **Innate Protection**: Your raw magic instinctively defends you, potentially warding off attacks or deflecting harm when you're in danger. - **Mysterious Origins**: The source and scale of your powers is somewhat unknown, use this Boon to weave its origins into the current campaign plot in a way that gives you an advantage. - **Common Backlashes**: - **Magical Whiplash**: Tapping into your vast reservoirs of power can leave you drained or even unconscious. - **Unintended Consequences**: Your magic doesn't always do what you want it to. Spells might misfire, or effects might be far more potent than intended. - **Fear and Mistrust**: Those around you may be wary or afraid of your uncontrollable abilities, leading to isolation or persecution. - **Ultimate Destinies**: - **Master of Self**: After much soul-searching and training, you finally gain mastery over your volatile powers, becoming a beacon of hope and a testament to the human spirit's resilience. - **Sacrificial Release**: Recognizing the potential harm they can cause, you decide to seal away or relinquish your powers for the greater good, proving your strength lies not just in magic, but in your character.
Contents
\pagebreakNum
### The Zealous Crusader - **Pop Cultural Reference**: Richard the Lionheart, Joan of Arc, Balian from "Kingdom of Heaven". - **Description**: The Zealous Crusader is driven by an unwavering belief, often religious or ideological. Whether tasked by a holy decree, a vision, or a personal vow, they journey far and wide to champion their cause, defend their faith, or reclaim something of great significance. Their conviction is both their strength and potential weakness, as they grapple with the complexities of their mission and the world around them. - **Boons**: - **Divine Favor**: When your faith is strong and your cause just, you receive blessings or guidance, aiding you in your endeavors. - **The Crusade**: Fellow Crusaders come to your aid to aid you in your fight against darkness. - **Sacred Knowledge**: Your studies and dedication grant you insight into ancient lore, relics, and rites that few know, especially using them to thwart evil. Ask the DM regarding these topics and how they might help your current predicament. - **Common Backlashes**: - enemies of the Crusade try to stop you, traitors within the Crusade, moral dilemmas - **Ultimate Destinies**: - **Holy Liberator**: You achieve the primary goal of your crusade, whether it's reclaiming a sacred land, artifact, or liberating an oppressed group, and your name becomes synonymous with hope. - **Martyr’s Legacy**: In pursuit of your cause, you make the ultimate sacrifice. Your story, however, inspires generations to come, echoing the ideals you held dear. ### The Divine Emissary - **Pop Cultural Reference**: Esmeralda from "The Hunchback of Notre-Dame", Shepherd Book from "Firefly", Chirrut Îmwe from "Rogue One: A Star Wars Story". - **Description**: As an instrument of their god, the Divine Emissary seeks to spread the teachings, protect the worshippers, and enforce the will of their deity. With a heart filled with unwavering faith and hands blessed with divine magic, they are a beacon of hope for the faithful and a force to be reckoned with for the godless. - **Boons**: - **God's Grace**: Others may call this luck, but you know your god is watching over you. You may use this Boon for seemingly mundane miracles. - **Sacred Wisdom**: You pray for divine insight, and may ask the DM a question related to your current task. The answer may show up in unexpected ways. - **Kindness of Strangers**: When you use this Boon, aid will come from unexpected places. - **Common Backlashes**: - tests of faith, enemies of your religion, etc. - **Ultimate Destinies**: - **High Priest/ess**: You ascend the ranks of your religious order, becoming a primary figurehead and leader for your god's worshippers. - **Divine Ascendance**: In recognition of your unwavering faith and service, your deity grants you an elevated status, whether as an immortal guardian, a celestial messenger, or a demi-deity in your own right. ### The Forsaken Devotee - **Pop Cultural Reference**: Jaime Lannister from "Game of Thrones" (for his evolving relationship with knighthood and honor), Cassandra from "Dragon Age: Inquisition" (for her complex faith journey). - **Description**: Once a beacon of unwavering loyalty and faith, the Forsaken Devotee has seen the underbelly, the hypocrisy, or the abandonment of the very cause or deity they once revered. While the shadows of the past may still linger, this character is now driven by a complex blend of regret, freedom, skepticism, and the pursuit of a new purpose. - **Boons**: - **Skeptical**: Question the DM about the true reality of a situation or the real motives behind someone. Regardless of the DM’s prior plans, the situation shifts to align with your doubts. - **Skilled Apostate**: The skills and training you gained from your time with the cause still remain, making you formidable in related areas of expertise. - **Fellow Apostates**: Others burned the same way as you come to your aid. - **Common Backlashes**: - past acquaintances or enemies come back to haunt you, engaging with the organization you left behind, what you left does something genuinely good - **Ultimate Destinies**: - **Redemption Seeker**: You find a new cause or belief that resonates with your soul, working fervently to find atonement and purpose in this newfound path. - **Exposer of Truths**: Deciding that others must know the truth about the cause or deity you once followed, you dedicate yourself to unveiling the dark secrets and hypocrisies, even if it puts you in grave danger. - **Eternal Wanderer**: Accepting that you might never fully belong anywhere again, you decide to keep moving, learning, and experiencing the world without being tied down by any singular belief or cause.
