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DC20 ALPHA 0.5.

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Contents Actions & Reactions 32
Actions............................................................................................ 32
Note from the Creator.............................................................. 4
Types of Actions......................................................................... 32
Attributes 5 Advanced Actions..................................................................... 35
Attributes........................................................................................ 5 Reactions....................................................................................... 35
Attribute Scaling......................................................................... 5 Maneuvers 38
Prime Modifier............................................................................. 6
Attack Maneuvers.................................................................... 38
Skills, Trades & Languages 7 Grapple Maneuvers.................................................................. 39
Skills.................................................................................................. 7 Defense Maneuvers.................................................................. 39
Trades.............................................................................................. 10 Weapon Maneuvers.................................................................40

Mastery 13 Techniques 42

Types of Mastery.........................................................................13 Learning Techniques...............................................................42


Skill Mastery................................................................................13 Techniques List..........................................................................42
Trade Mastery............................................................................. 14 Technique Attack Checks.....................................................42
Language Mastery......................................................................15 Technique Enhancements....................................................42
Combat Mastery (CM)..............................................................15 Techniques....................................................................................42

Checks & Saves 17 Spellcasting 44

Checks..............................................................................................17 Spellcasting Requirements...................................................44


Saves.................................................................................................20 Casting a Spell.............................................................................45
Dynamic Attack Saves.............................................................21 Spell Characteristics................................................................46
Advantage & Disadvantage...................................................21 Categorizing Spells....................................................................48
Multiple Check Penalty.........................................................22 Advanced Spellcasting............................................................49
Check & Save Outcomes.........................................................23 Starting Combat 50
Defense 25 Combat Encounters..................................................................50
Physical Defense........................................................................ 25 Initiative........................................................................................50
Mental Defense........................................................................... 25 Environment 54
Health Points & Death’s Door 26 Spaces & Distance......................................................................54
Health Points...............................................................................26 Jumping.........................................................................................54
Falling.............................................................................................54
Damage 28 Climbing........................................................................................ 55
Degrees of Damage....................................................................28 Swimming..................................................................................... 56
Damage Types..............................................................................28 Holding Your Breath............................................................... 56
Damage Reduction (DR)......................................................... 29 Vision 57
Immunity, Resistance, & Vulnerability........................29
Damage Modifications............................................................30 Line of Sight................................................................................. 57
Dealing Multiple Damage Types.......................................30 Illumination................................................................................ 57
Bonus Damage Against Multiple Targets......................30 Vision.............................................................................................. 58
Shared Damage...........................................................................30 Creatures & Combat 59
Combat Resources 31 Creatures....................................................................................... 59
Action Points................................................................................31 Equipment 61
Mana Points...................................................................................31
Stamina Points.............................................................................31 Weapons.........................................................................................61
Stamina & Mana Sidebar.........................................................31 Armor..............................................................................................64
Shields............................................................................................. 65
Adventuring Supplies............................................................. 66

2 DC20 ALPHA 0.5.1 | THE DUNGEON COACH


Unpublished Draft - Codename: DC20 TTRPG Copyright @ 2021-2024 The Dungeon Coach, LLC. - All Rights Reserved. Not for resale or distribution. Permission given to print or copy for personal use only
Conditions 67 Premade Spell Lists 117
Condition X Values.................................................................. 67 Alpha Spellcasting Premade Spell Lists........................117
Fire & Flames List.....................................................................117
Resting 71
Ice & Illusions List....................................................................119
Rest Terms.....................................................................................71 Lightning & Teleportation List.........................................121
Types of Rest.................................................................................71 Psychic & Enchantment List............................................. 123
Holy & Restoration List........................................................ 125
DCs in DC20 72
Special Class-Specific Spells............................................... 127
Difficulty Class (DC)................................................................72
Alpha 0.5 Changelog 129
Game Master Guide 74
Character Sheet........................................................................ 129
Variable Attribute Skill Checks........................................74 Core Rules................................................................................... 129
Combat Rules............................................................................ 130
Player Character Creation Outline 75
General Rules.............................................................................131
How to Create a Player Character.................................... 75 Player Character Creation Rules.................................... 132
Further Player Character Progression...........................77 Ancestries.................................................................................... 133
Additional Options...................................................................78 Classes............................................................................................ 133
Premade Spell Lists................................................................. 135
Talents 79

Multiclass & Prestige Systems 81


Multiclass Characters..............................................................81
Prestige Paths..............................................................................82
Ancestries System 87
Ancestries......................................................................................90
Classes 95
Barbarian....................................................................................... 95
Barbarian Class Features....................................................... 95
Cleric.................................................................................... 97
Cleric Class Features........................................................... 97
Fighter............................................................................................. 99
Fighter Class Features............................................................. 99
Monk..............................................................................................101
Monk Class Table.....................................................................101
Monk Class Features...............................................................101
Paladin.......................................................................................... 103
Paladin Class Features........................................................... 103
Psion............................................................................................... 105
Psion Class Features............................................................... 106
Ranger........................................................................................... 107
Ranger Class Features........................................................... 107
Rogue............................................................................................. 109
Rogue Class Features.............................................................. 109
Sorcerer......................................................................................... 111
Sorcerer Class Features.......................................................... 111 Credits
Warlord.........................................................................................113
Warlord Class Features.........................................................113 Creator of DC20: Alan Bjorkgren (The Dungeon Coach)
Wizard........................................................................................... 115 Game Design Director: Eddie Blanton (Purius)
Wizard Class Features............................................................115
Alpha Rule Review Team: Evan Bosco (Nexus), Schyler
Fontenot (Sky), Jason Thuillez, Daniel Martinez, Kaelon Fullmer
(Ralaris Maps), Anna Keelin Fitzgerald (Fitz), Marco Pagnini
(Pagnabros), Stéphane April(Spark), Codi Cook, Captain
Minnette, Mortal, Silver

Art Director: Eric “bug” Bates

Graphic Designer: Mark MacPherson (Intrepid)

DC20 ALPHA 0.5.1 | THE DUNGEON COACH 3


Unpublished Draft - Codename: DC20 TTRPG Copyright @ 2021-2024 The Dungeon Coach, LLC. - All Rights Reserved. Not for resale or distribution. Permission given to print or copy for personal use only
Welcome to DC20 Alpha
Note from the Creator Support DC20
If you are interested in supporting this project, then
First off, I just want to say thank you to anyone who has congratulations, you already are. A new game needs a
shown interest in DC20. It was scary to make the jump to community behind it and having this Alpha PDF means you
publish my own game, but the support has been mindblowing. are on the ground floor of exactly that! So again, thank you!
Everything from watching the DC20 videos to supporting the
project on Patreon has brought this game to life!
If you want to help this project continue forward and even
give feedback on the direction of that growth, then the best
I have been working on DC20 for years, and after the OGL way to do that is on Patreon. Even at the entry reward tier
situation I decided to release DC20 sooner than planned. I you get access to Patron only livestreams where I show the
wanted to make a game system that was simple for a new player development of the game LIVE with y’all, and the support
to pick up (even someone who had never played TTRPGs) goes a long way towards doing all the things that need to get
but also has depth for more experienced players. I started out done for this to be possible. Higher reward tiers even get early
trying to make something more similar to 5e… but as the access to DC20 content, feedback on the game itself, and even
development process kept I found new rules and systems that playtest groups to play in and possibly with me as your GM.
I truly felt were better to build a foundation of a game around,
so DC20 has truly grown into its own unique standalone Become a Patron here:
game while maintaining that familiar feel. I wanted the rules
to be intuitive and easy to remember, I wanted the combat https://www.patreon.com/thedungeoncoach
to be engaging and dynamic with a focus around teamwork,
and I wanted the game overall to feel FUN and EPIC! I truly DC20 Kickstarter
feel like we did all of those things, and I can’t wait to see the
community's response!
Also, if you want to get notified when the Kickstarter for the
DC20 Core Rulebook is LIVE, then click here https://www.
kickstarter.com/projects/thedungeoncoach/dc20/ to take
DC20 Overview Video you to the Kickstarter landing page and sign up there!

I make a quick overview of DC20’s Rules that I go over in this


video here: https://youtu.be/298EA6woVfo.

I made this video to explain DC20 quickly to someone who


has never heard of it before. This is not only for YOU (the
person reading this right now) but also for your friends that
you might want to play the game with. I go over the big and
small rules, and after watching, people should have a good
idea if they want to try it out or not. I hope this helps those
“Session Zeros” of DC20 and I will continue to make more
guides and tools like this on my YouTube Channel as well.

4 DC20 ALPHA 0.5.1 | THE DUNGEON COACH


Unpublished Draft - Codename: DC20 TTRPG Copyright @ 2021-2024 The Dungeon Coach, LLC. - All Rights Reserved. Not for resale or distribution. Permission given to print or copy for personal use only
Attributes Might
This represents your physical strength. Anything related
to lifting, pushing, or dragging is Might. It’s commonly
Attributes associated with the following:
There are 4 Attributes in DC20 that represent your Physical • Heavy Weapons and Heavy Armor have a minimum Might
(Might & Agility) and Mental (Intelligence & Charisma) requirement to use properly.
abilities. Each Attribute has a value that ranges from -2 to • While wearing Heavy Armor, your Might is added to your
+7 (for most creatures) which measures your aptitude with Physical Defense.
that Attribute. • You gain a bonus to your Health Points equal to your Might.
• Might = your Strength of Body. • Checks made to Initiate or Escape Grapples use Athletics
• Agility = your Balance, Nimbleness, and Dexterity. Checks.
• Intelligence = your Reasoning, Understanding, and • Might contributes to jumping, throwing, and encumbrance.
Wisdom. • Might Saves are made to resist effects that push you away,
• Charisma = your Charm, Presence, Persuasiveness, and knock you down, or crush you.
Force of Will. DC Tip: If you want to Roleplay a PC that’s the “go to” for
being the strong one and overpowering your enemies, then
Example: If you have an Agility of +3 then you would add +3 to
Might is for YOU!
any d20 roll that uses Agility.

Agility
Gaining Attributes This represents your nimbleness. Anything related to finesse,
As your Player Character (PC) levels up they will regularly balance, or gymnastics is Agility. It’s commonly associated
gain more points to put into their Attributes. PC’s gain +1 with the following:
Attribute point at levels 2, 4, 7, and 9, and gain +2 Attribute • Ranged Weapons, Whips, and certain Special Weapons
points at level 5 and 10 (see “Player Character Progression have a minimum Agility requirement.
Table” on (page 71) for more). • While wearing Light Armor (or none at all), your Agility is
added to your Physical Defense.
DC Tip: You also get more of these points from levels 11 and
• You gain a bonus to your Health Points equal to your Agility.
higher as well!
• Checks made to Escape Grapples use Acrobatics Checks.
• Agility Saves are made to resist effects that cause you to lose
Attribute Scaling your balance or that can be avoided by successfully dodging
You can increase your Attributes as you gain levels, however out of the way.
you can’t increase an Attribute past the Attribute Limit. The
DC Tip: If you want to Roleplay a PC that’s nimble, light on
Attribute Limit increases at certain levels as shown in the their feet, and good with their hands, then Agility is for YOU!
table below. You can increase an Attribute at the same level
that your Attribute Limit increases.
Charisma
PC Level Attribute Limit
This represents your charm and influence. Anything related
1 +3
to interacting socially with other creatures (your appearance,
5 +4 mannerisms, and the words you say) is Charisma. It’s
10 +5 commonly associated with the following:
15 +6 • Your Charisma is added to your Mental Defense.
20 +7 • Charisma contributes to the bonus Mana Points granted by
the Spellcasting Feature.
• Social Skill Checks use Charisma.
• Charisma Saves are made to resist effects that attempt to
dominate your mind or alter your emotions.

DC Tip: If you want to Roleplay as the “face of the party” and


have good people skills, then Charisma is for YOU!

DC20 ALPHA 0.5.1 | THE DUNGEON COACH 5


Unpublished Draft - Codename: DC20 TTRPG Copyright @ 2021-2024 The Dungeon Coach, LLC. - All Rights Reserved. Not for resale or distribution. Permission given to print or copy for personal use only
Intelligence
This represents your reasoning and wisdom. Anything that
is related to a person’s mind or overall knowledge falls under
Intelligence. It’s commonly associated with the following:
• Your Intelligence is added to your Mental Defense
• Intelligence contributes to the bonus Mana Points granted
by all Spellcasting Features.
• Intelligence can contribute to a Language Check.
• Being able to discern if something is an illusion or not.
• Intelligence Saves are made to resist effects that attempt to
read your thoughts, alter your memories, confuse you, or
use illusions to deceive your senses.

DC Tip: If you want to roleplay a PC that’s the smartest


person in the room and just knows things, then
Intelligence is for YOU!

Prime Modifier
Your Prime Modifier is equal to your highest Attribute and
represents your overall experience as an adventurer. This
modifier will increase as you level up and the source of
the highest Attribute score may change as your character
progresses. It’s commonly associated with the following:
• Attack Checks (made to Attack with a Weapon or Unarmed
Strike).
• Spell Checks (made to cast a Spell or use a supernatural
ability).
• Save DCs (the difficulty of resisting the effects you impose
on other creatures).
• Awareness Checks (your ability to perceive and detect
things around you).
DC Tip: Just because the Barbarian in the group has high
Charisma instead of Might doesn’t mean he’s worse at
swinging a sword because of it.

Prime Modifier Sidebar


The Prime Modifier allows you to create the kind of character
you truly want to play without negatively impacting your
Combat rolls. Since your Prime Modifier will be used to swing
weapons and cast Spells, this allows you to choose which
Attribute you want to be the highest without feeling “forced”
into picking a specific one. An intelligent or charismatic
Barbarian may not have as much health or be able to grapple
or lift as much as a Might-based Barbarian, but your ability to
wield a weapon is the same.
You can choose whether or not you roleplay the source of
which Attribute your Prime Modifier comes from in Combat.
It’s up to you. You could describe your intelligent Barbarian as
being a tactical mastermind on the battlefield, your charismatic
Barbarian as a fiery confident leader, or you can be a mindless
rage monster in Combat if you want to just smash things. This
is an opportunity to create the PC you want.

Example: Your highest Attribute at level 1 will be 3, so no


matter which Attribute you choose as the highest, your Prime
Modifier will be 3.

6 DC20 ALPHA 0.5.1 | THE DUNGEON COACH


Unpublished Draft - Codename: DC20 TTRPG Copyright @ 2021-2024 The Dungeon Coach, LLC. - All Rights Reserved. Not for resale or distribution. Permission given to print or copy for personal use only
Skills, Trades & Variant Rule: Prime Equals
Attribute Maximum
Languages Instead of the Prime Modifier being determined by a PC's
highest Attribute, it's instead equal to their Attribute
Maximum. This means it will always be "maxed out", no
matter where you put your Attributes Points. This rule is
Skills designed for players who want to create a PCs that's more
Skills are representative of a creature’s ability to perform well-rounded and doesn't have one or two main Attributes
certain activities. If two creatures are wrestling each other, they lean heavily on. This rule allows for players to have more
they can use the Athletics Skill to compete against each freedom in character creation, because their Prime Modifier
other. Every Skill is tied to an Attribute (Might, Agility, will always start at 3 and progress with their level.
Intelligence, or Charisma). Each Skill represents an aspect
In general, this allows for PCs to be created that would be less
of an Attribute, such as Athletics being an aspect of a creature’s
optimal within the standard rules, and have a more “even”
Might Attribute, or Acrobatics with its Agility Attribute. The
spread across all Attributes. It might also open up the game
Awareness Skill uses your Prime Attribute, which is your
to more narrative-based character building and allows newer
highest Attribute.
players to avoid optimization pitfalls of “needing” to have a 3
DC Tip: There are countless ways to use these Skills, in one Attribute.
especially when you use the “Variable Attribute Rule” (see
Checks and Saves section). You can really get outside the box DC Tip: Be aware that if everyone in the group builds a
by combining Skill with different Attributes. balanced PC, then no one in the group will be the go to for
certain activities or skills. This can ruin the nuanced group
dynamics that TTRPG parties are often designed around,
Skill List where every PC feels like they have a strong purpose that's
supported by mechanical advantages and not just narrative
choices. If you like to have groups in which each PC gets
Might Intelligence their moments in the spotlight, then this might not be a
• Athletics • Investigation rule for you.
• Intimidation • Medicine
• Survival
Knowledge
Agility • Nature
• Acrobatics
• History
• Trickery
• Arcana
• Stealth
• Religion
• Occultism
Charisma
• Animal
• Insight
Prime
• Awareness
• Influence
Below is a full explanation of each Skill organized by its most
relevant Attribute.

DC Tip: Might and Agility contribute towards your Health,


while Intelligence and Charisma contribute towards Mana, so
there are still important elements to consider when choosing
which Attribute to be your highest

DC20 ALPHA 0.5.1 | THE DUNGEON COACH 7


Unpublished Draft - Codename: DC20 TTRPG Copyright @ 2021-2024 The Dungeon Coach, LLC. - All Rights Reserved. Not for resale or distribution. Permission given to print or copy for personal use only
Might Agility
Athletics Acrobatics
Athletics covers activities that involve physical prowess, Acrobatics covers activities that require flexibility, nimbleness,
such as climbing, swimming, and jumping in difficult and balance.
circumstances, or participating in a Grapple. • Balance: Attempting to maintain your balance in tricky
• Climbing: Attempting to climb a sheer or slippery surface, situations, such as walking across a slippery surface, staying
or cling to one. upright on a rocking boat, or balancing on a tightrope.
• Swimming: Attempting to swim in treacherous waters, or a • Stunts: Attempting to perform a stunt that requires
viscous liquid. flexibility or being nimble, such as aerial maneuvers, dives,
• Jumping: Attempting to jump a distance that exceeds your rolls, somersaults, or flips.
Jump Distance.
• Grappling: Attempting to Grapple another creature, or
avoiding being Grappled by one.
Trickery
Trickery covers non-verbal means of deceiving others, such
as pickpocketing things, concealing an object on your person,
Intimidation or other forms of physical deception.
Intimidation covers attempts to influence a creature’s behavior • Sleight of Hand: Attempting to pocket something from
using threats, hostile actions, and physical violence. another person, or plant something on them.
• Threaten Violence: Attempting to scare someone to do • Forgery: Attempting to create fake documents that appear
something… “or else.” to be legitimate.
• Forceful Command: Attempting to boss someone around • Conceal Object: Attempting to manipulate or hide an object
with your intimidating strength. somewhere out of sight. This could be in your hand, up
your sleeve, on a person, or in another object.
• Traps: Attempting to deploy or disarm a trap (or similar
device) with steady hands.

Stealth
Stealth covers attempts to avoid being seen or heard by other
creatures, such as sneaking about or hiding behind cover.
These Checks occur during the moment of possible discovery
when a creature might be heard or seen.
• Sneaking: Attempting to move about quietly to avoid being
noticed by other creatures.
• Hiding: Attempting to Hide from a creature so that they
can’t see you.

8 DC20 ALPHA 0.5.1 | THE DUNGEON COACH


Unpublished Draft - Codename: DC20 TTRPG Copyright @ 2021-2024 The Dungeon Coach, LLC. - All Rights Reserved. Not for resale or distribution. Permission given to print or copy for personal use only
Intelligence Knowledge
The following Skills represent different aspects of a creature’s
Investigation knowledge: Arcana, History, Nature, Occultism, and Religion.
Investigation covers using your senses to search for and A PC can also create a unique Custom Lore Skill that covers
discover things that are not readily observable. You look for a specific domain of knowledge they may have experience in.
clues and then make deductions on those clues to try and • Arcana (Arcane Magic / Constructs / Planes of Existence)
discern the locations of things or how they work (finding • Arcane magic, spells, items, runes, glyphs, and symbols
hidden objects, secret doors, or weak points in structures). It • Creatures such as: Constructs, Monstrosities, and
also covers the process of researching information through Oozes
various texts. • Planes of existence and the creatures who inhabit those
• Searching & Discovery: Attempting to find something that’s planes
not able to be seen from afar, then deduce how it works • History (History / Lore / Kingdoms)
(such as traps). • Historical events, conflicts, and wars
• Analysis & Research: Attempting to pour through scrolls, • Creatures such as: Humanoids, Giants, and Dragons
manuscripts, or books for information and hidden • Lost civilizations, kingdoms, and legends
knowledge. • Nature (Elements / Beasts / Plants)
• Elemental magic (earth, fire, water, air, and lightning
Medicine magic)
Medicine covers activities that involve medical knowledge and • Creatures such as: Elementals, Fey, Plants, and Beasts
application, such as treating a wounded creature, diagnosing • Natural parts of the world (terrain, weather, seasons,
an illness, or identifying a cure to an ailment. and natural disasters)
• Treat Wound: Attempting to mend or stabilize a wounded • Occultism (Unholy Magic / Demons & Devils /
creature. Aberrations)
• Diagnose Cause: Attempting to discern the cause or cure of a • Unholy magic and knowledge of the forbidden
poison, disease, or injury. • Creatures such as: Aberrations, Fiends, and Undead
• Forensics: Attempting to determine the cause or time of a • Practices of secret cults and the signs of their presence
creature’s death. • Religion (Holy Magic / Celestials / Divine Rituals)
• Holy magic, relics, auras, and symbols
Survival • Creatures such as: Deities, Celestials, and Angels
Survival covers the activities required to survive in the • Religious rites, prayers, hierarchies, and practices
wilderness, such as tracking quarry, foraging for food and
DC Tip: Work with your GM on if you should choose one of
water, and navigating through uncharted territory. these Skills or make up your own “Custom Lore” that fits the
• Tracking & Foraging: Attempting to find the location of a PC, campaign, or world better.
creature, food, or water in the area.
• Hunting: Attempting to harvest materials from slain Charisma
creatures, extracting poisons, removing carapaces, skinning
pelts, etc.
• Navigation: Attempting to navigate through uncharted Animal
territory. Here are examples of how using Survival can help Animal covers interactions such as corralling, training,
you navigate: calming, and gauging the intent of Beasts.
• Determine which paths lead to the chosen destination. • Calming: Attempting to soothe a startled Beast or make it
• Avoid natural hazards in the area (such as quicksand). feel safe.
• Identify evidence of any creatures that inhabit the area. • Communicate: Attempting to train, domesticate, or
• Predict the weather within the area for the next 24 command a wild Beast.
hours.
Insight
Insight governs your ability to discern intentions. This could
be from observing a creature's body language, facial cues,
and mannerisms. Additionally, this can be a gut feeling or
intuition your character has about a situation.
• Discern Intent: Attempting to determine if a creature’s
behavior is reflective of it being truthful, deceptive, or
hiding something.
• Evaluate Threat: Attempting to see if a threat from a creature
is a bluff or real.

DC20 ALPHA 0.5.1 | THE DUNGEON COACH 9


Unpublished Draft - Codename: DC20 TTRPG Copyright @ 2021-2024 The Dungeon Coach, LLC. - All Rights Reserved. Not for resale or distribution. Permission given to print or copy for personal use only
Influence Trade Attributes
Influence covers your attempts to manipulate a creature’s
behavior using compelling arguments based on truth, half- Every Trade is tied to an Attribute. The Attribute represents
truths, lies, or some combination in between. what might be needed to perform this Trade, such as the use
of one's own strength (Might), intricate hand movements
• Convince: Attempting to get people to do what you want
(Agility), knowledge and understanding (Intelligence), or
with truth or lies.
interactions with others (Charisma).
• Mislead: Attempting to make false claims, accusations, or
promises that you don’t intend to keep. There are ways that you might use other Attributes in
• Inspire: Attempting to give a speech to a person or group to alternative combinations for Trades in unique circumstances.
encourage them. A theater performer might use Charisma to capture the hearts
• Negotiate: Attempting to socially barter for peace or hostility of their audience with an emotional performance, Agility to
between factions. perform a fast-paced dance, Might to throw a theater partner
into the air, or Intelligence to remember the lines of a detailed
monologue. PCs can work with their GM to determine which
Prime Attribute might fit best in these unique situations. The list of
Trades below includes the Attributes most commonly used
with each respective Trade.
Awareness
Awareness governs your ability to detect the presence of
other creatures or objects using your sight, hearing, smell, Artistry
or other senses. You can attempt to detect a creature that’s
visible, making noise, giving off a distinct smell, or otherwise
causing a disturbance in the environment (such as causing the Illustration
ground to shake, the water to ripple, or the air to blow). Tool: Calligrapher's Supplies
• See: Attempting to spot something easy to miss, such as Attribute: Agility
thugs hiding in the shadows of any alley, or candlelight Illustration is the ability to put ink or paint to paper to create
under a closed secret door. beautiful art, in drawings, paintings, and calligraphy.
• Hear: Attempting to listen to a conversation through a
closed door, around a corner, or under an open window. • Drawing: Creating images by making marks and lines with
• Smell: Attempting to smell an odd or recognizable scent on a pen on paper.
a creature or somewhere nearby. • Calligraphy: Creating visually ornate handwritten lettering.
• Painting: Creating images by putting paint on a surface,
usually with a brush.
Trades
Trades are representative of a creature’s ability to perform Musician
with certain tools and professions. If someone wanted to craft Tool: Musical Instrument
an item (Blacksmithing), build a wall (Masonry), pick a lock Attribute: Agility or Charisma
(Tinkering) or participate in a wide variety of other trades,
these would represent how good they are at that trade. Musicians are skilled in the use of a variety of instruments,
which they can use to make impressive performances of sound.
Trades List
• Alchemy • Illustration • Bagpipe: A bag set with pipes that creates musical sounds
• Blacksmithing • Jeweler when squeezed, as wind escapes through the pipes.
• Brewing • Leatherworking • Drum: An instrument that’s sounded by being struck with
• Carpentry • Masonry hands or sticks.
• Cartography • Musician • Flute: An instrument made from a tube with holes in it,
• Cooking • Sculpting played by blowing into the tube and covering different
• Cryptography • Theatre holes to create musical notes.
• Disguise • Tinkering • Harp: A stringed instrument with a somewhat triangular
• Gaming • Weaving frame, played by plucking its strings by hand.
• Glassblowing • Vehicles • Horn: A tube-like instrument, played by using one’s mouth
• Herbalism to blow air through the instrument.
• Lute: A stringed instrument with a long neck, played
by putting fingers on frets and plucking strings to create
musical notes.
• Piano: An instrument with a large frame that encases a
board of metal strings that creates sound when keys are
pressed, as hammers strike the strings.

10 DC20 ALPHA 0.5.1 | THE DUNGEON COACH


Unpublished Draft - Codename: DC20 TTRPG Copyright @ 2021-2024 The Dungeon Coach, LLC. - All Rights Reserved. Not for resale or distribution. Permission given to print or copy for personal use only
Theatre Herbalism
Tool: None Tool: Herbalist’s Supplies
Attribute: Charisma Attribute: Intelligence
Theatre is the art of expressive performance, through acting, Herbalism is the practice of combining various mundane
dancing, singing, or even juggling or other dazzling displays. plants to create concoctions that can be used to treat afflictions,
• Acting: A performance done by embodying someone or heal wounds, or poison enemies.
something else, pretending you are them. • Brews: Teas, tonics, and tinctures are types of brews you
• Comedy: A humorous performance done to make others can drink.
smile and laugh. • Ointments: Infusions, balms, and salves are types of
• Dancing: A visual performance done by moving one’s body ointments you can apply to your skin.
in eye-catching and provocative ways. • Bandages: A poultice is a type of bandage that you apply
• Singing: A performance using one’s voice to create music. over a wound with a wrapping.
• Juggling: A performance done by continuously throwing Medicine & Poison: Herbalism is normally used to create
objects into the air and catching them while keeping at least medicines, however any medicine delivered with a very high
one in the air while handling the others. dosage can be poisonous. The reverse is also true, as many
poisons are used as medicines in very small dosages.
Crafting
Jeweler
Tool: Jeweler’s Tools
Alchemy
Tool: Alchemist’s Supplies Attribute: Agility
Attribute: Intelligence or Agility Jewelers can beautify, identify, and even price various gems,
stones, and jewelry, and can identify magical gems or the
Alchemy is the practice of creating something by combining
magical uses of mundane gems.
or changing other things, such as creating magical potions or
changing one element into another.
• Magic Potions: Alchemical potions can have all manner of Leatherworking
magical effects with extreme versatility. Tool: Leatherworker’s Tools
• Transmuting Elements: It’s possible to transform lead into Attribute: Agility
gold, water into wine, or blood into acid using alchemy.
Leatherworking is the practice of making leather from animal
skins or making leather into usable items, such as clothing,
Blacksmithing armor, weapons sheathes, and other objects.
Tool: Blacksmith’s Tools
Attribute: Might Sculpting
Blacksmithing is the practice of melting and shaping metal Tool: Sculptor's Tools
into objects, such as nails, horse shoes, or armor and weapons. Attribute: Agility
• Metal Armor: Armor made from metal, such as chain, splint, Sculpting is the practice of shaping bone, clay, glass, stone, or
and plate mail. wood into figures, tools, idols, or simple weapons.
• Metal Weapons: Weapons made from metal, such as axes,
• Containers: Cups, bowls, plates, and vases.
dagger, and swords.
• Figures: Statues of creatures or objects, such as mortals,
deities, animals, and buildings.
Glassblowing • Weapons: Simple weapons, such as knives, clubs, and
Tool: Glassblower’s Tools arrows.
• Trinkets: Small idols, animals, and symbols.
Attribute: Agility or Might
Glassblowing is the practice of blowing molten sand into glass
objects, such as cups, bowls, vases, ornaments, lenses, window
panes, and other objects.

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Tinkering Masonry
Tool: Tinkerer’s Tools Tool: Mason’s Tools
Attribute: Agility or Intelligence Attribute: Might
Tinkering is the practice of making, repairing, or operating Masonry is the practice of working and installing stone into
mechanisms, such as locks, traps, and clockwork devices. structures that form buildings, bridges, furnaces, and other
• Locks: Lock picking is the ability to open a lock without large structures
the proper key, usually using thin instruments to force a
lock open from within by rotating tumblers and listening Vehicles
for the proper sounds. A lock’s key can also be copied using Requires: Vehicle
specialized tools while studying the lock.
Attribute: Agility, Intelligence, or Might
• Traps: Setting up and disarming traps requires the use of
specialized tools, such as Tinkerer’s Tools, to manipulate its Vehicles covers the practice of managing, operating, and
arming mechanisms. steering vehicles, whether on land, sea, or air.
• Clockwork Devices: Clockwork devices operate using a series • Water Vehicles: Boats, canoes, kayaks, and large ships.
of intricate mechanisms, such as gears, springs, and levels. • Air Vehicles: Airships and Astral Jumpers (space).
The devices can be tuned, modified, or repaired using • Land Vehicles: Clockwork or other magic land vehicles.
Tinkerer’s Tools.

Weaving Subterfuge
Tool: Weaver’s Tools
Attribute: Agility Cryptography
Tool: Cryptographer’s Tools
Weaving is the practice of creating material for clothing or
using such material to create clothes, curtains, tapestries, and Attribute: Intelligence
other woven objects. Cryptography is the process of converting messages into secret
or disguised words to protect them from being understood.
The message must be deciphered to discern its true meaning.
Services
Disguise
Brewing Tool: Disguise Supplies
Tool: Brewer’s Supplies
Attribute: Agility or Charisma
Attribute: Agility or Intelligence (or Charisma)
The art of disguise is in the ability to alter one’s appearance to
Brewing is the practice of producing alcohol, especially beer, conceal identity or appear as someone else.
mead, and wine.

Gaming
Carpentry Tool: Gaming Set
Tool: Carpenter’s Tools
Attribute: Intelligence or Charisma
Attribute: Agility or Might
Gaming is the practice of playing games skillfully, for money
Carpentry is the practice of measuring, cutting, and installing or for entertainment.
pieces of wood to create structures that form buildings,
bridges, ships, and other large structures. • Dice: Cubes with pips on each side to denote a number,
rolled to randomly get one such number in games of chance.
• Playing Cards: Small pieces of paper that each have an image
Cartography that denotes a value, shuffled and given randomly in games
Tool: Cartographer’s Tools of chance.
Attribute: Intelligence or Agility • Gambling: Playing games of chance to earn money
Cartography is the practice of drawing and understanding maps.
Languages
(Coming in the Beta)
Cooking
Tool: Cooking Utensils
Attribute: Agility or Intelligence (or Charisma)
Cooking is the practice of preparing, mixing, and heating
edible ingredients to create meals.

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Mastery
Mastery represents how good you are at many different
Skill Mastery Levels
There are 5 Skill Mastery Levels that a character can attain in
each Skill. Each additional level of mastery grants a +2 to that
things. Without Mastery you gain no additional bonus to
Skill as shown on the chart below. If anything ever gives you
your d20 rolls, while having a higher Mastery could give you
+1 Skill Mastery or you put a Skill Point into a Skill, then you
a bonus of +4 or more to certain rolls.
move up one level in the chart shown below.
There are different categories of Mastery and you can customize
your Player Character (PC) in many ways by choosing specific Skill Mastery Modifier
Masteries. Your Class, Ancestry, Background, and the choices Novice +2
you make during character creation will determine what kinds Adept +4
of Masteries you have. Expert +6
DC Tip: Most times that you roll a d20 you will be adding Master +8
an Attribute and a Mastery to your roll, depending on what Grandmaster +10
you’re doing.

Skill Mastery Cap


Types of Mastery A PC has a limit to the number of Skill Points they can allocate
Having “Mastery” in something means you have some kind of to any Skill called their Skill Mastery Cap. A PC can’t allocate
bonus to d20 rolls you make in that category. These are the additional Skill Points into a Skill that already equals its Skill
different Masteries and how they function: Mastery Cap.
• Skill Mastery: A broad range of skill sets that your PC could Example: If a PC has a Skill Mastery Cap of 2, they can allocate
be good at. These skills are used during and outside of up to 2 Skill Points into a single Skill, such as the Awareness
Combat when you interact with the world or the creatures Skill. If that PC has additional Skill Points to allocate, they can’t
and NPCs inside it. allocate them into the Awareness Skill until their Skill Mastery
• Trade Mastery: Professions or “trades” that your PC is good Cap increases.
at. This can be a literal trade skill like leather working, more
artistic like theater, or more specific like lockpicking. Character Level
• Language Mastery: This represents how good you are at A PC’s Skill Mastery Cap increases when they reach certain
speaking certain languages. Not having Mastery would levels, as shown in the table below.
represent not being able to speak a language, and the highest
Mastery would represent being fluent. Character Skill Mastery Mastery Name
• Combat Mastery: This is what defines you in Combat and Level Mastery Modifier
what your PC is good at when they’re fighting for their life. Cap
1 1 +2 Novice
5 2 +4 Adept
Gaining New Masteries 10 3 +6 Expert
You can gain Mastery from your Class, Class Features, 15 4 +8 Master
Subclass Features, Ancestry Traits or Talents. You will have 20 5 +10 Grandmaster
opportunities at character creation and when your PC levels
up to select a variety of options to gain any of these Masteries.
Expertise Feature
A PC’s Skill Mastery Cap also increases each time they gain
Skill Mastery the Expertise Feature, to a maximum Skill Mastery Cap of 8 (a
Mastery Modifier of +16).
Skill Mastery grants you a bonus to Skill Checks that you have
Mastery Levels in. There are 13 different Skills in the game Example: A level 20 Rogue has a Skill Mastery Cap of 5 (+10)
which represent a wide range of abilities a character could in their Stealth Skill as determined by its Character Level of
have. Skill Mastery shows how good your character is at each 20. If the Rogue used their Expertise Feature that they get
of these Skills. The more Skill Mastery you have in a specific from Levels 1, 2, and 5 they would increase their Skill Mastery
Skill, the more of a bonus you get to add to Checks made Cap by 3 to a total Skill Mastery Cap of 8 (+16 total). When
they get another Expertise Feature at Level 8, they would have
with that Skill.
to use it on a different Skill since their Stealth is already at
Example: If you have 3 Mastery Levels in the Athletics Skill, you the maximum.
add a +6 bonus (+2 per level) to any Athletics Check you make.
Checks will be explained more in the Checks & Saves section.
DC Tip: This would take a LOT of investment in ONE Skill to
get such a high modifier, but it’s your choice if you want to
spread out Expertise or put it all into one Skill.

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Gaining Skill Mastery Trade Mastery Levels
You gain Skill Points at 1st level during character creation Each level of Trade Mastery grants a +2 to that Trade as
from your Background (and possibly more based on Ancestry shown on the chart below.
and Class). Each Skill Point lets you pick whichever Skill
you want and increase its Skill Mastery Level by 1. Then Trade Mastery Modifier
as you level up, your Class Table will grant you additional Novice +2
Skill Points that you can spend to further increase your Skill Adept +4
Mastery Level. Additionally Class Features, Subclass Features,
Expert +6
Ancestry Traits or Talents can give you more Skill Masteries.
Master +8
Gaining Knowledge Skill Mastery Grandmaster +10
When you spend a Skill Point on a Knowledge Skill (Arcana,
History, Nature, Occultism, and Religion), you gain a bonus
Skill Point that you can allocate to the same Skill or a different Trade Mastery Cap
Knowledge Skill. This bonus point still can’t go higher than A PC has a limit to the number of Trade Points they can
your current Mastery Cap. allocate to any Skill called their Trade Mastery Cap. A PC
can’t allocate additional Trade Points into a Trade that already
equals its Trade Mastery Cap.
Lacking Skill Mastery
You can still make Skill Checks with Skills that you don’t have Character Level
any Mastery in, they just won’t grant any bonus to your rolls A PC’s Trade Mastery Cap increases when they reach certain
on that Skill. levels, as shown in the table below.
Character Trade Mastery Mastery
DC Tip: Certain abilities might require a certain level of
Level Mastery Modifier Name
Mastery to perform, or other passive abilities might be
granted to those of different Mastery Levels. There are a lot Cap
of possibilities here. 1 1 +2 Novice
5 2 +4 Adept
Trade Mastery 10 3 +6 Expert
Trade Mastery grants you a bonus to Trade Checks that you 15 4 +8 Master
have Mastery Levels in. There are many different trades in the 20 5 +10 Grandmaster
game which represent a character's ability with certain tools
or professions. Trade Mastery shows how good a character Expertise Feature
is at this trade and, depending on the Trade Mastery Level, A PC’s Trade Mastery Cap also increases each time they gain
grants an additional bonus to Checks made with that Trade. the Expertise Feature, to a maximum Trade Mastery Cap of 8
These will usually come up less often, but can also be very (a Mastery Modifier of +16).
useful depending on how much you want to put in them.
Trade Mastery works the exact same as Skill Mastery does. If Gaining Trade Mastery
you attempt to do something that uses these tools or “trades”
then you will make a Trade Check with whatever Trade You gain Points at 1st level during character creation from
you’re using. your Background that you can spend on either Trades
or Languages. Each Point lets you increase the Trade or
Example: If you have 2 Mastery Levels in the Blacksmithing Language Mastery Level by 1. As you level up, your Class
Trade, you add a +4 bonus (+2 per level) to any Blacksmithing Table will grant you additional Points that you can spend to
Check you make. Checks will be explained more in the Checks further increase your Trades and Languages. Additionally
& Saves section
Class Features, Subclass Features, Ancestry Traits or Talents
can give you more Trade Masteries.

Lacking Trade Mastery


You can still make Trade Checks with Skills that you don’t
have any Mastery in, they just won’t grant any bonus to
your rolls on that Skill. Some Trade Checks might be harder
to perform or not possible at all if you don’t have the tools
needed or if you’re using some kind of improvised tools.

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Language Mastery Lacking Language Mastery
Language Mastery grants you levels of proficiency speaking If you don’t have any Language Mastery in a language, you
different languages. If you don’t have Language Mastery in simply can’t speak or understand it.
a given language, then you’re unable to speak or understand
that language. Gaining Language Mastery in a given language
allows you to speak that language with greater levels of fluency. Combat Mastery (CM)
Combat Mastery (CM) grants you a bonus to Combat
Example: If you have 1 level of Language Mastery in the
Goblin Language, then you can speak Goblin, but have DisADV statistics, such as your Save DC, Physical Defense, Mental
on social Checks when speaking that language. Alternatively, Defense, Attack Checks, and Spell Checks. Combat Mastery
2 levels of Language Mastery would allow you to speak the is directly tied to your character’s “experience” and is the only
language without issue. Mastery that automatically grows over time as you level up.
This allows Combat Mastery to provide a scaling increase in a
character's Combat abilities over time.
Language Mastery Levels Combat Mastery Formula = 1/2 your Character’s Level
When you have the opportunity to increase your Language (rounded up)
Mastery, instead of going from non-fluent to completely (see “Checks & Saves”(page 17) for more on Combat)
fluent instantly, you increase your Language Mastery Level
by 1. There’s more of a progression to learning a language and
there are more subtle interactions that happen both from a Combat Mastery List
roleplay standpoint and a mechanics standpoint.
These are the different categories that you can apply your
Level Language Fluency Combat Mastery to:
Mastery
• Weapons
0 None You don't know the language.
• Light Weapons
• Heavy Weapons
1 Limited You can read, write, and speak, but
you must make a Language Check and • Shields
succeed to do so. • Light Shields
2 Fluent You can read, write, and speak fluently • Heavy Shields
without issue.
• Armor
DC Tip: Game Masters could also give ADV to a Social Check • Light Armor
or even just a +2 if an NPC is surprised or comforted by the • Heavy Armor
PC speaking the same language as them. • Spellcasting
• Attribute Saves
• Might
Language Mastery Cap • Agility
There is no limit based on your PC’s level. You can be Fluent • Intelligence
in as many Languages as you can get 2 Levels of Mastery in. • Charisma
• Save DC (see below)
Gaining Language Mastery
You are given the “Common” Language for free and also Gaining Combat Mastery
gain Points at 1st level during character creation from your All Combat Masteries are gained during character creation but
Background (and possibly more based on Ancestry and Class) some of them have more ways you can acquire them. Listed
that you can spend on either Trades or Languages. Each Point below are different types of Masteries and how to get them.
lets you increase the Trade or Language Mastery. When you
Additionally Class Features, Subclass Features, Ancestry Traits
spend a Trade or Language Point on a Language Mastery
or Talents can give you more of all of these Combat Masteries.
(Elvish, Dwarvish, Gnomish, etc), you gain a bonus Point
that you can allocate to the same Language or a different
Language. As you level up, your Class Table will grant you
additional Points that you can spend to further increase your
Trades and Languages. Additionally Class Features, Subclass
Features, Ancestry Traits or Talents can give you more
Language Masteries.

DC Tip: Points spent on Languages are worth double, just like


how Skill Points spent on Knowledge Skills are worth double.

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Weapon, Shield, Armor, and
Spellcasting Mastery
At 1st Level, when you choose your Class, you gain a list
of what types of Weapons, Shields, and Armor you’re able
to use and if you can cast Spells or not. Additionally Class
Features, Subclass Features, Ancestry Traits or Talents can
give you access to any missing Combat Masteries you are
wanting to pick up.

Attribute Save Mastery


During character creation, you select 2 Attribute Saves to
gain Combat Mastery in. You add your Combat Mastery to all
Saves you make that use that Attribute. Your Attribute Save
bonus is listed directly next to the related Attribute on your
character sheet.

Save DC
Every PC and Monster in the game has a “Save DC”. This
represents how hard it is to resist effects from this creature.
Each PC’s Save DC is the same formula and scales with them
as they level up.
Save DC Formula = 8 + Prime Modifier + Combat Mastery
Monsters might have a different Save DC based on the
difficulty of the monster or additional features the GM gives it.

Lacking Combat Mastery


Here is a list of what happens if you attempt to do something
you do NOT have Combat Mastery in for each category.
Weapons: You do not add your Combat Mastery to an Attack
Check made with a Weapon you don’t have Combat Mastery in.
Shields: If you’re wielding a Shield that you do not have
Combat Mastery in, all Attack Checks and Spell Checks you
make have DisADV.
Armor: Your Action Points are reduced by 2 if you’re wearing
Armor that you don’t have Combat Mastery in.
Spellcasting: You do not add your Combat Mastery to Spell
Checks you make when casting Spells (usually from casting
spells from items, such as Wands or Spell Scrolls).
Saves: You do not add your Combat Mastery as a bonus when
you make a Save.
Save DC: Your Save DC always benefits from your
Combat Mastery.

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Checks & Saves
Whenever an attempt is made by a creature to perform an
Types of Saves
A creature can make a Save to resist an effect imposed against
it by another creature, a trap, or a hazardous environment.
action that has a chance of success and failure, they make a
The type of effect will determine which type of Save the
Check or a Save to determine the outcome of the attempt. The
creature makes: Might, Agility, Charisma, or Intelligence.
type of action the creature is attempting to perform determines
whether they make a Check or a Save. When a creature makes Might Saves: Resist effects that push you away, knock you
a Check or Save, they roll a d20 and add any relevant bonuses down, or crush you.
which are determined by the type of Check or Save. Agility Saves: Resist effects that cause you to lose your balance
Checks: When a PC initiates an action against another or that can be avoided by successfully dodging out of the way.
creature or obstacle, the GM might ask them to make a Check Charisma Saves: Resist effects that attempt to dominate your
to determine if the activity is successful. The GM might also mind or alter your emotions.
ask for a Check to be made when two or more creatures are
engaging in a competition of skill against each other. Intelligence Saves: Resist effects that attempt to read your
thoughts, alter your memories, confuse you, or use illusions
Saves: When a PC reacts against an effect being forced upon to deceive your senses.
them, the GM might ask them to make a Save to determine if
they’re successful at resisting the effect.

Example: A Might Check would be to see if you can lift the


Checks
heavy boulder that’s just sitting there, while a Might Save
would be to see if you can stop a heavy boulder rolling down
a hill at you!
Attribute Checks
When a creature performs a task that benefits from an
Attribute (Might, Agility, Charisma, or Intelligence), but
Types of Checks doesn’t benefit from its Mastery, then it makes an Attribute
Check. To make an Attribute Check, roll a d20 and the
There are several types of Checks a GM might ask a creature associated Attribute to the result.
to make, such as an Attack Check when attacking with a
Weapon, a Spell Check when casting a Spell, a Skill Check
Attribute Check Formula
when performing a test of skill, or a Trade Check when
d20 + Attribute
performing a test of professional expertise.
Attribute Checks: When a creature attempts to perform an Example: A GM might ask a PC to make an Agility Check to
activity that doesn’t benefit from Mastery, they make an see how flexible they are or a Charisma Check to determine
the first impression they make upon entering a room. If the
Attribute Check, such as a Might Check to lift a very heavy
PC’s Charisma is 4, they roll a d20 and add 4 to the result.
object or an Intelligence Check to remember a conversation
you once had.
Attack Checks: When a creature attempts to hit a target with
an Unarmed Strike or Weapon, they make an Attack Check to
Attack Checks
determine if their attack hits the target. When a creature makes an attack using a Weapon or an
Unarmed Strike. The creature rolls a d20, then adds its Prime
Spell Checks: When a creature casts a Spell, they make a Spell
Modifier and Combat Mastery to determine the result, and
Check to determine the potency of the Spell or if the Spell
compares it to the target’s Physical Defense to determine
hits its target.
whether or not the attack hits. If the result of the Attack
Skill Checks: When a creature attempts a test of skill, they Check is equal to or greater than the target’s Physical Defense,
might perform a Skill Check, such as an Influence Check to then the attack hits.
determine how convincing your argument is, or a Trickery
Check to determine if you can pocket an item without Attack Check Formula
being noticed. d20 + Prime Modifier + Combat Mastery
Trade Checks: When a creature attempts a test of professional
expertise, they might perform a Trade Check, such as a Example: A Level 4 Fighter’s highest Attribute is a 3 (Prime
Modifier) and their Combat Mastery is 2 (1/2 its level). When
Blacksmithing Check to determine the result of their efforts
the Fighter makes an Attack Check using a Longsword, they
crafting a Weapon, or a Theater Check to determine how well roll a d20 and add 5 (2+3) to the result.
an audience responds to their performance.

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Melee Attack The type of damage dealt determines whether the Spell
A creature can use a Melee Weapon or an Unarmed Strike Check is made against the target’s Physical Defense or Mental
to make a Melee Attack against a creature within its Melee Defense (see “Defense” on page 24). If the result of the Spell
Range. A creature’s Melee Range is 1 Space unless otherwise Check is equal to or greater than the target’s Defense, then the
stated (see Spaces & Distance on page (page 50)). attack hits. Depending on the Spell’s Hit Success statements,
exceeding the target’s Defense by 5 or more can yield additional
Unarmed Strike: A Melee Attack made using any part of a
damage (see “Degrees of Damage” on page 28).
creature’s own body, such as a Punch, Elbow, Kick, Knee,
or Headbutt.
Melee Spell Attack: A Spell Attack with a Range of 1 Space. Spell Check vs Spell DC
Some Spells have a DC that the Spell Check is compared
against to determine the Spell’s potency. If the Spell Check is
Ranged Attack equal to or greater than the DC, the Spell produces the effects
A creature can use a Ranged Weapon to make an Attack stated in its success statement. If the result is lower than the
Check against a creature within its Weapon’s Range. Ranged DC, the Spell produces the effects in its failure statement.
Attacks have DisADV if an enemy is within 1 Space of you. Depending on the Spell’s DC Success statements, exceeding
Ranged Spell Attack: A Spell Attack with a Range beyond 1 Space. the Spell DC by 5 or more may yield additional benefits.

Weapon Ranges
Spell Check vs Saves
A Weapon that can be used to make a Ranged Attack has a If the Spell imposes an effect on its target (such as a
Range shown in parentheses after its Ammo or Thrown Condition), then the Spell Check is Contested against the
property (see “Weapons” on page 58). target’s Save to resist the Spell’s effect. If the result of the Spell
Normal Range: The first number in the parentheses is a Check is greater than the target’s Save, the target becomes
Weapon’s normal range. You can make an attack against any subjected to the Spell’s effect. Depending on the Spell’s Save
target within this range. Failure statements, failing the Save by 5 or more may impose
additional penalties on the target.
Long Range: The second number in the parentheses is a
Weapon’s long range. You can make an attack with DisADV
against targets within this range. Skill Checks
You can’t make attacks against targets beyond your When a creature attempts a test of skill, the GM might have
Weapon’s long range. them make a Skill Check to determine whether they succeed
Example: A Short Bow with a range of (20/60) means that
or fail. The GM will choose the Skill to use with the Check
they can make attacks against targets between 1 and 20 based on the activity attempted.
Spaces, attacks with DisADV against targets between 21 and
60 Spaces, and you can’t attack targets that are 61 Spaces or
farther away.
Making a Skill Check
To make a Skill Check, a creature rolls a d20, adds their Skill
Mastery in the given Skill (if any), and adds the Attribute
associated with the Skill. The result of the Skill Check is
Spell Checks compared to the DC set by the GM. If the result of the Skill
When a creature casts a Spell, they make a Spell Check to Check is equal to or higher than the DC, then the Check
determine the potency of the Spell. The creature rolls a is successful.
d20, then adds its Prime Modifier and Combat Mastery to
determine the result. Skill Check Formula
d20 + Attribute + Skill Mastery
Spell Check Formula Example: A Level 4 Ranger’s Agility Attribute is 3 and their
d20 + Prime Modifier + Combat Mastery Skill Mastery in Stealth is Novice (+2). When the Ranger
makes a Stealth Check to attempt to avoid being detected by
Example: A Level 6 Wizard’s highest Attribute is 4 (Prime
Modifier) and has a Combat Master of 3 (1/2 its level). other creatures, they roll a d20 and add 5 (3+2) to the result.
When the Wizard makes a Spell Check, they roll a d20 and
DC Tip: Each Skill has a Base Attribute that is the “default”
add 7 (4+3).
Attribute you would use for a given Check. See Variant
Skill Checks in the Game Master Guide for more custom
options for what Attributes can be used in creative ways with
Spell Check vs Defense different Skills.
If the Spell deals damage, then the Spell Check is compared
against the target’s Defense to determine whether or not
the attack hits the target. This type of Spell Check is called a
Spell Attack.

