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A fable
A fable
A fable that will never end
And now, I dream
----Fable, Robert Miles
The great Egyptian age is but a “Don’t be.” Gene said in a calm voice. He
turned to them and both saw the necklace he
remnant of The Atlantian culture was wearing “Soon I will ascend.”
The antediluvian kings colonized Zoso noticed right away that the necklace
the world looked exactly like the one Gene had drawn
up for their game, called the Pearl of Infinite
All the gods who play in the Dreams.
mythological dramas In all Gene grabbed the Pearl and said “Yes! I
legends from all lands were from have it, thanks to the Shadow Lord, I can
now enact my dream.”
fair Atlantis “Gene” Paula thought carefully at what she
-----Atlantis, Donovan was to say. Her friend was obviously
unhinged. “The Shadow Lord and the
necklace are just things you made up for our
About the Rule Set game. They’re not real. Please. Get away
This books is a standalone player’s book to from the cleft and come back home with
be used with the 5e Dungeon Masters Guide us.”
and Monster Manual. “Gene, does this have something to do with
your brother going missing? Zoso and Paula
Thank You walked closer, now being in arms reach.
“He’s no longer here. He’s become the
While I came up with the idea for OS5E
Shadow Lord.” A single tear ran down
almost as soon as 5th edition came out, and
Gene’s face. “He’s lost to the Shadow, but
my setting- The Last Days of Atlantis
with this (he grabbed
started out further back than that. It was the
year + long OSE LDOA game that built the
setting with the help of the players
themselves. I want to thank Gary Allgeier,
Guts, Kroob, Savagecornholio, Cerebral
Helix,
Strength
Strength measures bodily power, athletic
training, and the extent to which you can
exert raw physical force.
Attack Rolls and Damage
You add your Strength modifier to your
attack roll and your damage roll when
attacking with a melee weapon.
Athletics Skill
Athletics Skill checks covers difficult
situations you encounter while climbing,
jumping, swimming or other such things.
Dexterity
ABILITIES Dexterity measures agility, reflexes, and
balance.
Contests
Both participants in a contest make ability
checks appropriate to their efforts. They
apply all appropriate bonuses and penalties,
but instead of comparing the total to a DC,
they compare the totals of their two checks.
The participant with the higher check total
wins the contest. That character or monster
THE
EXPERT
1 Helpful, 1st Path feature
2 Cunning Action
3 Expertise
4 Boon
5 2nd Path Feature
6 Coordinated Strike
7 Evasion
8 Boon
9 3rd Path Feature
10 Boon
11 Inspiring Help
12 Boon
13 4th Path Feature
14 Reliable Talent
15 Expertise (two extra skill
proficiencies)
16 Boon
17 5th Path Feature
18 Sharp Mind
19 Boon
20 Stroke of luck
Class Features
Armor: Leather, no shields
Hit Dice: 1d8 + your Constitution modifier
per rogue level
Weapons: Choose any three
Tools: Choose any two
Skills: Choose any five skills.
6th-level Expert feature
The sidekick is adept at fighting in concert
Equipment with a companion. When the sidekick uses
You start with the following equipment, in its Helpful feature to aid an ally in attacking
addition to the equipment granted by your a creature, that target can be up to 30 feet
background: away from the sidekick, and the sidekick can
(a) a rapier or (b) a shortsword deal an extra 2d6 damage to it the next time
(a) a shortbow and quiver of 20 arrows or the sidekick hits it with an attack roll before
(b) a shortsword the end of the current turn. The extra
(a) a burglar's pack, (b) a dungeoneer's pack, damage is the same type of damage dealt by
or (c) an explorer's pack the attack.
(a) Leather armor, two daggers, and thieves'
tools Evasion
7th-level Expert feature
Helpful Because of extraordinary good luck, the
1st-level Expert feature sidekick is skilled at avoiding danger. When
The sidekick is adept at giving well-timed the expert is subjected to an effect that
assistance; the sidekick can take the Help allows it to make a Dexterity saving throw
action as a bonus action. to take only half damage, it instead takes no
damage if it succeeds on the saving throw,
Cunning Action and only half damage if it failed. The expert
doesn't benefit from this feature while
2nd-level Expert feature incapacitated.
The sidekick's agility or quick thinking
allows it to act speedily. On its turn in Inspiring Help
combat, it can take the Dash or Hide action
as a bonus action. 11th-level Expert feature
When the expert takes the Help action, the
creature who receives the help also gains a
Expertise ld6 bonus to the d20 roll. If that roll is an
3rd-level Expert feature attack roll, the creature can forgo adding the
Choose two of the expert’s skill bonus to it, and then if the attack hits, the
proficiencies. The expert's proficiency bonus creature can add the bonus to the attack's
is doubled for any ability check they makes damage roll against one target.
that uses any of the chosen proficiencies. At 20th level, the bonus increases to 2d6.