Contents
\pagebreakNum
### The Natural Guardian - **Pop Cultural Reference**: Newt Scamander from "Fantastic Beasts and Where to Find Them", Radagast the Brown from "The Hobbit", Poison Ivy (in some iterations) from DC Comics. - **Description**: A dedicated protector of the natural world, the Natural Guardian has a profound connection to plants, animals, and the rhythms of the environment. This character understands the delicate balance of ecosystems and will go to great lengths to shield them from harm, often possessing knowledge and abilities unknown to most. - **Boons**: - **Creature Kinship**: You have an innate ability to communicate with, understand, and calm animals and magical creatures. They aid you in your time of need. - **Natural Intuition**: Whether navigating through a dense forest, finding water in a desert, or identifying a rare herb, the natural world reveals its secrets to you. You can describe a natural feature of the area you’re in and (as always as long as the DM approves) that is now part of the lore of that area. - **Nature's Wrath**: Nature itself comes to your aid in the form of stampedes, tornadoes, poisonous plants or animals, etc. - **Common Backlashes**: - animals are wild and act unpredictably, nature goes out of control, animal companions are captured or threatened. - **Ultimate Destinies**: - **Eternal Warden**: You establish a sanctuary or realm where nature and its creatures can thrive without fear, becoming its eternal guardian. - **One with the World**: Your connection with the environment deepens to the point where you merge with it, becoming an ethereal guardian spirit that watches over a specific domain, be it a forest, lake, mountain, or an entire region. \columnbreak ### The Reformed Villain - **Pop Cultural Reference**: Darth Vader from "Star Wars", Zuko from "Avatar: The Last Airbender", Loki from the "Thor" and "Avengers" series. - **Description**: Once a fearsome enemy and a symbol of terror, the Reformed Villain has seen the error of their ways and now seeks to right the wrongs of their past. Their journey is one of redemption, fraught with challenges as they contend with their old identity and try to establish a new one amidst those who may not easily forget or forgive. - **Boons**: - **Dark Knowledge**: Having been on the other side, you have invaluable insights into the tactics, strategies, and mindset of villains. Ask the DM directly about the plans and motivations of your enemies. - **Turncoat Allies**: Not all from your past are enemies. Occasionally, former allies might provide information or assistance, even if they haven't turned to the side of good. - **Atonement Acts**: Driven by your need for redemption, there are moments when you go above and beyond, showcasing heroics that might even put dedicated heroes to shame. - **Common Backlashes**: - Your former deeds come back to haunt you, be it through old enemies seeking revenge, innocents who suffered due to your actions, or internal struggles with guilt, tests of resolve - **Ultimate Destinies**: - **Champion of Good**: Through relentless effort, you not only atone for your past but rise as a beacon of hope, showcasing that true redemption is possible. - **Martyr’s End**: Realizing that your presence might always be a source of conflict or doubt, you make a final sacrificial act to ensure the greater good, leaving behind a legacy of transformation. - **Fall to Darkness:** The path of light is too much, and your legacy is clouded in darkness and ruin.