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Trade Checks Special Checks
When a creature attempts a test of professional expertise,
the GM might have them make a Trade Check to determine Check Contests
whether they succeed or fail. The GM will choose the Trade When a creature makes a Check against an opposing creature’s
to use with the Check based on the activity attempted. Check (or Save), they are engaged in a Contest. The creature
with the highest Check result is the winner of the Contest. If a
Making a Trade Check Contest results in a tie, then the situation remains unchanged.
To make a Trade Check, a creature rolls a d20, adds their Example: A Barbarian attempts to push a Rogue. If the
Trade Mastery in the given Trade (if any), and adds the Barbarian’s Check is higher than the Rogue’s Check, then
Attribute associated with the Trade. The result of the Trade the Rogue is pushed. If the Barbarian’s Check is lower than
Check is compared to the DC set by the GM. If the result of the Rogue’s Check, then the Rogue is not pushed. If the
the Trade Check is equal to or higher than the DC, then the Barbarian’s Check is equal to the Rogue’s Check, then the
Check is successful. Rogue is not pushed.

Trade Check Formula


d20 + Attribute + Trade Mastery

Example: A Level 5 Artificer’s Might Attribute is a 4 and


their Trade Mastery in Blacksmithing is Adept (+4). When
the Artificer makes a Blacksmithing Check to attempt to use
Blacksmithing Tools to forge something, they roll a d20 and
add 8 (4+4) to the result.

Trade Tools
A creature must use the specified Trade Tools when
attempting a Trade Check (see “Trades” on page 10 for
more information on Trade Tools). If a creature attempts a
Trade Check using tools not designed for the task (such as
using a hair pin instead of Tinkerer’s Tools to pick a lock),
they have DisADV on the Trade Check.

Language Checks
When you are trying to read, write, or speak in a language you have
Limited Language Mastery in, you can make a Language Check to do
so. Roll a d20 and add your Charisma or Intelligence (your choice).

Language Check Formula


d20 + (Intelligence or Charisma)
Language Check DC: The DC of a Language Check is
determined by the type of language. DC 10 for Mortal, DC 15
for Exotic and Divine, and DC 20 for Outer.

DC Tip: The GM will set a DC based on how hard it would be


to read, write, or speak that language. The Goblin language
would be easier to understand than Abyssal for example.

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Check Categories Saves
Some Checks are organized into categories, such as: Physical Many Saves in DC20 target one of a creature’s 4 Attribute
Checks, Mental Checks, and Martial Checks. Saves (Might, Agility, Charisma, or Intelligence).
Physical Checks: A Physical Check includes any Check that
requires a creature’s physicality to perform, such as a Might
Check, Agility Check, or Attack Check. Attribute Saves
Mental Checks: A Mental Check includes any Check that When a creature is subjected to an effect, they make an
requires a creature’s focus to perform, such as a Charisma Attribute Save to determine whether or not they’re able
Check, Intelligence Check, or Spell Check. to resist the effect. The Attribute used to make the Save is
determined by the effect (or the GM).
Martial Checks: When a creature performs a task that can
benefit from either an Acrobatics or Athletics Check, the
GM might call for a Martial Check instead. When a creature Making an Attribute Save
makes a Martial Check, it can choose to make an Acrobatics The creature rolls a d20, adds its given Attribute, and adds
Check or an Athletics Check. its Combat Mastery (if it has Combat Mastery with the
Attribute Save). If the result of the Attribute Save is equal to
or higher than the Contested Check (or Save DC in the case
Passive Skills of a Dynamic Attack Save), the Attribute Save is successful.
Sometimes a GM might not ask a PC to roll any dice to
determine the success of a Check. Instead, the GM would use Attribute Save Formula
the PC’s average result for that type of Check. Every Skill has a d20 + Attribute + Combat Mastery (if applicable)
Passive value, such as Passive Awareness, Passive Insight, and
Passive Athletics. The value of a Passive Skill is equal to 8 + all Example (Might Save): A level 2 Barbarian that attempts to
resist being pushed against their will would make a Might Save
bonuses normally applied to its Check.
to prevent themselves from moving. If their Might is 3 then
they would roll a d20 and add 3 to their Might Save. If they also
DC Tip: These Passive Skills are used when the PC is not
have Combat Mastery (1/2 level, rounded up) with Might Saves,
actively performing this action or it is being done over
then they would add +1 to their Save.
a longer period of time. This number represents their
“Average” ability at each Check.
Example (Agility Save): A level 5 Rogue that attempts to
Passive Skill Formula jump to safety when the ground beneath their feet collapses
8 + all bonuses would make an Agility Save to secure its footing on solid
ground. If their Agility is 4 then they would roll a d20 and add
Example: A Level 1 Paladin has 2 Levels of Mastery (+4 bonus) 4 to their Agility Save. If they also have Combat Mastery (1/2
in Awareness, and its highest Attribute is 3 (Prime Attribute). level, rounded up) with Agility Saves, then they would add +3
Normally it would make an Awareness Check by rolling a to their Save.
d20 and adding 7 (4+3) to the Check. However, its Passive
Awareness would instead by 15 (8+7). If a Rogue attempts to
sneak by the Paladin (while they aren’t actively looking), the Example (Charisma Save): A level 10 Paladin that attempts
Rogue would have to succeed on a DC 15 Stealth Check to to resist being mind-controlled would make a Charisma Save
avoid being detected. to retain control over their own actions. If their Charisma is 5
then they would roll a d20 and add 5 to their Charisma Save.
If they also have Combat Mastery (1/2 level, rounded up) with
Charisma Saves, then they would add +5 to their Save.
Permanent ADV and DisADV
If you have an effect that grants you a permanent ADV or
DisADV to a Skill Check, then you add (ADV) or subtract Example (Intelligence Save): A level 16 Psion that attempts
(DisADV) 5 to your Passive Skill for each instance of to break free of illusions that grip their senses would make an
Intelligence Save to discern what’s real and what isn’t. If their
ADV or DisADV.
Intelligence is 6 then they would roll a d20 and add 6 to their
Example: The Warlord has Heavy Armor and has DisADV on Intelligence Save. If they also have Combat Mastery (1/2 level,
all Stealth Checks they make. Since this is a permanent effect rounded up) with Intelligence Saves, then they would add +8
(as long as they’re wearing that armor) then you would also to their Save.
subtract 5 from the Warlord’s Passive Stealth Skill.

Special Saves
Death Saves
When a creature makes a Death Save, it rolls a d20. If the
result is 10 or higher it succeeds on its Death Save. See “Death’s
Door” on page 26 for more information on Death Saves.

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Save Categories Dynamic Attack Saves
Some Saves are organized into categories, such as Physical Some game features (such as Maneuvers, Techniques, Spells,
Saves, Mental Saves, and Death Saves. etc.) both deal damage and impose an effect on its target. This
Physical Saves: When an effect targets your overall physical is called a Dynamic Attack Save.
abilities, you make a Physical Save. Your Physical Save bonus The provoking creature makes an Attack Check (or Spell
is equal to your Might Save bonus or Agility Save bonus, Check) at the same time the target makes its Save. The
whichever is higher. provoking creature’s Check is compared against the target’s
Example: A creature that attempts to resist gaining Defense to determine if the target takes damage, and the
Exhaustion from a Spell that withers its body would make a target’s Save is compared against the provoking creature’s
Physical Save to avoid suffering any effects. Save DC to determine if the target is subjected to the effect.

Mental Saves: When an effect targets your overall mental


abilities, you make a Mental Save. Your Mental Save bonus
Dynamic Attack Save Outcomes
is equal to your Charisma Save bonus or Intelligence Save A Dynamic Attack Save can result in 1 of 4 outcomes:
bonus, whichever is higher. • Attack Hit & Save Failure: The target takes damage and is
Example: A creature that attempts to resist being teleported subjected to the effect.
against its will would make a Mental Save to remain in the • Attack Miss & Save Failure: The target does not take damage
same location. but is subjected to the effect.
• Attack Hit & Save Success: The target takes damage but is not
subjected to the effect.
Save DC • Attack Miss & Save Success: The target does not take damage
and is not subjected to the effect.
Every creature has a Save DC that represents how difficult it is
to resist effects that it attempts to impose on other creatures. DC Tip: There are many game features that both deal
A creature’s Save DC is equal to 8 + its Prime Modifier + its damage and impose an effect on its target. When this
Combat Mastery happens, an Attack Check or Spell Check is ALWAYS made to
determine DAMAGE… while a Save is ALWAYS made against
the EFFECT. This opens up many very interesting interactions
Save DC Formula
on what the outcome will be and keeps things moving quickly
8 + Prime Modifier + Combat Mastery because both the Attacker and the Target make these rolls at
Dynamic Attack Save: When a creature forces another creature the same time (similar to how Contested Checks work). With
to make a Save as part of a Dynamic Attack Save, the target Dynamic Attack Saves, you don’t have to wait for the Attack
must make its Save against the provoking creature’s Save DC. Check to hit, then have the target make a Save, they both
happen at the same time.
Example: A Wizard targets a Goblin with Spell that deals
damage and knocks it Prone. The Wizard makes a Spell Check
against the Goblin’s Defense to see if it takes any damage, and
Advantage & Disadvantage
the Goblin makes a Might Save against the Wizards Save DC to When a creature has Advantage (ADV) on a Check or Save, it
avoid falling Prone. rolls two d20 dice and takes the highest number rolled across
both dice. If the creature has Disadvantage (DisADV) instead,
Repeated Save: When a creature fails a Save against an effect it takes the lowest number across both dice.
that has the Repeated Save statement, it can repeat its Save at
the end of each of its turns. When that happens, the creature Example: A creature has ADV on a Check. Normally it would
repeats its Save against a Save DC, even if its original Save was roll a single d20 when making the Check, but because it
part of a Contested Check. has ADV it rolls two d20 dice instead and takes the highest
number rolled.
Example: A Giant Snake targets a Barbarian with a Melee
Attack that causes the target to become Restrained. The
Giant Snake makes an Attack Check that’s Contested by the
Barbarian’s Physical Save. If the Barbarian fails its Save against
the effect it becomes Restrained. However, the Barbarian can
repeat its Save at the end of each of its turns to free itself from
being Restrained. When it repeats its Save, it does so against
the Giant Snake’s Save DC.

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Stacking ADV or DisADV Variable ADV & DisADV
Sometimes a creature might have multiple sources of ADV (or Gaining ADV and DisADV on Checks made against other
DisADV) on a single Check or Save. creatures is very common. Sometimes you might have to
ADV X: If a creature has multiple instances of ADV on a make a Check against a group of creatures where you have
Check or Save, it has ADV X where X represents the number ADV or DisADV on the Check against some of the targets but
of additional dice the creature rolls when making the Check not all of them. When that happens, follow these steps below:
or Save. The creature rolls 1 additional d20 for each ADV
1. Make a Check against all targets you don’t have ADV
it has on the Check or Save, and takes the highest number
or DisADV against by rolling a single d20 and adding any
across all dice.
relevant bonuses you have on the Check against the targets.
Example: A creature has ADV 2 on a Check. It rolls a d20 die 2. For any additional targets you have ADV or DisADV
plus 2 additional d20 dice (3 total dice) and takes the highest against, roll a second d20 and compare it to the first d20 you
number rolled across all of the dice. already rolled. For all targets you have ADV against, choose
the higher number rolled, and for DisADV choose the lower
DisADV X: If a creature has multiple instances of DisADV on number rolled.
a Check or Save, it has DisADV X where X represents the 3. (Optional) If you have ADV/DisADV 2 or higher against
number of additional dice the creature rolls when making the any additional targets, repeat Step 2 for each additional dice
Check or Save. The creature rolls 1 additional d20 for each you have to roll until you resolve the outcome of your
DisADV it has on the Check or Save, and takes the lowest Check against all targets.
number across all dice.
Example: A Wizard targets 3 creatures with a Fireball Spell. It
Example: A creature has DisADV 3 on a Check. It rolls a d20 doesn’t have ADV against the first target (rolls 1d20), has ADV
die plus 3 additional d20 dice (4 total dice) and takes the lowest against the second target (rolls 2d20), and ADV 2 against the
number rolled across all of the dice. third target (rolls 3d20). The Wizard rolls a d20 and uses it
to determine the outcome of its Spell Check against the first
DC Tip: ADV 1 and DIsADV 1 is the same thing as “regular” target. It then rolls another d20 and compares it to the first
ADV and DisADV. When rolling a d20 to make a Check or d20 (total of 2d20s) to determine the outcome of its Spell
Save, the 1 just represents the 1 additional d20 you are rolling, Check against the second target. It then rolls another d20 and
which is what happens with regular ADV and DisADV. Most of compares it to the first 2 d20s (total of 3d20s) to determine
the time they will be referred to as ADV and DisADV. the outcome of its Spell Check against the third target.

Combining ADV & DisADV


If a creature has both ADV and DisADV at the same time,
Multiple Check Penalty
each instance cancels out. If they all cancel out, you will make During Combat, each time a creature makes the same Check
a standard d20 roll as usual. If there are any remaining ADV before the end of its turn, they suffer stacking DisADV on
or DisADV, then you make your roll with whatever ADV (or that type of Check, such as Attack Checks, Spell Checks, and
DisADV) is left over. specific Skill Checks (Stealth, Athletics, Influence, etc.). This
penalty only applies to Checks made during the creature’s
Example 1: If a creature had both ADV and DisADV then turn, and doesn’t apply to Reactions (unless otherwise stated).
that would become a standard roll of a single d20. If you had • 1st Attempt: Normal roll.
DisADV 3 and also had ADV, then one of the ADV would cancel
• 2nd Attempt: DisADV 1 (roll 2 dice and take the lowest
out one of the DisADV and you would be left with DisADV 2.
result).
• 3rd Attempt: DisADV 2 (roll 3 dice and take the lowest
Example 2: If a creature has both DisADV 3 and and ADV 2 on
result).
a Check, two of the ADV cancel out two of the DisADV, leaving
only one DisADV remaining. The Check is then made with
• 4th Attempt: DisADV 3 (roll 4 dice and take the lowest
DisADV 1, which is just regular DisADV (rolling 2 dice and taking result).
the lower number).
Example: If a creature casts a Spell by making a Spell Check,
its first attempt would be a normal roll, but subsequent Spells
DC Tip: Basically just subtract any ADV or DisADV from each would have stacking DisADV (as shown above).
other and see what you are left with, and if the answer is ever
0, then you just make a standard d20 roll.
DC Tip: The Multiple Check Penalty does not apply outside
of Combat. See Combat Resources for more information on
how Actions are taken outside of Combat.

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Check & Save Outcomes DC Tip: The GM should avoid asking PCs to make Checks
where success shouldn’t be possible. If a PC ties a heavy
chain around a building, it shouldn’t be possible for them to
Critical Success & Failure succeed on a Might Check to drag the building. Conversely,
the GM should avoid asking PCs to make Checks where failure
When a creature rolls a 20 on a d20, the Check or Save gains shouldn’t be possible, like asking a PC to make a Might Check
a Critical Success. Moreover, when a creature rolls a 1 on a pick up a pebble. Unless the circumstances introduce the
d20, the Check or Save suffers a Critical Failure. A Critical possibility of success or failure, try to refrain from asking for
Success or Critical Failure can affect the outcome in different Checks for activities that are impossible to succeed or fail.
ways, as determined by the type of Check or Save being made. Mistakes are going to happen and GMs might ask for a roll
when they shouldn’t have. The final outcome of a Critical
Success or Critical Failure are up to the GM, and PCs should
Attack Checks & Spell Checks respect that.

Critical Success
Attack & Spell Checks: When a creature gains a Critical Success
Degrees of Success & Failure
on an Attack Check or Spell Check that deals damage, the
attack is considered a Critical Hit (automatically hits and deals Degrees of Success
+2 damage). If it's an Attack Check or Spell Check that If a creature succeeds on a Check or Save by 5 or more, they
doesn’t deal damage, the Check automatically succeeds even if may gain additional benefits beyond those of a normal success.
the result would normally fail. The Check or Save will include a success statement, such as
Success, Success (5), Success (10), or Success (each 5).
Critical Failure
Attack Checks: When a creature suffers a Critical Failure on Success
an Attack Check that deals damage, the attack automatically If the success statement says Success then the creature gains
misses even if the result would normally hit. If it’s an Attack the listed benefits if the result of its Check or Save is equal to
Check that doesn’t deal damage, the Check automatically fails or higher than the opposing DC, Check, or Save.
even if the result would normally succeed.
Spell Checks: When a creature suffers a Critical Failure on a Success (each 5)
Spell Check to cast a Spell or other similar effect, it fails to If a success statement says Success (each 5) then the creature
cast. When the Critical Failure happens, the AP spent is lost, gains the listed benefits for every 5 the result of its Check
but any MP or other resources (such as Arcane Points, Sorcery or Save is above the opposing DC, Check, or Save. Unless
Points, or material components) are not spent. stated otherwise, the creature can gain the additional benefits
multiple times.
Attack & Spell Checks: A creature that suffers a Critical Failure
on an Attack Check or Spell Check becomes Exposed Example: A Spell pushes a target back 3 Spaces on a
(Attack Checks made against you have ADV) before the end successful Spell Check, but also includes the following success
of its next turn. statement: “Success (each 5): +1 Space”. That means that
each 5 points the Spell Check is above the opposing DC, Check,
DC Tip: For Critical Failures, the GM could change the or Save, the target is pushed 1 additional Space.
Condition to Hindered (your next Attack Check has DisADV)
instead of Exposed at their discretion.
Success (5) & Success (10)
If a success statement says Success (5) then the creature gains
Saves, Skill Checks, & Trade Checks the listed benefits when they succeed by 5 or more above
the opposing DC, Check, or Save. Moreover, if the success
Critical Success statement says Success (10) then they also gain the listed
When a creature gains a Critical Success on a Save, Skill benefits when they succeed by 10 or more above the opposing
Check, or Trade Check, the Check or Save automatically DC, Check, or Save. This can continue on to Success (15)
succeeds even if the result would normally fail. and further.

Example: A Spell increases a creature’s Speed by 1 on


Critical Failure a successful Spell Check, but has the following success
When a creature suffers a Critical Failure on a Save, Skill statements: “Success (5): Ignore Difficult Terrain” and
Check, or Trade Check, the Check or Save automatically “Success (10): Immune to Slowed”. That means that the
fails even if the result would normally succeed. creature’s Speed is increased by 1 and ignores Difficult Terrain
if its Spell Check is 5 above the Spell’s DC, and the creature is
also immune to the Slowed Condition if its Spell Check is 10
above the Spell’s DC.

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Degrees of Failure
If a creature fails on a Check or Save by 5 or more, they may
suffer additional penalties beyond those of a normal failure.
The Check or Save will include a failure statement, such as
Failure, Failure (5), Failure (10), or Failure (each 5).

Failure
If a failure statement says Failure then the creature suffers
the listed penalties if the result of its Check or Save is below
the opposing DC, Check, or Save.

Failure (each 5)
If a failure statement says Failure (each 5) then the creature
suffers the listed penalties for every 5 the result of its Check or
Save is below the opposing DC, Check, or Save. Unless stated
otherwise, the creature can suffer the additional penalties
multiple times.

Example: A trap deals 4 Fire damage to a target on a failed


Save, but also includes the following failure statement: “Failure
(each 5): +1 damage”. That means that each 5 points the Save
is below the Trap’s Save DC, the target takes an additional +1
Fire damage.

Failure (5) & Failure (10)


If a failure statement says Failure (5) then the creature
suffers the listed penalties when they fail by 5 or more below
the opposing DC, Check, or Save. Moreover, if the failure
statement says Failure (10) then they also suffer the listed
penalties when they fail by 10 or more below the opposing
DC, Check, or Save. This can continue on to Failure (15)
and further.

Example: A Curse imposes the Blinded Condition on a failed


Save, but has the following failure statements: “Failure (5):
Deafened” and “Failure (10): Doomed 1”. That means that
the creature is both Blinded and Deafened if its Save is 5
below the Save DC, and the creature is also Doomed 1 if its
Save is 10 below the Save DC.

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Defense
Creatures have 2 types of Defense: Physical Defense and
Shields
A character wearing a Shield adds the Shield Bonus granted by
its Shield to any Physical Defense formula it’s using.
Mental Defense. Each type of Defense has a value that
represents how difficult it is to hit a target.
When a creature makes an Attack Check or Spell Check (see
Mental Defense
the “Combat Actions” section on page 28) to attempt to deal Mental Defense (MD) represents the difficulty of hitting a
damage to a target, the creature’s Check is compared against creature with supernatural sources of damage that affect the
the target’s Defense to determine if the Attack hits the target. mind or soul, such as:

DC Tip: Below are the 2 different types of Defense and which Example: A psychic assault on your mind, seared by divine
damage types usually target them. There can be unique light, or withered by unholy magic.
instances where a damage type targets a different defense
than usual, but each ability will always say which type of • Holy • Psychic • Sonic • Unholy
Defense it targets.

Mental Defense Formula


Physical Defense A creature’s MD can be determined by its Combat Mastery, its
Physical Defense (PD) represents the difficulty of hitting Charisma Score, and its Intelligence.
a creature with physical or energy attacks that affects the
body, such as: Base of 8: A character starts off with a base MD of 8, which is
similar to a typical Commoner’s PD.
Example: Being hit by a Weapon, burnt by a Fireball, or struck Combat Mastery: The character adds its Combat Mastery to
by a toxic needle.
account for how experienced it is at protecting its mind from
invasive thoughts and mind-altering effects.
• Acid • Fire • Poison
• Bludgeoning • Lightning • Slashing Attribute Scores: A character adds its Charisma Score to its
• Cold • Piercing • Force MD to account for how resistant it is to manipulation, and
its Intelligence Score to account for its resistance to being
mentally overwhelmed.
Physical Defense Formula
A PC’s Physical Defense can be determined by their Base MD Formula
Defense, Combat Mastery, what kind of Armor they are 8 + Combat Mastery + Charisma Score + Intelligence Score
wearing, its Armor Bonus (if applicable), and if they are
wielding a Shield. Damage Reduction (DR)
Base of 8: A character starts off with a base PD of 8, which is Damage Reduction (DR) reduces the damage of an Attack
similar to a typical Commoner’s PD. Check or Spell Check that targets a creature’s Defense (PD).
The amount reduced is equal to the DR value (minimum of 0).
Combat Mastery: The character adds its Combat Mastery to
A Heavy Hit (5 over Defense), Brutal Hit (10 over Defense),
account for how experienced it is at protecting itself from
or Critical Hit (natural 20) bypasses DR and deals full damage.
danger in combat. Unless a creature has Mastery in Heavy
Armor, it doesn’t add its Combat Mastery to its PD while There are 2 types of Damage Reduction:
wearing Heavy Armor. • Physical Damage Reduction: PDR protects you from the
Attribute Score: A character wearing Light Armor (or none at following damage types: Acid, Bludgeoning, Cold, Force,
all) adds its Agility Score to its PD to account for how well it Fire, Lightning, Piercing, Poison, Slashing.
can dodge attacks. Alternatively, a character wearing Heavy • Mental Damage Reduction: MDR protects you from the
Armor adds its Might Score to its PD instead, which reflects following damage types: Holy, Psychic, Sonic, Unholy.
its ability to shrug off attacks.
Armor Bonus: A character wearing Armor adds the Armor Example: A creature makes an Attack Check to hit a target
Bonus granted by its Armor. with a PD of 10. The result of their Attack Check is 12, which
hits the target. The target has a PDR of 3, reducing the damage
PD Formulas taken by 3. Alternatively, if the result of the Attack Check
Unarmored: 8 + Agility Score + Combat Mastery was 15, it would be 5 over the target’s PD of 10, making it a
Heavy Hit. In this scenario, the PDR is bypassed and doesn’t
Light Armor: 8 + Agility Score + Combat Mastery reduce the damage.
+ Armor Bonus
Heavy Armor: 8 + Might Score + Combat Mastery
+ Armor Bonus

DC Tip: The Armor Bonus at Level 1 for Light Armor is +1 and


for Heavy Armor is +2

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Health Points & Health Thresholds
Certain game mechanics affect creatures while their current

Death’s Door
HP is within certain thresholds.
• Bloodied: HP is equal to or lower than 1/2 its maximum HP
• Well-Bloodied: HP is equal to or lower than 1/4 its maximum
HP
Health Points • Death’s Door: HP is equal to or lower than 0 HP, to a
Health Points (HP) are a game statistic representing a minimum of its Death Threshold
creature’s ability to sustain damage. The stronger the creature A creature’s Death Threshold is equal to 0 HP minus its
the more HP it generally has, signifying the greater difficulty Prime Modifier.
in defeating it.
Example: A creature with a maximum HP of 8 is considered
Example: A Commoner has 4 HP, a Mastiff has 3 HP, a Cat Bloodied when its HP is 4 or lower, Well-Bloodied when its HP
has 2 HP and a Rat has 1 HP. is 2 or lower, and on Death’s Door when its HP is 0 or lower. If
its Prime Modifier is 3, the creature’s Death Threshold is -3 HP.
That creature dies if its HP is ever reduced to -3 HP or lower.
DC Tip: Most damage a creature takes is nonlethal - it just
“wears you down” until you get closer and closer to Death’s
Door. Lighter hits might graze you, while bigger hits knock DC Tip: Monsters and NPCs normally die when they are
you off your feet. The description and roleplay of how reduced to 0 HP, however the Game Master can choose to
damage is taken can change depending on its source and the implement Death’s Door on special enemies. They would drop
situation, but Health Points represent how much of a beating down to 1 AP and be on Death’s Door in that same weakened
you can take before you die. state, leaving a window for them to still talk to the party and
get out any “last words” before someone puts them out of
their misery.

Health Points at 1st Level


A PC has a number of Health Points equal to 4 + (Character
Level x 2) + Might + Agility. A PC also might gain additional Death’s Door
HP from its Ancestry or Class. When you are reduced to 0 HP or lower, you suffers the
following effects:
Example: A PC starts with a base of 4 HP. It then adds twice its
Characters Level, which is 2 HP at level 1. Using Standard Array • Exhaustion: You immediately gain Exhaustion 1.
to get your Attributes, the highest starting Might and Agility • Action Point Limit: You can not spend more than 1 AP until
you can have is +3 and +2. Before considering any bonuses the end of your next turn, until you’re restored to 1 HP or
granted by Ancestry or Class the highest starting HP a PC can higher.
have is 11 HP (4 + 2 + 3 + 2) and the lowest is 5 HP (4 + 2 + 0 - 1).
• Concentration: You can no longer Concentrate.
• Death Save: At the end of each of your turns, you make a
Certain Ancestries and Classes grant additional HP. For Death Save. Failure: You take 1 True damage. Critical
example, the Giantborn Ancestry grants an extra +2 HP, and Failure: You fall Unconscious until you are restored to 1
the Fighter Class grants an extra +1 HP at level 1, for a total HP or higher. Critical Success: You’re restored to 1 HP.
HP of 14 HP (11 + 2 + 1).
Health Point Formula = 4 + (2 x PC Level) + Might +
Agility + (Possible Class or Ancestry Bonus HP)
Making Death Saves
When a creature makes a Death Save, it rolls a d20, and if the
DC Tip: Make sure you check each of these categories as you result is 10 or higher it succeeds on its Save. A creature makes
level to keep your maximum HP updated. You basically get 2 Death Saves until it’s restored to 1 HP or higher, becomes
HP each time you level up + 1 more for each Attribute point Stabilized, or dies.
you gain in Might or Agility. You also might get additional HP
from Talents and Features you choose.
Stabilized
A creature that takes the Triage Action (see the Skill Based
Actions section) and succeeds on a DC 10 Medicine Check can
Stabilize a creature on Death’s Door.
A Stabilized creature does not make Death Saves while on
Death’s Door. A creature remains Stabilized until it’s restored
to 1 HP or takes damage.

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Continuous Damage
Continuous damage (such as Bleeding and Burning) does
not affect your HP while on Death’s Door. You still have these
conditions on you, but they don’t deal damage to you unless
you’re above 0 HP.

Death’s Door After Combat


When Combat ends, any creature on Death’s Door must
immediately make a Death Save. They repeat this Death Save
every 12 seconds until they become Stabilized, are restored to
1 HP or higher, or die.
Failure: The creature takes 1 True damage and falls
Unconscious until it becomes Stabilized. Success: The
creature becomes Stabilized.
Death’s Door Sidebar: When a PC is reduced to 0 HP,
they’re on “Death’s Door” and fighting for their life. This is
represented however the character wants to describe what
this state looks like for them. They are NOT unconscious,
they’re in a heavily weakened state… about to die if something
is not done SOON! They could be prone, crawling on the
ground, holding themselves up with their sword, or spitting
out blood as they hold on for dear life.

If your Death's Door Threshold is -3 HP and you take a large


enough hit while you’re low on HP that reduces you to -3 or
lower… you’re instantly dead. If you have 1 HP and get hit
for 4 damage… you die. This means that PCs should avoid
getting to low HP while against fearsome enemies at all costs.
They should use healing magic, class features, or consumables
to avoid being at low HP… like you SHOULD be doing
already anyway!

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Damage Critical Hits
When you roll a 20 on a d20 for an Attack Check or
Spell Check, it’s considered a Critical Hit. A Critical Hit
automatically hits the target and deals an additional +2
Degrees of Damage damage. If the Attack Check or Spell Check deals more than 1
Attack Checks and Spell Checks that deal damage have a type of damage, you choose which of those damage types the
base amount of damage that they deal to their target on a additional damage deals.
successful Check. This value is listed alongside the Weapon
(see “Equipment” on page 58) or in Spells description (see DC Tip: An Attack Check or Spell Check can score a Critical
“Spellcasting” on page 40). If the Check beats the target’s Hit without the result of the Check being 5 or more above the
Defense by 5 or more, the target takes extra damage and may target’s Defense. When that happens, the Check is considered
suffer additional effects (see “Check & Save Outcomes” on a Critical Hit and the target simply takes the base damage
+2, but this scenario is rare. A Critical Hit will normally result
page 23 for more information).
in a Check that’s 5 or even 10 above the target’s Defense,
causing the target to take +2 damage from the Critical Hit
Hit & Miss plus +1 additional damage for every 5 the result is higher than
its Defense.
When you make an Attack Check or Spell Check (that deals
damage) against a target’s Defense, the Check is considered
a Miss if the result is below the target’s Defense, and
Damage Types
it's considered a Hit if the result is equal to or above the There are 14 different damage types in the game, as seen in the
target’s Defense. list below. Each damage type represents a different method
for harming a creature.

Hit Success (each 5) • Slashing • Acid


An Attack Check or Spell Check (that deals damage) deals +1 • Piercing • Holy
additional damage for every 5 the result of the Check is above • Bludgeoning • Unholy
the target’s Defense. If the result of the Check is 5 or more • Fire • Psychic
above the target’s Defense, it is considered a Heavy Hit. If the • Lightning • Force
result of the Check is 10 or more above the target’s Defense, it • Cold • True
is considered a Brutal Hit. • Sonic
• Poison
DC Tip: Any result that is 15 or more above the target’s
Defense is still considered a Brutal Hit, but still deals +1
Slashing Damage: Things that slash you, like a blade or claw.
additional damage for every 5 the result of the Check is Piercing Damage: Things that pierce you, like an arrow or fangs.
higher than the target’s Defense. I usually describe these
hits as “Beyond Brutal” then count “by 5’s” to see how much Bludgeoning Damage: Things that bludgeon you, like a
bonus damage is dealt. hammer or fist.
Fire Damage: Things that burn you, like fire or other forms
Degrees of Damage Table of intense heat.
The table below shows how the damage of an Attack Check Lightning Damage: Things that shock you, like lightning or
or Spell Check can change as determined by the result other forms of electricity.
of the Check.
Cold Damage: Things that freeze you, like ice or intense cold.
Check vs Result Damage
Sonic Damage: Things that assault your hearing, like high
Defense
volume or concentrated sound.
Lower Miss No Damage
Poison Damage: Things that poison you, like toxins.
Equal or greater Hit Base Damage Acid Damage: Things that caustically burn you, like acids.
Holy Damage: Things that singe you, like holy light or
5 and greater Heavy Hit Base Damage + 1 divine power.
Unholy Damage: Things that wither you, like dark or
10 and greater Brutal Hit Base Damage + 2
eldritch power.
Psychic Damage: Things that assault your mind, like
psychic attacks.
Force Damage: This damage is taken from magic in its most
raw form of pure energy.
True Damage: A special type of damage that can't be reduced
by any means.

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Damage Type Categories Immunity, Resistance, &
Some damage types are organized into categories, such as
Physical, Elemental, and Mystical.
Vulnerability
Resistance is a way for creatures to reduce the damage they
Physical Damage: Includes Slashing, Piercing, and take, while Vulnerability increases damage taken. The source
Bludgeoning damage. of what gives them this ability could come from a natural
Elemental Damage: Includes Acid, Cold, Fire, ability they have, a Class Feature, Magic Items, etc. Here are
Lightning, and. Poison the different ways that these different effects work:
Mystical Damage: Includes Force, Holy, Psychic,
Sonic, and Unholy. Immunity
Reduce the damage taken to 0. When you have Immunity to a
Condition, you completely ignore its effects.
Damage Reduction (DR)
Damage Reduction (DR) reduces the damage of an Attack Resistance
Check or Spell Check that targets a creature’s Defense (PD). Reduce the damage taken by 1/2 (rounded up).
The amount reduced is equal to the DR value (minimum of 0).
A Heavy Hit (5 over Defense), Brutal Hit (10 over Defense), Example: If you had “Fire Resistance” and took 7 Fire
or Critical Hit (natural 20) bypasses DR and deals full damage. damage, you would instead take 4 Fire damage (half of 7 is 3.5,
rounded up is 4).
There are 2 types of Damage Reduction:
• Physical Damage Reduction: PDR protects you from
the following damage types: Bludgeoning, Cold, Fire, Resist X
Lightning, Piercing, Poison, Slashing, Force. Reduce damage taken by X from the given damage type each
• Mental Damage Reduction: MDR protects you from the time the creature takes damage.
following damage types: Holy, Psychic, Sonic, Unholy.
Example: If you had “Fire Resist 5” and took 7 Fire damage,
Example: A creature makes an Attack Check to hit a target
you would instead take 2 Fire damage (you subtract 5 from
with a PD of 10. The result of their Attack Check is 12, which
each time you take Fire damage, so 7-5 = 2).
hits the target. The target has a PDR of 3, reducing the damage
taken by 3. Alternatively, if the result of the Attack Check
was 15, it would be 5 over the target’s PD of 10, making it a
Heavy Hit. In this scenario, the PDR is bypassed and doesn’t Vulnerability
reduced the damage. Increase the damage taken by 2 times (double damage).

Example: If a Werewolf is Vulnerable to Silvered Weapons


DC Tip: There can be specific types of DR for certain Damage and takes 5 damage from an Attack, they would instead take 10
Types that special items or monsters have (see Resist X below damage (5 x 2 = 10).
as well). You could have something that even gives “Fire
Damage Reduction” for example.
Vulnerable X
Increase damage taken by X by the given damage type each
time the creature takes damage of that type.

Example: If you had Poison Vulnerable 2 and took 3 Poison


damage, you would instead take 5 Poison damage (you add 2
on top of the 3 Poison damage for a total of 5).

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Damage Modifications Bonus Damage Against
Total damage is determined after all damage modifications are
taken into account. When a creature takes damage, the total
Multiple Targets
damage taken is determined by following the steps below: If you deal damage to multiple creatures at once and you want
to use features that add additional damage to a single target,
1. Adding & Subtracting you must choose which target takes that single target damage.
Damage Reduction: Its Damage Reduction (DR)
reduces the damage Shared Damage
Resist X: Its Resist X reduces the damage. If 2 or more creatures share damage then you take the total
number of damage and divide it by the number of creatures.
Vulnerable X: Its Vulnerable X increases the damage. You always round this damage up, no matter what, then the
creatures take the same amount of damage.
2. Doubling & Halving
Small Example: A Fighter steps in front of an Attack against
Resistance: Its Resistance halves the damage (rounded up). an ally and they share the damage. If the total damage was
5, then each creature now takes 3 damage (half of 5 is 2.5,
Vulnerability: Its Vulnerability doubles the damage. rounded up to 3).

If a creature has Resistance and Vulnerability to the same type Big Example: A creature is thrown 10 Spaces into a wall,
of damage, they cancel each other out. taking 10 Bludgeoning damage upon impact. However, if 2
creatures were to stand side-by-side in the thrown creature’s
DC Tip: Basically, any kind of addition or subtraction of path, all 3 creatures would share the damage upon impact.
damage happens FIRST, then any multiplication or division of The 10 damage would be divided by the 3 creatures, resulting
damage AFTER. in each creature taking 3.33 Bludgeoning damage. No matter
what the fraction is, you always round up in DC20, so now each
creature takes 4 damage.
Example 1: A creature has 1 DR from its Armor, Cold Resist
1 from its Ancestry, and Cold Vulnerability from a Monster DC Tip: Yes this does mean that sharing damage might
Effect. When that creature is Hit by an Attack that deals 5 Cold result in the group as a whole taking more damage than if
damage, the damage is reduced by 1 (DR) to a total of 4, then they had not shared the damage. This is on purpose and also
reduced by 1 (Cold Resist 1) to a total of 3, and then doubled accounts for everyone smashing into each other and truly
(Cold Vulnerability) to 6. sharing the blow.

Example 2: A creature has 2 DR from its Armor, and Fire


Vulnerable 1 from its Ancestry. When that creature is Hit by
an Attack that deals 2 Fire damage, the damage is reduced by
2 (DR) to a total of 0, and then increased by 1 (Fire Vulnerable
1) to a total of 1. The creature’s HP is reduced by 1.

Dealing Multiple Damage Types


If you deal multiple types of damage with a single attack and
you gain bonus damage on the attack (from something like
Heavy Hits, Brutal Hits, Crits, etc) then you choose which of
those damage types the bonus damage deals.

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Combat Mana Points
Spellcasting PCs have Mana Points (MP) which can be
spent on Spells, Spell Enhancements, Class Features, and
Resources Ancestry Traits.
Gaining Maximum MP: You can gain MP from the
Spellcasting Mastery Feature granted by Spellcasting Classes
Action Points (Cleric, Sorcerer, Wizard, etc.), from Talents (such as the
You have Actions Points (AP) which you can spend in Multiclassing Talents), or from Ancestry Features.
Combat. You can spend AP on Actions, Reactions, or Features, Regaining MP: You regain all MP when you finish a Long Rest.
such as Maneuvers, Cantrip Enhancements, Class Features,
and Ancestry Features. Your Action Point maximum is 4.
Gaining AP: At the start of Combat, each creature gains a
MP Outside of Combat
number of Actions Points equal to its AP Maximum. Once an When you spend MP outside of Combat, the cost is reduced
Action Point is spent, it can’t be used again until it’s regained. by 1 (minimum of 1). The total MP cost before this reduction
can’t be greater than your Mana Spend Limit.
Regaining AP: You regain all spent Action Points when
your turn ends. DC Tip: If you were to run 1 mile to a neighbor's house,
there’s not much stress there… but if you were to run 1
DC Tip: Remember, you get all of your AP back at the end mile away from a tiger that was chasing you… that’s FAR
of your turn, so make sure you spend all of your AP before more difficult and exhausting. This concept holds true for
your turn ends. Spellcasting too.

AP Outside of Combat Stamina Points


Action Points can’t be spent outside of Combat. Instead, Martial PCs have Stamina Points (SP) which can be spent on
a creature declares what Action it’ll take and performs that Techniques, Class Features, and also used in place of Action
Action. A creature can’t take an Action that has an AP cost Points when performing Martial Maneuvers.
higher than the creature’s AP maximum.
Gaining Maximum SP: You can gain SP from the Martial
Longer Actions: If the AP cost of the Action is greater than 4, Mastery Feature granted by Martial Classes (Barbarian,
the GM might require the creature to spend a more time than Fighter, Rogue, etc.), from Talents (such as the Multiclassing
normal to complete the Action. Talents), or from Ancestry Features.
When a PC takes the Help Action outside of Combat, it grants Regaining SP: You can regain SP during Combat in a variety
another creature a d8. The PC can’t take another Action until of ways depending on your Class Features. On your turn, you
the GM says enough time has passed to do so. The GM might can spend 2 AP to regain 1 SP. You also regain all spent SP
wait until all PCs have taken an Action before allowing the PC when Combat ends.
to use the Help Action (or different Action) again.
Example: The Fighter Class regains SP by performing
Example: Your group is getting ready for a big event (heist, Maneuvers, the Barbarian regains SP by taking or scoring
performance or even a Combat or Skill Challenge, etc). Each Heavy, Brutal, and Critical Hits, and the Rogue regains SP
party member describes what Skill Check they’re about to by hitting a creature that’s affected by Conditions.
do. The Bard of the group can’t go up to each PC and take
multiple Help Actions to grant multiple Help Dice to each of
them. They can only do one… unless the Checks being made SP Outside of Combat
are separated in time enough, and the GM allows the multiple
instances of Help if it makes sense. You can perform any Action outside of Combat that uses
Stamina without spending any SP, however the SP cost can’t
DC Tip: Basically Combat is more strict and structured in be higher than your SP maximum.
both turn order (Initiative) and in how much you can do at a
DC Tip: Stamina Points should only be tracked when you’re
time (4 Action Points per Round of Combat). If you’re not in
in a high stress situation like Combat (or even some Skill
Combat, everything is more fluid and free form.
Challenges). If time isn’t being tracked (such as during Skill
Challenges) then there’s no need to keep track of SP. PCs can
use and spend SP freely outside of these times and essentially
be able to perform anything that uses SP at no cost, since
they get the SP back instantly outside of Combat.
Stamina & Mana Sidebar
This isn’t game breaking because Stamina Points are not like Mana Points. Features that use Stamina don’t provide magical benefits,
they provide physical benefits such as being able to jump farther, shove things, or smash things. These things usually don’t provide
many advantages outside of combat. It’s also intended that if a PC can spend SP to jump farther, then they should be able to use that
outside of Combat to jump farther for free.

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Actions & Types of Actions
A creature can take the following Actions on its turn: Attack,
Move, Disengage, Dodge, Grapple, Help, Hide, Object,
Reactions Shove, and Spell Action.

Offensive Actions
Actions
Anything that you spend Action Points on is
considered an Action. Attack
You can spend 1 AP to make 1 Attack Check.

Taking an Action Disarm


A creature can take an Action on its turn by spending Action You can spend 1 AP to make an Attack Check Contested by
Points (AP). The AP cost of taking an Action is listed in the the target's Athletics, Acrobatics, or Trickery Check (target’s
Action’s description. choice). The target has ADV if they’re holding the object with
2 hands. You have DisADV if the target is larger than you. You
can’t Disarm a creature that’s 2 Sizes larger than you. Success:
Minor Action The targeted object falls into an unoccupied space of your
Once per turn, you can perform 1 of the following Minor
choice within 1 Space of the creature.
Actions without spending AP.
• Pick Up or Drop an item.
• Open or close a Door. Grapple
• Retrieve or Stow an item. Using a free hand, you can spend 1 AP to attempt to Grapple
• Draw or Sheathe up to 2 Weapons or Shields. another creature. Make an Athletics Check contested by the
opposing creature’s Martial Check. Success: The creature is
Additional Minor Actions: You can spend 1 AP to perform a Grappled by you.
Minor Action again during the same turn.
Forced Movement: You can move a creature that you have
grappled to any Space adjacent to your own by spending your
Gaining Advantage Movement. Alternatively, you can move the creature with
During Combat, when a creature makes a Check or Save, it you, but you’re considered to be Slowed (every 1 Space you
can spend 1 AP to gain ADV on its Check or Save. A creature move costs an extra 1 Space of movement).
can do this multiple times, potentially gaining multiple ADV
Escape Grapple: You can spend 1 AP to attempt to free yourself
on its Check or Save (see “Stacking ADV” on page 19 for
from a Grapple. Make a Martial Check contested by the
more information on handling multiple ADV).
opposing creatures Athletics Check. Success: You end the
Example: If you really needed to Grapple a creature and Grappled Condition on yourself.
then Attack them, you could spend 2 AP to make a Grapple
Check with ADV and then spend 2 AP to make an Attack
Check with ADV.
Shove
You can spend 1 AP to attempt to push a creature within 1
Space of you. Make an Athletics Check contested by the
DC Tip: Gaining Advantage in this way can only happen
target’s Martial Check. Success: You push the creature 1
during Combat. Outside of combat you would be making
singular Skill Checks and would have to gain ADV through Space away from you or to its left or right. Success (each 5):
other sources (other allies, magic items, features, etc.) Push up to 1 additional Space.
Knock Prone: After the result, you can choose to reduce the
total distance the target is pushed by 1 Space to knock them
Prone instead.

Tackle
If you move at least 2 Spaces in a straight line, you can spend
1 AP to attempt to Tackle a creature that is your same size
or smaller. Make an Athletics Check contested by the target's
Martial Check. Success: You Grapple the target and you
both move 1 Space in the same direction you’re moving then
immediately fall Prone. Success (each 5): +1 Space moved.

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Defensive Actions Utility Actions
Disengage Move
You can spend 1 AP to impose DisADV on Opportunity You can spend 1 AP to move up to your Speed in Spaces
Attacks made against you until the start of your next turn. (default of 4). It chooses where to move, and can break up
Full Disengage: When you take the Disengage Action, you can its movement by moving before and after taking a different
spend an additional 1 AP to become immune to Opportunity Action. You can’t end your turn in a Space occupied by
Attacks until the start of your next turn. another creature.

Example: A creature with 4 AP can take the Move Action to


Dodge move 1 Space, take the Attack Action, move 1 Space again (2
You can spend 1 AP to impose DisADV on the next Attack total Spaces), take the Attack Action again, and then move 2
Spaces again (4 total Spaces).
Check or Spell Check made against you until the start of
your next turn.
Help
Full Dodge: When you take the Dodge Action, you can spend You can spend 1 AP to grant a creature a d8 Help Die that
an additional 1 AP to impose DisADV on all Attacks made lasts until the start of your next turn. Upon granting the Help
against you until the start of your next turn. Die, you must declare which creature you’re Helping and the
type of Check you will be aiding them with while meeting the
Hide following conditions:
You can spend 1 AP to attempt to Hide from 1 or more • Attack or Spell Check: You declare 1 target for the Check.
creatures that can’t see you (Unseen). Make a Stealth Check You must be within 1 Space of the creature you’re Helping
against the opposing creatures’ Passive Awareness. Success: or the target of their Check. While the Help Die lasts, it can
You become Unheard by creatures whose Passive Awareness be added to an Attack or Spell Check that targets a single
you beat, making you Hidden from them. You remain Hidden creature's Defense.
until you make a noise louder than a whisper, make an Attack, • Skill or Trade Check: You declare a type of Skill or Trade
cast a Spell with a Verbal Component, or a creature takes the Check. You describe how you’re Helping them and must do
Search Action and successfully locates you. so with a Skill or Trade that you have at least 1 Mastery
• Unheard: You’re Unheard while you remain silent, talk no Level in. You can use the same Skill or Trade or a different
louder than a whisper, or are within an area affected by the one.
Silence Spell. The Help Die can only be used to aid the type of Check declared.
• Unseen: You’re Unseen by a creature while you are
Multiple Help Penalty: Once you take the Help Action,
imperceivable to its visual senses, such as when you’re
each time you take the Help Action again before the end of
outside of its Line of Sight (behind Full Cover), it’s Blinded,
your turn, your Help Die decays by 1 step, to a minimum of
or you’re obscured from it such as by being Invisible.
a d4 (d8 | d6 | d4). These Help Dice only decay when using
• Hidden: While you’re both Unheard and Unseen, you’re
the Help Action. Help Die granted by other sources (such as
considered Hidden and your location or presence unknown
the Sword Maneuver) decay independently of any Help Dice
to other creatures.
grant through the Help Action.
When you can see a target that can’t see you, you have ADV
on Attack Checks against them (see “Unseen Attackers” on Example: A Barbarian is about to wrestle an alligator and will
page 57 for more). need to make an Athletics Checks. A Ranger with Mastery in
the Animals Skill can grant the Barbarian a Help Die to add to
DC Tip: When you take the Hide Action and beat an enemy’s their Athletics Check made to wrestle the alligator.
Passive Awareness, you only become Hidden from that
creature because it cannot see or hear you (you are both DC Tip: When taking the Help Action, the GM may allow the
Unseen and Unheard). However, if your Stealth Check beats PC to contribute to a Skill or Trade Check by using something
one enemy’s Awareness Score but not another’s, then you are other than their own Skill or Trade Mastery. If the PC is a
Hidden from the first enemy, but you’re not Hidden from the Psion, they may try to use their Telekinesis to contribute to
second enemy. another creature’s Skill or Trade Check, but only if the GM
decides that it makes sense to do so.

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Object DC Tip: If the target is a PC, its player tells you what the
You can spend 1 AP to perform 1 of the following creature plans to do. If the target is an NPC, the GM tells you
what the creature plans to do.
object interactions:
• Drink a Potion or administer a Potion to another creature. Conceal
• Attempt to lock or unlock a Lock. You can spend 1 AP to attempt to hide an object on yourself or
• Make a Trickery Check to activate or disable a trap or other in nearby foliage, debris, or decor to render it Hidden. Make
mechanism. a contested Trickery Check against the Passive Awareness
• Transfer an item to or from another creature (only 1 of the of creatures that can see you.
two creatures spends 1 AP).
• Throw an item to a location you can see up to 5 Spaces Success: The object is Hidden from any creature whose
away. Passive Awareness you beat.