At 15th level, choose two more of the
sidekick's skill proficiencies to gain this Use Magic Device
benefit 13th -level Expert feature
You have learned enough about the
Boon workings of magic that you can improvise
4th-level Expert feature the use of items even when they are not
At 4th level and again at 8th, 10th, 12th, intended for you. You ignore all class, race,
16th, and 19th level, the expert gains a boon. and level requirements on the use of magic
items.
Coordinated Strike
Reliable Talent
14th-level Expert feature
The sidekick has refined its skills to an
exceptional degree. Whenever the sidekick
makes an ability check that includes its
whole proficiency bonus, it can treat a d20
roll of 9 or lower as a 10.
Sharp Mind
18th-level Expert feature
The sidekick gains proficiency in one of the
following saving throws of your choice:
Intelligence, Wisdom, or Charisma.
Stroke of Luck
20th-level Expert feature
If your attack misses a target within range,
you can turn the miss into a hit.
Alternatively, if you fail an ability check,
you can treat the d20 roll as a 20.
Once you use this feature, you can't use it
again until you finish a short or long rest.
Hit Dice: 1d6 + your Constitution modifier
per rogue level
Weapons: Any two
Tools: None
Skills: Choose four from : Arcana, History,
Insight, Investigation, Medicine,
Performance, Persuasion, and Religion.
Equipment
You start with the following equipment, in
addition to the equipment granted by your
THE background:
(a) a quarterstaff or (b) a dagger
(a) a component pouch or (b) an arcane
SPELLCASTER focus
(a) a scholar's pack or (b) an explorer's pack
A spellbook
1 Bonus Proficiencies,
Spellcasting Bonus Proficiencies
2 1st-level Spellcaster feature
3 The Spellcaster gains proficiency in one
4 1st Boon saving throw of your choice: Wisdom,
5 Intelligence, or Charisma.
6 Potent Cantrips
7 Spellcasting
8 2nd Boon
9 1st-level Spellcaster feature
10 The spellcaster gains the ability to cast
11 spells.
12 3rd Boon Choose the Spellcaster's role: Mage,
13 Healer, or Prodigy.
14 Empowered Spells This choice determines the spell list and
15 spellcasting ability used by the sidekick, as
16 4th Boon shown on the Spellcasting table.
17
18 5th Boon Spellcastin Spell List Ability
g Role
19
Mage Wizard Intelligence
20 Focused Casting Healer Cleric/Druid Wisdom
Prodigy Bard and Warlock Charisma
THE
WARRIOR
1 Bonus Proficiencies, Martial Role
2 Second Wind(1 use)
3 Improved Critical
4 Boon
5
6 Extra Attack (1 extra)
7
8 Boon
9
10 Boon
11 Indomitable (1 use)
12 Boon
13
14
15 Extra Attack (2 extra)
16 Boon Each warrior focuses on offense or defense
17 in their training. Choose one of the
18 Indomitable (2 use) following options:
19 Boon Attacker. The sidekick gains a +2 bonus to
20 all attack rolls.
Defender. The sidekick can use its reaction
The Expert is a master of certain tasks or to impose disadvantage on the attack roll of
knowledge, favoring cunning over brawn. It a creature within 5 feet of it whose target
might be a scout, a musician, a librarian, a isn't the sidekick,
clever street kid, a provided the sidekick can see the attacker.
wily merchant, or a burglar.
Reckless Attack
5th level Barbarian Feature
You can throw aside all concern for defense
to attack with fierce desperation. When you
make your first attack on your turn, you can
decide to attack recklessly. Doing so gives
you advantage on melee weapon attack rolls
using Strength during this turn, but attack
rolls against you have advantage until your
next turn.
Tough
9th level Barbarian Feature
Your hit point maximum increases to 10.
Whenever you gain a level thereafter, your
Arcane Recovery
Master of Tactics
9th level Mage Feature
Once per day when you finish a short rest, 5th level Mastermind Feature
you can regain one expended spell slot of 1st When you use the Help action to aid an ally
level. in attacking a creature, the target of that
attack can be within 30 feet of you, rather
than 5 feet of you, if the target can see or
Extra Metamagic Option hear you.
13th level Mage Feature
You gain two more Metamagic options for a Insightful Manipulator
total of four.