Contents
\pagebreakNum
### The Legacy Seeker - **Pop Cultural Reference**: Thorin Oakenshield from "The Hobbit", Aegon Targaryen (Jon Snow) from "Game of Thrones". - **Description**: Driven by a deep sense of responsibility, honor, and sometimes a bit of pride, the Legacy Seeker is on a quest to reclaim what was once theirs. This could be a lost kingdom, a stolen birthright, or the honor of their family name. The journey is not just about material or territorial reclamation, but also about restoring personal and familial dignity. - **Boons**: - **Ancestral Wisdom**: You occasionally receive visions, dreams, or intuition influenced by your ancestors, guiding you in moments of need. - **Helpful Kin**: You’re not the only one who’s been affected; your kin come to your aid in your desperate hour. - **Family Ties**: When you use this Boon the DM will involve your family history with the current matters at hand, and your familiarity with the stories surrounding the connection give you an advantage. - **Common Backlashes**: - ancient enemies, obstacles to reclaiming your glory - **Ultimate Destinies**: - **Restoration**: You succeed in reclaiming your legacy, restoring your family's name and position, ensuring peace and prosperity for generations to come. - **Noble Sacrifice**: Realizing that the pursuit might lead to greater conflict or loss, you make a conscious choice to let go, choosing the greater good over personal gain. - **Wisdom’s Path**: While the tangible elements of your legacy might remain elusive, you embrace the teachings, culture, and wisdom of your lineage, ensuring its survival in a different way. \columnbreak ### The Veteran - **Pop Cultural Reference**: John Rambo from "First Blood", Bucky Barnes (The Winter Soldier) from "Marvel Cinematic Universe", Din Djarin from "The Mandalorian". - **Description**: Having seen the horrors of war and experienced the discipline of military service, the Veteran now tries to find their place in a world without the structure and clear objectives of the army. Their skills are sharp, their memories haunting, and their honor unyielding. They may seek redemption, peace, a new cause, or just an understanding of who they are outside the uniform. - **Boons**: - **Battle-Honed Reflexes**: Your combat instincts kick in when danger looms, allowing you to anticipate enemy moves or react swiftly to ambushes. - **Tactical Mind**: Having faced numerous battle scenarios, you can quickly devise strategies or exploit weaknesses in an opponent’s defense. - **Brothers-in-Arms**: Bonds forged in battle are hard to break. Occasionally, a former comrade might lend a hand or provide crucial information when you need it most. - **Common Backlashes**: - **War Scars**: Traumatic memories or PTSD might resurface, making certain situations emotionally challenging or triggering. - **Old War, New Enemies**: Foes from the past or remnants of conflicts you participated in might seek you out for revenge or to settle scores. - **Out of Step**: Adjusting to civilian life can be jarring. Misunderstandings, clashes with civilian authorities, or struggles with modern-day nuances are common. - **Ultimate Destinies**: - **Peaceful Horizon**: Find solace and healing, perhaps by settling down or championing a cause that fosters peace and understanding. - **Return to Arms**: A new threat or cause reignites your warrior spirit, and you take up arms once more, but this time with clearer purpose and personal conviction. - **Guardian of Memories**: Recognizing the importance of history and the lessons of war, you become a storyteller or mentor, ensuring the next generation understands the true cost of conflict.
Contents
\pagebreakNum
### The Lone Witness - **Pop Cultural Reference**: Ellen Ripley from "Alien", Lara Croft from "Tomb Raider" (2013 reboot), Sole Survivor from "Fallout 4". - **Description**: Forever marked by a singular, devastating event, the Lone Witness carries the weight of memories most will never understand. They may grapple with survivor's guilt, a burning need to uncover the truth, or the drive to ensure such a calamity doesn't befall others. - **Boons**: - **Unyielding Resilience**: Having faced the worst, you're toughened mentally and physically. In dire situations, you can push through barriers or pain that would deter others. - **Keen Awareness**: Your traumatic experience honed your senses. You have an uncanny ability to detect danger or anomalies in your environment. - **Testimony**: As the only witness, your account holds power. Your story can rally allies, persuade skeptics, or unveil obscured truths. - **Common Backlashes**: - **Reliving the Past**: Flashbacks and nightmares of the event might haunt you, especially in situations reminiscent of the trauma. - **Distrust & Paranoia**: Having seen the unimaginable, you might struggle with trust, seeing threats even where there might be none. - **Isolation**: Others might find it hard to relate to your experience, leading you to feel isolated or misunderstood. - **Ultimate Destinies**: - **Redemption Seeker**: Find a way to atone or make amends, perhaps by preventing a similar catastrophe or supporting those affected by similar traumas. - **Truth Revealed**: Unearth hidden details or causes behind the traumatic event, bringing those responsible to justice or clearing misconceptions. - **New Dawn**: Learn to integrate the trauma into your identity, finding peace and building a life defined by more than just that one event. \columnbreak ### The Magebane - **Pop Cultural Reference**: Stannis Baratheon from "Game of Thrones" (with his relationship to Melisandre), Sera from "Dragon Age: Inquisition". - **Description**: Rooted in a profound conviction or tragic backstory, the Magebane views magic as a potential blight on the world. They might believe magic is often misused, dangerous, or inherently corrupting. Though they work with magic users, it's often with reservations and strict boundaries. - **Boons**: - **Arcane Ward**: Over time, you've developed defenses against magic, allowing you to resist or deflect certain spells. - **Intuitive Suspicion**: You can often pinpoint the true intentions of magic users, distinguishing between malevolent and benign intentions. - **Mystic Disruption**: You've trained to disrupt or weaken magic in crucial moments, either through tools or sheer willpower. - **Common Backlashes**: - **Magic Aversion**: Your disdain for magic sometimes makes you reject or avoid beneficial magical effects, even if they're meant to aid you. - **Tension with Allies**: Your beliefs can cause friction with magical members of the party or those that rely on magic. - **Unwarranted Accusations**: Your skepticism might lead you to see malevolence where there is none, leading to false accusations or distrust. - **Ultimate Destinies**: - **Balance Keeper**: Learn to appreciate the balance between magic and mundanity, working to ensure magic is used responsibly without advocating for its complete eradication. - **Mage's Advocate**: Come to understand and empathize with those who use magic responsibly, becoming a spokesperson for the good they can achieve. - **Arcane Purist**: Strive to cleanse the world of dark or forbidden magics, establishing an order or guild to monitor and regulate magical practices.
Contents
\pagebreakNum
### The Feyborn - **Pop Cultural Reference**: Titania and Oberon from "A Midsummer Night's Dream", Maleficent in her more fey-representative versions, Puck from various mythologies. - **Description**: Born of the enchanting and unpredictable Feywild or similar realms, the Feyborn is a creature of caprice, magic, and ageless wonder. They embody the unpredictable nature of the fey, balancing between mischievous and kind-hearted, often viewing the world with a perspective that's both naive and ancient. - **Boons**: - **Nature's Whimsy**: You can bend small elements of nature to your will, making flowers bloom instantly, summoning a gust of wind, or having animals heed your call. - **Glimmer Step**: With a soft glow, you can teleport short distances, fading into and out of reality. - **Fey Charm**: Your fey nature allows you to charm or beguile others temporarily, making them see things your way. - **Common Backlashes**: - **Mortal Misunderstanding**: Your fey perspective often clashes with the mortal understanding of the world, leading to unintended consequences or misunderstandings. - **Fey Obligations**: Ancient pacts or fey politics might pull you into challenges or favor-debts that you have to repay. - **Iron Vulnerability**: Traditionally, fey creatures have an aversion to iron. This might manifest as a physical weakness or a disdain for iron and steel tools. - **Ultimate Destinies**: - **Bridger of Realms**: Become a beacon of understanding and cooperation between the Feywild and the material plane, ensuring peace and harmony between the two. - **Fey Monarch**: Rise to prominence in the fey realms, maybe even becoming a ruler or influential figure among the fey courts. - **Mortal Embrace**: Choose to leave the fey aspects behind, embracing a more mortal life, finding joy and purpose in the ephemeral nature of humanity. \columnbreak ### The Forest Kin - **Pop Cultural Reference**: Legolas from "The Lord of the Rings", the Na'vi from "Avatar", Radagast the Brown from "The Hobbit". - **Description**: Born from the whispers of ancient trees and nurtured by the songs of the woodland creatures, the Forest Kin is more than just a being of the woods - they are a manifestation of the forest's very heart. They move with the grace of a breeze, commune with nature instinctively, and guard the sanctity of their sylvan home with fervor. - **Boons**: - **Nature's Tongue**: You can communicate with animals and plants, understanding their needs, feelings, and even gaining information about recent events in the forest. - **Woodland Camouflage**: Merging with the forest around, you can become nearly invisible, blending seamlessly with your surroundings. - **Forest's Embrace**: The forest protects its own. In times of need, the forest may provide shelter, nourishment, or even heal some of your wounds. - **Common Backlashes**: - **Mortal Disconnection**: Modern civilization, with its machines and bustling cities, feels alien and jarring, making interactions challenging. - **Woodland Sensitivity**: Harm done to the forest, like the felling of a tree or polluting a stream, might physically or emotionally hurt you. - **Nature's Whims**: The unpredictable side of nature, like a sudden storm or territorial animals, can pose challenges even for you. - **Ultimate Destinies**: - **Guardian of the Glade**: Become the recognized protector of a particular sacred or vital part of the forest, ensuring its safety and prosperity. - **Nature's Voice**: Serve as a bridge between forest realms and other societies, teaching them to coexist and respect the natural order. - **Eternal Growth**: In a poetic twist of fate, become one with the forest, transforming into a tree or natural landmark, watching over the woods for centuries to come.