Spell Feint
You can spend 1 or more AP to cast a Spell that you know. If
You can spend 1 AP to make Trickery Check Contested by
the Spell has a Mana Point requirement, you must spend that
the target’s Insight Check.
much MP to cast the Spell.
Success: The next Attack against the target before the start of
Skill Based Actions your next turn has ADV and deals +1 damage.
A creature can take the following Skill Actions on its turn:
Analyze Creature, Calm Animal, Combat Insight, Intimidate
Conceal, Feint, Intimidate, Investigate, Jump, Mounted You can spend 1 AP to attempt to intimidate a creature that
Defense, Search, or Triage. can see or hear you. Make an Intimidation Check contested
by the target’s Charisma Save.
Analyze Creature Success: The target is Intimidated by you until the end of
You can spend 1 AP to attempt to recall or discern some
your next turn.
information about a creature that you can see or hear. Make a
DC 10 Knowledge Check determined by the GM.
Success: You learn a piece of lore about the creature. Success Investigate
(5): You learn 1 creature statistic (PD, MD, Attacks, Abilities, You can spend 1 AP to attempt to uncover a concealed object
Resistances, Vulnerabilities, Immunities, etc.). Success (10): on a creature, a secret compartment, or the intended function
+1 creature statistic. of a mechanism within 1 Space of you.
• Concealed Objects: You can attempt to uncover any objects
DC Tip: There are 5 types of Knowledge Checks: Arcana concealed on a creature. Make an Investigation Check
(Dragons, Constructs, Elemental, Fey, Giants, Monstrosities,
contested by the target’s Trickery Check.
or Oozes), History (Humanoids), Nature (Beasts or Plants),
Occultism (Aberrations, Fiends, or Undead), and Religion • Success: You know the location of any concealed object on
(Celestials). If a PC has a custom type of knowledge they the creature.
think might help in the situation, they can ask the GM to use • Secret Compartments: You can attempt to uncover any secret
that type of knowledge instead. compartments. Make an Investigation Check against the
discovery DC of any secret compartments.
Calm Animal • Success: You discover the location of any secret
You can spend 1 AP to attempt to beguile a Beast that can see compartments whose discovery DC you beat.
or hear you. Make an Animal Check contested by the target’s • Discern Mechanism: You can attempt to discern the
Charisma Save. functionality of a mechanism (the effect of a trap, how
to open a secret door, or activate a device). Make an
Success: The animal is Taunted by you for 1 minute Investigation Check.
(Repeated Save) or until you target it with a harmful Attack,
Spell, or other effect. Success (5): It’s also Impaired. Success Success: You learn how the mechanism works and the
(10): It’s also Charmed. methods to activate and disable it (if any).

Combat Insight Jump


You can spend 1 AP to attempt to discern the course of actions
You can spend 1 AP to attempt to increase the distance you
a creature might take on its next turn. Make an Insight Check
can cover when Jumping. Make a DC 10 Martial Check.
contested by the target’s Trickery or Influence Check
(its choice). • Long Jump: Success: You can move 1 additional Space as
part of your Long Jump. Success (each 5): +1 additional
Success: You learn the target’s emotional state and whether it
Space.
plans to make an Attack, cast a Spell, or flee combat during its
• High Jump: Success: You can move an additional 1ft (30cm)
next turn. Success (5): You know who the creature is likely to
as part of your High Jump. Success (each 5): +1ft (30cm).
target with a harmful ability. Success (10): You know which
ability the creature plans to use.

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Mounted Defense State Trigger: The Trigger must be an observable event, such
You can spend 1 AP to maneuver a mount you’re riding to as “I want to wait until an enemy moves into range to make
avoid danger. Make a DC 10 Animal Check. an Attack against them”, “I want to wait until I see my ally get
out of range before I shoot the barrel filled with explosives”,
Success: The mount’s PD increases by 2 until the start of your
or something else.
next turn. Success (5): +2 PD. Success (10): +4 PD.
Take Reaction: If the stated Trigger occurs at any time before
the start of your next turn, then you can take the declared
Search Action as a Reaction. If the Reaction requires you to spend
You can spend 1 AP to attempt to locate 1 or more Hidden any additional resources, such as Stamina Points or Mana
creatures and concealed objects within your Line of Sight. Points, you spend them now. Your Reaction interrupts the
• Hidden Creatures: You attempt to locate any Hidden events stated in the Trigger, allowing you to act before the
creatures in the area. Make an Awareness Check against events resolve. If the Trigger never occurs, then the declared
the Stealth Check of any Hidden creatures. Action can’t be taken and the AP spent is wasted.
• Success: You know the location of any Hidden creature
whose Stealth Check you beat until the end of your turn. Example: It’s your turn and you have 2 AP remaining to
spend, but you really want to work together with an ally. You
Knowing a creature’s location does not grant you the ability
tell the GM that you want to spend 2 AP on Held Actions.
to see it. You declare that you will be taking the Move Action and the
• Hidden Objects: You attempt to locate any Hidden objects Attack Action and you spend 2 AP right now. You also state
in the area. Make an Awareness Check against the DC to the Trigger for these Held Actions is “your ally is in melee
discover any concealed objects (such as traps, secret doors, range of an enemy”. Once the Trigger occurs you take those
or hidden items). 2 Actions immediately. You take a Move Action to move to the
creatures and then you make an Attack Action on a creature.
Success: You discover the location of any Hidden object If the creatures are too far away for 1 Move Action (1 AP),
whose discovery DC you beat. then you would only be able to move as far as you can and
the Attack Action (1 AP) is wasted since you were not close
DC Tip: Without obstruction, a PC’s line of sight could reach enough to make an Attack. You can’t convert the 1 AP spent
the horizon. You might ask your PC to make their Awareness on the Attack Action into another Move Action, since that’s
Check with DisADV to detect a creature that’s far away, such not what you declared.
as beyond 10 Spaces.

DC Tip: PCs can set triggers to be something less specific


Medicine like “I am going to shoot an arrow at the next enemy I see”.
You can spend 1 AP to touch a creature and tend to its wounds. Just make sure the PC and the GM are on the same page on
Make a DC 10 Medicine Check. what the intent of what they’re wanting to do is for their
Success: You stop its Bleeding or Stabilize it (your choice). Reaction’s Trigger.
Success (each 5): The creature gains +1 Temp HP.
Reactions
Pass Through Reactions are Actions that a creature can take during another
You can spend 1 AP to attempt to move through a Space creature’s turn. A creature can’t take a Reaction on their own
occupied by a hostile creature that’s within 1 size of you. Make turn, unless the Reaction allows them to do so in response to
a contested Martial Check against the target. Success: You another creature’s Reaction. Reactions are not affected by the
can move through the creature’s Space as if it were Difficult Multiple Check Penalty.
Terrain (Slowed while moving through the area).
Taking a Reaction
Advanced Actions A creature can take a Reaction on another creature’s turn
provided it meets the requirements to do so. The requirements
to take a Reaction are listed in the Reaction’s Prerequisite
Held Actions and Trigger statements.
Sometimes the circumstances aren’t exactly right for the
action you want to take. When that happens, you can choose
to wait until just the right moment by Holding your Action. Reaction Requirements
To Hold your Action, you must declare an Action you want to Prerequisite: A prerequisite states the Feature (Martial
take and state a Trigger. Once you do so, you can’t change the Feature, Spellcasting Feature, or a different Feature) required
Action or Trigger. to gain access to the Reaction.

Declare Action: When you declare the Action, you must Trigger: A trigger states the conditions that must be met in
immediately spend the Action Points required to take that order for a creature to take the Reaction.
Action. The Multiple Check Penalty from your this turn
applies to any Checks you make as part of this Reaction.

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Spending Resources Initiator result is compared against the highest Challenger
If a Reaction has a resource cost (Action Points, Mana Points, result to determine the outcome.
Stamina Points, etc.), a creature must spend those resources
to take the Reaction. Choosing a Spell
You declare which Spell you’re using to challenge the opposing
Regaining Resources: Reactions give a creature an opportunity
Spell and then describe how you do so using your Spell. The
to spend Action Points during another creature’s turn. If a
GM decides if that makes sense.
creature spends Action Points, then they will have less Action
Points to spend on their next turn. Any spent Action Points DC Tip: You’re not actually casting this Spell as stated in its
are not regained until the end of a creature's turn. description. You’re instead using the “flavor” of the Spell to
be how you initiate the Spell Duel. The only part of the Spell’s
Example: If you take a Reaction to spend 1 Action Point, mechanics that matter is its Range and/or Area of Effect.
on your next turn you will only have 3 Action Points to
use (4 -1 = 3). Targeted: If your chosen Spell targets 1 or more creatures or
objects, you must be able to target the opposing creature or
DC Tip: If you somehow manage to spend all 4 of your AP any of its targets with your Spell.
before your turn, then you would have 0 AP at the start
of your next turn. You wouldn’t be able to do anything, Area of Effect: If your chosen Spell covers an area (such as an
so your turn would immediately end and you would get Arc, Cone, Cube, Cylinder, Line, or Sphere), then your Spell’s
your 4 AP back. Area of Effect must include the opposing creature, any of its
targets, or cover an area between the opposing creature and
Multiple Reactions: A creature can spend Action Points to take any of its targets.
multiple Reactions provided they meet all the conditions and
Success & Failure: The success and failure statements of your
can spend enough resources to do so.
Spell are replaced by the success and failure statements in the
Contest section below.
Types of Reactions
Contest
The Spell Check the opposing creature makes to cast its
Opportunity Attack Spell is Contested by the Spell Check you make to cast your
Prerequisite: any Martial Class Feature Spell. When comparing the Spell Checks for the purpose of
Trigger: A creature you can see within your Melee Range determining the winner of the Contest, each creature gains a
uses its movement to leave your Melee Range, stands up bonus to its Check equal to the MP it spent on its Spell.
from Prone, picks up an item off the ground, or takes the • Success: The target creature’s Spell fails and has no effect.
Object Action. • Failure: The target creature’s Spell succeeds and takes effect.
Reaction: You can spend 1 AP to make an Attack Check with • Tie: The target creature’s Spell fails, has no effect, and you
an Unarmed Strike or a Melee Weapon that you’re wielding each roll on the Wild Magic Surge Table.The effect from
against the provoking creature. You can spend additional AP the table lasts until the end of your next turn.
to gain ADV or to perform Maneuvers with the Attack. Whatever the result, each creature still spends all AP, MP, or
other resources they spent to cast their Spell.
Spell Duel Spell Duel Walkthrough Example: An Enemy says they’re
Prerequisite: any Spellcasting Class Feature casting Scorching Ray at one of your allies. You shout out
Trigger: When another creature that you can see casts a Spell. “Spell Duel!” You choose your Cone of Cold Spell and are in
range of an area between the enemy and your ally. You describe
Reaction: You declare a Spell Duel and spend 2 AP and 1 or ice blasting out of your hands to try and intercept the fiery
more MP to challenge the creature with a Spell of your own. projectiles. You then spend 2 AP and choose to spend 3 MP
You can declare a Spell Duel after the creature makes its Spell for the Spell Duel. The enemy caster Makes their Spell Check
Check but before you know the result of its Check. in the same way that they would if you had done nothing. You
DC Tip: Once a Spell Duel is declared, the opponent
also make your Spell Check and then both you and the enemy
can’t change their declared Spell or modify their Spell caster get a bonus to your roll equal to the MP spent. You
Check in any way. compare your results together and see what happens as both
of your magics collide mid air.
Multiple Participants: Additional creatures can choose to
participate in helping the Spell take effect or participate in DC Tip: Get creative with your Spells and think of cool
stopping the Spell from taking effect. If multiple creatures descriptions. See the examples below for increasingly
creative ways to use your Spells… BUT it’s always at the GM’s
choose to participate in the Spell Duel, the participants are
discretion. Some of these examples might not be allowed by
sorted into Initiators (those trying to help the Spell take
your GM. The underlined sections below show that the “range
effect) and Challengers (those trying to prevent the Spell requirement” is met, but as long as you are in range of either
from taking effect). During the Contest (see further below) the caster, their targets, or a space between the two.
every participant makes their Spell Check, and the highest

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Creative Example 1: Enemy casts a Lightning Bolt at an ally.
You choose your Wall of Earth Spell and are in range of an
Wild Magic Table
area between the enemy and your ally. You describe rocks
forming a wall between them and your ally attempting to d20 Result
block the lightning. You explode with an arcane blast wave. You take 5 Force
1 damage and all creatures within 5 Spaces of you must
Creative Example 2: Enemy casts Poison Cloud at an area. succeed a Physical Save or take the same damage.
You choose your Gust Spell and are in range of at least one 2 You are Stunned.
ally inside of the affected area. You describe a rush of wind You are Polymorphed into a Sheep (HP 2, PD 5, Attack +2,
shooting out from you to blow away the noxious cloud. 3
Damage 1).
4 All living creatures become Invisible to you.
Creative Example 3: Enemy casts Disintegrate at an ally. You
5 You are Blinded and Deafened.
choose your Dissonant Whispers Spell and are in range of the
enemy caster. You describe entering their mind to attempt to 6 You become affected by the Bane Spell.
give them a hallucination that they already cast the spell. The light is consumed around you. Magical Darkness fills the
7 area within 5 Spaces around you. All creatures within the
area are Blinded.
Creative Example 4: Enemy casts Fireball at an area. You
choose your Calm Emotions Spell and are in range of the Forceful winds shoot out from you in all directions. All
enemy caster. You describe attempting to change their 8 creatures within 5 Spaces (except you) must make a Might
emotions to be chill and relaxed so they won’t want to hurt Save or be pushed 4 Spaces away from you.
anyone anymore. Your GM says, “That makes no sense,” and You drain the life force out of the nearest creature to you
you now have to pick some other Spell or the enemy’s Spell 9 within 10 Spaces. It makes a Physical Save. Save Failure: 4
goes off as intended. Unholy damage and you regain 2 HP.
You grow by 1 size, become 2 times heavier, and your Speed
10
is reduced by 2.
You shrink by 1 size, are half as heavy, and your Speed
11
increases by 2.
12 You shift into the Ethereal Plane.
The creature nearest to you within 10 Spaces gains an arcane
13 barrier around them that grants 4 Temp HP. If no other
creature is within range, you gain this benefit instead.
A blinding flash of light erupts from you. Each creature within
14 5 Spaces that can see you must succeed a Physical Save or be
Blinded.
15 You become affected by the Bless Spell.
16 You gain Truesight.
17 You become Invisible.
You Polymorph into a Young Purple Dragon (HP 30, PD 16,
18 Attack +10, Damage 5, Fly Speed 5), but without a Breath
Weapon.
A holy aura swells around you causing you and all creatures
19 within 5 Spaces to regain 5 HP, except Undead who instead
take 5 Holy damage.
You gain a surge of power, granting you +5 to all Spell Checks
20
you make.

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Maneuvers
Maneuvers are Martial abilities to perform feats of strength
Attack Maneuvers
The following Attack Maneuvers can be used as part of any
Attack Check. Once you select a target and before you make an
and agility on the battlefield. You gain access to these through
Attack Check you can spend additional 1 AP (per Maneuver)
gaining a Martial Mastery Feature from being a Martial Class
to empower your Attack Check, add a Physical Save for an
or certain Subclasses. Additionally if a Spellcaster Class spends
effect, or both.
a Talent to get a Martial Class Feature they also gain access
to Maneuvers through the Multiclass Martial Feature (see Attack Enhancements: Choosing these modify your Attack
“Multiclassing” on page 74). Check with additional damage, range, or targets.
You can spend AP to perform one or multiple Maneuvers, Save Enhancements: Choosing these forces the target to make
which allow PCs with Martial Mastery to enhance their a Physical Save against the chosen effect. If you spend AP on
offensive and defensive abilities in combat. You can use the multiple effects, the enemy creature will only make 1 Save
same Maneuver multiple times, unless it’s stated otherwise. against all effects.
There are several types of Maneuvers: Attack, Grapple,
Example: You spend 4 AP on an Attack Check against an
Defense, and Weapon.
enemy creature. 1 AP to take the Attack Action (make 1
Attack: Attack Maneuvers focus on enhancing the damage of Attack Check), 1 AP to use Power Attack for +1 damage, 1 AP
an Attack Check, making an Attack Check more accurate, or to use Trip (target Saves against the Prone Condition), and 1
enabling an Attack Check to impose debilitating Conditions AP to grant yourself ADV on the Attack Check.
on its target.
DC Tip: Don’t forget anyone can spend an additional 1 AP to
Grapple: Grapple Maneuvers allow PCs to perform special gain ADV on their Attack Check.
slams, throws, pins, and more when they have another
creature Grappled.
Defense: Defense Maneuvers enable PCs to avoid or mitigate
Attack Check
taking damage by using their Armor, their Shield, or
through evasion. Extend Attack
Weapon: Weapon Maneuvers allow PCs to perform unique Maneuver: (1 AP) Your Melee Attack Range is increased by 1
maneuvers that can only be taken when wielding certain Space (or your Ranged Attack Range is increased by 5 Spaces)
styles of Weapons. for the Attack Check. You can only use this Maneuver once
per Attack Check.

Maneuver Damage
If a Maneuver deals any damage, it deals the same type of Power Attack
damage as your Unarmed Strike, or your Weapon if you’re Maneuver: (1 AP) You deal +1 damage with the Attack.
attacking with one.
Sweep Attack
Save Effects Maneuver: (1 AP) Choose 1 additional target within 1 Space
Some Maneuvers force the target to make a Save against of the original target that’s within your Attack Range. Make
your Save DC or suffer a chosen effect. If you force a creature 1 Attack Check against all targets. Attack Hit: The original
to Save against the effects of multiple Maneuvers that are a target takes your Weapon (or Unarmed Strike) damage, and
part of the same Attack Check, the target only makes 1 Save each additional target Hit takes 1 damage of the same type.
against all effects. • Extra Damage: Any additional features that allow you to add
extra damage only affects one target of your choice (not all
of them).
Contest Effects
Some Maneuvers force a Contest between you and the target
creature. If you initiate a Contest with a creature against the
effects of multiple Maneuvers, you and the target participate
in 1 Contest for all effects.

Spending Stamina
You can spend SP in place of Action Points when performing
a Martial Maneuver.

Example: If you wanted to add +1 damage to an Attack Check


(a Power Attack Maneuver), instead of spending 1 AP, you can
instead spend 1 SP. You can do this for any Martial Maneuvers.

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Physical Save DC Tip: Restrained make the target Exposed (ADV on Attack
Checks against them), and Hindered (Target has DisADV on
their Attack Checks).
Expose
Maneuver: (1 AP) The target becomes Exposed (Attack Slam
Checks against it have ADV) against the next Attack Check Maneuver: (1 AP) The target takes 2 Bludgeoning damage.
made against it before the end of your next turn.
Takedown
Hamstring Maneuver: (1 AP) The target falls Prone.
Maneuver: (1 AP) The target is Slowed (every 1 Space you
move costs an extra 1 Space of movement) until the end of
your next turn.
Throw
Requires: The Grappled creature is your size or smaller.
Maneuver: (1 AP) The target is thrown up to a number of
Hinder Spaces equal to 1/2 of your Might (ending the Grappled
Maneuver: (1 AP) The target becomes Hindered (it has
Condition) + up to 1 additional Space for every 5 they fail the
DisADV on Attack Checks) on the next Attack Check it
Contest by (see “Throwing Creatures” on page 56 for more
makes before the end of your next turn.
information).

Shove
Maneuver: (1 AP) The target is pushed 1 Space away + 1 Defense Maneuvers
additional Space for every 5 it fails its Save by. The Defense Maneuvers are taken to protect your allies
or in Reaction to a trigger (an Attack Check, Spell Check,
or Contest).
Trip
Maneuver: (1 AP) The target falls Prone.
Reaction Maneuvers
Some Maneuvers allow you to use a Reaction when a creature
Vicious is targeted by an Attack Check or Spell Check, such as Parry,
Maneuver: (1 AP) If you use any of the Physical Save Raise Shield, and Side Step. You can wait until after the Check
Maneuvers, you can give the target DisADV on that Save as is made, but you must decide to use the Maneuver before the
part of the same Attack Check. GM says the result of the Check.

Grapple Maneuvers Parry


Trigger: When a creature you can see within 1 Space
While you have a creature Grappled, you can spend
(including yourself) is targeted by an Attack Check or Spell
additional AP to perform Grapple Maneuvers on the creature.
Check that targets its PD.
When you perform a Grapple Maneuver, you make an
Athletics Check Contested by the target’s Martial Check. A Reaction (Maneuver): (1 AP) You grant the target a +5 bonus
willing creature can choose to fail the Contest, taking a result to PD against this Attack or Spell Check.
of 0 instead. Contest Success: The target is subjected to the
Maneuver’s damage or effect. Contest Failure: The target Protection
suffers no additional effects but remains Grappled by you. Trigger: A creature you can see within 1 Space is Hit by an
Attack Check or Spell Check that targets its PD.
Body Block Reaction (Maneuver): (1 AP) The target takes half of the
Trigger: You’re targeted by an Attack Check or Spell Check damage and you take the other half. The damage you take
that targets PD. bypasses any Damage Reduction.
Reaction (Maneuver): (2 AP) You reposition a creature
Grappled by you to shield yourself from damage. You and the Raise Shield
Grappled creature take half the damage dealt by the attack and Requires: You’re wielding a Shield.
you can move the Grappled creature to any space adjacent to
your own immediately afterwards. Trigger: When a creature you can see within 1 Space
(including yourself) is targeted by an Attack Check or Spell
Check that targets its PD.
Restrain
Maneuver: (2 AP) The target is Restrained until the Grapple Reaction (Maneuver): (1 AP) You reduce the damage against
ends. On its turn, it can spend 1 AP to break being Restrained, the target by an amount equal to your Shield’s PD bonus.
but remains Grappled until the Condition ends.

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Side Step Chained
Trigger: You’re targeted by an Attack Check or Spell Check Requires: Attack Check
that targets your PD. Maneuver: (1 AP) You deal +1 damage, and the target makes
Reaction (Maneuver): (1 AP) You move 1 Space to a Space a Physical Save to prevent dropping an object it is holding or
that’s still within the Attack’s range. When you do, the wielding (such as a Weapon, Shield, or other item). The target
Attack or Spell Check has DisADV against you. If you move has ADV if they are holding the object with 2 hands or they
behind Cover, you don’t gain the benefit of that Cover are larger than you. You cannot Disarm a creature that is 2
against the Attack. Sizes larger than you. If the target fails, the object falls into a
Space of your choice within 1 Spaces of the target.
Swap Style Passive: Your Attack Checks ignore Shields and
Maneuver: (1 AP) You switch Spaces with a willing creature 1/2 Cover, and you deal +1 damage against targets that are
within 1 Space. If this movement would provoke an wielding a Shield or behind 1/2 Cover.
Opportunity Attack against you or the target creature, any
Opportunity Attacks are made against you. Crossbow
Requires: Attack Check
Taunt Maneuver: (1 AP) As part of an Attack Check, you can move
Maneuver: (1 AP) Choose an enemy creature that can see or up to 2 Spaces towards your target without provoking
hear you within 5 Spaces. Make an Attack Check contested Opportunity Attacks.
by the target’s Mental Save. Contest Success: The target
is Taunted (DisADV on Attack and Spell Checks against Style Passive: Your Attack Checks score a Critical Hit on a
creatures other than you) by you on their next Attack or d20 roll of 19 or 20 against targets that are within 5 Spaces.
Spell Check. Additionally, you don’t have DisADV on Attack Checks made
using a Crossbow Weapon as a result of being underwater.
Full Taunt: You can spend an additional 1 AP to have the
Taunted Condition last until the end of your next turn.
Fist
Requires: Attack Check
Weapon Maneuvers Maneuver: (1 AP) You deal +1 damage, and the target makes a
These Maneuvers are centered around Weapons Styles. You Physical Save against being Grappled (target Speed is 0) by you.
can only perform a Weapon Maneuver while you’re wielding Style Passive: You deal +1 damage against creatures that are
a Weapon of that Weapon Style. Grappled by you. Additionally, your hand is considered to be
Weapon Style Passives: Each Weapon Style has a unique a free hand while wielding a Fist Weapon.
passive effect. While a PC with Martial Mastery is wielding
a Weapon, they can use that Weapon to benefit from its
Weapon Style’s passive effect.
Hammer
Requires: Attack Check
Maneuver: (1 AP) You deal +1 damage, and the target makes
Axe a Physical Save against being Dazed (DisADV on Mental
Requires: Attack Check Checks) on the next Mental Check it makes before the end of
Maneuver: (1 AP) You deal +1 damage, and the target makes your next turn.
a Physical Save against Bleeding (1 True damage at the start Style Passive: You deal +1 damage against creatures that are
of their turn). Dazed or Petrified.
Style Passive: You deal +1 damage against creatures that are
Bloodied (less than 50% HP) or Bleeding.
Pick
Requires: Attack Check
Bow Maneuver: (1 AP) You deal +1 damage, and the target makes
Requires: Attack Check a Physical Save against being Impaired (DisADV on Physical
Maneuver: (1 AP) As part of an Attack Check, you can move Checks) on the next Physical Check it makes before the end of
up to 2 Spaces away from the target without provoking your next turn.
Opportunity Attacks from it. Style Passive: You deal +1 damage against creatures that
Style Passive: Your Attack Checks score a Critical Hit on are Impaired.
a d20 roll of 19 or 20 against targets that are 10 or more
Spaces away.

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Spear
Requires: Attack Check
Maneuver: (1 AP) You deal +1 damage and the range of your
Attack Check increases by 1 Space. You can only use this
Maneuver once per Attack Check and can’t be used with the
Extend Attack Maneuver.
Style Passive: You deal +1 damage against a creature if it’s
on a Mount or you move 2 Spaces towards it immediately
before making the Attack Check. Additionally, you don’t have
DisADV on Attack Checks made using Spear Weapons as a
result of being underwater.

Staff
Requires: Attack Check
Maneuver: (1 AP) You deal +1 damage, and the target makes
a Physical Save against being Hindered (it has DisADV on
Attack Checks and Spell Attacks) on the next Attack Check or
Spell Attack it makes before the end of your next turn. If the
target is already Hindered then they fall Prone instead.
Style Passive: You deal +1 damage against creatures that
are Hindered.

Sword
Requires: Attack Check
Maneuver: (1 AP) You gain a Help Die on the Attack Check.
Each time you use this Maneuver again before the end of your
turn your Help Die decreases by 1 step, to a minimum of a d4
(d8 → d6 → d4).
Style Passive: You deal +1 damage against creatures that you
have Attacked (or that have Attacked you) since the start of
your last turn.

Whip
Requires: Attack Check
Maneuver: (1 AP) You deal +1 damage, and the target makes a
Physical Save against being tethered by your Whip. You can
release the target at any time.
• Tethered Creatures: While you’re wielding the Whip and
the target is tethered by it, you can’t use the Whip to make
Attack Checks. Additionally, if the target is the same size as
you or smaller it can’t move farther than the Whip’s range
from you.
• Pull Creature: You can spend 1 AP to make a Contested
Athletics Check against the target. Contest Success: The
target is pulled 1 Space in a direction of your choice within
your Whip’s range and falls Prone.
• Escape Tether: The creature can spend 1 AP to make a
Contested Martial Check against you. Success: The target
frees itself from your Whip.
Style Passive: You deal +1 damage against creatures that are
farther than 1 Space from you.

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Techniques Heroic Bash
Using a Melee Weapon or Unarmed Strike you can spend 1
AP and 1 SP to attempt to send an enemy hurling through the
air. Make an Attack Check against the PD of a target within
Learning Techniques 1 Space of you, and it makes a Physical Save. Attack Hit: It
Martial Classes learn new Techniques at certain levels from takes your Weapons damage. Save Failure: It gets knockback
the Techniques Known column in their Class Table. horizontally up to 3 Spaces + 1 additional Space for every 5
they fail the Save by.

Techniques List Airborne: You can choose to knock the enemy vertically into
the air. When you do, they move half the total distance and
ALPHA RULE ONLY: There’s only 1 Technique List (for
may be subjected to fall damage.
now) that ALL Martial and Hybrid Classes have access to.
There’s a potential to change this to be Class specific lists or Knock Prone: After the result, you can choose to reduce the
grouped lists (like how Spell Lists work), or they might just total distance the target is pushed by 1 Space to knock them
stay the same. Prone instead.

Technique Enhancements
Technique Attack Checks Extended Knockback: You can spend 1 SP to increase the
Attack Checks made by Techniques also adhere to the Multiple Knockback distance by 3 Spaces and increase the damage by 1.
Check Penalty. Painful Knockback: You can spend 1 SP to increase the
If a Technique makes an Attack Check against a single target, damage by 2.
you can also spend additional AP to further add additional Bash & Smash: You can spend an additional 1 AP and 1 SP
Martial Attack Maneuvers onto the Technique. to change the target from one creature to every creature
within 1 Space.

Technique Enhancements
You can spend additional AP and SP to add extra properties
Heroic Leap
Using a Melee Weapon or Unarmed Strike, you can spend 1 AP
onto your Technique. You can spend as many AP or SP that
and 1 SP to perform an exceptional leap and assault a creature.
you have available on the Technique. You must declare how
You gain up to your Speed in Spaces and increase your Jump
much you’re spending before you use the Technique (make
Distance by 1 on the next Long or Vertical Jump you make.
the Check, etc.).
You leap into the air and make an Attack Check against the
PD of a target within 1 Space of where you land, and it makes
Techniques a Physical Save. Attack Hit: It takes your Weapon’s damage.
Save Failure: The target falls Prone.

Forbearance Technique Enhancements


When a creature you can see within 1 Space is targeted by Brutal Leap: You can spend 1 SP to transfer all of the Falling
an Attack or Spell Check that targets PD, you can spend 1 AP damage you would usually take into the target instead (see
and 1 SP to become the new target of the Check and choose “Falling Attacks” on page 56 for more).
to switch places with the original target (if it's willing). If the
Check is accompanied by a Save (as with a Dynamic Attack Heroic Slam: You can spend 1 AP and 1 SP to compare your
Save), you make the Save instead of the original target. Attack Check against the PD of all creatures within 1 Space of
you (instead of a single target).
Technique Enhancements
Steadfast Forbearance: If multiple creatures within 1 Space of Heroic Parry
you (after switching places if you choose to do so) are targeted Requires: Melee Weapon
by the same Check, you can attempt to protect them as well.
Trigger: You or a creature you can see within 1 Space are
You can spend 1 SP per additional target to become the new
targeted by an Attack or Spell Check that targets its PD.
target of its Check as well. You take the collective damage of
all protected creatures against the Check. Reaction: You can spend 1 AP and 1 SP to grant the target a +5
bonus to its PD until the start of its next turn.
Immense Defense: You can spend 2 SP to gain Resistance
against all damage taken using this Technique.
Technique Enhancements
Heroic Disengage: You can spend 1 SP to allow the target to
Disengage after the attack and move up to half its Speed.

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Heroic Taunt Volley
You can spend 1 AP and 1 SP to attempt to Taunt all enemies Using a Ranged Weapon, you can spend 2 AP and 1 SP to
within 5 Spaces. Make an Attack Check contested by each launch a volley of projectiles. Choose a point within your
target’s Mental Save. Contest Success: Each creature you Weapon’s range. Make a single Attack Check and compare it
beat is Taunted (DisADV on Attack and Spell Checks against the PD of all creatures of your choice within 1 Space
against creatures other than you) by you until the end of of the chosen point. Attack Hit: You deal 2 Piercing damage
your next turn. to each creature.
Extra Damage & Effects: If you attempt to add additional
Technique Enhancements damage or effects to your Attack Check (such as Class Features
Legendary Taunt: You can spend 2 SP to have any damage or Attack Maneuvers) you must select one target of your
dealt by Taunted enemies to be halved against any creatures choice. The additional damage and effects only apply to them.
other than you. The Attack Check still benefits from Heavy Hits and beyond
against each individual target.
Slip Away
You can spend 1 AP and 1 SP as a Reaction. Technique Enhancements
Impairing Volley: You can spend 1 SP to cause You can spend
Trigger: A Creature misses you with an Attack Check
1 SP to force each creature within the area to make a Physical
Reaction: You take the Empowered Dodge Action and can Save. Failure: They’re Impaired (DisADV on Physical
move up to your Speed. Checks) until the end of your next turn.
Blanket of Arrows: You can spend 1 SP to increase the area to 3
Technique Enhancements Spaces from the chosen point.
Diving Attack: You can spend 1 SP to make an Attack Check
against a creature within 1 Space of you as part of Evasive Line of Arrows: You can spend 1 SP to target any creature
Dodge (you make this attack before the creature makes theirs). occupying a space in a line from you to the chosen point,
within your weapon’s range.
Sunder Armor
You can spend 1 AP and 1 SP to make an Attack Check against Whirlwind
a creature with Damage Reduction (DR). You deal additional Using a Melee Weapon or Unarmed Strike, you can spend 2
damage equal to the target’s PDR value. This damage ignores AP and 1 SP to make a single Attack Check against the PD of
the target’s PDR. all creatures of your choice within 1 Space of you. Attack Hit:
You deal your weapon damage to each creature.
Technique Enhancements Extra Damage & Effects: If you attempt to add additional
Armor Shred: You can spend 1 SP to further increase the damage or effects to your Attack Check (such as Class Features
damage done by an amount equal to the target's PDR. or Attack Maneuvers) you must select one target of your
Broken Armor: You can spend 1 SP to reduce the PD of the choice. The additional damage and effects only apply to them.
target by 2 for the rest of the Combat. This effect can only be The Attack Check still benefits from Heavy Hits and beyond
done once to each creature. against each individual target.

Technique Enhancements
Tumble and Dive Blood Whirl: You can spend 1 SP to cause each creature
You can spend 2 AP and 1 SP as a Reaction
in Range to make a Physical Save. Failure: They begin
Trigger: You’re the target of an Attack Check or Spell Check Bleeding (1 True damage at the start of their turn until DC
that targets PD. 10 Medicine Check).
Reaction: You can move up to your Speed and avoid the attack Wide Swing: You can spend 1 SP to increase the Range of
entirely as long as you end your movement outside the range Whirlwind by 1 Space.
or behind Full Cover of the Attack Check or Spell Check.
Throwing Finisher: If you are wielding a Melee Weapon, you
Additional Opportunity Attacks are still able to be made can choose to spend an extra 1 SP at the end of the Whirlwind
against you when you Tumble and Dive. to throw the Weapon at a target within 5 Spaces. Use the same
single Attack Check against this target as well. The weapon
Technique Enhancements lands within 1 Space of the target (GM Discretion).
Heroic Dive: You can spend 2 SP to bring 1 additional willing
creature along with you as part of Tumble and Dive. They
move the same amount of Spaces as you and must also end
their movement within 1 Space of you.

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Spellcasting Arcane
Arcane magic draws power from unrefined, raw, chaotic
magical sources. This type of magic is used by mortal beings,
covers a wide variety of unique Spells, and can be cast using
Spellcasting Requirements incantations, rituals, runes, and other forms of organization
In order to cast a Spell, you must Know the Spell, and spend that transforms raw magic into structured forms. Wizards,
the required amount of Resources (Action Points and Mana Warlocks, and Bards are the primary practitioners of this
Points). The maximum number of Mana Points you can type of magic.
spend on a single Spell must be equal to or lower than your
Mana Spend Limit (see below). Divine
Divine magic draws power from divine beings, such as deities
(greater and lesser gods), their followers (angels, archons,
Spells Known etc.), or the manifestations of abstract universal concepts
Spellcaster Classes know a number of Spells as shown in the (order, love, peace, war, etc.). Clerics use the Divine magic
Spells Known column of their Class Tables. The number of granted by their God, whereas Paladins do so through the
Spells they know increases with level to reflect their growing resolution of their sacred oaths.
knowledge of magic as they gain experience. When a PC
learns a new Spell, the Spell must be included in their Spell Primal
List and possess any required Spell Tags. If a PC has access to Primal magic draws power from the physical embodiment of
multiple Spellcasting Features, they can learn new Spells by the universe (the land, air, rivers, and fires) and the natural
following the rules of either Feature. creatures that abide within it (plants, animals, and nature
spirits). Druids use Primal magic through their supernatural
Example: A Wizard can learn any Spell from the Arcane Spell relationship with nature itself, while Shamans use powerful
List, however Sorcerers get to choose 1 of the 3 Spell Lists
totems of nature to manifest aspects of its power (bear
to learn their Spells from. Alternatively, Psions can learn any
Spell from any Spell List, but are restricted by Schools of fortitude, bull strength, wolf smell, eagle sight, etc.).
Magic or Spell Tags (see below).

Spellcasters increase their Spells Known as they gain levels or


Gaining a Spell List
You can gain access to a Spell List through your Class's
through certain Class Features, Subclass Features, Talents, or
Spellcasting Feature (if it has one) or by selecting one from
Ancestry Traits.
another Class using a Multiclassing Talent. When you learn
a new Spell, you can select that Spell from any Spell List to
Wizard Spellbooks
which you currently have access.
Wizards can learn additional Spells beyond their Spells
Known limit by using their Spellbook Feature. Spells they Example: If a Spellcasting Feature grants you access to the
learn using their Spellbook feature do not count against the Arcane Spell List but only to Spells within the Necromancy
number of Spells Known. Spell School, then you can only learn a Necromancy Spell
from the Arcane Spell List, unless another Feature grants
DC Tip: PCs can Roleplay that they teach each other Spells you access to the Arcane Spell list without that restriction on
that they know, but in order for a Spellcaster to actually learn Spell choice.
that Spell, they would need to increase their Spells Known
and spend it on learning that new Spell. Wizards can inscribe
Spells that they know onto a Spell Scroll and another Wizard
could then inscribe that Spell into their own Spellbook.
Spell Resources
Each Spell has a minimum number of Action Points (AP) that
Spell Lists must be spent to cast the Spell. Moreover, many Spells also
There are 3 Spell Lists: Arcane, Divine, and Primal. A Spell include a minimum number of Mana Points (MP) that must
List represents the domains of magic accessible to a Spellcaster also be spent to cast the Spell. This is known as the Base Mana
using a certain source of magic. The Arcane Spell List includes Cost of a Spell.
all manner of Spells that can be cast using Arcane magic. The
same is true of other Spell Lists; the Divine Spell list includes Action Points
Spells that can be cast using Divine Magic, and the Primal All Spells require you to spend AP to cast them, with 2 AP
Spell list includes Spells that can be cast using Primal Magic. as the standard cost for most Spells. Some Spells cost 1 AP,
(such as Cantrips) and usually have a lower base damage with
modest effects. Moreover, more powerful Spells have a higher
AP cost (3 AP or higher) and deal greater damage or produce
greater effects. These Spells may require a single Spellcaster to
spend multiple turns to cast, or multiple Spellcasters working
together (see “Combo Spellcasting” on page 49 ).

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Mana Points Mana Spend Limit
Each Spell has an MP cost that you must spend to cast it. There
You can spend a maximum number of Mana Points to cast a
are different ways to spend additional MP on Spells, and the
Spell equal to your Combat Mastery. This limitation includes
MP is spent when the Spell goes off successfully. You do not
MP spent on Spell Enhancements and other Features that
spend MP on Spells that you don’t successfully cast (Critical
require MP. This is called your Mana Spend Limit.
Failure on a Spell Check).
Your PC starts off by having 0 MP, but can gain MP Example: A level 6 Sorcerer (Combat Mastery of 3) can
in a few ways: spend up to 3 MP on any Spell they cast. They could cast a
Spell with a base cost of , or they could cast a Spell with a
• Spellcaster Class Feature Bonus Mana: If you choose a base cost of 2 MP and spend 1 MP on Spell Enhancements.
Spellcaster Class, you have a maximum number of Mana Alternatively, they could cast a Spell without an MP cost, such
Points equal to your Charisma or Intelligence, whichever as a Cantrip, and spend on Spell Enhancements.
is higher. This can increase over time as you increase those
Attributes. You also increase your maximum number of MP
as shown in the “Mana Points” column of your Spellcaster MP Effects
Class Table. You gain MP from this table from levels 1-10
and then you gain MP from your “Prestige Path” from levels These are abilities and effects (usually coming from Class
11-20. Features) that cost MP and are very similar to what types of
• Multi-Class Talent Bonus Mana: If you’re a Martial Class and effects a Spell could cause. You can use an MP Effect (such as
spend a Multi-Class Talent on a Spellcasting Class Feature, Psion’s Mind Blast Feature) in place of a Spell for the purposes
you gain bonus MP from the Spellcaster Multi-Class Table. of a Spell Duel and Combo Spellcasting.

You Regain all of your Mana Points when you


complete a Long Rest Casting a Spell
Missing with Mana: When you spend MP to cast a Spell that When you cast a Spell, you must make a Spell Check to
deals damage, the target takes half damage on a Miss. determine the Spell’s degree of success or failure. Your Spell
Check is compared against the target’s Defense, the Spell’s
DC Tip: See Combat Resources for more information on DC, or the target’s Contested Check.
Action Points and Mana Points.

Spellcasting without Mana Points Spell Check vs Defense


Certain Spells can be cast without spending MP. These These Spell Checks are compared against the target’s Defense
Spells include special Spell Tags, such as the Cantrip and to determine whether or not the attack hits the target. This
Ritual Spell Tags. type of Spell Check is called a Spell Attack. The type of
damage dealt determines whether the Spell Check is made
Cantrips against the target’s Physical Defense or Mental Defense (see
Spells with the Cantrip Spell Tag do not have an MP cost, “Defense” on page 22). If the result of the Spell Check is equal
however they can be empowered with MP to enhance their to or greater than the target’s Defense, then the attack hits.
damage or effects. Depending on the Spell’s Hit Success statements, exceeding
the target’s Defense by 5 or more can yield additional damage
(see “Degrees of Damage” on page 25).
Rituals
By performing a 10 minute ritual immediately before casting
a Spell with the Ritual Spell Tag, the Spell can be cast without Spell Check vs Spell DC
spending MP even if it normally has an MP cost. These Spell Checks are compared against the Spell’s own DC.
Some Spells have a Spell DC in order to fully cast the Spell
as intended. The Spell is still cast on a failure (except for a
Spell Enhancements Critical Failure) but at a reduced effect. Depending on the
When you cast a Spell, you can spend additional MP on Spell Spell’s DC Success statements, exceeding the Spell DC by 5 or
Enhancements to increase its potency. Once you select a target more may yield additional benefits.
(or area) and before you make a Spell Check, you can spend
additional MP to empower your Spell in a variety of ways. Spell Check vs Save
Spell Enhancements are specific to each Spell and are included These Spells impose an effect on its target (such as a Condition).
in a Spell’s description. Common Spell Enhancements The Spell Check is Contested against the target’s Save. If the
increase a Spell’s damage (if applicable), its duration, its range, result of the Spell Check is greater than the target’s Save, the
its number of targets, or the area it affects (if applicable). target becomes subjected to the Spell’s effect. Depending on
Repeated Spell Enhancements: You can use the same Spell the Spell’s Save Failure statements, failing the Save by 5 or
Enhancement multiple times, unless it’s stated otherwise. more may impose additional penalties on the target.

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Dynamic Attack Save Spell Characteristics
When a Spell you cast initiates a Dynamic Attack Save against
the target, you make a Spell Check against the target’s Defense
(as shown above) and the target makes a Save against your Components
Save DC. Your Spell Check determines if the Spell deals There are 3 types of Components that a Spell could have. Some
damage to the target. The target’s Save determines if they’re Spells require all 3 while some only require 1. In order to cast
subjected to the effects of the Spell. any Spell you must satisfy its Components outlined below.

Natural 1’s Verbal


These are the magical words and incantations needed to
When you make a Spell Check and get a Natural 1 on the
manifest the magical effects of a spell. This represents the PC
d20 the Spell does not go off and it fizzles. You still spend
uttering a few words to cast the Spell.
the AP for the attempt, but you don’t spend any MP. This
Spell Check still counts as a Spell Check towards the Multiple
Check Penalty. Downsides
• Nearby creatures may hear you cast the Spell.
• If you are silenced by either magical or mundane means
Targeting Multiple Creatures (Silence Spell or your mouth is gagged) you can’t cast Spells
with a Verbal Component.
If a Spell you cast targets more than 1 creature, or includes
• You can still speak underwater to cast a Spell, but you lose
more than 1 in an Area of Effect (such as an Arc, Cone,
your Breath (see Breath)
Cylinder, Line, or Sphere), then you make 1 Spell Check
against all creatures. Any Features you use to add extra damage DC Tip: From a roleplay perspective, the PC could say a
only affects 1 target of your choice (not all of them). specific word, a phrase, a strange sound, or ignore this
completely. It’s just important for both GM and Player to
Example: If a Wizard casts Fireball that covers an area that understand that the PC is making a sound of some kind when
includes 4 creatures, the Wizard would make 1 Spell Check casting a Spell.
and compare it to the Physical Defense (PD) of each creature.
If it’s Spell Check is equal to or higher than a target’s PD, it
deals full damage against that target. If the Spell Check is
Somatic
lower than a target’s PD, it deals half damage instead. These are the gestures, movements, and physical actions
needed to control the magical energies within a Spell.

Structure of Spellcasting Downsides


• Creatures that can see you may notice that you’re casting a
Mechanics (Sidebar) Spell.
When you cast a spell, you'll always make a Spell Check. Your • If your hands are bound or restrained from movement in
result will be contested by one of 3 values depending on what any way, you can’t cast Spells with Somatic Components.
the Spell does, and may also force the target to make a Save. • You need at least one free hand that’s not holding anything
to satisfy the Somatic Component. Having a Shield strapped
Only Damage: Your Spell Check is contested by a to one hand doesn’t count as a “free hand”.
target's PD or MD.
Only Effect: Your Spell Check is contested by a target's DC Tip: From a roleplay perspective, the PC could move their
arms around in a grand display, use simple hand gestures, or
Check or Save.
ignore this completely. It’s just important for both GM and
Damage & Effect: Your Spell Check is contested by a target's Player to understand that the PC is visibly moving their hand
PD or MD, and the target makes a Check or Save against around when casting a Spell.
your Save DC.
Material
These are objects, items, ingredients, and other physical items
needed to cast the Spell. Most Spells don’t have Material
Components required to cast them, but those that do usually
either have a high gold cost or use an item that the GM can
determine the rarity of.
Persistent Materials: Some materials aren’t consumed when
you cast the spell, and they just require you to have this when
you cast the spell.
Consumed Materials: These materials are “burned up” once
you cast the spell, and they are gone.

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Downsides Targets
• You can’t cast these Spells without having the material
component. Spells will declare a certain number of targets (one or
• If the Spell consumes the Material Component, then you multiple). The targets might have to be inside of the Spell’s
must replace it before you can cast it again. Range or Area of Effect to be chosen as targets.
• Could have a high gold cost or be rare to obtain this item.

DC Tip: From a roleplay perspective, the PC could weave Range


in the Spell Components into their description of them How far away can a target be for the Spell to still be cast.
casting a Spell. Players that want to add flavor to their
spellcasting can create their own Material Components for
a Spell (like slime from a frog to cast the Grease Spell). But
these “flavor” Components should not be held against them
Area of Effects
by the GM unless the player wants to track how many Spell The amount of area that the Spell takes up. This is represented
Components they have. in a zone of some kind in one of the following patterns below:

Duration Arc
Spells can either be instantaneous or continuous in their An Arc forms half of a sphere. The Arc’s size is expressed as
duration, and some Spells require you to concentrate on them a radius in Spaces that extends in a 180° arc from the point of
in order to keep them going. origin in a direction of your choice. An Arc's point of origin
isn’t included in the Arc's area of effect.

Instantaneous
Instantaneous Spells take effect the moment a spellcaster Aura
finishes casting the Spell. An Aura extends a fixed distance in all directions, but not
through total cover, from an object, creature, or location, and
moves with it. Unless otherwise stated, the object, creature, or
Continuous location is subjected to the Aura’s effect(s).
These Spells last a specific amount of time. They can often end
early when the affected creature succeeds on a following Save
against the effect, the affected creature or another creature Cone
within 1 space performs an Action to end the effect, or some A Cone extends in a direction you choose from its point of
other condition mentioned by the effect such as breaking line origin. A cone's width at a given point along its length is equal
of sight occurs. to that point's distance from the point of origin. A cone's area
of effect specifies its maximum length. A cone's point of origin
Repeated Saves: Some Spell effects have a lingering effect to is not included in the cone's area of effect.
them that allows the target to repeat their Save at the end
of their turn.
Cube
You select a cube's point of origin, which lies anywhere on
Concentration a face of the cubic effect. The cube's size is expressed as the
Some Spells require the caster to maintain Concentration length of each side. A cube's point of origin is not included in
for the effects of that Spell to persist. Things can happen to the cube's area of effect.
you (like taking damage) that cause you to make a Mental
Save to maintain Concentration. You can only maintain
Concentration on 1 effect at a time. If you successfully cast a Cylinder
2nd Spell that requires Concentration, you lose Concentration Circle that also goes up vertically.
on the 1st Spell immediately. A cylinder's point of origin is the center of a circle of a
particular radius, as given in the spell description. The circle
Maintaining Concentration must either be on the ground or at the height of the spell
Whenever you take damage or are put into a distracting or effect. The energy in a cylinder expands in straight lines from
dangerous situation (GM’s discretion) you have to make the point of origin to the perimeter of the circle, forming the
a Mental Save in order to maintain Concentration. The base of the cylinder. The spell's effect then shoots up from the
DC is equal to 10 or double the amount of damage taken base or down from the top, to a distance equal to the height
(whichever is higher). of the cylinder.
Concentration DC Formula = 10 or 2x damage taken A cylinder's point of origin is included in the cylinder's
(whichever is higher) area of effect.

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Line Enchantment
A Line is 1 Space wide and 1 Space tall, unless stated otherwise, Enchantment is the magic of influencing other creatures, such
and extends a fixed distance in one direction from an object, as provoking strong emotions and mental domination. Spells
creature, or location. A line’s point of origin isn’t included in that charm other creatures through fabricated terror, loyalty,
the line's area of effect. or love fall into the School of Enchantment.