9th level Mastermind Feature
If you spend at least 1 minute observing or
Arcane Spell Power interacting with another creature outside
14th level combat, you can learn certain information
You have become expert in the wizardly about its capabilities compared to your own.
arts. When you roll damage for a spell you The DM tells you if the creature is your
cast, you can treat any 1 on a damage die as equal, superior, or inferior in regard to two
a 2. of the following characteristics of your
choice:
THE • Intelligence score
• Wisdom score
MASTER MIND • Charisma score
• Class levels (if any)
Your focus is on people and on the influence • At the DM's option, you might also realize
and secrets they have. Many spies, courtiers, you know a piece of the creature's history or
and schemers follow this path, leading lives one of its personality traits, if it has any.
of intrigue. Words are your weapons as
often as knives or poison, and secrets and
favors are some of your favorite treasures Misdirection
13th level Mastermind Feature
Master of Intrigue You can sometimes cause another creature
to suffer an attack meant for you. When you
1st level Mastermind Feature are targeted by an attack while a creature
You gain proficiency with: within 5 feet of you is granting you cover
• The disguise kit. against that attack, you can use your bonus
• The forgery kit action to have the attack target that creature
• One gaming set of your choice. instead of you.
• You also learn two languages of your
choice.
Additionally, you can unerringly mimic the Soul of Deceit
speech patterns and accent of a creature that 17th level Mastermind Feature
you hear speak for at least 1 minute, Your thoughts can't be read by telepathy or
allowing you to pass yourself off as a native other means unless you allow it. You can
present false thoughts by making a damage rolls. Its hit point maximum equals
Deception check contested by the mind half its normal maximum or four times your
reader's Insight) check. sorcerer level, whichever is higher.
Additionally, no matter what you say, magic On each of your turns, you can use a bonus
that would determine if you were telling the action to mentally command your cohort and
truth indicates you are being truthful, if you any other undead creatures under your
so choose, and you can't be compelled to tell control, as per the spell animate dead.
the truth by magic You can surgically repair your cohort when
you take a long rest, reanimating the remains
if it has died, and restoring it to maximum
Master Duelist
Rakish Audacity 17th level Swashbuckler Feature
5th level Swashbuckler Feature Your mastery of the blade lets you turn
You can add your Charisma modifier to failure into success in combat. If you miss
your initiative rolls. with an attack roll, you can roll it again with
In addition, you don't need advantage on advantage. Once you do so, you can't use
your attack roll to use your Coordinated this feature again until you finish a short or
Strike if no creature other than your target is long rest
within 5 feet of you. All the other rules for
the Sneak Attack class feature still apply to
you
.
THIEF
Burglars, bandits, cutpurses, and other
Panache criminals typically follow this path, but so
9th level Swashbuckler Feature do those who prefer to think of themselves
Your charm becomes extraordinarily as professional treasure seekers, explorers,
beguiling. As an action, you can make a delvers, and investigators.
Persuasion check contested by a creature's
Insight check. The creature must be able to Fast Hands
hear you, and the two of you must share a
language.
1st level Thief Feature
You can use a bonus action to make a
If you succeed on the check and the creature
Sleight of Hand check, use thieves' tools to
is hostile to you, it has disadvantage on
disarm a trap or open a lock, or take the Use
attack rolls against targets other than you
an Object action.
You gain the ability to climb faster than
Second-Story Work normal; climbing no longer costs you extra
movement.
5th level Thief Feature In
addition, when you make a running jump,
the distance you cover increases by a
number of feet equal to your Dexterity
modifier.
Supreme Sneak
9th level Thief Feature
You have advantage on Stealth checks if
you move no more than half your speed on
the same turn.
Thief's Reflexes
17th level
You can take two turns during the first
round of any combat. You take your first
turn at your normal initiative and your
second turn at your initiative minus 10. You
can't use this feature when you are surprised.
MAGIC
Casting Time
Concentration
Line of Sight
Your Turn
On your turn, you can move a distance up to
your speed and take one action and one free
action. You can break up your movement
and attacks as is described in the Movement
section. Your speed--sometimes called your
walking speed--is noted on your character
sheet.
Combat
The Order of Combat
The game organizes the chaos of combat
into a cycle of rounds and turns.
A round represents about 6 seconds in the
game world.
During a round, each participant in a battle
takes a turn.
The order of turns is determined at the
beginning of a combat encounter when
everyone rolls initiative.
Once everyone has taken a turn, the fight
continues to the next round if neither side
has defeated the other.
Combat Step by Step
1. Determine surprise. The GM
determines whether anyone involved in the
combat encounter is surprised.