Contents
\pagebreakNum
### The Arcane Scholar - **Pop Cultural Reference**: Gandalf from "The Lord of the Rings", Dumbledore from "Harry Potter", Elminster from "Forgotten Realms". - **Description**: Dedicating their lives to the acquisition of arcane knowledge, the Arcane Scholar has delved deep into ancient tomes, experimented with diverse spells, and sought the secrets of the cosmos. Their magic is an extension of their vast intellect, and they weave spells with the precision of a master craftsman. - **Boons**: - **Library of the Mind**: You can recall a piece of information, lore, or arcane knowledge that might be pertinent to the current situation. - **Ritual Caster**: Given time, you can cast complex spells as rituals, conserving your energy and resources. - **Spell Adaptation**: Once in a while, you can modify a known spell in a minor way, tailoring it more precisely to the current need. - **Common Backlashes**: - **Magic Overload**: Intense use of magic can sometimes backfire, creating unpredictable effects or leaving you momentarily drained. - **Bookworm's Naivety**: Spending so much time in study, you might occasionally be out of touch with social cues or the latest worldly happenings. - **Arcane Attraction**: Your deep connection to the arcane draws magical beings, phenomena, or even unwanted attention from rival mages. - **Ultimate Destinies**: - **Master of the Arcane**: Become a leading figure in the world of magic, where your writings, teachings, and spells are studied by future generations. - **Guardian of Secrets**: Take charge of an ancient and powerful artifact or arcane library, ensuring its knowledge doesn't fall into the wrong hands. - **Transcendent Sage**: Achieve such a profound understanding of the arcane that you transcend mortal limitations, becoming a magical being or entity of pure knowledge and power. \columnbreak ### The Innate Channeler - **Pop Cultural Reference**: Elsa from "Frozen", Scarlet Witch from the "Marvel Universe", Daenerys Targaryen (in relation to her dragons) from "Game of Thrones". - **Description**: Born with raw, untamed magic coursing through their veins, the Innate Channeler is a force to be reckoned with. Their power often comes from an ancient bloodline, a mystical event, or a divine intervention. Unlike wizards, they don’t learn their magic – they feel it. - **Boons**: - **Raw Power**: In moments of emotional intensity, you can amplify your spells, making them more potent than normal. - **Magic Surge**: Your innate magic allows you to occasionally cast spells without using your typical resources. - **Intuitive Arcana**: Trusting your gut, you can sometimes glean insights into magical phenomena, artifacts, or creatures. - **Common Backlashes**: - **Overwhelm**: The untrained nature of your power means you occasionally lose control, leading to unintended magical consequences. - **Mystical Magnetism**: Your raw magical essence attracts beings and events of a magical nature, not always friendly ones. - **Emotional Tether**: Your magic is closely tied to your emotions. Intense feelings might inadvertently manifest in magical ways, potentially revealing your location, mood, or intentions. - **Ultimate Destinies**: - **Arcane Mastery**: Learn to master and hone your raw abilities, becoming a beacon of controlled power in the magical community. - **Legacy Bearer**: Dive deep into the origins of your power, potentially meeting ancient ancestors, ancient dragons, or uncovering the event that sparked your lineage's power. - **Untamed Force**: Embrace the wild nature of your power, becoming an elemental or celestial being of raw magic.