Sphere Destruction
Circle Destruction is the magic of battle. Spells that produce effects
You select a sphere's point of origin, and the sphere extends that injure, maim, or kill creatures fall into the School of
outward from that point. The sphere's size is expressed as a Destruction.
radius in feet that extends from the point.
A sphere's point of origin is included in the sphere's Illusion
area of effect. Illusion is the magic of warping the perception of creatures or
transposing a false state of reality in an area. Spells that alter
the senses using hallucinations or artificial images and sounds
Wall fall into the School of Illusion.
A wall is a series of 1 Space squares connected to each other
with at least one face adjacent to the face of another square.
The width and height of a wall is assumed to be 1 Space unless Necromancy
otherwise stated. A length will always be given. Necromancy is the magic of undeath. Spells that reanimate
corpses into Undead creatures fall into the School
of Necromancy.
Categorizing Spells
Restoration
Schools of Magic Restoration is the magic of healing, life, and resurrection.
Spells that mend wounds, cure sicknesses, and bring the dead
back to life fall into the School of Restoration.
Protection
Protection is the magic of defense. Spells that ward against
damage or magical influence fall into the School of Protection. Transmutation
Transmutation is the magic of transforming one thing into
another. Spells that turn creatures into other creatures (or
Astromancy objects into other objects or creatures) fall into the School of
Astromancy is the magic of space and gravity. Spells that alter Transmutation.
gravity (reversing, decreasing, or increasing gravity), create
portals that link two different locations on the same plane of
existence (or between different planes), or teleport creatures Spell Tags
fall into the School of Astromancy. Spell Tags represent a Spell’s various properties. Spells can be
organized into groups using these Spell Tags.
Chronomancy (More to come in Beta)
Chronomancy is the magic of time. Spells the reverse
time, slow time, or speed up time fall into the School of
Chronomancy.

Conjuration
Conjuration is the magic of summoning things from one place
to another or fabricating something from nothing. Spells that
teleport things, summon creatures, or create objects fall into
the School of Conjuration.

Divination
Divination is the magic of revealing what cannot normally be
seen, such as a distant place, another plane of existence, or
even the future. It can also reveal knowledge and truth. Spells
that grant magical sight, give untold knowledge, or discern
the future fall into the School of Divination.

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Advanced Spellcasting
Combo Spellcasting
If you and 1 or more creatures know the same Spell, you can
join your resources together to cast the Spell as a team. This is
called Combo Spellcasting.

Requirements
You must meet the following requirements to participate in a
Combo Spell:
• You know the Spell.
• You have enough AP to cast the Spell.
• You are within 5 Spaces of at least 1 other participant.
• Each participant must share the same position in the
Initiative Order (see “Simultaneous Initiative” on page
52).

DC Tip: You can always delay your turn to act alongside an


ally (see “Delayed Initiative” on page 52).
Primary Caster: Everyone participating in the Combo
Spellcasting must agree on which of them will be the Primary
Caster. They will act as the Spell’s Point of Origin.
Contributing Mana: Each participant can contribute an amount
of MP between 1 and their Mana Spend Limit towards the
casting of the Spell. The total mana spent must be equal to or
higher than the base MP cost of the Spell. The total MP spent
on the Spell has no limit as long as participants do not exceed
their own Mana Spend Limits.

Example: 2 creatures have a Mana Spend Limit of 4 each.


By performing a Combo Spellcasting, they can combine their
MP together, up to 4 MP each for a total of 8 MP spent
to cast a Spell. By working together, they can produce a
much more powerful version of a Spell they could normally
cast individually.

Highest Check & DC: Every participant makes their Spell Check
to cast the Spell. The highest Spell Check and the highest Save
DC among them is used to determine the outcome.

Combining Magical Effects


A target can only be affected by a single magical effect of the
same name (a single creature can only be mind controlled by
1 person). If there’s a magical effect on a creature and you
cast a Spell with the same effect, both casters must perform
a Contested Spell Check to determine which Spell effect
prevails over the target.
The Spellcaster who already has the effect on the creature
does not have to spend any additional MP, they get to add a
bonus to their roll equal to the base MP of the Spell they cast.

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Starting Combat Example: The GM sets the Encounter DC to 15. This means
that when the Barbarian tries to lift the boulder off the
ground, the Ranger tries to remember information about a
monster, or the Rogue tries to climb up some vines the DC is
Combat Encounters 15. Alternatively, if picking a certain lock is the key to beating
the encounter, the GM might decide this is a Hard DC of 20
Combat Encounters are used to slow the passage of time
(or possibly higher).
during chaotic bursts of action within the game. Each round
of combat accounts for 12 seconds of time in which players
DC Tip: Keep in mind, PCs can help each other find things
and the GM take turns spending Action Points as determined
and grant themselves ADV, so it’s possible (through teamwork
by the Initiative Order. and AP spent) to hit DCs that might be more difficult to hit
with a straight d20 roll.
Time in Combat
Everything seems to slow down in the heat of Combat. Initiative
Everything you do is now governed by Action Points and This is a method to determine the order of participants in
an Initiative System. Combat happens in Rounds and once an Encounter.
everyone has taken their turn in a Round, the next Round of Initiative Overview: The PC Team tries to beat the Initiative
Combat happens, until Combat ends. DC to go before the Enemy Team. If the PC team wins, then
1 Round of Combat = 12 seconds the PC with the highest Initiative goes first. If the Enemy
Team wins, they go first, but either way, each team then goes
5 Rounds of Combat = 1 minute
back and forth in the Initiative Order until each creature has
had a turn. Then all participants go in the same order for each
1 Round of Combat Round after that.
This is a span of 12 seconds where each creature in combat
takes 1 turn.
Initiative Terms
DC Tip: Referring to the first round of Combat means the PC Team: This is the group of PCs and allied NPCs.
FIRST 12 seconds, where each creature will have 1 turn. But Enemy Team: This is the group of enemy NPCs.
if a PC uses an ability that lasts for 1 Round… that effect still
lasts 12 seconds (which means each creature will have 1 turn Initiative Check: This is the Check you make to determine
since the use of that ability), and it would last until the start your place in the Initiative Order.
of that creature's next turn. Initiative DC: This DC represents the number that needs to be
met or beaten for the PC Team to go first. The DC is usually 5
Encounter DC higher than the Encounter DC (GM Discretion).
Each Encounter the GM will set a DC to represent the overall Initiative Order: This is the order in which each participant
difficulty of challenges within the Encounter. This serves as goes (after it is established in the first Round).
the default threshold for most Skill Checks during Combat.
Some DC’s might be different than the Encounter DC based
on other game mechanics that already have set formulas (i.e. Rolling for Initiative
Creatures’ Passive Scores and Defense). The moments leading up to Combat greatly affect Initiative.
This window of time establishes the location of each creature,
Example: If a PC is attempting to take the Hide Action, what they’re doing right before Combat, and what moment
they’re trying to beat the Passive Awareness of the enemies.
triggers the start of Combat, causing the GM to say, “Roll for
This Passive Awareness could be equal to the Encounter DC,
or the GM may decide that certain enemies would have a Initiative.”
higher or lower Passive Awareness. This could also be true Rolling for Initiative is when players make Initiative Checks
for picking certain locks or disarming tricky traps. to determine the overall order of the participants in Combat.
The PCs are trying to beat the Initiative DC for the Combat
The GM may determine that some Skill Checks the PCs
so that the PC Team can go first in the Initiative Order. Once
attempt during an Encounter are harder or easier than the
the GM has called for this, Combat has officially started and all
Encounter DC. This is where a simple “by 5’s” method can
creatures gain access to their Action Points and any Combat
quickly shift the difficulty up or down to an Easy or Hard DC.
relevant features. Each PC now has to determine what their
Easy DC = 5 lower than the Encounter DC Initiative Check is (see below) in order to roll for Initiative.
Hard DC = 5 higher than the Encounter DC

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Initiative Checks Initiative Check Sidebar
The Checks used by PCs as their Initiative Check don’t have
The actions taken by each PC right before the start of Combat
any mechanical in-game value and are used solely to determine
will determine what type of Check they make for their
their Initiative Order. A player describing their PC grabbing
Initiative Check. This Check could be an Attack Check, Spell
an enemy to start the fight could use an Athletics Check for
Check, Skill Check, or even a Trade Check.
their Initiative Check, but this roll does not count as a Grapple
Example: One PC is talking to a group of enemy bandits attempt. A player describing their PC as charging up a healing
while another PC is sneaking around behind them. If Combat spell to protect their allies could make a Spell Check for their
were to happen to break out, the Initiative Check for the Initiative Check, but they’ll need to perform another Spell
talking PC would be an Influence Check while the sneaking PC Check on their turn to actually perform the spell.
would make a Stealth Check (see more examples below).
DC Tip: GMs should be open to player creativity and players
The GM will go around to each PC and either approve or assist should try to choose Initiative Checks that truly make sense
them in determining their Initiative Check. Once everyone’s for their PC in that environment and not just which skill is
Initiative Checks have been agreed upon, the group will all their highest.
roll for Initiative together.

DC Tip: This might be very obvious for some PCs or require


some group thinking for others. Let this be a creative and
collaborative effort as a team.

Examples
• The Rogue was caught pickpocketing. Trickery Check
• The Ranger knows the beast you are about to fight very
well. Animal Check
• The Monk is investigating a pile of bones, before a monster
attacks. Investigation Check
• The Fighter sees danger and draws their sword and shield
to step in front of their allies, ready to protect them. Attack
Check
• The Sorcerer describes their magic crackling around them
as they prepare for battle. Intimidation Check or Spell
Check (whichever is higher)
• The Warlock has Mastery in Occultism and you are about
to fight Cultists in the middle of a ritual. Occultism Check
• The Bard is absently plucking their lute, unable to think of
anything else to do. Flat d20 roll.

Initiative Help Action


PCs are able to give the Help Action and grant a Help Die
(1d8) to the Initiative Check of an ally of their choice (GM
discretion). In doing so, the PC describes how it is they are
helping their ally and then makes a flat d20 roll for their
Initiative Check.

Critical Success and Failure Initiative


If a PC’s Initiative Check beats the Initiative DC by 5 or more,
two PCs can go first in the Initiative Order before the first
Enemy Team member.
Critical Success: The PC gains ADV on a single check during
the first round of Combat.
Critical Failure: The PC goes last in the Initiative Order
and is considered Exposed (Attack Checks against them have
ADV) to the first Attack or Spell Check made against them.

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Initiative Order Simultaneous Initiative
If two PCs have the same Initiative Check result, they will
The Initiative Order is the order in which each participant
have a Simultaneous Initiative and both fill the same position
takes their turn in Combat. This is established by taking
in the Initiative order. This also causes the same thing to
the highest Initiative Check from the PCs and comparing it
happen to the next two members of the Enemy Team.
against the Initiative DC. If this PC’s Initiative Check is equal
The next two enemies that the GM chooses now also have
to or higher than the Initiative DC, then the PC Team wins the
Simultaneous Initiative.
Initiative and the PC with the highest Initiative goes first. If
the Initiative Check is lower, then the Enemy Team goes first. Allies with Simultaneous Initiative may choose who
goes first or alternate spending Action Points as desired
Now that the FIRST position is established, the rest of the
during their turn.
positions can be filled. After the first PC goes, one of the
enemies (of the GM’s choice) takes their turn. It alternates this Example: The Barbarian and Fighter are going at the same
way, between PCs and enemies, until each PC and enemy has time. They both spend 1 AP to charge in together. The Fighter
gone once. The positions established during the first round of trips the enemy target Prone, and the Barbarian then gets
Combat becomes the Initiative Order for the remainder of ADV on his Attack against that enemy. They slay the Prone
Combat. The positions of each team work as follows: enemy and charge off again together with their remaining
Action Points. After their turn, the next two enemies go
together in the same way.

Delayed Initiative
At any point during your turn, you can choose to permanently
delay your Initiative. To do so, you can choose a creature that
they can see and go after them in the Initiative Order (enemy
or ally). Additionally if the creature you choose is an ally, you
can instead have the two of you share Simultaneous Initiative.
When you delay your Initiative, your Action Points don’t
reset until the end of your turn in your new position in the
Initiative Order.

Example (Choosing an Ally): The Rogue is first in the


Initiative Order and instead of acting now, they hold their
turn to go at the same time as the Paladin (knowing they will
run into battle together). Once it’s the Paladin’s turn, the
Rogue and Paladin take their turns at the same time.

Example (Choosing an Enemy): The Cleric is high in the


Initiative Order and it’s their turn. The big monster hasn’t
had its turn yet and the Cleric wants to go after it in order to
PC Team Positions: The PCs automatically fill in each of the heal anyone that the monster deals damage to. They choose
to delay their turn, declaring the big monster, and take their
PC Team positions based on how high their Initiative Checks
turn directly after it in Initiative Order.
were. The PC with the highest Initiative Check will go first
followed by the remaining team members in descending order
of their Initiative Check result.
Game Master Initiative Sidebar
Enemy Team Positions: The GM chooses which enemy goes
into each of the Enemy Team positions during the first round Here are some bonus Tips for GMs to handle Initiative in
of combat. The GM doesn’t have to predetermine their some unique situations.
enemies Initiative Order and can fill in the enemy creatures
organically as the round progresses. Choosing Enemy Initiative Order
The GM has a number of options when determining how
DC Tip: Having each side alternate helps give Combat a back
to place enemies within the Initiative order. GMs could
and forth feel while also eliminating those bad situations
where ALL the PCs go together in one clump… either killing choose to place enemies tactically in order to make a Combat
the monsters before they do anything or they go last and get Encounter more difficult, create suspense by placing hidden
destroyed because ALL of the enemies went before them. enemies late in Initiative order, or follow the narrative by
allowing enemies that have been recently interacted with or
targeted by a PC to go directly after them in response.

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Enemy Groupings
The GM may find it simpler to group similar enemies together,
rather than spacing them throughout the Initiative Order.

Example: If there are 4 Goblins with 1 Hobgoblin Boss in a


Combat Encounter with 4 PCs. The GM might want to group
up the 4 Goblins together in Initiative and then have the
Hobgoblin Boss go next. Initiative Order could look like this
(if the Enemy Team won Initiative): 4 Goblins, PC #1, PC #2,
Hobgoblin Boss, PC #3, PC #4.

Unequal Number of Enemies


If there is an unequal number of enemies and PCs, the GM
may choose to space the Teams out evenly rather than
alternating them.

Examples
Evenly Spaced: PC #1, PC #2, Enemy #1, PC #3, PC
#4, Enemy #2
Alternating: PC #1, Enemy #1, PC #2, Enemy #2, PC #3, PC #4

Multiple Teams
If there are two or more Enemy Teams, Initiative order will
alternate giving a combatant from each Enemy Team and the
PC Team a turn. To determine which of the Enemy Teams
goes first, the GM can either use a Fate Check or simply
choose based on strategy or narrative.

Surprise
Combat starts as soon as the GM declares, “Roll for Initiative.”
There are a few things that can happen based on the GM’s
decision of how the Combat started.

Pre-Combat Action
The exact moment a Combat Encounter begins is not always
clear cut. A GM may rule that an action performed by a PC
triggers a Combat Encounter, in which case the PC may be
able to perform that action prior to Initiative. In the case of
an already hostile environment, a GM may rule that a PC
attempting to perform an action is enough to trigger the
Combat Encounter and the action could happen on the PC’s
turn if they still want to at that time.

Ambush
Not all combatants will be aware of the threat of danger and
may find themselves Surprised during the first round of a
Combat Encounter. In order to Ambush a Team you need to
be able to see the other Team without them being able to see
you. If this happens and the GM asks to “Roll for Initiative,''
each creature that was unaware that Combat was starting has
the Surprised Condition for the first Round of Combat.

Surprised Condition
You can’t spend Action Points and are Exposed (Attack
Checks against you have ADV).

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Environment Jump Distance
A creature’s Jump Distance is equal to its Agility
(minimum of 1).

Spaces & Distance Jump Distance = Agility

Distance is measured using Spaces, like the Spaces on a Grid Running Jump: After moving at least 2 Spaces, a creature
Map. A Space can be measured in feet or meters, where 1 can perform a Long Jump (horizontal jump) or a High Jump
Space is equal to 5 feet or 1.5 meters. (vertical jump). If performing a Long Jump, it can jump its
Jump Distance in Spaces. If performing a High Jump, it can
jump its Jump Distance in feet (1ft = 30cm).
DC Tip: 1 Foot is roughly 30 Centimeters, so you can quickly
convert from Feet to Centimeters by multiplying the number Standing Jump: A creature can forgo moving at least 2 Spaces
of Feet by 30. before performing a jump, however its maximum Jump
Distance is halved for the jump.

Grid Map Distance: When moving or measuring distance Long Jump


on a gridded map, moving in any direction counts as 1 Space Long Jump = Jump Distance (in Spaces)
(including moving diagonally). You can alternatively measure
in straight lines between points if you have the measuring Long Jump Example: A creature has a Jump Distance of 3.
tools or templates to do so. If that creature takes the Move Action to gain 4 Spaces of
movement, it can move 2 Spaces before performing a Long
Jump that can cover up to 2 Spaces (Jump Distance). It would
Example: The normal range of a Longbow is 30 Spaces. To need to take the Move Action again (gaining 4 more Spaces
determine its range on a Grid Map just count 30 Spaces in any of movement) to have enough movement to jump the full 3
direction. The Longbow’s range could also be expressed as Spaces possible.
150ft or 45m.
DC Tip: Basically if you had a Jump Distance of 5 that does
When tracking distance across long distances, such as from
NOT mean that when you jump, you automatically can jump 5
one town to another, you might want to measure distance Spaces (that would be broken). Jump Distance is the number
using feet or meters instead. of Spaces you can cover in a single jump. You need to have
enough movement (from taking the Move Action etc) to
DC Tip: Using Spaces to track distance in Combat makes cover that distance.
things easier for determining how far a creature can move or
the range of an effect. If something has a range of 10 Spaces, High Jump
then that’s 10 Spaces on the Grid Map. High Jump = Jump Distance (in Feet)

High Jump Example: A creature has a Jump Distance of 3.


Difficult Terrain If that creature takes the Move Action to gain 4 Spaces of
movement, it can move 2 Spaces to perform a High Jump
that can reach up to 3ft (90cm) above the ground.
Some terrain is more difficult to move through due to
obstacles in the way (such as plants, rocks, fallen debris,
other creatures, etc.). This type of terrain is more difficult to Vertical Reach
traverse than normal.
The maximum height a creature can reach with its arms is
equal to 1.5 times its height. A creature with a height of 6ft
While moving through Difficult Terrain, you are Slowed (1.8m) can reach something 9ft (2.7m) above the ground with
(every 1 Space moved costs 2 Spaces of movement). its arms. A creature’s reach is added to its High Jump when
determining how high it can reach during the jump.

Jumping Falling
Jumping is a form of movement. A creature must have When a creature begins falling, it immediately falls up to 100
means of gaining movement in order to perform a jump. Spaces or until they hit the ground.
If a creature does not have enough movement to jump the
maximum distance possible, its jump distance is shortened to
the maximum movement available. Falling Damage: When you fall from a height more than its
Agility in Spaces (minimum of 1 Space) and collides with
There are two types of jumps: a Long Jump and a High Jump. the ground, an object, or a creature you take True damage
A Long Jump represents the distance a creature can move equal to the number of Spaces you fell (up to a maximum of
while jumping horizontally, and a High jump represents the 100 damage).
distance a creature’s feet can reach above the ground when
jumping vertically.

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Reduced Impact: When you are going to take damage from
Falling, you can make an Acrobatics Check to potentially
Climbing
Creatures that lack a Climb Speed are Slowed while
reduce the falling damage and avoid falling Prone. The DC
climbing. A creature can climb a ladder, a knotted rope, or
equals 10 + 1 per each Space you fall. Success: You reduce
along a pocketed wall without requiring a Climbing Check
the damage you take by an amount equal to your Agility
(Athletics). Climbing a slick rope or wall may require
(minimum of 0). Failure: You fall Prone.
a Climbing Check. Creatures with a Climb Speed have
Advantage on Climbing Checks. The table below provides
Example: If a PC has an Agility of 2 and falls from a height of guidance on setting the DC for challenging climbs. Failure:
2 Spaces, they take no damage. If that same PC falls from a The creature immediately falls.
height of 3 Spaces, they take 3 True damage.
Difficulty DC 10
Soft or Mushy +5
DC Tip: Your Agility represents how well you can move Wet or Icy +5
your body quickly to handle falls and if it is surpassed (you Flat +10
fall from a height higher than your Agility) you take the full
Upside Down +10
damage of the fall.
DC Tip: Climbing great distances can be challenging, so the
GM may ask a PC to make a DC 10 Climbing Check for every
Controlled Falling additional 4 Spaces they climb beyond the first 4 Spaces,
even if the rope or surface is normally easy to climb short
If you are falling intentionally and are in control of your body distances. Creatures with Climbing Speeds wouldn’t need to
and movement, it is considered a Controlled Fall. There are make these Checks.
no additional penalties to falling in this way.

Uncontrolled Falling
If you are thrown off a ledge, knocked back from an explosion,
unable to react, or restrained in some way, it is considered an
Uncontrolled Fall (GM discretion).

Uncontrolled Impact: If you are uncontrollably falling,


the DC of Reduced Impact increases by 5. Additionally, you
take damage when falling from any height (regardless of
your Agility).

Example: If a PC has an Agility of 4 and has a Controlled Fall


from a height of 2 Spaces, they take no damage. If that same
PC is thrown off a ledge from a height of 2 Spaces, they still
would take 2 True damage even though their Agility is higher
than that (due to Uncontrolled Falling).

Continuous Falling
If you are still falling at the end of your turn, you immediately
fall another 100 Spaces.

Falling While Flying


If you are knocked Prone while flying, you immediately fall
up to 100 Spaces unless you are magically held aloft. If you are
still falling at the start of your turn, you can spend 2 Spaces
of movement to end the Prone Condition on yourself (as if
standing up in mid air).

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Swimming No Activity: Lying down, meditating,
or contemplating while idle.
Creatures that lack a Swim Speed are Slowed while
swimming. A creature can swim for 20 Spaces (100ft / Light Activity: Non-strenuous activity that requires little effort,
30m) in still waters without requiring a Swimming Check such as reading, bandaging wounds, and standing watch.
(Athletics). Swimming in a turbulent body of water without
a Swim Speed requires a Swimming Check. The table below Stressed Hold
provides guidance on setting the DC for challenging swims. Stressed Hold = Breath Duration (in Rounds)
Failure: The creature fails to move and sinks 2 Spaces into A creature that is performing Strenuous Activity or
the body of water. Dangerous Activity can hold its breath for a number of
Difficulty DC 10 rounds equal to its Breath Duration.
Choppy +5 Stressed Hold Example: A creature has a Breath Duration
Icy +5 of 3. If that creature decides to hold its breath while fighting
Swampy +5 a sea monster underwater, it can hold its breath for up to 3
rounds or 36 seconds (1 round is 12 seconds).
Stormy +10
Strenuous Activity: Any activity that requires physical
DC Tip: Swimming great distances can be challenging, so the
GM may ask a PC to make a DC 10 Swimming Check for every
exertion, such as traveling, foraging, exercising, training, or
additional 20 Spaces they swim beyond the first 20 Spaces, casting Spells.
even if the water is still. Creatures with Swimming Speeds Dangerous Activity: Any activity that causes extreme injury or
wouldn’t need to make these Checks. stress, such as engaging in combat with a hostile creature.

Holding Your Breath DC Tip: Remember, 1 Round in Combat is 12 seconds… that


means that 1 minute is equal to 5 Rounds of Combat.
Creatures that require air to breathe can hold their breath
to avoid breathing in toxic air, drowning underwater, or
suffocating in an airless vacuum. A creature that can no longer
Losing Your Breath
hold its breath begins Suffocating. The amount of time a Speaking: Creatures that attempt to speak while holding their
creature can hold its breath depends on the type of stress they breath, such as to satisfy the Verbal Component require to
are exposed to and energy they’re exerting. cast a Spell, reduce their Breath Duration by 1.
There are two types of measures to hold your breath: a Calm Knocking the Wind Out: Whenever you take damage, you must
Hold and a Stressed Hold. A Calm Hold represents the make a Might Save. The DC equals 10 or twice the damage
duration a creature can hold its breath while in a low stress taken (whichever is higher). Failure: You lose 1 round of air.
environment while doing little to no activity, and a Stressed
Hold represents the time a creature can hold its breath while DC Tip: Certain effects and abilities can cause a creature to
begin Suffocating immediately, usually by knocking the air out
in a high stress environment while doing lots of activity.
of a creature or by constricting it.

Breath Duration Suffocating


A creature’s Breath Duration is equal to its Might At the start of each of your turns, you suffer the following
(minimum of 1). effects while you are Suffocating:
Breath Duration = Might • Loss of Consciousness: You must make a DC 10 Might Save.
Failure: You fall Unconscious. Success: You remain
Calm Hold conscious, but the DC increases by 5.
Calm Hold = Breath Duration (in Minutes) • HP Reduction: You take an amount of True damage equal to
A creature that is performing No Activity or Light Activity 1/4 your Maximum HP.
in a calm environment can hold its breath for a number of These effects cannot be reversed by any means until you
minutes equal to its Breath Duration. If a creature begins regain the ability to breathe again.
performing any Strenuous Activity or Dangerous Activity,
any remaining minutes of air is converted to an equal
number of rounds.

Calm Hold Example: A creature has a Breath Duration of


3. If that creature decides to hold its breath while standing
still in a calm environment, it can hold its breath for up
to 3 minutes.

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Vision Illumination
The illumination of an area can affect a creature’s ability to
see. There are 3 levels of illumination: Bright Light, Dim
Line of Sight Light, and Darkness. Unless otherwise stated, this book
Line of Sight refers to a creature being able to see something assumes all creatures are in an area of Bright Light.
within their field of view. If a PC watches a creature run Anytime a source of light produces Bright Light with a listed
behind a castle wall, that creature is no longer in the PC’s radius, then that source of light also produces Dim Light
Line of Sight. that extends out an equal distance beyond the Bright Light.
On a grid map, this would mean that you can draw a straight Beyond the radius of Dim Light is only Darkness, unless
line from any one corner of the Space that you are on, to any there is another source of light illuminating the area.
one corner of a Space that the other creature is on. If you can Example: If a campfire produces Bright Light with a 5
see a creature but they are partially behind something (a wall, Space radius, then it also produces Dim Light with a 5 Space
another creature, etc.), then they have Cover (see below). radius. The result is that the campfire produces 5 Spaces of
Bright Light followed by another 5 Spaces of Dim Light in
all directions.
Cover
1/2 Cover: Creatures have a -2 penalty on Attack Checks
and Spell Checks against a target’s PD while the target is Bright Light
behind 1/2 Cover. Bright Light fully illuminates everything within its area,
A creature benefits from 1/2 Cover when it’s hiding behind allowing creatures to see normally. Most sources of mundane
a chair, a small table, or another creature of the same fire produce an area of Bright Light, such as torches, lanterns,
size or larger. or campfires.
3/4 Cover: Creatures have a -5 penalty on Attack Checks Sunlight: Sunlight is a special form of Bright Light that
and Spell Checks against a target’s PD while the target is illuminates the land while the sun is present in the sky. Some
behind 3/4 Cover. creatures, such as Vampires, suffer penalties while in an area
A creature benefits from 3/4 Cover when it’s hiding behind a of Sunlight.
large piece of furniture, a creature 2 sizes or larger, or partially
covered by a wall. Dim Light
Full Cover: Creatures can’t make Attack Checks or Spell Checks
Dim Light only partially illuminates an area, allowing creatures
against a target’s PD while the target is behind Full Cover.
to see with difficulty. Dim Light fills the area between the
A creature benefits from Full Cover when it is completely boundaries of Bright Light and Darkness. The area covered
behind an object that is larger than them. by a shadow, the light of a full moon, and the light produced
by dusk and dawn are all examples of Dim Light.

Concealment Seeing in Dim Light: Unless a creature has Darkvision or


another means to see normally in Dim Light, they perceive
Partially Concealed: A creature is Partially Concealed while things within Dim Light as Partially Concealed (DisADV
within an area of thin fog, moderate foliage, or Dim Light. on Awareness Checks to see them).
Creatures have DisADV on Awareness Checks made to see
things that are Partially Concealed. Example: A creature carries a torch that sheds 3 Spaces of
Bright Light followed by another 3 spaces of Dim Light in all
Fully Concealed: A creature is Fully Concealed while in an directions. The creature can see things within the Bright Light
area that blocks vision entirely, such as Darkness, thick fog, normally, making Awareness Checks as called for by the GM.
or dense foliage. Creatures are considered Blinded for the However, the creature has DisADV on any Awareness Checks
purposes of seeing things that are Fully Concealed. it makes to see things that are within the Dim Light.

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Darkness Blindsight
Darkness is an area that lacks any form of illumination, Creatures with Blindsight have the ability to see things within
making it impossible for creatures to see. Nighttime between a specified range without the use of eyes. Creatures without
dusk and dawn, an unlit room, or an underground tunnel are eyes or that can see using echolocation are able to see things
examples of Darkness. using Blindsight. A creature with Blindsight can see things
Seeing in Darkness: Unless a creature has Darkvision or that are Invisible, is immune to being Blinded, and can see
another means to see partially or normally in Darkness, they unimpeded by Concealment. Blindsight doesn’t grant a
perceive things within Darkness as Fully Concealed (Blinded creature the ability to see behind Cover.
to see them). While in an area of Darkness, a creature can’t see Example: A creature with Blindsight 5 can see up to 5
anything within the area, but it can still see areas of Dim Light Spaces in any direction as if they could see normally, this
or Bright Light that are within its Line of Sight. includes Invisible creatures within range and creatures
that are Partially or Fully Concealed within range that aren’t
Example: A creature is in an area of Darkness that extends in behind Cover.
all directions as far as the horizon, making them unable to see
anything at all, including themselves. However, if a source of
light were produced somewhere within the creature’s Line of
Sight (such as a distant campfire), the creature would remain Truesight
Blinded to all things except that area of illumination (whether Creatures with Truesight have the ability to see things that
Dim Light or Bright Light).
are normally imperceptible out to a specified range. They
can see through normal and Magical Darkness, see into the
Ethereal Plane from the Material Plane (and vice versa), see
Magical Light & Darkness things that are Invisible, automatically see through illusions,
There are also sources of Magical Light and Magical Darkness and can perceive the true form of a Shapechanger or creature
coming out in the Beta. that is transformed by magic.

Example: A creature with Truesight 10 can see up to 10


Vision Spaces in Darkness normally, see creatures within range that
are Invisible or on the Ethereal Plane, and see the true form
of any creature that is shapeshifted.
Darkvision
Creatures with Darkvision have the ability to see in Dim
Light and Darkness out to a specified range. A creature with
Darkvision can see areas of Dim Light within the specified
range as if it were Bright Light, and see areas of Darkness
within the specified range as if it were Dim Light. A creature
can’t discern color using their Darkvision, only shades of gray.

Example: A creature with Darkvision 10 can see up to 10


Spaces in Dim Light as if it were Bright Light, and up to 10
Spaces in Darkness as if it were Dim Light.

Tremorsense
Creatures with Tremorsense can sense vibrations in
the ground within a specified range, allowing them to
automatically pinpoint the location of anything that is in
contact with the same surface, including through Cover and
Concealment.
Creatures with Tremorsense and a Swim Speed can also
pinpoint the location of creatures moving through water
within the specified range.

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Creatures & Moving Through Creatures
While moving in Combat, there will be times when you’ll want

Combat
or need to move through another creature’s Space. Whether
the creature is friendly or hostile to you will determine if you
can freely move through their Space.
Friendly Creatures: You can move through a Space occupied
Creatures by a friendly creature without having to spend any
extra movement.
Creature Sizes Hostile Creatures: You can move through the Space of hostile
creatures that are 2 sizes larger or smaller than you, but you
Creatures come in many different shapes and sizes ranging
are considered to be Slowed while moving through the
from a miniscule bug to a primordial titan and beyond. The
Space they occupy. If the creature is within 1 size of you,
number of Spaces a creature occupies determines its size for
you cannot move through its Space unless you take the Pass
the purposes of rules that govern the interactions between
Through Action.
creatures and their environment. The table below shows
the 9 different creature sizes with examples for each and the Ending Your Movement: You can’t end your turn in a Space
number of Spaces they occupy. that’s occupied by another creature.

Size Examples Spaces


Micro Spider See Micro Creatures below
Collision
Tiny Cat 1/4 Space (4 per Space) When a creature is thrown, or knocked back, and collides
with an immovable object (such as a wall) or another creature,
Small Sheep 1 Space
they take damage upon impact.
Medium Human 1 Space
Large Horse 4 Spaces: (2 x 2) or (4 x 1)
Spaces: A creature stops in the Space that it made contact with
the object or creature.
Huge Elephant 9 Spaces: (3 x 3), (4 x 2), or (9 x 1)
Gargantuan T-Rex 16 Spaces: (4 x 4), (5 x 3), (8 x 2), Damage: A creature takes an amount of Bludgeoning damage
or (16 x 1) equal to the number of Spaces it couldn’t travel due to
Colossal Brontosaurus 25 Spaces: (5 x 5), (6 x 4), (8 x 3), the collision.
(12 x 2), or (25 x 1) Example: A creature is knocked back 5 Spaces and impacts a
Titanic Blue Whale 50 Spaces: (7 x 7), (8 x 6), (10 x wall that’s only 2 Spaces away. The creature would be thrown
5), (12 x 4), (16 x 3), (25 x 2), or 2 Spaces into the wall and then take 3 Bludgeoning damage
(50 x 1) for the 3 Spaces they couldn’t be moved. (5-2 = 3)
Micro Creatures: Exceptionally small creatures, such as Ants, Creature Collision: If a thrown creature or falling creature
can share their Space with other creatures. They can end their collides with another creature, they both share the damage
turn in a Space occupied by other creatures (and vice versa). (each take half). See “Shared Damage” on page 26 for more
information.

Moving & Grappling Creatures DC Tip: In order to hit a target creature with a thrown
creature there is usually an Attack Check, Athletics Check, or
Smaller creatures have difficulty Grappling, pushing, moving, Contest that needs to be made for this to happen. Otherwise
and knocking larger creatures Prone by both mundane and this would just be “automatic” damage to the target creature.
magical means. When a creature attempts to Grapple, push,
move, or knock another creature Prone, the target may have Falling Attacks
bonuses or penalties on Checks or Saves it makes to resist If you want to put more force into an Attack Check, you can
these effects depending on its size. purposefully fall onto a target as part of your Attack Check.
Target Size Roll Modifiers To do this you first need to move into a position to fall onto
1+ Size Smaller Target has DisADV
the target. Using the Creature Collision rules from above,
you would count up the Spaces fallen and this number will
Same Size None
represent the falling damage that will be taken. You can now
1 Size Larger Target has ADV make your Attack Check and resolve the damage based on the
2+ Sizes Larger Target is immune result. Then (regardless of if you hit or miss) you would share
the damage taken from the fall. You would take half of the
DC Tip: If a Medium sized Psion is trying to move a Large
damage and the other half would be added to the damage they
sized creature with their mind, the Large creature would have
ADV on any Saves it makes to resist being moved. take as part of the same Attack Check.

Example: If you jumped from 4 Spaces up, and your Attack


Check deals 3 damage, then the creature would take 5
damage (3 from Attack and 2 from fall) and you would take 2
damage (from the fall).

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Throwing DC Tip: Basically ALL Weapons have a default range of 1/5
(unless otherwise stated). This means within 1 Space you can
make an Attack Check with no penalties and deal full damage
Throwing Creatures with the weapon, but between 2 and 5 Spaces away your
You can spend 2 AP to throw a willing creature that’s the Attack now has DisADV and the total damage that it deals is
cut in half.
same size as you or smaller. Alternatively, you can throw an
unwilling creature that’s Grappled by you using the Throw Improvised Weapons
Maneuver. The target is thrown up to a number of Spaces
equal to 1/2 your Might + up to 1 additional Space for every 5 Unless otherwise stated by the GM, an Improvised Weapons
they fail the Contest by. deals 1 damage of a type determined by the GM. When
making an Attack Check with an Improvised Weapon you
• Smaller Size: If the creature is a size smaller than you, the only add your Prime Modifier to your d20 roll, you don’t add
distance thrown is doubled. your Combat Mastery.
• Vertical Toss: You can choose to throw the creature vertically
into the air. When you do, the distance thrown is halved Weapon Style: Unless otherwise stated by the GM, an
and it’s subjected to damage from Uncontrolled Falling. Improvised Weapon doesn’t benefit from Weapon Style
• Team Throw: If another creature has the same target Passive Properties or Maneuvers. Improvised Weapons
Grappled, that other creature can spend 1 AP as a reaction to can be used to perform Maneuvers that aren’t restricted by
throw the target with you. You and the other creature each Weapon Style.
make an Athletics Check and add your results together to
DC Tip: If an Improvised Weapon is similar enough to an
determine the total number of Spaces the target is thrown. actual weapon, the GM might decide that it could gain the
• Throw at a Target: If you throw a creature at a target, you properties of that weapon type (damage, damage type,
must make an Athletics Check and compare it to the target's passive properties, Maneuvers, etc.).
PD. Hit: The thrown creature and the target share the
Collision damage (each take half). See the Shared Damage Unarmed Strikes
rules on page 26 for more information. Miss: The thrown Unarmed Strikes deal 1 Bludgeoning damage. An Unarmed
creature continues traveling up to the distance thrown or Strike is a Melee Attack made using any part of a creature’s
until it impacts an immovable object (such as wall) and own body, such as a Punch, Elbow, Kick, Knee, or Headbutt.
takes full Collision damage.

DC Tip: Collision damage equals the number of Spaces it Flanking in Combat


couldn’t travel (see “Collision” on page “Collision” on page
59 for more). You gain an additional +2 to your Attack Check if the target is
Flanked. A creature is Flanked when it has 2 or more enemies
Throwing Objects within 1 Space of it that are not adjacent to each other.
You can throw an object a number of Spaces depending on
your Might and the object’s size. For the purposes of throwing
objects, your minimum Might is 1. The table below shows
Unseen Attackers
how far you can throw each size of object: While you are Unseen, you have ADV on Attack Checks
and Spell Checks against a target’s PD. You are Unseen by
Object Size Spaces Thrown a creature while you are imperceivable to its visual senses,
2+ Sizes smaller 5 x Might such as when you’re Fully Concealed, you’re Invisible, or
1 Size smaller Might it’s Blinded.
Same Size 1/2 Might
Larger Impossible
Underwater Combat
While underwater, creatures are subjected to the
Example: A Medium sized creature with a Might of 0 following conditions:
(minimum Might of 1) could throw a Tiny object up to 5
Spaces, a Small object 1 Space, and Medium object 1 Space • Attack Penalties: Attacks Checks are made with DisADV
(rounded up from 0.5). Conversely, if that creature had a using Weapons that aren’t Crossbow or Spears. Creatures
Might of 6, they could throw a Tiny object 30 Spaces, a Small with a Swim Speed ignore this penalty. Additionally,
object 6 Spaces, and a Medium object 3 Spaces. Ranged Attacks automatically miss targets beyond the
Weapon’s normal range.
• Holding Breath: Creatures that attempt to speak while
Throwing Melee Weapons holding their breath underwater, such as to satisfy the
When you throw a Melee Weapon that lacks the Thrown Verbal Component require to cast a Spell, reduce their
property as part of an Attack Check, the Weapon deals 1/2 its Breath Duration by 1 (see Holding Your Breath on page
normal damage. The range of a Melee Weapon that lacks the 56 or more information).
Thrown property is 1/5. See “Equipment” on page 61 for • Fire Resistance: Creatures and objects that are fully immersed
more information on Weapon properties. in water have resistance to fire damage.

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Equipment • Impact: You deal +1 damage when you score a Heavy Hit.
• Reach: This weapon adds 1 Space to your Melee Range
when you Attack with it.
Weapons • Reload X: You can make a number of Ranged Attacks with
All Weapons have a Type, Style, Requirements, Properties, the Weapon equal to its Reload value before reloading the
and are either Magic or Mundane. Weapon to do so again. You must spend 1 AP and have a
free hand to reload the Weapon.
Weapon Types
There are 2 types of Weapons: Light Weapons and DC Tip: If you make a Ranged Attack with the Weapon
Heavy Weapons. using a Reaction, the Weapon must already be loaded to
perform the Attack.
Light Weapons • Thrown: You can throw the weapon to make a Ranged
Light Weapons are simple and easy to wield. Sickles, light Attack.
hammers, clubs, and daggers are types of Light Weapons. All • Two-Handed: This weapon requires 2 hands when you
creatures have Light Weapon Mastery. Attack with it.
• Unwieldy: You have DisADV on Attack Checks against
Dual Wielding: While wielding a Light Weapon in each hand,
targets within 1 Space of you.
you can make an Attack Check twice before the Multiple
• Versatile: This weapon can be wielded with 1 or 2 hands.
Check Penalty is applied.
When you wield the weapon with 2 hands, you deal an
extra 1 damage (shown in parenthesis).
Heavy Weapons
Heavy Weapons are designed for warfare, making them Special Weapons
challenging to wield effectively without training. Greatswords, • Blowgun: When you are Hidden from a creature and make
lances, pikes, and greatbows are types of Heavy Weapons. You an Attack against it using a blowgun, the Attack doesn’t
gain access to Heavy Weapon Mastery through certain Class reveal your position if the Attack misses or scores a Heavy
Features or Talents. Hit. A dose of Poison can cover 10 blowgun needles.
• Bolas: A Large or smaller creature hit by thrown bolas as
Weapon Styles part of a Ranged Attack is Grappled by the weapon until it
is freed. A bola has no effect on creatures that are formless.
Weapons are categorized by Weapon Styles that have unique A creature can use 1 AP to make a DC 10 Might or Agility
properties shared by all Weapons within the same category. Check. Success: It can free itself or another creature within
Each Weapon Style has unique passive effects and Maneuvers its reach. Dealing 1 Slashing damage to the bola (PD 10) ends
(see the Maneuvers (page 34) & Techniques (page 38) the effect and breaks the bola, freeing the creature without
sections). Here’s a list of the Weapon Styles: harming it.
• Axe • Spears • Boomerang: On a miss, a boomerang returns to the thrower's
hand.
• Bows • Staffs • Climbing Pick: You have ADV on Checks made to climb
• Chained • Swords while wielding a climbing pick.
• Hammer • Fist • Dart/Throwing Star: You can draw these weapons as part of
your Attack Check.
• Pick • Whips • Lance: Can be wielded with one hand while you are
mounted.
Attribute Requirements • Light Ballista: This weapon costs 1 AP to deploy and must
If a Weapon has an Attribute requirement (Might, Agility, or be in contact with the ground. Once deployed it cannot
both), then your corresponding Attribute Score must be equal be moved unless you spend 1 AP to pick it back up. While
to or higher than the listed value. If your Attribute is lower deployed, the weapon does not have a Might Requirement.
than the listed value, you have DisADV on all Checks you • Morningstar & Greatstar: This weapon benefits from the
make with that Weapon Hammer Weapon Style and deals Piercing damage.
• Net: When you make an Attack Check with a Net the target
Weapon Properties makes a Contested Physical Save against you. Success: The
target is Restrained until it is freed. A net has no effect
These are listed off in the Weapons Table and give additional on creatures that are formless. A creature can spend 1 AP
properties when using the Weapon in certain ways. to make a DC 10 Might Check. Success: It can free itself
or another creature within its reach. Dealing 1 Slashing
Regular Weapons damage to the net (PD 10) ends the effect and breaks the
• Ammo: You can use this weapon to fire ammunition to
net, freeing the creature without harming it.
make a Ranged Attack.
• Rapier: This weapon benefits from the Sword Weapon
• Concealable: Small and easily hidden, you have ADV on
Style and deals Piercing damage.
Checks made to Hide a Concealable weapon on your
person. When you make an Attack with this weapon while
it is Hidden, you have ADV on the Attack Check.

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Weapons Table
Type Weapons Damage Type Min Req Properties
Melee Weapons
Axes

Light Sickle 1 Slash Thrown (10/20), Concealable

Light Hand Axe 2 Slash Thrown (5/10)

Light Battleaxe / Scythe 2 (3) Slash Versatile

Heavy Halberd 2 Slash 2-Handed, Reach

Heavy Greataxe 3 Slash MIG 2 2-Handed, Impact

Chained

Light Bolas 1 Bludge Thrown (10/20), Concealable

Light Nunchucks 2 Bludge Thrown (5/10)

Light Flail / Meteor Hammer 2 (3) Bludge Versatile

Heavy War Flail 2 Bludge 2-Handed, Reach

Heavy Great Flail 3 Bludge MIG 2 2-Handed, Impact

Hammers

Light Club 1 Bludge Thrown (10/20), Concealable

Light Light Hammer 2 Bludge Thrown (5/10)

Light Warhammer / Mace 2 (3) Bludge Versatile

Heavy Lucerne 2 Bludge 2-Handed, Reach

Heavy Greatmaul 3 Bludge MIG 2 2-Handed, Impact

Picks

Light Climbing Pick 1 Pierce Thrown (10/20), Concealable, Special

Light Mining Pick 2 Pierce Thrown (5/10)

Light Pickaxe 2 (3) Pierce Versatile

Heavy Billhook 2 Pierce 2-Handed, Reach

Heavy Greatpick 3 Pierce MIG 2 2-Handed, Impact

Spears

Light Stake 1 Pierce Thrown (10/20), Concealable

Light Javelin 2 Pierce Thrown (5/10)

Light Spear / Trident 2 (3) Pierce Versatile

Heavy Pike 2 Pierce 2-Handed, Reach

Heavy Lance 3 Pierce MIG 2 2-Handed, Impact, Reach, Unwieldy

Staffs

Light Stick 1 Bludge Thrown (10/20), Concealable

Light Baton 2 Bludge Thrown (5/10)

Light Quarterstaff 2 (3) Bludge Versatile

Heavy Longpole 2 Bludge 2-Handed, Reach

Heavy Greatstaff 3 Bludge MIG 2 2-Handed, Impact

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Swords

Light Dagger 1 Slash Thrown (10/20), Concealable

Light Shortsword 2 Slash Thrown (5/10)

Light Longsword 2 (3) Slash Versatile

Heavy Glaive 2 Slash 2-Handed, Reach

Heavy Greatsword 3 Slash MIG 2 2-Handed, Impact

Fist

Light Knuckles / Gauntlet 2 Bludge

Light Hand Claw 2 Slash

Light Hand Hook 2 Pierce

Heavy Boulder Gauntlet 2 Bludge MIG 2 Impact

Whips

Light Scourge Whip 1 Slash AGI 1 Reach, Concealable

Light Chain Whip 2 Slash AGI 1 Reach

Heavy Bull Whip 2 (3) Slash MIG 2 / AGI 1 Reach, Versatile, Unwieldy

MIG 2 /
Heavy Great Whip 3 Slash Reach, 2-Handed, Impact, Unwieldy
AGI 1

Special

Light Rapier 2 Pierce Special

Light Morningstar 2 (3) Pierce Special, Versatile

Heavy Greatstar 3 Pierce MIG 2 Special, 2-Handed, Impact

Ranged Weapons
Bows

Light Sling 1 Bludge AGI 1 Ammo (10/30)

Light Shortbow 2 Pierce AGI 1 2-Handed, Ammo (20/60)

Heavy Longbow 2 Pierce MIG 1 / AGI 1 2-Handed, Ammo (30/90)

Heavy Greatbow 3 Pierce MIG 2 / AGI 1 2-Handed, Ammo (40/120)

Crossbows

Light Hand Crossbow 2 Pierce AGI 1 Ammo (10/30), Reload (1)

Light Light Crossbow 4 Pierce AGI 1 2-Handed, Ammo (15/45), Reload (1)

Heavy Heavy Crossbow 4 Pierce MIG 1 / AGI 1 2-Handed, Ammo (20/60), Reload (1)

Heavy Light Ballista 6 Pierce MIG 4 / AGI 1 Special, 2-Handed, Ammo (40/120), Reload (1), Unwieldy

Special

Light Boomerang 2 Bludge AGI 1 Special, Thrown (10/20)

Light Dart 1 Pierce AGI 1 Special, Thrown (10/20), Concealable

Light Throwing Star 1 Slash AGI 1 Special, Thrown (10/20), Concealable

Light Blowgun (Needle) 1 Pierce AGI 1 Special, Ammo (10/20)

Light Net --- --- AGI 1 Special, Thrown (2/5)

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Reskinning Weapons and chainmail are types of Light Armor. All PCs have Mastery
With approval from the GM, you can re-flavor weapons to with Light Armor.
look like anything you want. Below are some examples of Light Armor can be described to be made of many things but is
ways you can use the mechanics of one weapon to be used not made of enough metal to be considered “metal armor” for
for a weapon that looks like something else for cosmetic or the purpose of game mechanics (spells, weapon effects, etc).
roleplay purposes.
Light Armor Bonus: While wearing Light Armor (or no Armor
Dagger Example: If you want to play a Rogue that uses at all), you add your Agility Score to your PD.
throwing daggers, but you like the shorter range and higher
damage of a Shortsword, you can talk to your GM and re-
flavor the mechanics of the Shortsword on the Weapons Heavy Armor
Table to be a “dagger” instead. Going the other way, your Heavy Armor are designed with greater attention in protecting
character could carry a big shard of glass, a broken stalactite, the wearer in traditional warfare, requiring extensive combat
or wicked shears that use the same mechanics as a Dagger. training to use most effectively. Breastplates, lamellar, and
plate armor are types of Heavy Armor. You gain access to Heavy
Greatsword Example: If you want to play a Barbarian with Armor Mastery through certain Class Features or Talents.
a huge sword that hacks into enemies, making them bleed All Heavy Armor is considered to be “metal armor” for the
(using the Axe Weapon Style mechanics) then you can reskin
purpose of game mechanics (spells, weapon effects, etc).
the Greataxe to be a Greatsword instead.
Heavy Armor Bonus: While wearing Heavy Armor, you add
Hammer Example: If you want to wield a mace (or giant your Might Score to your PD.
hammer) and you like the mechanics of the Staff Weapon
Style more, then you can just switch the Hammer Weapon Example: Light Armor could be heavily padded Wizard
Style mechanics out for the Staff's. Alternatively, if you robes, or look like an assassins outfit. Heavy Armor could
wanted to wield a “tree trunk”, you could give it the statistics be a few pieces of metal in protective places, or a full suit of
of a Greatmaul using the Hammer Weapon Style's mechanics. knightly armor.

DC Tip: As seen below with the “quality” system, I want the


DC Tip: You can even see this within the rules, as the Rapier visual descriptions of your armor to be whatever you want it
and Morning Star were just reskins of a sword and hammer to be, and let the “mechanics” of how good something is be
respectively with tweaks to damage types (which you can also tied to the rules.
do with GM approval).

Armor Quality
Magic Weapons There are 3 types of Armor Quality: Novice, Adept, and
Expert. This generally refers to the general quality of the
A Magic Weapon with a listed bonus (+1, +2, +3) grants that crafting or materials used. As the quality of the armor goes
bonus to your Attack Checks while being wielded. up, so does the quality of the properties, gold cost, and other
requirements too.
Example: +2 Longsword adds +2 to Attack Checks.
All Armors can be described in a variety of ways and can be
different from one setting to the next.
Lacking Weapon Mastery DC Tip: You can have a piece of armor be “Novice” because
While wielding a Weapon that you lack Mastery in, you do not it was crafted by a newer blacksmith OR if it was made from
add your Combat Mastery to Attack Checks you make with it. a weaker or damaged metal. You could easily make a WORSE
piece of armor too just by reducing any of the numbers by 1.