2. Establish positions. The GM decides of identical creatures, so each member of the
where all the characters and monsters are group acts at the same time.
located. Given the adventurers' marching The GM ranks the combatants in order from
order or their stated positions in the room or the one with the highest Dexterity check
other location, the GM figures out where the total to the one with the lowest. This is the
adversaries are--how far away and in what order (called the initiative order) in which
direction. they act during each round. The initiative
3. Roll initiative. Everyone involved in order remains the same from round to round.
the combat encounter rolls initiative, If a tie occurs, the GM decides the order
determining the order of combatants' turns. among tied GM-controlled creatures, and the
players decide the order among their tied
4. Take turns. Each participant in the
characters. The GM can decide the order if
battle takes a turn in initiative order.
the tie is between a monster and a player
5. Begin the next round. When character. Optionally, the GM can have the
everyone involved in the combat has had a tied characters and monsters each roll a d20
turn, the round ends. Repeat step 4 until the to determine the order, highest roll going
fighting stops. first.
Surprise
The GM determines who might be
surprised.
Attacking
The attacker rolls a d20 and must overcome
If neither side tries to be stealthy, they
the armor class of the target.
automatically notice each other.
The Attack is 1d20 + proficiency bonus (if
Otherwise, the GM compares the Stealth
any) + Strength modifier (melee weapons)
checks of anyone hiding with the passive
or +Dexterity (range weapon) + any magical
Perception score of each creature on the
bonuses from things like magical weapons.
opposing side.
Any character or monster that doesn't
notice a threat is surprised at the start of the Grappling
encounter. When you want to grab a creature or wrestle
If you're surprised, you can't move or take with it, you can use the Attack action to
an action on your first turn of the combat, make a special melee attack, a grapple. If
and you can't take a reaction until that turn you're able to make multiple attacks with the
ends. Attack action, this attack replaces one of
A member of a group can be surprised them.
even if the other members aren't. The target of your grapple must be no more
than one size larger than you and must be
within your reach. Using at least one free
Initiative hand, you try to seize the target by making a
Initiative determines the order of turns grapple check instead of an attack roll: a
during combat. When combat starts, every Strength (Athletics) check contested by the
participant makes a Dexterity check to target's Athletics or Acrobatics check (the
determine their place in the initiative order. target chooses the ability to use). If you
The GM makes one roll for an entire group succeed, you subject the target to the
grappled condition. The condition specifies
the things that end it, and you can release the
target whenever you like (no action
Actions in Combat
required). When you take your action on your turn,
Escaping a Grapple. A grappled creature you can take one of the actions presented
can use its action to escape. To do so, it here, an action you gained from your class
must succeed on a Strength (Athletics) or or a special feature, or an action that you
Dexterity (Acrobatics) check contested by improvise. Many monsters have action
your Strength (Athletics) check. options of their own in their stat blocks.
Moving a Grappled Creature. When you When you describe an action not detailed
move, you can drag or carry the grappled elsewhere in the rules, the GM tells you
creature with you, but your speed is halved, whether that action is possible and what
unless the creature is two or more sizes kind of roll you need to make, if any, to
smaller than you. determine success or failure.
Size Categories
Size Space
Tiny 2 1/2 by 2 1/2 ft.
Small 5 by 5 ft.
Medium 5 by 5 ft.
Large 10 by 10 ft.
Huge 15 by 15 ft.
Gargantuan 20 by 20 ft. or
larger
Space
A creature's space is the area in feet that it
effectively controls in combat, not an
expression of its physical dimensions. A
typical Medium creature isn't 5 feet wide,
for example, but it does control a space that
wide. If a Medium hobgoblin stands in a 5‐
foot-wide doorway, other creatures can't get
through unless the hobgoblin lets them.
Conditions
A creature's space also reflects the area it Conditions alter a creature's capabilities in a
needs to fight effectively. For that reason, variety of ways and can arise as a result of a
there's a limit to the number of creatures that spell, a class feature, a monster's attack, or
can surround another creature in combat. other effect. Most conditions, such as
Assuming Medium combatants, eight blinded, are impairments, but a few, such as
creatures can fit in a 5-foot radius around invisible, can be advantageous.
another one. A condition lasts either until it is countered
Because larger creatures take up more space, (the prone condition is countered by
fewer of them can surround a creature. If standing up, for example) or for a duration
five Large creatures crowd around a specified by the effect that imposed the
Medium or smaller one, there's little room condition.
for anyone else. In contrast, as many as If multiple effects impose the same
twenty Medium creatures can surround a condition on a creature, each instance of the
Gargantuan one. condition has its own duration, but the
condition's effects don't get worse. A
Squeezing into a Smaller Space creature either has a condition or doesn't.