Contents
\pagebreakNum
### The Pact-Bound Mystic - **Pop Cultural Reference**: Raven from "Teen Titans", John Constantine from the "Hellblazer" series. - **Description**: While many draw power from gods or innate talent, the Pact-Bound Mystic gains their magic from an agreement with a powerful entity – be it a demon, fey, ancient god, or eldritch being. This bond can be both a source of strength and a dangerous liability. - **Boons**: - **Eldritch Secrets**: Due to your connection with an otherworldly patron, you have insights into arcane and forbidden knowledge. - **Patron's Favor**: In dire situations, you can call upon your patron for a boon, though this might come at a cost. - **Dark Charisma**: Your pact gives you an uncanny allure or intimidating presence, allowing you to influence those around you with greater ease. - **Common Backlashes**: - **Patron's Whims**: Your patron may occasionally demand actions or rituals from you, possibly at inopportune times. - **Eldritch Mark**: Your pact leaves a mark on you that certain beings can recognize. This could attract unwanted attention or make you a target. - **Distrusting Folk**: Many are wary of those who make deals with otherworldly beings, leading to mistrust or fear from those you meet. - **Ultimate Destinies**: - **Pact Ascendancy**: Forge an even deeper connection with your patron, gaining immense power but at the potential risk of losing your autonomy. - **Liberation**: Break free from your patron, either by repaying, outsmarting, or overpowering them, and harness your magic source independently. - **Eldritch Ambassador**: Become a bridge between your patron's realm and your world, ushering in a new era of cooperation or dominance. \columnbreak ### The Thug - **Pop Cultural Reference**: Bullseye from "Daredevil", Bronn from "Game of Thrones". - **Description**: Grown on the gritty streets and accustomed to the harsh ways of the underworld, the Thug is not someone to be taken lightly. Often used as muscle by crime syndicates or rogue factions, they know the ins and outs of the alleyways, both physically and metaphorically. - **Boons**: - **Street Smarts**: Your deep understanding of the underworld grants you insights into criminal operations, safe houses, and potential threats in urban environments. Ask your DM about how these might work, or describe how you think they work and the DM will align to your description. - **Old Pals**: You have a few tough friends who can show up right in the nick of time. - **Ask the Boss**: You can ask your former (or current) crime boss for resources. - **Common Backlashes**: - old squabbles and rivalries resurface, people distrust you because of your past, former victims recognize you - **Ultimate Destinies**: - **Underworld Kingpin**: Rise above the street level, becoming a major player in the world of crime, controlling territories, and factions. - **Path of Redemption**: Turn away from your life of crime, using your skills to protect and serve, possibly even aiding law enforcement. - **Infamous Legend**: Your tales of ruthlessness and cunning become urban legends, a cautionary tale whispered in dark alleys.
Contents
\pagebreakNum
### The Aspiring Crimelord - **Pop Cultural Reference**: Michael Corleone from "The Godfather", Tommy Shelby from "Peaky Blinders". - **Description**: Ambitious, calculating, and with a keen eye for opportunities, the Aspiring Crimelord seeks to control the criminal underworld. While they may have started from humble beginnings, their vision is grand. Every move is a step closer to consolidating power and creating an empire. - **Boons**: - **Criminal Network**: You have informants, operatives, and contacts in various places. Need a favor? Information? Black market goods? You know someone who can help. - **Tactical Genius**: In conflicts and battles, you have a knack for predicting enemy moves and manipulating the field in your favor. Ask the DM what they’re up to and how you can exploit them. - **Charismatic Leader**: You inspire loyalty in your subordinates. In moments of crisis, your underlings might take risks or make sacrifices for you. - **Common Backlashes**: - rivals make moves against you, betrayal from a trusted contact, moral quandaries - **Ultimate Destinies**: - **Kingpin of Crime**: You manage to unite various factions under your banner, becoming the uncontested ruler of the criminal world. - **Legitimate Tycoon**: Use your accumulated wealth and influence to go legit, establishing a business empire while leaving the shadows behind. - **Fall from Grace**: Ambition comes at a cost. A critical mistake or overwhelming opposition results in your dramatic downfall, serving as a warning to others. ### The Monster Slayer - **Pop Cultural Reference**: Gotrek Gurnisson from "Gotrek & Felix", Geralt of Rivia from "The Witcher". - **Description**: Marked by scars of battles past, The Monster Slayer is a specialized warrior who has dedicated their life to hunting, understanding, and slaying monsters that threaten the world. These slayers often bear personal vendettas against certain creatures due to past tragedies, and they combine knowledge with combat prowess to take down their formidable foes. - **Boons**: - **Monstrous Insight**: You can ask the DM what a monster’s weaknesses and strengths are. - **Fellow Hunters**: Your fellow hunters come