Armor Physical Damage Reduction (PDR)


All Armor has a Type, Quality, potential Modifications, and Heavy Armor has Physical Damage Reduction (PDR), which
is either Magic or Mundane. Additionally some Armors have reduces the damage of an Attack Check or Spell Check that
Requirements, Damage Reduction, or impose DisADV on targets a creature’s Physical Defense (PD). The amount
Agility Checks. reduced is equal to the DR value. A Heavy Hit (5 over PD),
Brutal Hit (10 over PD), or Critical Hit (natural 20) bypasses
Armor Types PDR and deals full damage.

There are 2 types of Armor: Light Armor and Heavy Armor.

Light Armor
Light Armor is a type of protection worn by most creatures
to protect them from injury. Leather coats, padded jackets,

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Example: A creature makes an Attack Check to hit a target Heavy Armor
with a PD of 10. The result of their Attack Check is 12, which • Mobile: Reduce PDR by 1, and ignore DisADV penalty to
hits the target. The target has a PDR of 3, reducing the Agility Checks.
damage taken by 3. Alternatively, if the result of the Attack • Dense: Reduce PD by 1, and increase PDR by 1.
Check was 15, it would be 5 over the target’s PD of 10, making
it a Heavy Hit. In this scenario, the PDR is bypassed and
doesn’t reduce the damage. Magic Armor
DC Tip: Remember, when a creature takes damage, its Magic Armor with a listed bonus (+1, +2, +3) grants that
Damage Reduction (DR) is applied before any Resistance or bonus to your PD and PDR while worn.
Vulnerability to damage.
Example: +2 Adept Light Armor adds +4 (2+2) to the
creature’s PD and +2 (0+2) to its PDR.
Attribute Requirements
If Armor has an Attribute requirement, then your Lacking Armor Mastery
corresponding Attribute Score must be equal to or higher
While wearing Armor that you lack Mastery in, you do not
than the listed value. If your Attribute is lower than the listed
add your CM to your PD and your Action Point maximum is
value, you are considered to lack Mastery with the Armor
reduced by 2 Points.
while wearing it (You do not add your CM to your PD and
your AP is reduced by 2). Example: A Wizard has Mastery in Light Armor, but not
Heavy Armor. If that Wizard wore Heavy Armor, the number
of Action Points it has to spend per round is 2 instead of 4.
Agility Check Disadvantage
If an Armor or Shield says DisADV (Disadvantage) in the
Agility Checks column, then you have DisADV on all Agility Shields
Checks while wearing or wielding it.
All Shields have a Type, potential Requirements, potential
Armor Table Modifications, and are either Magic or Mundane.

Armor
Type DR Might Req. Agility Checks
Bonus Shield Type
Light Armor ( 8 + Agility + Combat Mastery + Armor Bonus ) There are 2 types of Shields: Light Shields and Heavy
Novice +1 - - - Shields. While wielding a shield it occupies the hand that you
are holding it with.
Adept +2 - 0 -

Expert +3 - 1 - Light Shields


Heavy Armor ( 8 + Might + Combat Mastery + Armor Bonus ) Light Shields are simple and easy to wield. A buckler is a
type of Light Shield. You gain access to Light Shield Mastery
Novice +2 +1 1 DisADV through certain Class Features or Talents.
Adept +3 +2 2 DisADV

Expert +4 +3 3 DisADV Heavy Shields


Heavy Shields are designed for warfare, making them
challenging to wield effectively without training. Round
Armor Modifications shields and kite shields are types of Heavy Shields. You
gain access to Heavy Shield Mastery through certain Class
Each Type of Armor has Modifications that can be made to it Features or Talents.
to adjust or add on additional properties. You can modify the
armor you are currently wearing, have in your inventory, or
add it onto a new piece you purchase.
Some blacksmiths in the world might be able to upgrade sets
of Armor with these modifications (GM discretion). Each of
these properties cost 25% extra of the base cost of the Armor
selected to add on the property.
Light Armor
• Bulky: Increase PD by 1, but can only add a maximum of 2
from your Agility to your total PD.
• Reinforced: Increase PD by 1 and gain DisADV on Stealth &
Acrobatics Checks.

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Attribute Requirements Adventuring Supplies
If a Shield has an Attribute requirement, then your
corresponding Attribute Score must be equal to or higher Healing Potions
than the listed value. If your Attribute is lower than the listed
value, you are considered to lack Mastery with the Shield Healing Potions are crafted to magically heal wounds when
while wielding it. consumed. These are (usually red) vials of liquid that are in
small doses but potent in healing.
Shield Table

Type
Shield
Property Might Req.
Agility Healing Potion Levels
Bonus Checks Healing Potions have levels to them that increase in
Light Shields potency and cost.

Buckler +1 - - - Healing Potion Level Table


Heavy Shields Level Healing Price

Round Shield +2 Thrown 0 - X 2 x Level in HP —

Kite Shield +2 Mounted 1 DisADV 1st 2 HP 50g

2nd 4 HP 100g

Shield Properties 3rd 6 HP 150g

These are listed off in the Shield Table and give additional 4th 8 HP 250g
properties when using the Shield in certain ways.
5th 10 HP 500g
• Thrown: You can make a Ranged Martial Attack by throwing
the Shield (3/5).
• Mounted: The AC granted by the Shield also applies to your First Aid Kit
Mount.
A First Aid Kit is full of supplies and tools such as ointments,
tinctures, bandages, and other medicinal reagents. A fully
Magic Shields stocked kit contains 5 charges, which can be spent to
treat a creature's wounds or cure an ailment by taking the
A Magic Shield with a listed bonus (+1, +2, +3) grants that Object Action.
bonus to your PD while being wielded.
Treat Wounds: You treat a Bloodied creature's wounds. Make
Example: A +2 Buckler adds +3 (1+2) to the creature’s PD. a DC 10 Medicine Check. Success: Target creature regains 1
HP. Success (each 5): The creature regains +1 HP.
Cure Ailment: You treat a Disease or Poison (of your choice)
Lacking Shield Mastery afflicting the target. Make a Medicine Check against the DC
While wielding a Shield that you lack Mastery in, you have of the Disease or Poison. Success: You neutralize 1 Disease
DisADV on all Attack Checks and Spell Checks you make. or Poison afflicting the target. Success (each 5): The creature
regains +1 HP.

Attacking with Shields Refilling a First Aid Kit


Mastery with Shields allows you to make Melee Attack Checks The reagents and bandages contained within the kit can
with it that deal 1 Bludgeoning damage. be found in most towns and climates. Enough supplies for
1 charge can be bought for 5g at a general store or found
using a Rest Action scavenged from an appropriate climate
(GM's discretion) with a DC 15 Survival Check. Success: The
kit regains 1 charge. Success (each 5): The kit regains +1
additional charge.
Alpha Note: Rest Actions will be expanded on in the Alpha
Updates / Beta. Basically you can do this as part of a Long
Rest (8 hours).

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Conditions Blinded
You automatically fail Checks that require Sight and all
other creatures are considered Unseen. You’re Exposed
(Attack Checks and Spell Attacks against you have ADV)
Condition X Values and Hindered (you have DisADV on Attack Checks and
When the Condition has an X in its name, that’s the number Spell Attacks). Additionally, while you aren’t being guided
you use in place of where it says X in the description. If by another creature, all terrain is Difficult Terrain to you
multiple unique effects impose the same Condition X, the X (moving 1 Space costs 2 Spaces).
of those effects are added together.

Example: For the Exhausted X Condition, if you had Invisible


Exhausted 2, then you would subtract 2 from all d20 rolls You’re Unseen, making creatures that can’t see you Exposed
made. If you had Exhausted 3, then you would subtract 3, (your Attack Checks and Spell Attacks against them have
and so on. Additionally, if a unique effect imposed Slowed 1 ADV) and Hindered against you (they have DisADV on
and a different unique effect imposed Slowed 1, they would
Attack Checks and Spell Attacks against you).
add together to become Slowed 2.

Intimidated
Conditions List You have DisADV on all Checks while your source of
intimidation is within your line of sight.

Charmed
Your Charmer has ADV on Charisma Checks made against Rattled
you. Additionally, you can’t target your Charmer with harmful You can’t willingly move closer to your source of fear, and
Attacks, abilities, or magic effects. you’re Intimidated (DisADV on all Checks while it’s within
your line of sight).

Burning
You take 1 Fire damage at the start of each of your turns. You or Frightened
another creature within 1 Space can spend 1 AP to put it out. You must spend your turns trying to move as far away as you
can from the source of the effect as possible. The only Action
you can take is the Move Action to try to run away, or the
Bleeding Dodge Action if you’re prevented from moving or there’s
You take 1 True damage at the start of each of your turns until nowhere farther to move. You’re also considered Rattled (you
you regain 1 or more HP. A creature can spend 1 AP to make can’t move closer to the source) and Intimidated (DisADV
a DC 10 Medicine Check on itself or another creature within 1 on all Checks while it’s within your line of sight).
Space. Success: Remove the Bleeding Condition.

Slowed
Poisoned Every 1 Space you move costs an extra 1 Space of movement.
You’re Impaired (DisADV on Physical Checks) and take 1
Poison damage at the start of each of your turns. A creature
can spend 1 AP to make a Medicine Check (against the DC Grappled
of the Poison) on itself or another creature within 1 Space. Your Speed becomes 0 and you have DisADV on Agility Saves.
Success: Remove the Poisoned Condition. Forced Movement: Your Grappler can move you to any
Space adjacent to it by spending its own Movement to do so.
Taunted Alternatively, when your Grappler moves it can move you
You have DisADV on Attack Checks against creatures other with it, but is considered to be Slowed (Every 1 Space you
than the one that Taunted you. move costs an extra 1 Space of movement).
End Early: The Grappler becomes Incapacitated or an effect
forcibly moves you out of its reach.
Deafened
You automatically fail Checks that require Hearing, and all
creatures are considered Unheard by you. Additionally, you Exposed
have Resistance to Sonic damage. Attack Checks and Spell Attacks against you have ADV.

Hindered
You have DisADV on Attack Checks and Spell Attacks.

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Restrained Petrified
You’re Hindered (you have DisADV on Attack Checks and You and your mundane belongings are turned into stone and
Spell Attacks), Exposed (Attack Checks and Spell Attacks you’re no longer aware of your surroundings. You become
against you have ADV), and Grappled (your Speed is reduced 10 times heavier and are Resistant (take half damage) to all
to 0 and you have DisADV on Agility Saves). damage. Any Poisons or Diseases already affecting you are
suspended and you’re immune to any additional Poison and
Disease while Petrified.
Prone
You’re Hindered (you have DisADV on Attack Checks and You’re also Paralyzed (Attacks that Hit you are considered
Spell Attacks), Ranged Attacks and Ranged Spell Attacks are Critical Hits if the Attacker is within 1 Space of you), Stunned
Hindered against you, and you’re Exposed against Melee (automatically fail Agility, Might, and Physical Saves),
Attacks (Melee Attack Checks and Melee Spell Attacks against Exposed (Attack Checks and Spell Attacks against you have
you have ADV). ADV), and Incapacitated (you can’t Speak, Concentrate, or
spend Action Points).
Crawling: Your only movement option is to Crawl, which
counts as Slowed 1 (Every 1 Space you move costs an extra 1
Space of movement). Surprised
Standing Up: You can spend 2 Spaces of movement to stand You can’t spend Action Points and are Exposed (Attack
up, ending the Prone Condition on yourself. Standing up Checks and Spell Attacks against you have ADV).
from Prone does possibly trigger Opportunity Attacks.
Doomed X
Incapacitated The HP threshold of Death’s Door for determining death
You can’t Speak, Concentrate, or spend Action Points. is decreased by an amount equal to the value of X. If your
Doomed value is ever equal to or higher than your Death's
Door threshold, you instantly die upon reaching 0 HP. You
Stunned lose all stacks of Doomed when you complete a Long Rest.
You automatically fail Agility, Might, and Physical Saves.
You’re also Exposed (Attack Checks and Spell Attacks Example: If your Death’s Door threshold is -3 and you have
against you have ADV) and Incapacitated (you can’t Speak, Doomed 1, the HP threshold of Death’s Door changes from
Concentrate, or spend Action Points). -3 HP to -2 HP, causing you to die if your HP is ever reduced
to -2 HP or lower.

Paralyzed
Attack Checks made from within 1 Space that Hit you are Exhaustion X
considered Critical Hits. You’re also Stunned (automatically You gain a penalty equal to X on all Checks and Saves you
fail Agility, Might, and Physical Saves), Exposed (Attack make. Additionally your Speed and Save DC is reduced
Checks and Spell Attacks against you have ADV), and by X as well. If a creature ever reaches Exhaustion 6, they
Incapacitated (you can’t Speak, Concentrate, or spend immediately die.
Action Points).
Example: If you have Exhaustion 3, then you would
have a -3 penalty on Checks and Saves, your Speed would
Unconscious be reduced by 3 Spaces, and your Save DC would be
You’re no longer aware of your surroundings, you drop reduced by 3.
whatever you’re holding, and you fall Prone.
You’re also Paralyzed (Attack Checks made from within Impaired
1 Space that Hit you are considered Critical Hits), Stunned You have DisADV on Physical Checks.
(automatically fail Agility, Might, and Physical Saves),
Exposed (Attack Checks and Spell Attacks against you have Heavily Impaired: You also have DisADV on Physical Saves.
ADV), and Incapacitated (you can’t Speak, Concentrate, or
spend Action Points). Dazed
You have DisADV on Mental Checks.
Heavily Dazed: You also have DisADV on Mental Saves.

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Condition Stacking Overlapping Conditions
A target can be affected by each of the following Conditions
Certain Conditions can stack multiple times, increasing the
multiple times, but the effects of the same Condition don’t
potency of the Condition’s effects on the target.
stack on the target.

Condition X Values Charmed


The Conditions with an X value in its name are examples of A creature can be Charmed by more than 1 creature at a time,
Conditions that apply a bonus or penalty to the target equal each of them gaining ADV on Charisma Checks against the
to the X value. If multiple unique effects impose the same target. However, a creature that Charms a target more than
Condition X, the X of those effects are added together. once only gains the effects of the Charmed Condition once.

Example: For the Exhausted X Condition, if you had Exhausted Example: A creature doesn’t have ADV 2 on Charisma Checks
2, then you would subtract 2 from all d20 rolls made. If you against a target they’ve Charmed twice. They only have ADV 1
had Exhausted 3, and so on. on Charisma Checks against the target.

Stacking Conditions Grappled


A target can be affected by each of the following Conditions A creature that’s Grappled by more than 1 creature only
multiple times, but the effects of the same Condition don’t suffers the effects of the Grappled Condition once. However, a
stack on the target. creature Grappled by multiple sources will remain Grappled
until they are free from being Grappled by all sources.
Durations: When a creature is subjected to the same
Condition multiple times but with different durations, it’s
Example: A creature doesn’t have DisADV 2 on Agility Saves
important to keep track of the source of each Condition so
as a result of being Grappled by 2 creatures. They only have
you know when each Condition ends. DisADV on Agility Saves.
Example: You might be Exposed against the next Attack
Check against you, Exposed until the end of your next turn, Moving a Multiple Grappled Target: If multiple creatures are
and Exposed for 1 minute, all at the same time. These effects Grappling the same target and one of them tries to move the
stack, but you need to track them independently to make Grappled target, it must make a Contested Athletics Check
sure you know how “Exposed” you currently are. against all creatures Grappling the same target. Success: It
ends the Grapple on the target by all creatures other than
itself, allowing it to move the creature as normal.
Exposed
A creature can be Exposed multiple times. They have
stacking ADV equal to the number of sources of Exposed it’s Intimidated
subjected to. A creature can be Intimidated by more than 1 creature at a
time, suffering DisADV on Checks while any source of their
Example: If you were Exposed and another effect imposed intimidation is within its sight. However, an Intimidated
the Condition on you again, you would become Exposed creature only suffers the effects of the Intimidated
twice (Exposed 2), causing Attacks against you to have ADV 2 Condition once.
(roll 3 d20s and take the highest).
Example: A creature doesn’t have DisADV 2 on Checks
while 2 sources of intimidation are in sight. They only have
Hindered, Impaired, & Dazed DisADV 1 on Checks, regardless of the number of intimidation
A creature can be Hindered, Impaired, or Dazed multiple sources in sight.
times. They have stacking DisADV equal to the number of
sources of each Condition it’s subjected to.
Rattled
Example: If you are Restrained (which causes you to be A creature can be Rattled by more than 1 creature at a time.
Hindered), and then fall Prone (also causing you to be If a creature is surrounded by multiple sources of their fear,
Hindered), you now would have 2 stacks of Hindered they’re unable to move.
(Hindered 2) and roll at DisADV 2 on all Attack Checks.
DC Tip: A good example of being surrounded would be a
creature flanked on 4 sides. The GM determines if a creature
Slowed is surrounded or not.
A creature can be Slowed multiple times. They have a stacking
penalty to their Speed equal to the number of sources of
Slowed it’s subjected to.

Example: A creature with Slowed must spend 2 Spaces (1


+1 extra) of movement to move every 1 Space. Alternatively,
a creature with two stacks of Slowed (Slowed 2) requires
spending 3 Spaces (1 +2 extra) to move 1 Space.

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Frightened
A creature can be Frightened by more than 1 creature
at a time. If a creature is surrounded by multiple sources
of their fear, they’re unable to move and can only take the
Dodge Action.

DC Tip: You could handle this like the Rattled DC Tip and
they would not move and be forced to take the Dodge Action.
You could also have them make a Fate Roll and have the dice
decide which target they must run from, allowing them to run
in the direction of another source of their fear.

Restrained
A creature that is Restrained by more than 1 creature
only suffers the effects of the Restrained Condition once.
However, a creature Restrained by multiple sources will
remain Restrained until they are free from being Restrained
by all sources.

Taunted
A creature can only be Taunted by 1 creature at a time. If
they’re Taunted again by another creature, the first Taunt
immediately ends.

Example: If a Goblin is Taunted by a Ranger, then later


becomes Taunted by a Fighter, the Goblin is no longer
Taunted by the Ranger.

Non-Stacking Conditions
The following Conditions don’t stack in any way: Burning,
Bleeding, Poisoned, Deafened, Blinded, Invisible,
Prone, Incapacitated, Stunned, Paralyzed, Unconscious,
Petrified, and Surprised.

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Resting
This happens during Exploration but are specific moments
Long Rest Benefits
At any point during a Long Rest, you can spend Rest Points to
regain HP following the same rules as a Quick Rest.
when PCs stop to rest and recover their resources, spend Half Long Rest: At the end of the first 4 hour period of the
Rest Points, and perform specific Rest Actions. This could rest, you gain the benefits of a Short Rest and regain all spent
be 10 minutes, 1 hour, or 8 hours depending on the type of Rest Points.
Rest being taken. These moments can have some Roleplay
and descriptions of what happens, but they’re primarily DC Tip: Make sure to spend any unused Rest Points at the
mechanical in nature. beginning of a Long Rest, since you regain all spent Rest
Points after the first 4 hours of a Long Rest.

Rest Terms Complete Long Rest: At the end of the second 4 hour period
Rest Points: You have a number of Rest Points equal to your of the rest, you gain the full benefits of completing the Long
Character Level. Rest. Some Features regain expended uses when you complete
a Long Rest (as listed in the Feature’s description), such as
No Activity: Sleeping, meditating, or contemplating while idle.
regaining all spent MP.
Light Activity: Non-strenuous activity that requires little
effort, such as talking, reading, eating, bandaging wounds, DC Tip: You might just want to take a Half Long Rest (4 hour
light foraging, and standing watch. rest) if you only need to regain HP.

Strenuous Activity: Any activity that requires physical


exertion, such as traveling, hunting, exercising, training, or
casting spells. Exhaustion
For each 4 hour period doing No Activity, you decrease
Dangerous Activity: Any activity that causes extreme injury or your Exhaustion by 1. If you spend both 4 hour periods
stress, such as engaging in combat with a hostile creature. doing Light Activity, you must make a DC 10 Might Save.
Failure: You gain Exhaustion 1 and the DC of this Save now
increases by 5 until you complete a Full Rest.
Types of Rest
Quick Rest
A period of No Activity or Light Activity and is at least 10
minutes long. You can only gain the benefits of 2 Quick Rests
per 24 hour period.
Quick Rest Benefits: You can spend 1 or more Rest Points, up
to your maximum, at the end of a Quick Rest. When you do,
you regain HP equal to your Might or Agility (whichever is
higher) plus an additional 2 HP per Rest Point spent.

Short Rest Full Rest


A period of No Activity or Light Activity and is at least 1 A 24 hour or longer period (determined by the GM) that is
hour long. You can only gain the benefits of 2 Short Rests per spent in an area of safety, such as a town, where you can eat
24 hour period. well, rest, and recover. If the Full Rest is interrupted by any
Short Rest Benefits: At any point during a Short Rest, you can amount of Dangerous Activity you must begin it again.
spend Rest Points to regain HP following the same rules as a Full Rest Benefits: At the end of a Full Rest, you gain the
Quick Rest. Some Features regain expended uses when you benefits of a Long Rest and lose all levels of Exhaustion.
complete a Short Rest (as listed in the Feature’s description). Your GM can determine if the Full Rest also grants additional
benefits by choosing from the list below (or by making up
something that makes more sense in the given situation):
Long Rest
• Gain Temp HP equal to your Prime Modifier, your level, or
A period of 4 hours of Light Activity and 4 hours of No twice your level.
Activity, taken in either order, for a total of 8 hours of resting. • Gain ADV on a type of Check, Save or both for a given
If one of the 4 hour periods is interrupted by any amount of period of time (1 day, 1 week, etc.).
Strenuous Activity or Dangerous Activity you must begin that
4 hour period again. You can only gain the benefits of 1 Long
Rest per 24 hour period.

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DCs in DC20 Most DCs that you will ask for will either be 10, 15, or 20.
Once PCs get to higher levels and start trying to accomplish
crazier and crazier things, a DC 25 or even 30 might come up.

Difficulty Class (DC) • DC 5: This is a Very Easy DC that probably shouldn’t even
be asked for and would be easily accomplished by just about
Difficulty Class (DC) is the number that a Game Master sets as
anyone, regardless or training. I usually don’t ask for a
the level of difficulty required to be able to succeed in a given
Check if the DC would be 5.
situation. Lockpicking a door, climbing a steep mountain,
• DC 10: This is a Moderate DC that should be doable,
trying to persuade someone to give you something, or even
especially if you’re skilled at it. Most checks that are simple
trying to resist a Spell’s effect over you ALL have a “DC” that
enough but still have an element of doubt to if the PC can
needs to be met or exceeded in order to succeed.
do it or not are a DC 10 for me.
You always roll a d20 and add whatever relevant modifiers • DC 15: This is a Hard DC to hit for those who aren’t skilled
there are based on what the Game Master asks for. in this Check. If a PC has a decent modifier of a +5 in a
Usually,unless you’re attacking something, this is going to be Skill, they would have around a 50% chance to succeed
a Check or a Save. on this. This is my “go to DC” for when I REALLY don’t
know if someone can do it or not and is one step beyond the
“moderate” DC of 10.
Setting a DC “by 5’s” • DC 20: This is a Very Hard DC to hit unless you have training
In general, checks work on a “by 5’s” system. This helps to stay in this Skill. Even PCs with a +10 modifier would hit a DC
consistent and fair in a GM’s ruling of how difficult something 20 about 50% of the time. This DC represents something
is to accomplish. Below is a chart with a quick reference and of great worth and something that would be “Very Hard”.
then examples listed below. These are just to give a Game • DC 25: This is an Extremely Hard DC to hit. Even if the PC
Master a foundation to use and a general expectation for PCs has a +5 in their skill, they would need a Nat 20 to even
to understand. If you want to get more specific, then of course succeed on this DC. I reserve this for things that would be
you can do any number you want. next to impossible at early levels of play, and would ONLY
be possible if the character that was attempting to hit this
DC Tip: I personally always have checks be “by 5’s”, but when DC BOTH had a good modifier to the roll AND rolled well.
it comes to setting a DC for combat-related things I use more • DC 30: This is a Near Impossible DC to hit. It takes a LOT
specific numbers. Things like the DC of a Trap or the DC of for a character to get a +10 in a skill… and even if they did
sneaking by a particular creature might be something like a
have a +10… they would still need a Nat 20 to hit this…
12, 14, 17, etc.
that is CRAZY. Reserve this DC for those checks that are
possible for the PC to accomplish… but it’d have to be a
DC Task Difficulty “miracle” for it to happen.
5 Very Easy DC Tip: The best way I can describe it is this: if I have a little
10 Moderate bit of doubt that a PC could do it, the DC is 10… if there is a
decent amount of doubt that they could accomplish this, then
15 Hard the DC is 15… but if I am VERY doubtful that the PC could
accomplish this, the DC is 20 and they better roll really high!
20 Very Hard

25 Extremely Hard

30 Near Impossible

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Great Success and Failure Failing Forward
With 5 point increments you can also dial things up or down Just because someone fails a Check of some kind… it doesn't
based on if they beat the Check by 5 or fail the Check by 5. mean they LITERALLY didn't do it. If someone tries to break
If the DC for climbing a castle wall is 15, a 15 would exactly open a door and they fail the Might Check for it… that doesn't
succeed, but if they beat it by 5 and got a 20 or higher, maybe have to mean that the door didn't break… it could break but
something cool happens like the guard at the top doesn't see make such a loud noise that the guards are alerted, or maybe
them at all and they have a moment of surprise! On the other they’re unlucky and there’s a guard directly on the other side of
hand, if they got a 10 or lower on that same check (failing it by the door. You could even have them smashing the door in this
5), maybe as they’re climbing the wall they take too long and way lower the DC for the next person to attempt something.
the guards spot them! It can feel really bad and take forever if you GATE progress
This “by 5’s” system also connects to the core of DC20’s combat of the story behind NEEDING to hit certain numbers. This
system as well. In Combat, when you roll 5 over the target's can bring the game to a screeching halt, so instead, let them
AC you deal more damage than you would normally, so it also fail forward. Let each moment move the story forward in an
can be true for Skill Checks. interesting way.

Example: Here is a general outline for what each possible


scenario might look like in a given situation. This example is
for a DC of 20: 14 = Failure; 15 = Partial Success with a setback
(they got close but didn’t hit the DC); 20 = Success; 25 =
Major Success (you get some additional benefit).

DC Tip: You can also do this same increments for Checks


that succeed or fail by 10 or more as well! I try not to have it
be TOO game altering or punishing, but it’s nice to add some
flavor to those extreme rolls.

Complications
Going “by 5’s” is also simple when it comes to figuring out
complications to a situation. Let's say there’s a scenario where
a PC is trying to walk across a simple rickety wooden bridge,
the DC for this could be 10 (depending on HOW rickety it
was). Let's say it started to rain now, or a strong breeze picked
up. Now you can just dial the DC up by one “notch” to a DC
15! Simple! And if you want to add in that the PC is being
chased by bandits and needs to HURRY across as arrows and
people chase them, now it's a DC 20!
It’s very simple to step the DC up or down depending on extra
things that happen around the situation at hand.

Advantages and Disadvantages


For things that happen in the world, I adjust the DC up or
down by 5, or even get it to a specific number as previously
stated. BUT when the PCs describe something they do based
on THEIR actions, Game Masters can award Advantage
(ADV) or Disadvantage (DisADV) to their roll. If they’re
talking to a city guard and let it slip that they stole something,
the GM can give them DisADV on their Check. If a PC comes
up with a clever way to use an item or lever to lift something
heavy, the GM could give them ADV on their Check.

DC Tip: Don't be afraid to award ADV and DisADV for players'


interactions with the world. This lets them know if they are
“on the right track” with their thinking or not.

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Game Master Variable Check Examples
Here are some examples of Variable Attributes being applied
to scenarios for some great Skill Check results. I challenge you

Guide to think of how you could combine each of the 4 Attributes to


each of the 13 General Skills. The format for describing these
checks is “Skill (Attribute) Check” with the Skill being the first
word and the Attribute being used is inside of the parenthesis.
Variable Attribute Skill Animal (Might) Check: A PC is wrestling a wild boar.
Checks • Yes this could be an Athletics (Might) Check, and maybe for
Each Skill has a Base Attribute that is its “home” on the most characters, that's what it would be. BUT if you have
Character Sheet. This is the “default” Attribute you would add a unique character that has a really high Animal Skill… it
to each Skill unless the GM calls for something else. In most might make more sense for them to use that expertise with
scenarios you’ll find yourself using the Skill’s Base Attribute. animals to their advantage.
• Alternatively, when you try and quickly grab an Animal you
Example: When your GM tells you to “Make an could make an Animal (Agility) Check.
Athletics Check”, that’ll most likely be based off of your
Trickery (Charisma) Check: A PC is trying to impersonate
Might Attribute. When your GM tells you to “Make an
Influence Check” that’ll most likely be based off of your the speech or accent of another NPC to try to trick them into
Charisma Attribute. thinking they’re someone else.
• Yes this could be an Influence (Charisma) Check, because
This keeps the game moving quickly and avoids confusion on they’re talking to another NPC to convince them of
which Attribute you add to a given Check. If you’re interested something… BUT if a character has put a lot of points into
in a more customizable and creative approach to Skills, then Trickery, it makes sense for this sly character to be able to
here’s how the “Variable Attribute Rule” works. impersonate people better than most.
• Trying to devise a cunning plan to sneak into a location and
Variable Attribute Rule infiltrate it you could make a Trickery (Intelligence) Check.
Medicine (Agility) Check: A PC is trying to carefully remove
Which Attribute you use for a given Skill Check depends
metal shards from an ally.
on HOW you’re using the Skill. This is a much more “open”
approach to Skill Checks and can be used to create any • Yes, I know Medicine’s “home” is Intelligence… and I would
possible Check. usually have Medicine Checks be used to see if you KNOW
something about things having to do with medicine. BUT
DC Tip: Players can get creative with alternative Attributes this is a careful application of your medical knowledge
for Checks, but the GM always retains the authority to decide needing the use of your “agile” hand movements. I could
which Check the player will make. even see someone using a Medicine (Might) Check to
Determining the default Check can be straightforward. perform CPR or jam a dislocated shoulder back into place.
However, what if the PC wants to use a different Attribute Intimidation (Intelligence) Check: A PC is trying to convince
or Skill with the Check or the GM wants to make the Check an NPC not to go into the dangerous forests, so they start
more precisely match the actions of the PC? This is where listing off a bunch of scary facts about how terrifying a beast
the Variable Attribute Rule comes in. There are 2 things to that lives in this forest is.
determine when making a Variable Skill Check: • Intimidation can easily be any of the 4 Base Attributes.
Determine the Skill: Which SKILL is the PC trying to use at Breaking something in half would be Might, throwing a
this moment? Based on what they’re trying to accomplish, the dagger right next to someone's head barely missing them
Skill being used is usually pretty obvious. would be Agility. When trying to manipulate a creature’s
Determine the Attribute: Which ATTRIBUTE are they using actions using a social threat, extortion, or blackmail, you
to accomplish this task? How are they using their Skill? Are could make an Intimidation (Charisma) Check. If your
they using Might, Agility, Intelligence, or Charisma to make threat involves knowledge of key information or about
this Check? There are many ways to approach the actions a the target specifically you could make an Intimidation
PC might take during gameplay. See the examples below. (Intelligence) Check.
Insight (Intelligence) Check: A PC is trying to figure out
DC Tip: The GM should ideally choose a Variable Check that something based on past experiences to put some pieces
is well suited for the PC. If the Variable Check is worse off for together. You can think of this as a PC’s intuition.
the PC, they can always just choose to use the “default” Skill
Check instead.

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Player Point Buy
You start with a 0 in all of your Attributes and 4 points that you
can spend to increase them. Each point spent on an Attribute

Character increases it by 1 (up to the Attribute Cap of 3).


Negative Attributes: You can also choose to reduce an
Attribute by 1. Each time you do so, you gain 1 point to spend

Creation in another Attribute of your choice following the rules above.


No Attribute can be reduced below -2 in this way.

Outline
DC Tip: Your Prime Modifier comes from your highest
Attribute, so it is a good idea to make sure that you get a 3 in
at least one of your Attributes.
During Player Character (PC) Creation, you will get to
customize your PC in the following ways at Level 1: Roll Method
• Choose Starting Attributes You get the values of rolling (1d6 - 3) and do that 4 times,
• Choose Save Masteries and then assign them to your 4 Attributes. Then you get +2
• Spend points on Skills, Trades, and Languages additional Attribute points to put wherever you want (up to
• Choose an Ancestry, Background, and Class the Attribute Cap of 3).
Prime Modifier Insurance: If you don’t get a 3 in at least one of
the results you rolled for then you can increase your highest
Categories of Customization roll by “stealing” from the other 3 values. You can increase
There are multiple pieces that you can customize during your highest value by 1 by reducing any of the other 3 values
character creation. Each piece of this has a consistent by 1. You cannot take any of the values below a -2. If you are
name as follows: not able to get a single value to a 3 (because you rolled so low),
• Player Characters get “Attributes, Skills, and Trades” then you must start over and reroll.
• Ancestries & Backgrounds get “Traits”
• Classes & Subclasses get “Features” Prime Modifier
Your Prime Modifier is equal to your PC’s highest Attribute.
Talents
Talents allow characters to gain new features and abilities, or DC Tip: You really want your PC to have a 3 in one of their
augment their current capabilities in new ways. Talents are Attributes so they can have a 3 for their Prime Modifier at
acquired at Character Creation and at specific PC Levels. level 1. This is going to add to a lot of the things you do in
Combat and is very important.
DC Tip: Your GM might also give out a talent at a key story
moment or as a reward.
Talents are subdivided into 4 categories: Ancestry, Class,
Choosing Your Save Mastery
Multi-Class, and General. You must meet the prerequisites of You get to choose 2 Attributes to gain Save Mastery at level 1.
a Talent to be able to choose it. Choose 2 of the 4 Attributes and you’re now able to add your
Combat Mastery to those Saves.
There’s a “Saves” section on your Character Sheet next to each
How to Create a Player Attribute. Bubble in the circle and write in your totals in each.
Character DC Tip: If you don’t have Mastery in the Save, then the value
you write down will be equal to your Attribute. BUT in the
2 Saves that you chose to gain Mastery in, you add +1 to the
Starting Attributes Attribute, and that’s what you write down for the Save.
You get your PC Attributes from one of the following methods
and then assign the values to each of the 4 Attributes. Choosing Your Ancestry
Choose an Ancestry. This represents your biology and how
Standard Array you have grown and developed since birth. You gain Ancestry
You get a “Standard Array” of 3, 1, 0, -2 to put into your 4 Traits from your chosen Ancestry at 1st, 4th and 7th level.
base Attributes
Then after, you get +2 additional Attribute points to put DC Tip: There are many different ways to create Ancestries
(both visually and mechanically), make sure to talk to your
wherever you want (up to the Attribute Cap of 3).
GM to see what Variant Rules they’ll allow in their games.

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Ancestry Traits Choosing Your Class
You gain a number of Ancestry Traits at Level 1 based on
This represents how well-trained you are in martial combat,
which Ancestry you choose (see Ancestries for more).
spellcasting, or both. You gain Class Features at 1st, 2nd, 5th,
and 8th level.
Ancestry Lore & Flavor
Each Ancestry has unique biological and cultural pieces that All Classes get to choose a Subclass at 3rd Level, and gain
combine with Background to create a very unique PC. additional Subclass Features at 6th and 9th level as well. Keep
this in mind when creating your character, and consider what
• Unique Biology Facts kind of flavor and backstory you have so that it blends well
• Ancestry Quirks Table and “makes sense” when you get to level 3.
• Names List
• Ancestries Culture Example: If you know you’re going to choose “Dragon
This will be available at the release of the full game. The Alpha Bloodline Sorcerer” then you should probably flavor some of
your PC’s appearance or how they cast their spells as such.
is focused on the mechanics of the game, so the “flavor & lore”
will be revealed in the future.
DC Tip: If you don’t know what you’re going to select yet,
that’s fine as well. I just recommend THINKING about it.
Choosing Your Background
This represents how you were raised and brought up, what
Class Features
You gain a number of Class Features at 1st level based on
type of culture you were around, and what you’ve done since
which Class you chose (see Classes for more)
birth. You gain “Traits” from your Background at 1st level that
grant you some flavorful benefits. Each Background grants
the following Traits: Class Starting Equipment
Coming Soon in an Alpha or Beta Release.
5 Skill Masteries Each Class grants some starting equipment to get started with.
You get 5 Skill Points to spend on Skills. You must not go over You could instead choose to receive a flat amount of gold or
the Skill Mastery Cap for 1st level (Novice). roll for your gold.

DC Tip: Remember, if you put 1 Skill Point into a Knowledge


Skill, you get a free “bonus point” to put into any other Filling in your Character Sheet
Knowledge Skill. You still have to follow the Mastery Cap of
Novice though. These are the few remaining pieces to fill in on your character
sheet with all the info you will need all here in one spot.
3 Trade & Language Skills • Health Points = 4 Base + (2x PC Level) + Might + Agility
You get 3 Trade or Language Points to spend on either Trade • Bonus Health: You also will potentially get a bonus to
Skills or Languages. You must not go over the Mastery Level your health from your Class or Ancestry
Cap for 1st level (Novice) for Trades, but there is no cap
for Languages. • Physical Defense
• Light Armor = 8 + CM + (Agility) +1 (Novice Light
Armor Bonus)
Background Trait • Heavy Armor = 8 + CM + (Might) +2 (Novice Heavy
Coming Soon in an Alpha or Beta Release.
Armor Bonus)
You gain a flavor ability based on your Background.
• Damage Reduction
• Fill in Physical Damage Reduction & Mental Damage
Background Starting Equipment Reduction if you have any granted to you from Features
Coming Soon in an Alpha or Beta Release. or Traits
You get a list of starting equipment based on your Background. • Mental Defense = 8 + CM + Charisma + Intelligence
You could instead choose to receive a flat amount of gold or • Attack / Spell Check = Prime Modifier + CM
even roll for your gold. • Save DC = 8 + Prime Modifier + CM

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Further Player Character
Progression
Player Characters (PCs) gain new things as they increase
their level. This chart shows what you get at each level for
all Classes.

Player Character Progression Table


Lvl Combat Attribute Skill Mastery Attribute Skill Trade or Features, Talents, & Traits
Mastery Cap Level Cap Points Points Language Points

1 1 +3 Novice (1) Class Features

Class Features
2 1 +1
Talent

3 2 +1 Subclass Features

Talent
4 2 +1
Ancestry Trait

5 3 +4 Adept (2) +1 +2 +2 Class Features

6 3 +1 Subclass Features

Talent
7 4 +1
Ancestry Trait

8 4 +1 Class Capstone Features

9 5 +1 Subclass Capstone Features

Epic Boon
10 5 +5 Expert (3) +1 +2 +2
Talent

Choose Prestige Path


11 6 +1
Talent

12 6 +1 Talent

13 7 +1 Talent

14 7 +1 Talent

15 8 +6 Master (4) +1 +2 +2 Talent

16 8 +1 Talent

17 9 +1 Talent

18 9 +1 Talent

19 10 +1 Talent

Epic Boon
20 10 +7 Grandmaster (5) +1 +2 +2
Talent

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Leveling Up Additional Options
When a PC levels up, these are the updates you need to make.
Max Level 10 + Prestige Levels
Combat Mastery The “max level” for each Class in DC20 is Level 10, but there’s
At levels 3, 5, 7, 9 (all “odd” levels) your Combat Mastery a Prestige Path that unlocks at level 11. You can choose the
increases by 1. The following things use Combat Mastery and Martial Path, Spellcaster Path, or Hybrid Path. These Prestige
would also increase by 1. Paths grant additional bonuses, points, and Talents and will
• Physical and Mental Defense let you level up to level 20. This can be repeated again if the
• Attack and Spell Checks group wants to continue their story.
• Save DC

Attribute Points
Check your Player Character Progression Table and see if you
gain any Attribute points.
• If you increase an Attribute, you must also increase each
Skill that is connected to that Attribute by the same amount.
• Possibly increase your Prime Modifier if you just increased
your highest Attribute to be higher than it was before.
• Update the Save values of any Attributes you increased. You
should also check on the Physical or Mental Saves as well if
those were changed.

Skill, Trade, & Language Points


Check your Player Character Progression Table to see if you
gain any Skill points or any Trade & Language points.
• If you do, bubble in an additional Mastery Level and increase
your modifier

DC Tip: Remember not to exceed the “Mastery Caps”


depending on what level you are. Level 5 is Adept, Level 10 is
Expert, Level 15 is Master, and Level 20 is Grandmaster.

Health
These are the categories that you could gain HP in:
• Every PCs Health increases by 2 when they level up (this
comes from the Health Formula of “2x PC Level”).
• Check to see if your Class Table grants any additional
“Bonus HP”.
• If you increase your Might or Agility Attributes then you
also increase your HP by 1 for each point of Might or Agility
you gain.
• You may also gain an Ancestry Trait or other Talent that
grants an HP bonus.

DC Tip: Since part of the formula for PC Health is 2x your


level, this means everyone always gains at least 2 HP.

Defense
Light Armor: For each +1 to Agility you get, increase
your PD by 1
Heavy Armor: For each +1 to Might you get, increase
your PD by 1
Mental Defense: For each +1 to Charisma and Intelligence
you get, increase your MD by 1

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Talents
When a PC is granted a Talent, they can spend it on any
Class Talents
These are Talents that are specific to a certain class. Those
classes will be able to pick these up sooner since other classes
Talent that they meet the requirements for. There are 3
would have to use Multiclassing Talents (see below) to
different kinds of Talents.
obtain them.
Example: A Paladin at 2nd level could use the Talent they Each Class will have Class Talents for Level 2 and beyond,
get to gain a General Talent, a Paladin Class Talent, or a but currently, in the Alpha, we aren’t releasing any yet so that
Multiclassing Talent.
people can playtest Multiclassing Talents or keep it simple
with the General Talents. More will be released in future
Alpha Updates.
General Talents
These are Talents that ANY Class can pick up and usually only
have a level requirement to get.
Multiclassing Talents
General Talents will be released in future Alpha Updates, but These Talents represent the Multiclassing System in DC20.
for now, these are two General Talents that you can pick up These Talents allow you to take Features from other Classes
to keep things simple. outside of your own Class. The Feature you gain from this
Talent will be of a lower level than your own class, but allow
you to pick up powerful abilities from other Classes and even
Attribute Increase Subclasses if you meet the requirements.
You gain 1 Attribute Point to put into any Attribute of
Class Flavor Features: You aren’t able to select a Class’s Flavor
your choice.
Feature with a Multiclassing Talent, but once you take 2 Class
Features from a single Class, you automatically gain that
Skill or Trade Increase Class’s Flavor Feature. This represents your PC becoming
You gain 2 Skill or Trade Points to put into any Skill or Trade more like that class and the Flavor Features help that along.
of your choice.
Multiclass
Spellcasting Expansion Requirement: 2nd Level or Higher
You can only take this Talent once. You can choose a 1st level class feature from any class.
You unlock access to magics that were previously out of reach.
You gain the following benefits:
Adept Multiclass
• You gain Spellcasting Mastery. Requirement: 4th Level or Higher
• Your Maximum Mana Points increase by 2.
You can choose a 1st or 2nd level class feature from any class.
• You gain access to your choice of any Spell List.
• You learn 2 additional Spells (from Spell Lists that you have
access to). Expert Multiclass
• You learn 1 additional Cantrip Spell (from Spell Lists that Requirement: 7th Level or Higher
you have access to). You can choose 1 of the following options:
• a 1st, 2nd, or 5th level Class Feature from any class.
Martial Expansion • a 3rd level Subclass Feature from a Class you have at least 1
You can only take this Talent once. Class Feature from.
You are able to push yourself to new limits and perform new
heroic feats. You gain the following benefits: Master Multiclass
• You gain Mastery in All Weapons, All Armors, and All Requirement: 10th Level or Higher
Shields. You can choose 1 of the following options:
• You gain access to all Maneuvers and Weapon Style Passives.
• You learn 2 additional Techniques (from a Technique List • a 1st, 2nd, or 5th level class feature from any class.
you have access to). • a 3rd level Subclass Feature from a Class you have at least 1
• Your Maximum Stamina Points increase by 1. Class Feature from.
• a 6th level Subclass Feature from a Subclass you have at least
1 Subclass Feature from.
Ranged Precision
You can only take this Talent once.
When you make a Ranged Attack with a Weapon, you gain
a +5 bonus on the Attack Check against targets who haven't
moved or dodged since the beginning of their last turn.

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Grandmaster Multiclass
Requirement: 13th Level or Higher
You can choose 1 of the following options:
• a 1st, 2nd, or 5th level class feature from any class.
• a 3rd level Subclass Feature from a Class you have at least 1
Class Feature from.
• a 6th level Subclass Feature from a Subclass you have at least
1 Subclass Feature from.
• an 8th level Class Capstone Feature from any Class you
have at least 2 Class Features from.

Legendary Multiclass
Requirement: 17th Level or Higher
You can choose 1 of the following options:
• a 1st, 2nd, or 5th level class feature from any class.
• a 3rd level Subclass Feature from a Class you have at least 1
Class Feature from.
• a 6th level Subclass Feature from a Subclass you have at least
1 Subclass Feature from.
• an 8th level Class Capstone Feature from any Class you
have at least 2 Class Features from.
• a 9th level Subclass Capstone Feature from any Subclass you
have at least 2 Subclass Features from.

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Multiclass & DC Tip: Basically when you take the Feature it is THAT Class’s
Spell List that you can learn the Spell from.

Prestige Systems
In DC20 there are two more advanced systems for character
Multiclass Spellcasting Mastery
Spell List: When you learn a new Spell, you can choose any
Spell on the Spell List granted by the Spellcasting Class you’re
progression: Multiclass Characters and Prestige Characters. taking this Feature from. You must follow any restrictions
imposed by the Spellcasting Mastery you gained that
Spell List from.
Multiclass Characters Cantrips Learned: You learn a number of Spells with the
Classes are defined as Martial Classes or Spellcaster Classes. Cantrip Spell Tag as shown in the Cantrips Learned column
Martial Classes start with Martial Mastery, and Spellcaster of the Multiclass Spellcasting Table.
Classes start with Spellcasting Mastery. Some classes start Spells Learned: You learn an additional number of Spells (with
with both Martial Mastery and Spellcasting Mastery, such or without the Cantrip Spell Tag) as shown in the Spells
as the Paladin and Warlock. These classes are still defined as Known column of the Multiclass Spellcasting Table.
either a Martial Class or a Spellcaster Class for the purposes of
Mana Points: You have a maximum number of Mana Points
Multiclassing rules.
equal to your Charisma or Intelligence, whichever is higher.
Martial Class: Barbarian, Fighter, Warlord, Rogue, Ranger, Additionally, your maximum Mana Points increase by an
Monk, Paladin* amount as shown in the Mana Points column of the Multiclass
Spellcaster Class: Wizard, Sorcerer, Psion, Cleric, Druid, Spellcasting Table.
Bard, Warlock*
Example: A Level 1 Fighter with an Intelligence of 2 and
Alpha Note: Druid, Bard, Artificer, Warlock, and Cursed are a Charisma of 1 would have a maximum of 4 Mana Points
coming in a future Alpha Update (Intelligence of 2 + Multiclass Spellcasting Table of 2) if they
used a Talent to gain a Spellcasting Feature.
DC Tip: When a Class refers to their “Class Table,” that’s only
in reference to the Class you chose at Level 1. Anything you
gain from multiclassing will be referred to in the Multiclass Multiclass Spellcasting Table
Tables below. Multiclass Spellcasting Table
Spellcaster Mana Points Cantrips Spells
Multiclassing Talents Features Taken Gained Learned Learned

You can gain Features from other Classes by selecting the 1 +2 +1 +1


Multiclassing Talents listed in the Talents chapter. When you
do, you follow the rules for Multiclassing in this chapter. 2 +2 +1 +1

3 +3 +1 +2
Martial Classes that Multiclass 4 +3 +1 +2

into a Spellcasting Class TOTAL: 10 4 6

When a Martial Class spends a Talent on a Multiclassing


Talent to pick up a Feature from a Spellcasting Class, they also
gain “Multiclass Spellcasting Mastery”. You gain additional
benefits (shown on the table below) as you continue to
spend more Talents to gain more Spellcaster Class Features.
These do not have to be from the same Spellcasting Class as
the first one.
Each time you gain a Feature from a Spellcasting Class, the
Spells that you can learn from your Multiclassing Spellcasting
Table are only Spells that the Class you just took the Feature
from would have access to. This restriction happens each time
that you learn a new Spell.

Example: If you pick up a Psion Feature with a Multiclassing


Talent at Level 2, then the 1 Spell you learn must be on the
Psion Spell List (Arcane Spell List that has a lot of Spell
School restrictions). Then at Level 4 if you pick up a Cleric
Feature with a Multiclassing Talent, the 1 Spell you learn must
be on the Cleric Spell List (Divine Spell List).

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Spellcaster Classes that Multiclass Multiclassing Exceptions
into a Martial Class When a Martial Class gains a Martial Feature using a
Multiclassing Talent, they don’t gain any benefits from the
When a Spellcaster Class uses a Talent for Multiclassing to Multiclassing Martial Table. When a Spellcaster Class gains
pick up a Feature from a Martial Class they also gain the a Spellcasting Feature using a Multiclassing Talent, they don’t
“Multiclass Martial Feature”. You gain additional benefits gain any benefits from the Multiclass Spellcasting Table.
(shown on the table below) as you continue to spend more
Talents to gain more Martial Class Features. These do not There are exceptions to this though, like the Paladin (a Martial
have to be from the same Martial Class as the first one. Class) that has Features that grant or use MP, and the Warlock
(a Spellcaster Class) that has Features that grant or use SP.

Multiclass Martial Mastery Martial Class Exceptions: Some Martial Classes have Features
Maneuvers Learned: You gain access to all Maneuvers and that grant or use MP. These Features are considered
Weapon Style Passives. Spellcasting Features for the purposes of Multiclassing rules.

Techniques Learned: You learn a number of Techniques as Example: A Level 2 Fighter chooses to gain a Paladin’s
shown in the Techniques Learned column of the Multiclass Divine Smite Feature. Although the Paladin is a Martial Class,
Martial Table. the Divine Smite Feature uses MP, and so is considered a
Spellcasting Feature. This means the Fighter would gain
Stamina Points: Your maximum number of Stamina Points benefits from the Multiclass Spellcasting Table.
increases by an amount as shown in the Stamina Gained
column of the Multiclass Martial Table. Spellcaster Class Exceptions: Some Spellcaster Classes have
Features that grant or use SP. These Features are considered
Multiclass Martial Table Martial Features for the purposes of Multiclassing rules.
Multiclass Martial Table
Example: A Level 2 Wizard chooses to gain a Warlock’s
(TBD) Feature. Although the Warlock is a Spellcaster
Martial Features Stamina Gained Techniques Learned
Class, the (TBD) Feature uses SP so is considered a Martial
Taken
Feature. This means the Wizard would gain benefits from the
1 +1 +1 Multiclass Martial Table.