A creature can squeeze through a space that The following definitions specify what
is large enough for a creature one size happens to a creature while it is subjected to
smaller than it. Thus, a Large creature can a condition.
squeeze through a passage that's only 5 feet
wide. While squeezing through a space, a Blinded
creature must spend 1 extra foot for every A blinded creature can't see and
foot it moves there, and it has disadvantage automatically fails any ability check that
on attack rolls and Dexterity saving throws. requires sight.
Attack rolls against the creature have ending if a creature's exhaustion level is
advantage, and the creature's attack rolls reduced below 1.
have disadvantage. Finishing a long rest reduces a creature's
Charmed exhaustion level by 1, provided that the
A charmed creature can't attack the creature has also ingested some food and
charmer or target the charmer with harmful drink.
abilities or magical effects. Frightened
The charmer has advantage on any ability A frightened creature has disadvantage on
check to interact socially with the creature. ability checks and attack rolls while the
source of its fear is within line of sight.
The creature can't willingly move closer to
Deafened the source of its fear.
A deafened creature can't hear and
automatically fails any ability check that Grappled
requires hearing. A grappled creature's speed becomes 0,
and it can't benefit from any bonus to its
Exhaustion speed.
Some special abilities and environmental
The condition ends if the grappler is
hazards, such as starvation and the long-
incapacitated (see the condition).
term effects of freezing or scorching
The condition also ends if an effect
temperatures, can lead to a special condition
removes the grappled creature from the
called exhaustion. Exhaustion is measured in
reach of the grappler or grappling effect,
six levels. An effect can give a creature one
such as when a creature is hurled away by
or more levels of exhaustion, as specified in
the thunder-wave spell.
the effect's description.
Level Effect Incapacitated
1 Disadvantage on ability An incapacitated creature can't take actions
checks or reactions.
2 Speed halved Invisible
3 Disadvantage on attack An invisible creature is impossible to see
rolls and saving throws without the aid of magic or a special sense.
4 Hit point maximum halved For the purpose of hiding, the creature is
5 Speed reduced to 0 heavily obscured. The creature's location
6 Death can be detected by any noise it makes or any
If an already exhausted creature suffers tracks it leaves.
another effect that causes exhaustion, its Attack rolls against the creature have
current level of exhaustion increases by the disadvantage, and the creature's attack rolls
amount specified in the effect's description. have advantage.
A creature suffers the effect of its current Paralyzed
level of exhaustion as well as all lower A paralyzed creature is incapacitated (see
levels. For example, a creature suffering the condition) and can't move or speak.
level 2 exhaustion has its speed halved and
The creature automatically fails Strength
has disadvantage on ability checks.
and Dexterity saving throws. Attack rolls
An effect that removes exhaustion reduces against the creature have advantage.
its level as specified in the effect's
description, with all exhaustion effects
Any attack that hits the creature is a A stunned creature is incapacitated (see
critical hit if the attacker is within 5 feet of the condition), can't move, and can speak
the creature. only falteringly.
Petrified The creature automatically fails Strength
A petrified creature is transformed, along and Dexterity saving throws.
with any nonmagical object it is wearing or Attack rolls against the creature have
carrying, into a solid inanimate substance advantage.
(usually stone). Unconscious
Its weight increases by a factor of ten, and An unconscious creature is incapacitated
it ceases aging. (see the condition), can't move or speak, and
The creature is incapacitated (see the is unaware of its surroundings
condition), can't move or speak, and is The creature drops whatever it's holding and
unaware of its surroundings. falls prone.
Attack rolls against the creature have The creature automatically fails Strength
advantage. and Dexterity saving throws.
The creature automatically fails Strength Attack rolls against the creature have
and Dexterity saving throws. advantage.
The creature has resistance to all damage. Any attack that hits the creature is a critical
The creature is immune to poison and hit if the attacker is within 5 feet of the
disease, although a poison or disease already creature.
in its system is suspended, not neutralized.
Poisoned
A poisoned creature has disadvantage on
attack rolls and ability checks.
Prone
A prone creature's only movement option
is to crawl unless it stands up and thereby
ends the condition.
The creature has disadvantage on attack
rolls.
An attack roll against the creature has
advantage if the attacker is within 5 feet of
the creature. Otherwise, the attack roll has
disadvantage.
Restrained
A restrained creature's speed becomes 0,
and it can't benefit from any bonus to its
speed.
Attack rolls against the creature have
advantage, and the creature's attack rolls
have disadvantage.
The creature has disadvantage on
Dexterity saving throws.
Stunned