to your aid. - **Slayer‘s Fate**: You can only be killed by a monster with two activations in a round. If you are killed by something that is not a monster, the DM may make a Mega Backlash against you, god rest your sorry soul. - **Common Backlashes**: - things generally get worse and worse - **Ultimate Destinies**: - **Legendary Hunter**: Your tales of valor and expertise become legendary, inspiring a new generation of monster slayers and ensuring your legacy. - **Final Confrontation**: Driven by a personal vendetta, you face an ancient or particularly powerful beast, resulting in a climactic battle of epic proportions. - **Redemption Seeker**: You come to understand the deeper nature of certain monsters and might choose a path where you seek to redeem, rather than slay, certain creatures. ### The Chronicler Companion - **Pop Cultural Reference**: Felix Jaeger from "Gotrek & Felix", Samwise Gamgee from "The Lord of the Rings". - **Description**: More than just a bystander, The Chronicler Companion walks alongside legends, ensuring their tales are told for posterity. They might have started as a simple observer, but through countless trials, they've become a stalwart ally, as vital to the story as the hero they follow. - **Boons**: - **Rewrite**: If current events are not fitting what would work well for your story, you can rewrite them as if you are the author. - **Pen Mightier Than the Sword**: Your words can inspire, comfort, or even manipulate when necessary. You have a knack for saying the right thing at the right time. - **Undying Loyalty**: In moments of dire need, your unwavering dedication to your companion can bolster both of your spirits, granting unexpected resilience or strength. - **Common Backlashes**: - drama, conflict, being separated from the party - **Ultimate Destinies**: - **Epic Author**: Your writings become legendary, shaping the perceptions of future generations and ensuring the tales of your companion live on. - **Step from the Shadow**: Realizing your growth and capability, you embark on a solo quest, becoming a hero in your own right. - **Unbreakable Bond**: Your loyalty and companionship with the hero culminate in an act that forever cements your names together in history.
Contents
\pagebreakNum
### The Pioneering Tinkerer - **Pop Cultural Reference**: Tony Stark (Iron Man) from "Marvel Comics", Emmett Brown from "Back to the Future", Leonardo da Vinci from history. - **Description**: A blend of genius and curiosity, The Pioneering Tinkerer is never content with the known. They are always pushing boundaries, crafting wondrous devices, and seeking answers to questions many wouldn't even think to ask. Their inventions might save the day – or cause unforeseen complications. - **Boons**: - **Eureka Moment**: When faced with a problem, you can come up with an innovative (and sometimes untested) solution or gadget to address it. Ask the DM to come up with it if you aren’t sure what it might be. - **Master of Improvisation**: Even when your tools are unavailable, your creative mind allows you to craft useful devices or repairs from seemingly random materials. - **Blueprint Analysis**: You have a knack for understanding complex designs, machines, and traps, allowing you to decipher their workings or find weak points. Ask the DM about how such things work. - **Common Backlashes**: - inventions backfire, cost more than you thought, collateral damage, debts come calling - **Ultimate Destinies**: - **Magnum Opus**: You craft a legendary invention that reshapes the world or becomes a beacon of progress and innovation. - **Mentor of Tomorrow**: Recognizing the importance of passing on knowledge, you establish an academy or workshop, fostering the next generation of inventors. - **Boundless Explorer**: With a revolutionary mode of transport or exploration device, you access previously unreachable realms or dimensions, making groundbreaking discoveries. \columnbreak ### The Experimented - **Pop Cultural Reference**: Bruce Banner (Hulk) from "Marvel Comics", Wolverine from "X-Men". - **Description**: Once an ordinary individual, now forever changed by a brush with science, magic, or both. The Experimented carries the weight of power and transformation, often without choice. They might grapple with their new identity, seeking to understand their place in the world or to reverse the changes forced upon them. - **Boons**: - **Unexpected Power**: You tap into superhuman strength and power, performing an amazing feat. - **Fellow Mutants**: You weren’t the only one experimented on, and your friends come to your aid. - **Adaptive Physiology**: Your altered biology or essence allows you to adjust to adverse conditions, such as extreme temperatures or toxic environments, more effectively than others. - **Common Backlashes**: - Uncontrollable outburst, those who made you pursue you - **Ultimate Destinies**: - **Master of Self**: Achieve full control and understanding of your abilities, becoming a beacon for others who've been unwillingly transformed. - **Origin Unraveled**: Find a way to reverse the experiment, deciding between returning to your original state or embracing your new self. - **Guardian of the Experimented**: Establish a haven or organization for others like you, ensuring they find guidance and acceptance in a world that might fear or shun them.