2 +1 +1

3 +1 +1
Divine Damage
The first time you gain a feature that says “Divine damage”
4 +1 +1 you must choose Holy or Unholy. That now becomes your
TOTAL: 4 4
Divine damage type for all instances of Divine damage.

Prestige Paths
When you want to continue your PCs level progression
past 10th level, you maintain your original Class but gain a
“Prestige Path”. This lets you increase your PC to 20th level.
When your GM says that you are now 11th level, you get
a few extra features listed below based on which Prestige
Path you choose.

DC Tip: This Prestige Path is now considered your “Class


Table” for instances where the rules reference your
Class Table”
There are 3 different Prestige Paths. You can choose any
Prestige Path that you want, but choose wisely because once
you make this choice, it’s permanent. This will be the Path you
progress down until level 20.
The following Prestige Paths are identical except for the
following categories: HP, SP, MP, Techniques, and Spells.

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Prestige Leveling Table
This is the Table you’ll be referencing when you
increase your level.

Prestige Leveling Chart


Char Level Features
1 Class Features
Class Feature
2
Talent
3 Subclass Feature
Talent
4
Ancestry Trait
5 Class Feature

6 Subclass Feature
Talent
7
Ancestry Trait
8 Class Capstone Feature

9 Subclass Capstone Feature


Epic Boon
10
Talent
Choose Prestige Path
11
Talent
12 Talent

13 Talent

14 Talent

15 Talent

16 Talent

17 Talent

18 Talent

19 Talent
Epic Boon
20
Talent

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Martial Path
When you choose the Martial Path, you gain the
following benefits:
Additional HP: Your HP maximum increases by an amount
shown in the HP column of the Martial Path Table.
Additional Attribute Points: You gain additional Attribute
Points as shown in the Attribute Points column of the
Martial Path Table.
Additional Skill Points: You gain additional Skill Points as
shown in the Attribute Points column of the Martial Path Table.
Techniques Known: You learn a number of Techniques
as shown in the Techniques Known column of the
Martial Path Table.
• Stamina Points: You have a maximum number of Stamina
Points as shown in the Stamina Points column of the
Martial Path Table.
Additionally, you gain Martial Path Mastery unless you
already have a Martial Mastery. If you already have a Martial
Mastery, you gain a Talent instead.

Martial Path Mastery


Combat Masteries: All Weapons, All Armors, and All Shields
Maneuvers & Weapon Passives: You gain access to all
Maneuvers and Weapon Style Passives.
Stamina Recovery: On your turn, you can spend 1 AP to regain
1 SP. You also regain all spent SP when Combat ends.

Martial Path Table


Lvl HP SP Tech CM Max Skill Mod Max Attribute Mod Skill Points Attribute Points
11 +1 +1 +1 6 +6 +5 +1 Talent
12 +1 6 +6 +5 +1 Talent
13 +1 +1 +1 7 +6 +5 +1 Talent
14 +1 7 +6 +5 +1 Talent
15 +1 +1 +1 8 +8 +6 +2 +1 Talent
16 +1 8 +8 +6 +1 Talent
17 +1 +1 +1 9 +8 +6 +1 Talent
18 +1 9 +8 +6 +1 Talent
19 +1 +1 +1 10 +8 +6 +1 Talent
Epic Boon
20 +1 10 +10 +7 +2 +1
Talent

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Spellcaster Path
When you choose the Spellcaster Path, you gain the
following benefits:
Additional HP: Your HP maximum increases by an amount
shown in the HP column of the Spellcaster Path Table.
Additional Attribute Points: You gain additional Attribute
Points as shown in the Attribute Points column of the
Spellcaster Path Table.
Additional Skill Points: You gain additional Skill
Points as shown in the Attribute Points column of the
Spellcaster Path Table.
Cantrips Known: You learn a number of Spells with the
Cantrip Spell Tag as shown in the Cantrips Known column of
the Spellcaster Path Table.
• Spells Known: You learn an additional number of Spells
(with or without the Cantrip Spell Tag) as shown in the
Spells Known column of the Spellcaster Path Table.
Additionally, you gain Spellcaster Path Mastery unless you
already have a Spellcasting Mastery. If you already have a
Spellcasting Mastery, you gain a Talent instead.

Spellcaster Path Mastery


Combat Masteries: Spellcasting
Spell List: You gain access to a Spell List of your choice. When
you learn a new Spell, you can choose any Spell on a Spell List
you have access to. You must follow any restrictions imposed
by the Spellcasting Mastery you gained that Spell List from.
Mana Points: You have a maximum number of Mana Points
equal to your Charisma or Intelligence, whichever is higher.

Spellcaster Path Table


Lvl HP MP Cantrips Spells CM Max Skill Max Attribute Skill Points Attribute Points
Known Known Mod Mod
11 +5 +1 +2 6 +6 +5 +1 Talent
12 +5 +1 6 +6 +5 +1 Talent
13 +1 +5 +1 7 +6 +5 +1 Talent
14 +5 +1 7 +6 +5 +1 Talent
15 +5 +1 +2 8 +8 +6 +2 +1 Talent
16 +1 +5 +1 8 +8 +6 +1 Talent
17 +5 +1 9 +8 +6 +1 Talent
18 +5 +1 9 +8 +6 +1 Talent
19 +1 +5 +1 10 +8 +6 +1 Talent
Epic Boon
20 +5 +1 +2 10 +10 +7 +2 +1
Talent

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Hybrid Path
When you choose the Hybrid Path, you gain the
following benefits:
Additional HP: Your HP maximum increases by an amount
shown in the HP column of the Hybrid Path Table.
Additional Attribute Points: You gain additional Attribute
Points as shown in the Attribute Points column of the
Hybrid Path Table.
Additional Skill Points: You gain additional Skill Points as
shown in the Attribute Points column of the Hybrid Path Table.
Cantrips Known: You learn a number of Spells with the
Cantrip Spell Tag as shown in the Cantrips Known column of
the Hybrid Path Table.
Spells Known: You learn an additional number of Spells
(with or without the Cantrip Spell Tag) as shown in the Spells
Known column of the Hybrid Path Table.
Techniques Known: You learn a number of Techniques
as shown in the Techniques Known column of the
Hybrid Path Table.
• Stamina Points: You have a maximum number of Stamina
Points as shown in the Stamina Points column of the Hybrid
Path Table.

Hybrid Path Mastery


Combat Masteries: All Weapons, All Armors, All Shields, and
Spellcasting
Maneuvers Learned: You gain access to all Maneuvers and
Weapon Style Passives.
Spell List: You gain access to a Spell List of your choice. When
you learn a new Spell, you can choose any Spell on a Spell List
you have access to. You must follow any restrictions imposed
by the Spellcasting Mastery you gained that Spell List from.
Mana Points: You have a maximum number of Mana Points
equal to your Charisma or Intelligence, whichever is higher.

Hybrid Path Table


Lvl HP SP Tech MP Cantrips Spells CM Max Skill Max Attribute Skill Points Attribute
Known Known Mod Mod Points
11 +1 +1 +1 +3 +1 +1 6 +6 +5 +1 Talent

12 +3 +1 6 +6 +5 +1 Talent

13 +1 +3 +1 7 +6 +5 +1 Talent

14 +1 +3 7 +6 +5 +1 Talent

15 +1 +1 +3 +1 +1 8 +8 +6 +2 +1 Talent

16 +3 +1 8 +8 +6 +1 Talent

17 +1 +1 +3 9 +8 +6 +1 Talent

18 +3 +1 9 +8 +6 +1 Talent

19 +1 +1 +3 +1 10 +8 +6 +1 Talent
+1 Epic Boon
20 +3 +1 10 +10 +7 +2 +1
Talent

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Ancestries Negative Ancestry Traits
These are Ancestry Traits that have a negative value of
points assigned to it. Negative Default Ancestry Traits can’t

System
This represents what you were born as and how you have
be removed and are a core part of that Ancestry. There are
Negative Expanded Ancestry Traits that you can choose to
gain if you want to. Your Ancestry needs to have a total of
grown and developed since birth. There are many different 5 Ancestry Points (including negative Traits) in order to be
Ancestries and you gain certain “Traits” from your chosen considered complete.
Ancestry at 1st, 4th, and 7th level.
Example: If you have an Ancestry Trait with a -1 Point value,
All Ancestries have Default Traits and Expanded Traits. then the rest of your Ancestry Traits will need to equal 6
Points so that your overall total will be 5 Points (6 - 1 = 5).
Additionally, if you choose to remove a -1 Point value Ancestry
Base Ancestries Traits Trait… then you must also remove an Ancestry Trait with a
Point value of 1 so that your total remains at 5.
All Ancestries have the following Traits that might change
based on what specific Traits that your chosen Ancestry has.
Ancestry Trait Requirements
Speed Some Ancestry Traits might have requirements on them that
You have a Speed of 4 Spaces need to be met in order to take the Ancestry Trait. These will
be listed at the top of the Trait itself.

Size
Your Size is Medium Mastery Caps
Ancestry Traits can grant Attributes, Skills, and Trades points.
These points can’t increase past their respective Mastery Caps
Ancestry Traits unless it specifically says it can.
Each Ancestry has a total of 5 Ancestry Points worth of Traits
at Level 1. When you select an Ancestry you gain its Default Repeated Feature Refunds
Ancestry Traits. You can choose to trade out Default Ancestry If you ever gain a Talent or Class Feature that grants you a
Traits with any of the Expanded Ancestry Traits (that you mechanic that’s exactly the same (or more) as what your
meet the requirements of). Ancestry Trait already grants you, you gain an amount of
Ancestry Points equal to what Ancestry Trait you already had.
Once you gain these points you must immediately spend them
Default Ancestry Traits on other available Ancestry Traits and you gain that Trait
These are the Traits that all Ancestries start off with before
immediately.
any modifications are made. The total amount of points will
always equal 5, which may or may not include Negative Traits Similar But Not Identical: In order to get an Ancestry Point
(see below). ''refund”, the mechanic you gain from the Feature has to give
you exactly the same mechanics or more than the Ancestry
DC Tip: This is perfect for new players! They can just say, “I Trait you already had. You then lose the Ancestry Trait and
want to be an Elf” and they can get that pre-made list of 5 gain the Class Feature instead (since it’s the same or better).
total points and be done.
You get an amount of Ancestry Points equal to the value of the
Ancestry Trait you just lost, and now must spend those points
Expanded Ancestry Traits to gain an Ancestry Trait of your choice from the Ancestry
These are additional options that you have to customize your Trait options you have available to you.
Ancestry for either mechanical or roleplay reasons. You can
choose to swap out and replace the Default Ancestry Traits Example: If you already had an Ancestry Trait that granted
with these, as long as your end total is still 5. you Water Breathing and Swim Speed, then you got a Class
Feature that ONLY granted Swim Speed, that would NOT
DC Tip: Some groups or GMs might choose to ignore these count and you would not get any Ancestry Points refunded to
Expanded Ancestry Traits to speed up character creation you. BUT if the Class Feature also granted Water Breathing
(for new groups or for one shots) or if they want to have a (making it the exact same), then now you get refunded 1
consistent feel for all Ancestries. Ancestry Point and can spend it immediately to get a new
Trait. You would also get this refund if the Class Feature
also gave you more bonuses beyond just a Swim Speed and
Water Breathing.

DC Tip: There might be a scenario where a Zero Point Trait is


replaced by a Class Feature or Talent. In this case a GM could
allow a Player to pick from another Zero Point Trait from
another Ancestry (if it would make sense for that PC).

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Higher Level Ancestry Traits Repeated Traits: You can’t take an Ancestry Trait with the same
name multiple times when creating your Mixed Ancestry.
(Levels 4 and 7) Negative Default Ancestry Traits: If both Ancestries you choose
Coming Soon in Future Alpha Update have the exact same Negative Default Ancestry Trait (like
In general, the current plan is to gain 2 more Ancestry Points Halflings and Gnomes being Small Sized) then you must take
at Level 4 and 3 more Ancestry Points at Level 7. Upon gaining on that Negative Ancestry Trait.
these points you must immediately spend them on Ancestry Negative Expanded Ancestry Traits: You can take multiple
Traits you have available. You cannot hold onto points, have Negative Expanded Ancestry Traits as long as your
them carry over, and then use them at level 7. You can spend total is still 5.
your points on any Default or Expanded Ancestry Traits you
have available with your chosen Ancestry.
Mixed Ancestry Appearance
The appearance of this new Ancestry is up to the PC and
Ancestry Lore & Flavor GM to come up with together. The way this new Ancestry
looks could be identical to either of the two original parents’
Each Ancestry has unique biological and cultural pieces that Ancestries (with a subtle difference here or there), or a half-
combine with Background to create a very unique PC. and-half mix of both with a completely new appearance.
• Unique Biology Facts
• Ancestry Quirks Table Subtle Example: A PC chooses a Mixed Ancestry of Human
• Names List and Dragonborn. They could choose to have a Human with
subtly different “reptilian” features such as eyes and bits of
• Ancestries Culture
scales on parts of their body. They could choose to have a
This will be available at the release of the full game. The Alpha Dragonborn with their draconic features dialed down some,
is focused on the mechanics of the game, so the “flavor & lore” and have less horns or claws, maybe have no tail, or be
will be revealed in the future. shorter than usual.

Half and Half Example: A PC chooses a Mixed Ancestry of


Mixed Ancestries Dwarf and Elf. Instead of doing something subtle, you could
completely mix them together. You could have this new
If your PC’s parents were not of the same Ancestry you can
Ancestry be human height (since elves are about 1 foot taller
have a Mixed Ancestry. This allows PCs to choose 2 Ancestries and dwarves are about 1 foot shorter than humans). They
and combine the Ancestry Points from both to create one new could have long pointy ears and a more thin nimble build
and unique Ancestry. (like an Elf) while still having a full beard and larger nose
(like a Dwarf).
DC Tip: You can choose to create things like “Half Elves” and
“Half Orcs” by combining the options in the Human Ancestry
with those from the Elf or Orc Ancestry respectively. DC Tip: If a PC wanted to do a more subtle Mixed Ancestry
Additionally, you can go outside the box with this system appearance, as a GM I would say that if an NPC gave their PC
and create things like a “Dwarfling” (a Dwarf combined with a close look they would still be able to tell that they weren’t
a Halfling). fully one Ancestry. But if they were to conceal the subtle
parts of their one Ancestry, then they could potentially pass
themselves off as their “primary” Ancestry.
Creating Mixed Ancestries
When creating a Mixed Ancestry you must use the
following rules: Mixed Ancestry Parents
2 Ancestry Pools: You can choose from both Ancestries’ Default If a Player wants to create a PC who has two parents of Mixed
or Expanded Ancestry Traits when building your Mixed Ancestries then the Player must pick two of them to be able
Ancestry. Pick and choose the right traits that best express to choose from.
your new Ancestry.
Example: A Player wants to create a PC whose mother was
DC Tip: You can choose to pick ALL of your Ancestry Traits a Human / Elf Ancestry and whose father was a Dwarf / Orc
from ONE Ancestry and completely ignore the other. This Ancestry. The Player would have to choose 2 of those 4
would mechanically make you the same as if you were just Ancestries to get their Ancestry Trait options from.
one Ancestry, but you would still look visually different (see
appearance below). DC Tip: If you truly want to create a blended PC in
this way you would need to use the Custom Ancestry
5 Points Total: You must still have an Ancestry Point total of 5. Variant Rule below.
0 Point Traits: A Mixed Ancestry can only have 1 of the 0 Point
Ancestry Traits (if available). If the Ancestries you chose have
multiple 0 Point Ancestry Traits, then you can only choose
1 (or none).

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Variant Rule: Custom Ancestries DC Tip: I would be very careful with this, the game is
balanced around PCs getting 5 points and there could be
If you want to create a PC with a completely custom Ancestry some very powerful combinations (especially if combined
or want to combine 3 or more Ancestries together, you can with other more powerful options for starting the game off).
create a Custom Ancestry.

Creating Custom Ancestries Variant Rule: Ancestry “Magic


When creating a Custom Ancestry you must use the Items”
following rules:
This option allows you to think outside the box on why
4 Universal Ancestry Points: You have 4 Ancestry Points that you your PC can do what they can do and where they got their
can use to spend on any Ancestry Trait from any Ancestry. powers from. With this rule, you can choose from ANY of
0 Point Traits: A Custom Ancestry can only choose one 0 Point the Ancestry Traits and give yourself a “magic item” that
Ancestry Trait. represents that power. You can do this multiple times for
multiple points worth of traits. You can tie all these points
Repeated Traits: You can’t take an Ancestry Trait with the same
into a single item or into multiple items.
name multiple times when creating your Mixed Ancestry.
Negative Ancestry Traits: You can take on multiple Negative Example: You want to play a “normal” Human PC, but
Ancestry Traits (both Default and Expanded) from any you REALLY want to have a Breath Weapon (from the
Ancestry as long as your total is still 5. Dragonborn Ancestry) and you DON’T want to say that you
are “part Dragonborn”. You can create a Human with 3 points
DC Tip: This would be a Variant Rule within a Variant Rule, spent in the Human Ancestry and with the other 2 points,
but you could choose to give PCs the full 5 Ancestry Points you can get the Dragonborn’s Breath Weapon, but you could
for creating their Custom Ancestry. Keep in mind, this would describe that it comes from a “magic ring” on your finger.
be VERY strong and may be the default option for almost This allows you to play the fantasy of a human, while still
everyone at the table (for both min-maxing and roleplay having the “magical abilities” that you want.
reasons). If you’re okay with this, then let them have the full 5
Points instead of 4. DC Tip: I have done this myself with Class Features before. I
had a PC who was a complete commoner… but he happened
to find a magic sword and as soon as he picked it up he was
Custom Ancestry Appearance granted the powers of a Paladin. If I ever lost the sword,
The appearance of this new Ancestry is for the player and GM then those powers were gone. It's a very unique way to make
to come up with together (also making sure it fits into the lore a unique PC.
of the world setting). The Ancestry could look similar to an
already existing Ancestry, but be magically different for other
reasons. The Ancestry could be an entirely new species that GM and PC Notes
you want to bring into the world and mix and match Traits Keep in mind that this “feature” is now being represented by
around to get the exact right feel for your PC. an object that isn’t a part of the PC. This means that it could
be stolen or possibly work differently if the PCs go to an area
DC Tip: How I have always handled this is the visual is 100% that cancels all magic items (where the ring wouldn’t work).
“flavor” based, and the Player can describe however they Have an open dialogue with each other about this and how it
look. Then the Ancestry Points takes care of the “balance” might look at your table.
and mechanics of what that Ancestry can do.

Variant Rule: Ancestry Adoption


Variant Rule: Stronger or Weaker This option allows you to select one Ancestry Trait from
Ancestries any Ancestry available, then follow the rules as written for
spending the rest of your Ancestry Points.
Game Masters can choose to start the game off with higher or
lower Ancestry Point totals (instead of 5). DC Tip: You could be making this choice for tactical combat
Lower Points: If you don’t want there to be as much power that reasons, roleplay reasons, or anything in between. Talk to
comes from Ancestries and want it to be more of a subtle thing your GM (and even the rest of your party) to show what
they get, you can lower it down to 4,3, or 2. The PC would unique twist you’ve added to your PC.
have to choose which Default Ancestry Traits (or Expanded
Ancestry Traits) they get to equal that total.
Higher Points: If you want to give your players more power
and customization at the start of the game, you can give them
more points here (or use the Free Starting Talent Variant
Rule). This gives the PCs 6 or more points to build a stronger
Ancestry with.

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Variant Rule: Restrictive Flying (1) Climb Speed: You gain a Climb Speed equal to your
Movement Speed.
Ancestry Traits (2) Speed Increase: Your Speed increases by 1 Space.
Alpha Rule: There will be Ancestries that can fly in future Alpha
(1) Trade Expertise: Choose an Artistry or Crafting Trade.
Updates. I am being VERY careful in this implementation for
Your Mastery Cap and Mastery Level in the chosen Trade
the balance of the game (since flying PCs can cause problems).
both increase by 1.
There’ll be options in the base game for this, but this variant
rule will have a more restrictive set of Ancestry Traits that (2) Agility Attribute Increase: You increase your Agility by
give flying, but in a progression extending towards later levels. 1 (up to your Attribute Limit).
(1) Plant Knowledge: While within forests, jungles, and
swamps, you have ADV on Survival Checks. Additionally,
Ancestries you have ADV on Nature Checks made to recall information
about plants.
Human (-1) Might Attribute Decrease: You decrease your Might by
1 (to a minimum of -2).
Default Traits (-1) Frail: Your HP maximum decreases by 2.
(2) Attribute Increase: Choose an Attribute. The chosen
Attribute increases by 1 (up to the Attribute Limit).
Dwarf
(2) Resilience: Choose an Attribute. The chosen Attribute
gains Save Mastery.
Default Traits
(1) Human Resolve: Your Death’s Door Threshold value is (1) Tough: Your HP maximum increases by 1.
expanded by 1.
(2) Toxic Fortitude: You have Poison Resistance and ADV
(0) Undying: You have ADV on Saves against the on Saves against being Poisoned.
Doomed Condition.
(2) Physically Study: You have ADV on Saves against being
Impaired, Deafened, or Petrified.
Expanded Traits
(2) Skill Expertise: Choose a Skill. Your Mastery Cap and (0) Iron Stomach: You have ADV on Saves against effects
Mastery Level in the chosen Skill both increase by 1. that come from consuming food or liquids.

(1) Trade Expertise: Choose a Trade. Your Mastery Cap and


Mastery Level in the chosen Trade both increase by 1. Expanded Traits
(1) Thick Skinned: Your PD increases by 1 while you’re not
(1) Human Determination: Once per Combat, you can wearing Heavy Armor.
give yourself ADV on an Attack Check or Spell Check
while Bloodied. (1) Natural Combatant: You gain Mastery with Heavy
Weapons, Heavy Armors, and all Shields.
(1) Unbreakable: You have ADV on Death Saves.
(1) Stone Blood: You have ADV on Saves against Bleeding.
(-1) Attribute Decrease: Choose an Attribute. You decrease Additionally, you can spend 1 AP to end a Bleeding Condition
the chosen Attribute by 1 (to a minimum of -2). on yourself.
(1) Minor Tremorsense: You have Tremorsense 3 Spaces.
Elf (2) Stubborn: You have ADV on Saves against being Taunted
and against being forcibly moved.
Default Traits (1) Trade Expertise: Choose a Crafting or Services Trade.
(1) Elven Will: You have ADV on Checks and Saves against Your Mastery Cap and Mastery Level in the chosen Trade
being Charmed and put to Sleep. both increase by 1.
(2) Nimble: When you take the Dodge Action, you instead (2) Might Attribute Increase: You increase your Might by 1
gain the benefits of the Full Dodge Action. (up to your Attribute Limit).
(2) Agile Explorer: You are not affected by Difficult Terrain. (1) Earthen Knowledge: While within mountainous and
(0) Discerning Sight: You have ADV on Checks and Saves subterranean environments, you have ADV on Survival
made to discern through visual illusions. Checks. Additionally, you have ADV on Nature Checks made
to recall information about rocks, soil, crystals, and gems.

Expanded Traits (-1) Charisma Attribute Decrease: You decrease your


(1) Peerless Sight: You don't have DisADV as a result of Charisma by 1 (to a minimum of -2).
making an Attack with a Weapon at Long Range. (-2) Short Legged: Your Speed decreases by 1 Space.

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Halfling Gnome
Default Traits Default Traits
(-1) Small Sized: Your Size is considered Small. (-1) Small Sized: Your Size is considered Small.
(2) Elusive: When you take the Disengage Action, you instead (2) Escape Artist: You have ADV on Checks and Saves to
gain the benefits of the Full Disengage Action. avoid or escape being Grappled or Restrained.
(2) Halfling Bravery: You have ADV on Saves against being (1) Magnified Vision: You have ADV on Investigation
Intimidated, Rattled, or Frightened. Checks made on something you are holding or touching.
(1) Halfling Endurance: You have ADV on Saves made to (2) Mental Clarity: You have ADV on Saves against being
resist gaining Exhaustion. Dazed or Stunned.
(1) Deft Footwork: You can move through the space (1) Strong Minded: Your MD increases by 1.
of a hostile creature 1 size larger than you as if it were (0) Predict Weather: You can naturally tell what the weather
Difficult Terrain. is going to be in the next hour in the area within 1 mile of
(0) Beast Whisperer: You can speak to Beasts in a limited you. You don’t have DisADV on Checks or Saves as a result of
manner. They can understand the meanings of simple words, naturally occurring weather.
concepts, or states of emotion. You have no special ability to
understand them in return.
Expanded Traits
(1) Mana Increase: Your MP maximum increases by 1.
Expanded Traits (1) Trapper: You have ADV on Investigation Checks to spot
(1) Beast Insight: You can understand Beasts in a limited Traps, and on Trickery Checks to Hide Traps.
manner. You can understand the meaning of their noises and
behaviors, though they have no special ability to understand (2) Lightning Insulation: You have Lightning Resistance
you in return. and can’t be struck by natural lightning.
(1) Burst of Bravery: Once per Combat, you can end the (1) Trade Expertise: Choose a Crafting or Subterfuge Trade.
Intimidated, Rattled, or Frightened Condition on yourself Your Mastery Cap and Mastery Level in the chosen Trade
for free at any time. both increase by 1.
(1) Trade Expertise: Choose an Artistry or Services Trade. (2) Intelligence Attribute Increase: You increase your
Your Mastery Cap and Mastery Level in the chosen Trade Intelligence by 1 (up to your Attribute Limit).
both increase by 1. (1) Storm Knowledge: While within rainy, snowy, or
(2) Charisma Attribute Increase: You increase your stormy environments, you have ADV on Survival Checks.
Charisma by 1 (up to your Attribute Limit). Additionally, you have ADV on Knowledge Checks made to
recall information about rain, snow, and storms.
(1) Critter Knowledge: You have ADV on Nature, Survival,
and Animal Checks involving Small size creatures and smaller. (-1) Agility Attribute Decrease: You decrease your Agility
by 1 (to a minimum of -2).
(-1) Intelligence Attribute Decrease: You decrease your
Intelligence by 1 (to a minimum of -2). (-2) Short Legged: Your Speed decreases by 1 Space.
(-2) Short Legged: Your Speed decreases by 1 Space.

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Orc (2) Draconic Resistance: You gain Resistance to your
Draconic damage type.
(2) Draconic Breath Weapon: You gain a Breath Weapon
Default Traits based on your Draconic Origin. Once per Combat, you can
(-1) Cursed Mind: Your MD decreases by 1.
spend 2 AP to exhale in a 3 Space Cone or a 6 Space Line.
(2) Orc Rush: Once per Combat, when you willingly move Alternatively, you can choose to make a Spell Attack against
toward an enemy, you can spend 1 AP to gain Temp HP equal a single target within 6 Spaces, increasing the damage by 1.
to your Prime Modifier.
• Elemental Breath Weapon: Make a Spell Check against
(2) Brutal Strikes: You deal +1 damage when you score a every target's PD within the area. Hit: The target takes 2
Brutal Hit with Melee Weapon or Unarmed Strike. Draconic damage. Before you make your Spell Check, you
(1) Tough: Your HP maximum increases by 1. can spend 1 SP to increase the damage by 1, or 1 MP to
increase it by 2.
(1) Orcish Resolve: You can now spend up to 2 AP while on • Mystic Breath Weapon: Make a Spell Check against every
Death's Door instead of 1. target’s MD within the area. Hit: The target takes 1 Draconic
(0) Already Cursed: You have ADV on Saves against Curses. damage. Before you make your Spell Check, you can spend
1 SP to increase the damage by 1, or 1 MP to increase it by 2.
Expanded Traits (0) Reptilian Superiority: You have ADV on Intimidation
(2) Intimidating Shout: Once per Combat, you can spend Checks against reptilian creatures of Medium Size and smaller
1 AP to let out an Intimidating Shout. All creatures within 5 (not including other Dragonborn).
Spaces that can hear you must make a Charisma Save contested
by your Attack Check. Failure: A target is Hindered on the Expanded Traits
next Attack Check or Spell Attack it makes before the start of (1) Mana Increase: Your MP maximum increases by 1.
your next turn. (1) Thick-Skinned: Your PD increases by 1 while you’re not
(1) Orc Dash: Once per Combat, you can use your Minor wearing Heavy Armor.
Action to move, as long as that movement is towards an enemy. (1) Second Breath: You can now use your Draconic Breath
(2) Might Attribute Increase: You increase your Might by 1 Weapon twice per Combat. Additionally, whenever you
(up to your Attribute Limit). use your Draconic Breath Weapon, you can spend 2 uses to
increase its damage by 1.
(1) Finishing Blow: You deal +1 damage to creatures who are
Well-Bloodied. (1) Concussive Breath: When you use your Draconic Breath
Weapon, you can force all targets to make a Physical Save.
(1) Imposing Presence: Once per Combat, when a creature Save Failure: The target is pushed 1 Space away +1 additional
makes an Attack against you, you can force them to make Space for every 5 it fails its Save by.
a Charisma Save. Save Failure: They must choose a new
target for the Attack. If there are no other target’s, then the (1) Draconic Affinity: When you take damage of the same
Attack is wasted. type as your Draconic damage, your next Draconic Breath
Weapon deals +1 bonus damage.
(-1) Provocation: You have DisADV on Checks and Saves
against being Taunted. (1) Dying Breath: Once per Combat, when you enter Death's
Door, you regain a use of your Draconic Breath Weapon and
(-1) Reckless: Your PD decreases by 1. can immediately use it as a Reaction for free.
(1) Draconic Ward: Once per Combat, when you enter
Dragonborn Death's Door, you gain 2 Temp HP. Whenever you’re Hit by
a Melee Attack while you have this Temp HP, your Attacker
Draconic Origin takes 1 Draconic damage.
Choose a Draconic Origin from the list below. All future (2) Glide Speed: You have a set of wings that you can use to
choices within this Ancestry must use the chosen Draconic horizontally glide and slow your descent. Provided you aren't
Origin. The type of damage associated with your Draconic Incapacitated you gain the following benefits while in the air:
Origin is your Draconic damage.
• Controlled Falling: You suffer no damage from Controlled
• Elemental Origin: Acid, Cold, Fire, Lightning, or Poison. Falling.
• Mystic Origin: Force, Holy, Psychic, Sonic, or Unholy. • Altitude Drop: If you end your turn midair, you controlled
• If you select Force damage and choose to gain a fall 4 Spaces.
Draconic Breath Weapon, then your Mystic Breath • Glide Speed: You can use your movement to glide
Weapon targets PD instead of MD. horizontally.
(-1) Guardians Bond: Once per Combat, when an ally enters
Death's Door within 20 Spaces of you, you take an amount of
Default Traits True damage equal to your Prime Modifier.
(1) Darkvision: You have Darkvision 10 Spaces.

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Giantborn Default Traits
(1) Holy Resistance: You have Resistance to Holy damage.

Default Traits (2) Celestial Magic: You learn 1 Spell of your choice from
(2) Extremely Tough: Your HP maximum increases by 2. the Divine Spell List (Holy & Restoration during the Alpha).
Once per Long Rest, you can cast the chosen Spell spending
(2) Powerful Build: You increase by 1 size, but you occupy 1 less MP than normal (minimum of 0 MP). The Spell’s total
the Space of a creature 1 size smaller. MP cost (before all reductions) still can’t exceed your Mana
(1) Giant’s Resolve: While on Death’s Door, you reduce all Spend Limit.
damage taken by 1. (2) Healing Touch: Once per Combat, you can spend 1 AP
(0) Unyielding Movement: The Slowed Condition cannot to touch a creature and heal it. Make a DC 10 Spell Check.
reduce your movement below 2 Spaces. Success: You can restore up to 2 HP. Success (each 5): +1 HP.
Failure: You only restore 1 HP.
Expanded Traits (0) Divine Glow: Your body can emit Bright Light in a 5
(2) Giants Fortitude: You gain the benefits of your Giant’s Space radius around you at will.
Resolve Trait while Well-Bloodied.
(2) Strong Body: Once per Combat, when you take damage Expanded Traits
that targets your PD, you can reduce the damage taken by an (1) Mana Increase: Your MP maximum increases by 1.
amount equal to your Might or Agility (your choice). (1) Celestial Clarity: You have ADV on Saves against being
(1) Mighty Hurl: You throw creatures 1 Space farther than Blinded or Deafened.
normal, and objects (including Weapons) 5 Spaces farther (1) Angelic Insight: Once per Long Rest you can grant
than normal. yourself ADV on an Insight Check to see if someone is lying.
(1) Titanic Toss: You have ADV on Checks made to throw (2) Gift of the Angels: Once per Combat you can spend 1 AP
creatures. You don't have DisADV as a result of making and 1 MP and touch a creature to heal them over time. The
an Attack with a Weapon with the Thrown Property creature recovers 1 HP at the start of each of their turns for 1
at Long Range. minute (5 Rounds).
(1) Mighty Leap: You can use your Might instead of Agility (1) Blinding Light: Once per Combat, you can spend 1 AP
to determine your Jump Distance and the damage you take to choose a creature within 5 Spaces and make a Spell Check
from Falling. contested by its Physical Save. Success: The target is Blinded
(1) Brute: Once per Combat, you can take the Shove or until the end of your next turn.
Grapple Action as a Minor Action. (2) Charisma Attribute Increase: You increase your
(2) Might Attribute Increase: You increase your Might by 1 Charisma by 1 (up to your Attribute Limit).
(up to your Attribute Limit). (2) Glide Speed: You have a set of wings that you can use to
(-1) Heavy Riser: You have to spend 4 Spaces of movement to horizontally glide and slow your descent. Provided you aren't
stand up from Prone. Incapacitated you gain the following benefits while in the air:
(-1) Clumsiness: You have DisADV on Agility Checks. • Controlled Falling: You suffer no damage from Controlled
Falling.
(-1) Intelligence Attribute Decrease: You decrease your
• Altitude Drop: If you end your turn midair, you Controlled
Intelligence by 1 (to a minimum of -2).
Fall 4 Spaces.
• Glide Speed: You can use your movement to glide
Angelborn horizontally.
(-1) Pacifist: Your divine call is to put others before yourself
Fallen Angelborn and resist doing harm. You suffer a -1 penalty to all Checks &
If you choose to play an Angelborn and go down a darker path, Saves made during the first round of Combat.
you can choose to be a Fallen Angelborn. This can happen (-1) Unholy Weakness: You have Unholy Vulnerable 1.
at character creation from evil acts done in your backstory,
or this can happen mid-campaign after a large change in
your character.
You gain the following Ancestry Trait:
(0) Fallen: You can now spend your Ancestry Points on
Fiendborn Traits.

DC Tip: You can only have one “0 Point” Ancestry Trait when
creating your character, so if you want to start the game with
this feature you must swap it out with Divine Glow.

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Fiendborn (2) Charming Gaze: Once per Combat, you can gaze upon
a creature you can see within 10 Spaces that can also see
you. Make a Spell Check contested by the target’s Repeated
Fiendish Origin
Charisma Save. Success: The creature becomes Charmed by
Choose a Fiendish Origin from the following list: Fire,
you for 1 minute.
Cold, Acid, Poison, and Unholy. All future choices within
this Ancestry must use the chosen Fiendish Origin. The (2) Charisma Attribute Increase: You increase your
type of damage associated with your Fiendish Origin is your Charisma by 1 (up to your Attribute Limit).
Fiendish damage. (2) Glide Speed: You have a set of wings that you can use to
horizontally glide and slow your descent. Provided you aren't
Fiendborn Redemption Incapacitated you gain the following benefits while in the air:
If you choose to play a Fiendborn and go down a path of
• Controlled Falling: You suffer no damage from Controlled
redemption, you can choose to be a Redeemed Fiendborn.
Falling.
This can happen at character creation from good acts done in
• Altitude Drop: If you end your turn midair, you controlled
your backstory, or this can happen mid-campaign after a large
fall 4 Spaces.
change in your character.
• Glide Speed: You can use your movement to glide
You gain the following Ancestry Trait: horizontally.
(0) Redeemed: You can now spend your Ancestry Points on (-1) Holy Weakness: You have Holy Vulnerable 1.
Angelborn Traits.
(-1) Divine Dampening: You recover 1 less HP when healed
DC Tip: You can only have one “0 Point” Ancestry Trait when from divine sources.
creating your character, so if you want to start the game with
this feature you must swap it out with Light’s Bane.

Default Traits
(2) Fiendish Resistance: You gain Resistance to your
Fiendish damage type.
(2) Fiendish Magic: You learn 1 Spell of your choice from
the Arcane Spell List from the Destruction or Enchantment
Spell Schools. If the Spell deals damage, then it must be the
same damage type as your Fiendish damage. Once per Long
Rest, you can cast the chosen Spell spending 1 less MP than
normal (minimum of 0 MP). The Spell’s total MP cost (before
all reductions) still can’t exceed your Mana Spend Limit.
(1) Darkvision: You have a Darkvision of 10 Spaces
(0) Light’s Bane: You can spend 1 AP to snuff out a mundane
light source within 5 Spaces of you.

Expanded Traits
(1) Mana Increase: Your MP maximum increases by 1
(1) Silver-Tongued: Once per Long Rest, you can grant
yourself ADV on an Influence Check when trying to
deceive someone.
(1) Fiendish Aura: You learn the Sorcery Cantrip, but you
must choose the type of energy that is the same as your
Fiendish Origin.
(1) Superior Darkvision (requires Darkvision): Your
Darkvision increases to 20 Spaces.
(1) Infernal Bravery: You have ADV on Saves against being
Intimidated.
(1) Intimidator: Once per Combat, you can take the
Intimidate Action as a Minor Action.

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Classes Barbarian Class Features
Level 1 Class Features
Barbarian Barbarian Stamina
Barbarians charge into battle with reckless abandon, ignoring
When you score a Heavy Hit or Critical Hit against a creature,
their own safety as they brush off damage and deal even more
or one is scored against you, you regain 1 SP.
in return. They trade defense for more offense and let out
blood-crazed battle cries. Rage
Source of Power: Barbarians become overtaken by a surge of You can spend 1 AP and 1 SP to enter a Rage for 1 minute.
strength called Rage. This can manifest as rage, possession, While Raging you gain Resistance to Physical damage but
primal power, or something else entirely. A protective your Physical Defense is decreased by 5. Additionally you deal
Barbarian could tap into his power if their friends are in an additional +1 damage with all Melee Martial Attacks and
danger. A frightened Barbarian could lash out when they’re have ADV on all Might Checks and Saves.
scared. There are many possibilities for where a Barbarian’s
power of Rage comes from. Reckless Attack
During your turn in Combat, you can choose to gain ADV
DC Tip: Or of course an ANGRY Barbarian might want to on all Attack Checks until the start of your next turn. For the
smash everything in sight! duration, all creatures have ADV on all Attack Checks and
Spell Checks that target your PD.
Starting Equipment Savage Defense
• 2 of the following: Light Weapons, Heavy Weapons, Shields Your primal savagery grants you the following benefits:
• 1 Ranged Weapon with 20 Ammo OR 3 Throwing Weapons Savage Physical Defense: You gain access to the following
• 1 set of Novice Light Armor or Novice Heavy Armor PD formula while not wearing Armor: 8 + Combat Mastery
• X or Y “Packs” (Adventuring Packs Coming Soon) + Agility + Prime.
Fast Movement: You gain +1 Speed while not wearing Armor.
Barbarian Martial Mastery Mighty Leap: You can use your Might instead of Agility
Combat Masteries: All Weapons, All Armors, and All Shields to determine your Jump Distance and the damage you take
from Falling.
Maneuvers & Weapon Passives: You gain access to all
Maneuvers and Weapon Style Passives. Barbarian (Flavor)
Techniques Known: You learn a number of Techniques as When you make an Attack Check against a mundane object,
shown in the Techniques Known column of the Barbarian you automatically score a Critical Hit.
Class Table.
Stamina Points: You have a maximum number of Stamina
Points as shown in the Stamina Points column of the Barbarian
Class Table.

Barbarian Class Table


Char Level Barbarian Bonus HP Attribute Points Skill Points Stamina Points Techniques Known Features
1 +2 1 1 Class Features
Class Feature
2 +1 +1 2
Talent
3 +1 +1 2 2 Subclass Feature
Talent
4 +1 +1 3
Ancestry Trait
5 +1 +1 +2 3 3 Class Feature
6 +1 +1 4 Subclass Feature
Talent
7 +1 +1 4 4
Ancestry Trait
8 +1 +1 5 Class Capstone Feature
9 +1 +1 5 5 Subclass Capstone Feature
Epic Boon
10 +1 +1 +2 6
Talent

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Level 2 Class Features
Battle Cry
You can spend 1 AP and 1 SP to release a loud Battle Cry.
Yourself and all allies within 5 Spaces that can see or hear
you gain ADV on all Physical Checks until the start of
your next turn.

Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.

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Cleric Spells Known: You learn an additional number of Spells (with
Clerics can reach out and call upon the power of a deity to aid or without the Cantrip Spell Tag) as shown in the Spells
them in battle and to support them and their allies. Clerics can Known column of the Cleric Class Table.
range from a knowledgeable priest to a knight in holy armor. Mana Points: You have a maximum number of Mana Points
They reach out to their deity to empower their magic in ways equal to your Charisma or Intelligence, whichever is higher.
mortals normally cannot. Additionally, your maximum increases by an amount as
Source of Power: Clerics have a relationship with a powerful shown in the Mana Points column of the Cleric Class Table.
deity, or deities, that they’re in service to. Through their faith, Example: A Level 1 Cleric with an Intelligence of 2 and a
they’re granted magical power by their deity. They could serve Charisma of 1 would have a maximum of 5 Mana Points
a good god of life that grants them healing magic or an evil (Intelligence of 2 + Cleric Table of 3).
god of death that grants them abilities to end life.

Starting Equipment Cleric Class Features


• 2 Light Weapons or 1 Light Weapon and a Light Shield (or
Heavy Weapon / Heavy Shield if you choose the Protector Level 1 Class Features
Holy Order, see below)
• 1 set of Novice Light Armor (or Heavy Armor if you choose Divine Spellcaster
the Protector Holy Order, see below) Choose a Divine damage type when you gain this Feature:
• X or Y “Packs” (well have a list of adventuring packs to put Holy or Unholy. Anytime you cast a Divine Spell that deals
here) damage, you can choose to change the damage type to your
Divine damage type. Additionally, you learn the Close Wounds
Cleric Spellcasting Mastery Cantrip that doesn’t count against your Cantrips Known from
Combat Masteries: Light Weapons, Light Armor, Light Shields, your Class Table.
and Spellcasting
Spell List: When you learn a new Spell, you can choose any Cleric Order
Spell on the Divine Spell List. Choose a sacred role from your religious teachings: Protector,
Alpha Note: You get access to the “Premade List” of Holy & Scribe, or Priest.
Restoration. This is the only Premade List that you have to Protector: You gain Mastery with Heavy Weapons, Heavy
choose from until the Spell List Alpha Update. Shields, and Heavy Armor.
Cantrips Known: You learn a number of Spells with the Cantrip Priest: When you spend MP to cast a Spell that restores HP to
Spell Tag as shown in the Cantrips Known column of the creatures other than yourself, you regain 1 HP. At Level 10,
Cleric Class Table. this healing increases to 2 HP.
Scribe: You have ADV on all Knowledge Skill Checks.
Additionally, you gain 1 Skill Point to put into an Intelligence
Skill of your choice.

Cleric Class Table


Char Level Cleric Bonus HP Attribute Points Skill Points Mana Points Cantrips Known Spells Known Features
1 +1 3 3 4 Class Features
Class Feature
2 +1 6 5
Talent
3 +1 9 4 Subclass Feature
Talent
4 +1 +1 12 6
Ancestry Trait
5 +1 +2 15 7 Class Feature
6 +1 18 5 Subclass Feature
Talent
7 +1 +1 21 8
Ancestry Trait
Class Capstone
8 +1 24 9
Feature
Subclass
9 +1 27
Capstone Feature
Epic Boon
10 +1 +1 +2 30 6 10
Talent

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Divine Prayer Level 2 Class Features
You can spend 1 AP to say a prayer to petition your deity for
their divine blessing. Choose 1 of the prayers listed below.
Each prayer has a listed MP cost that you must spend when Channel Divinity
you say your prayer. You can only have 1 prayer active at a You gain the ability to channel the direct power of your deity.
time. If you say another prayer while you already have a prayer You have multiple ways that you can reach out to your deity
active, the first prayer immediately ends without granting and you can use this Feature once per Short Rest.
any benefit.
Lesser Divine Intervention
Once during the next minute, you can apply the prayer benefit
You can spend 2 AP to call on your deity to intervene on your
to a Spell you cast. If your Spell targets more than 1 creature,
behalf when your need is great to replenish you and your
your prayer only benefits 1 of the targets (your choice).
allies. Make a DC 10 Spell Check.
• Prayer of Restoration: (1 MP) The target of your Spell
Success: You gain a pool of Divine Points equal to your level
regains 3 HP.
that you can use to replenish any number of creatures within
• Prayer of Destruction: (1 MP) The target of your Spell takes
5 Spaces of you, distributing the Divine Points among them.
3 Divine damage, provided 1 of the following conditions
A creature regains 2 HP for each Divine Point they receive.
are met: you make a Spell Attack that Hits the target or you
Additionally you regain an amount of MP equal to your
instead make a Spell Check that's equal to or higher than
Prime Modifier.
the target's MD.
• Prayer of Guidance: (1 MP) The target of your Spell gains a Success (each 5): You gain additional Divine Points equal to
Help Die (1d8) that they can add to 1 Check of their choice your Prime Modifier.
they make before the end of their next turn.
Censure Undead
Unused Blessing: If the prayer ends without granting any
You can spend 2 AP to censure all Undead creatures who can
benefit, you regain the MP spent to say the prayer.
see or hear you within 5 Spaces. Make a Spell Check contested
by each target’s Mental Save. Success: The effect of this Feature
Divine Omen (Flavor) is based on your Divine damage type (Holy or Unholy).
You can reach out to your deity and cast the Augury Spell as a
• Holy: The target is Frightened for 1 minute or until it takes
Ritual once per Long Rest.
damage. The target makes a Repeated Save at the end of
each of its turns.
• Unholy: The target is Stunned for 1 minute or until it takes
damage. The target makes a Repeated Save at the end of
each of its turns.

Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.

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Fighter Example: If you spend 1 AP to make an Attack Check and then
spend 3 AP to perform 3 Maneuvers on the Attack Check, you
Fighters are weapon and armor specialists that push themselves would only regain 1 SP.
to the limit in combat. They’re able to master a wide variety
of weapon types and learn their enemies as they fight them.
Source of Power: Fighters train intensely to master all types of Fighting Style
weapons and armor. They could be outfitted in heavy armor You learn 2 Fighting Styles from the list below.
and a shield, swing a greatsword with ease, or become a highly • Archery: You gain a +2 bonus to Ranged Attacks with
trained archer. Ranged Weapons.
• Close Quarters Shooter: You gain a +1 bonus to Ranged
Attacks with Ranged Weapons. Additionally, you no longer
have DisADV on Ranged Attacks against targets within 1
Starting Equipment Space of you.
• 3 of the following: Light Weapons, Heavy Weapons, Shields • Defense: You gain a +1 bonus to your PD and MD.
• 1 Ranged Weapon with 20 Ammo OR 3 Throwing Weapons • Dueling: When a creature within your Melee Range misses
• 1 set of Novice Light Armor or Novice Heavy Armor you with a Melee Attack, you can spend 1 AP as a Reaction
• X or Y “Packs” (Adventuring Packs Coming Soon) to make a Melee Attack using a 1-Handed Weapon you are
wielding against the attacking creature. You can’t make
this bonus Attack if you are wielding more than 1 Weapon
Fighter Martial Mastery when you’re attacked.
Combat Masteries: All Weapons, All Armors, and All Shields • Great Weapon Fighting: You deal +2 damage when you score
a Brutal Hit or Critical Hit using a 2-Handed Weapon (or a
Maneuvers & Weapon Passives: You gain access to all Maneuvers Versatile Weapon wielded with 2 hands).
and Weapon Style Passives. • Lightly Armored: You gain +1 Speed while Unarmored or
Techniques Known: You learn a number of Techniques as shown wearing Light Armor.
in the Techniques Known column of the Fighter Class Table. • Shield Defender: While wielding a Shield, enemies have a -2
penalty to their Melee Attack Checks against allies within 1
Stamina Points: You have a maximum number of Stamina
Space of you.
Points as shown in the Stamina Points column of the Fighter
• Thrown Weapon Fighting: You gain a +2 bonus to Ranged
Class Table.
Attacks with Thrown Weapons and can draw them with
the same Action you use to make the Attack.
Fighter Class Features • Two-Weapon Fighting: When you make an Attack against
a target with a 1-Handed Weapon you’re wielding, you
Level 1 Class Features can use a different 1-Handed Weapon you’re wielding in
your other hand to also Attack a different target within
your Melee Range. Make one Attack Check and apply the
Fighter Stamina number rolled to each creature's Physical Defense. You can
You regain 1 SP when you perform 1 or more Maneuvers only make this Attack once on each of your turns and can
as part of an action, provided you don’t spend SP as part of not do so as a Reaction.
that action.

Fighter Class Table


Char Level Fighter Bonus HP Attribute Points Skill Points Stamina Points Techniques Known Features
1 +1 1 1 Class Features
2 +1 +1 2 Class Feature
Talent
3 +1 2 2 Subclass Feature
4 +1 +1 3 Talent
Ancestry Trait
5 +1 +1 +2 3 3 Class Feature
6 +1 4 Subclass Feature
7 +1 +1 4 4 Talent
Ancestry Trait
8 +1 +1 5 Class Capstone Feature
9 +1 5 5 Subclass Capstone Feature
10 +1 +1 +2 6 Epic Boon
Talent

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Adaptive Tactics
The longer you spend in Combat the better you begin to
understand your enemy and how to exploit their weaknesses.
You gain the following benefits for every Round you spend
engaged in Combat beyond the 1st Round.
Round Adapted Benefits
1 None
You have ADV on Martial Checks (Athletics &
2
Acrobatics).
You have ADV on Physical Checks (all Might, Agility, &
3
Attack Checks).
You have ADV on Physical Saves (all Might & Agility
4
Saves).
5 You have ADV on Death Saves.

