Dc20 Alpha 0.5.1 PDF
Dc20 Alpha 0.5.1 PDF
Dc20 Alpha 0.5.1 PDF
1
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
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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).
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.
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.
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).
Continuous Falling
If you are still falling at the end of your turn, you immediately
fall another 100 Spaces.
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.
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.
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.
Chained
Hammers
Picks
Spears
Staffs
Fist
Whips
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
Ranged Weapons
Bows
Crossbows
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
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.
Light Armor
Light Armor is a type of protection worn by most creatures
to protect them from injury. Leather coats, padded jackets,
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 -
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.
2nd 4 HP 100g
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
Class Features
2 1 +1
Talent
3 2 +1 Subclass Features
Talent
4 2 +1
Ancestry Trait
6 3 +1 Subclass Features
Talent
7 4 +1
Ancestry Trait
Epic Boon
10 5 +5 Expert (3) +1 +2 +2
Talent
12 6 +1 Talent
13 7 +1 Talent
14 7 +1 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
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.
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.
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
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.
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
3 +3 +1 +2
Martial Classes that Multiclass 4 +3 +1 +2
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.
6 Subclass Feature
Talent
7
Ancestry Trait
8 Class Capstone Feature
13 Talent
14 Talent
15 Talent
16 Talent
17 Talent
18 Talent
19 Talent
Epic Boon
20
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
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.
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.
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.
Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.
Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.
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.
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
Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.
Damage Conditions
Expertise
Choose 2 Skill or Trades that you have Mastery in. Increase
the Mastery Cap and Mastery of each by 1 level.
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.
Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.
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.
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.
Talent
You gain 1 Talent of your choice. If the Talent has any
prerequisites, you must meet those prerequisites to choose
that Talent.
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.
• 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.
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.
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.
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.
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.
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.
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.
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.
• 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.
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.
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.
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