Contents
\pagebreakNum
### The Jester - **Pop Cultural Reference**: Dobby from "Harry Potter", Merry and Pippin from "The Lord of the Rings", Olaf from "Frozen". - **Description**: With an innate ability to find humor in even the darkest of situations, The Jester is a beacon of light in troubled times. They're often underestimated due to their jovial nature, but beneath the jests and pranks lies a heart of gold and, occasionally, unexpected wisdom. - **Boons**: - **Oafish Advantage**: When you use this Boon sheer dumb luck causes things to turn around for you and your party despite no effort from your character. - **Fast Friends**: Many adore your sense of humor, and they’ll lend a surprising hand when you need it. - **Hidden Depths**: You surprise everyone with profound insight or an act of unexpected bravery. The most surprising part is that it works. - **Common Backlashes**: - Inattention causes issues, jokes just make others angry - **Ultimate Destinies**: - **Unexpected Hero**: In a crucial moment, you step up in a big way, saving the day and proving to all that there's more to you than jokes. - **Chronicler of Joy**: You decide to document the adventures and tales, ensuring that the laughter and joy are remembered as much as the trials and tribulations. - **Court Jester**: Find a place where your comedic talents are celebrated, and where you can bring joy to many, like a royal court or a theater stage. \columnbreak ### The Flamboyant - **Pop Cultural Reference**: Jack Sparrow from "Pirates of the Caribbean", Lumière from "Beauty and the Beast", Effie Trinket from "The Hunger Games". - **Description**: With a flair for the dramatic and an uncanny ability to capture the attention of any room they walk into, The Flamboyant is as unforgettable as they are unpredictable. Their vibrant personality and taste for the extravagant makes them a beacon of individuality in a conformist world. - **Boons**: - **Distracting Brilliance**: Your ostentatious style and demeanor can easily distract or disorient adversaries, providing an opening for your allies. - **Fans**: Your vibrant personality can uplift and inspire those around you, leading to a following that will aid you when they can. - **Takes one to know one:** You may ask the DM when it seems enemies are trying to mislead or distract you what they are really up to. - **Common Backlashes**: - beacon for trouble, misjudged - **Ultimate Destinies**: - **Icon of Individuality**: Become a symbol or inspiration for others to embrace their true selves, regardless of societal norms. - **Grand Spectacle**: Host or be the centerpiece of a massive event or performance that showcases the peak of your flamboyant nature. - **Mature Radiance**: Find a way to blend your natural flamboyance with a cause or purpose, showing the world the strength behind your shine.
Contents
\pagebreakNum
### The Outcast - **Pop Cultural Reference**: Hester Prynne ("The Scarlet Letter"), Shrek ("Shrek"), Quasimodo ("The Hunchback of Notre-Dame"). - **Description**: Cast aside, whether by choice or circumstance, The Outcast knows the sting of rejection all too well. They navigate the world from the fringes, which offers a unique perspective not clouded by societal conventions. The isolation can be a source of strength, fostering resilience and introspection, or a source of pain and longing for acceptance. - **Boons**: - **Unique Perspective**: Being on the outside looking in provides insights and observations missed by many. - **Survivor’s Spirit**: Used to facing adversity and prejudice, The Outcast often develops a tough skin and strong survival instincts. - **Unexpected Allies**: Often, The Outcast will find camaraderie with other outcasts or marginalized individuals, forming bonds of mutual understanding. - **Common Backlashes**: - separated from the party, that they're alone reinforced, rejected by society - **Ultimate Destinies**: - **Redemption and Return:** One day, the society that rejected them might see The Outcast in a new light, allowing a triumphant return. - **Champion of the Marginalized:** Embracing their status, The Outcast might become a protector or leader for other outsiders. - **Solitary Peace:** The Outcast may find a deep sense of peace and purpose away from society, living in harmony with their true self.
Contents