Know Your Enemy (Flavor)


You can spend 1 minute to observe or interact with another
creature outside of combat and learn information about its
capabilities compared to your own. The GM will tell you if
the following stats are higher, lower, or the same as yours.
• Attributes: Might, Agility, Charisma, Intelligence
• Combat Stats: PD, MD, HP, Level

Level 2 Class Features


Action Surge
Once on each of your turns you can spend 1 or more SP at any
time to gain an amount of AP equal to the SP spent.

Second Wind
When you take damage that would reduce you to 0 HP or
lower, you regain 2 SP and gain an amount of Temp HP
equal to your Prime Modifier that protects you from the
triggering damage.
Once you use this Feature, you can’t use it again until you
complete a Short Rest.

Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.

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Monk Flurry of Blows
Monks are master martial artists that perfect their mind and The damage of your Unarmed Strikes increases by 1, and your
bodies utilizing the ebb and flow of their inner energy. They Attack Checks made as part of an Unarmed Strike ignore the
use their body as a weapon and can enter into different stances Multiple Check Penalty (up to 4 Attacks).
that drastically change their combat abilities.
Example: You can make 4 Attack Checks with your Unarmed
Source of Power: Monks have become enlightened and are Strikes without DisADV, or you could make 1 Attack Check
aware and in touch with their inner Ki energy, which they with a Weapon and then 3 Attack Checks with your Unarmed
use to hone their bodies and minds. The journey to become Strikes without DisADV.
a Monk could be through their own deep meditation, from
being trained in a monastery, or from being mentored by a DC Tip: If you want to re-flavor your Unarmed Strikes
mysterious figure. as attacks made with “Monk Weapons”, such as a Staves,
Nunchucks, or some other weapons, talk to your GM and
Starting Equipment describe that you are using those kinds of weapons, but they
would still be considered Unarmed Strikes mechanically.
• 2 Light Weapon
• 3 Throwing Weapons Patient Defense
• 1 set of Novice Light Armor Your mental and physical discipline grants you the
• X or Y “Packs” (Adventuring Packs Coming Soon) following benefits:
Patient Mental Defense: You gain access to the
Monk Martial Mastery following MD formula: 8 + Combat Mastery + Charisma +
Intelligence + Prime.
Combat Masteries: Light Weapons & Light Armor
Patient Physical Defense: While you aren’t wearing Armor,
Maneuvers & Weapon Passives: You gain access to all Maneuvers you gain access to the following PD formula: 8 + Combat
and Weapon Style Passives. Mastery + Agility + Prime.
Techniques Known: You learn a number of Techniques as shown
in the Techniques Known column of the Monk Class Table.
Step of the Wind
Stamina Points: You have a maximum number of Stamina While you aren’t wearing Armor, you gain the
Points as shown in the Stamina Points column of the Monk following benefits:
Class Table.
Your Speed and Jump Distance increase by 1.
Monk Class Features • You can move a number of Spaces up to your Jump Distance
along vertical surfaces and across liquids without falling
Level 1 Class Features during your move.
Monk Stamina You can use your Prime instead of Agility to determine your
You regain 1 SP each time an Attack misses you or you take the Jump Distance and the damage you take from Falling.
Dodge Action. Additionally, you regain 2 SP each time you
take the Full Dodge Action, provided that you didn’t spend Ki
points to perform that Action.

Monk Class Table


Char Level Monk Bonus HP Attribute Points Skill Points Stamina Points Techniques Known Features
1 1 1 Class Features
Class Feature
2 +1 +1 2
Talent
3 +1 2 2 Subclass Feature
Talent
4 +1 +1 3
Ancestry Trait
5 +1 +2 3 3 Class Feature
6 +1 +1 4 Subclass Feature
Talent
7 +1 4 4
Ancestry Trait
8 +1 +1 5 Class Capstone Feature
9 +1 5 5 Subclass Capstone Feature
Epic Boon
10 +1 +1 +2 6
Talent

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Monk Stance • You have ADV on Might Saves and Saves against being
You learn 2 Monk Stances from the list below. moved or knocked Prone.
Entering & Exiting: Using a Minor Action, you can enter
Wolf Stance (Hit & Run)
1 of your Monk Stances. Upon entering Combat you can
• After you make an Attack Check with an Unarmed Strike,
choose which stance you start in. You can only be in 1 Monk
you can immediately move up to 1 Space for free.
Stance at a time.
• You have ADV on Opportunity Attacks with Unarmed
Bear Stance (Big Hits) Strikes, and creatures have DisADV on Opportunity
• +1 damage when you score a Heavy, Brutal, and Critical Hit Attacks made against you.
with Unarmed Strikes.
• When you miss an Attack Check with an Unarmed Strike,
you gain ADV on the next Unarmed Strike you make before Meditation (Flavor)
the end of your turn. You can enter a state of meditation during a Short Rest (1
hour) or longer. Choose 1 Charisma or Intelligence Skill.
Bull Stance (Knockback) When you complete the Rest, your Skill Mastery level
• You deal 1 Bludgeoning damage whenever you push a target increases by 1 (up to your Skill Mastery Cap) for the chosen
or knock them back. Skill until you complete another Short or longer Rest. While
• When you take the Shove Action or Shove Maneuver, the meditating, you remain alert to danger.
target is knocked back 1 additional space. Additionally,
you can choose to move in a straight line with the target
an amount of spaces equal to how far they were knocked Level 2 Class Features
back. This movement requires no AP and doesn’t provoke
Opportunity Attacks.
Spiritual Balance
Cobra Stance (Counter) You gain the power to harness your inner spirit as a
• +1 damage with Unarmed Strikes against creatures that counterbalance against your physical energy.
have damaged you since the start of your last turn.
• When a creature within your Melee Range misses you with
Ki Points
a Melee Attack, you can spend 1 AP as a Reaction to make
You have a maximum number of Ki Points equal to your
an Attack Check against it using an Unarmed Strike.
Stamina Points. When your Stamina Point maximum
Gazelle Stance (Nimble) increases, your Ki Point maximum also increases equally.
• +1 Movement Speed and Jump Distance.
Regaining Ki: When you spend a Stamina Point you regain
• Ignore Difficult Terrain.
a Ki Point. While out of Combat, any Ki Points you spend
• ADV on Agility Saves and Acrobatics Checks.
replenish immediately.
Mantis Stance (Grapple)
• ADV on all Martial Checks to initiate or escape Grapples. Ki Actions
• If you have a creature Grappled at the start of your turn You can spend 1 Ki Point at any time to perform 1 of the
you get +1 AP to use on a Grapple Maneuver against the activities listed below:
Grappled creature.
• Deflect Attack: When a creature misses you with a Ranged
Mongoose Stance (Multi) Attack using a physical projectile that targets your PD, you
• Your Unarmed Strikes deal +1 damage while you’re Flanked. can catch the projectile with a free hand. Additionally, you
• When you make an Attack Check against a target using an can immediately redirect the Attack as part of the same
Unarmed Strike, you can make another Unarmed Strike action at a different creature you can see within 5 Spaces.
for free against a different target within your Melee Range. Make an Attack Check against the new target. Hit: The
You can only make this bonus Unarmed Strike once on each target takes the projectile’s normal damage.
of your turns. Make a single Attack Check and apply the • Slow Fall: Reduce damage you take from falling by an
number rolled to each target’s Physical Defense. Attack amount equal to your level.
Hit: You deal your Unarmed Strike damage. • Uncanny Dodge: When a creature makes an Attack Check or
Scorpion Stance (Quick Strike) Spell Check against your Physical Defense, you can take the
• When a creature enters your Melee Range, you can make an Full Dodge Action to potentially cause their attack to miss.
Opportunity Attack against them with an Unarmed Strike.
• When you make an Unarmed Strike, you can spend 1 AP to Talent
increase your Melee Range with the Attack by 1. You can’t You gain 1 Talent of your choice. If the Talent has any
use this Action and the Extend Attack Maneuver on the prerequisites, you must meet those prerequisites to choose
same Attack Check. that Talent.
Turtle Stance (Sturdy)
• You can’t move.
• You gain 1 Physical Damage Reduction and 1 Mental
Damage Reduction.

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Paladin Schools of Magic: Abjuration, Conjuration, Divination,
Paladins devote their life to a cause and fight with empowered Enchantment, and Transmutation.
righteous fury. They emit an aura to protect those who stand Alpha Note: You get access to the “Premade List” of “Holy
with them… and wield weapons with divine power to smite Restoration” and can only choose Spells from that list
down those who stand against them. that are from the above Spell Schools.
Source of Power: Paladins gain their power from their belief Cantrips Known: You learn a number of Spells with the Cantrip
and devotion to their cause. A Paladin that grew up in a small Spell Tag as shown in the Cantrips Known column of the
forest and fights to protect the last oak tree could gain magical Paladin Class Table.
powers from his passion to protect it. A Paladin whose loved Spells Known: You learn an additional number of Spells (with
ones were slain could gain powers from his hatred and desire or without the Cantrip Spell Tag) as shown in the Spells
for vengeance toward the perpetrators. Known column of the Paladin Class Table.
Mana Points: You have a maximum number of Mana Points
Starting Equipment equal to your Charisma or Intelligence, whichever is higher.
Additionally, your maximum increases by an amount as
• 2 Light Weapons, or Heavy Weapons or Shields
shown in the Mana Points column of the Paladin Class Table.
• 1 Ranged Weapon with 20 Ammo OR 3 Throwing Weapons
• 1 set of Novice Light or Heavy Armor Example: A Level 1 Paladin with an Intelligence of 1 and
• X or Y “Packs” (Adventuring Packs Coming Soon) a Charisma of 2 would have a maximum of 4 Mana Points
(Charisma of 2 + Paladin Table of 2).

Paladin Martial Mastery


Combat Masteries: All Weapons, All Armors, and All Shields Paladin Class Features
Maneuvers & Weapon Passives: You gain access to all Maneuvers
and Weapon Style Passives.
Level 1 Class Features
Techniques Known: You learn a number of Techniques as shown
in the Techniques Known column of the Paladin Class Table.
Paladin Stamina
Stamina Points: You have a maximum number of Stamina You regain 1 SP when you spend MP to restore a creature’s HP
Points as shown in the Stamina Points column of the Paladin (including yourself), a creature spends MP to restore your HP,
Class Table. or you use your Divine Smite Feature.

DC Tip: If you’re healed by (or heal a creature with) an effect


Paladin Spellcasting Mastery that restores HP each turn, you only regain SP for each turn
Combat Masteries: Spellcasting MP is spent to produce or sustain the effect.

Spell List: When you learn a new Spell, you can choose any Spell
on the Divine Spell List, but only Spells from the following
Divine Smite

Paladin Class Table


Char Paladin Attribute Skill Stamina Mana Cantrips Spells Techniques Features
Level Bonus HP Points Points Points Points Known Known Known
1 +1 1 2 1 1 1 Class Features
2 +1 +1 1 4 1 2 Class Feature
Talent
3 +1 2 6 1 2 Subclass Feature
4 +1 +1 2 8 1 Talent
Ancestry Trait
5 +1 +1 +2 3 10 2 3 3 Class Feature
6 +1 3 12 2 Subclass Feature
7 +1 +1 4 14 2 4 Talent
Ancestry Trait
8 +1 +1 4 16 2 4 Class Capstone
Feature
9 +1 5 18 2 5 Subclass Capstone
Feature
10 +1 +1 +2 5 20 2 Epic Boon
Talent

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Choose a Divine damage type when you gain this Feature: Level 2 Class Features
Holy or Unholy. When you hit with an Attack Check, you can
spend 1 or more MP to smite the target with divine magic.
The target takes additional Divine damage equal to twice the Sacred Weapon
amount of MP spent. You can spend 1 AP and 1 MP to imbue 1 Weapon that you’re
holding with divine energy for 1 minute. For the duration, the
You deal additional damage to certain types of creatures based
Weapon emits Bright Light (you choose the light’s appearance)
on your chosen Divine damage.
in a 5 Space radius and you gain a bonus equal to your Prime
Holy: You deal an additional +1 Holy damage if the Modifier on Attack Checks you make with the Weapon. The
target is a Fiend. effect ends early if you cease holding or carrying the Weapon,
Unholy: You deal an additional +1 Unholy damage if the target you fall Unconscious, or you choose to end it for free.
is a Celestial.

DC Tip: Only the GM knows if this extra damage was


Divine Protection
dealt, but can describe that it looked like your strike dealt You have ADV on Saves against Curses and Diseases.
extra damage.
Talent
Paladin Aura You gain 1 Talent of your choice. If the Talent has any
You’re surrounded by a divine aura that extends 1 Space prerequisites, you must meet those prerequisites to choose
in every direction from you. While creatures are within that Talent.
your aura, you can spend 1 AP and 1 MP to cause 1 of the
following effects:
Heal: You gain a pool of healing that you can use to heal any
number of creatures within your aura, distributing the HP
among them. Make a DC 10 Spell Check. Success: You can
restore up to 3 HP. Success (each 5): +1 HP. Failure: You
only restore up to 2 HP.
Cure: Select a target within your aura and attempt to remove
1 Poison or Disease affecting the target. Make a Spell Check
against the DC of the Poison or Disease. Success: The chosen
Poison or Disease ends on the target.

Divine Sense (Flavor)


You can spend 1 AP to sense the presence of divine creatures,
objects, or places. Until the end of your next turn, you know
the location of any Celestial or Fiend within 10 Spaces of you
and you know it's Creature Type. Within the same range,
you also sense the presence of any place or object that has
been Consecrated or Desecrated, as with Hallow or a similar
magical effect. At 10th level, the range of this Feature expands
to 1 mile, but you only get a faint sense of the creatures past 10
Spaces and not their exact location.

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Psion Psion Spellcasting Mastery
Psions are masters of telekinesis and telepathy whose minds
Combat Masteries: Light Weapons, Light Armor, and
have ascended to be able to reach out to the world and
Spellcasting
creatures around them with their thoughts alone. They
can both use telekinesis to move creatures and objects and Spell List: When you learn a new Spell, you can choose any
telepathy to assault creatures' minds. Spell from any Spell List, but only Spells with Psychic or
Gravity Spell Tags, or from the following Schools of Magic:
Source of Power: Psions have achieved a mental state of being
Abjuration, Divination, Enchantment, or Illusion.
where they can turn their own thoughts into reality as well as
reach out to the minds of others. Psions have a wide range of Alpha Note: You get access to the “Premade List” of
origin, ranging from being born with a mental connection to Psychic & Enchantment. This is the only Premade List
the world around them, a strange psychic interaction, or years that you have to choose from until the Spell List Alpha
of training and mental strain. Update. Keep in mind that you do not get ALL of the
Spells on this list, since the Psion only has 2 Cantrips and
3 Spells at Level 1.
Starting Equipment Cantrips Known: You learn a number of Spells with the Cantrip
• 1 Light Weapon Spell Tag as shown in the Cantrips Known column of the
• 1 set of Novice Light Armor Psion Class Table.
• X or Y “Packs” (well have a list of adventuring packs to put Spells Known: You learn an additional number of Spells (with
here) or without the Cantrip Spell Tag) as shown in the Spells
Known column of the Psion Class Table.
Mana Points: You have a maximum number of Mana Points
equal to your Charisma or Intelligence, whichever is higher.
Additionally, your maximum increases by an amount as
shown in the Mana Points column of the Psion Class Table.

Example: A Level 1 Psion with an Intelligence of 2 and a


Charisma of 1 would have a maximum of 5 Mana Points
(Intelligence of 2 + Psion Table of 3).

Psion Class Table


Char Psion Bonus
Attribute Points Skill Points Mana Points Cantrips Known Spells Known Features
Level HP
1 3 2 3 Class Features
Class Feature
2 +1 6 4
Talent
3 +1 +1 9 3 Subclass Feature
Talent
4 +1 12 5
Ancestry Trait
5 +1 +2 15 6 Class Feature
6 +1 +1 18 4 Subclass Feature
Talent
7 +1 21 7
Ancestry Trait
8 +1 24 8 Class Capstone Feature
Subclass Capstone
9 +1 +1 27
Feature
Epic Boon
10 +1 +2 30 5 9
Talent

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Psion Class Features Action Point Enhancements
You can choose to spend additional AP when you take the
Shove Action or perform the Throw Maneuver, but before
Level 1 Class Features making the Check. You can choose multiple effects or the same
effect multiple times. If you spend AP on multiple effects, the
target only makes 1 Save against all effects.
Mind Blast
You can spend 1 AP to psychically assault a creature's mind • Push: (1 AP) The target is Pushed up to 1 additional Space.
within 10 Spaces. Make a Spell Check against the MD of a • Forceful: (1 AP) The target has DisADV on the Physical
target within range. Hit: The target takes 1 Psychic damage. Save they make.
• Slow: (1 AP) The target becomes Slowed (every 1 Space
Action Point Enhancements they move costs an extra 1 Space of movement) until the
You can choose to spend additional AP when you use this end of your next turn.
Feature, but before making the Spell Check. You can choose • Rend Body: (1 AP) The target's PD is reduced by 2 until the
multiple effects or the same effect multiple times. end of your next turn.

• Damage: (1 AP) You deal +1 Psychic damage.


Mana Point Enhancement
• Range: (1 AP) You increase the range by +5 Spaces.
You can spend 1 or more MP (up to your Combat Mastery)
• Choosing any of the following AP Enhancement options
before you make the Spell Check to choose 2 additional AP
forces the target to make a Mental Save against the chosen
Enhancements.
effect. If you spend AP on multiple effects, the target only
makes 1 Save against all effects.
• Daze: (1 AP) The target becomes Dazed (DisADV on Telepathy (Flavor Feature)
Mental Checks and Spell Checks) until the start of your next You can communicate telepathically with any creature you
turn. can see within 5 Spaces. If it understands at least 1 language,
• Break Focus: (1 AP) The target loses their Concentration. it can respond to you telepathically. This feature extends to a
• Rend Mind: (1 AP) The target’s MD is reduced by 2 until the range of 10 Spaces at level 5 and 20 Spaces at level 10.
end of your next turn.
• Forceful: (1 AP) The target has DisADV on their Mental Level 2 Class Features
Save against this Feature. Mind Sense
You can spend 1 AP and 1 MP to open your mind and
Mana Point Enhancement detect the presence of other creatures within 10 Spaces.
You can spend 1 or more MP (up to your Combat Mastery) For the next minute, you know the location of any creature
before you make the Spell Check to choose 2 additional AP with an Intelligence of -3 or higher within range, even
Enhancements. through Full Cover.

Telekinesis Read Thoughts & Emotions


Your Telekinesis grants you the following benefits: While you can sense creatures in this way, you can spend 1 AP
to attempt to read the thoughts or emotions of 1 creature of
Limited Telekinesis: You’re able to use your mind to easily
your choice within range. These effects end early if you end
move objects around you. You can spend 1 AP to interact with
your turn more than 10 Spaces from the creature. You can use
an object up to 5lbs (2.5kg) that’s within 5 Spaces. You can
this Action multiple times, but you must spend 1 MP to do so
manipulate objects, open doors or containers, etc.
again after the first.
Combat Telekinesis: You gain access to the Grapple
Read Thoughts: Make a Spell Check contested by the creature’s
Maneuvers. You can take the Grapple and Shove Actions
Intelligence Save. Success: You know their surface thoughts
against creatures within 5 Spaces. When you make a Check as
they’re thinking at the moment, and the target has DisADV
part of a Shove Action, Grapple Action, Grapple Maneuver,
on Attacks Checks made against you for the duration.
or to escape a Grapple, you can make a Spell Check instead.
Read Emotions: Make a Spell Check contested by the creature’s
When you use the Body Block Maneuver in this way, the
Charisma Save. Success: While the creature is within range of
target must be within 1 Space of you.
your Mind Sense Feature, you know their emotional state and
When you use Throw Maneuver in this way, you use your have ADV on Charisma Checks against them.
Prime Modifier instead of your Might to determine the
Assault Mind: When you deal Psychic damage to the target
distance thrown. Additionally, you (p51) Throw the
they take an extra +1 damage.
creature from its Space instead of your own.

Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.

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Ranger Ranger Class Features
Rangers are expert hunters, master survivalists, and natural
explorers. They mark their targets to better track and kill
them with their use of terrain, traps, and weapons. Level 1 Class Features
Source of Power: Rangers use their experience and knowledge
of the dangers of nature and the creatures that live within it. Ranger Stamina
They can adapt to all sorts of environments and use what they You regain 1 SP when:
learn to their advantage.
• You take the Search Action and successfully locate a Hidden
Starting Equipment creature.
• You succeed on a Knowledge Check to recall information
• 2 of the following: Light Weapons, Heavy Weapons, Shields
about a creature.
• 1 Ranged Weapon with 20 Ammo OR 3 Throwing Weapons
• You Hit the target of your Hunter’s Mark with an Attack
• 1 set of Novice Light Armor
Check.
• X or Y “Packs” (Adventuring Packs Coming Soon)
• The target of your Hunter’s Mark is reduced to 0 HP or dies.

Ranger Martial Mastery


Combat Masteries: All Weapons, All Shields, and Light Armor
Hunter’s Mark
You can spend 1 AP and 1 SP to focus on and mark a creature
Maneuvers & Weapon Passives: You gain access to all Maneuvers you can see within 15 Spaces as your quarry. Alternatively, you
and Weapon Style Passives. can mark a creature by studying its tracks for at least 1 minute.
Techniques Known: You learn a number of Techniques as shown While a creature is marked, you gain the following benefits:
in the Techniques Known column of the Ranger Class Table. • You have ADV on Awareness and Survival Checks made to
Stamina Points: You have a maximum number of Stamina find the target.
Points as shown in the Stamina Points column of the Ranger • You have ADV on Attack Checks made against the target.
Class Table. • When you score a Brutal or Critical Hit on the target, you
automatically grant a Help Die (d8) to the next Attack Check
made against the target before the start of your next turn.
The target is marked as long as it's on the same Plane of
Existence as you. The mark vanishes early if you complete
a Long Rest, fall Unconscious, or use this Feature again to
mark another creature.

Ranger Class Table


Char Level Ranger Bonus HP Attribute Points Skill Points Stamina Points Techniques Known Features
1 1 1 Class Features
2 +1 +1 2 Class Feature
Talent
3 +1 2 2 Subclass Feature
4 +1 +1 3 Talent
Ancestry Trait
5 +1 +2 3 3 Class Feature
6 +1 +1 4 Subclass Feature
7 +1 4 4 Talent
Ancestry Trait
8 +1 +1 5 Class Capstone Feature
9 +1 5 5 Subclass Capstone Feature
10 +1 +1 +2 6 Epic Boon
Talent

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Favored Terrain Level 2 Class Features
You are particularly familiar with two types of environments
and are adept at the skills unique to the region. Choose 2 types
of Favored Terrain listed below. Natural Hunter
You gain the following benefits:
• Expert Forager: When you forage and succeed on the
• Coast: You gain a Swim Speed equal to your Speed (your Survival Check, you find twice as much food and water as
Attack Checks no longer have DisADV as a result of being you normally would. If you fail, you still find half as much
underwater), you can hold your breath twice as long as food and water as you normally would.
normal, and you have ADV on Awareness Checks while • Expert Tracker: While tracking other creatures, you also
underwater. learn their exact number, their sizes, and how long ago they
• Desert: You gain Resistance to Fire damage and you have passed through the area.
ADV on Saves against Exhaustion from hot temperatures. • Beast Insight: You have the ability to understand Beasts in a
• Forest: You gain 1 Skill Point in 2 of the following Skills: limited manner. You can understand the meaning of their
Awareness, Survival, and Stealth. noises and behaviors, though they have no special ability to
• Grassland: Your Speed and Jump Distance increases by 1. understand you in return.
• Mountain: You gain a Climb Speed equal to your Movement
Speed. You have ADV on Saves against Exhaustion from
high altitudes. Additionally, you gain Resistance to damage Hunter’s Strike
from Falling. You have an assortment of unique oils, tools, and weapon
• Swamp: You gain Resistance to Poison damage, have accessories that you can use to modify a Weapon (or piece of
advantage on Saves against being Poisoned and contracting ammunition) when making an Attack.
Diseases. Hunter’s Strike: You can spend 1 SP as part of an Attack Check
• Tundra: You gain Resistance to Cold damage and you have to add 1 of the effects listed below. You can only use 1 of these
ADV on Saves against Exhaustion from cold temperatures. effects per Attack Check.
• Subterranean: You gain Darkvision 10 Spaces. If you
already have Darkvision, its range is increased by 5 Spaces.
Additionally, you also gain a Tremorsense of 3 Spaces. • Piercing: 2 Piercing damage and Physical Save against
• Urban: You gain 1 Skill Point in 2 of the following Skills: Bleeding.
Insight, Investigation, and Trickery. • Snare: 2 Bludgeoning damage and Physical Save against
Grappled.
• Acid: 2 Acid damage and Agility Save against Slowed 1 until
While you’re in one of your Favored Terrains, you have ADV the end of your next turn.
on Stealth and Survival Checks and can’t be Surprised. • Toxin: 2 Poison damage and Might Save against Impaired
until the end of your next turn.
• Flash Bang: 2 Sonic damage and Mental Save against Dazed
until the end of your next turn.
Hunter Bestiary (Flavor) • Fire Oil: 2 Fire damage and Physical Save against Burning.
You have developed a trove of knowledge hunting creatures
which you’ve recorded in your Bestiary. Your Bestiary can
take the form of a book or a memory vault within your mind. DC Tip: It’s assumed that the Ranger always has these
supplies available to them and they’ve prepared them ahead
You have ADV on Checks made to learn or recall information
of time or quickly made them on the fly during Combat,
about any creature recorded in your Bestiary.
however the PC or GM want to describe it.
Starting Entries: Choose a Creature Type: Aberration, Beast,
Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant,
Humanoid, Monstrosity, Ooze, Plant, or Undead. Your Talent
Bestiary includes pre-recorded notes about various creatures You gain 1 Talent of your choice. If the Talent has any
of the chosen type. prerequisites, you must meet those prerequisites to choose
Making New Entries: You can spend 10 minutes, which can that Talent.
coincide with a Quick Rest, recording information into your
Bestiary about a specific creature you have seen within the
last 24 hours.

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Rogue Rogue Class Features
Rogues are skilled, evasive, and cunning. They impose
conditions onto enemies, then exploit those weaknesses to
inflict even more harm. Level 1 Class Features
Source of Power: Rogues can pinpoint and take advantage of
the weaknesses of their enemies and use their nimbleness Rogue Stamina
and cunning to get what they want, in combat and out. They You regain 1 SP when you Hit a Flanked target or one that is
could learn this from being a petty thief, a former noble, or an affected by a Condition.
assassin in training.
Cunning Action
You can take the Disengage Action using a Minor Action.
Starting Equipment
• 2 Light Weapons
• 1 Ranged Weapon with 20 Ammo OR 3 Throwing Weapons
Debilitating Strike
You can spend 1 AP and 1 SP to perform a debilitating strike
• 1 set of Novice Light Armor
on a creature using a Light Weapon. Make an Attack Check
• X or Y “Packs” (Adventuring Packs Coming Soon)
against the target, and it makes a Physical Save against your
Save DC. Attack Hit: It takes your Weapon damage. Save
Rogue Martial Mastery Failure: Until the end of your next turn, it suffers 1 effect of
your choice:
Combat Masteries: Light Weapons and Light Armor
• Exposed (Attack Checks against it have ADV)
Maneuvers & Weapon Passives: You gain access to all Maneuvers • Deafened (it cannot hear)
and Weapon Style Passives. • Hindered (it has DisADV on Attack Checks)
Techniques Known: You learn a number of Techniques as shown • Slowed 2 (every 2 Space it moves costs an extra 1 Space of
in the Techniques Known column of the Rogue Class Table. movement)
Stamina Points: You have a maximum number of Stamina
Points as shown in the Stamina Points column of the Rogue
Class Table.

Rogue Class Table


Char Level Rogue Bonus HP Attribute Points Skill Points Stamina Points Techniques Known Features
1 1 1 Class Features
Class Feature
2 +1 +1 2
Talent
3 +1 2 2 Subclass Feature
Talent
4 +1 +1 3
Ancestry Trait
5 +1 +2 3 3 Class Feature
6 +1 +1 4 Subclass Feature
Talent
7 +1 4 4
Ancestry Trait
8 +1 +1 5 Class Capstone Feature
9 +1 5 5 Subclass Capstone Feature
Epic Boon
10 +1 +1 +2 6
Talent

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Sinister Strike
Once per round, when you hit a creature with Attack Check,
you deal extra damage to the target if it’s afflicted by 1 of the
Conditions listed in the table below. The extra damage is
determined by the type of Condition afflicting the target. If
the target is afflicted by multiple Conditions, you only deal
bonus damage for 1 of the Conditions (your choice).

Damage Conditions

+1 Bleeding, Flanked, Grappled


+2 Deafened, Exposed, Hindered, Slowed
+3 Blinded, Incapacitated, Restrained
+4 Paralyzed, Stunned
+5 Surprised, Unconscious

Expertise
Choose 2 Skill or Trades that you have Mastery in. Increase
the Mastery Cap and Mastery of each by 1 level.

Thieves’ Cant (Flavor)


You know how to communicate in a secret mix of code
words, slang, signs, and symbols called Thieves’ Cant.
Communicating in this way allows you to hide secret messages
in normal conversation and writing. Using Thieves’ Cant,
you can leave simple messages such as marking the location
of a secret passageway or object and whether an area is safe
or dangerous.

Level 2 Class Features


Unseen Ambush
You have ADV on Stealth Checks made using the Hide Action.
When you make an Attack Check that has ADV from being
an Unseen Attacker, you can spend 1 or more SP to deal an
extra +2 damage per SP spent.

Evasion
You can mitigate the damage of an effect against you
as a Reaction.
Trigger: When an effect that you can see deals damage to you.
Reaction: You can spend 1 AP to halve the damage against you.
If the triggering effect deals half damage on a Miss (or when
you succeed a Save), you can take no damage instead.

Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.

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Sorcerer Mana Points: You have a maximum number of Mana Points
Sorcerers tap into the raw magic in their own bodies as equal to your Charisma or Intelligence, whichever is higher.
a conduit to harness, manipulate, and sculpt magic with Additionally, your maximum increases by an amount as shown
wild resolve. They can overload themselves and even cast in the Mana Points column of the Sorcerer Class Table.
Spells without Mana, pushing the limits of magic and Example: A Level 1 Sorcerer with an Intelligence of 2 and
their own bodies. a Charisma of 1 would have a maximum of 5 Mana Points
Source of Power: A Sorcerer’s magic is in their blood, allowing (Intelligence of 2 + Sorcerer Table of 3).
them to tap into it naturally and use it in ways others can’t.
This could come from a lineage of angels, dragons, demons,
or something else. Some Sorcerer’s power could come from Sorcerer Class Features
an incident that caused their body to be suffused with magic
(such as a magical explosion, a blessing, or curse).
Level 1 Class Features
Starting Equipment
• 1 Light Weapon Overload Magic
• 1 set of Novice Light Armor You can spend 2 AP to channel raw magical energy for 1
• X or Y “Packs” (well have a list of adventuring packs to put minute, or until you become Incapacitated, die, or choose to
here) end it early at any time (0 AP). For the duration, your magic is
overloaded and you’re subjected to the following effects:
Sorcerer Spellcasting Mastery • You gain +5 to all Spell Checks you make.
• You must make a DC 10 Mental Save as soon as you
Combat Masteries: Light Weapons, Light Armor, and
overload your magic. You must repeat this Save at the start
Spellcasting
of each of your subsequent turns. Failure: You take True
Spell List: You choose 1 Spell List upon gaining this Feature damage equal to the number of rounds your magic has been
(Arcane, Divine, or Primal). When you learn a new Spell, you overloaded since the start of Combat.
can choose any Spell from the chosen Spell List.
Alpha Note: You get access to the following “Premade Mana Afterburn
List” that have had their Spells pre-selected for you: Fire & When the effect ends, you must spend an amount of MP equal
Flames, Ice & Illusions, Lightning & Teleportation, or Psychic to your Combat Mastery or gain Exhaustion 1 (your choice).
& Enchantment
Cantrips Known: You learn a number of Spells with the Cantrip Spell Break
Spell Tag as shown in the Cantrips Known column of the When you cast a Spell that requires MP (through a base cost,
Sorcerer Class Table. Spell Enhancements, or both), you can attempt to cast the
Spell without spending any MP. The total MP cost for the
Spells Known: You learn an additional number of Spells (with Spell must be equal to or lower than your Mana Spend Limit.
or without the Cantrip Spell Tag) as shown in the Spells Make a Spell Check. The DC equals 10 + the amount of MP
Known column of the Sorcerer Class Table. you would normally spend to cast the Spell. Success: The
Spell takes effect. Failure: The Spell fails.

Sorcerer Class Table


Char Sorcerer Attribute Skill Mana Sorcery Cantrips Spells
Features
Level Bonus HP Points Points Points Points Known Known
1 3 - 3 3 Class Features
Class Feature
2 +1 6 2 4
Talent
3 +1 9 3 4 Subclass Feature
Talent
4 +1 12 4 5
Ancestry Trait
5 +1 +1 +2 15 5 6 Class Feature
6 +1 18 6 5 Subclass Feature
Talent
7 +1 21 7 7
Ancestry Trait
8 +1 24 8 8 Class Capstone Feature
9 +1 27 9 Subclass Capstone Feature
Epic Boon
10 +1 +1 +2 30 10 6 9
Talent

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Spell Fatigue Magic Conduit (Flavor)
After the Spell succeeds or fails, the following effects You learn the Sorcery Spell.
immediately take place:
• You gain Exhaustion 1 which can’t be removed by any
means other than completing a Long Rest or the effect of
Level 2 Class Features
the Wish Spell.
• You must roll on the Wild Magic Table. If an effect forces Sorcery Points
a creature to make a Save, it makes it against your Save DC. You have a maximum number of Sorcery Points as shown in
The effect from the table lasts until the end of your next the Sorcery Points column of the Sorcerer Class Table. You can
turn. spend Sorcery Points instead of MP on Spell Enhancements.
When you do, the total number of Sorcery Points and Mana
Wild Magic Table Points can’t exceed your Mana Spend Limit.
d20 Result Sorcery Point Conversion: You can spend 2 AP to do one of
You explode with an arcane blast wave. You take 5 Force the following:
1 damage and all creatures within 5 Spaces of you must • 1 Sorcery Point to regain 1 MP.
succeed a Physical Save or take the same damage.
• 2 MP to regain 1 Sorcery Point.
2 You are Stunned.
You regain any spent Sorcery Points when you complete
You are Polymorphed into a Sheep (HP 2, PD 5, Attack +2,
3
Damage 1).
a Long Rest.
4 All living creatures become Invisible to you.
5 You are Blinded and Deafened. Meta Magic
6 You become affected by the Bane Spell. You gain 2 of the following Meta Magics of your choice:
The light is consumed around you. Magical Darkness fills the • Careful Spell: When you Cast a Spell that targets an Area
7 area within 5 Spaces around you. All creatures within the of Effect, you can choose to protect some of those creatures
area are Blinded. from the Spell’s full force. To do so, you spend 1 Sorcery
Forceful winds shoot out from you in all directions. All Point and choose a number of Creatures up to your Prime
8 creatures within 5 Spaces (except you) must make a Might Score. All chosen creatures automatically succeed on any
Save or be pushed 4 Spaces away from you. Saves from the Spell and have Resistance to any damage
You drain the life force out of the nearest creature to you taken.
9 within 10 Spaces. It makes a Physical Save. Save Failure: 4 • Distant Spell: When you cast a Spell that has a range of 1
Unholy damage and you regain 2 HP.
Spaces or greater, you can spend 1 Sorcery Point to double
You grow by 1 size, become 2 times heavier, and your Speed the range of the Spell (minimum 5 Spaces).
10
is reduced by 2.
• Extended Spell: When you cast a Spell that has a duration of
You shrink by 1 size, are half as heavy, and your Speed 1 minute or longer, you can spend 1 Sorcery Point to double
11
increases by 2.
its Duration, to a maximum Duration of 24 hours.
12 You shift into the Ethereal Plane. • Heightened Spell: When you cast a Spell that forces a creature
The creature nearest to you within 10 Spaces gains an to make a Save to resist its effects, you can spend 2 Sorcery
13 arcane barrier around them that grants 4 Temp HP. If no Points to give 1 target DisADV on its first Save against the
other creature is within range, you gain this benefit instead.
Spell.
A blinding flash of light erupts from you. Each creature • Quickened Spell: You can spend 1 Sorcery Point to reduce the
14 within 5 Spaces that can see you must succeed a Physical
Save or be Blinded.
AP cost of a Spell by 1 (minimum of 1 AP).
• Subtle Spell: When you cast a Spell, you can spend 1 Sorcery
15 You become affected by the Bless Spell.
Point to cast it without any Somatic or Verbal Components.
16 You gain Truesight. • Transmuted Spell: When you cast a Spell that deals a type
17 You become Invisible. of damage from the following list, you can spend 1 Sorcery
You Polymorph into a Young Purple Dragon (HP 30, PD 16, Point to change that damage type to one of the other listed
18 Attack +10, Damage 5, Fly Speed 5), but without a Breath types: Acid, Cold, Fire, Lightning, Poison, Sonic.
Weapon. • Twinned Spell: When you cast a Spell that targets only 1
A holy aura swells around you causing you and all creatures creature and doesn’t have a range of self, you can spend a
19 within 5 Spaces to regain 5 HP, except Undead who instead number of Sorcery Points equal to the Spell’s MP cost in
take 5 Holy damage.
order to target a second creature in range with the same
You gain a surge of power, granting you +5 to all Spell Spell (1 Sorcery Point if the spell is a Cantrip).
20
Checks you make.

Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.

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Warlord Warlord Class Features
Warlords are the commanders of the battlefield, inspiring
their allies and leading them to victory. They can command
their allies to attack or move around the battlefield, and can Level 1 Class Features
even “heal” allies by making them dig deep within themselves
to push forward in combat. Warlord Stamina
Source of Power: Warlords utilize their extensive leadership You regain 1 SP each time you grant an ally a Help Die.
skills and tactical battle knowledge. This could come from
being a war veteran, inspiring leader, or a tactical mastermind.
Inspiring Presence
Whenever you spend SP while in combat, you can restore an
Starting Equipment amount of HP equal to the SP spent. Choose any allies within
5 Spaces of you, and divide the HP among them. A creature
• 2 of the following: Light Weapons, Heavy Weapons, Shields must be able to see or hear you to benefit from this Feature.
• 1 Ranged Weapon with 20 Ammo OR 3 Throwing Weapons
• 1 set of Novice Light Armor or Novice Heavy Armor
• X or Y “Packs” (Adventuring Packs Coming Soon) Commander’s Call
You can spend 1 AP and 1 SP to command 1 ally that you can
see and that can see or hear you within 5 Spaces to take 1 of
Warlord Martial Mastery the following Actions as a Reaction for free. You can issue the
Combat Masteries: All Weapons, All Armors, and All Shields same command multiple times, but you can't issue a creature
the same command more than once per round.
Maneuvers & Weapon Passives: You gain access to all Maneuvers
and Weapon Style Passives. • Attack: The creature can make an Attack Check or a Spell
Check that targets Defense. The Check is made with ADV.
Techniques Known: You learn a number of Techniques as The creature can’t spend SP, MP, AP or any other resources
shown in the Techniques Known column of the Warlord on this Attack.
Class Table. • Move: The creature can move up to their Speed without
Stamina Points: You have a maximum number of Stamina provoking Opportunity Attacks.
Points as shown in the Stamina Points column of the Warlord • Dodge: The creature can take the Full Dodge Action.
Class Table.
Seasoned Commander (Flavor)
You have ADV on Checks made to recall information about
commonly known military organizations, ranks, procedures,
battle tactics, armaments, histories, terms, and phrases.

Warlord Class Table


Char Level Warlord Bonus HP Attribute Points Skill Points Stamina Points Techniques Known Features
1 +1 1 1 Class Features
2 +1 +1 2 Class Feature
Talent
3 +1 2 2 Subclass Feature
4 +1 +1 3 Talent
Ancestry Trait
5 +1 +1 +2 3 3 Class Feature
6 +1 4 Subclass Feature
7 + +1 4 4 Talent
Ancestry Trait
8 +1 +1 5 Class Capstone Feature
9 +1 5 5 Subclass Capstone Feature
10 +1 +1 +2 6 Epic Boon
Talent

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Level 2 Class Features
Combat Leader
Your experience as a leader on the battlefield. Whenever
you roll for Initiative, you can freely grant 1 creature of your
choice a Help Die which they can add to their Initiative Check.

Heraldic Banner
You have a Heraldic Banner that’s made from a 10ft (3m) pole
with an attached 2ft x 4ft (60cm x 120cm) flag. The banner
bears the emblem of your group, guild, faction, kingdom, or
other affiliated group. A creature can spend 1 AP to plant or
pick up the banner on the ground within 1 Space.
Display Banner: You must display a Banner for a creature
to benefit from its presence. You can display the banner by
carrying it with at least 1 free hand or by planting it on the
ground. The banner isn’t considered on display while it’s lying
on the ground, in the possession of an enemy creature, or its
emblem is defaced or torn.
Replacing Your Banner: If you ever lose your Heraldic Banner,
you can have a new one crafted for 5g at most towns.
Alternatively, you can spend 2g for the materials and make it
yourself. You can attempt to craft a new Banner once during
each Long Rest by using Weaver’s Tools and succeeding a DC
15 Weaving Check.

Banner Actions
While your banner is on display, you can take 1 of the follow
Banner Actions:
Rally Allies: You can spend 1 AP to take the Help Action as
an Action or as a Reaction to aid 1 creature with an Attack
Check. The creature must be within 5 Spaces of your banner.
Bolster Allies: You can spend 1 AP to grant all allies (including
yourself) within 5 Spaces of your banner 1 Temp HP.

Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.

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Wizard Additionally, your maximum increases by an amount as
Wizards learn to master each of the Spell Schools to control shown in the Mana Points column of the Wizard Class Table.
them in a structured and efficient way. They utilize sigils on Example: A Level 1 Wizard with an Intelligence of 2 and
the ground to enhance certain types of magic while they push a Charisma of 1 would have a maximum of 5 Mana Points
spells to their limits. (Intelligence of 2 + Wizard Table of 3).
Source of Power: Wizards learn to use magic from a dedicated
studying of the arcane through practicing lessons and
reading tomes. This knowledge could come from a Wizard Wizard Class Features
School they attend, a family tome that has been passed down
generations, or even from a Spell Book they stole and just kept
practicing with. Level 1 Class Features
Starting Equipment Mana Limit Break
• 1 Light Weapon Once per Combat, when you spend MP you can increase your
• 1 set of Novice Light Armor Mana Spend Limit by 1.
• X or Y “Packs” (well have a list of adventuring packs to put
here) Arcane Sigil
You can spend 1 AP and 1 MP to create a 1 Space diameter
Wizard Spellcasting Mastery Arcane Sigil on the ground beneath you that lasts for 1
minute. Choose 1 Spell School (Protection, Enchantment,
Combat Masteries: Light Weapons, Light Armor, and Necromancy, etc.) or 1 Spell Tag (Fire, Cold, Teleportation,
Spellcasting etc.) when you create the Arcane Sigil. The Arcane Sigil
Spell List: When you learn a new Spell, you can choose any radiates magic of the chosen type.
Spell on the Arcane Spell List. While a creature is within the area of your Arcane Sigil, it has
Alpha Note: You get access to the following “Premade ADV on Spell Checks to cast or produce the effects of Spells
List” that have had their Spells pre-selected for you: Fire & with the chosen Spell School or Spell Tag.
Flames, Ice & Illusions, Lightning & Teleportation, or Psychic
& Enchantment
Cantrips Known: You learn a number of Spells with the Cantrip
Spell Tag as shown in the Cantrips Known column of the
Wizard Class Table.
Spells Known: You learn an additional number of Spells (with
or without the Cantrip Spell Tag) as shown in the Spells
Known column of the Wizard Class Table.
Mana Points: You have a maximum number of Mana Points
equal to your Charisma or Intelligence, whichever is higher.

Wizard Class Table


Char Wizard Attribute Spells
Skill Points Mana Points Cantrips Known Features
Level Bonus HP Points Known
1 3 3 4 Class Features
Class Feature
2 +1 6 5
Talent
3 +1 9 4 Subclass Feature
Talent
4 +1 12 6
Ancestry Trait
5 +1 +2 15 7 Class Feature
6 +1 18 5 Subclass Feature
Talent
7 +1 21 8
Ancestry Trait
8 +1 24 9 Class Capstone Feature
9 +1 27 Subclass Capstone Feature
Epic Boon
10 +1 +2 30 6 10
Talent

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Spellbook (Flavor)
You have a Spellbook containing all the Spells you know
inscribed within it. You can learn additional Arcane Spells
by inscribing them into your Spellbook. These additional
Spells don’t count toward your Spells Known limit in your
Class Table. To inscribe a Spell into your Spellbook, you must
either have a Spell Scroll or a page from another Spellbook
that has that Spell inscribed on it.

Inscribing Spells
Inscribing a Spell into your Spellbook requires 5g and 1 hour
of work per MP required to cast it at its base MP cost. This
effort can coincide with a Rest. The gold covers any materials
required for magical experimentation and inscribing the Spell
in a format known to you.
Once you inscribe a Spell you know into your Spellbook, you
can inscribe again into a different book without requiring
any gold, provided you have writing tools and ink. Any book
containing a Spell you inscribed within it is considered one of
your Spellbooks.

DC Tip: If a Wizard loses their Spellbook, they can still


cast the Spells they know and learn new Spells using their
Spellcasting Mastery Feature (just like every other Class),
however they can’t learn new Spells using their Spellbook
Feature until they obtain a new Spellbook that they can
inscribe new Spells into.

Level 2 Class Features


Arcane Points
You gain a 2 Arcane Points, which you can spend in the
following ways:
• When you use your Arcane Sigil Feature, you can spend 1
or more Arcane Points to add an equal number of Spell Tags
to the sigil.
• While within your Arcane Sigil, you can spend Arcana
Points on Spell Enhancements for Spells that include your
Arcane Sigil’s designated Spell Tag.
You gain an additional 2 Arcane Points each time you gain a
Wizard Subclass Feature. You regain any spent Arcane Points
when you complete a Long Rest.

Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.

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Premade Spell Minor Flame Blade
Destruction (Cantrip)
Cost: 1 AP
Lists Range: Self
Duration: Instant

Alpha Spellcasting Premade You imbue a Melee Weapon you are wielding with flames.
Until the end of your next turn, the next successful Attack
Spell Lists Check with this weapon deals an additional 1 Fire damage to
These are premade and curated Spell Lists that Classes can your target or to a creature within 1 Space of the target.
choose from. This is designed to be a placeholder for the FULL
Spell Lists that were described in the Spellcasting section of Mana Point Enhancements
the rules and in the Spellcasting Classes Mastery Features. Flame Strike: Spend 1 MP to add an additional +2 Fire damage
to your Attack Check (must be done before the Attack is
How this will work in the Alpha Update is that you will pick made) Miss: Deal 1 Fire damage to the target.
Spells from your Spell List based on how many your Class
Table allows you to get. Flame Bound: Spend 1 MP to add +1 Fire damage to the target
and secondary target.
Additionally, the following Spells are placeholders for the
Spells that will be released later as well. These are iconic Spells
that you should recognize and were chosen to feel familiar Dancing Flames
as you learn how to play DC20. These will be updated and Destruction (Cantrip)
expanded upon in new and exciting directions, but I just Cost: 1 AP
wanted to make sure you can see the basics of what Spells will
look and feel like. Range: 20 Spaces

Above each list are the Classes that can choose that list. Duration: 1 min (Concentration)
Make a DC 10 Spell Check. Success: You create up to 3 torch-
sized Flames within range, making them appear as torches,
Fire & Flames List lanterns, or glowing orbs that hover in the air for the duration.
Available Classes: Wizard, Sorcerer Success (each 5): +1 Flame. Failure: 2 Flames.
You can also combine 4 lights into 1 glowing vaguely humanoid
Fire Bolt form of Medium size. Whichever form you choose, each light
Destruction (Cantrip) sheds Light in a 2 Space radius.
Cost: 1 AP You can spend 1 AP to move the lights up to 10 Spaces to a
new spot within range. Each light must be within 5 Spaces of
Range: 10 Spaces another light created by this spell, and be within 20 Spaces of
Duration: Instant you or it winks out of existence.
You can produce 1 of the following effects:
Mana Point Enhancements
Spell Attack: You can make a Spell Check against the PD of a Detonate: Spend 2 AP and 1 MP to detonate the Flames. Make
target within range. Hit: The target takes 2 Fire damage. a Spell Check against the PD of all targets sharing a space with
Fire Orb: A flickering flame appears in your hand. The flame a Flame. Hit: Each Flame deals 1 Fire damage but does not
can remain there for 10 minutes and harms neither you nor benefit from Heavy, Brutal, or Critical Hits.
your equipment. The flame sheds Bright Light in a 5 Space
radius. The Spell ends early if you dismiss it for free, if you cast
it again, or spend 1 AP to make a Spell Attack with it.
Cantrip Passive: You deal +1 damage against creatures that
are Burning.

Action Point Enhancements


Damage: (1 AP) You deal +1 Fire damage.
Range: (1 AP) You increase the range by +5 Spaces.
Burning: (1 AP) The target makes a Physical Save. Failure:
Target begins Burning until a creature (including itself)
within 1 Space spends 1 AP to put it out.

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Burning Flames Fire Shield
Destruction Protection
Cost: 2 AP + 1 MP Cost: 2 AP + 1 MP
Range: Self (10 Spaces) Range: Self
Duration: Instantaneous Duration: 1 hour
A brilliant flame manifests around you. A protective magical force surrounds you, manifesting as
Choose a type of area: Line, Cone, or Sphere. You are the spectral flames that cover you and your gear. You emit Light
Spell’s Point of Origin. in a 2 Space Radius.

• Line: The Spell affects every target in a 1 Space wide and 10 Make a DC 15 Spell Check. Success: You gain 3 Temp HP.
Space long line. Success (each 5): +1 Temp HP. Failure: 2 Temp HP. If a
• Cone: The Spell creates a 3 Space long Cone. creature hits you with a Melee Attack while you have this
• Sphere: The Spell affects every target within a 2 Space range Temp HP, the creature takes 1 Fire damage for each Temp HP
of you. it consumes with its Attack. The Spell ends once the Temp
HP is consumed.
Make a Spell Check against every target's PD within the Spell’s
area. Hit: The target takes 2 Fire damage. Mana Point Enhancements
Fire Protection: Spend 3 MP to gain Fire Resist and add 10
Mana Point Enhancements more Temp HP.
Burning: Spend 1 MP to force all targets to Save against
Burning for 1 minute. Investiture of Fire: Spend 5 MP and 1 AP to gain Fire Immunity
and add 15 more Temp HP. Additionally, while you have this
Range: Spend 1 MP to change the origin point of the Spell to Temp HP you can spend 2 AP to shoot out flames in a 3 Space
15 Spaces (instead of Self). Cone. Make a Spell Check against the PD of all creatures in
the spell’s range. Hit: The target takes 5 Fire damage.
Fog Cloud
Conjuration Grease
Cost: 2 AP + 1 MP Conjuration
Range: 20 Spaces Cost: 2 AP + 1 MP
Duration: 1 hour (Concentration) Range: 10 Spaces
Make a DC 10 Spell Check. Success: You create a sphere of fog Duration: 1 min
with up to a 4 Space radius, centered on a point within range. Make a DC 10 Spell Check. Success: Slick grease covers the
Success (each 5): Radius +1 Space. Failure: 3 Space radius. ground in 4 Spaces of your choosing. Failure: Only 3 Spaces.
The sphere spreads around corners, and its area is Fully The Spaces must connect to each other and all be within range
Concealed. Creatures within 1 Space of each other see each of the spell. These Spaces are now considered to be Difficult
other normally. It lasts for the duration or until a wind of Terrain for the duration and are flammable. If Fire touches
moderate or greater speed disperses it. these Spaces it ignites and deals 1 Fire damage to any creature
within the Space instantly and again to any creature who ends
Mana Point Enhancements their turn in this Space.
Area of Effect: Spend 1 MP to increase the radius of the spell’s
If a creature is standing in Grease when the spell initially
effect by 3 Spaces
appears, when they end their turn, or if they enter an area with
Grease, they must succeed on an Agility Save or fall Prone.

Mana Point Enhancements


More Grease: Spend 1 MP to add on 4 more Spaces
More Fire: Spend 1 MP to make the Fire damage it deals if on
fire increase by 1.

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Ice & Illusions List Minor Illusion
Available Classes: Wizard, Sorcerer Illusion (Cantrip)
Cost: 1 AP
Frost Bolt Range: 5 Spaces
Destruction (Cantrip) Duration: 1 min
Cost: 1 AP You create a sound or an image of an object within range that
Range: 10 Spaces lasts for the duration. The illusion also ends if you dismiss it
as an action or cast this spell again.
Duration: Instant
If you create a sound, its volume can range from a whisper to a
You can produce 1 of the following effects:
scream. It can be your voice, someone else's voice, a lion's roar,
Spell Attack: You can make a Spell Check against the PD of a beating of drums, or any other sound you choose. The sound
a target within range. Hit: The target takes 2 Cold damage. continues unabated throughout the duration, or you can make
Ice Orb: A flurry of ice appears in your hand. The ice can discrete sounds at different times before the spell ends.
remain there for 10 minutes and harms neither you nor your If you create an image of an object—such as a chair, muddy
equipment, cooling the area within 5 Spaces. The Spell ends footprints, or a small chest—it must be no larger than 1
early if you dismiss it for free, if you cast it again, or spend 1 Space. The image can't create sound, light, smell, or any other
AP to make a Spell Attack with it. sensory effect. Physical interaction with the image reveals it to
Cantrip Passive: You deal +1 damage against creatures be an illusion because things can pass through it.
that are Slowed. Discerning the Illusion: If the illusion is an image, any physical
interaction with the image reveals it to be an illusion.
Action Point Enhancements Alternatively, a creature can spend 1 AP to examine the sound
Damage: (1 AP) You deal +1 Cold damage or image to attempt to determine if the illusion is real. The
Range: (1 AP) You increase the range by +5 Spaces creature makes an Investigation Check against your Save
DC. Success: The creature discerns the illusion for what it is,
Slow: (1 AP) The target makes a Physical Save. Failure: revealing the illusion to be false. If the illusion is an image, the
Target becomes Slowed until the end of your next turn. illusion becomes transparent to the creature.

Mana Point Enhancements


Sight and Sound: Spend 1 MP to have the image create both
sight and sound.

Mage Hand
Conjuration (Cantrip)
Cost: 1 AP
Range: 5 Spaces
Duration: 1 min
A spectral, floating hand appears at a point you choose within
range. The hand lasts for the duration or until you dismiss it
as a Free Action. The hand vanishes if it ever moves outside of
the Spell’s range or if you cast this spell again.
When you cast the Spell or when you spend 1 AP, you can
control the hand. You can use the hand to manipulate an
object, open an unlocked door or container, stow or retrieve
an item from an open container, or pour the contents out of a
vial. You can move the hand up to 5 Spaces each time you use it.
The hand can't attack, activate magic items, or carry more
than 10 pounds.

Mana Point Enhancements


Spell Hand: When you cast another spell, you spend 1 MP to
allow yourself to cast it from your Mage Hand’s Space.
Range Hand: Spend 1 MP to extend the range to 20 spaces
Lasting Hand: Spend 1 MP to increase the duration to 1 hour

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Catapult Silent Image
Destruction Illusion
Cost: 2 AP + 1 MP Cost: 2 AP + 1 MP
Range: 10 Spaces Range: 10 Spaces
Duration: Instantaneous Duration: 10 min (Concentration)
Choose one object weighing 1 to 5 pounds within range that You create the image of an object, a creature, or some other
isn't being worn or carried. The object flies in a straight line visible phenomenon in a 3 Space cube. The image appears at
up to 15 Spaces in a direction you choose before falling to the a spot within range and lasts for the duration. The image is
ground, stopping early if it impacts against a solid surface. If purely visual; it isn't accompanied by sound, smell, or other
you attempt to strike a creature, make a Spell Check against sensory effects.
the target's PD. Hit: 3 Bludgeoning damage. You can spend 1 AP to cause the image to move to any spot
within range. As the image changes location, you can alter its
Mana Point Enhancements appearance so that its movements appear natural for the image.
Damage: Spend 1 MP to increase the damage by 2.
Discerning the Illusion: Physical interaction with the image
reveals it to be an illusion. Alternatively, a creature can spend
Magic Missile 1 AP to examine the image to attempt to determine if the
Destruction illusion is real. The creature makes an Investigation Check
Cost: 2 AP + 1 MP against your Save DC. Success: The creature discerns the
illusion for what it is, revealing it to be false and making the
Range: 10 Spaces illusion transparent to the creature.
Duration: Instantaneous
You attempt to fire out glowing darts of magical force. Make Mana Point Enhancements
a DC 10 Spell Check. Success: You create 3 Missiles. Success Sound and Smell: Spend 1 MP to give the Spell the ability to
(each 5): + 1 Missile. Failure: Only 2 Missiles. Each Missile make sounds and have a smell to it.
automatically deals 1 Force damage to its target. Each missile
may have the same or different targets.

Mana Point Enhancements


Damage: Spend 1 MP for 1 more Missile.
Range: Spend 1 MP to increase the range to 15 Spaces.

Ice Knife
Destruction
Cost: 2 AP + 1 MP
Range: 10 Spaces
Duration: Instantaneous
You create a shard of ice and fling it at one creature within
range. Make a Spell Check against the target's PD. Hit: The
target takes 2 Cold damage and then explodes. Compare your
same Spell Check to the PD of each creature within 1 space
of the original target (including the target). Hit: Deal 1 Cold
damage. Miss: The spell does not explode and only deals half
damage to the original target.

Mana Point Enhancements


Damage: Spend 1 MP to increase the damage of the hit and
explosion by 1.

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Lightning & Teleportation List Shocking Grasp
Available Classes: Wizard, Sorcerer Destruction (Cantrip)
Cost: 1 AP
Lightning Bolt
Destruction (Cantrip) Range: 1 Space

Cost: 1 AP Duration: Instantaneous

Range: 10 Spaces Lightning springs from your hand to shock a creature within
range. Make a Spell Check against the target's PD (You have
Duration: Instantaneous ADV if they are wearing armor made of metal) while the target
You can produce 1 of the following effects: makes a Physical Save. Hit: 1 Lightning damage. Failed Save:
Target can no longer spend AP until the start of its next turn.
Spell Attack: You can make a Spell Check against the PD of a
target within range. Hit: The target takes 2 Lightning damage.
Mana Point Enhancements
Lightning Orb: Crackling lightning appears between your Lightning Lure: Spend 1 MP to increase the damage by 1 and
hands. The electric energy can remain there for 10 minutes change the range to 5 Spaces. Additionally, if the target fails
and harms neither you nor your equipment. The energy sheds their Save, you can pull them up to 3 spaces toward you.
Bright Light in a 10 Space radius. The Spell ends early if you
dismiss it for free, if you cast it again, stop using both hands,
or spend 1 AP to make a Spell Attack with it. Gust
Destruction (Cantrip)
Cantrip Passive: You deal +1 damage against creatures that
are wearing metal armor. Cost: 1 AP
Range: 5 Spaces
Action Point Enhancements Duration: Instantaneous
Damage: (1 AP) You deal +1 Lightning damage
You seize the air and compel it to create one of the following
Range: (1 AP) You increase the range by +5 Spaces effects at a point you can see within range:
Chain: (1 AP) Choose 1 additional target within 2 Spaces • Choose one Medium or smaller creature and make a Spell
of the original target. Compare your Spell Check against Check Contested by their Might Save. Success: Target is
the new target. Hit: The additional target takes 2 Lightning pushed 1 Space in a direction of your choice. Success (each
damage, and is unaffected by features that allow you to deal 5): +1 Space
more damage, including Heavy Hits and higher (except the • Choose one object that is neither held nor carried and that
Cantrip Passive). You can use this Enhancement multiple weighs no more than 5 pounds. Make a DC 10 Spell Check.
times, choosing an additional target within 2 Spaces of the Success: The object is pushed up to 3 Spaces away from
previously chosen target. you. Success (each 5): +1 Space. Failure: Only 2 Spaces
• You create a harmless sensory effect using air, such as
Lightning Blade causing leaves to rustle, wind to slam shutters closed, or
Destruction (Cantrip) your clothing to ripple in a breeze.
Cost: 1 AP
Mana Point Enhancements
Range: Self (5-foot radius) Wind Tunnel: Spend 1 MP to create a 10 Space long and 2 Space
Duration: 1 Round wide Line that lasts 1 minute and requires Concentration. The
start of the Wind Tunnel must be within 5 Spaces of you, you
You imbue a Melee Weapon you’re wielding with crackling
choose the direction the Line goes in and what direction the
energy. The next Attack Check that hits with this weapon
wind is blowing. Creatures in the Wind Tunnel are Slowed
sheathes the target in booming energy. If the target leaves or
1 (spend 1 additional Move Speed to move 1 Space) moving
is moved from the current Space they’re in, they take 2 Sonic
against the wind, but can move 2 Spaces for every 1 Space
damage and the Spell ends.
spent moving the same direction as the wind. Any creature
This effect can be “stacked” multiple times from the same or that starts their turn in the Wind Tunnel must succeed on
different sources. a Might Save or be pushed 4 Spaces in the direction of the
wind. You can spend 1 AP to reverse the direction of the wind
Mana Point Enhancements in the tunnel.
Damage: Spend 1 MP to increase the damage dealt by 2.
Duration: Spend 1 MP to change the duration to 1 minute.

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Returning Shock Crackling Lightning
Destruction Evocation
Cost: 1 AP + 1 MP Cost: 2 AP + 1 MP
Range: 15 Spaces Range: Self (10 Spaces)
Duration: Instantaneous Duration: Instantaneous
You can electrocute creatures that damage you. Crackling lightning forms around you.
Trigger: You are damaged by a creature within range. Choose a type of area: Line, Cone, or Sphere. You are the
Reaction: Make a Spell Check against the target's PD. Hit: 3 Spell’s Point of Origin.
Lightning damage. • Line: The Spell affects every target in a 1 Space wide and 10
Space long line.
Mana Point Enhancements • Cone: The Spell creates a 3 Space long Cone.
Chain: Spend 1 MP to choose 1 additional target within 2 • Sphere: The Spell affects every target within a 2 Space range
Spaces of the original target. Compare your Spell Check against of you.
the new target. Hit: The additional target takes 3 Lightning Make a Spell Check against every target's PD within the Spell’s
damage, and is unaffected by features that allow you to deal area. Hit: The target takes 2 Lightning damage.
more damage, including Heavy Hits and higher. You can use
this Enhancement multiple times, choosing an additional Mana Point Enhancements
target within 2 Spaces of the previously chosen target. Frazzled: Spend 1 MP to force all targets to Save against the
Dazed Condition for 1 minute.
Misty Step Range: Spend 1 MP to change the origin point of the Spell to
Astromancy 15 Spaces (instead of Self).
Cost: 1 AP + 1 MP
Range: Self
Duration: Instantaneous
You are briefly surrounded by a silvery mist and attempt to
teleport to a new location.
Make a DC 20 Spell Check. Success: You teleport up to 5
Spaces to an unoccupied space that you can see. Success (each
5): +2 Spaces. Failure: Only 3 Spaces.

Mana Point Enhancements


Far Step: Spend 1 MP to increase the distance of the teleport
by 4 Spaces.

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Psychic & Enchantment List Befriend
Available Classes: Wizard, Sorcerer, Psion Enchantment (Cantrip)
Cost: 1 AP
Psi Bolt Range: 10 Spaces
Destruction (Cantrip) Duration: 1 min (Concentration)
Cost: 1 AP You attempt to Charm a creature within range. Choose a
Range: 10 Spaces Non-Hostile creature that can see and hear you. Make a Spell
Check contested by the target’s Charisma Save. Success: You
Duration: Instantaneous
have ADV on all Charisma Checks made against this creature.
You can produce 1 of the following effects: When the spell effect ends or you fail the check the creature
Spell Attack: You can make a Spell Check against the MD of realizes that you used magic to influence its mood and may
a target within range. Hit: The target takes 1 Psychic damage. become hostile towards you.
Headache: You tear into the mind of one creature you can see
Mana Point Enhancements
within range. You can cause a mild headache in a creature for
Hostile Charm: Spend 1 MP to cast this on any creature.
1 minute or spend 1 AP to make a Spell Attack.
Clear Suspicion: Spend 2 MP and the target will no longer
Cantrip Passive: You deal +1 damage against creatures
realize that magic has been cast on them.
that are Dazed.
More Friends: Spend 2 MP and add an additional target to the
Action Point Enhancements effect of this spell, and increase the range by 10 Spaces.
Damage: (1 AP) You deal +1 Psychic damage
Range: (1 AP) You increase the range by +5 Spaces Psychic Fear
Enchantment
Dazed: (1 AP) The target makes a Mental Save. Failure:
Target becomes Dazed (DisADV on Mental Checks) on the Cost: 2 AP + 1 MP
next Mental Check it makes before the end of your next turn. Range: 10 Spaces
Duration: Instantaneous
Message You whisper a discordant melody to one creature of your
Divination (Cantrip)
choice that you can see within range, wracking it with
Cost: 1 AP terrible pain.
Range: 10 Spaces Make a Spell Check against the target's MD while it makes
Duration: 1 Round (each way) an Intelligence Save. Hit: The target takes 2 Psychic damage.
Save Failure: If it has any AP, the target spends 1 AP to move
You point your finger toward a creature you can see within as far as its Speed allows away from you. The creature doesn't
range and verbally whisper a message. The target hears the move into obviously dangerous ground, such as a fire or a pit.
message in their head and can reply back with a whisper that
you hear in your head.
Mana Point Enhancements
If you are familiar with the target and know it is beyond a Loud Whispers: Spend 1 MP for the creature to lose an
wall or barrier you can still cast the Spell, but the range is additional 1 AP (if available) and move that many more
reduced by half. spaces away.

Mana Point Enhancements


Range: Spend 1 MP to increase the range to 30 spaces.

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Bane Sleep
Enchantment Enchantment
Cost: 2 AP + 1 MP Cost: 2 AP + 1 MP
Range: 5 Spaces Range: 15 Spaces
Duration: 1 min (Concentration) Duration: 1 min
Choose 3 creatures that you can see within range. Make a This spell sends creatures into a magical slumber. You attempt
Spell Check contested by their Mental Save. Failure: The to force creatures within 4 Spaces of a point you choose within
target must roll a d4 and subtract the number from each range to fall into a magic sleep.
Attack Check or Save they make until the Spell ends. Make a DC 10 Spell Check. Success: This Spell can affect 10 HP
worth of creatures. Success (each 5): +2 HP. Failure: 5 HP.
Mana Point Enhancements
Targets: Spend 1 MP to increase the number of targets by 1 Starting with the creature with the lowest current HP, each
creature affected by this Spell falls unconscious. Subtract
Dread: Spend 2 MP to change the d4 to a d6 instead. each creature's HP from the total before moving on to the
creature with the next lowest hit points. A creature's HP must
Command be equal to or less than the remaining total for that creature
Enchantment to be affected. The sleep lasts until the spell ends or another
creature spends 1 AP to shake or slap the sleeper awake.
Cost: 2 AP + 1 MP
Undead and creatures immune to sleep aren't affected
Range: 10 Spaces by this spell.
Duration: 1 Round
You speak a command to a creature that you can see within Mana Point Enhancements
range that can hear you. You don’t have to be able to see Slumber: Spend 1 MP to increase the HP effected by 10.
the creature if you’ve seen them within the last minute.
Make a Spell Check contested by the target’s Charisma Save.
Success: The creature immediately spends 2 AP to follow the
command given, regardless of its usual AP cost. The creature
also cannot spend any resources (AP, SP, or MP) to modify
the Action it takes.
Ignoring a Command: The spell has no effect if the target
doesn't understand your language, if it's unable to follow your
command, or if your command is directly harmful to itself.
Choosing a Command: You can choose from the list of
example commands below or improvise your own at the
GM’s discretion.
• Move: The target moves up to its Speed to a location (or in a
direction) of your choice.
• Prone: The target falls Prone.
• Drop: The target drops anything it’s holding.
• Attack: The target makes 1 Attack Check or Spell Check
(your choice) that normally costs 1 AP. You choose the
target of the Attack, which must be within the commanded
creature’s range.

Mana Point Enhancements


Duration: Spend 1 MP to increase the duration by 1 Round.
Targets: Spend 2 MP to add 1 additional target.

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Holy & Restoration List Light
Available Classes: Cleric Conjuration (Cantrip)

Additionally the Paladin gets to choose 1 Cantrip (Light, Cost: 1 AP


Guidance) and 1 Spell (Shield of Faith, Bless) from this list. Range: Touch

Sacred Bolt Duration: 1 hour


Destruction (Cantrip) You touch one object that is no larger than Medium in Size.
Cost: 1 AP Until the spell ends, the object sheds Light in a 5 Space radius.
The light can be colored as you like. Completely covering the
Range: 10 Spaces object with something opaque blocks the light. The Spell ends
Duration: Instantaneous if you cast it again or dismiss it as a Free Action.
You can produce 1 of the following effects: If you target an object held or worn by a hostile creature,
make an Attack Check contested by the target's Agility Save.
Spell Attack: You can make a Spell Check against the MD
Success: You cast Light on the object.
of a target within range. Hit: The target takes 1 Holy damage.
Bright beam of light descends on a creature that you can see Mana Point Enhancements
within range. You can make a creature within range glow Blinding Light: Spend 1 MP to make a Spell Check contested
with a subtle light for 10 minutes or make a Spell Attack. by a Physical Save from all targets within 2 Spaces of the Light
Cantrip Passive: You deal +1 Holy damage against Undead source. Failure: The target is Blinded for 1 Round.
and Exposed creatures.
Guiding Bolt
Action Point Enhancements Destruction
Damage: (1 AP) You deal +1 Holy damage.
Cost: 2 AP + 1 MP
Range: (1 AP) You increase the range by +5 Spaces.
Range: 15 Spaces
Holy Bolt: (1 AP) The target makes a Mental Save. Failure:
Target becomes Exposed (Attack Checks against it have Duration: 1 Round
ADV) against the next Attack Check made against it before A flash of light streaks toward a creature of your choice within
the end of your next turn. range, surrounding them in a holy glow. Make a Spell Check
against the target's Mental Defense. Hit: The target takes 3
Holy damage and the next Attack Check made against the
Guidance target before the end of your next turn has ADV.
Divination (Cantrip)
Cost: 1 AP Mana Point Enhancements
Range: 5 Spaces Guiding Damage: Spend 1 MP to also add 3 Holy damage to the
next Attack Check. This damage does not come into effect if
Duration: 1 Round
the Attack misses.
You can grant a Help Die (d8) to an ally within range. The
target can use this Help Die to add to any Check they make
before the start of your next turn. Casting Guidance counts as Bless
taking the Help Action and still triggers the “Multiple Action Divination
Penalty (Help).” If you cast Guidance or take the Help Action Cost: 2 AP + 1 MP
again before the start of your next turn, the Help Die becomes Range: 5 Spaces
a d6, then a d4, then you would not be able to use Guidance
any more during that same round of Combat. Duration: 1 min(Concentration)
Make a DC 10 Spell Check. Success: You bless up to 3 creatures
Mana Point Enhancement of your choice within range. Success (each 10): +1 additional
Sustained: Spend 1 MP to increase the duration to 1 minute creature. Failure: Only 2 creatures.
but it requires Concentration. Whenever a target makes a Check or Save before the spell
Expand: Spend 1 MP to grant an additional Help Die (of the ends, the target can roll a d4 and add the number rolled
same size you grant with the casting of the Spell). to the total.

Mana Point Enhancements


Targets: Spend 1 MP to increase the number of targets by 1.
Grace: Spend 2 MP to change the d4 to a d6 instead.

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Heal
Restoration
Cost: 2 AP + 1 MP
Range: 10 Spaces
Duration: Instantaneous
Make a DC 10 Spell Check. Success: You heal the target
creature within range for 3 HP. Success (each 5): +1 HP. Nat
20: +2 HP. Failure: Only healed for 2 HP
Additionally, if you are touching a creature when you cast this
spell they heal for an additional 1 HP.

Mana Point Enhancements


Quick Heal: Spend 1 MP to reduce the AP cost of this spell by 1.
Bolster: You can spend MP to increase the HP gained by 3 HP
per 1 MP spent.

Shield of Faith
Protection
Cost: 1 AP + 1 MP
Range: 10 Spaces
Duration: 10 min (Concentration)
A shimmering field appears and surrounds a creature of your
choice within range.
Make a DC 10 Spell Check. Success: The target gains +2 PD
for the duration. Success (each 10): +1 PD. Failure: The
target gains 1 PD instead.

Mana Point Enhancements


Targets: You can spend 1 MP to increase the number of
creatures you can affect by 1.

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Special Class-Specific Spells Death Bolt
Some Spells are granted by certain Classes and they are Destruction (Cantrip)
listed here. Cost: 1 AP
Range: 10 Spaces
Sorcerer Class Feature Spells Duration: Instant
You can produce 1 of the following effects:
Sorcery Spell Attack: You can make a Spell Check against the PD of
Transmutation (Cantrip) a target within range. Hit: The target takes 1 Unholy damage.
Cost: 1 AP Black Orb: Black wispy magic swirls around your hands. You
Range: 1 Space send chills down the spine of creatures you touch, and small
plants wither. You can hold this dark energy in your hands for
Duration: 1 min 1 minute or spend 1 AP to make a Spell Attack with it.
You manifest a minor wonder (Divine), a sign of supernatural Cantrip Passive: You deal +1 damage against creatures that
power (Primal), or arcane prowess (Arcane) depending on are Bloodied.
which Spell List you have access to. When you gain this spell,
you are to make a choice from the following types of energy:
Action Point Enhancements
Fire, Water, Lightning, Earth, Holy, Unholy, or Arcane
Damage: (1 AP) You deal +1 Unholy damage.
(which manifests as energy of a specific color). This chosen
type will be the form your spell's energy takes. Range: (1 AP) You increase the range by +5 Spaces.
You create one of the following magical effects of your chosen Dampen Heal: (1 AP) Creatures that take damage from this
energy type within range and can dismiss it by spending 1 AP: Spell can’t regain HP until the start of their next turn.
• Your voice booms up to 3 times louder than normal.
• You can call upon non-harmful magic of your chosen energy Augury
type to swirl around you in a visual display. Divination
• Your eyes glow with your chosen energy type. Cost: 2 AP + 2 MP

Mana Point Enhancements Range: Self


Multiple Effects: You can spend 1 MP to have all 3 of these Duration: Instantaneous
effects going at once. You reach out to a deity you know to receive an omen of what
is to come. You explain a specific course of action that you
Cleric Class Feature Spells plan to take within the next hour. Your response can be good,
bad, a mix of both, or nothing at all. The GM will describe
Close Wounds and Death Bolt could be chosen by the Clerics what the spell's answer looks like, but it should be clear what
Divine Spellcaster Class Feature. The Augury Spell is granted the answer is.
by the Clerics Flavor Class Feature.
The spell doesn't take into account any possible events
that might change the outcome, such as the loss or gain of
Close Wounds a companion, the influence of powerful magic, or poor
Restoration (Cantrip) decision-making.
Cost: 1 AP Casting this Spell Again: If you cast the Spell more than once
Range: 1 Space per Long Rest, you must make a DC 15 Spell Check. Failure:
You receive no answer. Each time you cast this Spell again
Duration: Instantaneous before you complete a Long Rest, the DC increases by 5.
Spell Lists: Divine
You channel an ally creature's inner life force to cause a surge
of natural healing. Touch an ally creature that has at least 1 HP
and make a DC 10 Spell Check. Success: The target can spend
1 Rest Point to regain 2 HP. Failure: The target spends 1 Rest
Point to regain 1 HP.

Mana Point Enhancement


Range: Spend 1 MP to change the range to 10 Spaces.

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Fiendborn Ancestry Trait Spells
These Spells are options for some of the Fiendish Origin
choices for Fiendborn. Other Spellcasters could choose to
swap these Spells out for Spells on their Premade Spell Lists as
long as their Class has access to the Spells Lists these are from.

Poison Bolt
Destruction (Cantrip)
Cost: 1 AP
Range: 10 Spaces
Duration: Instant
Spell Lists: Arcane, Primal
You can produce 1 of the following effects:
Spell Attack: You can make a Spell Check against the PD of
a target within range. Hit: The target takes 2 Poison damage.
Cantrip Passive: You deal +1 damage against creatures that
are Impaired.

Action Point Enhancements


Damage: (1 AP) You deal +1 Poison damage.
Range: (1 AP) You increase the range by +5 Spaces.
Sicken: (1 AP) The target makes a Physical Save. Failure:
Target becomes Impaired for 1 minute. A creature can spend
1 AP to make a DC 10 Medicine Check on itself or another
creature within 1 Space to end the condition early.

Acid Bolt
Destruction (Cantrip)
Cost: 1 AP
Range: 10 Spaces
Duration: Instant
Spell Lists: Arcane, Primal
You can produce 1 of the following effects:
Spell Attack: You can make a Spell Check against the PD of
a target within range. Hit: The target takes 2 Acid damage.
Cantrip Passive: You deal +1 damage against creatures that
are Hindered.

Action Point Enhancements


Damage: (1 AP) You deal +1 Acid damage.
Range: (1 AP) You increase the range by +5 Spaces.
Corrode: (1 AP) The target makes a Physical Save. Failure:
Target becomes Hindered for 1 minute or until a creature
(including itself) within 1 Space spends 1 AP to clear
off the acid.

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Alpha 0.5 Defense
Damage Reduction. Updated text on explaining that there’s now
Physical Damage Reduction AND Mental Damage Reduction.

Changelog Health Points & Death’s Door


Character Sheet Death's Door. Updated the Action Point Limit to be more clear
in its rule as intended. It’s now written as, “You can’t spend
• Fixed an issue where Influence and Insight were broken and
more than 1 AP until the end of your next turn, until you’re
linked together.
restored to 1 HP or higher.”

• You can no longer Concentrate while on Deaths Door. This


Core Rules was always the intent.

Attributes Damage
Prime Modifier. Variant Rule: Prime Equals Attribute
Damage Reduction. Updated text on explaining that there’s now
Maximum. Added a new variant rule to allow for more
Physical Damage Reduction AND Mental Damage Reduction
freedom on placing attribute points during character creation.
This variant makes it to where the Prime Modifier is always • Physical Damage Reduction (PDR) protects you from
maxed, no matter where you place your points. This removes the following damage types: Bludgeoning, Cold, Fire,
the NEED for a PC to make sure they have a 3 in one of Lightning, Piercing, Poison, Slashing, Force.
their Attributes. • Mental Damage Reduction (MDR) protects you from the
following damage types: Holy, Psychic, Sonic, Unholy.
• Both of these “Damage Reductions” work the same as
Skills, Trades, & Languages before. They reduce damage from hits, but do NOT reduce
damage from Heavy Hits and above.
• This lets us create REALLY cool monster abilities, class
Mastery features, magic items, (or ancestry features of Psy-borns),
Language Mastery. Made Points spent on Language mastery
etc. VERY easily and cleans up what Damage Reduction is.
count for twice as much as before. This works just like how
Skills in the Knowledge category work. Now when you spend Damage Modification. Fully rewrote this section to be 100%
1 point on increasing your Language Mastery, you get another clear on how damage works when it comes to damage
bonus point to spend (making it a 2 for 1). reduction, resists, and vulnerabilities. No rules were changed,
but a more clear explanation was given.

Checks & Saves Dealing Multiple Damage Types. New section explaining what
Attack Checks / Spell Check. Codified a term called “Spell Attack” happens when you get bonus damage to multiple damage types.
which is a Spell Check that targets the Defense of a creature.
Bonus Damage Against Multiple Targets. New section
Overall Updates to Saves. There are only 4 Saves now (and 2 explaining how to calculate bonus damage to multiple targets
Save Categories of Physical and Mental). There was some or single targets.
confusion on if Physical and Mental Saves were their own
unique Saves OR if they were just a category of Saves.

• This change doesn’t really change how Physical Saves


worked before (it was the higher of Might Save and Agility
Save). It still works the same way, BUT Physical and Mental
Saves are just categories now.
• Physical and Mental Saves have been removed from the
Character Sheet in 0.5
• There are still abilities that ask for a “Physical Save”, but now
it’s very simple. A Physical Save is just a “Might or Agility
Save, your choice.” The same is true for Mental Saves (but
with Charisma and Intelligence).
Special Saves. Added a section here to clearly separate this new
update to Saves. Death Saves have their own category now
(and work the same), and Physical and Mental Saves are in the
“Save Categories” (since they are just categories).

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Combat Rules Sword. This weapon had the most powerful Weapon
Maneuver. This was a known issue that we’re now addressing
with a creative solution using the Help Die mechanic. This
Combat Resources will have the average of the bonus start at +4.5, then +3.5,
then +2.5, instead of guaranteed +5’s
Actions & Reactions • NEW Sword Maneuver: You gain a Help Die on the Attack
Grapple. Added a “Forced Movement” section to be clear how Check. Each time you use this Maneuver again before the
you can forcibly move a creature you have Grappled. end of your turn your Help Die decreases by 1 step, to a
minimum of a d4 (d8 → d6 → d4).
Spell Duels. Added in clarification on “Multiple Participants”
to make sure it was clear that your allies could also participate
in a Spell Duel if they wanted to join in. Grapple Maneuvers
Body Block. Explained in simpler text.
Help. You can now use Help Die on Spell Checks that target
Mental Defense (instead of only Physical Defense). • Added the ability to reposition the Grappled target to any
adjacent space. This is a buff, but also feels more accurate to
• Added clarification on Multiple Help Penalty for how other you moving the Grappled creature in the way of the attack.
sources of “Help Die” work and that using them don’t cause
your Help Die given from Help Action to decay.
Techniques
Maneuvers Updated Attack Check Techniques. Heroic Bash has been
adjusted to be an Attack Check instead of a Contest to match
other techniques.
Weapon Maneuver
Overall. Some maneuvers had incorrect durations. If a • Added in clarification on Techniques that had Attack
Maneuver grants DisADV or ADV, then it would only last Checks in them (Heroic Bash, Whirlwind, Volley) to clear
until a roll is made with that effect on it, then it is gone (it lasts up what kind of damage they dealt.
until the next use of X). Some Maneuvers were lasting until
the end of your next turn, which would be too strong.
Spellcasting
Bow. Changed the weapon passive for Bow Weapons. The old Mana Points. Clarification text on Mana Points (no new rules).
passive created a strange interaction where you would have a
higher bonus to your Attack Check against a target that was Spell Enhancements. Clarification that you CAN use the same
behind Cover than a target standing out in the open. Spell Enhancement multiple times (if you have the MP and it
doesn't pass your Mana Spend Limit).
• NEW Bow Style Passive: Your Attack Checks score a Critical
Hit on a d20 roll of 19 or 20 against targets that are 10 or Spell Schools. The Spell School of Abjuration has had its name
more Spaces away. changed to Protection. This makes the name more intuitive
Chained. Similar to the Bow, these weapons gained a better and easy to understand just be reading it.
chance to hit. Now they just ignore the bonus from Shields
and ½ Cover and gain +1 damage to those targets.

• NEW Chained Style Passive: Your Attack Checks ignore


Shields and 1/2 Cover, and you deal +1 damage against
targets that are wielding a Shield or behind 1/2 Cover.
Staff. The Staff was the only weapon in the game that had
a Reaction-based Maneuver, which led to some strange
interactions with SP use. It was never intended to have a
Weapon Maneuver based around Reactions (those will be
from talents and class features).

• New Staff rework gets across the defense and utility feel
with interactions with the Hindered condition.
• NEW Staff Maneuver: (1 AP) You deal +1 damage, and the
target makes a Physical Save against being Hindered until
the end of its next turn. If the target is already Hindered
then they fall Prone instead.
• NEW Staff Passive: You deal +1 damage against creatures
that are Hindered.

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General Rules Vision
• Tremorsense has been added to the game's vision types.
Environment
Creature & Combat
Spaces & Distances
• Added in a clarifying statement that moving Diagonal on a
map only costs 1 Space of movement.
Moving Through Creatures
• Reworded how moving through Hostile Creatures works.
• You can move through hostile creatures 2 sizes larger or
Difficult Terrain smaller, but you’re now considered to be “Slowed 1” while
• Added a section describing what Difficult Terrain doing it.
is. You are Slowed while moving through Difficult
Terrain.
Equipment
Long Jump
• Jump Distance is now equal to Agility (instead of Might OR Weapons
Agility). Adjusted Weapons across all Weapon Style categories. Just
about every category has 5 weapons (3 Light Weapons and 2
• Might in general is a very strong Attribute in DC20
Heavy Weapons). Heavy weapons were a little bit too strong.
already and more so representing physical strength
Throwing weapons’ range changes are doubled instead of
and constitution, while Agility represents physical
tripled between short and long range.
nimbleness and speed. Agility made great sense here
and this rule gives Agility more of a place. This fits into • The smallest Light Weapon in each category had its thrown
falling damage rules too (see below). range increased from 5/15 to 10/20.
• The next smallest Light Weapon in each category had its
• Added clarification on how Jump Distance works.
range decreased from 5/15 to 5/10.
• DC Tip: Basically if you had a Jump Distance of 5 • The Versatile Light Weapon is unchanged.
that does NOT mean that when you jump, you can • The Reach Heavy Weapon in each category had its base
automatically jump 5 Spaces (that would be broken). damage reduced from 3 to 2. This puts its damage more in
Jump Distance is the number of Spaces you can cover line with the Versatile Light Weapon, but with the added
in a single jump. You need to have enough movement benefit of Reach.
(from taking the Move Action, etc.) to cover that • The biggest Heavy Weapon in each category had its base
distance. damage reduced from 4 to 3, BUT it gains a new Weapon
Property that increases the damage it deals on Heavy Hits
and above by +1. This means that regular hits from this
Falling weapon deal 1 less damage, but Heavy Hits and Brutal
Overall Notes: Restructured the entire section and made it
Hits are the same as before. This weapon is still going to
much more clear how both types of falling work (controlled
be monitored during playtesting, but this feels like the best
and uncontrolled).
option so far.
Falling Damage. Now you take damage equal to the Spaces you Re-tuned Whips and added a new type of whip.
fall when you fall from a height higher than your Agility Score
• With all the Heavy Weapon re-tuning, whips needed some
(instead of “Feet in Jump Distance”). This is FAR easier to
extra re-balancing.
remember and less clunky than calculating feet. This also gives
a VERY cool feature to PCs with high Agility, letting them fall Reworked the following Special Weapons: Rapier,
from higher places with no danger (parkour ya know?) Morningstar, and Greatstar.
• These weapons were confusing (and overpowered) in that
Reduced Impact. If you’re going to take damage, you can make
they granted BOTH properties from 2 different styles. Now
an Acrobatics Check to reduce the fall damage by an amount
they grant one Weapon Style (Weapon Maneuver and
equal to your Agility, but if you fail you fall Prone.
Weapon Passive) and a different damage type. This keeps
Uncontrolled Falling. If you’re falling uncontrollably you take them from being the BEST weapons in the game while still
damage from ANY height and the DC for the Reduced Impact letting them feel subtly different.
is increased by 5. • Rapier: This weapon benefits from the Sword Weapon
Style and deals Piercing damage.
• Morningstar & Greatstar: This weapon benefits from the
Hammer Weapon Style and deals Piercing damage.
Dart & Throwing Star. Added the Concealable Weapon
Property to Darts and Throwing Stars.

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Boomerang. Increased the damage of the boomerang from 1
to 2 damage.
Player Character Creation
Net. The Attack Check you make for a net is now a contested
Rules
roll against a Physical Save to work better within the system.
Player Character Creation Outline
• Added a section on re-flavoring weapons on the table to
look like or be different weapons (like using the mechanics
of a shortsword and making it look like a dagger). Starting Attributes
Standard Array. Updated the Standard Array to be: 3, 1, 0, -2
Armor. Added in clarification text on what armor is considered
metal. Light Armor isn’t made of metal metal and Heavy • You now get 2 additional points instead of 1, as well.
Armor is made of metal. • It used to be a -1 instead of a -2 and only 1 additional point.
This lets you have an Attribute minimum of -2 and gives
• Heavy Armor is intended to be stronger than Light Amor,
more flexibility with 2 points to spend.
but not as much as it is currently. The Armor Bonus for
Novice Heavy Armor has been reduced from +3 to +2. This Roll Method. Added in an additional rule to make sure PCs
will keep heavy armor strong, but not “too high” like it would have a 100% chance to have a 3 in 1 of their values
currently is. when rolling for stats.
• Updated anywhere that read “Damage Reduction (DR)” to
instead read “Physical Damage Reduction (PDR)”. Choosing Your Ancestries. Updated the entire section since
there are now Ancestries in the game.

Shields
Shield Type. Added a note that shields DO occupy 1 hand Talents
while wielding them.
Spellcasting Expansion. Added a Talent called “Spell Expansion”
Attacking with Shields. Shields now deal 1 Bludgeoning for Spellcasters to be able to pick up access to additional Spell
damage instead of an amount equal to its PD. This essentially Lists (and spells + Bonus MP).
lowers Heavy Shields’ damage from 2 to 1. Shields being a
weapon is a viable option, but it should come at the cost of Martial Expansion. Added a Talent called “Martial Expansion”
lower offense. This also will allow for shields with higher PD for Martials to be able to pick up more Techniques and
to be made later. increase their SP.

Ranged Precision. When you make a Ranged Attack with a


Weapon, you gain a +5 bonus on the Attack Check against
Conditions targets who haven't moved or dodged since the beginning of
Grappled. Added in text on how you can move a creature
their last turn.
that you are grappling to an adjacent space (costing your
Speed to do so). Multiclassing Talents. Updated the text in them to be more
clear (no new rules).
Condition Stacking. Added an entire section on rules for how
certain conditions stack or do not stack.
Multiclass & Prestige Systems
Resting Rewrote a lot of this entire section to be more clear and set the
stage for clean multi-classing at higher levels as well. Most of
the rules are the same, it’s just more clear how it works.
Rest Points
Clarified how healing with Rest Points works on a Quick Rest. Multiclassing Mastery (instead of Feature). Renamed for
clarity of this being something that gives you Masteries to
• If you spend 1 or more Rest Points you now regain an match what was done for classes.
amount of HP equal to your Might or Agility (whichever is
higher) PLUS an additional 2 HP per Rest Point.
• This gives some love to those Agility users and helps those Prestige Paths
high health PCs heal up a bit on a Quick Rest (and any other Completely updated how it all works and made it VERY clear
time they spend Rest Points during a Rest). what you get.
Added a Restriction of 2 on the amount of Quick Rests you Adjusted some values on the tables to be more balanced across
can take in a 24 hour period. each option, and added Techniques that were missing from
the Hybrid Prestige Path.

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Ancestries New Action Surge Feature. Once on each of your turns you can
spend 1 or more SP at any time to gain an amount of AP equal
to the SP spent.
Ancestries Update
Second Wind. Instead of a bland and simple heal once per
• Released 10 Ancestries combat, it now triggers automatically at Death's Door.
• Mixed Ancestry System
• Custom Ancestry System New Second Wind Feature. When you are dealt damage that
• Ancestry Variant Rules would reduce you to 0 HP or lower, you regain 2 SP and gain
an amount of Temp HP equal to your Prime Modifier that
protects you from the triggering damage.
Classes
• Once you use this Feature, you can’t use it again until you
complete a Short Rest.
Classes Dropdown (temp)
Paladin
Overall Bonus HP. Fixed a misprint to increase the amount of Bonus
Class (Martial / Spellcaster) Mastery. Each class now has a HP that Paladins receive from their class table.
Mastery section of the given Masteries that the class comes
with (weapons, spells, techniques, stamina points, mana Paladin Stamina Table. Reduced the amount of Maximum SP
points, etc). that Paladins get at level 10 from 5 down to 4. A full Martial
Class (like a Fighter or Barbarian) had a Maximum SP of 6, so
Stamina Features. Stamina Features for all classes have been a Paladin (who also gets Mana and Spells) having 5, felt like a
removed from the Martial Mastery and are each their own bit too much. So now the Hybrid Class gets a slightly lower SP
feature now. This makes it more clear what you do and do not to match this balance of them having both MP and SP.
get when picking up a feature from a class.
Paladin Stamina. Fixed an issue that created broken interactions
for infinite SP when combined with things like healing from
Barbarian a Warlord (which does not use MP). The SP recovery here
Savage Defense. Savage Physical Defense: The formula for will now be tied to “magical healing”, which is to say that the
your Unarmored Defense now adds your Prime Attribute healing received needs to spend MP for you to regain SP from
instead of Might. This doesn’t FORCE Barbarians to all have it. Now this makes Paladins recover SP by spending (or from
a high Might Attribute. others spending) MP, which is the design intent.
• Since the Jump Distance was changed Barbarians now can New Paladin Stamina Feature. You regain 1 SP when you
use their Might as their Jump Distance and to reduce the spend MP to restore a creature’s HP (including yourself), a
damage from falling (Instead of Agility). creature spends MP to restore your HP, or you use your
Divine Smite Feature.
Fighter
Fighter Stamina. Clarified some language in the feature to be
more clear on exactly how you regain Stamina. Feedback was
Warlord
Commander’s Call. Buffed the Attack and Move options to
given that people were regaining chunks of SP, which was
be worth more.
definitely not intended.
New Commander’s Call Feature. You can spend 1 AP and 1 SP
New Fighter Stamina Feature. You regain 1 SP when you
to command 1 willing creature that you can see and that can
perform 1 or more Maneuvers as part of an action, provided
see or hear you within 5 Spaces to take 1 of the following
you don’t spend SP as part of that action.
Actions as a Reaction for free:
Fighting Style. Removed “Heavily Armored”. Physical Damage
• Attack: The creature can make an Attack Check or a Spell
Reduction is VERY strong at early levels and there were too
Check that targets Defense. The Check is made with ADV.
many options to pick it up and stack it in unintended ways.
The creature can’t spend SP, MP, AP or any other resources
Heavy Armor already grants DR and this DR would just
on this Attack.
be too much.
• Move: The creature can move up to its Speed without
• This will be brought back into Fighters Fighting Styles at provoking Opportunity Attacks.
later levels (5+). • Dodge: The creature can take the Full Dodge Action.
Action Surge. Added a limit of “once on each of your turns” Heraldic Banner. Added another option to use on allies within
to avoid some unintended gameplay loops of getting “infinite your banner.
Action Points” from defensive maneuvers etc.
• Bolster Allies: You can spend 1 AP to grant all allies (including
yourself) 1 Temp HP.

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Ranger Monk Stances.
Favored Terrain. Cleared up some confusion that some people All Stances. Some people thought that your Attacks with
thought that you only gained the benefits of this feature weapons would gain the benefits of the Monk’s stance, this
while IN the terrain. You gain the benefits always, then is not true. We added clarifying language on all stances that
ADDITIONALLY gain more benefits while IN the terrain. shows that these benefits only affect Unarmed Strikes. Some
stances could still be beneficial while wielding weapons, but it
• Rebalanced each of them to be more equally weighted. was NOT the intent to be able to use a Greatsword while in
• Rangers now get to pick TWO Favored Terrains. Bear stance to deal more damage.
Natural Hunter. Removed “Unhindered Movement”
Turtle Stance. Reduced Physical Damage Reduction from 2
• This feature is intended to give a “hunter feel” to the class —>1 and added in 1 Mental Damage Reduction. This gets
with some minor features that aren’t designed to be combat across the OVERALL defensive feel that the stance is going
related. Removing Unhindered Movement makes this fall for and doesn’t get into the issue of there being too much
in line with its intent while buffing the Ranger in other Physical Damage Reduction.
ways.
Hunter’s Strike. This feature replaces “Hunter’s Equipment” Psion
Psion Class Table. Increased the number of cantrips and spells
• Reworked the feature to be more clear on how it was
they learn across the board by 1 each.
designed to be used. Before there were questions on
how long the Hunter’s Equipment lasted. This led to an Mind Blast. Range increased to 10 Spaces. Psions were a bit
unintended game mechanic of being able to make “infinite” too “squishy” to have a 5 space range for this. It was already
Hunter’s Equipment while would lead to negative gameplay intended for this to increase over time as they level, BUT
interactions (players taking rests all the time to stock up giving them 10 as a base feels like a good fix to give them some
on equipment). The new feature uses SP and still allows more space between themselves and their enemies.
Rangers to modify their attacks in unique ways.
Telekinesis. Combined Telekinesis and Telekinetic Shove
together into one Feature. This is a VERY exciting change that
Rogue really makes the Psion FEEL like they are moving, restricting,
Sinister Strike. Removed the “Prone” condition from the list
and throwing around their enemies with their mind. You can
of conditions. Prone gives the Hindered Condition, which is
basically use Grapple Maneuvers that Martials use, but at a
already listed in the table.
range of 5 Spaces by using your mind.

Mind Sense. Updated and buffed this feature. You can spend 1
Monk MP to cast the initial Mind Sense which reaches out to other
Monk Stamina. Buffed SP recovery to be more like other creatures' minds. You then get 1 “free” cast of one of its options
classes that get SP back when they DO something (instead below. Additional casts of those options cost 1 MP. This gives
of “nothing”). Mind Sense more PUNCH in both combat and in RP.
• Monks now regain SP when they take the Dodge Action,
which still plays into the intended class fantasy of a monk in
a defensive stance, ready to be attacked.
Cleric
Flurry of Blows. Now allows your Unarmed Strikes to ignore Cleric Order
the Multiple Attack Penalty entirely instead of just for 1 attack. Priest: The priest feature was a bit simple and didn’t really
impact playstyle enough compared to the other options. This
Patient Defense. Buffed the feature by letting the monk add new version allows Clerics that choose this option to heal in
their PRIME Attribute to their Defense (instead of having to a unique way.
choose between Intelligence and Charisma). With this change,
Monks aren’t forced to have high intelligence or charisma. NEW Priest Option: When you spend MP to cast a Spell that
restores HP to creatures other than yourself, you regain 1 HP.
Step of the Wind. Buffed to also allow the Monk to move At Level 10, this healing increases to 2 HP.
a number of Spaces equal to their Jump Distance along
vertical surfaces and across liquids without falling during Divine Prayer. Prayer of Destruction: added a requirement to
their movement. this spell that your Spell Check needs to exceed the target's
MD for this damage to take place (or else it would be able to
• Since Jump Distance was changed to be based on Agility, we deal “free” damage if they used certain spells like Message).
added this to Monks to ensure that ALL monks (no matter
where their Attributes were allocated) could still JUMP,
since that’s part of the Monk Class fantasy.
• You can use your Prime instead of Agility to determine your
Jump Distance and the damage you take from Falling.

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Sorcerer Character Updates 0.4 -> 0.5
Overload. Reduced the DC on their Mental Save to avoid
If you already have a PC created and want to know what
taking damage from DC15 down to DC10. T
things you would need to update that PC from 0.4 to 0.5, this
is a “checklist” to do that:

Premade Spell Lists • Choose an Ancestry and add all of it's Ancestry Traits to
your PC
Fog Cloud. Fixed some text to say the correct term of • Physical and Mental Saves are no longer on the Character
“Fully Concealed”. Sheet. This isn't an issue since those are now just categories,
• Added a line that says “Creatures within 1 Space of each but these boxes will no longer be on the 0.5 Character Sheet
other see each other normally” for a unique twist on the • Fill in your PC’s Mental Damage Reduction (which is most
spell. likely zero since very few things grant this at level 1)
• Update your Weapons Maneuver if you use a Bow, Chained,
Psychic Fear. Fixed a strange line that made you immune if Staff, or Sword Weapon Style.
you were deaf. This is a psychic Spell in your MIND, so this • Update your Technique if you chose Heroic Bash,
would not be affected by being able to hear. Whirlwind, or Volley (they were updated)
• Your Jump distance is now equal to your Agility (unless you
Death Bolt. Added this Spell that had slipped through the cracks
have a feature that changes that)
and should have been on the Cleric’s Class Feature Spells since
• Check the Equipment Table and look at what Weapon you
it’s an option that their Divine Spellcasting Feature Grants
use, most Weapons were updated.
them. So this is a new Spell added to the game for Clerics to
• If you wear Heavy Armor, lower your PD by 1 (since it only
potentially pick.
grants 2 PD now instead of 3)
Poison Bolt & Acid Bolt. Added 2 new Cantrips to the game. • Shields now deal 1 damage (instead of an amount equal to
These are part of the Fiendborn Ancestry Traits, but can still the shields PD)
be chosen as a Spell • Check your Class Changelog and see what was updated (if
anything) for your Class
Spell Attack Cantrips. Fire Bolt, Frost Bolt, Lightning Bolt, Psi Hopefully this helps you get back into the action and make
Bolt, Sacred Bolt, Poison Bolt, Acid Bolt, and Death Bolt sure you didn't miss anything on your Character Sheet!
• These “Spell Attack” Cantrips have been restructured to be
more clear that they only cost 1 AP to cast. Some people
thought that it cost 2 AP since the 1 AP cost was listed
twice. That is fixed now.
• Updated the Condition duration on each to be more clear
on how long the conditions lasted

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